*comment Choice of Rebels: Uprising written by Joel Havenstone, copyright 2017.
*comment Using ChoiceScript (copyright 2010 by Dan Fabulich) under the terms of the ChoiceScript license:
*comment  http://www.choiceofgames.com/LICENSE-1.0.txt
*text_image chap2.png center Chapter Two: The Outlaws of Whendward
*temp badger false
*temp radagaric false
*temp formerdep false
*temp strikecamp 0
*temp nothchange 0
*temp hungry 0
*temp hadvtick 0
*temp othadvtick 0
*temp foodprotest 0
*temp foodnow 0
*temp freefollowers 0
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*temp lwfoll 0
*temp lwdiff 0
*temp lwfost 0
*temp nofoll false
*temp ablers 0
*temp bearfoll 0
*temp rabbitfoll 0
*temp mulefoll 0
*temp aftermulefoll 0
*temp standfoll 0
*temp templefoll 0
*temp horse 0
*temp rottick 0
*temp desmut 0
*temp desmutk 0
*temp interloc ""
*temp combator "combat"
*temp raids "raids"
*temp storymode false
*temp curric 0
*temp trapsome false
*temp recsome false
*temp alphsome false
*temp nopriests false
*temp nonob false
*temp nomerch false
*temp didntpriest false
*temp fedcas false
*temp fedrel true
*temp radrebuke false
*temp bredhit false
*temp bredkick false
*temp elzv false

*temp boycottloot 0
*temp mysword 0
*temp myswordval 0
*temp myswordbush 0
*temp fencemules 0
*temp armsval 0
*temp armsvalbush 0
*temp armsale 0
*temp mulesale 0
*temp mulesaleblurb false
*temp tooksword false
*temp armsfirst false
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*temp merchant 0
*temp nobles 0
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*temp rabbit 0
*temp poisond 0

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*temp rabbstand 0
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*temp rabbstandtick false
*temp tempstandtick false

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*temp scouts 0
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*temp mulerecontick false
*temp mulerecondone false
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*temp randmule 0
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*temp merchscouts 0
*temp templerecon 0
*temp noblerecon 0
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*temp barnrecon 3
*temp alasrecon 0
*temp alasscouts 0
*temp bredrecon false
*temp bsout true

*temp carastory false
*temp carablu false
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*temp caracas 0
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*temp carabandon false
*temp caraprice false

*temp barnblurb false
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*temp barnt false
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*temp barnhelth 0
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*temp barnhelnum 0
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*temp yeobarn 0
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*temp aristobarn 0
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*temp bredbarn false
*temp burnbarn false
*temp burnaristo 0
*temp bredvecc false
*temp nobb_theurgy false
*temp el_barn false
*temp nwbarnscouts false

*temp muleblurb false
*temp muleluck false
*temp mulebeggar "my personal intervention"
*temp muleaskfoll 0
*temp beggedmules 0
*temp mulebegblurb false
*temp bredmule 0
*temp bredmulesicktent false
*temp muleyeoth 0
*temp mulemerth 0
*temp mulebothth 0
*temp mulecas 0
*temp alastmule false
*temp monkmule 1
*temp bothmuleraid 0
*temp almuplan "the plan we follow to be mine"
*temp mulescared false
*temp yeomuletot 0
*temp mulemersyn false
*temp muleanarchy false
*temp muledonation 0
*temp memuleraid false
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*temp bredmuleblurb false

*temp alas_bred false
*temp alas_el false
*temp alas_rad false
*temp alasintro false
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*temp alreckback false
*temp albredrej false
*temp alasbush 0

*temp merchcas 0
*temp bredpick false
*temp merchmules 0
*temp merchbush 0
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*temp merchcomp 0
*temp elmerch false
*temp radmerch false
*temp merchres 0

*temp nobrad "Tiglin"
*temp nobmules 0
*temp nobcas 0
*temp noblead 0
*temp nobloot 0
*temp nob_theurgy 0
*temp nobreckback false
*temp demtheu false

*temp tempbred false
*temp templeme false
*temp bred_t false
*temp theurtemp 0
*temp templeslash false
*temp tempfound false
*temp tempcrack false

*temp eltaxplan false
*temp eltaxwant false
*temp taxfoll 0
*temp taxcas 0
*temp taxariblu false
*temp taxalastor 0
*temp taxscout "Ciels"
*temp taxhench "z"
*temp familythreat 0
*temp zvtax false
*temp eltax false
*temp radtax false
*temp taxfence 0
*temp taxfenceblurb false
*temp taxmules 0
*temp taxbush 0
*temp taxbushlt 0
*temp taxcash 0
*temp taxfail false
*temp taxchoose false
*temp archmules 0
*temp bleys_execute false
*temp kuralias "kuria"
*if male
  *set kuralias "kurios"
*temp trapchecked false

*temp leytick false
*temp leytick2 false
*temp smugweek 0
*temp smugmules 0
*temp smugfoll 0
*temp smugtick false
*temp smugbush 0
*temp smugcash 0
*temp smugleft 0
*temp smugsick 0
*temp alaine_visit false

*temp reassured false
*temp elfail 0
*temp sixscout "Ciels"
*temp sixhe he
*temp sixhis his

*temp bredfund false
*temp dadfund true
*temp fundout 0
*temp fundrkids 0
*temp fosterage 0
*temp fundrbush 0
*temp fundtotal 0
*temp fundfailtick false
*temp fundyoutick false
*temp missionhostile false
*temp helbegtale false

*temp archblu false
*temp fundrfood "food"
*temp rationblurb true
*temp trainattack 0
*temp templeintro false
*temp bredreligtick false
*temp wischoice false
*temp firstkill 0
*temp yeoslur false
*temp zvadsilent true
*temp thankoath "Angels"
*temp mulecav false
*temp harrowsift 30
*temp radchatkid false
*temp the_end false
*temp sickrebel 0
*temp casrebel 0
*temp whynothief 0
*temp radmut 0
*temp radmutacc 0
*temp radmutweek 15

*temp trapfoll 0
*temp trapweek 0
*temp prothaggle 0

*temp starvefood 0
*temp starvefoll 0
*temp starvefollc 0

*temp maxfundout 0
*temp maxtrapfoll 0
*temp maxmissionfoll 0
*temp maxrabbfoll 0
*temp maxbarnmules 0
*temp maxcaramules 0
*temp maxnobmules 0

*temp literacy 0
*temp students 0
*temp litweek 0
*temp prevlit 0

*temp randtax 0
*temp taxweek ""
*temp taxfake ""
*rand randtax 7 9
*if randtax = 7
  *set taxweek "seventh"
  *set taxfake "sixth"
*if randtax = 8
  *set taxweek "eighth"
  *set taxfake "seventh"
*if randtax = 9
  *set taxweek "ninth"
  *set taxfake "eighth"
*temp sariweek ""
*temp sariprev ""
*temp sariprevth ""
*temp wrongweek 0
*temp randill2 0
*temp randill4 0
*temp randill6 0
*temp randillc2 0
*temp randillc4 0
*temp randillc6 0
*temp badlyill 0
*temp quartermaster "Yebben"
*temp healer "Terret"
*temp diettick false
*temp foodstorelt 0
*temp needmules 0
*temp needmules2 0
*temp ha_morale 0
*temp ha_weeks 0
*temp sa_morale 0
*temp sa_weeks 0
*temp hc_morale 0
*temp hc_weeks 0
*temp sc_morale 0
*temp sc_weeks 0
*temp ha_diet "three-quarter rations"
*temp hafood 0.61
*temp ha_foll 0
*temp hc_diet "a subsistence diet"
*temp hcfood 0.6
*temp hc_foll 0
*temp sa_diet "a subsistence diet"
*temp safood 0.8
*temp sc_diet "a subsistence diet"
*temp scfood 0.6
*temp hostfood 0
*temp mefood 1.4
*temp mesick 0
*temp solidarity 0
*temp randmesick 0
*temp sickweek 0
*temp bgtick false
*temp needfoodlt 0
*temp foodcost 0
*temp afford 0
*temp affordlt 0
*temp affmuleteer 0
*temp canbuy 0
*temp canbuyteers 0
*temp allbush 0
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*temp sickmulesnext 0
*temp sickmuletick false
*temp sickmulecheck week
*temp remules 0
*temp sellmulesnext 0
*temp mobility 0
*temp mulecap 0
*temp sick 0
*temp bandead 0
*temp sadead 0
*temp sicksurv 0
*temp kidstick 0
*temp kidsgone false
*temp kidswait false

*temp randtheurge1 0
*rand randtheurge1 4 6
*temp randtheurge2 0
*rand randtheurge2 7 9
*temp tottheucas 0
*temp theucas 0
*temp sickcas 0

*temp caveat false
*temp me_raid 0
*temp br_raid 0
*temp zv_raid 0
*temp el_raid 0
*temp rad_raid 0
*temp ci_raid 0
*temp dep_raid 0
*temp radsick false
*temp me_rim 0

*temp zv_almule false
*temp el_almule false
*temp rad_almule false

*temp missionfoll 0
*temp missiontarg 0
*temp missionrecr 0
*temp memission false
*temp misslead ""

*temp randbear 0
*temp bearjoke false
*temp randrabb 0
*temp rablt 0
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*temp rabcash 0
*temp rabbadvice false

*temp tick 0
*temp recovery 0
*temp hegadvice false
*temp thrifty false
*temp zvad_c false
*temp celery false
*temp consc 3
*temp first "first"
*if theurgy = 1
  *set first "second"
*temp disarm 0
*if theurgy = 4.2
  *set disarm 1
*temp levitate 0
*if theurgy = 4.3
  *set levitate 1
*temp keen 0
*temp blind 0
*temp hefty 0
*temp poltergeist 0
*temp theuactnow false
*temp theuspell false
*temp theuprob ""
*temp phial 0
*temp discreet false
*temp theurefuse 0
*temp demhelot false
*temp frame 0
*temp eltick false
*temp telery false
*temp tax_theurgy 0
*temp slogan ""
*temp priestsknow false
*temp scoutrand 0
*rand scoutrand 0 9

*temp dietlooplimit 0
*temp standlooplimit 0

*set followers +42
*set arms +10
*if weapon = "sword"
  *set mysword 2
*set mules 4
*set sickmules 1
*if wealth > 400
  *set mules +3
  *set sickmules +1
*if (wealth > 200)
  *set mules +4
  *set sickmules +1
*if rescuer = 0
  *set followers +1
  *if bred_here
    *set followers +1
  *set ha_foll followers
  *set sa_foll 12
  *set sc_foll 21
  *set hc_foll 157
  *set ha_foll -sc_foll
  *set ha_foll -hc_foll
  *set ha_foll -sa_foll
  *set kids (hc_foll+sc_foll)
  *set morale round((followers/3)+2)
  *set sickmules +1
  *set foodstorelt 364
  *set fundrfood "food—and perhaps to foster some of our children"
*if rescuer = 1
  *set sa_foll 5
  *set ha_foll 37
  *set morale +10
  *set foodstorelt 84
  *set reconprec true
*set sick (sa_foll+sc_foll)
*set lwfoll followers
*set wealth +35
*set afford round(wealth/16)
*set freemules (mules-sickmules)
*set zvad 1
*set zv_lead +1
*set nonkids (followers-kids)
*if theuknown > 9
  *set priestsknow true

"$!{kuria} ${fname}?"  Zvad's voice is barely audible over the patter of raindrops on the sodden tent canvas.

You hug your damp woolen cloak around you, hacking phlegm from your throat and thinking forlornly of past winters when you could light a proper fire.  "What news, Zvad?"

The Whendish outlaw lowers his hood and scratches his gloomy, mud-streaked face.  "The watch says a Theurge just flew by, heading southeast toward the Rim.  Probably didn't see us—even if it weren't raining, the tree canopy here is solid and the cooks aren't making smoke.  Most folk are well settled in for the evening.  Including the sick.  Did you want us to strike camp?"

*if aristo and (weapon != "sword")
  As so often, you find your sword hand trying to rest on a missing hilt.
  *if com < 1
    You learned the reflex from your cousins, however little else their blademaster was able to teach you.
  But your blade will have been disposed of back in Rim Square like all your House's other property…and would of course be little use against magi regardless.  With some irritation, you drop your hand to your side.
  
You know that Zvad respects your rules—and one of those rules is to move on immediately if there's any chance that a Theurge or any other enemy might have identified your bandits' location.  Still, his reluctance to strike camp in the cold, drizzly twilight is clear.  Others (not least your father) will be much more noisily discontented.  You wonder how many unpopular decisions you can take before someone challenges your authority.

You don't want the band to get complacent, but you also recognize that Zvad is right: it's unlikely that this particular Theurge will have seen you, even if she or he was looking for you.
*choice
  #"The rule is clear, Zvad.  Of course we strike camp."
    Moving up the mountain in the rain will be unpopular, and might even be unnecessary in this case—but you know that consistent, clear rules are the foundation of authority.  Your people won't respect your leadership if you don't stick to your own policy.  And there's a chance, however small, that the Theurge will be back in an hour with five more magi and a barrage of vitriolic fire.

    Zvad sighs and pulls his hood back over his matted hair.  "Of course, ${kuria}.  I'll let them know."
    *set morale -3
    *set strikecamp 3
    *goto kuriachoice
  #"It can wait until dawn."
    Yes—it's important to have clear rules, but it's equally important to know when an exception is justified.  You don't want to be like an Alastor, sticking to the letter of the rules even when it hurts your people more than it protects them.
    
    Zvad visibly relaxes and runs his hand through his matted hair.  "Wise choice, ${kuria}."
    *goto kuriachoice
  #"Let's give the sick their rest.  But rouse the able-bodied for another hour's walk."
    By allowing your sick to rest, you give them a better chance at recovery.  But if disaster strikes—if that Theurge returns in an hour with five more magi and a barrage of vitriolic fire—will their isolation from the main band make them less likely to be discovered, or more likely to be slaughtered?
    
    Zvad pulls his hood back over his matted hair.  "As you command, ${kuria}.  I'll give the word."
    *set morale -2
    *set strikecamp 2
    *goto kuriachoice
*label kuriachoice

*if aristo
  Most of the outlaws still call you "${kuria}."  In Shayard, much like the native term "master," the word has lost some of its noble connotation; these days, it's a polite way to address merchants and wealthy yeomen, not only landed aristocrats.  Still, no one would ever refer to a helot as "kuria" or "kurios," and it sets you apart from the rest of the group.
  *choice
    *if arrog > 0
      #Which is just as it should be.  There's a reason I'm leading the band, after all.
        As Zvad turns to leave, you ask,
        *goto banditlead
    #I gently remind Zvad that I've asked people to stop calling me ${kuria}.
      *set kuria "Captain"
      *set milady "Captain"
      *if (arrog > 0) and (bred_here)
        It's taken some getting used to—for you, and for the helots who know you, especially Breden.  After all, you'd always insisted on proper deference from ${xhim}.
        *choice
          #But that was before I found myself a rebel among rebels.  Out here, the distinctions I used to insist on have come to seem slightly ridiculous.
            *set breden 1
            *set arrog -10
            *goto zvadchuckles
          #I've not lost hope of instilling proper order in this rude horde…but one thing at a time.
            *goto zvadchuckles
          #Insisting on titles out here in the wild might drive some honorless brigand to stab me in my sleep.
            *goto zvadchuckles
      *label zvadchuckles
      Zvad chuckles tolerantly.  "Aye, 'Captain,' I forgot.  Sorry."
      
      *goto banditlead
    #I've forsaken all noble privilege, but asking people to change how they address me would just draw more attention to my status.
      There's no point in pretending to be a helot.  And there's no harm in the band calling you ${kuria}, as long as you don't act like a privileged noble${woman} or give the impression that you're leading by right of birth.

      As Zvad turns to leave, you shake off your mild discomfort and ask,
      *goto banditlead
    #I'm glad that they keep calling me by my proper title.  I'm not a helot, after all.
      As Zvad turns to leave, you shake off your mild discomfort and ask,
      *goto banditlead
*if helot
  *if strikecamp > 0
    "I know it's 
  *if strikecamp <= 0
    "It's bloody
  cold, and we're all soaked through." You try to remind yourself again of how many wintry hours you and your fellow helots have spent in no less sodden rags, rousted out before dawn to plow or weed or haul timber in the rain.  There's nothing new about what you're feeling now.
  *fake_choice
    #But there was always a fire to come back to.
      A grand bonfire, the one thing no aristo in the Rim would begrudge their helotry.  With roasted gourds and yams, a scrap of pigeon, a cup of hot water…things to balance out the cold humors, get your thickened blood flowing properly again.
    #And a roof over my head.
      Growing up, you'd thought your crude shack gave barely any protection against the winter storms.  Now you'd be grateful to the point of tears if you came across a shelter that kept out half as much.
    #And enough food to keep us in good enough health.
      With Ablers standing by to cure those who fell ill nonetheless.  The aristarchs didn't want their helots dying of anything as pointless as a winter ague, and the overseers had a decent sense for when someone was genuinely too sick to work.  The one time you had a high fever, you got goat's milk and scraps of mutton for two days until you'd begun to recover.
      
      *comment endif
  Still, you force out the words, "We've lived through worse winters than this." 
  
  As Zvad turns to leave, you add,
*label banditlead
*if helot or ((bred_lover > 3) or (bred_heart = 3))
  *set bfname fname
*if aristo and ((bred_lover < 4) and (bred_heart != 3))
  *set bfname (kuria&" ")&fname
"Have you got the archers standing ready, in case that Theurge comes back for another look?"
*if aristo or (int = 2)
  You've read that invulnerability magic consumes a lot of blood, and you doubt that Theurges can afford to keep themselves protected on long reconnaissance flights.

"They're ready, don't worry.  And I'll make sure they stay ready till it's too dark to shoot."  Zvad ducks low enough for the battle-scarred maul strapped to his back to clear the tent doorflap.  Not for the first time, you're hit by the incongruity of the craggy Whend accepting your leadership—he's twice your age, incomparably more experienced, and could probably snap you in half.
*page_break
In general, it's strange to have so quickly become the captain of a gang of bandits.
*if rescuer > 0
  But the last leader of the demoralized Whendward Band had died of an ague four months before you limped into their camp with
  *if bred_here
    Breden,
  Radmar and your father.  As your mysterious rescuer predicted, the outlaws had already heard the story of your escape from the aristarchs' prison and your futile but bold confrontation with Chirex.  Your willingness to defy the Thaumatarchy caught their imaginations, and they began asking you for guidance even before your injuries had healed.
  *goto stats
*else
  When you encountered the Whendward outlaws deep in the wilderness a week after your revolt, you were sure that they would try to take over your group, not vice versa.  But they turned out to be a demoralized and dwindling band; their previous leader had died of an ague four months before you arrived.  The story of your rebellion against the Thaumatarch immediately seized their imaginations.
  *goto stats
*label stats

*if cha = 2
  With your charisma and eloquence, you quickly won their loyalty.
*if int = 2
  You impressed them with your keen intellect and practical learning—in particular, your well-informed ideas about how to counter Theurgy.
*if theuknown >= 10
  They were awed by your townsfolk's tale of how you used arcane powers against the Hegemonic authorities.
*if com = 2
  When they became aware of your skills at combat and tactics, your place as chief was assured.
*if cha = 0
  It didn't matter that you were far from charismatic; indeed, your brusque, unadorned personality helped you fit right in with the bandits.
*if int = 0
  Your lack of learning and poor memory hardly mattered among the unlettered bandits.
*if com = 0
  The fact that you're not much of a fighter was, surprisingly, not a major obstacle; the bandits were hungry for leadership that went beyond mere combat advice.

You'd expected them to be anarchic, domineering, and bloodthirsty.  After all, you were raised on cautionary tales of Xaos-loving brigands and their atrocities.  
*if female
  You'd even wondered if (like some of the barbarians outside the Hegemonic borders) they would refuse to accept your leadership simply because you're a woman.

But these men and women aren't villains—just desperate former helots fleeing death sentences or starvation.  Nor are they yet rebels, save by the authorities' condemnation.  They're only inspired to escape the Hegemony, not bring it down.
*choice
  #I've shared with them what drives me—the things I truly loathe about the Thaumatarchy.
    *label honestyo
    *set ruth ruthreal
    *set skep skepreal
    *set natl natlreal
    *set hypocrite 1
    *label theyknowyou
    They know you, and the world will know you, 
    *if hypocrite = 1
      for who you truly are:
    *if hypocrite > 1
      by the image you've begun creating for yourself:
    *if ruth > 50
      ruthless,
      *if helot
        *set cred_a -5
        *if ruth > 70
          *set cred_a -5
    *if ruth < 50
      compassionate,
      *if helot
        *set cred_a +5
        *if ruth < 30
          *set cred_a +5
    *if skep > 50
      skeptical,
      *set cred_p -5
      *set thankoath "the bloody Angels"
    *if skep < 50
      devout,
      *set cred_p +5
    *if natl > 50
      Shayard-loving,
      *if aristo
        *set cred_a +5
      *set cred_y +5
    *if natl < 50
      cosmopolitan,
      *set cred_y -5
    and utterly determined to break the power of the Hegemony.
    *goto nowcaptain
  #I've thought it wise to feign a different motivation.
    Now that you've become notorious, you've had to give some thought to how others will perceive you and your rebellion.
    *if ruthreal > 55
      Your ruthlessness will terrify and repel some, even while heartening others.
    *if ruthreal < 45
      Your compassion will be seen by many as weakness.
    *if skepreal > 55
      The devout among your followers will be horrified by your "Nereish" skepticism.
    *if skepreal < 45
      While most of your followers share your devotion to the Angels, anyone who's too devout will share the taint of the much-loathed Ecclesiasts.
    *if natlreal > 55
      Many Shayardenes will be inspired by your full-throated call to restore your homeland's glories, but it may hamper you with the more cosmopolitan nobles and merchants, to say nothing of rebels in the other archonties.
    *if natlreal < 45
      Few Shayardenes will share your cosmopolitan vision of a community that goes beyond nation and language, encompassing anyone who shares the values of your rebellion.
    *if ((ruthreal > 34) and (ruthreal < 66)) and (((skepreal > 34) and (skepreal < 66)) and ((natlreal > 34) and (natlreal < 66)))
      In truth, you don't think you're all that extreme in any of your views.  But you've nonetheless decided that:
      *choice
        #I want to be seen as more ruthless than I truly am.
          *set ruth %+30
          *if cha = 0
            *set ruth %-5
          *set hypocrite 2
          *if gandhi = 1
            Though it fits badly with your mercy at the Harrower, you've
            *set ruth %-10
          *if gandhi != 1
            You've 
          left the band in no doubt of how your enemies will
          *if gandhi = 1
            henceforth
          be treated.  "When the servants of the Hegemony fall into our power, we'll show them the same mercy they show the runaway helot or the starving yeoman!"
          *goto nexthyp
        #I want to be known as more compassionate than I truly am.
          *set ruth %-30
          While you may privately be intent on destroying your enemies, a more compassionate reputation may keep the gentry, priests, and merchants of the realm from uniting against you.  
          
          You make a great show of listening sympathetically to your followers, and give the impression that you'd give the same hearing to your foes.  "Many who serve the Hegemony do so out of ignorance or necessity, not ill will. We should deal with them mercifully when we can."
          *if cha = 0
            *set ruth %+5
          *set hypocrite 3
          *goto nexthyp
        #I want to be seen as more skeptical than I truly am.
          *set skep %+30
          It's hard to swallow the fear that you'll be damned for this charade…but you must distance yourself from the Ecclesiasts and their distortions of the Angels' truth.  Playing the Nereish skeptic will scare some sympathizers away; at least it will ensure that those who do follow you will be unmoved by anything the priests have to say.
          
          As one small gesture, instead of swearing by Xthonos, you've now begun irreverently using "rhupos" as an oath, like the Neres. It's the Karagond word for filth.
          *set oath "rhupos"
          *set sweetoath "bloody rhupos"
          *if cha = 0
            
            *set skep %-5
          *set hypocrite 4
          *goto nexthyp
        #I want to be seen as more devout than I truly am.
          *set skep %-30
          The charade of belief is wearying at first; the language of Angels and Elysian dreams leaves your tongue bitter with self-scorn.  But 
          *if helot and (rescuer = 0)
            your fellow helots are surprisingly ready to believe that your encounter with Chirex turned you as fervent a worshiper as you used to be a skeptic. 
          *if aristo or (rescuer = 1)
            the lies come smoothly enough, and most of your outlaws cling eagerly to the idea that your rebellion is an Angelic vocation.
          *if cha = 0
            *set skep %+5
          *set hypocrite 5
          *set oath "Xthonos"
          *set sweetoath "bleeding Angels"
          *goto nexthyp
        #I want to be seen as more cosmopolitan than I truly am.
          *set natl %-30
          Your band of outlaws includes many Whends, and after a few early stumbles, it wasn't hard to feign a vision for the liberation of all the archonties.  "After the Thaumatarchy falls, we will enjoy a community greater than any single nation or language. Unified by our long fight, no nation will ever succumb to the greed and arrogance we've borne so long from Karagon!"
          *if cha = 0
          
            *set natl %+5
          *set hypocrite 6
          *goto nexthyp
        #I want to be seen as more Shayard-centric than I truly am.
          *set natl %+30
          For all that anyone in the Whendward Band can tell, you care first and foremost for the restoration of your homeland's glories.  "For centuries our ancestors bled to unify and defend Shayard.  That same blood courses now in our veins!"
          *if cha = 0
            *set natl %-5
          *set hypocrite 7
          *goto nexthyp
        #On second thought, I'm happy to be known for who I am.
          It's far simpler to be honest with your followers than to live with a mask.
          *goto honestyo
    
    Since your flight from Rim Square, you've put some effort into creating an image different from your true one.
    *label hypchoice
    *choice
      *if (ruthreal < 35)
        #I want to be known as very ruthless.
          *set ruth %+50
          *if cha = 0
            *set ruth %-7
          *set hypocrite 2
          *if gandhi = 1
            Though it fits badly with your mercy at the Harrower, you've
            *set ruth %-10
          *if gandhi != 1
            You've 
          left the band in no doubt of how your enemies will
          *if gandhi = 1
            henceforth
          be treated.  "When the servants of the Hegemony fall into our power, we'll show them the same mercy they show the runaway helot or the starving yeoman!"
          *goto nexthyp
      *if (ruthreal > 65)
        #I want to be known as very compassionate.
          *set ruth %-50
          While you may privately be intent on destroying your enemies, a more compassionate reputation may keep the gentry, priests, and merchants of the realm from uniting against you.  
          
          You make a great show of listening sympathetically to your followers, and give the impression that you'd give the same hearing to your enemies. "Many who serve the Hegemony do so out of ignorance or necessity, not ill will.  We should deal with them mercifully when we can."
          *if cha = 0
            *set ruth %+7
          *set hypocrite 3
          *goto nexthyp
      *if (skepreal < 35)
        #I want to be known as very skeptical.
          *set skep %+50
          It's hard to swallow the fear that you'll be damned for this charade…but you must distance yourself from the Ecclesiasts and their distortions of the Angels' truth.  Playing the Nereish skeptic will scare some sympathizers away; at least it will ensure that those who do follow you will be unmoved by anything the priests have to say.

          As one small gesture, instead of swearing by Xthonos, you've now begun irreverently using "rhupos" as an oath, like the Neres. It's the Karagond word for filth.
          *set oath "rhupos"
          *set sweetoath "bloody rhupos"
          *if cha = 0
            
            *set skep %-7
          *set hypocrite 4
          *goto nexthyp
      *if (skepreal > 65)
        #I want to be known as very devout.
          *set oath "Xthonos"
          *set sweetoath "bleeding Angels"
          *set skep %-50
          The charade of belief is wearying at first; the language of Angels and Elysian dreams leaves your tongue bitter with self-scorn.  But 
          *if helot and (rescuer = 0)
            your fellow helots are surprisingly ready to believe that your encounter with Chirex turned you as fervent a worshiper as you used to be a skeptic. 
          *if aristo or (rescuer = 1)
            the lies come smoothly enough, and most of your outlaws cling eagerly to the idea that your rebellion is an Angelic vocation.
          *if cha = 0
            *set skep %+7
          *set hypocrite 5
          *goto nexthyp
      *if (natlreal > 65)
        #I want to be known as very cosmopolitan.
          *set natl %-50
          Your band of outlaws includes many Whends, and after a few early stumbles, it wasn't hard to feign a vision for the liberation of all the archonties.  "After the Thaumatarchy falls, we will enjoy a community greater than any single nation or language. Unified by our long fight, no nation will ever succumb to the greed and arrogance we've borne so long from Karagon!"
          *if cha = 0
          
            *set natl %+7
          *set hypocrite 6
          *goto nexthyp
      *if (natlreal < 35)
        #I want to be known as a passionate partisan of Shayard.
          *set natl %+50
          For all that anyone in the Whendward Band can tell, you care first and foremost for the restoration of your homeland's glories.  "For centuries our ancestors bled to unify and defend Shayard.  That same blood courses now in our veins!"
          *if cha = 0
            *set natl %-7
          *set hypocrite 7
          *goto nexthyp
      #I don't want to be thought extreme on any front.
        You'd like to be seen as moderately:
        *set hypocrite 8
        *choice
          #Ruthless.
            *set ruth %+20
            *goto slightly
          #Compassionate.
            *set ruth %-20
            *goto slightly
          #Skeptical.
            *set skep %+20
            *goto slightly
          #Devout.
            *set skep %-20
            *goto slightly
          #Patriotic.
            *set natl %+20
            *goto slightly
          #Cosmopolitan.
            *set natl %-20
            *goto slightly
        *label slightly
        And slightly:
        *choice
          #Ruthless.
            *set ruth %+10
            *goto slightly2
          #Compassionate.
            *set ruth %-10
            *goto slightly2
          #Skeptical.
            *set skep %+10
            *goto slightly2
          #Devout.
            *set skep %-10
            *goto slightly2
          #Patriotic.
            *set natl %+10
            *goto slightly2
          #Cosmopolitan.
            *set natl %-10
            *goto slightly2
        *label slightly2
        Since arriving in the Whendward wilds, that vision has shaped every interaction with your outlaws.
        *goto theyknowyou
      #On second thought, I'm happy to be known for who I am.
        It's far simpler to be honest with your followers than to live with a mask.
        *goto honestyo
    *label nexthyp
    *if cha = 0
      
      Some seemed unconvinced by your performance.  You'll just have to persuade them by your actions.
    And as for your other motivations…
    *choice
      #I'd like to be known for who I truly am.
        You're open with your followers about your other ideas.
        *if (ruth > 65) or (ruth < 35)
          *set skep skepreal
          *set natl natlreal
        *if (skep > 65) or (skep < 35)
          *set ruth ruthreal
          *set natl natlreal
        *if (natl > 65) or (natl < 35)
          *set skep skepreal
          *set ruth ruthreal
        *goto theyknowyou
      #I just don't want to be thought extreme.
        You try not to give your followers too strong an impression on any other front.
        *goto theyknowyou
  #I've tried to keep my motives a mystery.
    *set hypocrite 0
    No one in the band 
    *if bred_here
      (except Breden) 
    has heard anything of what moved you to rebel.  They'll just have to judge you based on your actions henceforth.
    *goto nowcaptain
*label nowcaptain

*if (hypocrite > 1) and bred_here
  Only Breden really appreciates the difference between you now and the ${fname} ${lname} who spilled out ${his} hidden thoughts for the first time back in Rim Square. When you're
  *if hypocrite = 2
    railing about your future vengeance on the Hegemony and all its allies,
  *if hypocrite = 3
    feigning compassion for friend and enemy alike,
  *if hypocrite = 4
    "acting the Nere" and shrugging off any Angelic threat,
  *if hypocrite = 5
    leading the band in seemingly heartfelt invocation of the Angels,
  *if hypocrite = 6
    appealing to a vision big enough to unite every corner of the continent,
  *if hypocrite = 7
    daily inviting the band to imagine Shayard's past and future glories,
  *if hypocrite = 8
    carefully avoiding the appearance of any extreme views,
  ${xhe} just
  *if (bred_heart >= 10) or (bred_trust >= 10)
    watches you in grim, unreadable silence.
  *if (bred_heart < 10) and (bred_trust < 10)
    nods with an earnest expression but a wry glint in ${xhis} eye.
  *page_break
And thus you find yourself the captain of a band of 
*if not(bred_here)
  outlaws…which presents you with
  *goto tohealer2
outlaws.  Knowing that you would have to rely heavily on your second-in-command, you chose:
*choice
  #Zvad, because of his long experience of battle and banditry.
    *set zv_lead +2
    Zvad knows more than you ever will about surviving as a bandit, and he was a famous weapon-for-hire for years before he turned outlaw.  Everyone in the band respects the big, quiet Whend; if he had the ambition or charisma to put himself forward as a leader, you're sure you'd be advising him.  You want everyone to know that all your decisions are made with the counsel of the most competent outlaw in Whendward.

    *gosub bredgripe
    *goto tohealer
  #Zvad—because I suspect Breden betrayed us.
    *set zv_lead +2
    Of course you respect Zvad's experience and would rely on him for advice regardless—but he doesn't have Breden's charisma, ambition, or natural air of leadership.  If you fell, Zvad wouldn't take over the band, any more than he did when the last Whendward captain died.  

    So you would have preferred to build up
    *if breden > 1
      some more charismatic helot like
    Breden as your second-in-command.  If only you could silence the nagging worry that your most likely betrayer was the person who gathered all of your town's seditious youth into one group, and then called a meeting on the morning of a Harrowing….

    *gosub bredgripe
    *goto tohealer
  #Zvad—because whether or not Breden betrayed us, I don't trust ${xhis} judgment.
    *set zv_lead +2
    Even on the kindest interpretation of ${xhis} actions, Breden's brashness 
    *if elery > 0
      put all your lives at risk.
    *if elery <= 0
      cost the lives of ${xhis} friends back in Rim Square.
    You need someone with greater wisdom and experience—someone the band knows they can trust with their lives.
    
    Of course, you recognize that Zvad lacks Breden's charisma, ambition, and natural air of leadership.  If you fell, the big Whend wouldn't take over the band, any more than he did when the last Whendward captain died.  But from everything you've heard and seen thus far, Zvad is reliable and his judgment sound—the deputy you need for the moment.
    
    *gosub bredgripe
    *goto tohealer
  #Breden, because of ${xhis} charisma, quick wits, and natural leadership skills.
    *if breden > 1
      Helots may not be born to rule, but some are clearly born to rule other helots. Rather than deny Breden's influence (and potentially have it turned against you) you want to use it.
    Of course you respect Zvad's experience and will rely on him for advice—but he doesn't have Breden's charm, ambition, or air of leadership.  If you fell, Zvad wouldn't take over the band, any more than he did when the last Whendward captain died.  
    *if rescuer = 0
      And the big Whend doesn't yet command the same respect among your townsfolk that Breden does.
    *if rescuer > 0
      And the band have already started to respond to Breden's charisma, much as the young helots in your town did.
    So naturally, you have built up Breden as your second-in-command.
    *if bred_trust >= 10
      
      Things have been frosty between the two of
      *if bred_heart < 10
        you
      *if bred_heart >= 10
        you—especially
      since you told ${xhim} that you considered ${xhim} a suspect—but Breden's been slightly mollified to see that you trust ${xhim} at least far enough to share leadership with ${xhim}.
    *if (bred_lover >= 4) and (rescuer = 0)
      You've kept an ear out for any grumbles that you're just favoring your 
      *if bred_trust >= 10
        estranged
      lover, but as far as you can tell, the other outlaws are happy to accept Breden's leadership.
    
    Radmar is the
    *if (bred_lover >= 4) and (rescuer = 0)
      sole exception, clearly incredulous at
    *if (bred_lover < 4) or (rescuer = 1)
      only member of the Whendward Band to disagree with
    *gosub radgripe
    *goto tohealer
  *selectable_if ((bred_heart < 10) and (bred_trust < 10)) #Breden, because I trust in ${xhim} and ${xhis} passion for our cause.
    Zvad's knowledge and advice is invaluable…but when it comes to building up leaders for your insurrection, you need people who are outraged by the injustices of the Thaumatarchy.  Breden is the most articulate, passionate voice of sedition in your band—a true rebel, not merely an outlaw.  
    *if arrog <= 0
      You want that perspective to inform all the decisions you make as leader.
    *if arrog > 0
      You want the rest of the helots to follow ${xhis} example.
    *if rescuer = 0
      And with a presumed traitor still out there among your townsfolk, you also want to be sure that you've got someone you trust at your side.
    
    Radmar is the only member of the Whendward Band to disagree with
    *gosub radgripe
    *set bred_trust 2
    *goto tohealer
  #Breden—because even though ${xhe} likely betrayed us, I prefer to keep my enemies close.
    Traitor or no traitor—and 
    *if bred_trust < 10
      whatever you said when leaving Rim Square,
      *set bred_trust 9
    the evidence points to ${xhim}—there's no one else in the band with Breden's level of charm and wit.  If you'd not made use of ${xhim} as your deputy, ${xhe}'d have been dangerously free to undercut you from the margins of the band.  
    
    As it is, Breden meets with you almost every day, and you can assign ${xhim} tasks that keep ${xhim} under your eye.  You're hopeful that if your deputy begins giving orders or expressing opinions opposed to your own, at least a few of the other outlaws will bring it to your attention.
    
    Radmar is the only member of the Whendward Band to disagree with
    *gosub radgripe
    *goto tohealer

    *label bredgripe
    Breden accepted your decision—in light of ${xhis} failure to stand up to Chirex in Rim Square, ${xhe} could hardly do otherwise—but you could tell it stung ${xhim} to be sidelined
    *if aristo
      by a noble
      *if bred_heart >= 10
        ${xhe} strongly dislikes
    in the rebellion ${xhe}'d started to build.
    *if bred_trust >= 10
      *if (bred_lover >= 4) or (bred_heart = 3)
        There're also flashes of a deeper hurt in ${xhis} eyes; ${xhe}'s remained distant and said nothing of love since you told ${xhim} ${xhe} was a suspect.
      *if (bred_lover < 4) and (bred_heart != 3)
        $!{xhe}'s remained surly since you told ${xhim} you consider ${xhim} a suspect.
    *if rescuer = 0
      You've watched ${xhim} closely for any sign of insubordination, but although some of ${xhis} friends are cool to you, ${xhe} doesn't seem to have been actively undermining you among the
      *if breden = 1
        former
      helots.
    *return

    *label radgripe
    *set deputy "Breden"
    *set dephis xhis
    *set dephe xhe
    *set bred_lead +1
    your choice, but so far he's chosen to glower and ignore whatever Breden says rather than mounting a more overt challenge.  Breden's quietly asked you not to press the issue.  "The 
    *if elery <= 0
      deaths 
    *if elery > 0
      near-disaster
    back in Rim 
    *if breden > 1
      Square…${kuria}, I fear that Radmar's
    *if breden <= 1
      Square…Radmar's 
    right to blame my judgment.  In time, I'll talk with him, when I've got something to set against that failure."
    *if r_rel > 0
      *set r_rel 1
    *return
*label tohealer

In any case, it's a good thing you have a reliable deputy—because you're having to face 
*label tohealer2
some choices that you had never imagined in your daydreams of rebellion.
*page_break
You leave the sleeping area and walk up to the Ablers' camp.  The sound of coughing is muffled but still audible from yards away. 
*if rescuer = 1
  You briefly put your head into the main tent, and can make out four blanket-swathed forms on the tent floor.
*if rescuer = 0
  Inside the tents, at least twenty children are huddled around the small tea-brewing fires, with a handful of parents tending the most frail.  Two elders lie curled under thin cloths, alongside several other grown outlaws.  Those known to have consumption have their own tent, but the quarantine is partial at best.  
  
  *comment endif
Everything is damp—if not sodden—and despite the best efforts of the healers to keep it free of foul humors, the area has a pervasive smell of mildew, threaded faintly with blood and vomit.

*if rescuer = 0  
  You pass two invalids conversing 
*if rescuer = 1
  The band's main healer is speaking to one of the invalids
quietly in the language you've encouraged the camp to use:
*choice
  #Shayarin—the Old Tongue that survived the Karagond conquest.
    *set natl %+15
    *set lingo "Shayarin"
    *if male and (kuria = "kurios")
      *set kuria "milord"
    *if female and (kuria = "kuria")
      *set kuria "milady"
    Choosing Shayarin leaves the Whends, like Zvad, at rather a disadvantage; and of course you drop into Koine when you need them to understand something.  But the 
    *if rescuer = 0
      overwhelming 
    majority of the band were raised speaking Shayarin, and by rejecting Koine you set yourself against all the Hegemonic institutions that insist on its use: the Ecclesiasts, Alastors, tax collectors, and so on.  You hope the ailing 
    *if rescuer = 0
      helots 
    *if rescuer = 1
      Shayardenes who chat with the band's healer, Algarn,
    take a bit of comfort from hearing the language of hearth and home.
    *goto twomore
  #Koine—the Hegemonic common tongue.  Not all of your outlaws are Shayardene, after all.
    *set natl %-15
    Only the most rural of your bandits struggle with Koine.
    *if rescuer = 1
      Anyone who, like you, was town-raised
    *if rescuer = 0
      Everyone from Rim Square 
    grew up speaking it in the market, the temple, and to the authorities.  There's no other language that would allow your Whendish followers like Zvad to be on the same footing as everyone else.
    
    *if hypocrite = 6
      Despite your own yearning for Shayarin, you
    *if hypocrite != 6
      You 
    feel a moment's satisfaction 
    *if rescuer = 0
      when you realize that the invalids you're overhearing are a sick Whend swapping jokes with a helot elder from the Rim.  
    *if rescuer = 1
      at seeing the band's Shayardene healer, Algarn, chatting so comfortably with a sick Whend.
    [i]We're one band.[/i]  But the gladness is fleeting.
    *goto twomore
  #Whatever they're most comfortable with.  I've not tried to steer them either way.
    There's no decision you could make here that wouldn't alienate some of your followers.  The band includes dozens of Shayardene yeomen uncomfortable with the Hegemonic common tongue as well as a Whendish minority who converse in Wiendzna and can only speak Koine to everyone else.
    
    You chose not to take a side.  All you've said is that you expect everyone to make themselves understood; and gauging from the conversation underway between
    *if rescuer = 0
      a sick Whend and a helot elder from the Rim, 
    *if rescuer = 1
      the band's Shayardene healer, Algarn, and a sick Whend,  
    that seems to be working well enough.
    *goto twomore
*label twomore

[i]Two more sick since yesterday,[/i] you note bleakly.
*if rescuer = 1

  Algarn looks up as you cross the tent to his side. Before fleeing to the Whendward, he had been a shepherd, familiar only with animal sicknesses; his improvised
  *set healer "Algarn"
*if alless > 0
  *set radsick true
  One is Poric Weller, who has yet to recover from the Pelematou's torture and has been in and out of the sick tents for weeks.  Radmar sits beside him as usual, but today he's coughing nearly as much as anyone else in the tent, even while cradling Alless Stonehewer and whispering some song to her in a husky voice.  Both the sleeping Poric and the girl are turning the color of old ash, with their bones plainly visible.

  Hiding your shock at their deterioration, you wave to Alless, who squeezes Radmar's arm and breathes, "It's ${kuria} ${fname}."

  Radmar
  *if r_rel <= 1
    glowers up at
  *if r_rel > 1
    waves glumly to
  you; his voice shakes and cracks as he struggles to keep from coughing.  "$!{milady}. Come up with a plan yet that gets us eating again?"
  
  "The orders will go out today," you say with forced confidence, and lean down to speak to Alless.  "I was hoping to see you recovered by now, little 
  *if helot
    sister. 
  *if aristo
    one.
  We didn't rescue you from the Harrower just to lose you to an ague."

  "I'm not going to die," Alless says softly, her eyes aglow with fever.  "I told my father yesterday.  Never break a promise."
  *page_break
*if rescuer = 0
  Old Joana Orchard is less gaunt than the others, but she still struggles to sit up as you approach.  "${fname}," she says, her usual asperity half-lost in a wheeze,  "what have I told you about coming down here?  What will the band do if you take ill?"

  You shrug, crouching at her side.  She used to greet your mother in the same tone, and you long ago
  *if aristo
    got over your shock and
  learned to hear the affection in it.  "Follow ${deputy} until I'm better again.  I could use a rest."
  
  "Always such damned cheek from you," Joana growls, dissolving into coughs as she waves you away.  "Come pester me when I'm well, ${milady}."

  You cross the tent to join
  *if helot
    your friend
  Terret Abler, 
  *if aristo
    the young t'Keriatou helot
  whose 
healing skills have been stretched to their limits in the last few weeks.  He acknowledges you with a nod, his usual good cheer entirely gone.  "Where do we stand?" you ask tersely.

*if strikecamp < 3
  *page_break
"With everyone on reduced rations, the rains and cold are pushing them over the edge," 
*if rescuer = 0
  Terret replies, scratching at his untrimmed beard.  "Some of the elders were consumptive already, and it's spreading.  
*if rescuer = 1
  Algarn replies, his own voice thick with phlegm. "I fear consumption.
We still can't make a real fire for them, ${kuria}?"
  
"A fire might be death for all of us, with the Theurges hunting."  Despite the vastness of the Whendward wilderness, it's no easy task to keep what amounts to a small village hidden from Hegemonic eyes.  "We just had one fly over."

*if strikecamp >= 3
  ${healer} looks up at you in dismay; even more than Zvad, he's clearly hoping you're not about to tell him to move.
  *choice
    #"But we're going to stay here."
      You'll send someone after Zvad to let him know.  He'll already have started the move, and the outlaws will grumble about being rousted from their tents only to go back again when you change your mind.  But seeing how sick these folk are, you can't in good conscience take them back into the rain.

      ${healer} nods in relief.  "Still, we're in bad shape, ${kuria}. If we did need to move fast, we'd 
      *set morale -2
      *set strikecamp 1
      *set ruth %-5
      *goto needamule
    #"But we'll let the sick stay here."
      You'll send someone after Zvad to let him know.  The rest of the mobilization should be well underway, but seeing how sick these folk are, you can't in good conscience take them back into the rain.

      "You'd leave us?" ${healer} kneads his hands fretfully.  "If we needed to move fast, ${kuria}, to escape a Theurge or catch up to the rest of you…we'd 
      *set strikecamp 2
      *set ruth %-5
      *goto needamule
    #"I'm truly sorry, but we're moving again."
      ${healer} purses his lips, silently accepting the necessity.  "We'll    
      *goto needamule
${healer} glances up at you sharply, but relaxes when you shake your head: 
*if strikecamp != 2
  you 
*if strikecamp = 2
  they
won't be moving again tonight.  "Still, we're in bad shape, ${kuria}. When we do need to move fast, we'll 
*label needamule
*set sickmulesx round((sick-12)/3)
*if sickmulesx <= 0
  struggle."  
  
  "You need more mules?"  The band only has 
  *set d2n_num mules
  *gosub d2n 
  in all, and you reckon one or two will be needed for the weekly barley run.
  
  After a moment, ${healer} sighs and shakes his head. "I reckon we'll make do with the
  *set d2n_num sickmules
  *gosub d2n 
  you've assigned us for now.  As long as we don't get more falling ill.
  *goto needafire
need more mules than we have now. At least 
*set d2n_num sickmulesx
*gosub d2n
of them.
*if rescuer = 0
  More and more of 
*if rescuer = 1
  You can see that
my charges are too weak to climb unaided.  If the enemy does come after us, we'll 
*if strikecamp = 2
  all die."
*if strikecamp != 2
  hold back the rest of the band."

He has a point.  But the band only has 
*set d2n_num mules
*gosub d2n 
mules in all. You've assigned 
*set d2n_num sickmules
*gosub d2n 
to ${healer}; 
*if mules >= sickmulesx
  and if
*if mules < sickmulesx
  *set sickmulesx (sickmulesx-sickmules)
  he knows you can't conjure another 
  *set d2n_num sickmulesx
  *gosub d2n 
  out of the air.  Moreover, if
*set sickmulesx 0
you keep rations as they are, another
*if rescuer = 0
  seven or eight
*if  rescuer = 1
  one or two
mules will likely be needed for the weekly barley run. Depending on your raiding intentions, you might need more to carry the loot your raiding parties recover.
*if mules < 11
  Lacking mules for these tasks, you'll have dozens of outlaws carrying loads who might otherwise be spreading the rebellion.
*choice
  #"We can't spare any more mules, ${healer}.  I'm sorry."
    ${healer} frowns but is plainly too exhausted to argue.  "As you say, ${kuria}.
    *if strikecamp > 2
      We'll go as fast as we can without killing anyone.
    *goto needafire
  #I increase the number of mules assigned to the sick.
    *gosub mulechange
    *if strikecamp < 3
      "If we need to move, 
    *if strikecamp > 2
      "Then
    we'll go as fast as we may.
    *goto needafire
  #Actually, I want to decrease the number of mules to ${healer}.
    *gosub mulechange
    "Very well, ${kuria}.
    *goto needafire
*label needafire
But if we can't make a fire, we'll need more food, and thicker blankets.  These folk won't last on subsistence rations.  And as long as the rest are on reduced rations, we'll see more and more ending up here."
*page_break
When you left Rim Square, you had assumed that 
*if rescuer = 0
  hunting down any traitors in your midst while
avoiding vengeful Theurges and Alastors would be your greatest challenge.  Instead, your fundamental problem is keeping everyone from starving or freezing.
*if rescuer = 0
  
  *comment endif
Before your arrival, the Whendward bandits had been steadily failing at this task.  
*set freefollowers ha_foll
*if rescuer = 0
  *set followers -42
  *comment less bandits for purposes of accuracy in next line description
  While the lonely outlaws were elated when your fellow rebels showed up, the influx of 
  *set d2n_num followers
  *gosub d2n
  people—including nearly one hundred and ninety helot children—has made matters much worse.
  *set followers +42
With the winter rains blowing in and your food stores all but exhausted, you'll soon be eating bark and huddling ten souls to a blanket.
*choice
  #It doesn't help that I've been trying to avoid robbery and brigandage.
    *set nothief 2
    *set combator "defending themselves"
    *set raids "activities"
    *goto wow_scruple
  #It doesn't help that I've been trying to steal only from the institutions of the Hegemony.
    *set nothief 1
    You don't want the merchants and nobility of Shayard to dismiss you as a mere bandit.
    *label wow_scruple
    You're a rebel, not a thief.
    *if gandhi > 0
      And you want to stick to your vision of transforming the Hegemonic order with no more violence and anarchy than absolutely necessary. 

    The Whendward outlaws were surprised at your scruples, but for now they're willing to follow your lead, as you're living in such a poor place for banditry anyway.
    *goto no_commerce
  #I'd be happy to rob the rich and powerful, but it's rather more difficult than I'd guessed.
    You would have thought banditry was a reliable way to earn a living, but you're in a remarkably poor place for it.  
    *goto no_commerce
*label no_commerce
No commerce flows through the remote, forested Whendward Pass.  There are five other major passes into Whendery (the province of the Hegemony neighboring you to the west), and merchants unsurprisingly prefer the better inhabited and patrolled routes.  

Like you, the outlaws fled into this wilderness because it was the best place to stay hidden from the Hegemonic authorities, not because it's an easy place to live or thieve.  Hunting is their usual mainstay, but this year a pestilence killed off virtually all of the local deer.

*if (gandhi > 0) and (nothief = 0)
  Of course, you want to stick to your vision of transforming the Hegemonic order with no more violence and anarchy than absolutely necessary.  However, your idealism has run into the cruel realities of outlaw life.
*if anarchy != 2
  You're thus facing the prospect of at least ten weeks of hard winter in which there will be very little to forage or hunt.
*if (wealth > 35)
  The food you brought from Rim Square has helped you through the last few days, but you're fast approaching the moment when your stores will be empty.
*page_break
*if pin > 0
  "We've a bit of barley left yet, ${kuria}." Pin Thatcher's voice is brisk as ever, but it's become reedier, and her grin is a mere flicker under hollow cheeks. "I already miss shrub yams.  Can you believe it?"
  
  *if aristo
    You raise a wearily sympathetic eyebrow at the girl.  Other helots have also been reminiscing about their customary mash, despite it being by all accounts
  *if helot
    You nearly smile yourself.  The mash you constantly ate as a helot was undeniably filling, if 
  so tasteless it was hard to choke down.  "How are the others finding the march?"
  
  "Fine," Pin declares at once.  "Don't worry about us healthy ones, ${kuria} ${fname}.  I carried baby Ely on my shoulders half of the day as well as my share of the load.  And we 
  *if strikecamp < 2
    could have done another mile if we needed
  *if strikecamp >=2
    can do another mile if we need
  to."  
  
  Every able-bodied child older than three years is bearing some of the band's food. You can't send the children off on raids, but together they can carry most of your stores, freeing your mules for longer journeys. 
  *fake_choice
    #At least laughing and joking with the children on the trail adds some joy to our otherwise bleak traverses.
    #I wish I could enjoy their company, but all I can feel when I look at them is the crushing responsibility of keeping them all alive.
    #Every time I see them struggling snail-like up a hill, it maddens me.  Of course it's not their fault…but each child in this band is a bloody millstone around our necks.
    #I'd not imagined that my fury at the Hegemony could go any deeper.  But for forcing [i]this[/i] on the children of Rim Square as the only alternative to the Harrower…
    #I can't seem to muster any emotion at all.  Not for this, nor any other of our obstacles. There are so many.
  As the self-appointed children's steward, Pin reports to your quartermaster, Yebben Skinner. 
  *if rollover3 = 0
    Elery's blind brother 
  *if rollover3 != 0
    Apparently the blind young 
    *if helot
      man
    *if aristo
      helot
    was, with his sister Elery, one of the most active members of Breden's seditious little gang.  He
  has a better head for figures than anyone else in the band; without seeming effort, he's kept close track of the supplies borne by 
  *set d2n_num hc_foll
  *gosub d2n 
  healthy children. You turn to him now.
  *if strikecamp >= 2
    "I'm sorry, but we are going to need to do another mile or two. A Theurge…"
    
    "Zvad's been and told us," Yebben says without emotion.  "The word's gone out to load up again."
    
    You nod soberly.
*if yebben < 1
  The final person you want to inform about the
  *if strikecamp >= 2
    imminent move
  *if strikecamp < 2
    near miss with the Theurge
  is the band's quartermaster. You know little about Pitrj—like most Whends, he's reticent when it comes to anything other than the business to hand—but you've heard he turned outlaw after accidentally killing an Alastor in a tavern brawl.  His deep-set eyes are weary, 
  *if strikecamp >= 2
    but he accepts without question the need to move on.  "Zvad's already been by with the news.  We're loading
  *if strikecamp < 2
    and like everyone else, he's glad to hear that you won't be setting out into the rainy dusk.  "Thank Xthonos we don't need to load
  up again."
  
  *set quartermaster "Pitrj"
*set rollover3 0
"How much are we carrying?"
*gosub foodcalc

"Altogether we've 
*set d2n_num foodstore
*gosub d2n 
bushels left, ${kuria}. Today we'll finish the last dried venison
*if rescuer =0
  the bandits
*if rescuer =1
  we
laid in before the deer-pest.  On current rations,
*if needfood > (foodstore+afford)
  I'm afraid
we need 
*set d2n_num needfood
*gosub d2n 
bushels of barley a week." ${quartermaster} runs his fingernails along his scalp, brings out a louse, and deftly crushes it. "I hear three or four of the 
*if rescuer = 0
  Whendward
band's old merchant contacts have confirmed that they'll still risk taking our coin. Our 
*set d2n_num wealth
*gosub d2n 
drachems could bring 
*if afford >= 20
  us about
*if afford < 20
  us…oh, about 
*set d2n_num afford
*gosub d2n 
more bushels by the end of the week. If you send for it now."

*if needfood > (foodstore+afford)
  *if (needfood-(foodstore+afford)) > 13
    The scale of the gap between what you can buy and what you need brings bile to your throat.  "A whole 
    *set d2n_num afford
    *gosub d2n 
    more bushels."
    
    *if quartermaster = "Yebben"
      Yebben's unblinking eyes make him seem impassive, but you can hear the strain in his voice.  
    *if quartermaster = "Pitrj"
      You can hear the strain in Pitrj's voice.  
  *if (needfood-(foodstore+afford)) <= 13
    "That would get us 
    *if (needfood-(foodstore+afford)) > 7
      closer to 
    *if (needfood-(foodstore+afford)) <= 7
      almost all of
    what we need.  For now."  
    *if rescuer = 0
      Somehow you'd hoped that what
      *if helot
        your comrades
      *if aristo
        the helots 
      brought from Rim Square would last you beyond the first week of winter.
    
    ${quartermaster} gnaws at one lip thoughtfully.
  "Bows and staves won't trade for much, but I hear a few of the bandits have swords and maces. If the fences would take those, it might bring us closer to what we need."
  
  "So we'll begin the rebellion by disarming ourselves. $!{oath}." You struggle against an almost overwhelming urge to go and hit something. "And would 
  *set d2n_num needfood
  *gosub d2n 
  bushels even be enough?"
*if needfood <= (foodstore+afford)
  *if not(rollover4)
    Remembering your failed attempt to stop the looting of Rim Square, you feel both a twinge of guilt and a measure of relief.  How much harder would this be if you were starting the winter with next to nothing?
  "Enough to bring us into next week, on our current rations.  But are those rations generous enough?"
At the moment, the sick 
*if rescuer = 0
  and children 
are on a bare subsistence diet, the kind 
*if helot
  you
*if aristo
  the helots 
used to live on back in Rim Square. Healthy adults are getting by with even less—a three-quarter ration.  Thinking back to ${healer} and the sick tent, you wonder how many more will end up sick or dead on such sparse fare.
*label rationchmaybe
*choice
  #I want to change the rations.
    *if (choice_randomtest)
      [For randomtest purposes, we're now initially setting rations to healthy for all outlaws.]
      *gosub healthfood
      *gosub foodcalc
      *goto segue
    *gosub dietchange
    *goto segue
  *if (not(choice_randomtest)) #I tell ${quartermaster} to keep rations as they are.
    "Aye, ${kuria}." ${quartermaster} rubs his cheeks unhappily. "And Angels help us all."
    
    *goto segue
  *hide_reuse #I ask our quartermaster what he'd advise.
    "Don't promise anything you can't give, ${kuria} ${fname}," ${quartermaster} says shortly. "If you're sure we can bring in enough to feed us better, just give the order.  But if you tell us we'll all eat like princes and then we have to cut back sharp when the barley doesn't come in, well…"  His voice trails away.
    *goto rationchmaybe
    *label segue
    Taking your leave, you head off to
    *if strikecamp >= 2
      help in striking the last tents.  Even in this drizzle, it should be an hour and a half before it's too dark to see; by then, you can be re-camped some distance away from here.  Out of Theurge range.
    *if strikecamp < 2
      an already-crowded, musty-smelling tent for the night.
    In the morning, the hard choices will begin.  
    
    Your head is a-spin with numbers: rations, mules, arms,
    *if rescuer = 0
      children and
    sick followers.  Keeping them all in the right balance for survival, week by week, will be a brutal task.
    *choice
      #It's ${deputy}'s job to handle the details.  I only want to be involved in the strategic decisions and major ${raids}.
        *set storymode true
        *set ha_foll +sa_foll
        *set sa_foll 0
        *if nothief < 2
          *set violence +1
        *if deputy = "Zvad"
          *set zv_lead +5
          Zvad has the competence and experience you lack.  He'll be better able to judge the best tactics for keeping you all alive.
        *if deputy = "Breden"
          *set bred_lead +5
          Breden is no more experienced than you are, but ${xhe}'s canny enough, and ${xhis} charisma will keep the more seasoned outlaws from questioning ${xhis} judgment.
        Meanwhile, you'll join the ${raids} that play to your strengths, and keep setting the overall direction of the rebellion.
        
        *goto lastdream
      *if (not(choice_randomtest)) #No—I want to be the one bringing us through the winter, even if it does mean wrangling a dozen different numbers.
        *set tagmasword true
        *comment to trigger flag in choicescript_stats
        *if (deputy = "Breden") and (bred_trust > 8)
          *if (bred_trust >= 10)
            While you trust Breden far enough to make ${xhim}
          *if (bred_trust = 9)
            While you'll give Breden some degree of freedom as 
          your deputy, you don't trust ${xhim} that far.
        You'll ultimately be the one your outlaws blame or thank.  Best for you to be the one making all the decisions.
        
        *label lastdream
        That night you drowse off to the chatter of branches in the wind, and dream of thin, leafless trees closing about you like Harrower blades.
        *goto newweek

*label foodcalc
*set needfoodlt (((scfood*sc_foll)*7)+((hcfood*hc_foll)*7))+((((safood*sa_foll)*7)+((hafood*ha_foll)*7))+((hostfood+mefood)*7))
*set needfood round(needfoodlt/36)
*set foodcost (needfood*16)
*set afford round((wealth+loot)/16)
*set affordlt round((wealth+loot)/0.444)
*set foodstore round(foodstorelt/36)
*if solidarity = 1
  *set mefood hafood
*if (solidarity = 2) and (hafood = 1.5)
  *set mefood 1.5
*if (solidarity = 2) and (hafood < 1.5)
  *set mefood 0.2
*return

*label dietchange
*set dietlooplimit 0
*if the_end
  *goto dietchoice2
What do you want the band's rations to be?
*choice
  #A healthy diet for everyone in the band.
    "Aye, ${kuria}," ${quartermaster} says with relief. "If you think we can afford it." He
    *gosub healthfood
    *gosub foodcalc
    *goto quartcalc
  #A basic subsistence diet for everyone in the band.
    *if (kids < 1) or kidsgone
      "Aye, ${kuria}," ${quartermaster} nods. 
    "The
    *if (kids > 0) and not(kidsgone)
      grown
    outlaws are used to hard labor on that much—those of us who were helots, anyhow." 
    *if (kids > 0) and not(kidsgone)
      ${quartermaster} shakes his head slowly. "But the children, ${kuria}…it'll go hard on them.  And on the sick."  When you don't audibly relent, he
    *if (kids < 1) or kidsgone
      He
    *gosub subsistfood
    *gosub foodcalc
    *goto quartcalc
  #A healthy diet for all sick outlaws, and a subsistence diet for all healthy ones.
    "Aye, ${kuria}," ${quartermaster} nods.  "The sick should recover on that, and the healthy…well, they'll get by until we can bring in better."  He
    *gosub mixedfood
    *gosub foodcalc
    *goto quartcalc
  #I need to make some more detailed changes.
    *gosub foodcalc
    *goto detailchange
*label quartcalc
concentrates in silence for a few moments. "That means we'll need a total of 
*set d2n_num needfood
*gosub d2n 
bushels of barley to feed everyone."

"We'll bring it in," you promise.
*return
*label detailchange
Which of the current rations do you want to change?
*label dietchoice
*gosub foodcalc
*if diettick
  He concentrates in silence for a few moments. "That would mean we'll need around 
  *set d2n_num needfood
  *gosub d2n 
  bushels of barley this week."
  
  Do you want to make any further changes?
*label dietchoice2
*set dietlooplimit +1
*if choice_randomtest
  *if (((((1.2*sc_foll)+(1.2*hc_foll))+((1.5*sa_foll)+(1.5*ha_foll)))*7)+((hostfood+mefood)*7)) <= foodstorelt
    [Randomtest shortcut: with food at ${foodstorelt} and needed food at ${needfoodlt}, you can feed all the band on healthy rations.]
    *gosub healthfood
    *gosub foodcalc
    *set the_end false
    *return
  *if (((((1.2*sc_foll)+(0.6*hc_foll))+((1.5*sa_foll)+(0.8*ha_foll)))*7)+((hostfood+mefood)*7)) <= foodstorelt
    [Randomtest shortcut: with food at ${foodstorelt} and needed food at ${needfoodlt}, you can feed the sick on healthy rations and the well on subsistence rations.]
    *gosub mixedfood
    *gosub foodcalc
    *set the_end false
    *return
  *if (((((0.6*sc_foll)+(0.6*hc_foll))+((0.8*sa_foll)+(0.8*ha_foll)))*7)+((hostfood+mefood)*7)) <= foodstorelt
    [Randomtest shortcut: with food at ${foodstorelt} and needed food at ${needfoodlt}, you can feed all the band on subsistence rations.]
    *gosub subsistfood
    *gosub foodcalc
    *set the_end false
    *return
  *if (((((0.6*sc_foll)+(0.45*hc_foll))+((0.8*sa_foll)+(0.61*ha_foll)))*7)+((hostfood+mefood)*7)) <= foodstorelt
    [Randomtest shortcut: with food at ${foodstorelt} and needed food at ${needfoodlt}, you have to feed the sick a subsistence diet and the well a mere three-quarters diet.]
    *set ha_diet "a three-quarters diet"
    *set hafood 0.61
    *set hc_diet "a three-quarters diet"
    *set hcfood 0.45
    *set sa_diet "a subsistence diet"
    *set safood 0.8
    *set sc_diet "a subsistence diet"
    *set scfood 0.6
    *gosub foodcalc
    *set the_end false
    *return
  *if (((((0.6*sc_foll)+(0.3*hc_foll))+((0.8*sa_foll)+(0.4*ha_foll)))*7)+((hostfood+mefood)*7)) <= foodstorelt
    [Randomtest shortcut: with food at ${foodstorelt} and needed food at ${needfoodlt}, you have to feed the sick a subsistence diet and the well a half ration.]
    *set ha_diet "a half diet"
    *set hafood 0.4
    *set hc_diet "a half diet"
    *set hcfood 0.3
    *set sa_diet "a subsistence diet"
    *set safood 0.8
    *set sc_diet "a subsistence diet"
    *set scfood 0.6
    *gosub foodcalc
    *set the_end false
    *return
  *else
    [Randomtest shortcut: with food at ${foodstorelt} and needed food at ${needfoodlt}, you have to feed the band at absolute minimum rations.]
    *set ha_diet "a half diet"
    *set hafood 0.4
    *set hc_diet "a half diet"
    *set hcfood 0.3
    *set sa_diet "a half diet"
    *set safood 0.4
    *set sc_diet "a three-quarters diet"
    *set scfood 0.45
    *gosub foodcalc
    *set the_end false
    *return
*choice
  #$!{ha_diet} for the healthy adult bandits.
    *set diettick true
    I tell ${quartermaster}
    *if pin > 0
      and Pin
    that from now on all healthy adults will receive:
    *choice
      *if (dietlooplimit < 50) #A healthy diet.
        "Aye, ${kuria}," ${quartermaster} says with relief, "if you think we can afford it."
        *set ha_diet "a healthy diet"
        *set hafood 1.5
        *goto dietchoice
      *if (dietlooplimit < 50) #A bare subsistence diet.
        "Aye, ${kuria}," ${quartermaster} nods. "We're used to hard labor on that much—those of us who were helots, anyhow."
        *set ha_diet "a subsistence diet"
        *set hafood 0.8
        *goto dietchoice
      *if (dietlooplimit < 50) #A three-quarter ration.
        ${quartermaster} sighs. "Won't be the first time food got scarce in a hard winter."  He doesn't add that in previous winters, you were better sheltered and warmed.
        *set ha_diet "a three-quarter ration"
        *set hafood 0.61
        *goto dietchoice
      #A half ration.
        *if dietlooplimit > 65
          *choice
            #HAD TO USE DIETLOOPLIMIT TO BREAK OUT - HA RATION.
              *return
        ${quartermaster} nods slowly. "Hard and hungry times for us all, ${kuria}.  Pray the Angels we bring in more food soon."
        *set ha_diet "a half ration"
        *set hafood 0.4
        *goto dietchoice
  *if (hc_foll > 0) #$!{hc_diet} for the healthy children.
    *set diettick true
    I tell ${quartermaster}
    *if pin > 0
      and Pin
    that from now on all healthy children will receive:
    *label hcfoodchoice
    *choice
      *if (dietlooplimit < 50) #A healthy diet.
        "Aye, ${kuria}," ${quartermaster} says with relief. "I'm glad you reckon we can afford it."
        *set hc_diet "a healthy diet"
        *set hcfood 1.2
        *goto dietchoice
      *if (dietlooplimit < 50) #A subsistence diet.
        *if pin > 0          
          "That's enough for us," Pin declares firmly. 

        ${quartermaster} sighs. "It was enough in Rim Square. I hope it'll be enough out here in the wilds."
        *set hc_diet "a subsistence diet"
        *set hcfood 0.6
        *goto dietchoice
      *if (dietlooplimit < 50) #A three-quarter ration.
        *if pin > 0
          "We'll be fine," Pin says stoutly.

        ${quartermaster} shakes his head. "I know it's a hard time, ${kuria}.  Sits ill with me to not feed the children."
        *set hc_diet "a three-quarter ration"
        *set hcfood 0.45
        *goto dietchoice
      #A half ration.
        *if dietlooplimit > 65
          *choice 
            #HAD TO USE DIETLOOPLIMIT TO BREAK OUT - HC RATION.
              *return
        ${quartermaster}'s lips twist unhappily. "It's hard times indeed when we starve our children, ${kuria}."
        *if pin > 0
          
          "We'll be fine," Pin insists, but the conviction in her voice is fraying.
          
          "Maybe you can live on crumbs and last year's grass, girl, but there's younger and frailer ones than you who will be affected by this."  
          *if foodstorelt >= ((((0.45*sc_foll)*7)+((0.45*hc_foll)*7))+((((0.61*sa_foll)*7)+((0.61*ha_foll)*7))+((hostfood+mefood)*7)))
            He gestures at the share of your stores under the canvas.  "And times shouldn't be that hard.  With what we have here, I know we're not about to starve any more.  Feed them enough that they don't fall ill, ${kuria}."
          
            Hearing ${quartermaster}'s tone, you recognize that your orders probably won't be obeyed unless you give the children:
            *set dietlooplimit +1
            *goto hcfoodchoice
          When he doesn't hear any sign of you relenting, your quartermaster shakes his head sadly.
        *set hc_diet "a half ration"
        *set hcfood 0.3
        *goto dietchoice
  #$!{sa_diet} for the sick adults.
    *set diettick true
    I tell ${quartermaster}
    *if pin > 0
      and Pin
    that from now on all the adults in the sick tents will receive:
    *label safoodchoice
    *choice
      *if (dietlooplimit < 50) #A full, healthy diet.
        "Aye, ${kuria}," ${quartermaster} says with relief. "That should help bring them back from the brink."
        *set sa_diet "a healthy diet"
        *set safood 1.5
        *goto dietchoice
      *if (dietlooplimit < 50) #A bare subsistence diet.
        ${quartermaster} sighs. "I understand, ${kuria}, and I reckon they will too."
        *set sa_diet "a subsistence diet"
        *set safood 0.8
        *goto dietchoice
      *if (dietlooplimit < 50) #A three-quarter ration.
        *if foodstorelt >= ((((0.6*sc_foll)*7)+((0.6*hc_foll)*7))+((((0.8*sa_foll)*7)+((0.8*ha_foll)*7))+((hostfood+mefood)*7)))
          "$!{kuria}…" ${quartermaster} gestures firmly at the share of your stores under the canvas.  "That's not needed.  With what we have here, I know we're not about to starve any more. Give them enough that they have a chance at recovery?"
          
          Hearing ${quartermaster}'s unyielding tone, you recognize that your orders won't be obeyed unless you give sick adults:
          *set dietlooplimit +1
          *goto safoodchoice
        ${quartermaster} takes a moment before replying. "Some of them won't recover on that, ${kuria}."
        
        "We don't have more to give them," you say bleakly.
        
        After another pause, your quartermaster gives a reluctant nod.
        *set sa_diet "a three-quarter ration"
        *set safood 0.61
        *goto dietchoice
      #A half ration.
        *if dietlooplimit > 65
          *choice
            #HAD TO USE DIETLOOPLIMIT TO BREAK OUT - SA RATION.
              *return
        ${quartermaster} flinches. "That's a death sentence, ${kuria}."
        
        "It's all that we have," you say bleakly.
        
        *if foodstorelt >= ((((0.45*sc_foll)*7)+((0.45*hc_foll)*7))+((((0.61*sa_foll)*7)+((0.61*ha_foll)*7))+((hostfood+mefood)*7)))
          "That's not so." He gestures at the share of your stores under the canvas. "With what we have here and what we can buy, we're not about to starve any more. Give them enough that they have a chance at recovery, ${kuria}?"
          
          Hearing ${quartermaster}'s unyielding tone, you recognize that your orders won't be obeyed unless you give sick adults:
          *set dietlooplimit +1
          *goto safoodchoice
        Looking shaken, your quartermaster nods his reluctant agreement.
        *set sa_diet "a half ration"
        *set safood 0.4
        *goto dietchoice
  *if (sc_foll > 0) #$!{sc_diet} for the sick children.
    *set diettick true
    I tell ${quartermaster}
    *if pin > 0
      and Pin
    that from now on the band's sick children will receive:
    *label scfoodchoice
    *choice
      *if (dietlooplimit < 50) #A healthy diet to help them recover.
        "Aye, ${kuria}," ${quartermaster} says with relief. "They should recover on that."
        *set sc_diet "a healthy diet"
        *set scfood 1.2
        *goto dietchoice
      *if (dietlooplimit < 50) #A subsistence diet.
        ${quartermaster} shakes his head.  "It'll be a hard winter, indeed, ${kuria}, if we can't feed them better than that."
        *set sc_diet "a subsistence diet"
        *set scfood 0.6
        *goto dietchoice
      #A three-quarter ration.
        *if dietlooplimit > 65
          *choice
            #HAD TO USE DIETLOOPLIMIT TO BREAK OUT - SC RATION.
              *return
        *if foodstorelt >= ((((0.6*sc_foll)*7)+((0.6*hc_foll)*7))+((((0.8*sa_foll)*7)+((0.8*ha_foll)*7))+((hostfood+mefood)*7)))
          "$!{kuria}…" ${quartermaster} gestures firmly at the share of your stores under the canvas.  "That's not needed.  With what we have here and what we can buy, I know we're not about to starve any more. Give the children enough that they have a chance at recovery?"
          
          Hearing ${quartermaster}'s unyielding tone, you recognize that your orders won't be obeyed unless you give sick children:
          *set dietlooplimit +1
          *goto scfoodchoice
        ${quartermaster} takes a moment before replying. "Some of them won't recover on that, ${kuria}."
        
        "We don't have more to give them," you say bleakly.
        
        After a long pause, your quartermaster nods in reluctant agreement.
        *set sc_diet "a three-quarter ration"
        *set scfood 0.45
        *goto dietchoice
  *if not(the_end)
    #I won't make any changes to these rations.
      *goto noratchange
  *if (the_end)
    *selectable_if (foodstorelt >= needfoodlt) #I won't make any changes to these rations.
      *label noratchange
      *if dietlooplimit > 65
        *choice
          #HAD TO USE DIETLOOPLIMIT TO BREAK OUT - NO CHANGES PLEASE.
            *return
      *if (sc_foll=0)
        *set scfood safood
      *if (hc_foll = 0)
        *set hcfood scfood
      *if ((hafood > safood) or (hcfood > scfood)) or ((kids > 2) and ((hafood > (hcfood+0.3)) or (safood > (scfood+0.3))))
        "$!{kuria}…" 
        *if pin > 0
          Pin sounds doubtful.
        
          By contrast,
        ${quartermaster}'s voice is coolly unyielding. "I'm sure you didn't mean it.  But not an outlaw here would stand for
        *if (hafood > safood) or (hcfood > scfood)
          the healthy eating more than the sick,
          *if ((hafood > (hcfood+0.3)) or (safood > (scfood+0.3))) and (kids > 2)
            or
        *if ((hafood > (hcfood+0.3)) or (safood > (scfood+0.3))) and (kids > 2)
          the adults eating better than children,
        and nor will I."
      
        *if ((hafood > (hcfood+0.3)) or (safood > (scfood+0.3))) and (((kids > 2) and (ruthreal > 45)) and rationblurb)
          *set rationblurb false
          "That may sound kindly enough…but the children won't thank us when there aren't enough healthy men and women to bring in their food." You try not to let your frustration sound too strongly in your voice.
          
          "You may be right, ${kuria}," ${quartermaster} replies thinly, "but
          *if helot
            you already know that
          if you give a grown helot a more generous ration, the helot will just give the food to the child…and judge you as harshly as ever they judged any
          *if aristo
            other
          noble.  Giving more food to the stronger and healthier is one of the masters' tricks, and no helot worth a damn will go along with it."
          
        He's right—your authority won't stretch to that kind of injustice.  You hurriedly change the rations:
        *goto dietchoice2
      *set diettick false
      *set the_end false
      *return

*label weekend
*gosub foodcalc
*if (week = 1) and ((int = 2) and (theurgy < 2))
  *gosub secrettheurge
*gosub standout
*if protection = 1
  *set boycottloot +round(loot/3)
  *set loot -round(loot/3)
*if ((taxman > 3) and (week = randtax)) and (((bleysfam > 17) and (bleysfam < 30)) and (taxman < 10))
  You soon hear word that the Architelone's winter tax visit is hurriedly underway; Bleys's information was apparently good, but there's no chance now for you to stage an ambush.  As the end of the week approaches, you hear a rumor that Bleys himself has been thrown into prison.  Was he betrayed by someone from your band, or did he crack under strain and give away what had happened to his family?
  
  In any case, you'll need to decide what to do with the kidnapped wife and
  *if bleysfam >= 20
    son.
  *if bleysfam < 20
    children.
  *choice
    #I send orders to Ciels to release them.
      *label cielsweeklater
      A week or so after you send the message, the young tracker rejoins the band.  "As you ordered, ${kuria}—I let them go."

      There's a curious tension in ${his} voice.
      *gosub releasehuette
      *gosub huettexaos
      *goto taxlootfence
    #I send orders to Ciels to kill them.
      *set violence +1
      *set c_rel 5
      A week later, when the young tracker appears in your tent, ${his} face is grim.  "You'd make me a child-killer, ${kuria}?"
      
      "I take it you disobeyed." You're surprised to see ${him} flinch when you'd expected only defiance.
      *gosub releasehuette
      bloody Xaos-lands?  I'd thought you would find a kinder way than that to obey my orders."
      
      Ciels stares coldly at you. "She said the monsters she'd find in the Rim were worse than the ones she expected to find across the Ward.  I wasn't inclined to argue.  As you consider that obedience, ${kuria}, I'll take my leave."  $!{he}'s started walking away even before ${he} finishes speaking.
      *goto taxlootfence
    #I send orders to Ciels to keep holding them.
      Word soon reaches you that Bleys the Telone has been Harrowed by the Alastors on suspicion of succoring the rebels.  How they found out you were holding his family, you can't know for sure.  But they're useless to you now, and you'd gain nothing by killing them.
      
      You summon Ciels back from the Ward.
      *goto cielsweeklater
*label taxlootfence
*if (taxloot > 0)
  *set taxfence +1
*if taxfence = 1
  
  While you're planning your next grain run, an unsigned message reaches you from 
  *if (alaine >= 0) and (protection != 1)
    *if alaine = 0
      your fence
    Alaine:
    
    [i]Congratulations on a magnificent achievement, ${kuria}!  Alas—the A's swiftly revisited all contributing Houses, know all the goods in your possession, and will be scouring the Rim for them all winter.  Bring me [b]nothing[/b] from your latest endeavor, as I cannot trade grain for any of it, or indeed accept it at all.[/i]
    
    When he hears it, Zvad exhales sharply through his teeth.
  *if (alaine < 0) or (protection = 1)
    your fence Cacelon:
    
    [i]To avoid disappointment, please bring no goods from your most prominent recent venture.  I will be unable to take receipt of said goods for the foreseeable future, as other customers with a [b]strong[/b] interest in the venture have a full inventory and are keen to follow the market for said goods.[/i]
    
    "He never could just come out and say things," Zvad growls.
  "I was afraid of this, ${kuria}.  Happened once before in my time—a raid on some noble travelers, where none of our fences would sell what we'd taken because the Alastors were watching them all too closely."
  
  "They'd forgo loot worth eighty-three staters?" you ask incredulously.  By your best estimate of the value of the Architelone's loot, it's worth a small fortune.
  
  "For a year or more if need be—until there's no chance of it being identified while they have it.  Till they think that time's come, none of them will touch it."
  *page_break
  *if bleys > 9
    You turn in desperation to the newest member of the Whendward Band.  
    *if bleys = 10
      "Time to earn your keep here, Telone.  Where in the Rim can we sell this without being caught?"
    *if bleys = 11
      "Telone,
    *if bleys = 12
      "Please 
    *if bleys > 10
      tell me you know where and how we can sell this."
    
    Bleys eyes you wordlessly for a moment, 
    *if bleys < 12
      with a hatred all the more unsettling for being so calm. Then he says,
    *if bleys = 12
      then offers a thin smile.
    "Give me a day with your quartermaster to review what you…what we've stolen."  By the following evening, Bleys and ${quartermaster} have presented you 
    *if dep_raid < week
      and ${deputy} 
    with a plan to trade or sell everything you took from the Architelone in the next two weeks.  
    
    *if dep_raid < week
      ${deputy} looks hopeful and skeptical in roughly equal measure, much like you feel. 
    *if dep_raid >= week
      At first, you only blink at them in hopeful disbelief. 
    "If true, that's astounding…but how can you possibly fence in less than a month what a successful merchant wouldn't dare do in a year?"
    
    "Each of your fences will have some trick they try to hide from other merchants," Bleys explains dismissively.  "Discreet channels, hidden stockpiles of some goods, dedicated buyers for others.  It was my job to know all the tricks."
    *fake_choice
      #"Amazing."
        Bleys
        *if bleys < 12
          shrugs off the compliment, thin-lipped.
        *if bleys = 12
          shrugs, but there's a note of pleased pride in his voice.
        "Give
      #"But surely whatever you know, the other authorities know?  The ones hunting for this loot?"
        The former tax collector gives a hoarse bark of a laugh.  "$!{kuria} ${lname}…Alastors strangle whatever trade they know about, or at best take it over.  We Telones can't tax Alastors.  And we need to bring in enough tax to keep ourselves from being accused of theft—an amount that goes up every year.  
        
        "So believe me, keeping secrets from Alastors is a matter of life and death for us.  The only person who  
        *if taxman = 10
          knows half what I know is Xedia, and if we can dispose of most of the goods while she's under interrogation…"
        *if taxman = 11
          knew half what I know was Xedia, and…" 
        Bleys's shrug is eloquent. "In short, give 
    us use of fifteen mules this coming week, with a muleteer apiece who doesn't mind traveling at night, and we'll fetch you back more than forty staters' worth of coin or grain."
    *if storymode
      *set taxmules 15
      *set loot +4365
      *goto newweek
    *if mules > 30
      *set taxmules 15
      
      Fortunately, you have enough other mules in the band that you can give Bleys his fifteen without using the ones you just captured from the Architelone (all of which have her mark branded on them).  
      
      If all those mules came back laden with grain at the end of next week, you could add up to sixty-seven bushels to your stocks (with the rest of the loot traded for gold and silver).  How many bushels of barley do you actually want from Bleys's special mission?  You currently have
      *set d2n_num foodstore
      *gosub d2n 
      *if foodstore = 1
        bushel
      *if foodstore != 1
        bushels 
      in stock, and need 
      *set d2n_num needfood
      *gosub d2n 
      per week to feed everyone at the rations you've assigned.
      *input_number taxbush 0 67
      *set taxbushlt (taxbush*36)
    *if (mules < 31)

      "You can't send the mules we just took from the Architelone, though," 
      *if dep_raid < week
        ${deputy} points 
      *if dep_raid = week
        you point
      out unhappily. "They're all branded with her mark—and every Alastor in the Rim will be checking for that brand. We've got
      *if mules > 16
        *set taxmules (mules-16)
        *set d2n_num taxmules
        *gosub d2n
        *if taxmules = 1
          other."
        *if taxmules != 1
          others."
      *if mules <= 16
        no others."
        
      Bleys looks crestfallen, but ${quartermaster} nods. "You're right—can't risk using her mules that deep in the Rim.  We'll just have to
      *if mules <= 16
        bargain with our fences for gold, not barley."
        *goto muleeat
      slow down the pace a bit."
      *set taxbush round(taxmules*4.5)
      *if taxbush > (taxmules*4.5)
        *set taxbush -1
      *set taxbushlt (taxbush*36)
      
      If 
      *if taxmules = 1
        the mule
      *if taxmules != 1
        all 
        *set d2n_num taxmules
        *gosub d2n 
        mules 
      came back laden with grain at the end of next week, you could add around 
      *set d2n_num taxbush
      *gosub d2n 
      *if taxbush = 1
        bushel
      *if taxbush != 1
        bushels 
      to your stocks—or your could fence the goods for gold coin.  How many bushels of barley do you want from Bleys's special mission?  You currently have 
      *set d2n_num foodstore
      *gosub d2n 
      in stock, and need 
      *set d2n_num needfood
      *gosub d2n 
      per week to feed everyone at the rations you've assigned.
      *input_number taxbush 0 (taxmules*4.5)

    "Very well, ${kuria}—we'll fence them for
    *set d2n_num taxbush
    *gosub d2n 
    in barley and the rest in coin." Bleys and ${quartermaster} walk off with a determined step.    
  *if bleys < 10
    You shake your head, disbelieving. "Can we at least trade them any of the mules?  Those should bring in some staters."
    
    ${deputy} shakes ${dephis} head. "They're all branded with the Architelone's mark, ${kuria}.  No one should be selling those, and for the next few months, nobody's going to."
    
    When you go through all the loot, there are some things which you suspect you can get away with selling—not to your fences, but in small quantities to other merchants.  Maddening as it is, for now you're going to have to cache most of the Architelone's loot, carry some of it with you, and sell only a few hundred drachems' worth each week.
  *label muleeat
  *choice
    *if (bleys < 10)
      #At least we can eat the mules.
        *goto mulechow
    *if (bleys > 9)
      #And we'll eat the Architelone's branded mules.
        *label mulechow
        *set mules -16
        *set archmules 0
        You can't sell them, can barely send them into the Rim.  What else are you going to do with the beasts?  Anyone who heard of it would no doubt sneer that only Neres and Halassurqs eat mule…but you'll do anything to get a bit of meat into your followers.
        
        Some days later, when you're all choking down the last of the sinewy, oddly metallic-tasting flesh, ${quartermaster} remarks that it's fed as many of you as some seventy-one bushels of grain.
        
        *set foodstorelt +2560
        *set foodstore +71
        *goto checkstorydead
    #No—we can still use them to carry the sick.
      Even if you can't sell them, you'd be a fool to eat them.
      *if foodstorelt < needfoodlt
        Though hungry, your 
      *if foodstorelt >= needfoodlt
        Your 
      bandits largely seem to agree.  "We're no Neres or Halassurqs, ${kuria}," ${deputy} remarks
      *if deputy = "Zvad"
        tersely
      when you mention it. 
      *if deputy = "Breden"
        "Reckon we've more sense than to eat anything that can bear a load for us."
      
      *goto checkstorydead
    #Mule stew?  We've not sunk that low.
      *if foodstorelt < needfoodlt
        Hungry as you are, you can't bring yourself
      *if foodstorelt >= needfoodlt
        With enough food to meet your rations, there's no reason 
      to eat mule meat.  Only Neres and Halassurqs would stoop to that.
      
      *goto checkstorydead
*label checkstorydead
*if storymode
  *if ((nothief = 2) and (rescuer = 0)) and (week < 6)
    *set followers -(randill4+randill2)
    *set dead +(randill4+randill2)
    *set bandead +(randill4+randill2)
    *set nonkids -randill2
    *set kids -randill4
    *set kidsdead +randill4
    *set morale -(randill4*5)
    *if deputy = "Breden"
      *set morale +randill4
  *goto newweek
*if (randtheurge1 = week)
  
  This also proves to be the long-feared week when the Thaumatarchy properly catches your scent.
*if ((randtheurge2 = week) and (nothief < 2)) and (taxloot = 0)
  
  This week, for a second time, the Theurges come hunting you.
*set sick (sa_foll+sc_foll)
*set mobility round(15-((sick-((sickmules+freemules)*3))/4))
*if randtheurge1 = week
  *label randthe1
  *page_break
  Earlier in the week, your rangers reported someone dressed like a Keriatou forester who fled after being spotted near your camp.  
  *if (mobility > 10) or ((storymode) and (rescuer > 0))
    Three days later—the time it would take a spy to return to Rim Square—two Theurges appear in the sky and begin to comb the area.
    
    Thankfully, they look like mere specks from the far-distant hilltop where you're hiding; your band was able to move quickly and far enough to evade their search.
    *if sick > 0
      "Well done," you say quietly to ${healer} when you descend to the thick pine forest that hides your camp. Your heart is still hammering against your ribs, and you find your eyes constantly drawn to the sky despite yourself.  
      *if sick > 9
        "Moving 
        *set d2n_num sick
        *gosub d2n 
        invalids that fast is no small feat."
      
      "Damned good thing
      *if (sickmules >= ((sick-16)/3)) or (freemules < 2)
        you gave us enough mules, 
      *if (sickmules < ((sick-16)/3)) and (freemules > 1)
        we had some free mules still in the camp,
      ${kuria}," he murmurs back, wiping his brow.
  *if (mobility <= 10) and (not(storymode) or (rescuer = 0))
    You immediately ordered the band north as fast as they could travel, but your 
    *if not(storymode)
      *set d2n_num sick
      *gosub d2n 
    *if (storymode)
      three dozen
    seriously ill followers didn't have the mules to keep up.  When it became clear just how badly they were lagging, you told most of the outlaws to keep going while you, ${healer}, and the sick went to ground.
    
    Now you peer out from the mats of rhododendron you've been weaving for the past two days, at the pursuers you feared would come: two Theurges, circling like hawks a mile away.
    *if sc_foll > 1
      From the undergrowth behind you, the whimpers of feverish children and hungry babies seem agonizingly loud.
    *if radmut < 1
      Radmar crouches at your side, breath coming fast and ragged though bared teeth and nostrils wide as grapes.  His hands are clenched around his axe, though what he imagines he'll do with it you don't know.
    
    "Angels, ${kuria}," ${healer} groans, barely above a whisper. "Why didn't you 
    *if ((sick-16)/3) > mules
      get
    *if ((sick-16)/3) <= mules
      give 
    us enough bloody mules?"
    *set sickmulesx round((sick-12)/3)
    
    "Keep them all quiet," you breathe.  "Not a word."
    *page_break
    Hours later, long after the dark figures finally disappear to the east, your followers' terror finds proper voice.  "What if it had been a Theurge who spotted us three days ago, not a forester?  What if we'd had hours to hide, not days?"  ${healer} grips your wrist.  "We need mules, ${kuria}.  At least 
    *if not(storymode)
      *set d2n_num sickmulesx
      *gosub d2n 
      mules, 
    *if (storymode)
      twelve,
    and probably more.  Enough so we can move 
    *set d2n_num sa_foll
    *gosub d2n 
    sick outlaws
    *if sc_foll > 0
      and 
      *set d2n_num sc_foll
      *gosub d2n 
      sick children
    as quickly as if they were well."
    
    "He's right, ${kuria}," ${deputy} says soberly when you rejoin the rest of the band.  "If we don't bring down the number of sick or increase the number of mules…next time could be a massacre."
    
    *if storymode and (nothief = 2)
      "Haven't you already been trying to get us mules?" you demand.
      
      "There aren't many folk out there who'll give them to us just for the asking, ${kuria}," ${dephe} retorts. "Free us to steal them, and I'll bring in enough to satisfy ${healer} twice over."
    *if (sa_foll >= 4) or (sc_foll > randill4)
      As it is, 
      *if sa_foll >= 4
        *set d2n_num randill2
        *gosub d2n 
        of your sick bandits 
        *set ha_foll +randill2
        *set sa_foll -randill2
        *set sadead +randill2
        *gosub r2cas
      *if sc_foll > randill4
        *if sa_foll >= 4
          and 
        *set d2n_num randill4
        *gosub d2n 
        children
        *set followers -randill4
        *set kids -randill4
        *set sc_foll -randill4
        *set morale -randill4
        *set dead +randill4
        *set bandead +randill4
        *set kidsdead +randill4
      have not survived the stresses and struggles of the flight.
      *set morale -10
    *set sickmulesx 0
    *gosub foodcalc
    *if storymode
      *goto newweek
  *page_break
  *goto caraweekres
*if ((randtheurge2 = week) and (nothief < 2))
  *if strikecamp = 0
    *set mobility -1
  *page_break
  Early one morning, you hear a ripple of terror run through the tents—a scout has just reported two Theurges flying in broad, lazy circles far off to the east.  You have to abandon some of your food and canvas as you hurriedly break camp.
  *if foodstorelt > 70
    *set foodstorelt -70
    *gosub foodcalc
  *if (mobility > 11) or ((storymode) and (rescuer > 0))
    But your band is fast-moving enough to escape their notice—even the 
    *if sick > 0
      sick and the
    older outlaws.
    
    Only after several hours have passed with no sight of a dark, distant blur in the sky do your followers begin quietly talking again. 
    *if cara_zv < 2
      "That was a near one, ${kuria}." The taut note in Zvad's rumbling voice is as close to fright as you'll probably ever hear from him.  "We never had to be so bloody nimble back when it was only Alastors chasing us."
      
      *comment endif
    "Why can't they see us under a few trees, then?" 
    *if (el_here) and ((el_raid <= week) and (cara_el = 0))
      Elery 
    *if ((el_raid > week) or (cara_el > 0)) or not(el_here)
      Alira
    whispers, still casting about for some sign of danger overhead.
    
    "I don't know," you breathe back. "But thank Angels for whatever keeps them from doing it." 
    *page_break
    *goto caraweekres
  *else
    *set randtheurge2 13
    "Split up!" you order, struggling to keep your voice below a shout as you see your confused band milling about. "Into your dozens—scatter and hide!"
    
    You split up the sick into different groups, hoping that even without enough mules, the healthy will be able to carry the invalids along.  But the distant screams you hear later that afternoon testify that you haven't escaped the Theurges' notice.  The other outlaws with you curse or break into horrified tears.
    
    "They've found us," you say bleakly to ${quartermaster}. The faintest tinge of sulfurous smoke reaches your nostrils, making you want to retch.  "Xthonos.  Now they know where we are."
    
    "Some of us.  Not all of us."
    *if (quartermaster = "Yebben")
      Your blind quartermaster seems remarkably disinclined to increase your pace.  Still, from the tautness in his voice and his clenched fists, you'd guess his mind is on
      *if (el_raid <= week) and (cara_el = 0)
        Elery,
      Pin and other friends who might be in the less fortunate groups.
    *if (quartermaster = "Pitrj")
      Your unflappable Whendish quartermaster points to the sky.
    "Listen to that thunder, ${kuria}.  A big storm is coming in.  Can't be easy to fly in that, I reckon."
    *page_break
    The downpour saves you.  Your scattered groups flee through the rain until they can grope their way no further, and press on again as soon as they can see their sodden hands in front of their faces.  The next morning, some begin to find you again, wordlessly joining you in flight.  But it will take several days before all the survivors of the Theurges' attack manage to reunite.
    
    When they finally do, you find
    *set tottheucas morcheck
    *if mobility > 8
      *set tottheucas +round(followers/8)
    *if mobility <= 8
      *set tottheucas +round(followers/6)
    the Theurges claimed 
    *set d2n_num tottheucas
    *gosub d2n
    of your followers, including
    *set nonkids -tottheucas
    *if (sc_foll >= round(tottheucas/3))
      *set sickcas round(tottheucas/3)
      *set d2n_num sickcas
      *gosub d2n 
      *if (sa_foll <= round(tottheucas/4))
        children.
      *if (sa_foll > round(tottheucas/4))
        children and
      *set sc_foll -sickcas
      *set kids -sickcas
      *set kidsdead +sickcas
      *set nonkids +sickcas
      *set morale -15
      *set theucas +sickcas
    *if ha_foll < 10
      *set sickcas (tottheucas-sickcas)
      *set d2n_num sickcas
      *gosub d2n 
      *if (sc_foll > 0)
        adults
      from the sick tents.
      *set sa_foll -sickcas
      *set sadead +sickcas
      *set morale -15
      *set theucas +sickcas
      *goto tottheurec
    *if (sa_foll > round(tottheucas/4))
      *set sickcas round(tottheucas/4)
      *set d2n_num sickcas
      *gosub d2n 
      *if (sc_foll > 0)
        adults
      from the sick tents.
      *set sa_foll -sickcas
      *set sadead +sickcas
      *set morale -10
      *set theucas +sickcas
    *label tottheurec
    *set followers -tottheucas
    *set ha_foll -(tottheucas-theucas)
    *set morale -tottheucas
    *set dead +tottheucas
    *set bandead +tottheucas
    *set theucas 0
    
    "We didn't have the mules to outrun them," ${healer} says dully, his hair scorched away and one eye swollen shut. "Xaos, ${kuria}…why didn't you 
    *if ((sick-16)/3) <= mules
      assign 
      *set morale -20
    *if ((sick-16)/3) > mules
      get
    us more?"  From the disgust on the faces of the other outlaws, you can tell he's not the only one asking that question.
      
    *if ha_foll > 17
      At least twelve of your followers have fallen ill from their hard march through the rain.
      *set ha_foll -12
      *set sa_foll +12
    Your only source of relief is that the Theurges don't reappear on the eastern horizon once the rain stops.  Whether they lost you or just stopped looking, satisfied with the 
    *set d2n_num tottheucas
    *gosub d2n 
    they'd managed to kill, you've survived their attack this time.
    *gosub foodcalc
    *gosub nofollcheck
    *if nofoll
      *goto nofollleft
    *page_break
    *goto caraweekres
*if (week = 9) and ((nothief = 2) or (ha_foll <= 9))
  
  You've spent the whole winter braced for Theurges to attack you again.  
  *if sa_foll > 10
    The knowledge that you likely won't have enough mules to get your sick to safety has kept bile almost constantly in your throat.
    
    *comment endif
  But as the skies clear of clouds, you still don't see hunters flying in.  You begin to hope that you've somehow escaped—that they've decided the wilderness is just too big, and your band too hard to find.  After all, 
  *if (ha_foll <= 9)
    with so few
    *if sa_foll > 10
      healthy
    bandits, you must have been barely noticeable for some time now.
    
    "Suppose there's a benefit to being mostly killed off," growls Radmar when another outlaw comments on it. "If you're looking for a sunny side."
    *goto nextnoth
  *if nothief = 2
    you have generally been staying deep in the Whendward Hills, rather than perching close to the edge to stage raids.
  
    "Don't reckon we've caused enough trouble for them to send the magi after us," ${deputy} offers when you mention it, and shakes ${dephis} head wryly. "That's one thing to say for your strategy, I suppose, 
    *if deputy = "Zvad"
      ${kuria}."
    *if deputy = "Breden"
      ${bfname}."
  *label nextnoth
  *page_break
*label caraweekres
*if (caravan = week) and (((cara_zv = 2) or (cara_el = 2)) or ((cara_rad = 2) or (cara_who = 2)))
  
  *if randtheurge2 != 13
    Happily, toward the end of the week
  *if randtheurge2 = 13
    Though it takes them some time to find you,
  *if (cara_zv = 2)
    Zvad
    *set caracas 3
    *set cara_zv 0
  *if (cara_el = 2)
    Elery
    *set caracas 1
  *if (cara_rad = 2)
    Radmar 
    *set caracas 5
    *set cara_rad 0
  *if (cara_who = 2)
    your raiding party
    *set caracas 6
    *if (randill2 = 1) and (caramules > 0)
      *set caramules -1
  finally returns from the Owlscap Pass with loot worth
  *set caracas +morcheck
  *set caraloot (((20-caracas)*25)+(caramules*190))
  *set d2n_num caraloot
  *gosub d2n
  drachems.
  *set caralcum +caraloot
  *set loot +caraloot
  *if ((cara_who = 2) and (randill2 < 2))and (caramules > 0)
    To your dismay, you learn that one laden mule was lost on the return trip, and
    *set mules -1
    *goto caracasdisplay
  *elseif randtheurge2 = 13
    Adding to the toll of the last few days, you learn that
    *goto caracasdisplay
  *else
    In all,
    *goto caracasdisplay
  *label caracasdisplay
  *set d2n_num caracas
  *gosub d2n 
  of the caravan raiders were felled by Alastors.
  *set caracascum +caracas
  *set cara_who 0
  *set anarchy +1
  *set notoriety +5
  *if caracas < 6
    *set morale +3
  *gosub caracascalc
  *set caramules 0
  
  *if (caralcum > 3000) and ((cara_el > 0) and el_here)
    *gosub elandzvad
  *if (cara_el = 2)
    *set cara_el 0
*if (radmutweek = (week-2))
  *label raddonation
  *set caraloot ((radmut*randill6)+(randill4*90))
  *if radmutacc < 2
    *if randtheurge2 = 13
      Though they take some time to locate you,
    Radmar's 
    *set d2n_num radmut
    *gosub d2n 
    mutineers send back loot worth
    *set d2n_num caraloot
    *gosub d2n 
    drachems from their caravan raids in the Owlscap Pass.
  *if radmutacc = 2
    Some more bushels of barley have appeared in your stores, with no obvious connection to Radmar and his mutineers.
    *set foodstore +round(caraloot/16)
    *set foodstorelt +(caraloot/0.444)
  *set radmutweek week
  *if radmutacc > 0
    *goto smugfollback
  *gosub foodcalc
  *choice
    #I accept it.  There's no way to undo what they've done, and this will buy food for the band.
      *set loot +caraloot
      *set morale +10
      *set radmutacc 1
      Your followers are immensely relieved when you accept Radmar's loot.
      *if storymode
        *goto newweek
      *gosub foodcalc
      
      *goto smugfollback
    *selectable_if (nothief > 0) #I'll never accept stolen goods.
      *label goodluckwiththat
      *set radmutacc 2
      The other outlaws can hardly believe it when you turn the Owlscap mutineers away.
      *if (cha < 2) and (ha_foll > 10)
        That night, five more vanish to join them.
        *set ha_foll -5
        *set morale -5
        *set followers -5
        *set nonkids -5
        *set radmut +5
        *gosub nofollcheck
        *if nofoll
          *goto nofollleft
      *if cha = 2
        Your charisma keeps them in the band, but there's open protest against your decision.
      And within a few days, you notice that the band's stores have increased.  "We've found some barley left for us nearby," ${quartermaster} offers when you question him.  "Someone who sympathizes with the rebellion.  Or perhaps an Angelic intervention."
      
      "Or perhaps those 
      *if nothief > 0
        thieves and brigands 
      *if nothief = 0
        thugs
      in the Owlscap?" you growl, unamused.
      
      "Don't suppose we'll ever know, ${kuria}," ${quartermaster} replies, with a suddenly hard edge to his voice. "For now, I'm not going to ask questions."
      *set morale -10
      *set foodstore +round(caraloot/16)
      *set foodstorelt +(caraloot/0.444)
      *if storymode
        *goto newweek
      *gosub foodcalc
      *page_break
      *goto smugfollback
    #They flouted my authority.  I refuse to let them or their goods into the camp.
      *goto goodluckwiththat  
*label smugfollback
*set caraloot 0
*if ((alaine = 2) and (week >= smugweek)) and (smugfoll > 0)
  Your smuggling party 
  *if not(storymode)
    of 
    *set d2n_num smugfoll
    *gosub d2n 
    outlaws
  *set smugfoll 0
  *if (hc_foll > 4) and not(storymode)
    and children
  returns 
  *if (smugsick = 0) or ((randill2 > 1) and not(storymode))
    jubilant; they encountered no one else on their five-day round trip, and the midnight delivery to the Whendish merchant came off smoothly. 
    *if smugsick > 0
      The 
      *set d2n_num smugsick
      *gosub d2n 
      ill members of the party needed to be carried back by their comrades, but they've survived.
    *if randtheurge2 = 13
      Their joy soon evaporates as they take in the devastation of your band in the wake of the Theurges' attack.
      
      Some time later
      *goto receiveamessage
    *if randtheurge2 != 13

      At the same time, 
      *goto receiveamessage
  *if ((smugsick > 0) and (randill2 < 2)) or storymode
    *set morale -5
    without celebration.  While their outward journey and delivery to the Whendish merchant came off smoothly, on their return journey they were caught by a frigid storm in the pass.  
    *if smugsick > 0
      The 
      *set d2n_num smugsick
      *gosub d2n 
      sick outlaws with them didn't survive.
      *set sa_foll -smugsick
      *set sadead +smugsick
      *set followers -smugsick
      *set nonkids -smugsick
      *set morale -(smugsick*2)
      *set dead +smugsick
      *set bandead +smugsick
    
    In the midst of your mourning, 
  *label receiveamessage
  you receive a message from Alaine, telling you to return to the Shale Meadow.
  *if (storymode and (nothief = 2)) and (smugsick = 0)
    *set smugleft 7
  *set smugbush round(((49-smugleft)/49)*67)
  *set smugcash round(((49-smugleft)/49)*30)
  The outlaws who go there find 
  *set d2n_num smugbush
  *gosub d2n 
  bushels of wheat in a makeshift barn, plus a sack containing 
  *set d2n_num smugcash
  *gosub d2n 
  drachems.
  *set wealth +smugcash
  *set foodstore +smugbush
  *set foodstorelt +(smugbush*36)
  *if randtheurge2 = 13
    It's a small consolation in a terrible week.
  *gosub foodcalc
  *if (smugleft > 6)
    They also bring back a note stating that while due compensation has been provided, in light of the failure to deliver the full required amount, no further opportunities of this sort would be forthcoming.
    
    You feel:
    *set morale +15
    *set d2n_num smugsick
    *gosub d2n_np
    *fake_choice
      #Shattered.  This should have been a safe and sustainable way to keep ourselves fed.
        If only you'd had the mules or the people to bring it off.  It was hardly fair for them to drop a cargo on you without confirming that you had the capacity to carry it.
      *if ((smugsick > 0) and (randill2 = 1)) 
        #Despairing.  We lost ${display_numb} comrades for only a fleeting gain.
          You find it hard to face the dead outlaws' surviving 
          *if (kids > 2)
            children,
          lovers and friends with the knowledge that their sacrifice was ultimately futile.
      #Determined to change the Syntechnia's minds.  This can't be their last word.
        But at least for now, it would appear to be.  Alaine politely turns aside all your overtures.
      #Resigned.  Getting a bit of food and silver out of it isn't so bad as failures go.
        You send Alaine a wry, unapologetic message that if in future she wishes to negotiate a cargo of manageable size, you remain open to talking about it.
      #Furious.  I'll make them regret their decision to spurn us.
        If the traders of Shayard don't want your friendship, you'll happily show them what it means to be your enemy.
    *set alaine 7
    *goto grainreturn
  *if (smugleft > 0) and (smugleft < 7)
    They also bring back a note stating that next time, a failure to deliver the full amount shall end the relationship.
    *set morale +25
    *if (week > 8)
      Though relieved, 
  *if (smugleft = 0)
    *if (week > 8)
      Though elated, 
  *if (week > 8)
    you can only think how much good this could have done if it had come earlier in the winter.  You hope it's a harbinger of many opportunities yet to come.
  *if int = 2
    
    From your own chats with merchants in Rim Square, you've got a decent idea of the value of notteco dye and the tariffs charged at the ${whend}ish border.  After a bit of mental calculation…
    *choice
      #I send Alaine back a diplomatic suggestion that the reward for conveyance should be more than a tenth of the amount she and her partner saved at the border.
        "She laughed, ${kuria}," the messenger reports, "and said that she'd take your good head for figures into account if any further opportunity arose to work together."
        
        It'll have to do for now.
        *set alaine 4
        
        *if storymode
          *goto newweek
        *goto grainreturn
      #I decide I don't want to risk a slowdown or breakdown of the relationship, and make no demands.
        You recognize that you don't have a great deal of leverage over Alaine Leybridge, let alone the Syntechnia.  In time you'll be able to increase your share of the profits.  For now, your top priority has to be completing another smuggling shipment before the Archon attacks you—whenever that may be.
        *set alaine 3
        
        *if storymode
          *goto newweek
        *goto grainreturn
  *if storymode
    *goto newweek
  *set alaine 3
  
  *goto grainreturn
*label grainreturn
*if (taxfence > 1) and (taxloot > 0)
  
  *if (bleys > 9)
    The outlaws
    *if taxmules > 1
      and
      *set d2n_num taxmules
      *gosub d2n 
      mules who are 
    fencing loot from the Architelone return with 
    *if taxbush > 0
      *set d2n_num taxbush
      *gosub d2n 
      *if taxbush = 1
        bushel
      *if taxbush != 1
        bushels 
      of barley and
      *set foodstore +taxbush
      *set foodstorelt +(taxbush*36)
    *set taxcash ((taxmules*268)-(taxbush*16))
    *if (taxfence > 2) and ((taxmules = 15) or ((taxmules < 15) and (taxcash > taxloot)))
      *set taxcash taxloot
    an amazing
    *set d2n_num taxcash
    *gosub d2n 
    drachems in silver and gold.
    *set wealth +taxcash
    *set taxloot -(taxcash+(taxbush*16))
    *set taxbush 0
    *set taxbushlt 0
    *set morale +20
    *if taxfence = 2
      "The rest we'll fence
      *if taxmules = 15
        next week
      for cash, ${kuria}," Bleys explains.
      *if bleys < 12
        The man still looks at you like he's imagining your anguished death, but as long as he can bring in money like this, you'll let him stare as he likes.
    *if (taxfence > 2) and ((taxmules = 15) or ((taxmules < 15) and (taxcash > taxloot)))
      "That's it all sold, then," Bleys declares with
      *if bleys < 12
        bleak
      satisfaction.
      *set taxmules 0
    *gosub foodcalc
  *if (bleys < 10)
    You hear that you've managed to get various unsuspecting merchants to accept a bit
    *if taxfence > 2
      more
    *set taxcash round(626/taxfence)
    of what you stole from the Architelone: 
    *set d2n_num taxcash
    *gosub d2n 
    drachems' worth.  While that barely scratches the surface of what you still have cached uselessly in the wild, every bit helps.
    
    *set wealth +taxcash
    *set taxloot -taxcash
    *gosub foodcalc
*if (protection > 9) and (alaine >= 0)
  *set foodstorelt +1440
  *set foodstore +40
  Alaine Leybridge's forty bushels of grain also arrive, as payment for your continued forbearance in the Owlscap.
  
  *comment endif
*if grainorder < 0
  *goto rationok
*if randtheurge2 = 13
  While it takes a long and hungry time for your scouts to guide it back to you, your barley train eventually returns, adding
  *goto addaroundb

At the end of the week,   
*if (grainorder = 0) and (needfoodlt > foodstorelt)
  your followers whisper that your decision to forgo a barley run was feckless.
  *set morale -3
  *goto rationok
*if (grainorder = 0) and (needfoodlt <= foodstorelt)
  your decision to forgo a barley run looks prudent—you've brought in enough food from other sources to feed the band at the agreed rations.
  *set morale +3
  
  *goto rationok
*if (((grainmules+randmule)+mulefoll)+trainattack) > 60
  the bad news arrives: the 
  *if grainmules > 1
    mule train 
    *set trainattack +5
  *if grainmules < 2
    party of outlaws
    *set trainattack +3
  bearing back your week's supply of grain was detected and came under attack.
  
  *if trainattack <= 5
    *label bruncaught
    A scout spotted them near the verge of the wild, and fetched a motley pack of guards and foresters from the Keriatou and Pelematou. Your bandits scattered into the deep woods at once—but
    *set mufollost round((mulefoll/7)+morcheck)
    *set d2n_num mufollost
    *gosub d2n 
    fell to enemy 
    *if morcheck > 1
      arrows, including
      *set d2n_num morcheck
      *gosub d2n 
      who reportedly died because they panicked and tried to surrender.
    *if morcheck < 2
      arrows.
    *if grainmules > 1
      You also lost one mule to the attackers.
      *set mules -1
      *set foodstorelt -(170)
    *set followers -(mufollost)
    *set ha_foll -mufollost
    *set morale -(mufollost)
    *set nonkids -mufollost
    *set dead +(mufollost)
    *set bandead +(mufollost)
    *set foodstorelt +round(grainordercost/0.444)
    *set foodstorelt -(mufollost*25)
    *gosub foodcalc
    *gosub nofollcheck
    
    "That 
    *if mufollost < 4
      won't go as well 
    *if mufollost > 3
      will likely go even worse
    next time, ${kuria}," Zvad rumbles.  "Now that the Hegemony's caught our scent, they'll be back for more.  They'll know what it means to cut off our supplies."
    *if storymode and (deputy = "Breden")
      Breden nods, thin-lipped, visibly holding in ${xhis} anger.
    
    "We'll make changes next week," you agree grimly.  When food is scarce,
    *if mules > 0
      a mule-load 
    *if mules <= 0
      having any
    lost could cost your band more lives than the attack itself.
    *if nofoll
      *goto nofollleft
    *set mufollost 0
    
    *if storymode
      This week, it costs you 
      *set d2n_num randill4
      *gosub d2n 
      sick adults and 
      *set d2n_num randillc4
      *gosub d2n 
      sick children.
      *if (alaine = 0)
        *page_break
        Scouring your mind for other possible ways to afford grain, you hit upon the idea of smuggling across the Whendward Pass.  When you mention it,
        *goto smugmb
      *goto newweek
    *page_break
    *goto rationok
  *if (trainattack > 5) and (trainattack < 11)
    Since the last attack, more enemy scouts have been seeking out your supply trains—and this week, an Alastor troop responded fast enough to catch you.  The survivors trail back to camp shamefacedly, knowing that the loss of grain will be devastating for their
    *if kids > 2
      children and
    comrades.
    *set mufollost round(grainmules/4)
    *if (mufollost < 1) and (grainmules > 0)
      *set mufollost 1
    A quarter of them do not
    *if grainmules < 1
      return at all.
    *if grainmules > 0
      return; nor 
      *if mufollost != 1
        do 
        *set d2n_num mufollost
        *gosub d2n 
      *if mufollost = 1
        does one
      of their mules.
      *set mules -mufollost
      *set foodstorelt -(mufollost*162)
    *set mufollost round((mulefoll/4)+morcheck)
    *set followers -(mufollost)
    *set nonkids -mufollost
    *set ha_foll -mufollost
    *set morale -(mufollost)
    *set dead +(mufollost)
    *set bandead +(mufollost)
    *set foodstorelt +round(grainordercost/0.444)
    *set foodstorelt -(mufollost*25)
    *gosub foodcalc
    *gosub nofollcheck
    *set mufollost 0
    *if nofoll
      *goto nofollleft
    *goto rationok
  *if trainattack > 10
    This time, you get the word not from survivors of the attack, but from the scout who had been waiting at the agreed rendezvous point to guide the barley run to your current camp.  Her aghast face tells you everything you need to know.  "Theurges, ${kuria}—three of them, flying all round the woods where I was posted.  They must have tortured the rendezvous out of the muleteers."
    
    Seven survivors do eventually find their way back to you, glazed-eyed and trembling.  They tell about the moment the Theurges found them, swooping down to shower the mules with liquid fire.  Alastors followed soon after, killing some of your outlaws on the spot and dragging others off in chains for interrogation and Harrowing.
    *set mufollost round(grainmules/6)
    *if (mufollost < 1) and (grainmules > 1)
      *set mufollost 1
    *if grainmules > 1
      *set d2n_num mufollost
      *gosub d2n 
      of the
      *set d2n_num grainmules
      *gosub d2n 
      mules
      *if (mufollost = 1)
        returns, 
      *if (mufollost > 1)
        return,
      carrying a bit of barley, but all the rest are lost.
      *set mules -(grainmules-mufollost)
      *set foodstorelt +(mufollost*150)
      *set grainmules mufollost
    *set mufollost (mulefoll-7)
    *set followers -(mufollost)
    *set nonkids -mufollost
    *set ha_foll -mufollost
    *set morale -(mufollost)
    *set dead +(mufollost)
    *set bandead +(mufollost)
    *set foodstorelt +(7*25)
    *gosub foodcalc
    *gosub nofollcheck
    
    It's an utter disaster, which sends morale crashing across the band.
    *set morale -20
    *set trainattack -500
    *set mufollost 0
    *if nofoll
      *goto nofollleft
    *goto rationok      
your food train returns, 
*if (week > (merchant+1)) and (merchcomp > 0)
  with
  *if grainmules > 0
    *set cacemule true
    *set mules -1
    *set grainordercost -(merchcomp-1200)
    *if (grainordercost >= 0) or ((grainordercost < 0) and (grainmules = 1))
      one fewer mule
    *if (grainordercost < 0) and (grainmules > 1)
      *set mules -1
      *set grainordercost +1000
      *if grainordercost < 0
        *set grainordercost 0
      two fewer mules
    and
  much less barley 
  *if grainmules = 0
    *set grainordercost -(merchcomp+200)
    *if grainordercost < 0
      *set grainordercost 0
  than you'd been expecting.
  *if grainordercost < 1
    None, in fact.
  
  "Cacelon shows up himself, and he's spitting mad," the lead muleteer explains dismally. "Says when he tried to sell on the goods from our Whincote raid, he gets a Syntechnia merchant on his doorstep accusing him of thievery and wanting to know where he came by the loot.  He has to give it back to her with two hundred drachems compensation.  So he's taken that out of us
  *if cacemule
    in mules
  this week."
  
  Zvad shakes his head grimly when he hears the news. "Accept this now, ${kuria}.  Stop fighting them.  We won't survive if we lose Cacelon as a fence too."
  *if grainordercost < 1
    *goto rationok
  ${quartermaster} confirms that this grain run has added
  *if not(cacemule)
    only
  *set grainorder round((grainordercost/0.444)/36)
  *goto addaroundb 
adding 
*label addaroundb
around 
*set d2n_num grainorder
*gosub d2n 
*if grainorder = 1
  bushel
*if grainorder > 1
  bushels 
to the 
*set d2n_num foodstore
*gosub d2n 
in your stores.
*set foodstorelt +(grainordercost/0.444)
*set foodstore +(grainorder)
*label rationok
*set grainmules 0
*set grainordercost 0
*if foodstorelt < needfoodlt
  *if choice_randomtest
    *if dietlooplimit > 60
      *set dietlooplimit 0
      *goto starvenow
  *if foodstore = needfood
    *set foodstorelt needfoodlt
    *goto rationok
  *set starvefood (((((0.45*sc_foll)+(0.3*hc_foll))+((0.4*sa_foll)+(0.4*ha_foll)))*7)+((hostfood+mefood)*7))
  *if foodstorelt < starvefood
    *page_break
  Your stores of 
  *set d2n_num foodstore
  *gosub d2n 
  *if foodstore != 1
    bushels 
  *if foodstore = 1
    bushel
  don't have enough to feed everyone at the rations you had planned.
  *if foodstorelt >= starvefood
    Early in the week, ${quartermaster} asks whose food you intend to cut.
    *set the_end true
    *gosub dietchange
    
    *goto rationok
  *if foodstorelt < starvefood
    *label starvenow
    You don't even have enough to feed everyone at half rations.
    *if week > 8
      But the imminence of spring is enough to keep your starving band from collapse.  
      
      A quarter of the sick don't make it.  The rest know that venison is coming; that hope sustains their haggard bodies, alongside whatever barely edible scraps you're able to scavenge from the woods.  
      *set followers -round(sa_foll/4)
      *set nonkids -round(sa_foll/4)
      *set dead +round(sa_foll/4)
      *set bandead +round(sa_foll/4)
      *set sadead +round(sa_foll/4)
      *set followers -round(sc_foll/4)
      *set dead +round(sc_foll/4)
      *set bandead +round(sc_foll/4)
      *set kids -round(sc_foll/4)
      *set kidsdead +round(sc_foll/4)
      *set morale -round((sa_foll+sc_foll)/4)
      *set sa_foll -round(sa_foll/4)
      *set sc_foll -round(sc_foll/4)
      *goto skipkids
    While you struggle to apportion the crumbs you have, starvation and the winter cold empty your sick tents.
    *set followers -sa_foll
    *set nonkids -sa_foll
    *set dead +sa_foll
    *set bandead +sa_foll
    *set sadead +sa_foll
    *set followers -sc_foll
    *set dead +sc_foll
    *set bandead +sc_foll
    *set kids -sc_foll
    *set kidsdead +sc_foll
    *set morale -(sa_foll+sc_foll)
    *set sa_foll 0
    *set sc_foll 0
    *set ha_diet "a half ration"
    *set hafood 0.4
    *set sa_diet "a half ration"
    *set safood 0.4
    *set hc_diet "a half ration"
    *set hcfood 0.3
    *set sc_diet "a three-quarter ration"
    *set hcfood 0.45
    *if poric = 0
      Radmar has somehow recovered, but looks like a skeleton compared to his former burly self.  Whenever he looks at you, his gaunt face twists with fury.
    *if poric > 0
      After weeks of frantic, failed work, ${healer} drifts about the camp, looking dazed and not responding when greeted.
    *if ((recovery = 0) and (poric > 0)) and (week < 9)
      *set poric 0
      *set r_rel -10
      Poric 
      *if alless = 0
        has
      *if alless > 0
        *set alless 0
        and Alless have both 
      died, and Radmar is at death's door.
    *set recovery 0
    
    A fifth of your formerly healthy followers are gravely ill by the end of the week.  Their eyes are dull with the expectation of joining the trail of graves you've left behind you.
    *set starvefoll round(ha_foll/5)
    *set starvefollc round(hc_foll/5)
    *set ha_foll -starvefoll
    *set sa_foll +starvefoll
    *set hc_foll -starvefollc
    *set sc_foll +starvefollc
    *set morale -40
    *set foodstorelt 0
    *set foodstore 0
    *gosub foodcalc
    *gosub nofollcheck
    *if nofoll
      *goto nofollleft
    *goto skipkids
*if grainorder = 0
  
  Overall,
*if grainorder !=0

  By the end of the week,
*set grainorder 0
*if (hafood = 1.5)
  *set ha_weeks +1
  your well-fed raiding parties have managed to keep illness at bay.
  *set morale +3
*if (hafood != 1.5) and (ha_foll < 16)
  the survivors of your band stagger on despite general fatigue and misery.
  *set ha_weeks -0.6
*if (hafood = 0.8) and (ha_foll > 15)
  *set ha_weeks -0.6
  *set ha_foll -randill4
  *set sa_foll +randill4
  *set d2n_num randill4
  *gosub d2n
  *set morale -2
  more bandits have fallen too ill to leave the camp.
*if (hafood = 0.61) and (ha_foll > 15)
  *set ha_weeks -1
  *set ha_foll -randill6
  *set sa_foll +randill6
  *set morale -3
  *set d2n_num randill6
  *gosub d2n
  more bandits are too ill to leave the camp.
*if (hafood = 0.4) and (ha_foll > 15)  
  *set ha_weeks -1
  *set badlyill (randill6+3)
  *set ha_foll -badlyill
  *set sa_foll +badlyill
  *set morale -5
  *set d2n_num badlyill
  *gosub d2n
  more bandits have fallen seriously ill.
*if (safood = 1.5) and (sa_foll > 1)
  *if randillc2 > sa_foll
    *set randillc2 sa_foll
  *set ha_foll +randillc2
  *set sa_foll -randillc2
  *set sa_weeks +1
  *set morale +3
  Some of the sick
  *if recovery = 0
    have begun
  *if recovery = 1
    continue
  to recover, thanks to the increased supply of food and blankets. 
  *set d2n_num randillc2
  *gosub d2n_np 
  $!{display_numb} left the sick tents this week.
  *if (recovery = 1) and (radsick and (radmut = 0))
    Radmar is looking a bit more like his old self, and talks as if he's ready to take on a legion of Phalangites single-handed.
    *set radsick false
  *set recovery 1
*if (safood = 0.8) and (sa_foll > 1)
  *set sa_foll -1
  *set sadead +1
  *set sa_weeks -0.6
  *gosub 1cas
  *set ha_foll +1
  Your sick bandits are languishing, and one has died.
  *set morale -3
  *set recovery 0
*if (safood = 0.61) and (sa_foll > 3)
  *if randill2 > sa_foll
    *set randill2 sa_foll
  *set sa_foll -randill2
  *set sadead +randill2
  *set sa_weeks -0.6
  *set ha_foll +randill2
  *gosub r2cas
  *set morale -5
  Your sick bandits are languishing, with
  *set d2n_num randill2
  *gosub d2n 
  dying.
  *set recovery 0
*if (safood = 0.4) and (sa_foll > 5)
  *if randill4 > sa_foll
    *set randill4 sa_foll
  *set sa_foll -randill4
  *set ha_foll +randill4
  *set sa_weeks -1
  *gosub r4cas
  *set morale -8
  Your sick bandits are languishing, and
  *set d2n_num randill4
  *gosub d2n 
  have died.
  *set recovery 0
*if (safood = 0.4) and ((sa_foll < 4) and (sa_foll > 0))
  *set followers -sa_foll
  *set nonkids -sa_foll
  *set dead +sa_foll
  *set bandead +sa_foll
  *set sadead +sa_foll
  *set morale -12
  *set sa_foll 0
  *set sa_weeks -1
  All the bandits still in the sick tent have died.
  *if radsick and (radmut = 0)
    Only Radmar has managed somehow to recover, but he looks like a skeleton compared to his former burly self.
    *set radsick false
  After weeks of frantic, failed work, ${healer} now drifts from tent to tent, looking dazed and not responding when greeted.
  *set recovery 0
*if (kids <= 2)
  *goto skipkids
*if (hcfood = 1.2)
  *set hc_weeks +1
  All of the healthy children in your band are still well;
  *set morale +3
*if (hcfood != 1.2) and (hc_foll < 16)
  To your numb relief, no new illnesses have been reported among the band's famished children this week;
*if (hcfood = 0.6) and (hc_foll > 15)
  *set hc_weeks -0.6
  *set morale -3
  *set hc_foll -randillc4
  *set sc_foll +randillc4
  Another 
  *set d2n_num randillc4
  *gosub d2n 
  children have fallen ill,
*if (hcfood = 0.45) and (hc_foll > 15)
  *set hc_weeks -0.6
  *set hc_foll -randillc6
  *set sc_foll +randillc6
  Another
  *set d2n_num randillc6
  *gosub d2n  
  famished children have fallen ill,
  *set morale -5
*if (hcfood = 0.3) and (hc_foll > 15)
  *set hc_weeks -1
  *set badlyill (randill6+5)
  *set hc_foll -badlyill
  *set sc_foll +badlyill
  *set morale -8
  Another
  *set d2n_num badlyill
  *gosub d2n
  famished children have fallen ill,
*if sc_foll <= 2
  and 
  *set morale +3
  *if sc_foll = 0
    there are no children in the sick tents this week.
    *set sc_weeks +1
  *if sc_foll = 1
    ${healer} is currently tending to but a single child.
  *if sc_foll = 2
    only two children are currently relying on ${healer}'s care.
*if (scfood = 1.2) and (sc_foll > 2)
  *set hc_foll +randill2
  *set sc_foll -randill2
  *set morale +3
  *if hcfood = 1.2
    and
  *if hcfood != 1.2
    but with ample rations for the sick,
  *if randill2 = 1
    one child has 
  *if randill2 > 1
    *set d2n_num randill2
    *gosub d2n 
    children have 
  recovered enough to leave ${healer}'s care.
  *set sc_weeks +1
*if (scfood = 0.6) and (sc_foll > 1)
  *set sc_foll -randillc2
  *set sc_weeks -1
  *set followers -randillc2
  *set kids -randillc2
  *set morale -10
  *set dead +randillc2
  *set bandead +randillc2
  *set kidsdead +randillc2
  and 
  *if randillc2 > 1
    *set d2n_num randillc2
    *gosub d2n 
    of the sick children have 
  *if randillc2 = 1
    one sick child has
  not survived the week.
*if (scfood = 0.45) and (sc_foll > 3)
  *set sc_foll -randillc4
  *set sc_weeks -1
  *set followers -randillc4
  *set morale -20
  *set dead +randillc4
  *set bandead +randillc4
  *set kids -randillc4
  *set kidsdead +randillc4
  *set d2n_num randillc4
  *gosub d2n_np
  $!{display_numb} of the sick children have not survived the week.
*if ((week > 4) and (week < 9)) and (((sa_foll > 11) and (safood < 0.8)) and (poric > 0))
  Poric succumbed in a cold snap.  Radmar's gaunt face twists whenever he looks at you.
  *set sa_foll -1
  *set sadead +1
  *gosub 1cas
  *set ha_foll +1
  *set poric 0
  *set r_rel -10
*if (alless > 0) and ((sc_foll > 29) and (scfood < 1.2))
  Alless Stonehewer has joined her family in the grave.  
  *set sc_foll -1
  *set followers -1
  *set dead +1
  *set bandead +1
  *set kids -1
  *set kidsdead +1
  *set alless 0
*label skipkids
*gosub foodcalc
*gosub nofollcheck
*if nofoll
  *goto nofollleft
*if foodstorelt > (needfoodlt*3)
  *set rottick +1
  *if rottick > 1
    
    ${quartermaster} lets you know that weevils, damp, and rot have rendered
    *if foodstorelt < (needfoodlt*4)
      a tenth
      *set foodstorelt -round(foodstorelt/10)
    *if foodstorelt >= (needfoodlt*4)
      about a fifth
      *set foodstorelt -round(foodstorelt/5)
    of your food stocks inedible. 
    *if ((hafood < 1) or (safood < 1)) or ((hcfood < 1) or (scfood < 1))
      "When we carry along much more food than we eat in a week, ${kuria}, some of it will go bad.  I reckon we can raise the rations—eat more, store less."
    *if ((hafood > 1) and (safood > 1)) and ((hcfood > 1) and (scfood > 1))
      "It's a happier problem than I'd expected to have, ${kuria}.  When we've got much more food than we can eat in a week, some of it will go bad.  Thought you'd want to know."
*set foodstorelt -((((ha_foll*hafood)*7)+((sa_foll*safood)*7))+((((hc_foll*hcfood)*7)+((sc_foll*scfood)*7))+((hostfood+mefood)*7)))
*if foodstorelt < 0
  *set foodstorelt 0
*set foodstore round(foodstorelt/36)

*gosub mefoodchoice
*set sick (sa_foll + sc_foll)
*set mobility round(15-((sick-((sickmules+freemules)*3))/4))
*set ablers round(sick/6)

*gosub foodcalc
*if ablers = 0
  *set ablers 1
  *goto kidsdeadcheck
*if week > 9
  *goto kidsdeadcheck
In the coming week, 
*set d2n_num ablers
*gosub d2n 
of your healthy bandits will be needed in camp to care for the sick and dying.
*label kidsdeadcheck
*if ((kidsdead > 38) and (kidstick = 2)) and not(kidsgone)
  *page_break
  *if (cha = 2)
    *gosub kidsleave
    *set kidstick 3
  *if (cha < 2)
    *set d2n_num kidsdead
    *gosub d2n_np
    $!{display_numb} of the band's children have died under your leadership, and their surviving parents and childkeepers don't believe it's going to get any better.
    *if (morcheck = 0) or (week > 8)
      *gosub breakcheck
      *goto otherreb
    *goto breakup
*if ((kidsdead > 25) and (kidstick = 1)) and not(kidsgone)
  *page_break
  *set kidstick 2
  *if helot
    Rorind was one of the older boys on the Keriatou estate, the one who taught you how to set a snare when you were five.  When he seizes your arm as you're walking by one day, you don't immediately recognize him.
  *if aristo
    The helot who seizes your arm used to belong to your cousins; you've heard the others call him Rorind.
  He's only a few years older than you, but his hollow cheeks and deeply lined eyes and mouth could belong to your father.  "My son is dead,
  *if aristo
    ${kuria}
  ${lname}.  
  *set d2n_num kidsdead
  *gosub d2n_np
  $!{display_numb} of our children are dead because we followed you.
  *if nothief > 0
    And it's because you won't do what's needed."
    
    A cluster of other
    *if aristo
      helots
    *if helot
      parents 
    and young rebels gather round you; their bleak, angry eyes demand an explanation.
    *gosub whynot
    *if (whynothief > 2) and not(kidsgone)
      *gosub kidsleave
  *if nothief = 0
    Because you don't give a damn for them."
    
    *if arrog > 0
      You resist the urge to knock his hand away and rebuke him for his presumption.
    "$!{oath}, Rorind.  Every outlaw in the band is trying to bring in food for the children.  They're dying for it, and I don't know what more I can ask them to do."  Your voice cracks with exhaustion and anguish. "But I'm…I'm so sorry for your son."
    
    *if cha = 2
      Rorind begins to weep raggedly and releases your arm.  "I couldn't save him, 
      *if aristo
        ${kuria}.
      *if helot
        ${fname}.
      I never thought…I thought we'd die giving him a chance.  Not the other way round."
    *if cha < 2
      *if (deputy = "Breden") and (br_raid <= week)
        Breden steps in and says gently, "The 
        *gosub thekuria
        has barely
        *if mefood < 1
          eating or
        sleeping, Rorind.  $!{he}'s doing everything a ${woman} can."
      *if (deputy != "Breden") or (br_raid > week)
        Rorind blinks at you for a few moments, then says hoarsely, "You don't know what to do."
        *gosub kidsleave
*if (kidsdead > 10) and (kidstick < 1)
  *page_break
  *label angmum
  An anguished 
  *if aristo
    helot 
  mother catches your arm as you walk past the sick tents one evening.  "Our children, ${kuria}…we're losing our children.  More than ten gone already this winter.  Please, you have to do something."  The four-year-old in her arms stares glassily at you and whimpers, too weak to wail.
  
  Behind her, a dozen other parents look up to hear your answer—some despairing, some blankly angry.
  *set kidstick 1
  *choice
    *if (scfood < 1) #I promise them a healthy diet for all the sick children.
      *set sc_diet "a healthy diet"
      *set scfood 1.2
      *gosub foodcalc
      "We'll make sure every ailing child is fed well," you promise.
      *if storymode
        "We'll find the food somewhere."
        
        *goto noyouwont
      *goto otherreb
    *if (nothief > 0) #I promise we'll start raiding anyone it takes to bring in enough food for the children.
      *set nothief 0
      *set nothchange week
      *set combator "combat"
      *set raids "raids"
      She shakes her head bitterly and turns away from you.  "Better late, I suppose, ${kuria}."
      
      *goto otherreb
    *if ((mobility < 12) and (freemules > 0)) #I promise I'll allocate more mules to the sick.
      *if storymode
        "Where will we get enough mules for that, ${kuria}?" a father barks.  "Or the food to keep them alive?"
        
        "We'll find it somewhere," you insist.
        
        *goto noyouwont
      At the moment, you have 
      *set d2n_num sickmules
      *gosub d2n
      *set sickmulesx sickmules
      *if sickmules != 1
        mules 
      *if sickmules = 1
        mule 
      dedicated to the sick—which might not be enough to get them to safety if a Theurge spots your camp.  You tell the grieving mother that you'll increase that number to:
      *label mumsickmulech
      *input_number sickmules 0 (freemules+sickmulesx)
      *if sickmules <= sickmulesx
        That's a decrease in mules.  You'll hardly quell their anger with that.  Instead, you increase the mules from 
        *set d2n_num sickmulesx
        *gosub d2n
        to:
        *goto mumsickmulech
      *set sickmulesx 0
      *goto otherreb
    #I plead with them to hold on—we're going to bring in more food somehow.
      *label noyouwont
      *if cha = 2
        Your followers want to believe you, and with your impassioned speech you nearly persuade them.  It's enough to turn them from you and your half-empty promises, back to their children in the sick tents.
      *if cha < 2
        You can see the disbelief in their eyes from the moment you start talking.
        *set morale -5
        *if nothief > 0
          "But we're not going to start taking it from the nobles or merchants, ${kuria}?" the mother wails.  "Xaos, 
          *if aristo
            ${milady},
          *if helot
            ${lname},
          why?"
          
          *gosub whynot
          *if (whynothief > 2) and not(kidsgone)
            *gosub kidsleave
        *if (nothief = 0) and (nothchange < week)
          "Angels, ${kuria}, don't."  The mother folds herself in on her child.  "Don't.  It only makes it worse."
      *goto otherreb
    #There's nothing I can try that we aren't already doing, and I tell them so.
      *if ((nothief > 0) or (scfood < 1)) or (mobility < 12)
        "Nothing?" one of the 
        *if aristo
          helot 
        *if helot
          former t'Pelematou
        fathers barks. 
        *if (nothief > 0)
          "There's plenty of food down in the Rim, ${kuria}, for those bold enough to take it.  Why by Xaos aren't we?"

          *gosub whynot
          *if (whynothief > 2) and not(kidsgone)
            *gosub kidsleave
            *goto otherreb
          *goto otherreb
        *elseif (scfood < 1)
          "Raise the ration for the sick, ${kuria}!  And do whatever it takes to bring in that food!"
          *goto disgustheldad
        *else
          "You could give them enough mules that they won't get caught out next time the Theurges attack, damn it all."
          *goto disgustheldad
        *label disgustheldad
        You try to explain why that's not an option, but you're drowned out by the shouts.  In the end, all you can do is walk away.
        *set morale -10
        *goto otherreb
      The mother bursts into tears and rushes blindly back toward the tents.  Knowing you're right only makes it worse.
      *goto otherreb
*label otherreb
*if storymode
  *goto newweek
*if (sadead > 12) and (sickrebel = 0)
  *set sickrebel week
  *page_break
  *label sickangry
  At night, your sparse dinner is interrupted by a dozen young outlaws storming in from the sick tents.  One of them stands trembling in front of you, a knife out-thrust in accusation.  "Our sisters and brothers are ill to death—and you're letting them die, ${kuria}!
  *if safood < 1
    You're starving them.
  *if mobility <= 10
    You're not giving them enough mules.
  *if nothief > 0
    You're not even trying to raid the caravans and estates that could feed them.
  At least the bloody nobles tried to keep us alive for the Harrower."
  
  *if nothief > 0
    *if whynothief = 0
      *gosub whynot
      *if storymode
        *goto newweek
      *goto alainefind
    *if whynothief > 0
      "It's a terrible cost," you agree, dry-throated. "But
      *if whynothief = 1
        we won't push that cost onto anyone else.  We can't and won't play the Hegemony's game."
      *if whynothief = 2
        it's the cost the Angels demand of us, if we're to conduct this rebellion in righteousness."
      *if whynothief > 2
        we've no choice but to bear it."
      
      *if (deputy = "Breden") and (br_raid <= week)
        The young bandit's lips twist, and his body trembles as if it's all he can do not to stab you.  Breden's voice is sharper, and loud enough to carry over the uproar.  "Pereth!  
        *if (week < 6) or not(fedrel)
          What's the Archon paying you?"
        *if (week > 5) and fedrel
          The Archon paying you more than she paid Fedrel?"
        
        "You taking
        *if aristo and male
          kurios
        *if aristo and female
          kuria
        ${lname}'s side then, Reaper?"  The ugly, threatening tone makes your throat go dry: you [i]are[/i] on the verge of being stabbed.
        
        But Breden steps forward without hesitation, ${xhis} eyes hot and tone savage.  "Damned right I am, boy.  $!{kuria} ${lname}'s the
        *if rescuer = 0
          only reason I'm alive, and that any of us are here fighting today.
        *if rescuer = 1
          one who brought us alive out of the Keriatou dungeon.  After bearding a Theurge at a bloody Harrowing.
        The Hegemony aren't scared of us—they're scared of ${him}.  They'd want you to blame on the
        *gosub thekuria
        whatever goes wrong.  They'd love to see you attacking ${him} just because it's a swiving hard winter and we're sick and dying.  So either you're getting silver for this, or you're a fool who's doing the Thaumatarch's work for free."
        
        Young Pereth and his friends try to protest, but Breden's tirade has brought most of the other bandits to their feet in support of you.  The dinner breaks up in heated argument, but no violence, and by morning some semblance of order has been restored.
        *page_break
      *if (deputy != "Breden") or (br_raid > week)
        *gosub whynot
        *page_break
    *goto sickrebdone
  "We've had bad luck," you tell them, dry-throated.  "You truly think I'm letting them die?  You think I'm not doing all I can for them?"
  
  "Tell me what you'd have done differently, Pereth,"
  *if (deputy = "Breden") and (br_raid <= week)
    Breden demands,
  *if (deputy = "Zvad") or (br_raid > week)
    Zvad rumbles,
  a dangerous glint in ${dephis} eye.
  
  *if safood < 1
    "Fed them better than dogs!" the young bandit snaps back.
    
    "We've not had the food to raise their rations.  You know that." ${deputy} glances at you.  "But I'm sure that ${kuria} ${lname} will do everything in ${his} power to feed them better from this week."
    *goto sickrebdone
  *elseif mobility <= 10
    "Given them enough mules!" the young bandit snaps back.  "How can you expect them to keep up with the healthy?  Especially when a Theurge catches sight of them?"
    
    "We haven't had enough mules to both feed and carry the sick," ${deputy} says levelly.  "But I'm sure that ${kuria} ${lname} will continue to look for ways to change that."
    *goto sickrebdone
  *else
    The young bandit falters for a moment, then snaps, "Defended them better!"
    
    "Then defend them.  Join the sick tents, and relieve some of your comrades who have been risking their lives for the sick." ${deputy} glances at you.  "Meanwhile, ${kuria} ${lname} is risking ${his} life to bring them food and mules.  $!{he} deserves your respect, not your attacks."
    *goto sickrebdone
  *label sickrebdone
  *if storymode
    *goto newweek
  *page_break
*if ((bandead > 50) and (sickrebel != week)) and ((casrebel = 0) and (week < 9))
  *set casrebel week
  *if (radmut > 0)
    *if followers < 20
      *goto alainefind
    Throughout the band, you hear at least six people lamenting that you've lost 
    *set d2n_num bandead
    *gosub d2n
    outlaws so far throughout the winter.  Another ten disgruntled young followers leave you to join the Owlscap mutineers.
    *set followers -10
    *set ha_foll -10
    *set radmut +10
    *set morale -10
    *set nonkids -10
    *gosub foodcalc
    *gosub nofollcheck
    *if nofoll
      *goto nofollleft
    *goto alainefind
  *page_break
  *label radmutst
  *if ((nothief = 0) and (deputy = "Zvad")) and (morale > (followers-5))
    *goto alainefind
  As you break camp one morning, a gang of young helots approach 
  *if ((deputy = "Breden") and (br_raid <= week)) or ((deputy = "Zvad") and (cara_zv != 2))
    you and ${deputy}.  
  *if ((deputy = "Breden") and (br_raid > week)) or ((deputy = "Zvad") and (cara_zv = 2))
    you.
  There's something desperate in their eyes, and their hands hover around their
  *if arms > 20
    captured Alastor maces.
  *if arms < 21
    clubs and knives.
  Radmar steps to their fore,
  *if r_rel < 10
    eyeing you with obvious scorn and distaste.
  *if r_rel >= 10
    his resigned scowl turning stern as he speaks.
    *set r_rel -1
  *set radrebuke true
  "$!{kuria} ${lname}.  We're 
  *set d2n_num bandead
  *gosub d2n
  helots
  *if (kidsdead > 1) and not(kidsgone)
    and 
    *set d2n_num kidsdead
    *gosub d2n
    children
  fewer than when we left Rim Square.  At this rate, there'll be none of us left come the spring."
  
  You try to keep your face still. "What do you want us to do about it?"
  
  Radmar narrows his eyes, hoists his axe to his shoulder.
  *if nothief > 0
    "You know what we want, ${lname}. Free us to raid as we please.  There's 
    *if nothief = 1
      easier targets than the Hegemony."
    *if nothief = 2
      wealth out there that could be feeding us."
    *choice
      #He's right.  I should have sent raiding parties out from the beginning.
        *label setnoth
        *set nothief 0
        *set nothchange week
        *set combator "combat"
        *set raids "raids"
        When you agree to start raiding other targets, Radmar nods grimly. 
        *if not(storymode) or (deputy = "Zvad")
          "And about bloody time."
          *if storymode
            *if nothief = 2
              *goto w6stor
            *if nothief < 2
              *goto sigchoice
        *if storymode
          "And one other thing: name
          *goto zvadnotbred
        *goto alainefind
      #He's wrong—but I don't want to be killed by my own rebels for sticking to my principles.
        *goto setnoth
      #No.  I won't do it.
        *gosub whynot
        *if (whynothief > 2) and (radmut = 0)
          Radmar's mouth twists.
          *gosub radmutiny
        *if storymode
          *if nothief = 2
            *goto neardespair
          *if nothief < 2
            *label sigthing
            *page_break
            "Is there any point in our going on?" you ask ${deputy} bleakly the next morning.  You can't stop your hands from trembling.  Your mind shies away from the memory of how close you came to being killed in the Architelone's trap, and how many others you led to their deaths.
            
            "It's not all bad, ${kuria}." ${deputy} also looks haggard, but is plainly fighting to keep from despair. "To be honest, having fewer mouths to feed is a blessing.  We just need to find ways to keep up the mettle of the folk we have left."
            
            A harsh laugh bursts out of you. "Any thoughts?"
            
            $!{dephe} considers in silence for a few moments.
            *goto sigchoice2
        *goto alainefind
  *if nothief = 0
    *if deputy = "Breden"
      *if (storymode)
        "Name 
      *label zvadnotbred
      *if not(storymode)
        "Name 
      Zvad your second-in-command and start taking his advice.  
      *if (br_raid <= week)
        It's no wonder we're dying while you listen to this one."  Radmar juts his jaw in Breden's direction.  "It happened in Rim Square. It'll happen again here."
        
        You wait to see if Breden will speak up on ${xhis} own behalf, or even try to shift all the blame for the deaths in the band to you…but ${xhe} is just watching you with a stricken expression.
      *if (br_raid > week)
        Do it while [i]${xhe}'s[/i] away."  Radmar's scorn leaves no doubt about who he means.  "$!{xhe} almost killed us all in Rim Square.  Stop giving ${xhim} chances to do it again."
      *choice
        #I accede.  Zvad can be my deputy.
          Just as you start to mutter your acceptance, 
          *set morale -5
          *gosub zvadrefuse
          *if (br_raid <= week)
            Twenty minutes later, Breden comes alongside you and speaks in a low, disheartened voice. "You think it's true, ${bfname}?  That I'm to blame for the deaths?"
            
            "We both know that I'm the one who's making most of the decisions—and that neither one of us can ensure that a gang of inexperienced helots stays alive on a raid," you answer at once.  "Radmar's wrong."
            
            Breden's brow furrows.  "Then why were you giving in to him?"
            
            The disappointment in ${xhis} voice stabs at you, and you take a moment before replying.  "There's few enough of us left, and few of those have anything like his courage in a fight.  I can't afford to lose him."
            
            "You're confident you won't lose me?" $!{xhis} voice is mild, but has a 
            *if bred_trust < 10
              slight 
            *if bred_trust >= 10
              hard
            edge of
            *if (bred_lover > 3) or (bred_heart = 3)
              hurt.
            *if (bred_lover < 4) and (bred_heart != 3)
              bitterness.
          *if storymode
            *if nothief = 2
              *page_break
              *goto w6stor
            *if nothief < 2
              *goto sigthing
          *page_break
          *goto alainefind
        #I refuse.  Even if I wanted Zvad as my second, I wouldn't take him under duress.
          "Breden's the deputy captain," you declare, loudly enough to reach every bandit in earshot. "As long as I have the lead, you'll obey ${xhim} in my absence."
          
          The young helots exchange dark glances with each other…but before they can do anything,
          *gosub zvadrefuse
          *if (br_raid <= week)
            Breden exhales sharply, relief and surprise warring on ${xhis} face.  "Thanks for standing up for me,
            *if (bred_lover > 3) and (bred_trust < 10)
              love."
            *if (bred_lover < 4) or (bred_trust >= 10)
              ${bfname}."
          *if storymode
            *if nothief = 2
              *page_break
              *goto w6stor
            *if nothief < 2
              *goto sigthing
          *page_break
          *goto alainefind
        #I offer Radmar leadership of the band.
          The brawny young fighter leans toward you, until his nose is only a few inches from yours and his breath hot on your face.  "That's not what I said, and it's not what I want."
          
          "I'm not offering what you want, Radmar," you say, taut-voiced.  "Take the lead, or accept mine.  Those are the only choices you're going to have today."
          
          Just when you think he's going to go for you,
          *gosub zvadrefuse
          *if storymode
            *if nothief = 2
              *goto neardespair
            *if nothief < 2
              *goto sigthing
          *goto alainefind
    "Start making better choices—and fast.  If you can't lead the band, we'll find someone else who can."    
    *goto alainefind
*if ((bandead > 120) and (sickrebel != week))

  You've lost 
  *set d2n_num bandead
  *gosub d2n
  of your followers this winter.
  *if (morcheck = 0) or (week > 8)
    *gosub breakcheck
    *goto alainefind
  *goto breakup
*label alainefind
*if (prothaggle > (week+1))

  Alaine sends one last, curt message: [i]Neither I nor any merchant of the Traders' Syntechnia shall work with you again.[/i]
  *set protection 1
  *set alaine 20
  *set cred_m -20
  *goto standfollch
*if (prothaggle > week)

  Alaine sends you another message: [i]I was not hoping to be ignored, ${kuria} ${lname}. Let me be clear: when I say, "a matter of some urgency," I mean that if you do not come to speak with me at once, my arrangement with the Whendward Band will come to an end.[/i]
  *goto standfollch
*if (week = (smugweek-1)) and (alaine = 2)
  *page_break
  *label alainefind2
  Alaine Leybridge finally sends one of her nieces up into the Whendward wilderness to find you.  She notifies you that "a friend in the capital" has provided some goods that she can pass on, if you bring seven mules
  *if freemules < 7
    (or the equivalent carrying capacity)
  next Selday to the Shale Meadow in the woods above Leybridge.  "This is a small test of your ability. If my friend is satisfied, it may develop into much more."
  
  *if storymode
    *if nothief = 2
      You've long since sold most of your mules, and the health and morale of your band has deteriorated to the point where you can barely muster enough able-bodied outlaws to carry the cargo.  But
      *goto nottecosmug2
    *goto nottecosmug
*if ((caralcum > 6500) and (week < 10)) and ((alaine > 0) and (prothaggle = 0))
  *if (week = (smugweek-1))
    She also informs you that she
  *if (week != (smugweek-1))
    *label protmessg
    *if not(storymode)
      *page_break
    
    A message
    *if grainorder > 0
      comes back from the Rim with the barley run:
    *if grainorder <= 0
      comes back with one of your scouts:
    *if alaine < 1
      your fence
    Alaine Leybridge 
  wants to speak with you in person, on a matter of some urgency.  
  *gosub alainehaggle
  
  *if storymode
    *choice
      #I'll go to meet with Alaine.
        *goto protectvisit
      #I'll send a message back putting her off.
        *set prothaggle week
        *goto newweek
  If you do anything, it certainly won't be alone.  You don't want to bring a party large enough to risk being spotted and drawing attention to Alaine, if she's not betrayed you.  But ten scouts should be enough to keep an eye on the approaches and raise the alarm if there's trouble coming.
  *set prothaggle week
  *page_break
*label standfollch
*set standfoll (((carastand+barnstand)+(alastand+nobstand))+((tempstand+fundrstand)+(bearstand+rabbstand)))
*set freefollowers ha_foll
*if nwbarnscouts
  *gosub barnscoutdispatch
  *set nwbarnscouts false
*if randtheurge2 = 13
  *set freefollowers -round(ha_foll/2)
*set freefollowers -ablers
*set freefollowers -scouts
*set freefollowers -standfoll
*if (taxfence > 0) and ((taxloot > 0) and (bleys > 9))
  *set freefollowers -taxmules
*if cara_zv = 1
  *set caravan +1
  *set cara_zv +1
  *set zv_raid (week+1)
  *if deputy = "Zvad"
    *set dep_raid (week+1)
  *set freefollowers -20
*if cara_el = 1
  *set caravan +1
  *set cara_el +1
  *set el_raid (week+1)
  *set freefollowers -20
*if cara_el = 5
  *set el_raid (week+1)
*if cara_rad = 1 
  *set caravan +1
  *set cara_rad +1
  *set rad_raid (week+1)
  *set freefollowers -20
*if cara_who = 1
  *set caravan +1
  *set cara_who +1
  *set freefollowers -20
*set myswordval 0
*if bothmuleraid > 0
  *set bothmuleraid 0
*set kids (hc_foll+sc_foll)

When all is said and done, you now have 
*set d2n_num followers
*gosub d2n
followers
*if followers > lwfoll
  *set lwdiff (followers-lwfoll)
  *if (newfoll = 0) or (newfoll = lwdiff)
    (up by
    *set d2n_num lwdiff
    *gosub d2n
    from last week)
  *if (newfoll > 0) and (newfoll != lwdiff)
    *set lwdiff ((lwfoll+newfoll)-followers)
    (your 
    *set d2n_num newfoll
    *gosub d2n
    new 
    *if newfoll != 1
      recruits 
    *if newfoll = 1
      recruit
    partly offset by the
    *set d2n_num lwdiff
    *gosub d2n
    you've lost since last week)
*if followers = lwfoll
  *if (newfoll = 0)
    (unchanged from last week)
  *if (newfoll > 0)
    (your 
    *set d2n_num newfoll
    *gosub d2n
    new 
    *if newfoll != 1
      recruits balanced by the same number who have  
    *if newfoll = 1
      recruit balanced by another who has
    died)
*if (followers < lwfoll)
  *if (newfoll > 0)
    (your
    *set d2n_num newfoll
    *gosub d2n
    new
    *if newfoll != 1
      recruits 
    *if newfoll = 1
      recruit
    more than offset by
  *if (newfoll = 0)
    (down by
  *set lwdiff (((lwfoll+newfoll)-followers)-(lwfost+(desmut+desmutk)))
  *if (desmut+desmutk) > 0
    *set d2n_num desmut
    *gosub d2n
    *if desmutk > 0
      and their 
      *set d2n_num desmutk
      *gosub d2n 
      children
    who have deserted or
    *if (lwfost = 0) and (lwdiff = 0)
      mutinied)
    *if (lwfost > 0) or (lwdiff > 0)
      mutinied,
      *if (lwdiff = 0) or (lwfost = 0)
        and
  *if lwfost > 0
    *set d2n_num lwfost
    *gosub d2n
    children now being fostered in helot
    *if lwdiff <= 0
      camps)
    *if lwdiff > 0
      camps, and
  *if lwdiff > 25
    a brutal
    *goto fallen
  *elseif lwdiff > 19
    a wrenching
    *goto fallen
  *elseif lwdiff > 9
    a grievous
    *goto fallen
  *else
    *goto fallen
  *label fallen
  *if lwdiff > 0
    *set d2n_num lwdiff
    *gosub d2n    
    who
    *if lwdiff > 1
      have
    *if lwdiff = 1
      has
    died in the past week)
*set lwfoll followers
*set lwdiff 0
*set lwfost 0
*set desmut 0
*set desmutk 0
*set newfoll 0
*if (kids = 0) and (sa_foll = 0)
  to be deployed as you and ${deputy} see fit.
*if (kids > 0) or (sa_foll > 0)
  of whom 
  *if kids > 0
    *set d2n_num kids
    *gosub d2n
    *if kids > 1
      are 
    *if kids = 1
      is
    too young and
  *set d2n_num sa_foll
  *gosub d2n
  *if (kids > 0) and (sa_foll > 1)
    others
  *if kids = 0
    *if sa_foll > 1
      are 
    *if sa_foll = 1
      is
  currently too sick to go on raids.
  *if (fundrkids > 0) and not(kidsgone)
    This week you'll be sending 
    *set d2n_num fundrkids
    *gosub d2n
    of the band's children to be fostered in the Rim, with two adult outlaws escorting them back through the wild.
    *set hc_foll -fundrkids
    *set followers -fundrkids
    *set kids -fundrkids
    *set freefollowers -2
    *set lwfost fundrkids
    *set fundrkids 0
    *gosub foodcalc
*if randtheurge2 = 13
  Half of your free followers spend the week scattered around the Rim, trying to rejoin you after the Theurges' attack.
  *set randtheurge2 0
*gosub moralecalc

*if ha_foll <= 0
  *goto nofollleft
You face the next week with morale
*if (morale > ((followers*2)/3)) and ((sa_foll/ha_foll) > 0.5)
  *set morale ((followers*2)/3)
*if (morale > (followers/2)) and ((sa_foll/ha_foll) > 0.65)
  *set morale (followers/2)
*if morale >= (followers+20)
  exceptionally strong.
  *set morcheck 0
*if (morale < (followers+20)) and (morale > followers)
  strong.
  *set morcheck 0
*if (morale > ((followers*2)/3)) and (morale <= followers)
  generally positive.
  *set morcheck 2
*if (morale > (followers/2)) and (morale <= ((followers*2)/3))
  struggling.
  *set morcheck 3
*if (morale <= (followers/2)) and (morale > (followers/3))
  poor.
  *set morcheck 4
*if morale <= (followers/3)
  utterly dismal.
  *set morcheck 5
*if morcheck < 3
  *if randtheurge2 = 13 
    Despite the week's devastating losses, the band trusts your leadership and refuses to succumb to despair.

*if freefollowers < 0
  *if (freefollowers+standfoll) < 0
    *if ((freefollowers+standfoll)+scouts) < 0
      *label nofollleft
      *page_break
      When it becomes clear that you don't have enough healthy outlaws left to search for food,
      *if (morcheck < 3) and not(nofoll)
        however,
      your authority collapses.
      *if (week > 9)
        Those still able to move disappear into the woods, leaving you alone with only the sickest of your followers.
        
        But, to your lasting astonishment, the deserters return that evening.  All of them.  "Winter's almost over, ${kuria}.  Anyone can see that," one bandit says harshly, coughing. "With deer on the move, now would be a damned-fool time to try to run back to the Rim.  We can keep ourselves alive on scraps for a week longer."
        *if ha_foll < 0
          *set ha_foll 0
          *set sa_foll nonkids
        *goto standcheck
      *goto breakup
    Unless some of your scouts return early this week, you won't have enough healthy outlaws left to search for food.  You cancel all other standing orders and hope.
    *goto standcancel
  *goto standcheck
*label standcheck
*set standfoll (((carastand+barnstand)+(alastand+nobstand))+((tempstand+fundrstand)+(bearstand+rabbstand)))
*if freefollowers < 0
  You find that you don't have enough healthy outlaws left to follow all your standing orders.
  *choice
    *if (carastand > 0) #Cancel the ${carastand} followers and ${caramules} mules I ordered to raid caravans.
      *set freefollowers +carastand
      *set carastand 0
      *set caramules 0
      *if cara_el = 5
        *set cara_el 0
        *set el_raid (week-1)
      *goto standcheck
    *if (barnstand > 0) #Cancel the ${barnstand} followers and ${barnmules} mules I ordered to raid barns.
      *set freefollowers +barnstand
      *set barnstand 0
      *set barnmules 0
      *goto standcheck
    *if (alastand > 0) #Cancel the ${alastand} followers I ordered to raid Alastor garrisons.
      *set freefollowers +alastand
      *set alastand 0
      *goto standcheck
    *if (nobstand > 0) #Cancel the ${nobstand} followers I ordered to raid noble estates.
      *set freefollowers +nobstand
      *set nobstand 0
      *goto standcheck
    *if (tempstand > 0) #Cancel the ${tempstand} followers I ordered to raid temples and monasteries.
      *set freefollowers +tempstand
      *set tempstand 0
      *goto standcheck
    *if (fundrstand > 0) #Cancel the ${fundrstand} followers I ordered to beg grain from the helotry.
      *set freefollowers +fundrstand
      *set fundrstand 0
      *if bredfund
        *set br_raid (week-1)
      *goto standcheck
    *if (bearstand > 0) #Cancel the ${bearstand} followers I ordered to hunt bear.
      *set freefollowers +bearstand
      *set bearstand 0
      *goto standcheck
    *if (rabbstand > 0) #Cancel the ${rabbstand} followers I ordered to trap rabbits.
      *set freefollowers +rabbstand
      *set rabbstand 0
      *goto standcheck
    #Cancel all standing orders.
      *label standcancel
      *set freefollowers +standfoll
      *set carastand 0
      *set caramules 0
      *if cara_el = 5
        *set cara_el 0
        *set el_raid (week-1)
      *set barnstand 0
      *set barnmules 0
      *set alastand 0
      *set nobstand 0
      *set tempstand 0
      *set fundrstand 0
      *if bredfund
        *set br_raid (week-1)
      *set bearstand 0
      *set rabbstand 0
      *goto mulecheck
*label mulecheck
*if sellmulesnext >= 1
  
  *if sellmulesnext > mules
    With only 
    *set d2n_num mules
    *gosub d2n
    *if mules = 1
      mule
    *if mules > 1
      mules 
    remaining in the band, you can only sell that many, and not the
    *set d2n_num sellmulesnext
    *gosub d2n
    you had planned.
    *set sellmulesnext mules
    *goto soldmulesnext
  As planned, with the return of your mule trains, you sell another
  *if sellmulesnext = 1
    animal for seven hundred drachems.
  *if sellmulesnext > 1
    *set d2n_num sellmulesnext
    *gosub d2n
    animals for seven hundred drachems apiece.
  *label soldmulesnext
  *set loot +(700*sellmulesnext)
  *set mules -sellmulesnext
  *set sellmulesnext 0
*if sickmulesnext > 0
  *set sickmules sickmulesnext
  *set sickmulesnext 0
*set freemules (mules-(((sickmules+caramules)+(barnmules+taxmules))+(nobmules)))
*if (freemules < 0)
  *if mules <= 0
    As you have no mules remaining in the band, you have to cancel the standing commitments you'd made to various tasks.
    *set sickmules 0
    *set caramules 0
    *set barnmules 0
    *set nobmules 0
    *set taxmules 0
    *goto newweek
  With only 
  *set d2n_num mules
  *gosub d2n
  *if mules != 1
    mules 
  *if mules = 1
    mule
  in the band, you don't have enough to carry out all your standing orders.  You'll change:
  *choice
    *if (sickmules > 0) #The ${sickmules} mules I've assigned to ${healer} to carry the sick.
      Despite ${healer}'s urgent protests, you assign a smaller number of mules to the sick tents:
      *input_number sickmules 0 sickmules
      *goto mulecheck
    *if (caramules > 0) #The ${caramules} mules assigned to caravan raids.
      Fewer mules with your Owlscap raiders will bring back less loot—but that's a loss you can no longer avoid.  Instead of ${caramules}, you'll send:
      *input_number caramules 0 caramules
      *goto mulecheck
    *if (barnmules > 0) #The ${barnmules} mules assigned to barn raids.
      Although it means your barn raiders will be able to bring back less barley, you assign them a smaller number of mules:
      *input_number barnmules 0 barnmules
      *goto mulecheck
    *if (nobmules > 0) #The ${nobmules} mules assigned to raiding noble houses.
      Although it means your raiders will be able to bring back less loot, you can't help it.  Instead of ${nobmules}, you'll send:
      *input_number nobmules 0 nobmules
      *goto mulecheck
    *if (taxmules > 0) #The ${taxmules} mules I have carrying loot from the Architelone.
      Although it means Bleys will be able to bring back less from his fencing expeditions, you assign him fewer mules:
      *input_number taxmules 0 taxmules
      *goto mulecheck
    #Cancel all orders involving mules—I want all ${mules} of the band's mules to be free for new commitments this week.
      *set sickmules 0
      *set caramules 0
      *set barnmules 0
      *set nobmules 0
      *if (taxmules > 0) and (archmules >= mules)
        *set taxmules 0
      *if (taxmules > 0) and (archmules < mules)
        "You're sure, ${kuria}?"  Bleys protests.  "It will bring our fencing to a standstill."
        *choice
          #Yes, I'm sure.
            *set taxmules 0
            *goto setfreemules
          #I'd best leave the Telone at least some mules.  I need him to finish the job.
            *if archmules > 0
              Of course, you can't use the sixteen branded mules you took from the Architelone—but you'll
            *if archmules < 1
              You'll 
            leave Bleys with at least a few of your
            *set d2n_num mules
            *gosub d2n
            mules:
            *input_number taxmules 1 (mules-archmules)
            *goto setfreemules
      *label setfreemules
      *set freemules (mules-taxmules)
      *if taxmules > 0
        That will leave you with 
        *set d2n_num freemules
        *gosub d2n
        free 
        *if freemules != 1
          mules 
        *if freemules = 1
          mule
        in the coming week.
      *goto newweek

*label newweek
*set carastandtick true
*set barnstandtick true
*set alastandtick true
*set nobstandtick true
*set fundrstandtick true
*set bearstandtick true
*set rabbstandtick true
*set tempstandtick true
*set standlooplimit 0
*set memuleraid false
*set leytick2 false
*set taxfenceblurb false
*if bred_here
  *set mulebeggar "me or Breden"
*if (theuknown > 9) and not(priestsknow)
  *set priestsknow true
  *set cred_p -50
*if week >= 10
  *goto hallelujah
*rand randill2 1 3
*rand randill4 3 5
*rand randill6 5 7
*rand randillc2 1 3
*rand randillc4 3 5
*rand randillc6 5 7
*rand randmule 14 40
*rand randbear 10 70
*rand randrabb 3 6
*rand randmesick 2 40
*if week >= 1
  *page_break One More Week Behind Us
*if week < 1
  *page_break
*set week +1
*if (week = 2) and (storymode)
  *gosub mefoodchoice
  *if (int = 2) and (theurgy < 2)
    *gosub secrettheurge
  *page_break
*if week = 1
  *text_image 2_1.png center Week One
*if week = 2
  *text_image 2_2.png center Week Two
*if week = 3
  *text_image 2_3.png center Week Three
*if week = 4
  *text_image 2_4.png center Week Four
*if week = 5
  *text_image 2_5.png center Week Five
*if week = 6
  *text_image 2_6.png center Week Six
*if week = 7
  *text_image 2_7.png center Week Seven
*if week = 8
  *text_image 2_8.png center Week Eight
*if week = 9
  *text_image 2_9.png center Week Nine
*if week = 10
  *text_image 2_10.png center Week Ten

*set cerlota -10
*if (week > 1) and not(storymode)
  *gosub amisick
*if week = 1
  [b]Dawn finds you[/b]
  *if deputy = "Breden"
    [b]and Breden[/b]
  [b]in[/b] a cluster of outlaws, organizing the first barley run.  The early morning mist seeps through your cloak and kyrtle, chilling you to the marrow.  Like most of your bandits, you're chewing on a bitter strip of whitbark, which is supposed to reduce hunger.  So far all it's done is make your jaws ache.
  
  "Ciels here will run ahead to meet Cacelon quietly and let him know how much we're buying," Zvad says in a low voice, nodding to a lean young hunter.  "By the time the mules arrive, Cacelon should have delivered the sacks to one of our drop points.  Our mules won't need to leave the woods."
  *set ci_raid week
  
  "Should I tell him to expect us again next week?" Ciels asks, clearly nervous but trying to sound as matter-of-fact as if ${he} were just paying a market-day visit to Rim Square.
  
  "Tell him we'll be buying every week or so from someone. Might be him, might be someone else.  Don't want to get too predictable." 
  *if deputy = "Breden"
    Breden manages a faint grin.
    
    *comment endif
  Zvad shakes his head.  "Used to be, we'd only need to buy grain from a fence every two or three months.  Three deer a week was enough to feed the lot of us.  Most of us have forgotten what it is to live on bread."
  
  "As long as we live on something." Unable to bear it any longer, you spit out the wad of bark.  "Will our merchants be able to supply us weekly?"
  
  "Talked about it with ${quartermaster}. We reckon they deal in enough grain that they could keep a small village fed without drawing notice." Zvad sighs.  "The hard part will be us bringing in enough to pay them weekly."
  *page_break
  *if storymode
    *if nothief = 2
      It's particularly hard when you're determined not to steal from anyone.  
      *if rescuer = 1
        But your rebel band is small enough that you are—just barely—able to feed yourselves from the forest.  
        
        The pestilence that killed the deer spared some hibernating bears, and any number of rabbits and other petty game. ${deputy} sends out hunting parties, and 
        *if hafood < 1
          keeps the rations low.
        *if hafood >= 1
          lowers the rations you assigned.
        Several band members fall ill, but you've got just enough food to keep them alive in Algarn's care.  Whatever the forest doesn't provide, you manage to beg from sympathetic helot camps back in the Rim.
        
        *if ((int = 2) and (theurgy < 2))
          *gosub secrettheurge
        By the second week of winter, a massive storm is wracking the Whendward wilds.  The frigid rains have turned the lowlands into swamps and the slick slopes into traps.  Lightning arcs again and again between the clouds and the high ridges.  And there's no sign of it relenting.
        
        As you stare out from your tent, you find yourself grateful that your rebellion is so small. You can hardly imagine how difficult this would be if you had another fifty or so people to shelter and feed.  
        *set morale +45
        *set week 2
        *goto newweek
      *label storyhunter
      *gosub subsistfood
      ${deputy} sends out hunting parties to scour the woods for bear, rabbits, and small game, but ${dephe} doesn't expect those to bring back enough to feed the band.  "We'll be lucky to find bear at all, 
      *if deputy = "Zvad"
        ${kuria},
      *if deputy = "Breden"
        Zvad says,
      and you can't keep this many folk alive on winter coneys alone.  Try, and they'll die from the lean-hunger."
      *if (nothief = 2)
        
        "What can we do?" you ask, trying to keep the strain from your voice.
      
        "There's plenty of grain in the Rim," ${deputy} points out cautiously.  
        *if deputy = "Breden"
          "The Westriding rebels a generation ago fed themselves from the 
        *if deputy = "Zvad"
          "Say, in
        Tithe Barns, ${kuria}.  The barley that feeds the priests and Alastors could feed us.
        *if deputy = "Breden"
          If I thought I could convince you to steal from anyone, it would be there." 
        *if deputy = "Zvad"
          Course, that would be stealing."
        When you don't immediately respond, ${dephe} sighs. "Otherwise, we'd best send a few dozen of the band to beg grain from helot camps.  They're the only folk who might freely share it with 
        *if cha < 2
          us."
        *if cha = 2
          us—and I reckon you've the charm to convince them."
      *label week1choice
      *choice
        #Very well.  We'll steal from Hegemonic authorities like the priests and Alastors.
          *if nothief = 2
            *set nothief 1
            *set nothchange week
          *set combator "combat"
          *set raids "raids"
          *gosub zebedtithe
          *goto tithebarnpick
        *if (nothief < 2) 
          #Very well.  We'll steal from noble barns.
            *set nothief 0
            *set nothchange week
            *goto nobbarnraid
        #No—we'll go begging to the helots first.
          *goto fundrwork
        #What about working with merchants to smuggle goods across the Whendward Pass?
          *label smugmb
          *set morale -10
          *set sa_foll +8
          *set ha_foll -8
          ${deputy} blinks, then inclines ${dephis} head skeptically. "It won't bring any food in this week, 
          *if nothief = 2
            ${kuria}."
          *if nothief != 2
            ${kuria}.  We'd need to cut rations.  Or sell a mule."
            *set ha_diet "a three-quarter ration"
            *set hafood 0.61
          
          "But it might make a world of difference in a few more weeks.  And all it would take would be me and 
          *if deputy = "Zvad"
            you
          *if deputy = "Breden"
            Zvad 
          paying a visit to some merchants—the rest could still be used elsewhere."

          *if deputy = "Breden"
            "Worth looking at it," ${deputy} allows.  "See what Zvad thinks, at any rate."
            
            *comment endif
          *if deputy = "Zvad"
            "Not sure we'd find any takers, ${kuria}." Zvad rubs his chin.  "Unless you threatened them.  Made clear it was a choice between working with us and…"
            
            "I don't want to threaten them," you cut in.  "And we shouldn't need to."
          *goto leybridge
    *if nothief < 2
      *if nothief = 1
        *gosub mixedfood
        *gosub foodcalc
      *if nothief = 0
        *gosub healthfood
        *gosub foodcalc
      Your first priority is bringing back enough grain for the band's rations.  At first, you'd thought about raiding noble barns; you know that the great Houses store plenty of barley for the winter. 
      
      But ${deputy} has instead proposed raiding
      *gosub tithebblurb
      *choice
        #Sounds like a good target.
          *gosub zebedtithe
          
          *goto tithebarnpick
        #I'd rather not raid priests.
          "Then it's nobles, ${kuria}.  They keep less, but guard it better, in barns built into their walled estates rather than a big building on the agora.  We'd take more casualties trying to raid a noble barn, I reckon." ${deputy} looks reluctant. "The only other folk who store their own barley are helots and yeomen, and I'll not send us after them."
          *choice
            #I still don't want to raid the priesthood.  We'll raid the nobles.
              *set nopriests true
              *set nothief 0
              *set nothchange week
              *goto nobbarnraid
            #We'll look for non-violent ways to feed ourselves this week.
              *set nopriests true
              *goto storyhunter
            #On second thought, let's go after the Tithe Barns.
              *gosub zebedtithe
          
              *goto tithebarnpick      
  *goto buygrain
*if week = 2
  *if storymode
    *if nothief = 2
      *set wealth 0
      *if deputy = "Breden"
        *set mules +1
        *set morale +10
      *if deputy = "Zvad"
        *set mules +1
    *gosub nothiefcheck
  *if rescuer = 0
    [b]"They're saying you brought us[/b] out here to die, 
    *if el_here
      ${kuria}."  Elery's
      *if deputy = "Breden"
        tone is respectful but strained.  "You 
      *if deputy != "Breden"
        voice is sharp and angry as usual. "Not that I believe you've any idea what to do about it…but you
      *goto scrapcanv
    *elseif ((bred_here) and (br_raid < week)) and not(storymode)
      *if ((bred_lover > 3) or (bred_heart = 3)) and (bred_trust < 10)
        love."  Breden sounds as sad as ${xhe} does weary. "I'm sorry to have to repeat it, but you
      *if ((bred_lover < 4) and (bred_heart !=3)) or (bred_trust >= 10)
        ${bfname}."  There's a hint of desperation in Breden's voice, and more than a little anger. "You
      *goto scrapcanv
    *else
      ${girl}." Gillian Adze sounds as if she half believes it herself. "You
      *goto scrapcanv
    *label scrapcanv
    need to know.  They're losing hope."
    
    For just a moment, you shut your eyes and sag against a taut rope—the one thing that restrains the flapping, drenched canvas overhead. Since yesterday afternoon a
  *if rescuer = 1
    [b]Since yesterday afternoon a[/b]
  massive storm has wracked the Whendward wilds.  The frigid rains have turned the lowlands into swamps and the slick slopes into traps.  Lightning arcs again and again between the clouds and the high ridges.  And there's no sign of it relenting.
  
  *if (rescuer = 1)
    As you stare out from your tent, you find yourself grateful for the first time that your rebellion is so small. You can hardly imagine how difficult this would be if you had another fifty or so people to shelter and feed.
    
    *set bgtick false
    *goto buygrain
  *if (rescuer = 0)
    *set ha_foll -2
    *set sa_foll +2
    You think of the two outlaws who each broke a limb in yesterday's traverse.  You remember the look of their former plowmates who hauled them until you made camp: themselves haggard and bleeding from dozens of small wounds, skin sloughing off their sodden feet. "They expect me to give them their hope back?"
    
    *gosub foodcalc
    *if el_here
      *if deputy = "Breden"
        She crouches expectantly at your side.  "You gave it to them in the first place,
        *if aristo
          ${kuria}
        ${lname}.  If not you, who?"
      *if deputy != "Breden"
        "Someone had better," she growls pointedly.
      *goto hopech
    *elseif (bred_here and (br_raid < week)) and not(storymode)
      *if ((bred_lover > 3) or (bred_heart = 3)) and (bred_trust < 10)
        "Ah, love."  $!{xhe} presses a hand to your cheek.  "You gave it to them in the first place.  You can do it again." 
      *if ((bred_lover < 4) and (bred_heart != 3)) or (bred_trust >= 10)
        "Can you?"  $!{xhis} eyes burn into you.
      *goto hopech
    *else
      "Someone had better," the helot elder growls.  You can hear even her usual unflappable, world-weary tone beginning to fray.
      *goto hopech
    *label hopech
    *choice
      #I'll go from tent to tent to help my followers and offer reassurance.
        For the rest of the day, you move through the makeshift forest camp and help outlaws to make their shelters as weatherproof as possible.  The band won't be moving again while this storm lasts, and no Theurges will be hunting you from the air…so this is the time to make sure you're well sheltered and have enough fires to keep you all alive.
        
        You seek out the most despairing—the families huddled in a miserable stupor beneath a few scraps of canvas, the gaunt young helots clinging to each other for whatever warmth their 
        *if hafood < 1
          famished 
        *if hafood >= 1
          soaked
        bodies still offer.  You rouse them and set them to work with rope and canvas and pine boughs; you help them kindle small, smoky fires between the rocks with whatever scraps of gorse and deadwood have stayed dry in the deluge.
        
        *if ruth > 64
          And you speak to them.  You talk bleakly of the enemies who drove you out, and how they'll believe they've left you with no choice but starve.  "But this winter—this month, this very week—we'll teach them otherwise.  They'll understand what it means that we have nothing to lose.  And by ${oath}, they'll fear us.  By winter's end, they'll be pleading with us to take their grain, as long as we spare them."
          
          One by one, you see hope rekindle in your followers' eyes.  Thanks to your reputation for ruthlessness, they truly believe you'll stop at nothing to feed them.
          *if cha < 1
            For once, your simple, unvarnished manner of speaking only increases their confidence that you're speaking from the heart.
            *set morale +10
          *set morale +55
        *if ruth < 36
          And you listen to them, with all the compassion you're
          *if hypocrite = 3
            now
          known for.  Once your followers are moving and working again, their numb silence soon breaks. Their fears spill out, sometimes with an anger that verges on the accusatory, sometimes with incoherent sobbing.  You respond to each as best you can, but mostly you just listen.  And from each group, some move on with you to help others, until you're heading a gang of dozens.
          
          By the end of the long and wearying day, your band is much better sheltered and warmer—and more unified, with morale improved beyond recognition from what it was in the morning. 
          *if cha < 1
            For once, your simple, unvarnished manner of speaking only increases their confidence that you're speaking from the heart.
            *set morale +10
            
            *comment endif
          One helot father, just four years older than you, runs after you and clasps your shoulder. His tears mingle freely with the rain. "We knew you for a great-hearted ${woman}, ${kuria} ${fname}…but thank you for reminding us today.  I know you'll not let us starve."
          *set morale +55
        *if (ruth < 65) and (ruth > 35)
          *if cha = 2
            And you remind them why you're here.  With simple, heartfelt eloquence, you talk about the
            *if ruth <= 50
              victims of Karagond oppression who are still trapped beneath the Thaumatarch's yoke.  For their liberation,
            *if ruth > 50
              enemies who drove you out; your cold and hunger are the consequence of their brutality.  To break their power,
            you must—and will—survive this season of suffering.
            *if skep < 40
              Even the Chosen of the Angels had to suffer, according to the Codex, before their inevitable victory and vengeance.
              *set morale +5
            *if natl > 60
              The great heroes of Shayard fought through worse winters than this to unite the realm.
              *set morale +5
            *set morale +20
            
            You part from one group with the wry wish that you could leave them truly warm and dry, not just a bit less wet.  A helot mother who had been working alongside you in silence speaks up: "As long as it means something, ${kuria}.  We can survive a lot, when it's got a meaning."  There's a determined hope in her voice which you don't think you'd have heard a few hours ago.
          *if cha < 2
            You listen to their fears and do your best to respond.  It's hard to say if your words make much of an impact, but your presence staunches the overspill of panic.  By the end of the long, grueling day, your outlaws are better sheltered and warmer, and are braced for the coming week with resignation rather than despair.  They think there's at least a chance that you'll manage to bring in enough food for them.
        
        Now you just need to live up to their hopes.
        *if storymode
          *label story_w2
          *if nothief < 2
            *page_break
          *if nothief = 2
            *set arms 0
            As you watch ${deputy} trading in the band's few forged steel weapons to meet the band's barley rations, you wonder uneasily whether that's going to be possible.
            *goto newweek
          *if nothief = 1
            Despite the downpour, ${deputy} keeps sending out hunters to look for bear and rabbit, as well as several scouting parties into the Rim.  They'll look for vulnerable Alastors and priests, particularly those who might have mules you could steal.
            
            "It would be far easier to feed ourselves from merchants or nobles, ${kuria}," ${dephe} points out tentatively. "Takes a lot less scouting to find a target there.  The band knows plenty who've done well from the Karagonds."
            *choice
              #No—I only want to raid the Hegemony.
                ${deputy} eyes you for a long moment before
                *if deputy = "Zvad"
                  growling, "Aye then, ${kuria}.
                *if deputy = "Breden"
                  venturing, "You know, ${bfname}…it's not as if they're innocents.  The aristarchs, the Guildmasters?  They're as much a part of the Hegemony as any Alastor."
                  
                  "But we're not talking about raiding them, are we?"  You're exhausted as well as annoyed, and can hear both creeping into your voice.  "The nobles and merchants we can touch won't be the ones that stand on a level with the Karagonds.  They'll be the ones who have to fear the grudges of Alastors and Ecclesiasts, who find ways to live under an oppressive rule, just as we have to."
                  
                  *if aristo
                    "We have to, eh, ${kuria}?"  There's an ironic tang in ${xhis} voice.
                  After a moment,
                  *if aristo
                    though,
                  Breden inclines ${xhis} head in acceptance.  "Very well.
                We can trade a mule or two for barley this week."
                *if mules < 6
                  *page_break
                  You've got so few mules that ${deputy} has to send another two dozen outlaws on the barley run—much more conspicuous than the usual mule train.  The bad news arrives late in the week:
                  *set mulefoll 32
                  *goto bruncaught
                *if alaine = 0
                  *page_break
                  "Meanwhile, have you given thought to how we could work with the merchants?" you ask. "We're sitting at the mouth of a pass into Whendery.  Surely it should be possible to smuggle goods across."  Breaking the Thaumatarchy's rules on inter-archonty trade is no crime in your book.
                  
                  *goto smugmb
                *goto newweek
              #Very well—I'll happily see us raid merchants and nobles.
                *set nothief 0
                *set nothchange week
                *goto allrraid
              #I'm happy for us to raid merchants, but not nobles.
                *set nothief 0
                *set nothchange week
                *goto nonobpick
              #I'm happy for us to raid nobles, but not merchants.
                *set nothief 0
                *set nothchange week
                *goto nomerchpick
                
          *if nothief = 0
            "Is there any group you want us to spare, ${kuria}?" ${deputy} asks before dispatching the week's raiding parties into the downpour.
            
            You've considered who (if anyone) you want avoid robbing throughout the winter.  Is there anyone you consider undeserving of attack—or to whom you want to keep an open door?
            *choice
              #Don't raid merchant caravans or towns.
                *label nomerchpick
                The nobles are 
                *if aristo
                  to all practical purposes part of the Hegemony's governing apparatus.
                *if helot
                  part of the Hegemony, at the end of the day.
                But the merchants are just trying to earn a living within the rules they're given.  And they could be very useful (not to say necessary) for a rebel like you—witness how much you currently depend on the handful who fence your goods.
                
                *set nomerch true
                *goto w2raid
              #Don't raid noble estates or barns.
                *label nonobpick
                The Shayardene aristocracy are a proud and powerful lot, many of whom resent the Karagond yoke and
                *if helot
                  (you're told)
                fight back in their own way.
                *if arrog > 0
                  They're also the natural ruling class of Shayard.
                You want them as allies, not enemies.
                
                *set nonob true
                *goto w2raid
              *if (not(nopriests)) #Don't raid priests or temples.
                Many Xthonic priests would, like Ecclesiast Zebed, dispatch you to the Harrower as soon as look at you.  But 
                *if skepreal < 45
                  as a devout follower of the Angels yourself,
                you don't want to alienate the more moderate Shayardene clergy—those who
                *if introrel
                  like your childhood priest Olynna
                genuinely seek a path of compassion and resist the excesses of the Karagonds.  
                
                Perhaps more importantly, you don't want to completely lose their faithful congregants.  You suspect that many who take their Ecclesiast's tirades with a measure of salt would nonetheless be repelled by a rebel brazen enough to desecrate holy sites.
                
                *set nopriests true
                *goto w2raid
              #As long as we don't stoop to raiding the truly innocent—the yeomen and helots—I'm fine with raiding others.
                *label allrraid
                The aristarchs and merchant Guildmasters are as much a part of the Hegemony as any Alastor or Ecclesiast.  And while you can't yet aspire to giving those exalted folk what they deserve, you can strike a blow against their lesser kin.
                
                *goto w2raid
              #Let's just raid anyone who keeps us alive.
                If your rebels starve, there'll be no cause for anyone else to join.  You may burn a few bridges this winter that you'll need to build back later—but that's the price of survival.
                
                *goto w2raid              
            *label w2raid
            *if not(nomerch)
              *label caradepch
              This week, ${deputy} suggests going after merchant caravans in the nearest major pass.  
              *if deputy != "Zvad"
                Zvad nods gravely when you raise it with him.
              "That's the Ojlskaf—the Owlscap Pass to you Shayardenes.  It'd be about six days' walk with mules.  There are stretches there between inns where we could strike from cover, and some merchants travel the route under light guard.
              
              "But be aware, ${kuria}: there are Alastor patrols all up and down the Ojlskaf.  Not just your usual village skull-crackers—they're thief-hunters, trackers, and trained in fighting almost to Phalangite level.  And there are a lot of them.  The Thaumatarch cares about protecting the main passes.  They'd be after us within an hour or so of any raid."
              
              You agree.
              *choice
                #I'll lead the raid alone.
                  *goto pickelery
                #I'll lead it, bringing Zvad along for advice.
                  *goto zvmecarraid
                #I'll let Zvad lead it.
                  *goto zvcarraid
            *if nomerch
              *if aristobarn = 0
                ${deputy} suggests raiding the barn of a lesser noble House, while also scouting for an estate worth a proper looting.
                *goto nobbarnraid
              *else
                Indeed, you've got ideas for working even more closely with them—like smuggling across the Owlscap Pass.  When you raise the possibility,
                *goto smugmb
        *goto buygrain
      *if (bred_here and (br_raid < week)) 
        #I'll ask Breden. $!{xhe}'s better than I am at calming desperate folk.
          *set bred_lead +1
          Breden
          *if (deputy = "Zvad") and ((bred_trust >= 10) or (bred_heart >= 10))
            stares at you levelly when you first make the request.  "You want me to tell them it's all fine?  Maybe they're unhappy for good reason, 
            *if aristo
              ${kuria} 
            ${fname}.  Maybe you should start by looking at the decisions you and Zvad are making."
            
            "$!{oath}, Breden!  Of course they're unhappy for a damned good reason."  You jab a finger at the relentless downpour (resisting the urge to stab the other at Breden).  "They're sick, and drenched, and terrified.  If you've something to say to me about my decisions, say it openly.  But if we don't do something to restore morale, there'll be no rebellion to lead, well or ill."
          
            $!{xhe} purses ${xhis} lips, gives a reluctant nod, and
            *goto bredresthope
          *elseif deputy = "Zvad"
            nods wearily when you make the request. "Not something you can ask Zvad for, I suppose, ${bfname}?" Without waiting for an answer, ${xhe}
            *goto bredresthope
          *else
            nods briskly and
            *goto bredresthope
          *label bredresthope
          beckons you after ${xhim}. For the rest of the day, the two of you move through the makeshift forest camp, helping outlaws to make their shelters as weatherproof as possible.
          
          Breden seeks out the most despairing—the families huddled in a miserable stupor beneath a few scraps of canvas, the gaunt young helots clinging to each other for whatever warmth their 
          *if hafood < 1
            famished 
          *if hafood >= 1
            soaked
          bodies still offer.  $!{xhe} rouses them and sets them to work with rope and canvas and pine boughs; together you help them kindle small, smoky fires between the rocks with whatever scraps of gorse and deadwood have stayed dry in the deluge.  When one shivering mother protests about Theurges, Breden gives a tired grin.  "Any Theurge brave enough to fly in this weather deserves to get something for their trouble."
        
          And ${xhe} gets them talking, their fears and frustrations and raw despair all quickly coming to the fore.  Sometimes ${xhe} offers an answer, a promise of better things to come; sometimes ${xhe} offers only sympathy and shared pain; other times ${xhe} just listens silently as you all work, interjecting blunt practical comments like, "Tighten that line or you'll just have tatters come the morning."  In each case, by the time you move on, the worst of their fears have been somehow exorcised.
        
          By the end of the long and weary day, you've seen the most wretched members of your band regain their hope—and you've noticed the profoundly grateful looks they give
          *if deputy = "Breden"
            your deputy.
          *if deputy != "Breden"
            Breden.
          *set morale +20
          *fake_choice
            #I'm warmly grateful myself.  $!{xhe}'s done what I couldn't do for them.
              *if nothief = 2
                Now you just need to live up to the hopes Breden has aroused in the band.
            #It was unavoidable, and worth whatever difficulties it may bring down the line.
              You don't think it will bring any problems you can't manage. Now you just need to live up to the hopes Breden has aroused in the band.
              
            #Maybe I had no choice—but I'm worried about Breden gaining too much of their loyalty.
              You mentally note that you don't want to put Breden at the forefront if you can avoid it.
              
          *set bgtick false
          *if storymode
            *goto story_w2
          *goto buygrain
      #What do they expect from me?  I'm exhausted, sick, and nearly at the end of my own strength.
        You try to keep your frustrated expression toward
        *if el_here
          Elery
          *goto iftheyneed
        *elseif bred_here and ((br_raid < week) and not(storymode))
          Breden
          *goto iftheyneed
        *else
          Gillian
          *goto iftheyneed
        *label iftheyneed
        something less than an outright glower.  "If one bad winter is enough to break them…what do you think I can do for them?"  Your hacking cough drowns out the answer, and you stalk off without asking to hear it again.
        
        You hear that evening that
        *if bred_here
          Breden went round tent to tent, helping the most despairing outlaws to better shelter themselves against the storm.  $!{xhis} sympathetic ear brought out their fears and frustrations, and ${xhis} deft responses left them with newfound hope and resolve.  The difference in mood around the dinner circle is tangible—as is the warmth of feeling toward Breden.
          *set bred_lead +2
          *set morale +20
        *if not(bred_here)
          five of your followers wandered off into the storm to die—they took no food, and there's no chance they could make it back to civilization in this weather without any rations.  The mood around the dinner circle is miserable, with many dubious or angry glances cast in your direction.
          *gosub 5cas
          *set morale -5
          *gosub foodcalc
        *if storymode
          *page_break
          *goto story_w2
        *goto buygrain
*if week = 3
  *if storymode
    *if nothief = 2
      *set wealth 0
      *if deputy = "Breden"
        *set mules +1
        *set morale +10
    *gosub nothiefcheck
  [b]Helsday again—and the storms[/b] have relented at last.  In the rare hours when the clouds part, you can see snow on the distant Whendish peaks.  There's an even colder than usual edge to the air blowing down from the heights into your sodden camp.  With fires once again banned, the winds cut right through whatever you're wearing.
  
  Hugging your ineffectual blanket tighter, you try to concentrate on what ${deputy} is saying.
  *if el_here and (el_lead < 1)
    *set el_lead +1
    *if storymode
      "We've started sending
    *if not(storymode)
      "You ought to start sending 
    Elery
    *if (deputy = "Zvad")
      *set elezvad +1
      Skinner as a raid leader, ${kuria}."  Despite the cold, a slight smile is hovering on his weatherworn face. "Every time she's left the camp, she's been worth her weight in gold.  
      *if not(badger)
        Got a badger's eye for terrain.  
      Anyone who's been out
      *if nothief < 2
        on a raid 
      with her will say the same."
      
      You nod; you've been 
      *if not(celery)
        hearing some of the stories too.
      *if celery
        telling some of the stories yourself.
    *if (deputy != "Zvad")
      *if storymode
        as a raid leader,
      *if not(storymode)
        out more, ${bfname}.  
      *if not(storymode)
        And not just as a raid member—she could lead a party.  
      She's got the respect of everyone she's worked with since we came here."
      
      *if celery
        You nod, thinking back to your raid on the Owlscap.
      *if not(celery)
        It's hardly surprising that Breden 
        *if not(storymode)
          is intervening for 
        *if (storymode)
          has been promoting 
        ${xhis} close friend—but you've heard some of the same stories, and you do need several raid leaders every week.
    *if not(storymode)
      "I'll consider it.  
    *if (storymode)
      "As long as it doesn't cause trouble with more experienced leaders.
    What news from the Rim?"
    
    ${deputy}'s expression darkens.
  "Two camps in Nellis and Fardrey have been accused of succoring ${fname} ${lname}
  *if rescuer = 1
    in ${his} escape.
  *if rescuer = 0
    and ${his} rebel helots.
  Every grown helot was Harrowed and the children sold away."
  
  *if rescuer = 1
    "Not the Rim Square helotry?"
    *if helot
      You've been dreading the news that your escape has cost the lives of everyone you've ever known.
    *if aristo
      You'd expected massive reprisals in your hometown.
      
    ${deputy} shakes ${dephis} head.  "Only a few.  Sounds like the Keriatou and their neighbors begged successfully to keep their helots—so they can put all their wealth to the purposes of hunting us."
    
    "And the ones Harrowed…"
  You shiver for a few moments while struggling to bring your memory to bear. "I've never heard of those towns."
  
  "We've done nothing in them," ${deputy} confirms grimly.  "Doesn't matter to the Hegemony.  This is their excuse to bleed the Outer Rim for all it's worth."
  *fake_choice
    #I'm stricken by a terrible doubt.  [i]Is my father right?  Am I just gathering more sheep for the slaughter?[/i]
      Whatever the truth, you can't let your qualms show.
    #I can't bear the thought that hundreds of innocents were massacred in my name.
      Guilty tears sting at your eyes as you struggle to regain control.  At last you trust your voice enough to speak.
    #I return ${deputy}'s stare without expression.  "They'll just drive more of the helots into our arms. And we'll bleed the Karagonds harder before this is done."
      You tug the blanket up around your shoulders.  
  "Anything else?"
  
  "Well…"  ${deputy} pauses.  "Thus far 
  *if formerdep
    you and Breden have
  *if not(formerdep)
    we've 
  been making a lot of decisions for the whole band, 
  *if (deputy = "Zvad") or ((bred_lover < 4) and (bred_heart != 3))
    ${kuria}. 
  *if (deputy != "Zvad") and ((bred_lover > 3) or (bred_heart = 3))
    ${fname}.
  Just the two of 
  *if (formerdep)
    you
  *if not(formerdep)
    us 
  talking in a tent or grove.
  *if (deputy != "Zvad")
    With plenty of advice from Zvad.
  Is that how you want us to continue?"
  
  It's one of the questions you've rolled around your mind in the sleeplessly frigid nights.  While most communities today have lost the old Shayardene custom of a village moot, in which all yeomen had equal voice, they often retain an informal council of elders.  Having just one leader responsible for all decisions is rare in practice—but it's the Thaumatarchic ideal, and you've all heard many homilies preached on it.
  
  While you'll no doubt continue making many day-to-day choices as you have been, you'd prefer major decisions to be made:
  *choice
    #By me alone, in consultation with my deputy and anyone else I choose.
      *set cred_p +5
      *if arrog > 0
        While free yeomen can be trusted with some decision-making, there's no reason to force it on them when there's a capable aristocrat in the band.
        *if rescuer = 0
          And given the makeup of your rebellion at the moment, any diffusion of responsibility would involve letting helots play at
          *if (deputy = "Breden") or formerdep
            leadership—and you've got quite enough of that already.
          *if (deputy != "Breden") and not(formerdep)
            leadership—a move as potentially disastrous as it would be unseemly.
      
      "No change," you reply crisply. "I don't want there to be any question about whose voice people listen to, nor where they turn when they need a decision made.  As long as I lead the band, I'm going to lead it—no confusion, no competition."
      
      ${deputy} nods at once.  "Understood, ${kuria}."
      *goto oldw4
    #By a group of key elders and leaders.
      *set democ 1
      Most villages and towns turn to a trusted group of elders when the time comes for a major decision—or, at least as often, for dealing with a major decision made by the Hegemonic authorities on the village's behalf.  People are more likely to accept a course of action set by multiple leaders. It forces potential rivals to share the responsibility for difficult decisions (and the blame if something goes wrong).

      *if (arrog > 0) and (rescuer = 0)
        Given the composition of your band, allowing at least some helots to play at leadership alongside the free yeomanry is a regrettable necessity.
      *if rescuer = 0
        You have a number of helot elders in the band—
        *if helot
          your father, 
        *if aristo
          Hetten Halt-Hand, 
        Gillian Adze, Joana Orchard—with years of experience to their credit.  But you don't want them to dominate decision-making.  They'd likely be too cautious.
      "Let's see who emerges as natural leaders during the winter," you tell ${deputy}. "For now, we'll continue as we have been."
      *goto oldw4
    #By a gathering of all adult outlaws.
      Some villages across Shayard still adhere to the ancient rural custom of making communal decisions by moot.  In the most traditional places, everyone above the age of fourteen takes part; in others, they've been influenced by the Karagond idea that you're not an adult until twenty.  Decisions made by moot are often slow, but they're owned by everyone.
      
      By and large, the forces of the Hegemony dislike and discourage village moots, and you think more free peasants will join your rebellion if they hear that you've embraced them.
      *if (arrog > 0) and (rescuer = 0)
        Of course, that means beginning with a helot-dominated band.  Traditionalists often argue that while individuals are prone to folly and error, a whole moot will be less so.  You're going to gamble that this applies even to helots, with their far greater natural propensity for folly and error.
      You'll call it:
      *choice
        #A moot, of course.  And everyone fourteen and over will take part.
          *set democ 10
          *set natl %+10
          *set cred_y +5
          *set morale +5
          "We'll begin making decisions by moot—the most important ones."
          
          "Aye, ${kuria}," ${deputy} says approvingly.  "I'll spread the word.  They'll be ready before our next big decision."
          
          *goto oldw4
        #An apella, the Koine term for council.  And I'll reserve it for those over nineteen.
          *set natl %-10
          *set democ 11
          *set moot "apella"
          *set a_moot "an apella"
          You've never heard of moots anywhere else in the world; when your rebellion one day spreads beyond the borders of Shayard, you want its core ideals to be in a language everyone understands.
          
          "As you say, ${kuria}," ${deputy} nods.  "I'll start explaining to folk what that means.  They'll be ready before our next big decision."  $!{dephe} turns away, then pauses.  
          *if (deputy = "Zvad")
            "$!{kuria},
          *if (deputy = "Breden")
            "$!{bfname}, 
          you're how old again?"
          
          You raise your chin and glare at ${deputy}.  "Close enough to twenty.  Fully there by the time we call our first apella."
          
          "Aye, ${kuria}," ${dephe} agrees, grave-voiced and twinkle-eyed.
          *if deputy = "Breden"
            "Same with me.  I'll be sure to leave no one confused on that point."          
          *page_break
          *goto oldw4
  *label oldw4
  *if storymode
    *page_break
    "Just one last question, then." ${deputy} glances back in the direction of your current camp. "If some weeks we find we can feed ourselves without further 
    *if nothief < 2
      raids,
    *if nothief = 2
      begging and hunting, 
    is there any other task you'd like to commit some hands to?"
    
    In any week where it's possible, you'd like some of your outlaws to:
    *label xcchoice
    *if (curric = 3) or ((curric = 2) and ((int != 2) or helot))
      *goto mtgdone
    *if (curric > 0)
      You'd like some of the others to:
    *choice
      *hide_reuse #Set deadly or crippling traps on the approaches to our favorite camps. 
        *set violence +1
        While you shift camp every week or two, there are several sites that you foresee using frequently.  Some have better access to drinking water; others are particularly well-sheltered or defensible.  You tell ${deputy} to deploy some followers to set deadfalls and other traps along the most obvious approaches to these favored sites.  
        
        *set curric +1
        *set trapsome true
        *goto xcchoice
      *hide_reuse #Spread the word of our rebellion and recruit new followers.
        Yeomen and helots throughout the Rim need to understand: you're not just an ordinary band of outlaws, but the first spark in a rebellion against all the murderous injustices of the Thaumatarchy.  As you spread the message, you're confident that some will come to join you.
        
        *set curric +1
        *set recsome true
        *goto xcchoice
      *if (int = 2) or aristo
        *hide_reuse #Learn their letters and numbers.
          *gosub litjust
          *set curric +1
          *set alphsome true
          
          ${deputy} nods.  "If you'll teach them, ${kuria}, I'm sure you'll find many willing to learn."
          *goto xcchoice
      *if ((nothief < 2) and (curric = 0))
        #Actually, I want everyone to be raiding, all the time.
          It will bring in more silver, even if you don't need food.  And it will increase your reputation in the Rim.
          *goto mtgdone
      *if (curric > 0)
        #Nothing more than what I've already ordered.
          *goto mtgdone
  *label mtgdone
  *if (theurgy > 1) and (consc >= 0)
    With your meeting finished, ${deputy} begins walking back toward the camp; at the edge of the dell ${dephe} looks inquiringly at you, but you make a vague gesture in the direction of your rangers.  ${deputy} nods.  "We'll see you back at camp, then."
    
    Once you're sure that ${dephe}'s out of earshot, however, you descend to a grassy meadow and draw blood from your thumb.  You need to at least try, but you don't want an audience for your likely failure….
    
    *if moot = "moot"
      *page_break
    Half an hour later, head a-spin and ears buzzing, you throw down the chipgrass stalk and close your eyes.  Even in a ${wisardric} trance, you're barely able to keep your focus on the complex blend of elements that the plant comprises.  Grasping the structure of those elements and rearranging it to turn the weed into an edible grain is utterly beyond your capacity.
    
    [i]Well, I won't be feeding us that way.[/i] If only you had someone to tutor you in ${wisardry}—but that's unimaginable.
  *if ((nothief > 0) and (sc_foll > 0)) and (pin > 0)
  
    *if (int = 2) and (consc >= 0)
      Trudging back to camp at last,
    *if (int < 2) or (consc < 0)
      While ${deputy} returns to camp at the end of your meeting, you head downhill to see if any of your
      *if scouts > 0
        scouts from the Rim
      *if scouts < 1
        hunting parties
      have returned yet.  On the way,
    you come across Pin Thatcher.  Both your faces are drenched—but something in the way hers is trembling, and the haste with which she averts it, tells you that it's not just the rain.
    
    When she sees that you've noticed and stopped walking, a huge sob convulses her small frame.
    *if alless = 0
      "Alless died.  She was…we were going to avenge her da.  And now…."  Pin chokes.
    "My friend Kellen, ${kuria}.  Just saw him.  With ${healer}.  Oh, ${kuria}, he's so thin, and coughing so much."
    *fake_choice
      #I sweep up Pin in my arms and hold her while she cries.
        The fierce young girl curls into your embrace like a much smaller child.  At length the shaking calms, the sobbing breaths even out.
      #"We're going to get Kellen more blankets and food," I promise hoarsely.  "We'll save him."
        You can't tell if she believes you or not, as she stares up at you with welling eyes.
      #I tell her sternly that she's got to stay brave.
        She tries to straighten her shoulders and stiffen her lip, but can't stop shaking.
      #I turn away, fighting the urge to howl.  How can we start a rebellion when everyone's distracted by a village's worth of sick and dying children?
        At last she stops weeping and looks forlornly up at you.
    *if nothief > 0
      "Wh…why aren't you letting Radmar and the rest get us food from the
      *if aristo
        other
      nobles, ${kuria}?  Or the
      *if nothief = 2
        Tithe Barns, or the
      f-fat traders?" Pin's thin voice sounds as much lost as accusatory.
      *if hcfood < 1
        "We're all hungry, ${kuria}.  All the time.  We give our food to the little ones so they don't get sick."
      *choice
        #I feel an overwhelming shame. "I thought…never mind, Pin.  I'll tell them they can raid as they wish."
          A glimmer of hope returns to Pin's face.  "Oh, ${kuria}…thank you.  Thank you so much."  She straightens up, wipes the mud around her cheeks and forehead.  "Can I go?  Can I bring back the food for Kellen?"
          
          "No," you say firmly.  "We need you here.  With the food stocks, with the small babes.  It's a few years yet before you'll be as much use to us on a raid as you are here."
          
          Pin grudgingly accepts the sense of that, and by the time you return to camp she's wearing a broad, shaky smile.  The other outlaws' response to your change of heart is generally a sour, "better late than never"—but nonetheless, you feel like morale is starting to shift.
          *set nothief 0
          *set nothchange week
          *set combator "combat"
          *set raids "raids"
          *set morale +2
          *goto w3stor
        #"Because we're not thieves," I reply firmly at once.
          "Down in the Rim, they'll be saying we're all Xaos-loving brigands.  If we start stealing, we'll prove them right."
          
          Pin just shakes her head dully, but a tinge of her usual fierceness has returned to her voice.  "I didn't want to be a thief, ${kuria}.  But to keep Kellen alive?  I don't care what anyone else thinks."
          
          *goto w3stor
        #"Because we'll need those nobles and traders one day, Pin."  It sounds hollow to my own ears, but I know it's the truth.
          "A rebellion that doesn't get beyond the helots and yeomanry…the Karagonds would sweep it away like so much dust.  We need
          *if natl > 49
            all Shayardenes
          *if natl < 50
            the aristocracy and the guilds
          with us."
          
          Pin doesn't reply until you're halfway back to camp.  "But not the children," she says softly.  "You don't need us…do you, ${kuria}."  Before you have time to think of an answer, she's running away from you.
          
          *set morale -2
          *goto w3stor
        #"Because that's how the Karagonds work.  It's what we're rebelling against."
          "What do you mean, ${kuria}?" Pin furrows her mud-streaked brow.  "They steal from people?"
          
          "Before they'd risk going hungry, they'd strip others of everything they had, and shed as much blood as they had to in doing it."  You lean close to her, suddenly desperate for this clever, grieving child to understand. "We [i]aren't going to be like that,[/i] Pin.  This is where we need to show it.  When our lives are at stake—that's when folk will understand just what kind of rebels we are."
          
          "Even if it means we die?"
          
          "That's what rebels risk, Pilyin."
          
          *if mefood >= 1
            Pin stares at you, her small mouth twisting. "But…you're not the one going hungry, ${kuria}."  She sprints back toward the camp before you can answer.
            *set morale -5
          *if mefood < 1
            Pin looks at your own gaunt face for a long moment, then turns away.  "I'm scared, ${kuria}.  I'm so scared."
            *fake_choice
              #"I am too," I confess.
                Pin reaches out a trembling hand and grabs yours.
              #"You're brave.  This is what it feels like."
                Pin draws a long, shuddery breath and nods.
              #"One day you won't be. When we come through this, there will be nothing left they can frighten us with."
                Pin squares her shoulders and nods.
            "I'm with you, ${kuria}.  Your woman to the end."  Her piping voice just barely manages to hold steady.
            
          *set bgtick true
          *goto w3stor
  *label w3stor
  *if storymode
    *page_break
    *if nothief < 2
      For the past few weeks, both ${quartermaster} and ${healer} have been complaining desperately about the shortage of mules to carry food and the sick.  Finding more pack animals is no easy task.
      *gosub muledilemma
      
      But there are some exceptions, and ${deputy} has had scouts out looking for them.  On Helsday, ${dephe} informs you that they've found
      *if not(nopriests)
        two good prospects: a remote monastery of Xthonos in the Norther Rim and 
      an Alastor mine garrison which keeps its own supply mules.  From the sounds of it, you could get 
      *if not(nopriests)
        six mules easily from the Ecclesiasts, or 
      ten 
      *if nopriests
        pack animals
      from the Alastors if the battle goes well.
      
      *if not(nopriests)
        You're happy to send other outlaws on a bloodless monastery raid, but attacking the mine is another matter.
      *set monkmule 3
      *goto alastmuleraid
    *if nothief = 2
      *goto randthe1
  *goto buygrain
*if week = 4
  *if storymode
    *if nothief = 2
      *set wealth 0
      *if deputy = "Breden"
        *set mules +1
        *set morale +10
      *if deputy = "Zvad"
        *set morale +10
    *gosub nothiefcheck
  *if ((ha_weeks > 1) and (bandead = 0)) and (hafood > 1)
    *set fedrel false
    [b]Despite the hardships of winter, you're[/b] beginning to feel at home with the Whendward outlaws.  After so many weeks sharing meals and huddling together for warmth, you
    *if aristo
      feel you could identify half of them by smell alone; you certainly
    know all their names and many of their life stories.  They offered you their loyalty more than a month ago.  Now ever more of them are also extending you their trust and affection.
    
    Back in the early weeks of winter, you heard one or two mild grumbles about your youth and inexperience. It's been many days now since you heard anything but praise, however, or caught any bandits exchanging dubious glances.  You're bringing in enough food for healthy rations and haven't yet lost a single casualty.  That's enough to keep even the usual malcontents of the Whendward Band on your side.
    *goto postfedrel
  [b]For you, the week begins[/b] shortly after midnight.  
  *if (radmut = 0)
    *if mesick < 2
      Cold
    *if mesick >= 2
      Cold, illness,
    and worry have 
  *if (radmut > 0)
    Radmar's mutiny has
  ruined your sleep, and your eyes flutter open at the sound of a footfall near your knee.  You couldn't articulate just what about the silhouette above you is wrong—something in the stance or the movements—but you roll to the side as quick as thought, and a long knife grazes your arm on its way into your bedroll.
  
  *if com = 2
    You seize your shadowy attacker's wrist and pull him after you.  He topples forward onto the pallet, and you slam your head forward to where you hope his nose will be.  The crunch sends sparks across your vision and wrenches a burbling scream out of your enemy.  He tries frantically to stab you again, but you grimly keep your grip on his knife hand.  Within seconds the other sleepers in your shared tent have swarmed over him, bearing him back and down. 
  *if com < 2
    Your incoherent yell brings the rest of the sleepers in your shared tent to their hands and knees, screaming and casting about for the enemy.  The attacker hesitates, lunges at you again—but another bandit has grabbed his ankle and pulled hard, throwing him off balance.  He doesn't get a chance at a third strike, disappearing under five terrified but determined outlaws.  
    
    After several anguished shrieks and curses, you hear, "Got you now, damn you!"  And: "He's cut me!" "Ah, Angels, blood everywhere! ${healer}—where's ${healer}?"  
    *if ha_foll > 8
      Two of your followers are borne out to the Ablers' tents—one limp, the other shrieking and thrashing.
      *gosub 2cas
      *gosub foodcalc
      *set fedcas true
  
  "Who?" you bark, heart hammering against your ribs as you stand. "Who is it?"  There's no light to be had—the weather's been clear for a spell, and you haven't dared a fire in days.  You reach down and roughly feel the assassin's face—battered, blood-slick.
  *if rescuer = 0
    *if bred_here
      Whoever it is, it's too big to be Breden.
    Radmar's not so heavily bearded. [i]Who?  Who betrayed us?[/i]
    
    It's not the traitor you were hoping for.
    *if radmut > 0
      Nor is it one of the mutineers.
  "Fedrel!" one of the others suddenly barks. It takes you a moment to put a face to the name:
  *if rescuer = 0
    one of the Whendward Band,
  a hunter fled from the Rim Hethe.  A sudden, vivid image of him deftly skinning a rabbit comes to you, and you feel your knees wobble.
  *fake_choice
    #"Who bought you, Xthonos damn it?"
      A despairing snarl rises from the shadows on the ground.  "Damn you, ${lname}. You want us not to starve this winter?  Let one of us hand you in for the swiving price on your head."
      
      "You were going to share the gold then?" you ask caustically, trying to catch your breath and your thoughts. "Come back and throw a feast, like the loyal friend you are?"
      
      "I'd have gone back to Wheldrake to see if my woman was still alive and my children there."  Fedrel's voice is thick. "I had a life before this, you little
      *if aristo
        aristo
      *if helot
        helot
      shit.  Don't you talk like I should be loyal to someone who pitched up not two months ago and starts trying to get us all killed."
      
    #"Why, Fedrel?"
      "Why did you betray us?"
      
      "Us?  Damn you, ${lname}. You think you're part of us, just because you pitch up in the woods and get everyone fawning over you?" The shadowy bandit curses and writhes against the others' hands. "Best thing you could do for us is give us your corpse to sell to the swiving Alastors."
      
    #I don't give him a chance to justify himself.
  You stare at the knot of outlaws pinning Fedrel down and know what you have to do.
  *choice
    #I kill him myself, quickly and cleanly.
      *set violence +1
      "Drag him out," you tell the others.  In the moonlight, he's not a shadow anymore—just a battered man with an angry, frightened face.  The other outlaws hold his back to a tree.  You raise the long knife he tried to use on you and punch it between his ribs.
      
      *if firstkill > 0
        *goto newguard
      *label fedrelfirst
      *if com = 2
        For all the hours you've put into sparring, this is
      *if com < 2
        It's
      the first time you've
      *if com = 2
        actually
      killed another human being.
      *choice
        #But I've grown up regularly seeing people killed…and for years I knew the day would come when I'd do the same.
          *set firstkill 1
          Harrowings, the public torment of bandits and other criminals before execution, stories from the Halassur War…killings have always been part of the normal fabric of life, especially for those like Phalangites or Alastors whose warrior role demands it.  You'd known you had started another war in Rim Square.  Today, Fedrel made himself the enemy; today, inevitably, you became a warrior.
          
          *goto newguard
        #I've waited my whole life to actually strike at an enemy.  I'm filled with a barely containable elation.
          *set ruthreal %+20
          *set firstkill 2
          Such a little victory, such a simple blow…but right now it feels as if everything you've hated about the Thaumatarchy was bound up in the traitor Fedrel.  A dread is evaporating that has been so deep and pervasive a part of your world, you barely recognized it until this moment.
          
          *goto newguard
        #My hands don't stop shaking for hours afterward.
          *set ruthreal %-20
          *set firstkill 4
          No matter how many times you return to the frigid stream that day, your fingers don't lose the sticky sensation or your nostrils the coppery smell.
          
          The look in Fedrel's eyes when he truly knew he was about to die…there's no word for that.  You couldn't describe it if you tried.  But it resonated with you, you could feel the horror yourself in the instant that you killed him; and now it won't go away.  [i]Just like me.  He was just like me.[/i]  
          
          When your outlaws continue to praise you for dealing so decisively with the traitor, you find yourself shouting at them and dangerously close to tears.  You just want to forget Fedrel, and you don't know if you ever will. 
          *page_break
          *goto newguard
    #I tell Zvad to kill him.
      *set violence +1
      The big ${whend} has arrived from his sleeping tent.  You glance over your shoulder, trying to keep your voice level.  "Zvad?  How does the Whendward Band look on attempted murderers?"
      
      "$!{kuria}," Zvad rumbles, looking shocked and ashamed,  "this one's none of ours.  Not anymore."  
      
      He drags a howling Fedrel out by the hair and—as soon as you're a decent distance from the tents—rams a blade into his heart.  "Any other Xthon'damned traitor thinking they'll have a go at
      *if (kuria = "milord")
        his lordship?"
        *goto zvadbellow
      *elseif (kuria = "milady")
        her ladyship?"
        *goto zvadbellow
      *else
        the ${kuria}?"
        *goto zvadbellow
      *label zvadbellow
      he bellows, loud enough to shake raindrops from the foliage.
      
      When no one answers,
      *goto newguard
    #I make a brutal example of him.
      *set violence +1
      *set ruthreal %+15
      *set ruth %+15
      For the past few days your bandits have been following a river, looking for a place where it will be shallow enough to ford.  Below the shelf where you've made camp, it's still swift, deep, and churned by countless jagged rocks.  You have Fedrel dragged out to the bluff overlooking the rapids. 
      
      "Break his arms and legs with stones," you order. Then you beckon Zvad and four other outlaws to help you heft the writhing, shrieking traitor and hurl him off the cliff.  He's swallowed at once by the darkness and the Xaos of the water. (Alira, your head scout, later confirms that she found what was left of him feeding foxes downstream.)
      
      *if firstkill = 0
        *goto fedrelfirst
      *goto newguard
    #I exile him from the band.
      *set ruth %-30
      "Let everyone in the Rim know what my enemies can expect."  The shaggy outlaw's face contorts with hatred and terror as you lean in close.  You manage to keep your voice cool.  "When they've failed, and they're helpless, and they can't hurt me or mine any further?  I have mercy on them."
      
      *if helot
        "C-captain?"
      *if aristo
        "K-kuri…?"
      Fedrel stammers, voice cracking.
      
      "Make sure he's disarmed," you order the bandits holding him. "Now let him go.  Go, Fedrel.  Run back to the Rim and tell them what sort of monster the Whendward bandit chief is."
      
      *if (com < 2) and fedcas
        *set morale -5
        *if cha < 2
          *set morale -5
        The other outlaws glance at each other, looking outraged. "$!{kuria}," one protests, "the bastard just stabbed two of us.  Killed 'em, if I know anything."
        
        "And he won't be killing any more of us," you point out levelly.  You turn back to the traitor, who's swaying on the spot as if paralyzed.
      *if (com = 2) or not(fedcas)
        Fedrel stares at you, then casts his gaze around his stony-faced former comrades.  His own face collapses, and he begins snuffling through his shattered nose.  "$!{kuria}…"
        
        *comment endif
      "Get out of here, Fedrel.  Start running.  If anyone in the band sees you again, we'll kill you at once."
      *page_break
      *if com < 2
        The rest of the band stare stony-faced after him as he stumbles off.  You learn later that Alira, the band's chief scout, "came across" Fedrel later that day on a hunting mission which ranged a bit farther afield than usual.  He went down with two arrows in him.
        
        When you raise this with ${deputy}, ${dephe} just raises an eyebrow at you. "If enough folk think something unjust, ${kuria}…best not to get in their way.  And it'll make it less likely that someone takes a stab at you again."
        
        For now,
        *goto newguard
      *set cred_a +10
      *set cred_m +10
      *set cred_p +15
      *set anarchy -4
      "$!{kuria}," ${deputy} says guardedly as Fedrel staggers off, "I understand you'd like to be known as a merciful ${woman}. But if trying to kill you doesn't carry much of a penalty…well, it's an unkindness to all the poor and hungry folk who'll be tempted to try their luck."
      
      "It's penalty enough.  A rebel cast out won't live long."  You shake your head. "Let his blood be on the Hegemony's hands—and may he sow some doubts about whether we're truly the Xaos-loving murderers they claim."  Your outlaws are clearly unconvinced,
      *if cha < 1
        and unimpressed by your softness,
        *set morale -3
      but no one else gainsays you. 
      
      "Best we get ready for the next one, then."
      *set bandead -1
      *goto newguard
    *if democ > 9 
      #I ask the full ${moot} to decide his fate.
        The outlaws blink at each other and murmur uncertainly.  "You want us to tell you what to do with him, ${kuria}?"  Radmar sounds incredulous.
        *if moot = "apella"
          "In a council you're too young to join?"
        
        "Let Fedrel plead whatever he will to the ${moot}." Your breath is still coming fast and ragged. "I'll let them decide what measure of mercy is due to a self-confessed traitor."
        
        "None," Zvad stalks out from his tent with a bleak glint in his eye. "$!{kuria}. 
        *if com < 2
          He stabbed two of us.  Tried to kill you.
        There's no question here."
        
        You shake your head insistently.  "It's life and death, Zvad.  For one of us—or someone who's been one of us, anyway.  I'd have ${a_moot} judge that.  Bind him, and we'll meet at dawn."
        
        When the sun rises, 
        *set d2n_num freefollowers
        *gosub d2n
        of your
        *if sa_foll > 2
          able-bodied
        adult outlaws join you beneath the trees.  You gesture curtly at Fedrel, who begins to tremble before the ring of hostile faces.  Finally he wails, "Ah, Xthonos, brothers.  Why are we following this child?  This mad ${girl} who'd see us all starved before we're Harrowed?  What I did was for the Band's sake.  Kill me now if you will…but before the winter's done, you'll find yourselves wishing I'd succeeded.  $!{he}'s no leader, and you all know it."
        
        It's all you can do not to shout back at him—but you're aware that all around you, your followers are waiting to see if you'll speak or truly leave the judgment to them.  At last, a craggy old bandit raises his voice: "$!{he}'s
        *if morale < (followers/2)
          not the best we've had.  But ${he}'s
        giving us a share in the lead, Fedrel.  You could have been the one calling ${a_moot}, instead of trying to stab ${him} and run."
        
        There's an hour of rambling before everyone who wants to has had their say.  From early on, however, it's clear that the only decision will be a quick death versus a punitive one.  The ${moot} opts for mercy in the end; Fedrel dies from a single blow to the skull.
        
        When Fedrel's corpse has been dropped into a ravine,
        *set morale +5
        *set cred_h +5
        *set cred_y +5
        *set anarchy -1
        *goto newguard
  *label newguard
  *gosub 1cas
  *gosub foodcalc
  ${deputy} asks for volunteers to keep a watch on you at night.
  *if morale > (followers/2)
    You're touched by how many hands go up at once. From
  *if morale <= (followers/2)
    You're a bit concerned by how long it takes anyone to raise a hand. But from
  now on, anyone wanting to stab you in your sleep will have at least three guards to contend with.
  
  *if (radmut > 0)
    *goto postfedrel
  As the sun grows lower, you find yourself filled with a restless, unhappy energy.  Walking around the camp to dispel it, you come upon Zvad and Radmar intent in conversation.  They pause, glancing up, as you approach.
  *if r_rel < 10
    Radmar
    *if radsick
      coughs and
    grimaces, clearly hoping you'll go away.
  *choice
    *if (r_rel >= 10) #I keep walking.  I don't want any company.
      *goto postfedrel
    *if (r_rel < 10) #I keep walking.  I wouldn't welcome his company either.
      *goto postfedrel
    *if (morale < followers) #"How can I raise the band's spirits?" I blurt out to them.  [i]Before someone else takes a stab at me.[/i]
      *if nothief > 0
        "Raid the swiving nobles, ${kuria}," Radmar
        *if (r_rel >= 10)
          replies, eyes bright and eager. "No one's happy to look weak.  And as long as we leave them untouched, we'll not truly be rebels."
        *if (r_rel < 10)
          snarls. "Angels, do you need to ask?  We look more like weaklings and cowards every day that they go untouched."

      *if nothief < 2
        "Every successful raid will help.  But as
      *if nothief = 2
        "As
      long as
      *if hafood < 1
        folk are hungry, they'll be unhappy.  Rations and mettle go hand in hand."
      *if hafood >= 1
        everyone stays well-fed, they'll come around.  Once they lose the fear of starving."
      Zvad's broad face sags wearily.
      *if rescuer = 0
        "As for my lot, ${kuria}, don't forget we
      *if rescuer > 0
        "And don't forget, ${kuria}, the rest of us
      just lost a good captain to ague.  Merrick's still mourned, and missed."
      *label merrick
      
      As always, the comparison to your older, more seasoned predecessor
      *if helot
        stings like a lash across the shoulders.  
      *if aristo
        hits you like a belly blow.
      "Did he have a plan for the winter?" you demand, trying to keep the wretchedness from your voice. "When the deer died off?  What would he have done?"
      
      Zvad's eyes flicker from you to Radmar, and his lips twist against each other.  Finally the words come, gruffer than usual, forced through his scowl. "No plan, ${kuria} ${fname}.  With all you've shouldered, you deserve to know.  Merrick died afraid of what was coming.  Hid it from most, of course.  But he'd weep against me after…after the others were
      *if nothief = 0
        asleep.  You're doing no less than what he would have tried."
      *if nothief > 0
        asleep.  He knew we'd be hungry, whatever he did."
      
      Radmar's face twists in 
      *if poric <= 0
        recognition and shared desolation.
      *if poric > 0
        sudden recognition and fear.
      "There's enough food in the Rim to feed us all, Zvad. No need for 
      *if poric > 0
        those we love 
      *if poric <= 0
        anyone
      to starve and sicken, Xthon'damn it.  Didn't he see that?"
      
      "Merrick said we weren't strong enough to just go and take it.  Said we were sure to lose half the band this winter, either fighting or starving.  And he couldn't face the choice."  Zvad pauses, then tries to say something else—but his voice is unintelligibly low and choked, and it's a minute before he recovers his usual steady rumble. "Fedrel might not have tried to stab Merrick, ${kuria}. Not enough reward in it.  But anyone leading us through this winter would be making enemies."
      *if (r_rel >= 10) and (nothief < 2)
        
        *if (pin > 0)
          "After what I saw in Rim Square, I 
        *if (pin <= 0)
          "I
        reckon ${kuria} ${lname} won't hold back from what needs doing."  Radmar folds his arms stubbornly.  "I'll have a word with the younger outlaws.  Make sure they know we'll get in enough food, without losing too many in the fighting.  See if we can't raise a few spirits."  He glances sharply at you.  "Just don't you make a liar of me, ${lname}."
        *set morale +r_rel
        *set r_rel +1
      *goto postfedrel
    #"Zvad…had Fedrel ever shown sign of treachery before today?"
      The big Whend frowns and furrows his brow. "Can't say he had, ${kuria}. He was a thief before he fled out to us.  But he'd been loyal enough.  Don't recall Captain Merrick ever having call to slap him down."
      *goto merrick
    *if (poric > 0) #"Radmar.  How's Poric?"
      *if safood < 1
        *set r_rel -2
        "Starving," Radmar retorts bluntly. "How are you, ${kuria} ${lname}?"
        
        *if mefood <= 1
          "Hungry like everyone else."  You fold your arms, take a deep breath. 
        *if mefood > 1
          *set r_rel -10
          You feel your cheeks grow hot; Radmar's tone makes clear that he's got your comfortable rations in mind.
        "I'm sorry we don't have the food to raise rations for the sick."
        
        "Not half as sorry as the sick are."  The big youth glares at you. "Was there something you wanted?"
        *label zvadclear
        
        Zvad coughs reproachfully at him. "$!{kuria} ${fname}.  We were just talking about how to
        *if nothief < 2
          arm ourselves better for raids into the Rim."
        *if nothief = 2
          keep the sick from falling behind on long traverses."
          
        "Well.  Keep it up, then."  Any desire you'd had for conversation has evaporated in the face of Radmar's open hostility.  You stumble off into the growing dark—wondering if you'll find the next Fedrel there.
        *goto postfedrel
      *else
        "Still frail and out of balance.  But eating well, at least."  Radmar 
        *if r_rel < 10
          frowns.  "That much at least you've done well for us."
        *if r_rel >= 10
          shakes his head, lips twisting. "Hard to tell sometimes.  We're still trying…it's not easy, when he can't speak."
        
        *set r_rel +2
        "And yourself?"
        
        *if radsick
          "Decent enough."  His haggard face belies the forceful words, and his tearing cough has kept you awake many a night.  But he's stubbornly refused to go to the sick tents, and you can't afford to force rest on anyone who's physically able to keep up the pace.  "Let me crack an Alastor skull or two, and I'll be sound as a drum."
        *if not(radsick)
          The big youth sucks air through his teeth.  "To tell you the truth, ${kuria},
          *label radhowfeel
          *if hafood < 1
            I'm hungry, but
          I've never felt like this.  It's like I've a fire in every limb.  I feel like I could run all the way to the nearest snow-peak and carry it back from Whendery.  I want to fight and eat and dance and swive all at once."  He pounds one fist into his palm with a loud crack, then smiles fiercely at you. "Is this how you
          *if helot
            reckon
          aristos and other free folk always feel?  Because it's bloody good."
        
        "What about you, ${kuria}?" Zvad rumbles, searching you with his eyes.
        *if aristo and not(radsick)
          He sounds somewhere between amused and mortified at Radmar's crude effusiveness.
        "Someone comes as close to killing you as Fedrel did, that's no small thing."
        
        You glance around the camp.  "How many others are thinking the same things he did?"
        
        *if r_rel < 10
          "That you're no good for the band?" Radmar snorts and shakes his head. "You don't want to know, ${kuria}.  But after seeing how it went for Fedrel, I reckon there aren't many others who are fool enough to try stabbing you in the night."
          
          Zvad gives a single grim nod. "We'll keep an eye out, ${kuria}.  Just in case."
        *if r_rel >= 10
          "Few enough, and none other fool enough to try stabbing you in the night." Radmar offers a crooked grin.  "But just in case, I'll have a word with the younger outlaws.  Make sure they know we'll get in enough food, without losing too many in the fighting.  See if we can't raise a few spirits."  He raises an eyebrow at you.  "Just don't you make a liar of me, ${lname}."
          *set morale +r_rel
          *set r_rel +1
        *goto postfedrel
    #"Don't let me interrupt you."  I just want to listen, not talk.
      *if (r_rel < 10)
        "You already have." Radmar glares as if he could bore a hole in you with his eyes.
        *goto zvadclear
      *else
        Radmar studies you for a moment, then shrugs. "I'd just asked what it was like for him when Zvad first turned bandit."
        
        "And I'd said, 'lonely.'" Zvad's rumbling voice sounds even more somber than usual.  "No clan to turn to, nor companions I'd known more than a week.  Not even someone to hire my sword.  Shayardenes all around me, one or two Wiends from other clans.  And the hands of the whole world turned against us. Never been as alone as those first months in the Whendward."
        
        "What changed?"  Radmar's face is alight with curiosity.
        
        "Merrick.  The last captain.  When he arrived…things were different.  For a time."  A flash of grief breaks Zvad's calm facade, almost too quickly for you to be sure you've seen it.  Before either of you can say anything more, he shoots back the question. "And you, Millstone?  How does it feel to turn rebel?"
        
        *if not(radsick)
          Radmar sucks air through his teeth.
        *if radsick
          A coughing fit cuts off Radmar's first attempt at an answer; at the end of it, though his face is haggard, his eyes are shining.
        "Angels, Zvad.
        *goto radhowfeel
  *label postfedrel
  *if storymode
    *page_break
    *if nothief = 2
      *set wealth 3
      ${deputy} has suggested that this week, you 
      *if cha > 0
        make the rounds of the yeomanry, trying to convince them to give a mule to the rebellion.
        *goto memulebeg
      *if cha = 0
        join the hunters trying to down a bear.  Several hunting parties set out to scour the wild in all directions; after four days, you're not sure whether to be relieved or disappointed that yours has found nothing.  
        *if rescuer = 0
          You begin to be seriously concerned when the 
        *if rescuer = 1
          The
        next party also returns empty-handed.
        
        "Tracked one to its den, ${kuria}—but found only fur and bones. 
        *if rescuer = 1
          Better luck next week."  He looks tired but confident; even in a bad week for bear, like this one, ${deputy} has managed to bring in food from other sources.
        *if rescuer = 0
          Looked like we reckon Zvad will in a week or so."  The former helot's attempt at a joke falls painfully flat, given how famished you all are.
      *label week4back
      *if rescuer = 1
        *goto newweek
      *page_break
      You return to a band on the verge of starvation and mutiny.  Most of the hunters have found no food in this stretch of the Whendward.  Begging from helots is returning less grain than it did at the beginning of winter.  And the poor diet has taken its toll on your sick, both adult and children.
      *if sa_foll > 8
        *set sadead +8
        *set sa_foll -8
        *set nonkids -8
        *set dead +8
        *set followers -8
        *set morale -12
      *if kids > 8
        *set kidsdead +6
        *set dead +6
        *set sc_foll -6
        *if sc_foll < 0
          *set hc_foll +sc_foll
          *set sc_foll 0
        *set kids -6
        *set followers -6
        *set morale -10
      
      *goto angmum
    *if nothief < 2
      This week, you've set your sights on the most ambitious target of all: the Outer Rim's winter tax collection.
      
      *goto taxblurb
  *goto buygrain
*if week = 5
  *if storymode
    *if nothief = 2
      *set wealth 0
      *if deputy = "Breden"
        *set morale +10
    *gosub nothiefcheck
  *if ci_raid >= week
    *set sixscout "Earnn"
    *set sixhe "he"
    *set sixhis "his"
  [b]"They're talking about us,[/b]  
  *if (radmut = 0) and not(kidsgone)
    ${kuria}.
  *if (radmut > 0) or (kidsgone)
    ${kuria}."  ${sixscout} glances around, and ${sixhis} voice trails off.  $!{sixhe}'s been scouting in the Rim, and is still trying to get ${sixhis} head around 
    *if (radmut > 0) and not(kidsgone)
      Radmar's mutiny.
    *if (radmut > 0) and (kidsgone)
      Radmar's mutiny and
    *if kidsgone
      the desertion of so many helots and their children.  
    "We're the talk of the Rim.
  Everywhere I went, there were whispers about ${fname} ${lname} ${slur} and the Whendward Band." 
  *if (radmut > 0) or (kidsgone)
  
    "I'm sure there will be a lot more whispering when they hear how many have left us," you say bitterly.
    
    "Aye, well…" ${sixscout} falters again, wiping the rain from ${sixhis} brow.  After a moment, ${sixhe} offers,
  *if (radmut = 0) and not(kidsgone)
    ${sixscout} wipes the rain from ${sixhis} brow; ${sixhe}'s just back from a scouting trip that ranged fairly close to Rim Square. 
    *if (slogan != "") 
      "How you crept back into Acron and 
      *if (slogan = "fire_w") 
        set fire to the winehouse,
      *if (slogan = "fire_b")
        set fire to the barracks,
      *if (slogan != "fire_w") and (slogan != "fire_b")
        painted [i]${slogan}[/i] on the winehouse wall,
      especially. That's left more than a few folk impressed."  $!{sixhe} grins at you.
      
      "And how has the Hegemony taken it?"
      
      "Threatened to kill anyone who 
      *if (slogan = "fire_w") or (slogan = "fire_b")     
        talked about
      *if (slogan != "fire_w") and (slogan != "fire_b")
        repeated 
      it, of course." $!{sixhis} smile fades slightly.
  "Saw more than twice the Alastors you'd expect, too.  From the garrisons around Rimmersford, by all accounts.  Half the troops from the Rimhart and Hethe have been pushed Out and North."
  
  *if (radmut > 0) or (kidsgone)
    With some difficulty, you try to pull yourself out of your gloom and focus on what to do next.
  *if ((radmut = 0) and not(kidsgone)) and (nothief < 2)
    For a wistful moment, you dream of the capital of the Rim left vulnerable—and your rebels numerous, healthy, and equipped enough to take it.  
  "Are they bringing in more from the Ridings to replace them?"
  *if deputy = "Breden"
    Breden asks intently.
  
  *if notoriety > 40
    "That's the word.  The notorious Captain ${lname} must be caught and Slow-Harrowed, even if they have to triple the Alastors in the Rim to do it."  
    *if (radmut = 0) and not(kidsgone)
      ${sixscout} grins at you. "Must be doing something right, ${kuria}."
    *if (radmut > 0) or (kidsgone)
      ${sixscout} can't manage a smile, but ${sixhis} voice grows warmer. "You've hit them hard enough to hurt, ${kuria}.  That's worth something."
    *if nothief < 2
      
      *comment endif
  *if notoriety < 41
    ${sixscout} looks a bit apologetic.  "I get the feeling that they're expecting to catch you within the month and have everything return to normal."
    
    "They'll never see normal again," you
    *if mesick <= 1
      vow.
    *if mesick > 1
      vow—forcefully enough to leave you doubled over, coughing and helpless.
    *if (radmut > 0) or (kidsgone)
      In your far emptier camp, it feels an empty threat.  Still, you refuse to let yourself despair.
  *if nothief < 2
    "Did anyone agree to sell us forged arms?"
    *if (wealth+loot) < 1000
      While you couldn't buy much weaponry with your current meager wealth, you want to have the arrangement in place if any major raid pays off.
    
    "Alaine said that she'd be a lunatic to try running arms to a rebellion under the Alastors' noses.  And that anyone expecting any other answer from her would be twice the lunatic.  Sorry, ${kuria}."  ${sixscout} clears ${sixhis} throat. "Cacelon also said it would be mad…but that if he did find a discreet enough supplier, they'd both expect to be paid bloody well."
    
    You feel your mood brighten slightly.  "Well, we can hope that means he's looking.  For now, let's see about ordering some grain from him to keep his feelings friendly."
  *if bred_here and (((deputy = "Zvad") and (zv_lead < bred_lead)) and ((radmut < 1) and not(formerdep)))
    *page_break
    Shortly after the meeting with ${sixscout},
    *if radsick
      the still coughing
    Radmar beckons you brusquely toward a copse of pines. "A word, ${kuria}—if you'll hear it."
    
    You glance back to the main camp as you walk, wondering what the dour fighter wants to say in secrecy. "Go on, Radmar."
    
    "I'd hate to think that you're blind or stupid, ${kuria} ${fname}," the big Shayardene growls under his breath. "You chose Zvad as your deputy, which seemed a sign that you're no idiot.  But then you keep choosing Breden Reaper to lead important missions, or to calm the horses, or what have you.  The band's seeing more of ${xhis} earnest, oh-so-friendly face than they see of Zvad."
    *fake_choice
      #"And why do you think that's a problem?"
        "Blind and stupid, after all," Radmar snarls.
      #"There are things Breden can do that Zvad can't—that I can't, for that matter."
        "And don't think ${xhe} doesn't know that," Radmar snaps.
      #"I know," I say tersely. "Don't think it doesn't worry me."
        "Is worrying all you'll do?" Radmar snaps.
      #"What do you think I should do?"
        Radmar snorts.
    "All I'm saying, ${kuria}, is that you've let the brave hero of Rim Square become more a leader in the band than your supposed deputy.  One day, you'll make a decision ${xhe} doesn't like; and on that day, it won't matter whether Zvad 
    *if el_here
      or Elery
    *if rescuer = 0
      or any helot elder
    agrees with you or not.  Because the one leader everyone will be looking to will be Breden bloody Reaper."  
    
    He spits into the pine needles, gives you one final glower, and stalks back to camp.
    *page_break
  *if storymode
    *page_break
    *if nothief = 2
      At ${deputy}'s suggestion, you spend the week with a small party making the rounds of helot camps in the Rim, trying to regain their support.  
      *gosub helotbeggin
      *page_break
      *if rescuer = 0
        *set sadead +8
        *set sa_foll -8
        *set followers -8
        *set nonkids -8
        *set morale -24
      When you make your way back to camp,
      *if cha = 2
        however,
      the stench of flux and sound of weeping reaches you on the wind from sixty yards away.  Many outlaws refuse to meet your eyes and speak to you in monosyllables, if at all.
      *goto sickangry
    *if nothief = 1
      
      *if (taxman = 0) and taxchoose
        Having failed last week to determine when the Architelone will make her winter visit, you take one more try at it.
        *goto telonfigure
      *gosub amisick
      *if mesick > 1
        *goto newweek
      "$!{kuria}…there's a temple we've found that's vulnerable to attack.
      *if nopriests
        I know you didn't want to target the priests…but they're 
        *label theonlymoney
        the only Hegemonic group with enough wealth 
        *if rescuer = 0
          for us to feed a band of our size.  If we don't go after them, we won't be able to buy the barley that will feed us next week."
        *if rescuer = 1
          to be worth the raid."
        ${deputy} pauses, waiting for your reaction.
        *if not(bredreligtick) and bred_here
          
          *gosub bredrelch
        *choice
          #No, I still don't want to raid priests.
            "Will you raid nobles or merchants, then, ${kuria}?  Or are we going to go hungry next week?" ${deputy}'s face is drawn, ${dephis} voice sharp and ragged.
            *choice
              #"Very well.  Let's start raiding nobles."
                *set nothief 0
                *set nothchange week
                *set nomerch true
                *goto noth0ch
              #"Very well.  Let's start raiding merchants."
                *set nothief 0
                *set nothchange week
                *set nonob true
                *goto noth0ch
              #"Find some other option, ${deputy}."
                "Sometimes there is no other option, ${kuria}.  If you were the one managing the details, you might appreciate that." ${deputy}
                *if deputy = "Zvad"
                  rubs his chin unhappily,
                *if deputy = "Breden"
                  looks on the verge of shouting at you, but somehow controls ${xhim}self,
                then turns and leaves the tent.
                *set didntpriest true
                *goto newweek
          #Very well.  I'll lead a raid on the temple.
            *set nopriests false
            *goto templerob
          *if ((bred_here) and (br_raid < week)) 
            #I'll lead it, bringing Breden with me.
              *set nopriests false
              *set bred_t true
              *goto templerob
          *if ((bred_here) and (br_raid < week)) 
            #I'll send Breden to lead a raid on the temple.
              *goto bredtemplead
      *if not(nopriests)
        Who do you want to lead it?" ${deputy} folds ${dephis} arms and awaits your decision.
        
        It would need to be someone who could keep the raiders' mettle strong.
        *if bred_here and (br_raid < week)
          *gosub bredrelch
        *choice
          #I'll lead the raid.
            *goto templerob
          *selectable_if ((bred_here) and (br_raid < week)) #I'll lead it, bringing Breden with me.
            *set bred_t true
            *goto templerob
          *selectable_if ((bred_here) and (br_raid < week)) #Breden will lead it.
            *goto bredtemplead
          #I don't want to raid a temple.
            ${deputy} shakes ${dephis} head. "$!{kuria}, the Ecclesiasts are
            *goto theonlymoney
    *if nothief = 0
      *label noth0ch
      
      With many of the scouts ${dephe} sent out returning early in the week, ${deputy} suggests some different possible raids you could accompany.
      *choice
        *if (((taxman = 0) and taxchoose) and (nothchange < 4)) #Try again to find out when the Architelone will be making her winter visit.
          *goto telonfigure
        *if ((taxman = 0) and (nothchange > 3)) #Look for an opportunity to raid the Hegemonic tax collector.
          *goto taxblurb
        *if ((caravan = 0) and not(nomerch)) #Raid a caravan in the Owlscap Pass.
          *goto caradepch
        *if templeraid = 0
          *selectable_if (not(nopriests)) #Raid a temple of Xthonos.
            *label trob2
            *if bred_here and (br_raid < week)
              *gosub bredrelch
              Which of you is going to lead the temple raid?
              *choice 
                #Me.
                  *goto templerob
                #Me, bringing Breden along.
                  *set bred_t true
                  *goto templerob
                #Breden.
                  *goto bredtemplead
            *goto templerob
        *if nobles = 0
          *selectable_if (not(nonob)) #Raid a noble estate.
            *set radsick false
            *goto demerretarg
        *if (caravan > 0) #Raid another caravan in the Owlscap Pass.
          *goto caravlead
        *if (nobles > 0) #Raid another noble estate.
          *goto anothernob
  *goto buygrain
*if week = 6
  *if storymode
    *if nothief = 2
      *set wealth 0
      *if deputy = "Breden"
        *set morale +20
      *if deputy = "Zvad"
        *set morale +10
    *gosub nothiefcheck
  [b]The sixth week of winter opens with[/b] another shattering
  *if (rescuer = 1) or kidsgone
    storm.  This time, when you saw it rolling in you made it to a warren of caves before the worst of it struck.
  *if (rescuer = 0) and not(kidsgone)
    storm—and the arrival of three babies.  Ten of 
    *if helot
      your rebels
    *if aristo
      the helots
    were pregnant when they left Rim Square; the first two came to their birthing this week.  One of them had guessed, rightly, that she was carrying twins.
    
    Thankfully, you were able to reach a warren of caves before the worst of the weather arrived.  
  You've got a decent fire going in the back of the main cavern, trusting in the clouds and lashing rain to hide any smoke.  There's enough of a wet wind to keep you from properly drying out, but at least you can warm up and eat a blessedly hot meal.
  *if ((rescuer = 1) or (kidsgone)) and ((theurgy < 2) or (wischoice))
    
    *set bgtick false
  *if (rescuer = 0) and not(kidsgone)
    ${healer} commandeered another, less exposed cave for the births.
    
    After you've all supped, you see a flicker of lamplight, and Lelyan emerges from the lower cave. She's leaning heavily on her sister, but smiling—especially at the scrap of a babe drowsing in a sling around her neck. Her five-year-old son scrambles away from the rest of the children with a whoop and wraps his arms around Lelyan's knees. 
    
    "Corras and her twins are well!" she declares to general rejoicing. "Won't be ready to move till tomorrow at the earliest. And ${healer} says he'd be happier for them if we could camp here all week.  But they're all still with us."
    
    *if skep > 50
      "Glad to hear it." 
    *if skep <= 50
      "Thank Angels."
    You walk over to them. "Should you be taking a bit more rest?"  
    *if aristo
      The sweat, soot, mud, and blood on Lelyan's limbs and face
      *if arrog <= 0
        shock your sensibilities more than you'd like to admit, 
      *if arrog > 0
        make you want to cringe,
      as does her casual feeding of the newborn.  Childbirth in aristocratic households is treated much more discreetly, and no young noble would ever publicly expose their chest below the shoulder.
    
    "I'm twenty-six years old, ${kuria}," Lelyan chuckles indulgently. "Done this four times before.  Just let me step outside to wash off…and then give me some of whatever I smell on that fire before it gets cold."  She holds out the sleeping babe to you, and you gingerly take ${him}.
    *set morale +6
    *fake_choice
      #I find it hard to stop smiling.  The first of a free generation, a rebel generation.  This means hope.
      #A pang of emotion breaks my numbness for the first time in a long time.
      #I'm just glad they're all alive and well, despite the poor food and grueling climbs.
      #More children.  More mouths to feed, more helpless waifs to protect.
        Not for the first time, you find yourself desperately wishing that you'd just led Breden's little gang out to the wild back in the summer.  If only you'd known a rebellion was coming, and so quickly…you'd never have chosen to lead a whole village's worth of helots, to 
        *if kidsdead > 1
          watch 
          *set d2n_num kidsdead
          *gosub d2n
          children die.
        *if kidsdead < 2
          take responsibility for the lives of all these children.
        You shake off the regret and force a smile.
    "What's ${his} name?"
    
    *if (morcheck < 3) or ((cha = 2) and (morcheck = 3))
      *set morale +3
      *if aristo
        "I was thinking—begging your pardon, ${kuria}—I'd name ${him} ${fname}."  
      *if helot
        "${fname} has a good sound to it, I reckon."
      Lelyan smiles steadily at you.
      
      "Well, Angels help ${him}," you mutter, as the cavern erupts with cheers.
      *if (arrog > 0)
        It's appalling presumption, but at least it's a sign that they revere you as they should.
        *achieve namesake
      *if arrog <= 0
        *fake_choice
          #Rocking tiny ${fname} in my arms, for a moment I feel like weeping.
            $!{he}'s so small, so utterly unready for what the world is going to throw at ${him}.  
            
            You stay silent while struggling to regain control of your emotions.  Then,
          #I can't help beaming at Lelyan and the others.
          #Pride warms you better than the bonfire.  If you're admired enough to be a namesake, you must be doing something right.
          #I rather wish she'd asked me first.
            But there's no way to change matters now.
        *achieve namesake
        "Welcome, little ${fname}!" you call, holding the babe up.
      *goto cheerround
    *else
      "Maryn.  For ${his} father."  Lelyan doesn't stop smiling despite the unspoken grief in her eyes.
      
      "Welcome, Maryn!" you call, holding the babe up.  
      *goto cheerround
    *label cheerround
    *set wonfight -100
    *comment tracking namesake
    A cheer goes round the cavern.  
    *if (arrog > 0)
      As quickly as possible, you hand the sticky little helot back to its mother and turn your mind to more pressing matters.
    *if arrog <= 0
      "And let no one ever call ${him} helot. $!{he}'s free born, to a free woman among free folk.  May ${he} come of age in a world where no one questions it—where no one ever dreams of putting a yoke round ${his} neck!"  
      
      For a few delirious moments, the roar of your band's voices drowns out the storm.
      *set morale +4
    *page_break
  *if (theurgy > 1) and not(wischoice)
    *set wischoice true
    *set bgtick false
    As you settle down to sleep near the back of the great cavern,
    *if mesick > 1
      coughing and feverish,
    your mind drifts back to a question that's been distracting you all week.  You've been wondering
    *if theuknown < 10
      what it would mean for the rebellion if your powers were more widely known—and in particular
    if you
    *if theuknown < 10
      would
    really want to call yourself a Theurge. It's a familiar term, but one that connotes support for the Hegemonic order and claims to Angelic blessing.
  
    The authorities, of course, will call you Goete.  You've toyed with the idea that you could accept that spine-chilling label (and the implication that you traffic with Xaos-demons), in the hope that it appalls your enemies even more than your own followers.  
  
    Or as a third possibility, you could try to revive a dusty Old Shayarin word, "Wisard," wise one, placing yourself outside the familiar Hegemonic categories.  Of course, no one outside Shayard will have the least idea what Wisard means.
    *choice
      #I'd like to be known as a Theurge.
        *goto w6stor
      #They can call me Goete, and tremble.
        *set wisard "Goete"
        *set wisardry "Goety"
        *set wisardric "Goetic"
        *goto w6stor
      #I'd like to play the re-discoverer of the ancient art of Wisardry.
        *set wisard "Wisard"
        *set wisardry "Wisardry"
        *set wisardric "Wisardric"
        *set natl %+5
        *goto w6stor
  *label w6stor
  *if storymode
    *if nothief = 2
      *if rescuer = 1
        *goto newweek
      *page_break
      *if not(kidsgone)
        Despite the births, 
      ${deputy} is barely able to contain the discontent coming from your sick and starving band.
      *if (deputy = "Zvad") and not(kidsgone)
        *gosub kidsleave
      *if (deputy = "Breden") and (radmut = 0)
        *goto radmutst
      *label neardespair
      It's an uphill struggle to keep more from joining the
      *if (radmut > 0) and not(kidsgone)
        mutineers in the Owlscap Pass.
      *if (kidsgone) and (radmut <= 0)
        outflow of parents and children.
      *if (kidsgone) and (radmut > 0)
        exodus of parents and mutineers.
      *if not(kidsgone) and (radmut <= 0)
        shallow cairns you've left behind you each week.
      
      *if alaine != 2
        "We've no choice, ${kuria}," ${deputy} tells you in the end, voice cracking with anger and stress. "Nothing we've tried is going to feed the rest of us through the winter.  Either we start raiding like the bandits we are, or we lose the band."
        *choice
          #"Damn it all.  We'll be thieves, then." The words are bitter, but at some point you have to accept reality.
            *set nothief 0
            *set nothchange week
            *goto newweek
          #No. I'll never give the order to steal.
            "On your head be it, ${kuria}." ${deputy} raises ${dephis} hands in utter despair.  "I can't lead for you any longer.  Angels witness I did my best with what you gave me."
            
            *goto breakup
      *if alaine = 2
        "If something doesn't change soon, ${kuria}," ${deputy} says thickly, "you won't have a band left to feed."
        *page_break
        Just as you're on the verge of collapse,
        *goto alainefind2
    *if ((taxman = 3) and (int = 1))
      *page_break
      *gosub taxtrapcheck
    *if nothief = 1
      *page_break
      *if (taxman = 0) and taxchoose
        Having failed last week to determine when the Architelone will make her winter visit, you take one more try at it.
        *goto telonfigure
      *gosub amisick
      *if mesick > 1
        *goto newweek
      *if deputy = "Zvad"
        *goto newweek
      *if deputy = "Breden"
        Breden has been planning an attack on an Alastor garrison for some time—not for the grain or silver, but to hurt the Hegemony.  "We didn't start this rebellion so we could hide out here and raid Tithe Barns.  It's about time we started doing something that's part of the real war."
        
        This week, ${xhe} tells you with barely contained excitement that ${xhe}'s identified the right target.  But when the two of you bring Zvad into the plan, he just shakes his head incredulously.  "If you'll hear me say so, ${kuria}…you're thinking like a rebel, not a bandit," he says at last.  "We look for ways to avoid Alastors.  It's one thing when we have to fight them to get to some other target.  But this?  There's less coin in it than in caravan raids, and twice the danger."

        Zvad's definitely not comfortable leading an assault on an Alastor base, and you don't think anyone else in the band could.  Breden is keen to go, but recognizes that ${xhe} doesn't have the skills to defeat the Hegemonic enforcers in open battle.
        *choice
          #I'll lead the attack.
            You and Breden will both be going on the raid.
            *set alas_bred true
            *goto alastorprep
          #I don't want us to go after Alastor garrisons.  We'd lose good outlaws needlessly, and provoke the Archon to send even more of her troops after us.
            *label breddisapp
            Breden looks disappointed, but accepts your and Zvad's judgment. "At some point we'll need to face them, ${kuria}.  But perhaps this isn't the time."
            *goto newweek
          #I'd be open to raiding Alastors, but I don't trust Breden enough to accompany ${xhim} on such a high-stakes mission.
            *goto breddisapp
    *if nothief = 0
      *page_break
      *if merchrecon > 0
        *goto merchrecrumor
      *goto noth0ch
  *goto buygrain
*if week = 7
  *if storymode
    *if nothief = 2
      *if deputy = "Breden"
        *set morale +40
        *set cred_h +28
        *set cred_y +22
      *if deputy = "Zvad"
        *set cred_h +20
        *set cred_y +18
        *set morale +30
    *gosub nothiefcheck
  *if ((deputy = "Breden") and (br_raid >= week)) or ((deputy = "Zvad") and (zv_raid >= week))
    *set interloc "Alira"
    
    *goto wk7start
  *set interloc deputy
  *label wk7start
  [b]"So the[/b]
  *if helot
    [b]bloody[/b]
  [b]Keriatou are still[/b] going to be the aristarchs of the Outer Rim."
  *if aristo
    It's hard to know whether to be disappointed or relieved.
  You and ${interloc} have forged ahead of the rest of the band
  *if mesick > 1
    despite your illness
  to discuss reports from your scouts. "Even though a rebellion started in their district seat."
  
  "That's the word in the towns," your 
  *if interloc = deputy
    deputy 
  *if interloc != deputy
    chief ranger
  confirms, pushing through a wet, leafy tangle to join you on the ridge.  "They say that after
  *if interloc = "Breden"
    our
  *if interloc != "Breden"
    your
  *if rescuer = 0
    revolt,
  *if rescuer = 1
    escape,
  *if interloc != "Breden"
    ${kuria},
  a day hadn't passed before young kurios Hector was on a fast horse to Grand Shayard.  He must have explained things to the Archon's satisfaction."
  
  *if aristo
    "Hector's no diplomat, but he can be convincing enough when he needs to be."
  You stare out across the next valley, looking for the craggy outcrop where you plan to camp.  "What's it going to take to dislodge old kurios Stilos? Lady Pelematou must be
  *if aristo
    terribly 
  disappointed."
  
  *if interloc = "Alira"
    "Can't say, ${kuria}."  Alira shakes her head. "All a bit above me, I'm afraid."
    
    "So
  *if interloc != "Alira"
    "Mmm.  If the spies have heard true, she's consoling herself with this new Alastor captain, the Karagond one."  
  
    "Tychon. The one who marches up and down talking about how he'll soon have all our heads on pikes."
  
    "The very fellow." ${interloc} nods wryly.  "Maybe she thinks if she can contribute to Captain Tychon's head-piking, the Archon will reconsider." 
  
    "But for now, 
  we're still facing my
  *if aristo
    cousins."
  *if helot
    old masters."
  The thought puts knots in your stomach;
  *if aristo
    while you never accepted Hector and Calea's constant assertions of superiority, their own confidence in it has affected you at a deeper level than you'd thought.
  *if helot
    the dread of the Keriatou that was ground into you from birth won't die quickly.
  *if interloc = "Alira"
    *if storymode
      *goto w7stor
    *goto buygrain
  *if (((elezvad > 1) and (el_raid != 13)) and ((cara_el != 5) and (radmut = 0))) and el_here
    *page_break
    *set elezvad +1
    "Elery 
    *if deputy = "Zvad"
      Skinner was telling me about them 
    *if deputy = "Breden"
      was explaining about them to Zvad
    the other day.  
    *if deputy = "Breden"
      How Georden Pelematou
    *if deputy = "Zvad"
      She said the Pelematou heir 
    is a coward, so if they ended up as aristarchs we'd be all right…but the young Keriatou would come looking for trouble, and we need to be ready for them."
    *if deputy = "Breden"
      Breden pauses.  "By the way, have you noticed Elery with Zvad a lot recently?"
      
      "I suppose so.  No more than others who are keen to learn more about bandit raiding.  Why, is something wrong?"
      
      "Don't think so." $!{xhe} smiles faintly. "Not from her side, anyway, and I don't think Zvad has any objections."
      *choice
        #Ah.  Well, nor do I, then.
          *set bgtick false
          *if storymode
            *goto w7stor
          *goto buygrain
        #I'll have a word about it with Zvad.
          The next time you find yourself walking near Zvad, you beckon him round.  "Is Elery taking up too much of your time with her questions about raiding?  Seems she's hanging about you half the time when she's not on a raid."
          
          You're
          *goto takenab
    *if deputy = "Zvad"
      Zvad scratches pensively at his chin. 
      *if helot
        "Did they take any of you hunting, Captain?  Any ex-helots here able to tell us how they ride, or fight?"
        
        "They had enough free-born servants not to need us for any of that.  We were just there for the field work and other drudgery."  You shake your head, frowning.
      *if aristo
        "Anything you can tell us about how they hunt, how they fight, how they think…it would be more than useful, ${kuria}."
        
        "I will."  You swallow.
      "By the way, is Elery taking up too much of your time with her questions about raiding?  I've seen her hanging about you a lot recently."
      
      You'd only raised it in case Zvad wanted a quiet word from you to keep overeager would-be disciples at bay.  But you're 
      *label takenab
      taken aback at how flustered the big ${whend} suddenly looks. "She's not just asking, ${kuria}.  She brings tactics as well, ideas she's thought up, good ones.  Mostly good.  Some a bit…well, she's not thought through all the consequences."  He clears his throat thickly.  "But I don't think there's any need to warn her off, ${kuria}.  I'll manage it."
      *choice
        #"Brilliant.  Keep at it."
          *if acepref
            Much later, you find yourself suddenly wondering whether Zvad's odd response reflected some sort of carnal entanglement between himself and Elery.  You suppose there is rather a lot of evidence pointing that way.  Shrugging it off, you return your mind to more important things.
            
            *comment endif
          *if storymode
            *goto w7stor
          *goto buygrain          
        #It's difficult not to chuckle.  "If you say so."
          "And I do," Zvad growls.
          
          *set bgtick false
          *if storymode
            *goto w7stor
          *goto buygrain
        *if (helot) 
          #I raise an eyebrow at him. "Zvad…people will accuse us of immorality no matter what we do.  But we leaders need to give the slanderers nothing to work with."
            *goto zvadchaste
        *if (aristo) 
          #Now I've got an entirely different concern. "Zvad…our band will inevitably have some reputation for Xaotic immorality…but the leaders must be beyond reproach."
            *label zvadchaste
            *set skep %-10
            "Xthonos, ${kuria}." You've seen Zvad smoldering before, but never this close to flaring 
            *if fedrel
              up—save perhaps when Fedrel tried to kill you. 
            *if not(fedrel)
              up.
            "I've twenty years on the both of you.  Trust me to know what to do."
            
            *set bgtick false
            *if storymode
              *goto w7stor
            *goto buygrain
  *label w7stor
  *if storymode
    *if (wrongweek > 0)
      *if taxman = 1
        This is the week that Bleys told you the Architelone would be in the Outer Rim.  You don't want to take the bait, but you send some scouts down to see what kind of trap he's laid for you.
        *goto taxtrapcheck2
      *if ha_foll > 39
        *set taxfoll 40
        This is the week the Architelone should be passing through the Outer Rim.
        *page_break
        *goto taxtrap
      *elseif ha_foll > 28
        *set taxfoll ha_foll
        *page_break
        *goto taxtrap
      *else
        *goto taxcant
    *if nothief = 2
      *set wealth 22
      *page_break
      *goto smugfollback
    *if nothief = 1
      *goto templego
    *if nothief = 0
      *if not(nomerch)
        *if merchrecon > 0
          *goto merchback
        *goto protmessg
      *if (nomerch)
        Since you've refused to raid merchants, ${deputy} has planned a raid on
        *if (not(nopriests) and (templeraid = 0))
          a temple of Xthonos.
          
          *goto trob2
        *if (not(nonob) and (nobles = 0))
          a noble estate.
          *set radsick false
          *goto demerretarg
        another noble barn.
        *goto nobbarnraid
  *set bgtick true
  *goto buygrain
*if week = 8
  *if storymode
    *if nothief = 2
      *set wealth -672
      *if deputy = "Breden"
        *set morale +30
        *set cred_h +28
        *set cred_y +22
      *if deputy = "Zvad"
        *set morale +20
        *set cred_h +18
        *set cred_y +18
    *gosub nothiefcheck
  *if storymode and (wrongweek > 0)
    [b]Your devastating failure in the[/b] Architelone raid continues to haunt you this week.
    *goto radmutst
  [b]For weeks, you've been searching[/b] for someone more skilled than ${healer} to come and treat the sick in your band.  The best physicians in the Hegemony are Theurges, who can directly affect the balance of humors in the body.  They're obviously not an 
  *if theurgy <= 1
    option.  
  *if theurgy > 1
    option, and for all your own self-taught dabbling, you wouldn't know where to start at healing someone with ${wisardry}.
  But a local hedge doctor can use herbs, drugs, and leeches to do more or less the same job.
  
  All those cautious inquiries through Cacelon finally pay off; he tells your scouts about an apothecary who would pay a quick visit to your band for fifteen drachems (paid in advance).
  
  *if ((loot+wealth) < 15) and (foodstore < 2)
    The fact that you can't pay even that measly sum is the last straw. "We're dying, ${kuria}, and you can't even bring us some hedge doctor?" shrills one of the bandits, before stalking away into the woods.  He's followed by a steady stream of others.
    *goto breakup
  The elderly woman makes no protest at donning a blindfold for the hike up to your current camp, and her no-nonsense, maternal manner quickly disarms any reluctant or nervous patients. You watch, impressed, as even your grimmest outlaws consent to her prodding their bellies, testing their waters, and letting blood to relieve black bile.

  Your own persistent cough recedes after drinking the dyssyca tea she prescribes.  The rest of the band also seem to feel healthier, happier, and more confident in your leadership after her visit.
  *if kidsgone or (radmut > 0)
    [i]If only we could have brought her before so many deserted[/i]…even with the warmth of the tea in your body, it's hard not to feel morose.
  *set wealth -15
  *set morale +18
  *label sigchoice
  *if sigil != ""
    *if storymode
      *goto sigil3
    *goto buygrain
  *if sigil = ""
    *page_break
    "Thought of something else that might help with morale, ${kuria}," ${deputy} offers the next morning. 
    *label sigchoice2
    "It's a small thing, but…what about choosing some sort of symbol for the rebellion?  A sigil they can put on a banner, or daub on walls after raids.  Sometimes the small things satisfy the most."
    
    You don't see how it could hurt.  
    *if arrog > 0
      Our rebel sigil 
    *if arrog <= 0
      The rebel sigil you suggest to the band
    will be:
    *set morale +3
    *choice
      *if (aristo) 
        #A ${crest}, of course—from the ${lname} crest.
          *label sigcrest
          *set sigil crest
          "Let this ${crest} stand for everything that they've tried and failed to destroy," you declare proudly.
          *goto sigil2
      #An eight-rayed sun, the opposite of the Hegemony's omphalos.
        *set sigil "sun"
        *if skep > 50
          "Where the priests of Xthonos offer dark earth, we'll bring enlightenment," 
        *if skep <= 50
          "Sign of a new day and a new Order,"
        you declare firmly.  It's the opposite of the emblem of the Thaumatarchy—instead of the spirals and crosses moving toward the center, your sun will radiate outward.
        *goto sigil2
      #A threshing flail.
        *set sigil "flail"
        "We'll see how their Harrowers stand up to a thousand flails," you say quietly.  Hopefully this will be a symbol that both yeomen and helots find compelling.
        *goto sigil2
      #A gryphon, sigil of the old Shayardene Royal house.
        *set sigil "gryphon"
        It's not as simple a shape as others you might have chosen…but every Shayardene will recognize the crude form you just sketched in the dirt.  You were all taught from childhood that drawing anything like it would bring 
        *if helot
          the Alastors
        *if aristo
          a Kryptast
        to kill you.  "Shayard rises again. Let the Karagonds know it and fear."
        *set natl %+10
        *goto sigil2
      *if not(choice_randomtest)
        #Something else.
          As the symbol of your rebellion, you choose a:
          *input_text sigil
          *if sigil = crest
            *goto sigcrest
          ${deputy} sketches the shape of a ${sigil} in the dust.  "Aye, ${kuria}.  They'll rally around this."
          *goto sigil2
      #Actually, I'd like the band to choose our sigil.
        They're delighted at the idea
        *set morale +5
        *goto bandchoice
  *label sigil2
  
  *if morcheck > 2
    Unfortunately, the demoralized band is not equally inspired by 
    *if sigil = crest
      the idea of having your personal family stamp on the rebellion.  
    *if sigil != crest
      your suggested symbol.
    It brings none of the revival in mettle that you'd hoped for.
    *set morale -5
    *choice
      *if (sigil = crest) 
        #Well, I can at least take satisfaction from the fact that it leaves my father aghast.
          "Didn't you always tell me it was my responsibility to restore the glory of the ${crest}?" you demand when he first sees the device crudely stained on your tent canvas. "The whole world will know it now, Father.  They'll know who the ${lname} are."
              
          You're braced for a torrent of abuse—but he just stares at you empty-eyed, breath whistling fast through flared nostrils.  Then he raises an arm to cover his eyes and stumbles off.
          *goto sigil3
      #I let the band choose whatever sigil they'd prefer.
        *set morale +10
        They're mollified by your letting them take the lead on this,
        *label bandchoice
        and fall into an intense discussion.  In the end, most of the band agree that the rebellion's symbol will be
        *if anarchy > 20
          a skull wearing a broken Theurge's diadem.
          *set sigil "skull"
          *set ruth %+10
          "One to make them fear us, ${kuria}," a bandit explains.  "Means the death of the old order."
          *if deputy = "Breden"
          
            "And the birth of the new?" Breden asks wryly.
            
            "Time enough for that after the old is well and truly dead," 
            *if radmut < 1
              Radmar 
            *if radmut > 0
              the bandit
            growls.
          *goto sigil3
        *elseif (sigil != "gryphon") and (natl > 50)
          the Gryphon of the old House Royal.  Every Shayardene will recognize the crude form they've just sketched in the dirt: you were all taught from childhood that drawing anything like it would bring 
          *if helot
            the Alastors
          *if aristo
            a Kryptast
          to kill you.  "Shayard rises again," 
          *if (el_here) and (el_raid <= week)
            Elery crows. 
          *if not(el_here) or (el_raid > week)
            Ciels shouts.
          "Let the Karagonds know it and fear."
          *set natl %+10
          *set sigil "gryphon"
          *goto sigil3
        *else 
          a broken chain. Sometimes the obvious symbols are the best ones, you suppose.
          *set sigil "broken chain"
          *goto sigil3
      #When I lead them to more victories, they'll come round.
        For now, you don't expect to see the ${sigil} spreading widely through the Rim.
        *goto sigil3
  *label sigil3
  
  *if storymode
    *if nothief = 2
      *set wealth 260
      The drachems you earned from smuggling last week continue to feed your diminished band.  Morale creeps up among the survivors; for the first time in weeks, you think a majority of your followers believe they're going to survive the winter.
      *if radmut > 0
      
        In addition,
        *goto raddonation
      *goto newweek
    *if (taxman > 2) and (wrongweek = 0)
      *page_break
      *if ha_foll > 39
        *set taxfoll 40
        *goto taxraid
      *elseif ha_foll > 28
        *set taxfoll ha_foll
        *goto taxraid
      *else
        *goto taxcant
    *if (wrongweek > 0)
      
      Your surviving followers spend the week hunting rabbits and begging for barley. "Even if I asked them, they wouldn't have the mettle to take up arms in the Rim yet," ${deputy} says grimly. "Give them time, ${kuria}."
      *goto newweek
    *goto newweek
  *set bgtick false
  *goto buygrain
*if week = 9
  *if storymode
    *if nothief = 2
      *set wealth -66
      *if deputy = "Breden"
        *set morale +40
        *set cred_h +15
        *set cred_y +10
      *if deputy = "Zvad"
        *set morale +30
        *set cred_h +10
        *set cred_y +5
        *set cred_m +10
    *gosub nothiefcheck
  *if (not(rad_mutiny) and (poric > 0)) and not(radrebuke)
    [b]Radmar runs up the hill toward[/b] you, looking merrier than you ever remember seeing him.  While you wait for him to reach you, you try to think of a time when you've heard him laugh without a bitter edge.
  *if (rad_mutiny or (poric <= 0)) or radrebuke
    [b]Ciels bursts from the woods[/b] and runs up the hill, beaming all over ${his} face.
  "$!{kuria}—good news! Damned good news!" 
  
  "Tell me."
  
  "Deer.  Our scouts have seen deer."  The 
  *if (not(rad_mutiny) and (poric > 0)) and not(radrebuke)
    usually truculent Shayardene pauses, trying to catch his breath, giddy with delight.  
  *if (rad_mutiny or (poric <= 0)) or radrebuke
    young tracker pauses, trying to catch ${his} breath.
  "At least one big herd, probably more.  They're crossing back into the wild from the Norther Rim."  
  
  You stare at 
  *if (not(rad_mutiny) and (poric > 0)) and not(radrebuke)
    him 
  *if (rad_mutiny or (poric <= 0)) or radrebuke
    ${him}
  for a moment, then crow to the 
  *if (kids > 2)
    children playing just downhill from you.
  *if (kids <= 2)
    young bandits keeping watch below you.    
  "Tell ${deputy} to break camp.  We're moving north—to hunt!"
  *if (rad_mutiny) or radrebuke
    *if storymode
      *goto w9stor
    *goto buygrain
  *if poric <= 0
    
    As you stride back to camp, you catch sight of a familiar brawny figure—bent double beneath a tree.  It's Radmar, vomiting up his guts.
    *choice
      #I hurry to his side to see what's wrong.
        Rivulets of sweat pour down his face; he seems to be having trouble focusing on you, and his speech is slurred. "Swiving mushrooms."
        
        "$!{oath}, Radmar.  Which ones?"  From an early age, every
        *if aristo
          noble
        child in the Rim learned which forest fungi could kill you.  
        *if aristo
          Didn't they teach it to helots?
        *if helot
          Could Radmar possibly have missed one?
        
        "Blood agggh…aggh…"  He doubles over again, retches noisily but ineffectively.
        
        "Blood agaricon?"  You sigh in relief and straighten up. In the absence of brandywine, you knew that a few bandits had turned to the mushroom; Radmar's not the first to eat too much of it.  You'd wondered why Radmar had gone so quiet after his earlier protests.  Now you see the answer in his glazed eyes.
        *set radagaric true
        *choice
          #"Sleep it off, then, once your guts are empty." I nod to him and hurry back to camp.
            *goto buygrain
          #"We need you sober, damn it."
            Radmar fights to get out his own imprecation through continued retching. A minute later, he finally manages, "Piss off back to camp, ${kuria}, and mind your own swiving business."
            *set r_rel -1
            *set bgtick false
            *goto buygrain
          #"Need a hand?" I ask solicitously.
            *if pin <= 0
              "No."  Radmar's glassy stare never shifts from the ground.  "Need to be swiving alone.  Go cheer with someone else."
            *if pin > 0
              "Not your swiving hand," Radmar snarls, still facing the ground. "Go see who else you can starve to death, ${kuria}."
            
            *set bgtick false
            *goto buygrain
          #The grief in his eyes cuts me to the quick. "I'm sorry, Radmar."
            *if r_rel < 10
              *set r_rel 10
            *set radagaric false
            *if pin <= 0
              "Late for that."  He sways and falls onto his back, closing his eyes.  After a minute, he croaks, 
              *if pin = 0
                "At least you tried, ${kuria}.  More than I can say.
                *if bred_here
                  Or Breden swiving Reaper.
              *if pin < 0
                "Too late for any of us.  Too late to fight instead of hiding.
              'Sorry' won't bring a damned one of them back."
              
              "Nor will a fistful of mushrooms."
              *goto radwrithe
            "Sorry?"  He sways and falls onto his back, closing his eyes.  After a minute, he croaks, "What by Xaos does ${kuria} ${lname} Sick-Bane have to be sorry for?  
            *if nothief = 2
              You didn't [i]steal[/i] from anybody."
            *if nothief < 2
              You just make the decisions."
            
            You crouch next to him, swallowing the first, angry retort that leaps to mind.  "If I'd raided 
            *if nothief > 0
              as you wished, 
            *if nothief = 0
              differently,
            he might have had enough food and blankets to recover.  There were reasons…but whether or not they were good ones, it doesn't change what you lost."
            
            Radmar's eyes snap open and he tries furiously to focus on you.  Within seconds, he's closed them again, groaning.  "Damn 'sorry.'  What good does it do?"  You're astonished at how much his voice quavers.  "Just leaves you puking in the woods."
            
            Inclining your head warily, you echo him: "Sorry for what?"
            *label radwrithe
            
            From the writhing of his face, you think he's going to curse you, but when he opens his mouth, a half-delirious stream of words pours out instead. "Should have wed him, ${kuria}. Should have done it a year ago.  Maybe we'd have been Harrowed already as non-breeders. Probably not, though. Not before the rebellion started."
            
            *if helot and ((male and malepref) or (female and femalepref))
              You blink at the thought.  Somehow it hadn't really sunk in yet that marriage for love rather than breeding was now a possibility for you, too.
              *goto radassure
            *elseif helot
              Like all helots, you'd also grown up with the prospect of having to find a safe-mate to marry once you came of age—a burden heaviest on folk like Radmar and Poric, whose natural desires would never result in offspring.
              *goto radassure
            *else
              *gosub aristolgbt
              *goto radassure
            *label radassure
            "There was no way to know there was going to be a rebellion…."
        
            "But if I'd been his husband," Radmar begins. His voice dries up, and when he finds it again, it's a thick, raspy whisper. "They'd have known…they'd have swiving had to know that the Pelematou was lying!"
            
            You put a hand on his slumped shoulder.  Joyful voices ring up the slope as the good news from the north spreads across your camp.  "Poric would have forgiven you," you say at last. "Easily. It was his choice too not to wed, surely."
            
            *if pin != 0
              "Might even have forgiven you, ${kuria}." For the first time in weeks, there's no venom in Radmar's growl.  "He was soft that way."
            *if pin = 0
              Radmar folds in on himself with a long, shuddering breath. "Think that makes it easier, ${kuria}?  Just adds a dead man to the list of people to blame."
            *goto buygrain    
      #He hates me.  He doesn't look like he'll need my help to get to ${healer}, and I'm sure he wouldn't welcome it.
        *goto buygrain
      #I exuberantly shout, "Deer, Radmar!" and keep running.
        *if pin > 0
          "Too bloody late, isn't it?" Radmar yells weakly after you.
          *set bgtick false
        *goto buygrain
  *if (r_rel < 10)
    
    "$!{dephe} already knows."  Radmar doesn't lose his toothy grin.  "Damn me, ${kuria}. Xthonos knows I don't think much of you.  But you haven't got us all killed before the deer came back, and that's something."
    
    "A leader has to start somewhere," you say drily, managing to hide your annoyance under your even stronger relief.  
  *if (poric > 0)
  
    *if r_rel < 10
      Radmar inclines his head, studies you guardedly for a moment. "I also asked Zvad if he would see Poric and me wed.  Today."
    *if r_rel >= 10
      Radmar catches your arm before you follow the messengers.  "Hold a moment, ${kuria}.  There's something else."  He forces his grin into a solemn expression, takes a deep breath, and folds his arms across his chest as if to keep himself from bursting. "$!{kuria}…would you see Poric and me wed?  Today?"
    *page_break
    *if helot
      You blink.
      *if (male and malepref) or (female and femalepref)
        Somehow it hadn't really sunk in yet that marriage for love rather than breeding was now a possibility for you, too.
      *if r_rel >= 10
        Then you break out laughing and clap an arm around his broad shoulders.  "$!{oath}, Radmar!  Of course I'll witness it."  He looks half-surprised, and for a second you wonder if you're being too quick and enthusiastic in your approval.
      "You're sure he's your missing half, then?"
      
      "Always been sure," Radmar growls firmly. "Wasn't going to do anything about it before."  Marriage would of course have been a clear sign that the two of them wouldn't be breeding, hastening their path to the Harrower.  "But no need for safe-mates now, ${kuria}.  Not for any of us.  Now Poric and I can wed as free as any yeoman or aristo.  And I want it today."
      
    *if aristo
      *if r_rel >= 10
        You blink at the unexpected request, then beam at him.  "$!{oath}, Radmar!  Of course I'll witness it.  How long have the two of you been promised?"
      *if r_rel < 10
        You wonder if your judgment on Radmar's impulsiveness is obvious on your face.  "Congratulations.  Just sorry there's no time to organize a proper wedding feast.  Were the two of you, ah, promised to each other?"
      
      "Promised?"  He barks a laugh. "$!{kuria}…did you ever hear Ecclesiast Zebed preach on the helot duty to breed?"
      
      "Probably."  Zebed's homilies were usually an occasion for your mind to travel elsewhere.
      
      The big former helot snorts. "Couldn't be promised, let alone wed, while Zebed was declaring from the Naos that Xthonos ordained every helot to marry and have a few dozen twins." 
      *fake_choice
        #"But…is that truly in the Canon?" I frown.
          *if introrel
            You're almost positive that Ecclesiast Olynna would have had none of it.
          *if int = 2
            There's a vaguely heretical, Halassurq feel to the idea.
          
          "Course it isn't Canon."
        #"Every helot?  Even those whose natural affections run otherwise?"  I'm horrified at the thought.
          "Aye, ${kuria}."
        #I just say noncommittally, "Zebed had a great deal to answer for."
          "That he did, ${kuria}."
      Radmar's lips curve. "Our Diakon came close to calling it a load of dung.  Said the one thing she clearly saw in the Codex was that everyone's got their missing half, and that it's your nature to be drawn to someone like that—whether or not you could breed with them.  Nothing about mullow, nothing about having as many children as possible."  
      
      He glances sharply back at you.  "But here's the thing, ${kuria}. Whatever a swiving priest says, it's the Theurges that Harrow us.  And however they pick victims, whether by Angels or some little spy from our camp…they'll pick you a whole lot quicker if you're not childbearing.  If Poric and I had been promised to anyone, it would have been a safe-mate who could make lots more helot babies with us.  Marrying each other would have been suicide."
      
      *gosub aristolgbt
      "Bloody Angels, Radmar.  That's monstrous."
      
      "Monstrous?"  The burly former helot laughs sharply.  "There's an aristo word, ${kuria}. For us, it's just the way things have to be.  You marry to breed and to put off your sacrifice.  When you can't marry your missing half, you work things out one way or another. Only looks 'monstrous' if you think things could be some other way."  He turns to face you, eyes ablaze, jaw thrust out. "Only then."
      *page_break
    And so before the day is out, your rebellion has its first wedding. There's no priest to officiate, just a recognized leader of the community to serve as witness.  One of the grooms can't speak his vows, instead nodding silently as 
    *if alless > 0
      Alless Stonehewer 
    *if alless < 1
      Zvad 
    recites each one in turn.  At the end of the ceremony, there's no feast; the newlyweds pack up camp with everyone else and begin the long, weary trek north, at the end of which they'll spend the night under a shared canvas.
    
    A day earlier, you wouldn't have imagined that anything could encourage your band more than news of deer spotted in the Whendward.  But you think Radmar and Poric's unlikely wedding comes close.  For the helots, it's the most joyous confirmation yet that they're no longer just breeding stock for the sacrifice.  And it's a sign of looking ahead, that winter is almost over and you've survived.
    *set morale +10
  *label w9stor
  *if storymode
    *if (((nothief = 0) and (not(nomerch))) and ((radmut < 1) and (protection < 10))) and el_here
      *page_break
      *if caravan = 0
        One of your mainstays through the long winter has been raiding caravans in the Owlscap Pass. As the raid leader,
      *if caravan > 0
        Since
        *if celery
          accompanying you on
        your first Owlscap raid,
      Elery Skinner has become a legend to your outlaws by staging ambush after ambush in the pass and escaping with barely any casualties.  Her eye for terrain has allowed her to outfox countless Alastors and merchant guards.
      
      This week, her party returns on Bronday with a cargo of oils and spices.
      *gosub elandzvad
    *if (nothief < 2) and ((alaine = 2) or (smugweek > 0))
      *goto alainefind2
    *goto newweek
  *goto buygrain
*if week >= 10
  *if storymode
    *if nothief = 2
      *set wealth +12
      *if deputy = "Breden"
        *set morale +40
      *if deputy = "Zvad"
        *set morale +30
    *gosub nothiefcheck
  [b]At long last you can[/b] feel the end of winter approaching.  The sunshine is stronger, the rains lighter and less persistent.  The air smells different, as pervasive dull wetness gives way to animal musk, sun-warmed leaves, and the first sprays of pollen.  And just as significant, the sound of your outlaws on the trail has changed—growing laughter, lightness and relief.
  *if radagaric
    Radmar still looks grim, but at least you haven't seen him in another mushroom-induced stupor.
  *set morale +10
  
  Of course spring will bring problems of its own.  You'll more often be visible under clear skies, for one obvious thing.  But to no longer be immersed in damp humors, to once again be able to feed yourselves by hunting and 
  *if nothief = 2
    gathering—your
  *if nothief < 2
    gathering, and to raid entirely at your leisure—your
  lives are, you hope, about to become 
  *if bandead > 8
    incomparably 
  *if bandead <= 8
    significantly
  easier.
  
  *if bandead <= 5
    "Well, ${kuria} ${fname}," ${deputy} says, weary but relieved, "if anyone doubted your leadership, the fact that we've come through a hard winter with
    *if bandead = 0
      no casualties
    *if bandead = 1
      only one casualty
    *if bandead > 1
      only 
      *set d2n_num bandead
      *gosub d2n
      casualties
    should put paid to that."
    *goto welldoneyou
  *if (bandead < 20) and (kidsdead < 5)
    "No easy
  *if (bandead > 19) or (kidsdead > 4)
    "Bloody costly 
  winter," ${deputy} reflects aloud,
  *if (deputy = "Breden") and (br_raid >= week)
    back from what may be ${xhis} final raid of the season.
  *if (deputy = "Breden") and (br_raid < week)
    staring up at a clear sky full of stars.
  *if (deputy = "Zvad")
    drinking deeply from a waterskin.
  *set d2n_num bandead
  *gosub d2n_np
  "$!{display_numb} of our 
  *if kids > 0
    grown 
  outlaws
  *if kidsdead > 2
    and
    *set d2n_num kidsdead
    *gosub d2n
    of the children 
  dead.
  *if kidsgone or (radmut > 0)
    Desertion and mutiny.
  *if (deputy = "Zvad")
    All of us as cold and wet 
    *if ha_weeks < 5
      and starved 
    as rats."  He shakes his head, unsmiling.  "Welcome to the life of the greenwood, ${kuria}."
  *if (deputy = "Breden")
    Angels, ${bfname}. I don't think I believe yet that we've survived.  Or that we'll ever be truly warm again." $!{xhe}'s wearing ${xhis} usual smile, but ${xhis} voice is brittle and tired.
  *label welldoneyou
  
  *if firstkill > 2
    You open your mouth to reply—and to your alarm suddenly find your throat closing, your breath barely reaching your lungs.  The image of 
    *if bleysfam <= 19
      that first person you killed 
    *if bleysfam > 19
      Bleys's daughter
    springs back to your mind, as sharp and painful as if 
    *if bleysfam <= 19
      it 
    *if bleysfam > 19
      her death
    had happened yesterday.  Your heart drums wildly against your ribs; you double over, trying to catch your breath.  Tears stream freely down your jaw.
    
    ${deputy} glances over at you, then looks again with 
    *if (deputy = "Zvad")
      lowered eyebrows. "$!{kuria}—
    *if (deputy = "Breden")
      dismay. "$!{bfname}—
    are you well?"
    *choice
      *if (firstkill = 3) 
        #"I'd thought I was," I manage.
          *label wheeze
          *if (deputy = "Zvad")
            Zvad crouches beside you, his rugged face creased in sympathy.  "$!{kuria}…you've done what needed doing.  You've brought us through."
          
            "Have I?"  You wipe wretchedly at your cheeks.
            *if helot and ((bandead > 20) and (rescuer = 0))
              Now it's images of the helots you've known all your life, faces from your childhood that you'll never see again.  All fallen because they followed you.
            "Through the winter, maybe.  Not through the dying.  The killing.  No end to that."
          
            *label whincline
            The big ${whend} inclines his head. "That much is true, ${kuria}.
            *if nothief = 2
              Thief or no thief, folk will die because of you.
            *if nothief < 2
              You've started a war.
            But then, you knew that back in Rim Square."
          
            "I did."  The winded croak of your voice makes you go hot with shame.  [i]Why can't I breathe?[/i]
            
            "You know, I enjoyed the fighting when I was your age," Zvad rumbles after a moment.  "Back then, I'd have told you to pluck up your guts and own what you'd started.  Must have got about fifty folk killed on my own side before I felt different."  He clears his throat and grips your shoulder. "I was a terrible leader, ${kuria}.  Didn't understand the cost.  Folk will follow you because you do."
          *if (deputy = "Breden")
            Breden
            *if (bred_lover > 3) or (bred_heart = 3)
              *label bredconsole
              runs to your side and folds ${xhis} arms around you. "I'm so sorry, ${fname}.  You don't need me wearing you down.  Angels, you've
              *if mefood < 0.8
                been starving yourself for weeks, and still
              stood strong through so much."
            
              *if helot and ((bandead > 20) and (rescuer = 0))
                Now it's images of the helots you've known all your life, faces from your childhood that you'll never see again.  All fallen because they followed you.
              "The first time you killed someone…"  Your voice is muffled in ${xhis} shoulder.
            
              $!{xhe} doesn't speak for a long time, but the pulse in ${xhis} throat grows tangibly faster.  At length ${xhe} says, "I'd give a lot to forget it."
              
              "$!{oath}, Breden."  You laugh, half in relief at hearing ${xhim} echo your frailty, and half in despair.  "How can two like us hope to beat the Thaumatarch?"
              
              "Hurting all the way."  Breden cradles your face. "But only one like you, ${fname}…you stand a chance of not becoming a new Thaumatarch when you win."
              *goto buygrain
            *elseif bred_trust < 10
              reaches out to grip your shoulder, steadying you. "Angels.  I'm sorry,
              *if aristo
                ${kuria}
              ${fname}. You don't need me wearing you down."
            
              *if helot and ((bandead > 20) and (rescuer = 0))
                Now it's images of the helots you've known all your life, faces from your childhood that you'll never see again.  All fallen because they followed you.
              "The first time you killed someone…"
            
              $!{xhis} fingers tighten on you for a moment.  At length ${xhe} says, "I'd give a lot to forget it."
            
              "But it hasn't stopped you?"  You wipe wretchedly at your cheeks.  "If this is what it does to me…how by Xaos can I be any threat to the Thaumatarch?"
            
              "It hasn't stopped you, either."  Breden helps you straighten up; ${xhe} still looks weary, but there's a tenderness in ${xhis} eyes that wasn't there before. "And I reckon it means you stand a chance of not becoming a new Thaumatarch when you win."
              *goto buygrain
            *elseif bred_heart < 10
              grips your shoulder to steady you, but says nothing.  When you recover yourself enough to straighten up, you see ${xhis} face tearful and taut.  
              
              "You've been bearing so much alone, damn it.  You didn't need to.  If you'd just trusted me…"  While you're still struggling to compose yourself and respond, ${xhe} lets go of you and stalks away.
              *goto buygrain
            *else
              *label bredmercy
              says nothing.  When you recover yourself enough to straighten up, ${xhe} is watching you with the first glimmer of sympathy you've seen in a while.  "Not been easy for you either, has it, ${kuria}?"
            
              "It hasn't, at that."  You fight hard to compose yourself; Breden may be your deputy, but ${xhe}'s one of the last people you want to witness your weakness.
            
              "Well.  Here's to spring."  $!{xhe} has mercy on you, walking away while you're still trembling.
              *goto buygrain
          *goto buygrain
      *if (firstkill = 4) 
        #"Ah, ${sweetoath}," I wheeze, burying my face in my hands.
          *goto wheeze
      #"This is what it's going to be like," I say thickly. "This is our rebellion."
        *if deputy = "Breden"
          Breden
          *if (bred_lover > 3) or (bred_heart = 3)
            *goto bredconsole
          *if bred_heart >= 10
            *goto bredmercy
          gives a long, ragged sigh and grips your shoulder.  "It won't stay like this, ${bfname}.  I know that, deep down.  This winter may be as bad as anything we ever face."
        *if deputy = "Zvad"
          "Don't reckon that's true, ${kuria}," Zvad rumbles, his rugged face creased in sympathy. "It won't always be as hard to feed everyone as it has been this winter."
        
        It takes you three tries before your voice comes out in anything beyond a wheeze. "The dying, the killing. That's not going to stop."
        
        *if deputy = "Zvad"
          *goto whincline
        *if deputy = "Breden"
          $!{xhis} fingers tighten on you; after a moment, ${xhe} helps you sraighten up. "No.  That's what a rebellion           
          *if nothief < 2
            is."
          *if nothief = 2
            is.  Even if you try to kill as few as you can."
          
          You shake your head, feeling dizzy and sick. "Why did I ever think I'd be the right person to lead one?"
          
          "You're the right one, ${kuria}."
          *if bred_trust >= 10
            Bitterness flashes across Breden's face—but a heartbeat later, it's replaced by resigned weariness.
          *if bred_trust < 10
            $!{xhe} still looks weary, but there's a tenderness in ${xhis} eyes that wasn't there before.
          "What you're feeling now?  I just reckon it means you stand a chance of not becoming a new Thaumatarch when you win."
        *goto buygrain
      #I wave ${dephis} concern away, fighting to bring myself back under control.
        *if deputy = "Breden"
          *if bred_heart >= 10
            Breden
            *goto bredmercy
          "I know it's been hard for you,
          *if (bred_lover > 3) or (bred_heart = 3)
            love."
          *if (bred_lover < 4) and (bred_heart != 3)
            ${bfname}."
          Breden crouches at your side. "Hold on a bit longer.  I may not feel it in my heart…but I know in my head that we're almost through the worst of it.  We'll celebrate the spring yet."  After a few moments' silence, ${xhe} squeezes your shoulder and walks back toward camp, leaving you to compose yourself.
        *if deputy = "Zvad"
          Zvad mercifully averts his eyes from your struggle to compose yourself.  "$!{kuria}…you brought us through.  That's the most important thing.  And you'll bring us through the spring and summer too—whatever the Archon sends after us." He pats you on the shoulder once, then walks back toward the main camp.  
        
        When your dizziness and nausea recede, you slowly follow in ${dephis} footsteps.  
        *label horrortwist
        Every outlaw you pass is looking hopeful, brighter than they have in weeks.  But you can't keep yourself from picturing that hope abruptly twisted to horror—when they meet the death to which (in this awful moment) you're sure you'll lead them.
        *goto buygrain
      #I croak something and hurry off into the forest, hoping ${dephe} won't follow.
        Only once you're deep in the trees do you stop—gasping for breath, weeping uncontrollably.
        
        When you finally recover your composure, you trudge back to camp, feeling like a wrung-out rag.
        *goto horrortwist
  *if bandead < 3
    You try to keep your hope and growing elation in check.  "Don't count it over yet, ${deputy}.  Not until we've eaten our first venison." 
    
    "As you say, ${kuria}.  
    *if deputy = "Zvad"
      But no matter what…well done."  The big Whend claps you on the shoulder.
    *if deputy = "Breden"
      *if bred_heart > 9
        But I wanted to give credit where it's due."  $!{xhis} tone with you is warmer than usual, ${xhis} admiration a shade less reluctant.
        *goto buygrain
      I just wanted to say…it's an amazing thing you've done here.  I knew you had it in you, from the first time I saw you.  Now the others know too."
      *if bred_trust >= 10
        It's strange to hear the bitterness and admiration mingled in ${xhis} voice.
      *if bred_trust < 10
        $!{xhe} beams at you, then rejoins the others.
    *goto buygrain
  *if bandead <= 5
    *goto buygrain
  It's odd—the last two weeks have been full of growing hope and energy, but a weary word from ${deputy} can knock you back and leave you feeling utterly drained.
  *set bgtick false
  *choice
    *if ((bred_lover >= 4) or (bred_heart = 3)) and (deputy = "Breden")
      #I put an arm around ${xhim} and say simply, "I know."
        *if bred_trust > 9
          $!{xhe} recoils for a moment, lips tightening.  Then the ire seems to drain out of ${xhim}, and with a low sigh ${xhe} leans into you.
        The two of you hold each other wordlessly until the moon is high.
        *goto srsly
    #I force a smile.  "This is where our path grows clearer.  It won't ever be that hard again."
      *if deputy = "Zvad"
        *if nothief = 0
          "Aye, you're right, ${kuria}."  Zvad shakes off his bleak mood and claps you on a shoulder. "You've brought us through." 
        *if nothief > 0
          "If we don't choose to make it that hard again, ${kuria}."  Zvad looks at you for a moment, then shakes his head and walks off.
      *if deputy = "Breden"
        Breden shakes ${xhis} head, still looking bleak.  "Angels, I hope you're right, ${bfname}." 
      *label srsly
      *if not(storymode)
        
        *comment endif
      *goto buygrain
    #"This is what it's going to be like," I say with quiet despair. "This is our rebellion."
      *if deputy = "Zvad"
        "Spring is coming, ${kuria}.  Things will be different." Zvad turns to look out over the woods to the east. 
        *if violence > 0
          "More fighting.  Less starving."
        *if violence = 0
          "Less starving.  More fighting.  Or running, if you'd still have us stay our hands."
      *if deputy = "Breden"
        Breden turns ${xhis} bloodshot eyes on you. "Well.  No turning back now,
        *if (bred_lover > 3) or (bred_heart = 3)
          my
        ${kuria}."
        *if ((bred_lover > 3) or (bred_heart = 3)) and (bred_trust < 10)
          $!{xhe} takes your hand and ${xhis} voice softens, though ${xhis} face doesn't. "Thank you for taking this path with me.  I don't think I could bear it if you were choosing to do it alone."
      *goto srsly
    #"It has been costly."  You've still got your rage to keep you moving. "And by ${oath}, we'll see ourselves repaid three hundred times over in Karagond blood."
      *if deputy = "Zvad"
        "Well and good, but…" Zvad scratches at his stubble and sighs. "We've a lot of Shayard to get through before we reach anywhere with that many Karagonds, ${kuria}."
      *if deputy = "Breden"
        "You can't repay this kind of loss, ${bfname}."  Breden walks back toward the main camp. "Not to the ones who matter.  You can just hit back."
      *goto srsly

*label buygrain
*if ((week = (randtax+1)) and (bleys < 3)) and ((taxman >= 10) and not(bleys_execute))
  *page_break
  You knew that blame would settle somewhere after your audacious raid on the Architelone.  By the end of the week, you've had a good indication that it will be on
  *if taxman = 10
    Xedia herself.  The Hegemonic high tax collector disappeared almost immediately after she was rescued, and the local Alastors are beginning to blacken her name.
  *if taxman = 11
    *if randtheurge1 = 4
      *if bleys = 0
        the local Telone, a crook-backed fellow named Bleys.
      *if bleys > 0
        Bleys the Telone.
      He reportedly disappeared into Keriatou custody as soon as they received word of the disaster.  It's only natural that they'd look to Xedia's subordinates to explain her betrayal.
    *if randtheurge1 = 5
      the deputy Alastor captain in Rim Square.  The new captain, Tychon, is apparently going to have one more chance to redeem himself; his second-in-command will soon be adorning a Harrower, along with a Keriatou guardsman accused of passing on Xedia's itinerary.
    *if randtheurge1 = 6
      a noble, Cloris de Maran.  She (and her property) vanished promptly into Alastor custody, and the story is now circulating that she betrayed Xedia to you for a thousand staters.
  *fake_choice
    #I'm delighted to hear it.  Let the Karagonds eat their own.
      The Hegemony always needs a victim.  The more you can spur them to blame their own loyalists, the less loyalty they'll command from others—or so you can hope.
    *if taxman = 11
      #I can't help feeling some remorse.  An innocent is being sacrificed for my offense.
        You try to put it out of your mind.  It's not your fault that the Hegemony always has to have a victim.
    *if taxman = 10
      #I can't help feeling some remorse when I think of what they'll do to her.
        Slow-Harrowing is the cruelest punishment you've ever heard of.  Even for someone as steeped in injustice as the Architelone, it's a horrible thing to imagine.
    #It only stokes my righteous anger at the Thaumatarchy's injustice.
      This only confirms that the Karagonds are murderers, whose bloodthirst far outweighs any moral considerations.  How many more innocents will be killed before the Hegemony falls?
    #There's nothing remarkable about any of it.  This is what the Hegemony does.
      There's always got to be a victim.  As long as it's not you, in truth, you don't feel much about it one way or the other.
    
*if (week = 10) and (storymode and (curric > 0))
  *page_break
  *if alphsome
    *if nothief = 2
      *set literate +round(10/curric)
    *if nothief = 1
      *set literate +round(20/curric)
    *if nothief = 0
      *set literate +round(30/curric)
    You're gratified to see that
    *if el_here
      Elery and
    the
    *if bandead > 5
      surviving
    outlaws who have been learning their alphabeta are now comfortably able to read a written message.  You reckon that thanks to your efforts, about
    *set d2n_num literate
    *gosub d2n
    of your followers have achieved low-level literacy.
    *set cred_h +(literate*2)
    
    *set morale +literate
  *if recsome
    *if nothief = 2
      *set missionrecr +round(24/curric)
    *if nothief = 1
      *set missionrecr +round(38/curric)
    *if nothief = 0
      *set missionrecr +round(53/curric)
    Over the course of the winter, the bandits you've been sending to recruit in the Rim have added
    *set d2n_num missionrecr
    *gosub d2n
    new 
    *if missionrecr != 1
      recruits 
    *if missionrecr = 1
      recruit
    to your rebellion.
    *set followers +missionrecr
    *set nonkids +missionrecr
    *set ha_foll +missionrecr
    
    *set morale +(missionrecr)
  *if trapsome
    *if nothief = 2
      *set traps +round(20/curric)
    *if nothief = 1
      *set traps +round(40/curric)
    *if nothief = 0
      *set traps +round(55/curric)
    You have managed over the course of the winter to leave many deadly traps around your most likely camps. "We've left two safe ways in and out," 
    *if pin > 0
      Pin informs you gravely 
    *if pin <= 0
      one of the bandits informs you
    when they've finished the last one.  "Make sure everyone knows them, ${kuria}.  We'd hate to see anyone get crushed in a landslide along the main slope."    
    *if kids > 2
      *set traps (traps*2)
*if (week = 10) and (litweek > 0)
  *set literate +round(litweek/10)
  *if literate > 2
    As you turn your mind to this week's mule train, you're gratified to see that
    *if (prevlit > 0) and (literate <= 13)
      *if el_here
        Elery and
      the
      *if bandead > 5
        surviving
      helots you taught the alphabeta back in Rim Square are now comfortably able to read a written message.  A winter of practicing what you taught them has served them well.
    *if (prevlit = 0) or (literate > 13)
      *if el_here
        Elery and
      the
      *if bandead > 5
        surviving
      outlaws who have been learning their alphabeta are now comfortably able to read a written message.  You reckon that thanks to your efforts, about
      *set d2n_num literate
      *gosub d2n
      of your followers have achieved low-level literacy.
    *set cred_h +(literate*2)
    
    *set morale +literate
*if storymode and (week >= 10)
  *if (nothief < 2) and ((alaine = 2) or (smugweek > 0))
  
    *goto smugfollback
  *if nothief = 2
    *if deputy = "Breden"
      *set wealth 199
      *set morale +101
  *goto hallelujah
*if storymode
  *goto banditchoices
*if freefollowers < 0
  You don't have enough healthy bandits at the beginning of the week to make a barley run; everyone left in your camp is looking after the sick.  Morale is on the verge of collapsing as you wait to see if any of your scouts return.
  
  *set morale -20
  *set grainorder 0
  *goto reconstatus
*if bgtick
  *page_break
*set bgtick true
*gosub foodcalc
*if ((wealth+loot) < 16)
  You begin the week without enough drachems to make a barley run worthwhile—your current wealth wouldn't bring back even a single bushel.
  *if needfoodlt <= foodstorelt
    The other outlaws are reassured that you have enough food to carry the band through the week, but nervous at your lack of wealth.
  *if (needfoodlt <= (foodstorelt+600)) and (needfoodlt > foodstorelt)
    The other outlaws are nervous when they realize this, but hopeful that you'll manage to bring in enough by other means to keep them fed.
    *set morale -2
  *if needfoodlt > (foodstorelt+600)
    The other outlaws are crestfallen when they realize this.  You catch several exchanging baleful glances and muttering against your leadership.
    *set morale -5
  *set grainorder 0
  
  *goto reconstatus
*if week > 1
  At the start of week 
  *set d2n_num week
  *gosub d2n_np
  ${display_numb} when you send out the barley run, the
*if week = 1
  The
*if needfood <= foodstore
  band's current grain stocks of 
  *set d2n_num foodstore
  *gosub d2n
  bushels are enough to feed everyone at the rations you've set (which require 
  *set d2n_num needfood
  *gosub d2n
  bushels a week).
  *if (protection > 9) and (alaine >= 0)
    Also, by the end of the week Alaine should have sent you forty bushels to not raid Syntechnia caravans.
  *choice
    #No need for a barley run this week, then.
      *if (((hafood+hcfood)+(safood+scfood)) < 5.4)
        *if foodprotest < 1
          There are a few mutters around the band at this, especially about
          *if (safood+scfood) < 2.7
            keeping the sick on lower rations than possible.
            *goto toldecis
          *elseif ((hcfood+scfood) < 2.4) and (kids > 2)
            not feeding the children as well as possible.
            *goto toldecis
          *else
            not feeding your raiders as well as you might.
            *goto toldecis
          *label toldecis
          But for now they tolerate your decision to keep rations as they are, rather than raising them.
        *if foodprotest = 1
          The rumblings of discontent are growing louder.
          *label foodrumble
          *set morale -2
          *set foodnow (safood+scfood)
          *if (safood+scfood) < 2.7
            *if foodprotest > 19
              *goto depfoodchange
            "$!{kuria}, you've got to at least feed the sick better than at present," ${healer} protests, and everyone who hears loudly agrees.
            *gosub dietchange
            *if (safood+scfood) <= foodnow
              The band won't stand for your proposed changes to rations, which haven't improved the diets in the sick tents.
              *set foodprotest +20
              *goto foodrumble
          *set foodnow 0
          *if ((protection < 10) and (needfood > foodstore)) or ((protection > 9) and (needfood > (foodstore+20)))
            *set bgtick false
            *goto buygrain
          When you point out that even under the improved rations, you still have enough food in your stocks, the protests subside.
        *if foodprotest > 1
          Your followers won't have it. "We're hungrier than we need to be, ${kuria}.  Why try to keep us going on
          *set d2n_num needfood
          *gosub d2n
          bushels when that barely keeps a body aflame?  Raise the bloody rations and buy us more grain!"
          
          *set foodnow ((hafood+hcfood)+(safood+scfood))
          *label foodriot
          *set morale -4
          *gosub dietchange
          *if ((hafood+hcfood)+(safood+scfood)) <= foodnow
          
            *if foodprotest > 49
              *label depfoodchange
              *set morale -10
              "${deputy}!  We want ${deputy}!"  A furious cry arises from the outlaws when it's clear that you're not going to provide a meaningful improvement to the rations.  They're plainly on the verge of mutiny; only their respect for ${deputy} is keeping them from abandoning you.
              
              *gosub healthfood
              *gosub foodcalc
              At last your deputy manages to calm them down with a promise of healthy rations for all—which will require you to bring in a total of
              *set d2n_num needfood
              *gosub d2n
              bushels. "We'll have to do our best to bring it in, ${kuria} ${fname}," ${dephe} mutters to you.  "If they see us trying…they might even accept it if we fail."
              
              *if deputy = "Zvad"
                *set zv_lead +2
              *if deputy = "Breden"
                *set bred_lead +2
              *goto foodprotres
            The band don't accept your proposed change to the rations.  "No good cutting some to feed others, ${kuria}.  We can feed everyone better if we try, and if you won't give the order…"  Their threat to depose you remains unspoken but real.
            
            *set foodprotest +50
            *goto foodriot
          *set foodprotest -2
          *label foodprotres
          *set foodnow 0
          *if ((protection < 10) and (needfood > foodstore)) or ((protection > 9) and (needfood > (foodstore+20)))
            *set bgtick false
            *goto buygrain
          When you point out that even under the improved rations, you still have enough food in your stocks, the protests from the rest of the outlaws subside.
        *set foodprotest +1
      You've got 
      *set d2n_num wealth
      *gosub d2n
      *if wealth != 1
        drachems 
      *if wealth = 1
        drachem
      and loot worth
      *set d2n_num loot
      *gosub d2n
      more—enough to buy
      *set d2n_num afford
      *gosub d2n
      *if afford = 1
        bushel
      *if afford > 1
        bushels 
      of barley—but you'll keep it cached in the Whendward this week.
      *goto offthetrail
    #I send out a barley run anyway.  After experiencing hunger, I'd rather have too much food than risk having too little.
      *goto barleyrun
    *if (((hafood+hcfood)+(safood+scfood)) < 5.4) 
      #I change the rations.  We can afford to eat better than we have been.
        *gosub dietchange
        *gosub foodcalc
        *goto buygrain
band has
*if foodstore >= 1
  around 
  *set d2n_num foodstore
  *gosub d2n
  *if foodstore = 1
    bushel
  *if foodstore > 1
    bushels 
  of grain in stock; 
*if foodstore < 1
  almost entirely depleted your food stocks;
you'll need 
*if foodstore >= 1
  to get that up to 
*set d2n_num needfood
*gosub d2n
bushels before the end of the week if everyone's to eat at the rations you've set.
*if (protection > 9) and (alaine >= 0)
  (You can hopefully depend on Alaine sending you forty of those bushels, thanks to your arrangement not to raid Syntechnia caravans in the Owlscap.)

*label barleyrun
*if week = 1
  You recheck the small sack of coin that you're about to hand to the muleteers.
*if wealth < 0
  *set wealth 0
Your total wealth is 
*set d2n_num wealth
*gosub d2n
silver 
*if loot > 0
  *if wealth = 1
    drachem
  *if wealth != 1
    drachems 
  and loot worth 
  *set d2n_num loot
  *gosub d2n
  more.
  *if protection = 1
    (Discounting the loot which you can no longer sell because of the Syntechnia's refusal to trade with you.)
*if loot = 0
  *if wealth = 1
    drachem.
  *if wealth != 1
    drachems.
*if week = 1
  As ${quartermaster} told you, that's
*if week > 1
  That's 
*if (affordlt > (needfoodlt-foodstorelt))
  more than enough for your needs—with that many drachems, you could buy up to
  *goto affbush
*else
  enough wealth to buy 
  *goto affbush
*label affbush
*set d2n_num afford
*gosub d2n
*if afford = 1
  bushel.
*if afford != 1
  bushels.

*if (week > 1) and (((arms > 0) or (((mules-archmules) > 0) or (mysword > 0))) and ((needfoodlt > foodstorelt) and (affordlt < (needfoodlt-foodstorelt))))
  You could fence
  *if (mysword < 3) and (mysword > 0)
    your own
    *if mysword > 1
      or 
  *if mysword > 1
    your father's
  *if mysword > 0
    *set myswordbush round(100/16)
    *if mysword = 2
      *set myswordbush round(100/16)
    sword for up to 
    *set d2n_num myswordbush
    *gosub d2n
    *if arms = 0
      bushels.
    *if arms > 0
      bushels, as well as
  *if arms > 0
    some of your band's 
    *set d2n_num arms
    *gosub d2n
    forged arms for
    *set armsvalbush round((arms*50)/16)
    *if mysword > 0
      another
    *if mysword = 0
      up to
    *set d2n_num armsvalbush
    *gosub d2n
    bushels.
  *if (mules-archmules) > 0
    *if (arms > 0) or (mysword > 0)
      You could also exchange
    *if mules = 1
      the band's last remaining mule
    *if mules > 1
      at least one of your 
      *set d2n_num mules
      *gosub d2n
      mules
    for forty-three bushels per animal.
    *if archmules > 0
      (One that doesn't wear the Architelone's brand.)
  *choice
    *if (mysword > 0) and (mysword < 3)
      #I fence my sword.
        *if mysword = 2
          *goto fencedmine
        *else
          *goto fenceddadmine
    *if (mysword > 1)
      #I fence my father's sword.
        *if mysword = 2
          *goto fenceddads
        *else
          *goto fencedminedads
    *if (mysword = 2)
      #I fence both of our swords.
        *goto fencemboth
    *if arms > 0
      #I fence some of the band's forged arms.
        *gosub armsalechoice
        *goto assuming
    *if (mules-archmules) > 0
      #I fence at least one mule.
        *goto mulesaleyes
    *if ((mules-archmules) > 0) and (arms > 0)
      #I'll need to fence both mules and arms.
        *gosub armsalechoice
        *gosub foodcalc
        Assuming the fence accepts the weapons you're sending with the grain party, you should now be able to buy roughly
        *set d2n_num afford
        *gosub d2n
        bushels of barley.

        *goto mulesaleyes
    *if ((mules-archmules) > 0) and (arms > 0)
      #I refuse to disarm or immobilize us—even to feed us.
        That leaves you still 
        *goto bushelafford
    *if ((mules-archmules) <= 0) and (arms > 0)
      #I refuse to disarm us—even to feed us.
        That leaves you still 
        *goto bushelafford
    *if ((mules-archmules) > 0) and (arms <= 0)
      #I refuse to immobilize us—even to feed us.
        That leaves you still 
        *goto bushelafford
      
*if (((arms > 0) or (mysword > 0)) and (needfoodlt > foodstorelt)) and (affordlt < (needfoodlt-foodstorelt))
  You could also fence
  *if (mysword < 3) and (mysword > 0)
    your own
    *if mysword > 1
      or 
  *if mysword > 1
    your father's
  *if mysword > 0
    sword 
    *if mysword = 2
      (a symbol of your House's honor, passed down through generations of ${lname})
    *if arms > 0
      or
  *if arms > 0
    some of the
    *if arms < 11
      Whendward bandits' 
    forged arms
    *if arms > 10
      you've captured
  to buy more food. 
  *if mysword > 0
    *if mysword = 2
      The fence would need to gouge out the ${crest} engraved on the hilts, but having done that, nothing would identify either sword as a ${lname} blade.
      
      *comment endif
    Thanks to their fine quality, your
    *if mysword < 3
      sword
      *if mysword > 1
        and your
    *if mysword > 1
      father's
      *if mysword = 3
        sword
    should
    *if mysword = 2
      each
    be worth around a gold stater, or one hundred drachems. 
  *if arms > 0
    *set armsval (arms*50)
    *set armsvalbush round(armsval/16)
    The various
    *if mysword > 0
      other
    weapons you have to sell could fetch up to 
    *set d2n_num armsval
    *gosub d2n
    *if mysword = 0
      more
    drachems, enough for another 
    *set d2n_num armsvalbush
    *gosub d2n
    bushels.
  *if week = 1
  
    It's a choice that kept you awake for much of last night.  You don't yet have any idea how much food 
    *if nothief = 2
      you can get this week by other means (like hunting or begging),
    *if nothief < 2
      you'll be able to get on raids this week (for example, by raiding grain barns), 
    or whether your ability to feed your band will depend entirely on the grain these muleteers bring back.
  *choice
    *if (mysword > 0)
      #Sell a blade by which countless ancestors swore to defend our House?  Trade the ${lname}'s honor for a bit of barley?  Better to die.
        You can't bring yourself to sell your 
        *if mysword = 1
          sword,
        *if mysword = 2
          swords,
        *if mysword = 3
          father's sword,
        and you don't think any other outlaw will have the temerity (or desperation) to suggest it to your face.
        *set mysword -20
        
        *if (arms < 1) and ((mules-archmules) < 1)
          Given that choice, you'll be
          *goto bushelafford
        As for the band's 
        *if arms > 0
          other 
        *if (arms > 0) and ((mules-archmules) > 0)
          weapons 
        *if (mules-archmules) < 1
          weapons…
        *if (arms > 0) and ((mules-archmules) > 0)
          and 
        *if ((mules-archmules) > 0)
          mules…
        *choice
          *if (arms > 0) #I want to sell some of the weapons.
            *gosub armsalechoice
            *goto alsoamule
          *if ((mules-archmules) > 0) #I want to sell at least one mule.
            *goto mulesaleyes
          *if ((arms > 0) and ((mules-archmules) > 0)) 
            #I won't disarm us—not even to feed us.  And we need those mules.
              Given your choice, you'll be
              *goto bushelafford
          *if ((arms < 1) and ((mules-archmules) > 0)) 
            #No. We need those mules.
              Given your choice, you'll be
              *goto bushelafford
          *if ((arms > 0) and ((mules-archmules) <= 0)) 
            #I won't disarm us—not even to feed us.
              Given your choice, you'll be
              *goto bushelafford
    *if (mysword = 2)
      #I sell my sword, but let my father keep his.
        *label fencedmine
        *set mysword 3
        *gosub soldmysword
        Far from being mollified, your father is utterly (and publicly) aghast when he finds out your intention. "Xthonos' eyes, ${girl}!  What beast would treat ${his} family's honor like so much dirt, but shrink from an old man's wrath?  You're a craven as well as a traitor to the $!{crest}."
        
        You press doggedly past the shame and keep your voice level, mindful of the dozens of bandits listening in.  "I'd sooner sell an heirloom than watch our band starve, father.  I didn't expect you to make the same choice."
        *set myswordval 100
        *set loot +(myswordval)
        *label alsosellarms
        
        *if (arms > 0) or ((mules-archmules) > 0)
          Do you also want to sell 
          *if arms > 0
            some of the band's forged weapons?
          *if arms = 0
            a mule?
          *choice
            #Yes.
              *if arms > 0
                *gosub armsalechoice
                *goto alsoamule
              *goto mulesaleyes
            #No.
              *if arms > 0
                You can bear to part with a family blade, but you don't want to disarm the band.
              *goto nowb
            *if ((arms > 0) and ((mules-archmules) > 0)) 
              #No, but I want to sell at least one mule.
                *goto mulesaleyes 
        *label nowb
        You'll now be 
        *goto bushelafford
    *if (mysword = 2)
      #I sell my father's sword, but keep mine.
        *label fenceddads
        *set mysword 1
        *label swordquarr
        *set myswordval 102
        *if mysword = 0
          *set myswordval +100
        *set loot +(myswordval)
        *if tooksword
          You prudently didn't give your father back his blade after the great fight last time.  Selling
          *goto swordsbarl
        *set tooksword true
        Taking your father's sword from him is no small undertaking.  "From my corpse, damn you, ${girl}!" he shrieks, drawing the blade and clutching it to his increasingly spindly chest. For a moment, you think he's going to throw himself on the point. "What vile creature would sell ${his} House's honor for a week's pottage?  Do the generations who bore the ${crest} into battle mean nothing to you?"
        
        *if (rescuer = 0)
          *if arrog > 0
            Mindful of the helots listening in all around you, you bark back at him,
          "How many children would you have die to keep a ${crest} on your sword, father?"
          *if arrog <= 0
            you shout back at him.
            *if mysword = 0
              "I'll not cling to an heirloom at such cost."
          
        After a half hour of bitter invective, the fight finally goes out of him.  He drops the blade into the dust and staggers away.  You pick it up, shaking despite yourself and feeling sick to your stomach. 
        *if arms > 0
          *goto alsosellarms
        But selling
        *label swordsbarl
        *if mysword = 1
          it
        *if mysword = 0
          your swords
        will leave you
        *goto bushelafford
    *if (mysword = 2)
      #I sell both our swords.
        *label fencemboth
        *set mysword 0
        *gosub soldmysword
        *goto swordquarr
    *if (mysword = 1)
      #I sell my family sword.
        *label fenceddadmine
        *set mysword 0
        It's painful to have to let your own sword go after all.  Nothing else you have is marked with the ${crest}.  Nothing else so tangibly affirms your connection to your ${lname} ancestors, title, and land, while the Hegemony will be declaring all severed.
        *if com = 2
          And especially after so many hundreds of hours of practice, the blade feels like one of your limbs.
        
        But there's nothing else for it.
        *gosub soldmysword
        *set myswordval 100
        *set loot +(myswordval)
        *if arms > 0
          *goto alsosellarms
        It means you'll be 
        *goto bushelafford
    *if (mysword = 3)
      #I take my father's sword from him and sell it.
        *label fencedminedads
        *set mysword 0
        *if tooksword
          You prudently didn't give your father back his blade after his fit of pique last time.  Selling it now
          *goto swordsbarl2
        *set tooksword true
        Your father cackles madly for a moment, then pulls the blade from its sheath and hurls it at you.  "I knew you'd be back for it, you poltroon," he howls as you dodge the clumsy throw. "What next—the shirt from my back?  Will you expose your father's nakedness before this herd of swine?"
        
        You let him rage. 
        *if arms > 0
          *goto alsosellarms
        Adding the value of his sword 
        *label swordsbarl2
        means you'll be 
        *set myswordval 102
        *set loot +(myswordval)
        *goto bushelafford
    *if (arms > 0)
      #I sell some of the band's forged arms.
        *gosub armsalechoice
        *label alsoamule
        *if (mules-archmules) > 0
          Do you also want to sell at least one mule?
          *choice
            #Yes.
              *goto mulesaleyes
            #No.
              *goto assuming
        *label assuming
        Assuming the fence accepts the weapons you're sending with the grain party, you should now be 
        *goto bushelafford
    *if ((mules-archmules) > 0)
      #I don't want to sell any arms—but I will trade in at least one mule.
        *label mulesaleyes
        *if (mulesaleblurb)
          As before, you could fence
          *if mules > 1
            one of your
            *set d2n_num mules
            *gosub d2n
            mules  
          *if mules = 1
            your last remaining mule
          for 
        *if not(mulesaleblurb)
          *set mulesaleblurb true
          Your 
          *if mules > 1
            *set d2n_num mules
            *gosub d2n
            mules are by far the most valuable assets 
          *if mules = 1
            last remaining mule is the single most valuable asset
          your band has.  The fences will give you goods worth seven hundred drachems per mule—much less than it's worth, but you're in a poor position to haggle.  And that would be enough to buy more than 
        forty-three bushels of barley.
        
        *if (rescuer = 0) and (mules < 10)
          "Take care, ${kuria}," Zvad says, his broad lips twisted unhappily.  "Sell too many, and we won't be able to carry back the barley you buy—let alone get our sick to safety in an attack."
        
        *if archmules > 0
          Alas, no fence will accept the sixteen animals you captured from the Architelone, as they have her brand on them; anyone caught with one would instantly earn a Harrowing.
        You choose the number of mules you want to trade:
        *label mulesalechoice
        *input_number mulesale 0 (mules-archmules)
        *set mules -mulesale
        *set freemules -mulesale
        *if freemules < 0
          *set sickmules +freemules
          *set freemules 0
          *if sickmules < 0
            *if barnmules > 0
              *set barnmules +sickmules
              *set sickmules 0
              *if barnmules < 0
                *set caramules +barnmules
                *set barnmules 0
                *if caramules < 0
                  *set nobmules +caramules
                  *set caramules 0
                  *if nobmules < 0
                    *set taxmules +nobmules
                    *set nobmules 0
              *goto mulesaleloot
            *elseif caramules > 0
              *set caramules +sickmules
              *set sickmules 0
              *if caramules < 0
                *set nobmules +caramules
                *set caramules 0
                *if nobmules < 0
                  *set taxmules +nobmules
                  *set nobmules 0
              *goto mulesaleloot
            *elseif nobmules > 0
              *set nobmules +sickmules
              *set sickmules 0
              *if nobmules < 0
                *set taxmules +nobmules
                *set nobmules 0
              *goto mulesaleloot
            *else
              *set taxmules +sickmules
              *set sickmules 0
              *goto mulesaleloot
        *label mulesaleloot
        *set loot +(mulesale*700)
        *if mulesale = 0
          You should still be
          *goto bushelafford
        Assuming the fence accepts the 
        *if mulesale > 1
          mules 
        *if mulesale = 1
          mule
        *if armsale > 0
          and arms
        you're sending with the grain party, you should now be 
        *goto bushelafford        
    #I don't want to sell any of our weapons or animals.
      That leaves you still 
      *goto bushelafford
  *label bushelafford
  *gosub foodcalc
  *set mulesale 0
  *set armsale 0
  able to buy roughly 
  *set d2n_num afford
  *gosub d2n
  *if afford = 1
    bushel
  *if afford > 1
    bushels 
  of barley.
*label picksomegrain
How many bushels do you actually want to buy from the fences this week? 
*input_number grainorder 0 afford
*set grainordercost (grainorder*16)
*if grainorder = 0
  This week, you want to hold on to your
  *if loot > 0
    goods and
  coin.
  *label offthetrail
  *if (grainorderweek > 0) and (grainorderweek >= (week-2))
    If any enemy scouts have found a trace of your previous supply trains, hopefully 
    *if (grainorderweek = (week-1))
      a 
    *if (grainorderweek = (week-2))
      another
    week with no barley run will throw them off the trail.
  *set trainattack -3
  *goto reconstatus
*if grainordercost > (wealth+loot)
  *set grainordercost (wealth+loot)
*set grainmules round(grainorder/((162+25)/36))
*if freemules < grainmules
  *set grainmules freemules
*set mulefoll grainmules
*label grainmulecalc
*set canbuy round(((grainmules*162)/36)+((mulefoll*25)/36))
*if canbuy < grainorder
  *set canbuyteers round(((grainorder-canbuy)*36)/25)
  *set mulefoll +canbuyteers
*if remules > 0
  With 
  *set d2n_num remules
  *gosub d2n
  *if remules = 1
    mule
  *if remules > 1
    mules 
  now joining the grain run, your order of
*if remules <= 0
  Carrying back 
*set d2n_num grainorder
*gosub d2n
*if grainorder = 1
  bushel
*if grainorder > 1
  bushels 
will require 
*if (freemules > 0) and (grainmules > 0)
  *if (grainmules < freemules) and (grainmules != 1)
    a convoy of 
  *if (grainmules = freemules) and (grainmules != 1)
    all of your
  *set d2n_num grainmules
  *gosub d2n
  *if grainmules = freemules
    free
  pack 
  *if grainmules = 1
    animal
  *if grainmules != 1
    animals 
  and 
*if ((freemules < 1) and (grainmules < 1)) and (mulefoll != 1)
  a party of
*set d2n_num mulefoll
*gosub d2n
*if mulefoll = 1
  outlaw.
*if mulefoll != 1
  outlaws.
*if ((week > 1) and ((freefollowers-mulefoll) < 60)) and ((mulefoll <= freefollowers) and ((grainmules+mulefoll) <= 25))
  *set aftermulefoll (freefollowers-mulefoll)
  Are you happy committing that many followers to the grain run?  It will leave you with 
  *if aftermulefoll = 0
    no outlaws 
  *if aftermulefoll > 0
    only 
    *set d2n_num aftermulefoll
    *gosub d2n
    healthy 
    *if aftermulefoll > 1
      adults
    *if aftermulefoll = 1
      adult
  left for all your other ${raids} this week.
  *choice
    #Yes—buying barley is the safest way to feed ourselves.
      *gosub vanish
      *goto trudgeoff
    #No, I'd rather send them on raids.  I'll order fewer bushels from our fences.
      *goto picksomegrain
*if mulefoll > freefollowers
  *set allbush round(((freefollowers*25)/36)+((grainmules*162)/36))
  Unfortunately, with only 
  *set d2n_num freefollowers
  *gosub d2n
  healthy, uncommitted bandits in the band, you plainly can't send
  *set d2n_num mulefoll
  *gosub d2n
  on a grain run.
  
  If you sent
  *if grainmules > 0
    *set d2n_num grainmules
    *gosub d2n
    *if grainmules > 1
      mules 
    *if grainmules = 1
      mule
    and
  all your free followers on the barley run, you could bring back around 
  *set d2n_num allbush
  *gosub d2n
  bushels.  
  *set grainorder allbush
  *set grainordercost (grainorder*16)
  *set mulefoll freefollowers
*if (grainmules+mulefoll) > 22
  *if remules > 0
    That's still a larger convoy than you think is ideal.
    *goto trudgechoice
  You worry that a group so large would have a 
  *if (grainmules+mulefoll) < 40
    greater chance 
  *if (grainmules+mulefoll) >= 40
    *if (grainmules+mulefoll) < 80
      near 
    certainty 
  of being spotted, either by enemy scouts in the woods or airborne Theurges.
  *if (trainattack > 9) and (com = 2)
    Indeed, after two attacks, you'd be surprised if they didn't send Theurges to hunt for you this time.  Keeping as light a footprint as you can is probably wise.
  *label trudgechoice
  
  *if trainattack <= 0
    *set safemule 11
    *set saferef 22
  *if (trainattack > 0) and (trainattack <= 5)
    *set safemule 8
    *set saferef 17
  *if (trainattack > 5) and (trainattack <= 10)
    *set safemule 6
    *set saferef 13
  *if (trainattack > 10)
    *set safemule 5
    *set saferef 10
  *if grainmules >= safemule
    *if (saferef-safemule) > freefollowers
      *set saferef (freefollowers+safemule)
    *set safebush round((((saferef-safemule)*25)/36)+((safemule*162)/36))
  *if (grainmules < safemule)
    *if (saferef-grainmules) > freefollowers
      *set saferef (freefollowers+grainmules)
    *set safebush round((((saferef-grainmules)*25)/36)+((grainmules*162)/36))
    *if (sickmules > 0)
      *set remules sickmules
      *if (grainmules+remules) >= safemule
        *set remules (safemule-grainmules)
      *set safebush2 round((((saferef-(grainmules+remules))*25)/36)+(((grainmules+remules)*162)/36))
  
  Zvad suggests that
  *if trainattack > 0
    with the Hegemony on the scent of your mule trains,
  you could probably carry back 
  *if trainattack <= 0
    up to 
  *if trainattack > 0
    only
  *set d2n_num safebush
  *gosub d2n
  bushels 
  *if grainmules >= 11
    safely, using a convoy of eleven mules.  
  *if (grainmules < 11) and (sickmules > 0)
    safely, or up to 
    *set d2n_num safebush2
    *gosub d2n
    if you reallocated
    *if remules = sickmules
      all 
    *if remules < sickmules
      *set d2n_num remules
      *gosub d2n
    of the mules from the sick tents to the convoy.
  *if (grainmules < 11) and (sickmules = 0)
    safely.
  "Every 
  *if mules > 0
    mule or 
  person you add to that, ${kuria}, will boost the risk of being caught.  And Angels know we can't afford to lose a grain run."
  *set remules 0
  *set d2n_num safebush
  *gosub d2n_np
  *choice
    #But we need to take that risk if we're to feed the band.
      *gosub vanish
      *goto trudgeoff
    #I'll order ${display_numb} bushels from our fences this week.  We'll find other sources for the rest.
      Bringing back 
      *set d2n_num grainorder
      *gosub d2n
      bushels would be too great a risk.
      *set grainorder safebush
      *if grainmules > safemule
        *set grainmules safemule
      *set grainordercost (grainorder*16)
      *if (saferef-grainmules) >= freefollowers
        *set mulefoll freefollowers
      *if (saferef-grainmules) < freefollowers
        *set mulefoll (saferef-grainmules)
      *gosub vanish
      *goto trudgeoff
    *if (sickmules > 0)
      #We'll reallocate some mules from the sick tents.  A mule is much less conspicuous than the six or seven outlaws I'd need to carry an equivalent load.
        ${healer} protests, but you remind him that unless you can safely bring back enough food, he'll have no need of any mules before winter's end.
        
        *if sickmules = 1
          You reallocate his single mule to the grain run.
          *set remules 1
          *goto postremules
        You choose how many of the 
        *set d2n_num sickmules
        *gosub d2n
        mules you'll reallocate to the grain run:
        *input_number remules 0 sickmules
        *label postremules
        *set sickmules -remules
        *set mobility round(15-((sick-((sickmules+freemules)*3))/4))
        *set grainmules +remules
        *set freemules +remules
        *if saferef > grainmules
          *set mulefoll (saferef-grainmules)
        *if saferef <= grainmules
          *set mulefoll grainmules
        *set grainorder round(((mulefoll*25)/36)+((grainmules*162)/36))
        *set grainordercost (grainorder*16)
        *goto grainmulecalc
    #I want to order some other amount.
      Bringing back 
      *set d2n_num grainorder
      *gosub d2n
      bushels would be too great a risk.
      *goto picksomegrain
They trudge off
*label trudgeoff
into the trees.  You just hope you'll see them again by Pyreday.
*set loot -grainordercost
*if loot < 0
  *set wealth +round(loot)
  *set loot 0
*set freemules -grainmules
*set remules 0
*set freefollowers -mulefoll
*set tick 0
*set grainorderweek week
*if week = 1

  When they've all disappeared, you turn to 
  *if deputy = "Breden"
    ${deputy} and
  Zvad. "Now to figure out how we bring in enough to buy next week's barley."
*label reconstatus

*if ((taxman = 3) and (int = 1)) and (week = (randtax-2))
  *gosub taxtrapcheck
*if ((taxman > 2) and (freefollowers < 18)) and ((week = randtax) or (week = wrongweek))
  *label taxcant
  You are aware that this week, the Architelone should be passing through the Rim—but you simply don't have enough uncommitted adult followers to make so ambitious a raid. "We'd be wiped out," ${deputy} advises quietly.  "Best not to try—not to let them know.  We could try again next year."
  
  *set randtax 0
  *set wrongweek 0
*if (mulerecon = week) and (mulescouts > 0)
  The scouts you sent to look for mules have returned at last with two
  *if monkmule > 1
    more
    *set monkmule +4
  *if monkmule < 2
    *set monkmule +2
  good prospects: 
  *if monkmule <= 3
    a remote monastery of Xthonos in the Norther Rim and an Alastor mine garrison which keeps its own supply mules.  From the sounds of it, you could get six mules easily from the Ecclesiasts, or ten from the Alastors if the battle goes well.
    *set mulerecontick false
  *if monkmule > 3
    a temple in a donkey-breeding area that regularly receives mules as offerings, and another monastery in the hills nearby.  Between the two, you could bring back another eight mules.
  *set mulerecondone true
  *set freefollowers +15
  *set scouts -15
  *set mulescouts 0
  
*if ((tithebarn > 0) and (barnrecon = 3)) and bsout
  *set bsout false
  The scouts looking for a vulnerable Tithe Barn have found one with only a small deployment of Alastor guards.
  *set freefollowers +10
  *set scouts -10

*if (templerecon > 4) and not(tempfound)
  Your ten scouts searching for a temple have identified one 
  *if templeraid = 0
    only a short distance 
  *if templeraid > 0
    some ways
  into the civilized Rim.
  *set freefollowers +10
  *set scouts -10
  *set tempfound true
  
*if (alasrecon > 2) and not(alreckback)
  *set alreckback true
  *if randill2 > 1
    You get word that 
    *set d2n_num randill2
    *gosub d2n
    of your scouts have been killed while spying on Alastor garrisons. The survivors, however,
    *gosub r2cas
    *set freefollowers -randill2
  *if randill2 = 1
    The ten scouts you sent to reconnoiter Alastor garrisons
  return to describe 
  *if alastor = 0
    at least one 
  *if alastor > 0
    another
  vulnerable target.
  *set freefollowers +10
  *set scouts -10

*if (noblerecon > 3) and not(nobreckback)
  The ten scouts you sent to find vulnerable noble estates have returned with word of a vulnerable House on the edge of the civilized Rim.
  *set freefollowers +10
  *set scouts -10
  *set nobreckback true

*if (merchrecon = 4)
  *label merchrecrumor
  *set merchcas (randill2+1)
  You get word that 
  *set d2n_num merchcas
  *gosub d2n
  of the scouts you sent out have been killed by guards in the Norther Rim, reportedly for spying around a market town.
  *gosub r2cas
  *gosub 1cas
  *set merchscouts -merchcas
  *set scouts -merchcas
  *gosub foodcalc
  *if bredrecon
    No names come with the rumor; there's no way to know whether Breden was among the slain.
  None of the rest have returned, if indeed they're still alive.
  *if bredrecon and (not(bredkick) and not(bredhit))
    *choice
      *if (bred_lover > 3) or (bred_heart = 3)
        #I can't sleep for worry and guilt. $!{xhe} didn't want to go, but I sent ${xhim} anyway.
          You have nightmares about Breden falling with an arrow in ${xhis} chest and a curse on ${xhis} lips, blaming you for sending ${xhim} to ${xhis} death.
          *label bredreccheck
          *if storymode
            *goto noth0ch
          *goto banditchoices
      #I refuse to worry about Breden on the basis of an unconfirmed rumor.  And I very nearly succeed.
        $!{xhe} can take care of ${xhim}self, and by all accounts the majority of your scouts are still at large.  There's every reason to expect that ${xhe}'ll come back.
        *goto bredreccheck
      *if ((bred_lover < 4) and (bred_heart = 5)) 
        #On my fourth sleepless night, I finally admit that what I feel for Breden has gone well beyond camaraderie.
          *set bred_heart 2
          *if bred_trust > 8
            *if bred_trust = 11
              Back in Rim Square, you told ${xhim} you didn't trust ${xhim}—and you don't.  
            *if bred_trust != 11
              You don't trust ${xhim}.
            And it doesn't make a bit of difference.
          *if bred_trust < 9
            How could you have closed your eyes to it when ${xhe} was still here?  
          You fill your days with distracting activity, but as soon as you close your eyes, you're swept into waking dreams of fear and regret.  The prospect of ${xhim} not coming back is unbearable, the thought of ${xhis} return terrifying.
          *goto bredreccheck
      *if (bred_lover > 3) or (bred_heart = 3)
        #It's hard to admit it…but I feel somewhat relieved at the idea that Breden might have died.
          Ever since that last Harrowing in Rim Square, your affection for Breden has vied with the suspicion that ${xhe} might in fact have betrayed ${xhis} friends to Zebed and Chirex.  Living with that tension has been so exhausting that the prospect of simply mourning Breden comes as a guilty relief. 
          *goto bredreccheck
      *if (bred_lover < 4) and (bred_heart != 3)
        #To be honest, I feel oddly relieved at the idea that Breden might have died.
          You've passed many fruitless hours trying to think of a good way to confirm Breden's loyalty; if ${xhe} has died, ${xhis} innocence would be moot and you could stop worrying about it.
          *goto bredreccheck
      #I suspect that Breden is never coming back—that this was ${xhis} opportunity to betray the other scouts and flee back to ${xhis} masters.
        You won't know for sure for another week or two…but you're already beginning to berate yourself for trusting Breden to return to the Rim. It would be devastating if your folly cost the band its merchant fences.  One or two caustic comments from Radmar suggest that you're not the only one with these thoughts.
        *goto bredreccheck
  *if bredrecon and (bredkick or bredhit)
    *choice
      #Breden is probably behind it—this was ${xhis} opportunity to betray the other scouts and flee back to ${xhis} masters.
        You may never know for sure, now, but you're already beginning to berate yourself for trusting Breden to return to the Rim. It would be devastating if your folly cost the band its merchant fences. 
        *goto bredreccheck
      #I hope ${xhe}'s one of the dead.  It would make things easier.
        *if bredkick
          $!{xhe}'s unlikely to go quietly when you expel ${xhim}.  You also know that more than a few of your outlaws would question your mercy if they discovered the reasons behind Breden's expulsion.  Far simpler if ${xhe} dies as a martyr to the Hegemony.
        *if bredhit
          Far simpler for Breden to die at the Hegemony's hands than in a curious accident back here in the wild.  You need your followers not to suspect that ${xhe}'s your victim; the surest path is if they see ${xhim} as a martyr.
        *goto bredreccheck
      *if bredkick
        #$!{sweetoath}.  I just wanted to exile ${xhim}, not kill ${xhim}.
          $!{xhe} may well not have been one of the few to die, and you find yourself hoping ${xhe} survives.  You can't let Breden stay in the band, but your suspicions aren't fixed enough for you to wish ${xhim} dead.  On some level, you still can't believe ${xhe} betrayed you.  
          *goto bredreccheck
      *if ((bred_lover >= 4) or (bred_heart = 3)) and bredhit
        #How can the thought hurt so much, when I was planning ${xhis} death anyway?
          You have nightmares about Breden falling with an arrow in ${xhis} chest and a curse on ${xhis} lips, blaming you for sending ${xhim} to ${xhis} death.  Even after waking, you're tormented by your conscious plans to arrange an accident for ${xhim}.
          *goto bredreccheck
      *if ((bred_lover < 4) and (bred_heart != 3)) and bredhit
        #If ${xhe} is dead…I just wish I'd been able to see the traitor die.
          Every time you think about the growing evidence of ${xhis} treachery, it infuriates you more.
          *goto bredreccheck
  *if storymode
    *goto noth0ch
*if (merchrecon = 5) and (merchscouts > 0)
  *label merchback
  *if bredrecon
    *page_break
    *set br_raid (week-1)
    On a chill Selday afternoon, you hear a familiar voice hailing your outer watch. You hurry down the hill in time to see Breden stride back into camp with three other scouts, all looking tired but grinning. "Made it back alive, ${bfname}.  And we've found you a good target."
    *if bredkick
      
      You thank the others, only a little stiffly, and send them to receive a bit of food and a clean blanket.  When they've left, you turn back to Breden, whose smile slips at the expression on your face. "They don't need to hear that we're not going to use whatever town you've found."  
      
      "$!{bfname}?"
      
      "Damn it all, Breden.  There's too many things that go wrong around you."  You give a brief outline of what went wrong on the de Merre raid, and end with, "No more.  No more risks; no more wasted scouting missions because we can't trust anything that you come back with.  I want you gone."
      
      *set bredrecon false
      *gosub bredkicked
      *goto othersmerb
    *if bredhit
      
      You take ${xhim} in and hear all the details, hoping your hammering pulse and sweat can pass as nervousness about the audacious market town raid you're planning.  Afterward, you pass by Zvad and murmur, "$!{xhe}'s back.  What scope for some bad luck?"
      
      The big Whend says nothing for a moment, then rumbles back, "We're fording a river tomorrow, just upstream from a rough bit.  And our friend looks a poor swimmer."
      *page_break
      *set bredrecon false
      *gosub bredhitted
      *goto othersmerb
    *choice
      *if (bred_lover > 3)
        #I grab ${xhim} and kiss ${xhim} until ${xhis} toes curl.
          Even the earthier bandits seem mildly embarrassed by the fervor with which ${xhe} kisses you back.
          *goto othersmerb
      *if (bred_lover < 4) and not(aropref)
        #"Oh, thank ${thankoath}. " I throw my arms around ${xhim}.
          *if bred_heart >= 10
            $!{xhe} stiffens, pulls away from you. "I…${bfname}, please."  There's an helplessness edged with anger in ${xhis} voice.
          
            "I'm sorry."  You release ${xhim}, feeling your face grow hot. "I'm…I'm glad of your safe return."
            *goto othersmerb
          *if (bred_heart < 10) and (bred_trust < 10)
            $!{xhe} 
            *if (bred_heart != 3)
              blinks, then tentatively puts ${xhis} arms around you.  You feel a slight shiver go through ${xhim}. 
            *if (bred_heart = 3)
              returns your embrace, breaking into a smile.
            "What…did you have reason to fear for us, ${kuria}?"
            
            *set d2n_num merchcas
            *gosub d2n_np
            "$!{display_numb} of our scouts were caught and killed.  No names yet.  It's…it's good to have you safely back with us."  There's much more you want to say, but not here—not in front of everyone.
            *goto othersmerb
          *if (bred_heart < 10) and (bred_trust >= 10)
            $!{xhe}'s clearly taken aback; it takes ${xhim} several seconds to tentatively return your embrace.  $!{xhis} voice is wary, with a slight tremor. "What brought this on, ${kuria}?"
            
            At the murmurs from the other outlaws, you feel your face grow warm. "I…well. We'd heard that 
            *set d2n_num merchcas
            *gosub d2n
            of our scouts were caught and killed, but not who.  I'm glad it wasn't you."  You break off the hug and step away.  There's more you'd like to say, but not here and now.
            
            Breden searches your face intently for a few moments—then nods, with the faintest hint of a smile playing about ${xhis} lips. "I'm glad too, then."
          *goto othersmerb
      #I welcome ${xhim} back with a relieved smile.
        "Glad to see you back, Breden," you say quietly. "We lost 
        *set d2n_num merchcas
        *gosub d2n
        other scouts last week."
        
        $!{xhe} nods, ${xhis} own smile fading. "We had one or two close brushes with Alastors ourselves."
        *goto othersmerb
      #"Well done," I say neutrally.
        $!{xhe} gives a brisk nod and makes ${xhis} report.
        *goto othersmerb
      #"What do you know about the scouts who died last week?"
        The grin vanishes from Breden's face, replaced by
        *if bred_trust >= 10
          a wary anger.
        *if bred_trust < 10
          concern.
        "Nothing, ${fname}.  Who died, and where?" $!{xhe} seems sincere enough—but then, ${xhe} always does.
        
        "We're still trying to find that out ourselves." You quickly establish that none of the bandits who accompanied Breden had any idea that 
        *set d2n_num merchcas
        *gosub d2n
        others had been caught.  And since they ended up scouting the Outer Rim, rather than the north, it seems less likely that Breden had anything to do with the losses.
        *if bred_trust < 10
          However, as your questions continue, Breden's face steadily darkens.
          
          After dinner, you're unsurprised when ${xhe} beckons you aside.  $!{xhe}'s grown even leaner than usual, and three weeks of sleeping in hedgerows have left ${xhim} as filthy and ragged as a mad beggar—an impression that ${xhis} furiously shining eyes only enhance.  "You thought I'd betrayed them?  Damn it, ${lname}…I'd thought we were past that."
          
          "I trust you enough to
          *if formerdep
            make you my deputy and
          send you out on a mission like this." You meet ${xhis} glare without flinching. "Isn't that worth something?"
          
          Breden 
          *if (bred_lover < 4) and (bred_heart != 3)
            just shakes ${xhis} head. "You'll 
          *if (bred_lover > 3) or (bred_heart = 3)
            gives a low, despairing laugh. "That's the extent of trust 
            *if (bred_heart != 3)
              your lovers can expect?"
            *if (bred_heart = 3)
              that comes with…whatever you professed to me?"
              
            "Don't bring that into this, Breden," you begin, but ${xhe}'s already angrily waving it away.
            
            "So you'll
          graciously let me risk my life to make sure we're not raiding the wrong merchant.  But if any other scout fails to come back—on, let's not forget, a very dangerous mission—it means I'm a traitor."  $!{xhe} leans toward you, searching your face with fierce, frightened eyes. "What if we'd ranged into the Norther Rim?  There are more market towns there; we nearly chose to scout there.  Would you be exiling me from the band now?  Would I get a knife in the back one night?"
          
          You throw your hands up.  "Now my asking questions is the same as having you killed?  $!{oath}, Breden—there is a traitor in this band.  After keeping everyone alive, 
          *if formerdep
            our
          *if not(formerdep)
            my
          most important responsibility is finding out who that is."
          
          "And it's not me!" Breden all but wails. "Angels, ${lname}.  I thought you knew that by now."  The two of you face off in rigid silence for a few more moments; then ${xhe} pushes past you and away.
          *if bred_trust != 9
            *set bred_trust 10
          *if bred_trust = 9
            *set bred_trust 11
        *goto othersmerb
    *label othersmerb
    
    By the next morning,
  *if not(bredrecon)
    You hear no new reports of outlaws caught or killed; and by Selsday
  all the surviving market scouts have returned.  After hearing their reports, 
  *if bredrecon
    it's clear that there are two vulnerable options: the town recommended by Breden, and another recommended by Alira, the Whendward Band's most experienced scout.  Breden makes the case for ${xhis} town with customary eloquence, and by the end, even Alira is nodding.
    *set bred_lead +1
  *if not(bredrecon)
    you and ${deputy} identify the market town which sounds most vulnerable.
  *set freefollowers +merchscouts
  *set scouts -merchscouts
  *set merchscouts 0
  *set merchcas 0
  *if formerdep
    *set deputy "Breden"
    *set dephe xhe
    *set dephis xhis
  *if bredrecon
    *choice
      #I'd prefer to raid the town Breden recommends.
        *set bredpick true
        That's why you sent ${xhim}, after all—your greater confidence that ${xhe} could assess the connections of the merchants in a given town.
        *goto mulesenow
      #I'd prefer to raid the other town.
        Something just doesn't feel right about the town Breden recommends.
        *goto mulesenow
  *label mulesenow
  *if storymode
    *if alaine < 0
      *goto straightonmkt
  
    At the same time, you learn that a message has arrived from
    *if alaine = 0
      your fence
    Alaine Leybridge, asking you to visit her in person to discuss a matter of some urgency.
    *gosub alainehaggle
    *choice
      #I'll visit Alaine and hear what she has to say before we raid the market town.
        *goto protectvisit
      #No—I want to go straight on to the market raid.
        *label straightonmkt
        *if mules < 3
          *set mules 3
          *set anarchy +1
          *set cred_m -15
        *goto mktownrd
  *if (freefollowers < 35) or (freemules < 4)
    
    *if bredrecon  
      In any case, the scouts are agreed on one thing.
    To defeat the local Alastors,
    *if not(bredrecon)
      however,
    you'd want to send thirty-five fighters; and you'd want at least four mules (and ideally twelve) to carry away enough heavy goods to make the raid worthwhile.  Until you have enough uncommitted bandits and mules, the market town raid can't happen.
    *goto harrowboom

*label harrowboom
*if harrowsift = (week-3)
  *page_break
  *set anarchy +1
  *set notoriety +20
  Three weeks after your nighttime sabotage, a Harrowing abruptly ends in a cacophony of jammed gears and exploding pipes.  The alarmed, humiliated Theurges
  *if rescuer = 0
    (likely expecting a repeat of your attack on Chirex)
  fling fire into the assembled crowd and burn two dozen townsfolk to death.  
  
  That night, a small earthquake strikes the helot camp outside the town, leveling most of the shacks and killing nearly all the helots who had dared to return to their homes.  Ecclesiasts across the region preach that this is Xthonic punishment for the sacrilege of tampering with a Harrower.

  The damaged Harrowers in the other two towns are discreetly replaced with no further surprises or reprisals.  Rumors soon spread that your outlaws were responsible for sabotaging the Harrower and drawing down the wrath of Divine Xthonos on an innocent village.
  
  *if cred_h < 150
    *set morale -5
    Your popularity with the region's helots is already shaky at best, and they readily blame you for the disaster.  "We tried to avoid notice," reports one of your bandits newly returned from a raid, "but the helots who saw us shouted at us to stop getting them killed. And some said that if we passed that way again, they'd see to it that we could expect an Alastor welcoming party."
  *choice
    *selectable_if (me_raid < week) #I risk traveling personally to several helot camps around the region to counter the accusation.
      *gosub meraid
      *set me_rim week
      *set freefollowers -5
      *if cha = 2
        In your nighttime meetings with 
        *if aristo
          the helotry, 
        *if helot
          your fellow helots,
        you passionately argue that blame should fall where it's due.  "When the Thaumatarch's servants cannot use a Harrower for their murders, they use fire and earth—but the Theurges are still the murderers, not Xthonos nor the Angels!  And no matter how many villages they hold hostage, we won't stop fighting them."

        Thanks to your strong personal charisma, most 
        *label siftchmin
        of the local helots
        *if cred_h < 150
          change their minds and
        end up blaming the Hegemony for the deaths, not you for inciting them.  Dozens of villagers wish you well; some even find some silver to contribute to your cause, and eight young women and men insist on joining your rebellion.
        *set cred_h +30
        *set morale +15
        *set wealth +10
        *set nonkids +8
        *set followers +8
        *set ha_foll +8
        *set newfoll +8
        *set foodstorelt +84
        *gosub foodcalc
        *goto banditchoices
      *elseif cred_h < 150
        You're only able to speak in one camp, where the elders rail at you for bringing down Hegemonic reprisals on their kin. "Play at banditry in the woods all you like, ${lname}," one growls, "but swiving leave us out of it!"  No amount of persuasion on your part has any effect on them.
        
        Just after you've left that camp, you hear hounds barking nearby and break into a run.  You reach the shelter of the wild just as Alastors on horseback ride down the three hindmost of your followers.  The next few days are a nightmare of brambles, jagged crags, and frigid streams as you try to evade capture and return to camp without being tracked.
        *gosub 3cas
        
        *set me_rim -1
        *gosub foodcalc
        *goto harrowconc
      *else
        While you've got some measure of credibility with the region's helotry, many of them still blame you for the Hegemony's latest crackdown—and you're not persuasive enough to change their minds. "Please stop sabotaging Harrowers," an elder pleads with you.  "We lose more to the reprisals than we would to a Harrowing!"  
        
        *goto harrowconc
    *if bred_here
      *selectable_if (br_raid < week) #I can't do that, but I send Breden.
        *set bred_lead +2
        Breden's charisma 
        *if bred_lead > 4
          once again 
        serves you well.  Most
        *goto siftchmin
    #Our actions speak for themselves; I won't send anyone to defend them.
      *if cred_h < 150
        You can't help feeling discouraged and angry at all this hostility, after all you've done to challenge the Harrowing of helots.
      *if cred_h >= 150
        You've got some measure of credibility with the region's helots, and while many of them angrily blame you for the Hegemony's latest crackdown, rather more of them are reluctant to denounce you.  Still, the raids don't seem to boost your popularity or bring more would-be rebels to rally behind you.
        
        Instead, several helot elders send a joint delegation to your camp to ask you to stop sabotaging Harrowers.  "We lose more in the Thaumatarch's reprisals than we would to a Harrowing," they plead.  You're disappointed with their cowardly reaction.
      *label harrowconc
      
      Reflecting on the response to your sabotage, you conclude that:
      *set cred_h -20
      *choice
        #A helot uprising isn't the best way to topple the Thaumatarch—I need to consider other options.
          Perhaps the free yeomanry would be more receptive.  Or you could look to the nobles, priests, and merchant guilds of Shayard.  They don't come close to the helotry's numbers, and they benefit more from the existing Karagond system, but they also have their grudges against the Thaumatarchy, and they might be less fickle.  You'll have to look for opportunities to attract them to your movement.
          *set sabotage 3
          *goto banditchoices
        #I'd best do whatever I can to get the helots of Shayard more enthusiastic about this rebellion.
          Yes—it's a stretch to think that you could interest anyone but helots and yeomen in your little rebellion, and the yeomanry don't have the power to bring it off alone.  The nobles, priests, and merchants of Shayard all benefit too much from Karagond rule to want to change it.
          *if helot
            And you doubt they'd rally behind a low-born leader like you anyway.
          You're sure that with a little care, you can win back the fickle helotry.
          *goto banditchoices

*label banditchoices
*gosub nofollcheck
*if nofoll
  *goto nofollleft
*set phial 0
*set tax_theurgy 0
*set alas_el false
*set alas_bred false
*set alas_rad false
*gosub foodcalc
*gosub moralecalc
*gosub smugmulecalc
*if storymode
  *if (taxman >= 10) and (week = 8)
    *page_break
    *goto taxlootfence
  *goto newweek
*if tick = 0
  
  *comment endif
*if tick > 0
  *page_break
*if freefollowers < 0
  When it becomes clear that you're facing the week without enough healthy bandits to look for food, your authority dissolves.
  *if (week > 9)
    Your panicking survivors disappear into the woods, leaving you alone with only a handful of miserable, sick followers.
        
    But, to your lasting astonishment, the deserters return that evening.  All of them.  "Winter's almost over, ${kuria}.  Anyone can see that," one bandit says harshly. "With deer on the move, now would be a damned-fool time to try to run back to the Rim.  We can keep ourselves alive on scraps for a week longer."
    *goto weekend
  *goto breakup
*if ((mesick = 3) or ((mesick > 1) and (randmesick > (2/mefood)))) and (sickweek < week)
  Thankfully, you've recovered from the illness that laid you low last week.  While you're still raspy-voiced and feel a deep ache in your lungs, you should be able once again to accompany raiding parties.
  
  *set mesick 1
*if freefollowers = 0
  *page_break
  You've put all your healthy bandits to use.
  *goto weekend
*if ((taxfence > 0) and not(taxfenceblurb)) and ((taxloot > 0) and (bleys > 9))
  *set taxfenceblurb true
  As you agreed with Bleys, you'll be sending out 
  *set d2n_num taxmules
  *gosub d2n
  outlaws to fence the Architelone loot.
*if mesick >= 2
  While you're too sick to go anywhere, you've
*if mesick < 2
  You've 
got
*set d2n_num freefollowers
*gosub d2n
healthy
*if kids > 0
  adult
*if freefollowers > 1
  bandits
*if freefollowers = 1
  bandit
*if tick = 1
  left
to commit this week.
*set hungry round((((needfoodlt-foodstorelt)-taxbushlt)-(grainordercost/0.444))/36)
*if hungry >= 0
  *if (grainorder > 0) and (tick = 0)
    Assuming your grain run makes it back, they'll still
  *if (grainorder < 1) or (tick = 1)
    They
  *if tick = 1
    still
  need to bring in 
  *if hungry = 0
    a bit less than a bushel
  *if hungry = 1
    at least one more bushel 
  *if hungry > 1
    at least 
    *set d2n_num hungry
    *gosub d2n
    more bushels
  of barley (or the equivalent in other food) if you're to meet the rations you've set for the band.
  *if (sickmulecheck != week) and (week < (randtheurge2+1))
    
    *gosub muleneedsrep
  *if (dep_raid < week)
    *gosub hungeradvice
*if hungry < 0
  Your stores of 
  *set d2n_num foodstore
  *gosub d2n
  *if foodstore = 1
    bushel
  *if foodstore != 1
    bushels 
  *if grainorder > 0
    plus the 
    *set d2n_num grainorder
    *gosub d2n
    you've ordered 
  are enough for the band's appointed rations, opening up other possibilities for deploying your band.
  *if sickmulecheck != week
    
    *gosub muleneedsrep
  *if (dep_raid < week)
    *gosub otheradvice
*set tick 1
*set d2n_num barnyeotot
*gosub d2n_np
*set barnyeonum display_numb
*set d2n_num barnheltot
*gosub d2n_np
*set barnhelnum display_numb
*choice
  *if ((taxman = 1) and (week = randtax)) and ((ha_foll > 2) and not(trapchecked))
    #Send a scout or two down to confirm whether Bleys did actually lay a trap for us. 
      *label taxtrapcheck2
      *set trapchecked true
      *if ci_raid < week
        Ciels swears that ${he}'s woodwise enough to keep hid from any tracker in the Hegemony's pay.  On the intended day of the raid, you send ${him} 
      *if ci_raid = week
        You send the tracker Alira
        *set taxscout "Alira"
      and another young outlaw down to scout the woods around the route Bleys described.
      
      ${taxscout} is the first to return, and debriefs you with a 
      *if ci_raid = week
        grim smile. "Your nose was good, ${kuria}.  Damned lucky thing we didn't go down there this week."
      *if ci_raid < week
        broad, trembling smile.  "Well, take heart, ${kuria}.  You've got their attention."
      
      "How many were there?"
      
      "No Architelone, needless to say.  But a good two score Alastor trackers in the woods.  And Phalangites moving along the road—at least thirty of them."

      You find your heart pounding harder.  "You're sure?"  The renowned Hegemonic infantry are usually only deployed along contested borders and in major cities, not against rural bandits.

      *if ci_raid = week
        Alira gives a brisk nod. "Saw some on a march once, just after the Halassur war heated up again.  There's no mistaking Phalangites."
      *if ci_raid < week
        Ciels's laugh is also shaky.  "My old mistress's son was a Phalangite captain.  I know their signs."
      
      Digesting ${taxscout}'s news, you mainly feel…
      *fake_choice
        #…elated.  They're treating me as a rebel, not a bandit.
          "Just think, ${taxscout}.  If we can get them deploying Phalangites here in the Outer Rim…as the rebellion spreads to other
          *if natl >= 50
             parts of Shayard, 
          *if natl < 50
            archonties,
          they'll keep sending them after us, until they stretch themselves so thin they can't fight us anywhere!"

          "As long as we can keep out of reach, ${kuria}."
        #…alarmed.  Phalangites would surely carve through my band with ease.
          "Our party would have needed the Angels' own luck to survive a force like that," you say, shaking your head.

          "Aye, it's a near miss we had there, ${kuria}."
        #…relieved.  We could easily have been caught in a lethal trap today.
          "Our party would have needed the Angels' own luck to survive a force like that," you say, shaking your head.

          "Aye, it's a near miss we had there, ${kuria}."
        #…vengeful.  That filthy Telone will pay for this.
          Bleys and his family will surely have been whisked away by the Hegemony—but you'll find him someday.

          "It's a near miss we had there, ${kuria}."
      ${taxscout} bows out of the tent.
      *if scoutrand > 3
        Soon afterward, the other scout returns with a similar report.  The rest of your outlaws are impressed when they hear that you narrowly saved them from a Phalangite ambush.
        *set morale +4
        *goto banditchoices
      *else
        
        The other scout never returns—and two days later, the news reaches you that the authorities caught him and have displayed his tortured corpse in the agora of Rim Square.  Your outlaws' relief at having escaped a Phalangite ambush is overwhelmed by their anger and grief for their slain comrade.
        *gosub 1cas
        *set morale -2
        *choice
          #I try to reclaim his body for an honorable burial.
            *if ha_foll < 10
              But you don't have enough healthy outlaws left in the band to do so.  All the schemes you come up with would need more people to have the slightest chance of success.  Far more, you have to admit to yourself.
              
              In the end, you are forced to turn your mind back to the handful of things your diminished band can yet accomplish.
              *set morale -5
              *goto banditchoices
            There are no shortage of volunteers for the mission.  Unfortunately, numbers and clever strategies are of no help; the Hegemony is prepared for you, and your party is discovered long before you get close to your fallen follower.  Between Phalangite assault and Theurgic fire, you've never been closer to death.
            *if com = 2
              Only your extraordinary combat skills prevent a total bloodbath—and you still leave ten dead bandits behind you.
              *gosub 5cas
              *gosub 5cas
              *set freefollowers -10
              *set morale -10
              *gosub foodcalc
              *goto banditchoices
            *else
              You barely escape with your life, and 
              *if freefollowers > 30
                twenty-five
                *gosub 5cas
                *gosub 5cas
                *gosub 5cas
                *gosub 5cas
                *gosub 5cas
                *set freefollowers -25
                *set morale -20
              *if freefollowers < 31
                *if freefollowers > 24 
                  twenty
                  *gosub 5cas
                  *gosub 5cas
                  *gosub 5cas
                  *gosub 5cas
                  *set freefollowers -20
                  *set morale -15
                *if freefollowers < 25 
                  *set d2n_num freefollowers
                  *gosub d2n
                  *set followers -freefollowers
                  *set nonkids -freefollowers
                  *set ha_foll -freefollowers
                  *set morale -(freefollowers*2)
                  *set dead +freefollowers
                  *set bandead +freefollowers
              outlaws die for your decision.  Among the survivors, morale plummets to new lows.
              *gosub foodcalc
              *gosub nofollcheck
              *if nofoll
                *goto nofollleft
              *goto banditchoices
          #I can't walk into that obvious a trap.
            You forbid your incensed outlaws to rescue the 
            *if ha_foll <= 3
              corpse; and too few are healthy to manage it.
            *if ha_foll > 3
              corpse.  Three of them try anyway—and the one survivor drags himself back into camp two days later, having only survived the swarms of Phalangites and Theurges by hiding for thirty hours in a latrine pit.  "You were right, ${kuria}," he says wretchedly. "They were watching Rim Square from every side—and they had enough force there to wipe out the whole band if you'd taken the bait."

              Looking around, you see that you need to speak quickly to keep your stunned bandits from losing heart. "Which makes this the ideal time for a raid anywhere else in the Rim."
              *gosub 2cas
            *gosub foodcalc
            *goto banditchoices
              
  *if (((taxman > 3) and (week = randtax)) and ((wrongweek = 0) and (taxman < 10))) and not(taxfail)
    *selectable_if ((freefollowers > 39) and (mesick < 3)) #Rob the Architelone on her winter tax procession.  (40 bandits, led by you)
      *set taxfoll 40
      *label taxraid
      *set violence +1
      *set freefollowers -taxfoll
      This is it—the week that
      *if taxrecon = 3
        Gorbel
        *if int = 2
          inadvertently
        identified 
      *if taxrecon = 4
        *if ismene > 9
          Ismene revealed
        *if sarinatou > 1
          you learned from the Sarinatou brothers
      *if bleys > 2
        Bleys identified
      as the Architelone's winter procession through the Outer Rim.  
      *if mesick = 2
        Despite your illness, you force yourself to stagger out of camp at the head of the raiding party.  Better to die on this raid than to miss so rare and precious an opportunity.
        
        *comment endif
      *if mesick != 2
        *gosub meraid
      *if ((((rad_raid < week) and not(radsick)) or ((el_here and (el_lead >= 1)) and (el_raid < week))) or (zv_raid < week))
        It could be a brutal fight—the aristarchs will not be letting the Architelone pass through their district unprotected.  Do you want to bring any of the band's best fighters and combat leaders with you?
        *choice
          *if (zv_raid < week)
            #I bring Zvad.
              *set zv_raid week
              *set zv_lead +1
              *set zvtax true
              *goto taxambprep
          *if ((el_here and (el_lead >= 1)) and (el_raid < week))
            #I bring Elery.
              *if telery and (e_rel > 0)
                "Damned right you do," growls Elery when you tell her you want her along. "After all we went through in that bloody kidnap, don't think you could leave me behind now."
                
              *set el_raid week
              *set el_lead +1
              *set eltax true
              *goto taxambprep
          *if ((rad_raid < week) and not(radsick))
            #I bring Radmar.
              *set rad_raid week
              *set rad_lead +1
              *set radtax true
              *goto taxambprep
          #I want to bring everyone who could possibly help.
            *if telery and ((e_rel > 0) and (el_raid < week))
              "Damned right you do," growls Elery when you tell her you want her along. "After all we went through in that bloody kidnap, don't think you could leave me behind now."
              
              *set el_raid week
              *set el_lead +1
              *set eltax true
            *if ((rad_raid < week) and not(radsick))
              *set rad_raid week
              *set rad_lead +1
              *set radtax true
            *set zv_raid week
            *set zv_lead +1
            *set zvtax true
            *goto taxambprep
          #No—I want to take sole credit for this raid.
            *set morale +5
            *goto taxambprep
          #No—I don't want to risk any of the other leaders.
            *goto taxambprep
      *label taxambprep
      *set d2n_num taxfoll
      *gosub d2n_np
      You lead your ${display_numb}-strong raiding party on a long nighttime trek to the far side of Rim Square.  The other outlaws are clearly shocked and fretful when instead of leading them in an attack, you order them to make camp in a forested commons, but they follow your orders without question.  It's close to dawn by the time they've set up their makeshift tents and camouflaged the site with thornbrush.  Only then do you tell them your actual target.

      When the astonished muttering begins to subside, you
      *if mesick = 2
        start to speak—but are cut off by a fit of coughing so violent it almost brings you to your knees.  A minute later, you hoarsely manage to
      explain, "What the Architelone's collected thus far might carry us through half a year.  The Keriatou will be guarding her well, so we've brought enough force to overwhelm them."
      
      *if mesick = 2
        The other outlaws glance at each other, plainly frightened by your physical frailty as well as the gravity of this raid.
      "And if they know we're coming?" a bandit demands.  "What if
      *if demerre > 1
        it's like the de Merre—what if
      they've brought more guards?  Or a bloody Theurge?  It's a damn long run back to the Whendward if we lose, ${kuria}, or if this is a trap."

      "They won't know.  They won't even have guessed," you declare with a confidence you only partly feel.  "Which of you suspected that we could discover the Architelone's plan, or that we would dare to raid her out here?"  Of course no one is going to answer, but you pause for a moment nonetheless, casting your eyes around the raiders. "Not one; and they won't have imagined it either."

      *if (rescuer = 0) and (mesick != 2)
        Nonetheless, you keep a hawklike eye on every person in the 
        *if radtax
          party, especially Radmar.  
        *if not(radtax)
          party.
        This is the moment of highest vulnerability, when a traitor sneaking away could trigger a disaster.
      *if mesick = 2
        You withdraw from the others to your bedroll, where you toss feverishly through the next night.
      For the next two days, no one leaves the staging camp—save for four trusted bandit scouts who keep watch on the road.  You brought no mules to give you away with their braying; you light no fires which might arouse curiosity.  And to your elation, on day three the tracker Alira dashes into camp with a fierce grin on her face.  "Arm up!  Arm up!  We've just done for their scouts…and the rest are hard on their heels!"
      *page_break
      The tax procession clearly had no expectation whatsoever of being attacked in force this far from the wilderness.  A third of the thirty Keriatou guardsmen and Alastors fall at once to your arrows; the panicking survivors manage to get their shields up and ring the Architelone's caravan.
      *if (com = 2) and (mesick != 2)
        You personally lead the charge that breaks them, barking orders to your outlaws as you fell one Keriatou hireling after another.  
        *gosub taxraidcas
        *if zvtax and radtax
          While 
        *if zvtax
          Zvad leads a pincer attack from the other side,
          *set taxcas -1
          *if radtax
            the 
        *if not(zvtax)
          The
        *if radtax
          axe-wielding Radmar presses forward at your right hand; his bloodcurdling battle-roar sends the enemy scrambling frantically out of his path.
          *set taxcas -1
        *if taxcas < 1
          *set taxcas 1
      *if (com < 2) or (mesick = 2)
        At that point they rally fiercely, and manage to throw back your first push.
        *if mesick = 2
          You are barely able to stand, let alone lead a charge against them.
          
          *set taxcas +2
        *gosub taxraidcas
        *if int = 2
          Do you want to use ${wisardry} 
          *if theuknown < 10
            discreetly
          to regain the advantage?  
          *if mesick = 2
            Despite your fever, you think you can hold your concentration.
          *set theuprob "I lose the advantage of surprise"
          *gosub usetheuch
          *if theuactnow
            the Keriatou's hired swords regain their confidence, you had better act now.
            *set theuactnow false
          *if not(theuspell)
            *goto taxelse
          *if theuspell
            *if theurgy >= 10
              *choice
                #I dim the light to the guards' eyes, half-blinding them.
                  *gosub dim
                  
                  *if (consc < 0) and (phial = 0)
                    And then your vision also goes dim, and you crumple to
                    *label txconsc
                    the ground.
                    *gosub morcas
                    *if arms < 20
                      *gosub 2cas
                      *set taxcas +2
                    *gosub 5cas
                    *set taxcas +(5+morcheck)
                    *goto taxwake
                  As your outlaws press in, the Architelone's guards falter and stumble.
                  *label taxcasresult
                  *gosub morcas
                  *set taxcas +morcheck
                  *if arms < 20
                    *gosub 2cas
                    *set taxcas +2                 
                  *goto taxsurr
                #I hamper their ability to fight with many small Changes.
                  *gosub polter
                  *if (consc < 0) and (phial = 0)
                    You struggle to stay conscious, but topple first to your knees, then face-first toward
                    *goto txconsc
                  *goto taxcasresult
                #Actually, I've decided it's time to be less discreet in my use of ${wisardry}.
                  *set theurgy -10
                  *goto indiscreet2
            *label indiscreet2
            *set theuknown 10
            *choice
              #I send the guards' weapons flying out of their hands.
                *if disarm = 1
                  The Keriatou guardsmen's swords are not like the clubs you have levitated before.  Their elemental mix feels heavier; you don't sense much fire or air that you could encourage upward.
                *if disarm = 0
                  The Keriatou guardsmen's swords remain some of the clearest objects in your blurred field of vision.  They are simple tools with a single, violent purpose.  They are also made of simple forged iron—a blend of elements, earth threaded with fire and water.
                You concentrate on the heavy earths that went into the blades and conceive of them behaving more like fire, moving in the exact reverse of their natural inclination.  
                
                You meet intense resistance, as if you're trying to move a mountain.
                *if blood = 0
                  Your skull feels like it's cracking in twelve places, and your veins writhe agonizingly under the skin of your arm.
                The swords twitch and shudder like live things, but the blood evaporates from your hand before you actually manage to levitate them.

                Though not disarmed, the Architelone's troops are plainly terrified by their twisting blades, and by the sight of a bandit chief performing Theurgy. 
                *if (consc < 0) and (phial = 0)
                  As you sink to your knees, fighting vainly to stay conscious, you manage a hoarse shout: "Swords—slay your masters!"  The last thing you hear are panicked screams and blades being thrown to
                  *goto txconsc
                *else
                  In an inspired moment you shout hoarsely, "Swords—slay your masters!"  Several guards actually drop their weapons with a shriek.
                  *goto taxsurr
              #I levitate the highest-ranking guard I can see.
                *gosub levitate
                *if (consc < 0) and (phial = 0)
                  As the other Keriatou hirelings break formation, screaming, you lose your fragile grip on consciousness and sink to
                  *goto txconsc
                The rest of the guards break formation, screaming, "Goety!"
                *goto taxsurr
              *if (arms > 10) #I enhance the sharpness of my bandits' blades.
                *gosub keen
                *if (consc < 0) and (phial = 0)
                  As your raiding party rallies enthusiastically, the world fades to white; the last thing you see is  
                  *goto txconsc
                *goto taxsurr 
        *label taxelse
        *set taxcas +(round(taxfoll/5))
        *if com = 0
          *set taxcas +6
        *set taxcas +morcheck
        *if arms < 20
          *set taxcas +3
        *if eltax
          *set taxcas -3
        *if radtax
          *set taxcas -3
        *if zvtax
          *set taxcas -3
        *if (taxfoll-taxcas) < 5
          *set taxcas (taxfoll-5)
        On the second push,
        *if (taxfoll-taxcas) < 10
          your own struggling outlaws are the ones who break—losing all confidence in the face of the better armed and armored Keriatou guardsmen.  You
          *if (eltax or zvtax) or radtax
            and the other leaders
          try to rally them, but their panic is overwhelming, and the moment quickly comes when you need to break and flee along with them to keep from joining the 
          *set d2n_num taxcas
          *gosub d2n
          other dead bandits.
          *set notoriety +40
          *gosub taxcasualties
          *set morale -(taxcas)
          
          "Worth a try, ${kuria}," 
          *if zvtax
            Zvad 
          *if not(zvtax)
            one follower
          rasps as you limp back toward camp empty-handed. "They weren't expecting it, and it'll have put them on edge."
          
          Given the general wretchedness of the faces around you, you suspect that none of the other survivors shares the sentiment.
          *if mesick = 2
            *page_break
            You barely make it back to camp before collapsing in fever.  
            *label madeyousick
            *gosub foodcalc
            For the next two days, you're vaguely aware of being 
            *if sickmules > 0
              lashed to a mule, or 
            carried in a sling-stretcher between two other outlaws.  In the evenings, you occasionally manage to speak for a few minutes with the somber-looking
            *if kids > 2
              children 
            *if kids <= 2
              men
            who spoon broth into your mouth.  But mostly you're lost in fever-dreams.
            
            You finally come to yourself and ask ${healer} feebly if he can send for ${deputy}. $!{dephe} arrives within a few minutes,
            *if taxman < 10
              face bleak. "Thank Angels, ${kuria}.  That raid was disaster enough without losing you to it."
            *if taxman >= 10
              looking
              *if (deputy = "Breden") and (bred_lover > 3)
                haggard but elated.  $!{xhe} examines you to confirm that you're on the mend, then kisses you.
              *if (deputy != "Breden") or (bred_lover < 4)
                immensely relieved. 
              "Thank Angels, ${kuria}.  No one's known whether to celebrate or mourn these last few days."
            
            "How are the rest?" you croak.
            
            *if foodstorelt < needfoodlt
              *set foodstorelt +(freefollowers*20)
            *if foodstorelt >= needfoodlt
              *if (freefollowers*25) < 822
                *set loot +(freefollowers*25)
              *if (freefollowers*25) >= 822
                *set loot +822
            *if taxman < 10
              "Morale's still low." ${deputy} shakes ${dephis} head. "We've brought in 
              *if foodstorelt >= needfoodlt
                enough to stay fed.  Next week, 
                *if deputy = "Zvad"
                  reckon we should try to do the same.  Don't think there's much appetite right now for another ambitious raid."
                *if deputy = "Breden"
                  we'll aim higher again.  See if we can restore their mettle."
              *if foodstorelt < needfoodlt
                the barley we can.  Not enough to make rations."  $!{dephe} lapses back into silence, and neither of you speaks for a long time.
            *if taxman >= 10
              "Now?" ${deputy} 
              *if deputy = "Zvad"
                almost smiles.
              *if deputy != "Zvad"
                laughs.
              "We robbed the Architelone, and they saw you almost kill yourself to make it happen.  They love you for it, ${kuria}." $!{dephe} claps you on the shoulder.
              *set morale +15
              *if foodstorelt >= needfoodlt
                "Reckon they'll follow you anywhere, now."
              *if foodstorelt < needfoodlt
                "Food is low.  Can't eat what we brought back from that raid.  But mettle is high."
            *goto taxpostsick
          *goto banditchoices
        however, they lose their cohesion and nerve.
        *if (not(eltax) and not(radtax)) and not(zvtax)
          *goto taxsurr
        *if eltax
          Elery's tactical 
          *if radtax or zvtax
            brilliance,
          *if not(radtax) and not(zvtax)
            brilliance
        *if radtax
          Radmar's 
          *if eltax or zvtax
            ferocity,
          *if not(eltax) and not(zvtax)
            ferocity
        *if zvtax
          Zvad's brutal skill in close 
          *if radtax or eltax
            combat,
          *if not(radtax) and not(eltax)
            combat
        and your own
        *if (mesick = 2) and (com > 0)
          fevered
        *if (com = 0)
          hapless
        determination prove too much for them.
        *goto taxsurr
      *label taxsurr
      
      When you finally shout, "Surrender! Or by Xaos you'll all end this day in the grave," the ten survivors throw down their weapons and raise their hands high in the air.  "Kneel!  Noses to the ground!" you order,
      *if mesick = 2
        body spasming with coughs,
      and send your bandits round to gather up the guards' abandoned arms.
      *achieve taxman
      *if taxcas < 5
        Only
      *if taxcas >= 5
        In all,
      *set d2n_num taxcas
      *gosub d2n
      of your raiders have fallen in the fierce combat.
      *set arms +30
      *gosub taxcasualties
      *if not(armsfirst)
        *gosub armsfirst
      *if firstkill = 0  
      
        Your eyes linger for just a moment on a fallen guard.
        *gosub firstknarr
      *if (theurgy < 4) and theuspell
        *set theuspell false
        *gosub theuwha
      
      As you approach the main wagon in the caravan, the Architelone Xedia draws back a curtain and stares at you defiantly.  Framed by white ${nere}ish furs, the olive skin of her face is mottled with emotion.
      *if frame > 0
        If you're going to "let slip" any evidence of who betrayed them, now is clearly the time—and the Architelone the best person to grasp the meaning of your hint.
      *choice
        *if (frame > 0) #I try to send them after Alaine Leybridge.
          *set ruth %+10
          *if frame = 2
            Somehow you don't feel inclined to frame Ismene de Galis, as you'd promised to Bleys.
          *if aristo
            She may be distant family, but she's family.
          *if radtax
            "Radmar!"
            *goto shouldcall
          *elseif eltax
            "Elery!"
            *goto shouldcall
          *elseif zvtax
            "Zvad!"
            *goto shouldcall
          *else
            "You there, boy!"
            *goto shouldcall
          *label shouldcall
          you call over your shoulder.  "See they don't break any of that crystal.  We'll want it intact."

          "Aye, ${kuria}."
          
          You see no need to further belabor the strangeness of bandits prioritizing one of the most fragile and difficult-to-fence goods in the caravan.  Stopping a few feet from the Architelone, you return her stare.
          *set alaine -50
          *goto archichat
        *if (frame > 1) #I try to send them after Ismene de Galis.
          *set ruth %+10
          *if frame = 3
            Alaine really is too valuable to sacrifice for something like this.
          You approach the caravan with a brash grin.  "So tell me now, kuria.  Which Houses have you taxed thus far?  I need to send them my thanks."

          "Your ambuscade comes too early, brigand." Xedia's fluent, scornful Koine has no trace of a Shayardene accent. "You'll gain little enough reward for this atrocity."

          "Are we in tim—?" 
          *if eltax
            Elery
            *goto stagy
          *elseif radtax
            Radmar 
            *goto stagy
          *elseif zvtax
            Zvad
            *goto stagy
          *else
            one of your outlaws
            *goto stagy
          *label stagy
          shouts, sounding just a little stagy to your anxious ears.

          "Shut it, 
          *if eltax
            Elery," you cut her
            *goto anychalc
          *elseif radtax
            Radmar," you cut him 
            *goto anychalc
          *elseif zvtax
            Zvad," you cut him
            *goto anychalc
          *else
            boy," you cut him
            *goto anychalc
          *label anychalc
          off. "Any chalcanthum in the wagons?"  You've confirmed that the alchemical mineral is one of the goods publicly favored by Ismene de Galis, and one on which she is regularly taxed.

          A few minutes later, the call comes back: "But a little.  We'll load up what they've got."

          You nod, allowing a pleased, smug expression to linger on your face.  Then you cut it off and address the Architelone.
          *set ismene -20
          *goto archichat
        *if (frame > 0) #I tell them that they were betrayed by Bleys the Telone.
          Odds are they'd kill Bleys anyway, and you don't want to risk them blaming someone more useful to you.  You halt two yards from the Architelone and return her stare.
          *set frame -20
          *set ruth %+15
          *goto archichat
        #I order my followers to kill the guards and Architelone.
          *set frame 0
          *set ruth %+20
          You nod to 
          *if radtax
            Radmar.  In near-unison, he and a dozen of your other followers 
          *if not(radtax)
            your bandits, who
          raise their weapons and bring them down on the exposed necks and skulls of the surrendered guards.  One or two of the victims are able to scream, several more flail horribly in the mud—but within seconds all the guards are still.

          Then you close the distance between you and the stricken-looking Architelone Xedia.
          *goto archislay
        *if (frame > 0) 
          #I spare them, but give them no clue as to how we knew they would be here.
            *set frame 0
            Stopping a few feet from the Architelone, you return her stare.
            *goto archichat
        #I kill the Architelone, but spare the Keriatou's hired guards.
          *set frame 0
          As your followers bind up the hands and feet of the trembling guardsmen, you step up to Architelone Xedia's carriage window.
          *goto archislay
        *if (frame = 0) #I spare them all.
          Stopping a few feet from the Architelone, you return her stare.
          *goto archichat
      *label archichat
      "Kuria…we have every right to kill you for plundering the wealth of Shayard."

      "'Right'?" Behind Xedia's flinty incredulity, you can hear a flutter of desperation.  "You have defied Xthonos and Its servant the Thaumatarch.  You serve only Xaos. What you merit by right, ${lname}, is a long and painful death!"  The Karagond tax collector thrusts out her chin at you, clearly expecting an interruption or attack. Instead, you shrug with an exaggerated expression of patience, and she stumbles gamely on: "And one day it will come to you…and all true-hearted subjects of the Hegemony will rejoice."

      You continue to watch her expressionlessly, letting the silence linger until she starts to tremble.  At last, you clear your throat. "Anything else?"

      "Damn you, ${girl}," the Architelone whispers.  "Do what you mean to."
      *page_break
      "Very well," you say briskly.
      *if mesick = 2
        The world is starting to swim before your eyes, and your head is ablaze with fever.  You need to be done with her soon.
      "Here's what I mean to do, kuria.  I'm sending you back with a message."

      She blinks, swallows.  "What…what are you…"

      "Go back to your masters.  Tell them that I intend no Shayardene to pay tax to any Karagond.  It's been kind of you to collect these particular goods on our behalf, but your service is no longer required.  The next Architelone who sets foot in the Rim—or any other part of Shayard within our reach—will return to Aekos in small pieces."

      Xedia nods stiffly.  She's clever enough to recognize that your "message" isn't for the Hegemony—it's for those who dream of no longer being taxed.  But the sudden hope of survival is stronger than any impulse to defy or mock you further.   "I'll tell them so, bandit."

      "Good." 
      *set cred_a +10
      *set cred_m +20
      *if frame < 0
        You lean in, speaking at a level only she and you can hear.  "One more price, kuria.  A mercy for a mercy."  She glowers back at you suspiciously. "When you investigate your mischance, you're sure to discover that we have been holding the family of Bleys the Telone."

        The air hisses audibly through Xedia's narrowed nostrils.  "Is that what you want us to believe?"

        You shrug.  "I want you to believe that you also owe your life to Bleys.  I don't need you alive to deliver my message, kuria.  But I'm letting you live—as I expect you to let him and his family live.  He betrayed you, but under gravest duress.  And I regret ruining the man."

        Her eyes have gone wide, her teeth clenched, but she manages to say, "He will live.  You have my word."

        "I'm glad we understand each other."
        *page_break
      You beckon over one of your outlaws on binding-and-gagging duty and nod toward the Hegemonic High Tax Collector.
      *set taxman 10
      *goto taxplunder
      *label archislay
      *set anarchy +3
      *set notoriety +20
      "I have a message for your masters, kuria."

      "Do you, brigand."  The Karagond woman's voice is a harsh whisper.

      "The Thaumatarchy has no tax-right in 
      *if natl < 50
        any conty, least of all
      Shayard.  It's been kind of you to collect these goods on our behalf…but your service is no longer required."

      "Damn your eyes, ${woman}," Xedia shrieks as you raise your
      *if weapon = "sword"
        sword.
      *if weapon != "sword"
        axe.
      "You'll die for th—"

      The fur-lined sleeves of the Architelone's robe are perfect for cleaning her blood from your face, arms, and weapon.
      *set taxman 11
      *label taxplunder
      *set wealth +1126
      Your followers gather up all the coin and whatever else is light and robust enough to survive a rapid drive back to the Whendward on the Architelone's sixteen mules.
      *if alaine < 0
        (The ${erretsin} crystal will of course be shards by the time you get it home, but that's a cost of framing the merchant).
      Anything else, you trample into the mud, break, or burn.
      *if taxman = 10
        You glance at the helpless guards and order your outlaws to:
        *choice
          #Kill them.  The only person I need to deliver my message is Xedia.
            *set ruth %+20
            *if aristo
              There's no honor in slaughtering captives,
            *if helot
              It's a bleak and unsavory business, 
            but your followers set to work without argument.  They know too well that any survivor of this battle is one you'll likely face again.  One or two of the victims are able to scream, several more flail horribly in the mud—but within seconds all the guards are still, and you're beckoning your raiders back toward the wild.
            *goto ravenrun
          #Break their knees.  They'll not come to fight me again.
            *set ruth %+25
            *set morale -2
            *set notoriety +5
            Your enemies howl and sob shrilly through their gags as your bleak-faced followers maim them.  After the last club-blow falls, you beckon your raiding party back toward the wild. "Make haste, now."  You do your best to ignore the continuing screams as you move off.
            *goto ravenrun
          #Set off at speed.
            You've no desire to kill a defeated enemy, let alone stoop to mayhem.  All you want is to get back to the wild as swiftly as possible.
            *goto ravenrun
          #Sheathe their weapons.  Then I invite the sellswords to join our revolt.
            *set ruth %-10
            *set morale -10
            "You'll come to no further harm, whatever you decide," you insist magnanimously.  "We're no monsters, whatever you've heard in the Rim.  This rebellion is the
            *if skep <= 50
              will of the Angels and the
            future of 
            *if natl > 50
              Shayard.  
            *if natl <= 50
              all four conties.
            And this is your chance to join us…instead of continuing to serve my
            *if aristo
              Keriatou cousins
            *if helot
              old masters
            and this Karagond thief."
            
            The ten former Keriatou guards drown each other out in their eagerness to accept your offer.  (It's just possible that they doubted your promise to leave them unharmed if they refused.)  When you step forward and cut them free, several begin to weep and pray the Angels' blessings on you.
            
            Your own surviving outlaws are markedly less ecstatic.  "$!{kuria}!" 
            *if radtax
              Radmar
            *if not(radtax) and eltax
              Elery
            *if not(radtax) and not(eltax)
              an injured yeoman
            protests over the muttering of the rest. "How can you ask us to share bread with them?  They'll cut our throats and run back to get gold for whatever secrets they've ferreted out."
            
            "They'll get no blades for throat-cutting until they've proven their loyalty.  And the reward for anyone who fled back to the Rim would be a Harrowing."  You beckon your followers away from the stricken-looking Architelone. "Now let's make haste.  It's a long way back to the wild."
            *set followers +10
            *set newfoll +10
            *set nonkids +10
            *set ha_foll +10
            *goto ravenrun            
      *if taxman != 10
        Then you set off at speed.  
      *label ravenrun
      
      "It's the ravens we need to outrun, ${kuria}," 
      *if zvtax
        Zvad 
      *if not(zvtax)
        a bandit
      murmurs tautly at your shoulder.  "Anyone within ten miles will see the carrion birds winging their way here and wonder what's drawn them.  And if it's a Theurge asking the question…"
      
      You know that for the next four or so hours, you'll be pushing through exposed fields along muddy farm tracks.  The route you've chosen doesn't pass any farmhouses directly, and keeps you to the trees where possible.  Nonetheless, you encounter more than one small group of yeoman farmers, who regard your well-defended mule train with shock and alarm.
      *choice
        *selectable_if (mesick != 2) #I toss each group some coin, grinning, and say, "The Thaumatarch wishes to make amends for his earlier thefts."
          *set wealth -48
          *set cred_y +10
          Some of the farmers scramble away from the fallen drachems and twine their fingers at you to invoke Angelic protection.  Others laugh admiringly and pocket the coin, winking at you or even sketching a quick bow.
          *goto taxrelief
        *selectable_if (mesick != 2) #I proudly declare, "The Hegemony will send no more Telones to the Rim."
          *set cred_y -5
          None of them respond with the cheer you'd expected, and one shouts, "They'll send more Alastors, Angels help us!" before striding off with some haste.  You suppose it's true that the Telones are primarily a problem for
          *if helot
            the
          nobles; the yeomen are worn down by tithing to the Ecclesiasts and Alastor extortion.  But easing their pain is a problem for another day.
          *goto taxrelief
        *selectable_if (mesick != 2) #I stare grimly at them and say, "Anyone who speaks of what they see here will lose both eyes and tongue."
          *set ruth %+10
          *set cred_y -10
          Your menacing demeanor seems to have the intended effect: they scramble back to their homes at once, yelling for other family members to get indoors.  [i]As if we were a storm[/i], you think wryly.  One or two of the farmers twine their fingers at you when they don't think you're looking, to invoke Angelic protection.
          *goto taxrelief
        *if (mesick = 2) 
          #I'm too ill to do anything but cling to one of the Architelone's mules.
            The farmers whisper as you stagger past them.  You can't imagine you're leaving the best impression on the yeomanry of the Rim.  But at the moment, all that matters is that you keep putting one foot in front of the other, fast enough to stay ahead of the Theurges.
            *set cred_y -5
            *goto taxrelief
      *label taxwake
      When you wake up, you are being carried in a sling between two bandits, on your way back to the woods. 
      *page_break
      *if (theurgy >= 10) and (theuknown <= 4)
        *gosub cravenmad
      *if theurgy < 4
        *gosub theuwha
      
      When you ask what became of the Architelone and her guards, the answer is short and savage: "Killed them all, ${kuria}. It was a hard fight after you fell, but we overran them in the end.  And we've got all this to show for it."  The outlaw gestures proudly back at a train of mules laden with everything the Thaumatarchy had so far claimed from the Outer Rim.
      *set anarchy +3
      *set notoriety +20
      *set taxman 11
      *set wealth +1126
      *set frame 0
      *label taxrelief
      
      When you reach the edge of the wild without being attacked, you begin to breathe normally; and when you're two hours into the woods, you begin actually to believe that you've gotten away with it.  As you drive the mules back into your camp, the survivors of your raiding party erupt in delirious cheers.  
      
      You're hoisted to their shoulders and borne into the tent cluster like the victor in some Karagond triumphal procession: "[i]${fname}!  $!{kuria} ${fname}![/i]"
      *set notoriety +70
      *set anarchy +6
      *set morale +30
      *set cred_a +5
      *set cred_m +10
      *set mules +16
      *set archmules +16
      *set taxloot 8365
      *if bleysfam >= 20
        *set slur "Child-Killer"
        *set childkiller true
        *set notoriety +10
      *if mesick = 2
        *page_break
        Within hours of your triumph, however, the shakes and fever have claimed you completely.
        *goto madeyousick
      *label taxpostsick
      *if bleys > 2
        *page_break
        *set hostfood 0
        *if (frame <= 0)
          Within a week, the
          *if frame < 0
            unsurprising 
          news reaches you that Bleys Meriwether has been publicly executed for betraying the Architelone.
          *if frame = 0
            The evidence against him is rumored to have been threadbare at best, but in the absence of a more compelling suspect, Hegemonic justice settled on him.
          He was stripped naked, his arms nailed to the back of a horse-drawn wagon, and he was dragged to the nearest town with a Harrower.
          *set bleys_execute true
          *if bleysfam >= 20
          
            You also learn that the Thaumatarchy has accused you of inducing the Telone's treason by threatening and murdering his family.  Ecclesiasts and Diakons across the Rim warn their congregations about ${fname} Child-Killer with grisly enthusiasm.
            *set cred_a -5
            *set cred_m -5
            *set cred_p -5

          Ciels soon rejoins the main group, having released Bleys's wife and
          *if bleysfam >= 20
            son
          *if bleysfam < 20
            children
          on your orders.  You take ${him} aside and ask quietly,
          *gosub releasehuette
          *gosub huettexaos
          *goto endobandit
        *if frame > 0 
          A few days after your
          *if mesick != 2
            great success
          *if mesick = 2
            recovery
          you convey a discreet message to Bleys, summoning him back to the woods. Half an hour late for your midnight meeting, he limps raggedly up the track.  When he sees you silhouetted alone atop the hill, he stops and looks wildly around.  "Huette?  Jerom?  Noemi?"
          
          "Not here, Telone. Just me."  And the invisible Ciels, of course, making sure no one's followed the stoop-shouldered man.
          
          "I played you true," Bleys pleads, sounding hoarse and close to tears.  "$!{kuria}…you must know it.  You robbed Xedia with barely a fight.  The surprise was total."

          "And
          *if alaine < 0
            Alaine Leybridge?"
            *set cred_m -30
          *if ismene < 0
            Ismene de Galis?"
            *set cred_a -30
          
          The Telone hesitates for only a moment.  "Taken by 
          *if protection != 1
            a Keriatou delegation the day afterward.  
          *if protection = 1
            Alastors in the Southriding, I heard yesterday.
          Accused, confessed under torment, condemned, Harrowed.  A shining example of Hegemonic justice."

          "So you're not under suspicion."

          Bleys gives a hollow laugh.  "Oh, I'd not say that, ${kuria} ${lname}.
          *if alaine < 0
            Alaine's fellow merchants
          *if ismene < 0
            Ismene's few friends and kin
          are sure that she was falsely accused.  They're not willing to just let it slide, and they've begun muttering to higher folk than the Keriatou."

          "Muttering against you?" you frown.

          "You sound surprised, ${kuria}.  To suspect a grubby little Telone is only natural.  Had you not pointed so clear a finger at another culprit, I'd surely have been the one in the Harrower."  His smile is mirthless.  "Come to think of it, I can't imagine her defenders are all that happy with you either."
          *choice
            #My smile is equally bleak.  "They were never likely to be my warmest supporters."
              "There's a difference between despising you and actively seeking revenge against you."  In the moonlight, you can clearly see the line of a tear on Bleys's cheek.  "As we are both likely to discover."
              
              You fold your arms against nervousness.  "You expect them to avenge
              *if alaine < 0
                the merchant
              *if ismene < 0
                Lady de Galis
              on you?"
              
              "The hunt is underway, ${kuria}.
              *goto bleys_suspect
            #"How do you plan to escape their revenge?"
              In the moonlight, you can clearly see the line of a tear on Bleys's cheek.  "Escape may not be entirely likely, ${kuria}.  
              *label bleys_suspect
              Architelone Xedia left the Rim suspecting nothing, I'm sure…but the Alastor captain stopped by yesterday to ask after my family, and there was something in his eye.  Pleasantries today…questions tomorrow."

              "What do you mean to do, then?"

              "Find out if you've killed my family," Bleys snarls, hands poised in the vicinity of his belt.  "If so, I assume you'll spare the Hegemony the trouble of killing me."

              "And assuming we haven't?"

              The Telone looks thrown off balance.  "I…I would need to take counsel with Huette.  She'd probably think we can brazen it out in Rim Square."
              *if bleysfam >= 20

                Sighing, you step back and wave a hand eastward. "Well, go back down the way you came.  Your family will be at the road."
                *goto bleysdismiss
              *choice
                #"Then you'd best go talk with her.  Your family are waiting back at the road."
                  *goto bleysdismiss
                #"Or you could run.  A large enough city—Shayard, or Kellsbier?"  
                  "$!{kuria}, no offense, but…I don't need your damned counsel."  Bleys's whole body is trembling.  "I need you to give me back my family, if indeed they're still alive."

                  Sighing, you step back and wave a hand eastward. "Very well.  Go back down the way you came.  You'll find them at the road."
                  
                  *goto bleysdismiss
                #"Or you could join our rebellion."
                  *label joinus
                  *set ruth %-25
                  Bleys goes rigid, then laughs shrilly.  "Oh, that's a pretty suggestion, ${kuria}. A Telone running bandit in the woods?"  As you stride toward him, his smile vanishes; his fingers dart under his cloak and emerge clutching a dagger.

                  You ignore it and only stop a few paces away. "You know how wealth moves through the Outer Rim and beyond.  You know how the aristarchs try to protect their interests.  You know more than we ever will about who buys what goods—and who might buy from us."

                  "This is your game?"  The Telone's drawn face becomes ugly.  "Bring me here not to release me, but to draw me further in?  Keep my family under threat, so I'll be your thrall forever?"

                  "Your family are waiting for you at the road," you reply evenly.  "I'll never threaten you or yours again, Bleys.  We're likely to survive this winter because you betrayed your master; and we're not ungrateful."  

                  "Spare me your—"

                  "When you chose to play us true…" 

                  "[i]Chose?[/i]"

                  "…the only threat to you became the Karagonds and the Keriatou.  I recognize that I've put you in a position where they'll likely kill you and your family before Angelday.  So I'm offering you your one true chance to escape them."  Bleys suddenly falters in his effort to speak over you; you extend a hand to him, palm upward.  "They're the ones who hold you in thrall, Bleys.  This is your chance at freedom.  For yourself and for your children."

                  The Telone eyes you bitterly down the length of his dagger.  "Even assuming that Huette and I would consider this…let's be plain, ${lname}.  I despise you.  I've pled with the Angels to rot your bowels, to boil your eyes…"
                  *choice
                    #"Enough," I snarl.  "$!{oath}, go your own way, man.  I've no interest in swallowing any more of your bile."
                      "Even so," Bleys spits.  "Nor I in sharing bread with the ${woman} who threatened to murder my children!"  
                      *label bleys_limpaway
                      *set bleys 9
                      He limps away painfully.

                      "Well.  It was an idea," you grumble to Ciels when ${he} slips out of the trees a minute later.

                      "Not your finest, ${kuria}," Ciels replies, sounding relieved.  "I'd not be the only one to balk at having a Telone for a comrade."

                      You sigh.  "Perhaps so.  So let him take his family back to the tender mercies of the Keriatou.  We've our next steps to plan."
                      *goto endobandit
                    #I cut him off sharply.  "Be off then.  You're right.  I could never trust you."
                      "And for my part," Bleys growls, "I'd sooner trust myself to the Alastors than to the ${woman} who threatened to murder my children."
                      *goto bleys_limpaway
                    #"I've got enough friends.  What I don't have is a Telone."
                      Bleys's glare remains unwavering, even as he shakes his head bemusedly.  "You truly expect me to subject my children to the life of a wandering bandit?"

                      "Little Jerom and Noemi?  I hear they've enjoyed it."  You hold up a hand to forestall the explosion you see building behind his eyes.  "Worried for you, obviously, and frightened at first.  But Ciels has looked after them like ${his} little brother and sister, and they've already learned more woodlore from ${him} than I ever knew…"

                      "Don't!" Bleys says savagely.  "Don't bloody pretend this is going to be pleasant, ${kuria}.  To share bread with the ${woman} who threatened to murder my children?  Don't for [i]Xaos'[/i] sake talk as if we're going to be some sort of family.  Don't even speak their names at me."

                      "As you say."  For a while, the two of you face each other in silence.  
                      *if kids > 2
                        "If it's worth aught to you…there are already 
                        *set d2n_num kids
                        *gosub d2n
                        children in my care, Telone.  And I went hunting your master Xedia to keep them alive."

                      "I'll speak with my wife," Bleys replies at last.  "More than that I can't promise."

                      "Well and good."  You nod at his blade with a wry expression.  "Now for Angels' sake: sheathe that before Ciels puts an arrow in you.  I'd like to think that if you had jabbed it at me a little more forcefully, ${he}'d have done it already."

                      The rest of the band are shocked and frankly a little disgusted when you return to camp with Bleys and his family.  You knew that many would struggle to accept a despicable Telone as a comrade—especially those who are most zealous for a free Shayard.  Few lackeys of Karagond attract so much hate; and of the ones who are equally hated, none are less feared.
                      *achieve bleys
                      *set ha_foll +2
                      *set hc_foll +2
                      *set nonkids +2
                      *set kids +2
                      *set followers +4
                      *set newfoll +4
                      *if aristo
                      
                        Your father, of course, looks like he's about to choke on his own bile.
                      *set cred_a -10
                      *set cred_m -10
                      *set natl %-10
                      *set morale -3
                      *gosub foodcalc
                      *choice
                        #I actively encourage the band to welcome the ex-Telone and his family.
                          *set ruth %-5
                          *set bleys 12
                          *if pin > 0
                            You ask Pin to take Bleys's son and daughter under her wing, starting with one of the children's regular fuel-gathering expeditions.  With the formidable Pilyin Thatcher as their patron and protector, little Jerom and Noemi escape the bullying they would likely otherwise have encountered.
                              
                          Huette, a leech by vocation, joins Terret Abler in the healers' tent.  At first the sick treat her with open contempt—but she's clearly developed a thick skin over her years as a Telone's wife, and her combination of toughness and skill soon earns her grudging respect.

                          You yourself treat Bleys as a welcome guest and often dine with him.
                          *if cha = 2
                            A less charismatic leader might have been dragged down by so publicly embracing a traitor to Shayard.  But you speak of Bleys as a hero, whose decision to join you brought down the Architelone; and before long, you see that attitude begin to seep into others in the band as well.
                          *if cha < 2
                            *set morale -3
                            It leads to murmuring against your leadership, of course.
                            *if (el_here) and (el_raid < week)
                              At first Elery Skinner is almost openly rebellious—"Bringing these snakes into our midst? Then what by Xaos are we fighting for?  Or who?"—but
                              *if (deputy = "Breden") and (br_raid < week)
                                after a stern talk from Breden, she starts swallowing her objections.  Breden even joins you a few times in dinner conversations with the ex-Telone, and ${xhis} charisma goes some ways toward reconciling the band to Bleys's presence.
                                *set morale +3
                              *if (deputy != "Breden") or (br_raid >= week)
                                *if elezvad > 0
                                  Zvad has a word in her ear and she starts swallowing her objections.
                                *if (e_rel > 5) and (elezvad = 0)
                                  she eventually tones down her rhetoric out of respect for you.
                                *if (e_rel <= 5) and (elezvad = 0)
                                  *set el_lead +1
                                  *set e_rel -1
                                  she soon becomes less public in her complaints, confining them to a group of like-minded malcontents.
                                *if (bred_here) and (br_raid < week)
                                  You never see Breden in the group, somewhat to your surprise, but ${xhe} certainly doesn't go out of ${xhis} way to join you in welcoming the ex-Telone.
                              
                          Bleys remains stiff and formal around you, but after a few weeks he thanks you grudgingly for the way you've helped his family.
                          *goto endobandit
                        #I'm not going to further hurt my authority as leader by embracing him.
                          You don't speak more to Bleys than you need to, or speak of him when others don't raise the topic.  Left to fend for themselves, the ex-Telone's family withdraw into their corner of the tent and spend little time with their hostile fellow outlaws.  Huette, a leech by training, eventually finds a measure of acceptance in the healers' tent. But the children are bullied, and Bleys bears endless insults with stony detachment.

                          When you mention that you know it hasn't been an easy arrival, Bleys flatly says, "No more than a Telone's lot, ${kuria}."
                          *set bleys 11
                          *goto endobandit
                        #Bleys said it himself: we're not going to be friends.  I regain credibility by insulting him and making clear that he's only a tool for our use.
                          *set bleys 10
                          *set natl %+7
                          *set ruth %+5
                          *set morale +7
                          The ex-Telone and his wife bear your mockery with stony detachment.  Your band are relieved to see that you haven't gone soft on the Hegemonic enemy, and forgive you even as they join the morale-boosting game of taunting Bleys and Huette.  The children quickly pick up on the mood too; Bleys's young son and daughter are mercilessly bullied.

                          Bleys's expression of hatred when he looks at you intensifies with each passing week—but he says nothing.
                          *goto endobandit
            #I shrug dismissively and end the conversation: "Your family are waiting for you at the road."
              *label bleysdismiss
              *if bleysfam >= 20
                You don't tell Bleys that only his wife and son will be there;
                *if bleysfam < 24
                  how could you explain his daughter's death?
                *if bleysfam > 24
                  no need to introduce any further complexity.
                
              His face goes taut, as if suspicion and hope were pulling it in opposite directions.  "They're well?"

              "We've looked after them as well as we could, Telone."  You nod at his trembling hands.  "So you can pull out that knife under your cloak, and try your chance at revenge…or collect those who love you, and rebuild your life."

              Bleys doesn't move.  "Until next time you want something of me, ${kuria} ${lname}?  Until you get curious about where the Keriatou store their goods in trade, or in what week the Guild merchants will be moving steel into the Rim?"
              *choice
                *if (bleysfam < 20)
                  #"Well, that brings me to the third possibility: you could freely join my rebellion."
                    *goto joinus
                *if (bleysfam >= 20)
                  #I almost invite him to join our rebellion…but of course, his daughter's death rules out that possibility.
                    "I'll not threaten you or yours again, Bleys.  We're likely to survive this winter because you betrayed your master; and we're not ungrateful."

                    *goto nomorethreat
                #"I don't plan on threatening you again."
                  *label nomorethreat
                  Bleys barks out a laugh and starts limping eastward.  "We'll see.  If I live long enough, I expect I'll draw your eye again."  He glances back at you a few yards on.  "But it wouldn't go the same way a second time, ${kuria}.  Be assured of that."
                  *label athreat

                  "Was that meant as a threat?" you ask Ciels incredulously when ${he} slips out of the trees a minute later.

                  "Just sounded like wind to me, ${kuria}," the tracker shrugs.

                  You sigh.  "Well, let him take his family back to the tender mercies of the Keriatou.  We've our next steps to plan."
                  *set bleys 8
                  *goto endobandit
                #I shrug, cold-faced. "If you want us to just ignore you…consider not being a Telone."
                  "Next time—if I live long enough for there to be a next time, ${kuria}—things will not go the same way between us." Bleys limps away painfully.
                  *goto athreat
      *label endobandit
      *if mesick = 2
        *goto weekend
      *goto banditchoices
  *if (((taxman > 3) and (week = randtax)) and (((freefollowers < 40) and (wrongweek = 0)) and (taxman < 10)))
    *selectable_if ((freefollowers > 17) and (me_raid < week)) #Rob the Architelone on her winter tax procession. (Every healthy outlaw, led by you)
      *set taxfoll freefollowers
      *goto taxraid
  *if ((taxman > 2) and (week = wrongweek))
    *selectable_if ((freefollowers > 39) and (me_raid < week)) #Rob the Architelone on her winter tax procession.  (Forty bandits, led by you)
      *set taxfoll 40
      *label taxtrap
      *set violence +1
      *set freefollowers -taxfoll
      *gosub meraid
      You lead your raiding party of
      *set d2n_num taxfoll
      *gosub d2n
      outlaws down to ambush the tax procession.  For two days, you stay poised in a forest on the far side of Rim Square, sending out scouts to locate your quarry.
      
      You never get a whisper of the Architelone's presence—but on the third day, one of your scouts lurches into your camp, bloodied from a great slash down his ribs.  "Troops everywhere," he gasps.  "Almost…surrounded us."
      
      As you lead the retreat hurriedly toward the deep Whendward wilderness, you crash through a line of a dozen Hegemonic soldiers, and the forest erupts in yells, blowing horns, and clashing metal.  You realize with a sudden shock of fear that half of the swordsmen advancing on you aren't Alastors.  They're wearing the red scale mail with silver omphalos of Phalangites—the Hegemonic infantry, the best trained and armed troops in Shayard—and they maintain a fluid formation even as they move through the trees.
      
      *if com = 2
        Without your own natural instinct for battle, you might all have died.  As it is, you
        *set taxcas round((taxfoll*2)/5)
        *goto taxscatter
      *elseif ((((rad_raid < week) and not(radsick)) or (el_here and (el_raid < week))) or (zv_raid < week))
        Without 
        *set taxcas round((taxfoll*3)/5)
        *if (el_here and (el_raid < week))
          Elery's tactical brilliance
          *set el_lead +1
          *set taxcas -3
          *if ((rad_raid < week) and not(radsick)) or (zv_raid < week)
            or
        *if ((rad_raid < week) and not(radsick))
          Radmar's 
          *set rad_lead +1
          *set taxcas -3
        *if ((rad_raid < week) and not(radsick)) and (zv_raid < week)
          and 
        *if (zv_raid < week)
          Zvad's 
          *set zv_lead +1
          *set zv_raid week
          *set taxcas -3
        *if ((rad_raid < week) and not(radsick)) or (zv_raid < week)
          brutal skill in close combat,
        you would have been all but wiped out.  As it is, you 
        *if taxcas < ((taxfoll*2)/5)
          *set taxcas round((taxfoll*2)/5)
        *goto taxscatter
      *else
        You
        *set taxcas round((taxfoll*4)/5)
        *goto taxscatter
      *label taxscatter
      survive only by scattering at once, into too many small groups of fleeing bandits for the Hegemonic soldiers to pursue effectively through the forest.

      There are miles of farm and pasture between you and the Whendward, however.
      *if com = 2
        You salvage a moment of glory from the catastrophe when you rally some of your best fighters, double back through the trees, and hit the overconfident Phalangites from the rear.  Scattering them, then resuming a fighting retreat costs you eleven good rebels.  But it saves many more, by slowing and dismaying the Hegemonic pursuit just as you reach the exposed country where your followers are most at risk.
        *set firstkill 1

        *if ((rad_raid < week) and not(radsick))
          Throughout, Radmar fights at your right hand like a man possessed.  If you'd had any doubts about his loyalties before, it's harder to sustain them after seeing him fell three Phalangites with his axe.
      *if com < 2
        Many of your outlaws are shot down or cornered in the exposed country.
      *if com = 0
        You manage to lead your own group straight into a Phalangite squad.  Even though you outnumber the enemy, they slaughter your outlaws like sheep; an arrow shallowly but agonizingly pierces your own shoulder blade as you flee.
        *set taxcas +3
      A Theurge soars out of the sun just as you make it back to the wilderness; one of your fleeing groups is consumed by vitriolic fire.
      *page_break
      When you finally creep back into camp with the other survivors, the scale of the catastrophe becomes clear.
      *set d2n_num taxcas
      *gosub d2n_np
      $!{display_numb} of your followers are dead.  The survivors openly rail against you for leading them so deep into civilized territory on the mad hope of raiding the Architelone.
      *gosub taxcasualties
      *set morale -taxcas
      *if ((rad_raid < week) and not(radsick))
        *set r_rel -3
        *set rad_raid week
        "How by all swiving Angels did you let yourself get taken in by
        *if (taxrecon < 8) and (taxman != 3)
          some oil-fingered merchant?"
        *if taxrecon = 8
          this aristo cousin of yours?"
        *if taxman = 3
          that crook-backed Telone?"
        Radmar roars when you confess how you were led into the trap.
        *if taxrecon = 8
          "What are you thinking, ${kuria}—taking your marching orders from Them?  Why are you even still talking to them?"
      
      *if ruthreal < 45
        Pressed by the band, you
      *if ruthreal >= 45
        You
      look for an opportunity to revenge yourself on
      *if taxrecon = 5
        Gorbel, but the alchemical trader is gone—moved to the Southriding, by local accounts, and no telling when he'll be back.
      *if taxrecon = 6
        the merchant who led you astray—but he's gone.  Came into quite a bit of money and moved to the Coast to set up a new venture, by the local account.
      *if taxrecon = 7
        the merchant from the Owlscap—but when you reconnoiter the House he belonged to, you hear that the masters are grumbling about the trader's abrupt departure. "Ten years with the House, but no loyalty.  As soon as he comes into a bit of money, he vanishes off to the Coast to set up some venture of his own."
      *if taxrecon = 8
        Ismene, but discover that she's left on a trading journey.  Merely destroying her property in her absence feels too petty (and risky) a response to her treachery. When she herself is back in your reach, you'll teach her the cost of betraying you.
      *if taxman = 3
        Bleys, but learn that he and his family were whisked out of Rim Square on the day you were ambushed.  They'll be settled in some other town now—probably the furthest corners of the Coast, to keep him well out of your reach.  
        
        The Telone played you for a fool, and there's nothing you can do about it.
      All you can do now is try to salvage your sinking credibility by planning another raid—and this time, succeeding.
      *page_break
      *goto banditchoices
  *if (taxman > 2) and ((week = wrongweek) and (freefollowers < 40))
    *selectable_if ((freefollowers > 17) and (me_raid < week)) #Rob the Architelone on her winter tax procession.  (Every healthy outlaw, led by you)
      *set taxfoll freefollowers
      *goto taxtrap
      
  *if (((barn < week) and (freefollowers > 6)) and ((barnstand < 1) and (nothief < 2))) and (((((nothief = 0) and (yeobarn < week)) or (((freefollowers > 9) and (tithebarn <= week)) and (barnrecon = 0))) or (((tithebarn < week) and ((barnrecon = 3) and (freefollowers > 29))) or (((nothief = 0) and (aristobarn < week)) and (freefollowers > 24)))) or (((nothief = 0) and (helbarn < week)) and (freefollowers > 6)))
    #Raid the winter grain barns in the lowland farm country.  (At least seven bandits.)
      *if barnblurb
        With the band moving on to a new camp, there will be new barns in range of your raiders this week.
        *goto choiceofbarns
      *set barnblurb true
      Most folk across the Shayard Rim have some barley stored away for the winter.  The biggest stocks are generally held by grand estate holders, with their own grain supply in a personal barn and their helots' supply in a larger, shoddier building.  
      *if nothief = 1
        But your determination to raid only the forces of the Karagond Hegemony prevents you from stealing from the noble houses, let alone the helotry or yeoman farms.
        
        That leaves you to consider
      *if nothief = 0
        The nobles' own barns are generally very well guarded; Zvad advises you
        *if deputy = "Breden"
          and Breden
        to expect casualties if you launch a raid against them.
        *if (arms < 12) or (morale <= (followers/2))
          Indeed, against the Houses' experienced guards your
          *if (arms < 12)
            dearth of forged weapons
            *if (morale <= (followers/2))
              and
          *if (morale <= (followers/2))
            poor morale
          could easily turn a defeat into a disaster.

        There are also 
      *gosub tithebblurb
      *if nothief = 0
      
        The helots' barns, of course, are barely defended at all, and you'd probably be able to get twice the amount of grain from them.  It might
        *if ruthreal < 60
          seem unthinkable  
        *if ruthreal > 59
          hurt your reputation
        to steal from the poorest, but at the end of the day, the landowners won't let their workforce starve.  If you take from the helot stores, the nobles will grudgingly share out the dregs of their own barns and pay for Theurges to hasten the spring crop.  It would mean a hungry winter for the helots, but it might keep your outlaw band from starving to death.

        Finally,
        *if mules <= 7
          given how few mules you have to carry away the grain,
        you could
        *if mules > 7
          spare your mules and
        send many outlaws to plunder smallhold farms and bring back whatever they can carry.  You might even be able to bring back some more mules from the yeomen, too.
      
      *label choiceofbarns
      *set phial 0
      Do you want to:
      *choice
        *selectable_if ((nothief = 0) and (yeobarn < week)) #Raid yeoman farms for grain and mules.
          *set violence +1
          *if freefollowers = 1
            You send your last free follower off to steal from a small peasant farm.
            *set barnyeoth 1
            *goto postbarnyeoth
          How many of your 
          *set d2n_num freefollowers
          *gosub d2n
          free outlaws will you send to steal grain (and hopefully mules) from small peasant farms?
          *input_number barnyeoth 1 freefollowers
          *label postbarnyeoth
          *set freefollowers -barnyeoth
          
          *set cred_y -5
          *set morale -5
          *set barngrain (barnyeoth*25)
          *set foodstorelt +barngrain
          *set barnbush round(barngrain/36)
          *if barnbush < 1
            *set barnbush 1
          
          The 
          *set d2n_num barnyeoth
          *gosub d2n
          *if barnyeoth = 1
            outlaw returns
          *if barnyeoth > 1
            outlaws 
          *if barnyeoth > 19
            split up into groups of around ten—enough to threaten a small yeoman household while covering more ground.  They all
          *if barnyeoth > 1
            return 
          at the end of the week, bringing
          *if barnyeoth > 19
            in total
          around
          *set d2n_num barnbush
          *gosub d2n
          *if barnbush = 1
            bushel
          *if barnbush != 1
            bushels 
          of grain.
          *if barnyeoth < randmule
            They weren't able to bring back any mules, however.
          *if barnyeoth >= randmule
            They also bring back
            *if barnyeoth < (randmule*2)
              *set d2n_num randill2
              *gosub d2n
              *set mules +randill2
              more protesting 
              *if randill2 != 1
                mules.
              *if randill2 = 1
                mule.
            *if barnyeoth >= (randmule*2)
              *set d2n_num randill4
              *gosub d2n
              *set mules +randill4
              more protesting mules.
            *if not(mulecav)
              (You look forward to putting them to use on next week's 
              *if nothief < 2
                raids.)
              *if nothief = 2
                activities.)
              *set mulecav true
            *set morale -3
            *set anarchy +1
            *set cred_y -20
          *if barnyeotot = 0
            
            When you ask how the raid went, one longtime Whendward bandit stares dully at you.  "We half-emptied a few dozen garrets, ${kuria}.  Villages like the one I'm from.  Got a lot of hateful words but no attacks; because we left them some sacks, they didn't think it was life and death.  They reckon they'll get enough off their neighbors to bring them through the winter."  She spits out a wad of whitbark.  "They didn't reckon we'd be visiting their neighbors too."

            *set cred_y -35
            *set sworddonor 1
            *if radmut > 0
              *goto yeobres
            "They're hungry, we're hungrier," Radmar 
            *if radsick
              declares, his voice cracked and rattling.
            *if not(radsick)
              growls.
            "And they can throw themselves on the mercy of the aristarch.  Old Keriatou should be happy to feed them.  Show everyone how generous he is."
            
            The former yeoman bandit laughs thinly.  "So now the yeomanry can trust in the mercy of the Keriatou?  More than our mercy?  $!{kuria}…is this who we want to be?"
            
            "If we don't survive, it doesn't matter what we want to be." You stare back at her unflinching until she gives a reluctant nod. "If we do, there'll be time to make it up to them."
          *if barnyeotot > 0
            Stealing from hungry smallholders continues to sap your followers' morale, even as it fills their bellies.  
            *if not(yeoslur)
              *gosub yeosl
          *label yeobres
          *set yeobarn week
          *set barnyeotot +barnbush
          *set barngrain 0
          *gosub foodcalc
          *if freefollowers > 1
            *gosub chbarn
            *goto choiceofbarns
          *goto barnstandchoice
          *label chbarn
          *set foodstore +grainorder
          You could, if you wished, send raiders after other grain stores this week as well.  The 
          *set d2n_num foodstore
          *gosub d2n
          bushels you now expect to have
          *if grainorder > 0
            once the grain run returns
          *if needfood <= foodstore
            will be enough for your needs, but it would be good to have more.
          *if needfood > foodstore
            are less than the
            *set d2n_num needfood
            *gosub d2n
            you need to meet your current rations.
          *set foodstore -grainorder
          *return
        *if (((freefollowers > 9) and (tithebarn <= week)) and (barnrecon = 0)) #Send scouts out to find another Tithe Barn. (Ten bandits.)
          *label tithescout
          *if not(reconprec) and (rescuer = 0)
            *gosub reconprecau
          *if freefollowers > 9
            You
            *gosub barnscoutdispatch
          *if freefollowers <= 9
            *set nwbarnscouts true
            From next week, when you have enough free followers, you'll
          send out ten scouts to range across the Norther and Outer Rim in search of another vulnerable Tithe Barn.
          *if (nothief = 0) and (freefollowers > 1)
          
            *gosub chbarn
            *goto choiceofbarns
          *goto barnstandchoice
        *selectable_if ((tithebarn < week) and ((barnrecon = 3) and (freefollowers > 29))) #Raid a Tithe Barn. (Thirty bandits.)
          *set freefollowers -30
          *set barnrecon 0
          *if temple = 0
            *set temple 1
          *if not(templeintro) and not(reassured)
            *if not(reassured)
              Some of your followers
              *if templeintro
                still
              *if not(templeintro)
                will
              have qualms about stealing from the priests.
            *if not(templeintro)
              *set barnt true
              *gosub templefear
              But you've got to get food for the band somewhere.
              
          *if tithebarn = 0
            *gosub zebedtithe
            
          *if tithebarn > 0
            Your scouts have identified another village Tithe Barn, which should stock more barley than you can carry away.
          *gosub barnmulepick
          *label tithebarnpick
          *set violence +1
          *if ((me_raid < week) or ((zv_raid < week) or (el_here and (el_raid !=week)))) or ((rad_raid < week) and not(radsick))
            Do you want to send one of the band's better commanders to lead the fight against the barn's Alastor guards?
            *if not(caveat)
              *gosub caveatductor
            *choice
              *selectable_if (me_raid < week) #I'll lead the raid in person.
                *gosub meraid
                *if (bred_here and not(reassured)) and (br_raid < week)
                  Before leaving, you wonder whether it would be wise to bring along someone 
                  *if cha < 2
                    more persuasive than 
                  *if cha = 2
                    as persuasive as 
                  yourself to help deal with any fears that arise from raiding a priestly barn.
                  *if not(bredreligtick)
                    *gosub bredreligion
                  *choice
                    #I ask Breden to come with me on the raid.
                      *set bred_lead +1
                      *set bredbarn true
                      *gosub brraid
                      $!{xhe} accepts eagerly. "Angels know we need this grain, and that it's in a compassionate cause.  If anyone else says otherwise in the Angels' name…well, we'll set them straight."
                      
                      *goto tbbegin
                    #No—I don't want the band looking to Breden for reassurance on this.
                      *goto tbbegin
                *goto tbbegin
              *if (el_here) and (el_lead >= 1)
                *selectable_if (el_raid < week) #I send Elery.
                  *set el_raid week
                  *set barncas (4+morcheck)
                  *gosub 2cas
                  *gosub 2cas
                  *gosub morcas
                  *if arms < 15
                    *set barncas +3
                    *gosub 3cas
                  At the end of the week, Elery 
                  *if barncas < 6
                    returns from raiding the Tithe Barn.  She has 
                    *set d2n_num barncas
                    *gosub d2n
                    fewer outlaws, but brings 
                    *set el_lead +1
                    *goto titheresult
                  returns at the head of a visibly diminished party.
                  *gosub elreason
                  *if reassured
                  
                    For all that, she's brought
                  *if not(reassured)
                    *label barnathema2
                    *gosub foodcalc
                    
                    You soon hear one of the raid's survivors weeping about being cursed.  Apparently the village priest ran out while they were loading up the grain and damned them for taking the Angels' tithe.  More than one of your outlaws is now miserably expecting to be struck by lightning in the next winter storm; those injured on the raid don't expect to survive.
                    *if ((bred_here) and (br_raid < week)) and not(bredreligtick)
                      
                      *gosub bredreligion
                    *choice
                      #I do my best to reassure them.
                        You try to convince your followers that, far from condemning you,
                        *if skep <= 50
                          the Angels
                        *if skep > 50
                          any Angels worthy of worship would surely
                        want the tithe grain to go to righteous rebels against the corrupt Thaumatarchy.
                        *if cha = 2
                          And your persuasiveness serves you once again in good stead; even though you're no religious authority, there's something in your intense confidence that wins them over.
                          *label bredpersu
                          *if safood < 1
                            
                            But only until the first person injured on the Tithe Barn raid dies. Then 
                            *label barninjdies
                            the frightened murmurs race through your band like wildfire.  [i]Ah, Angels, we're damned.  The priest said we'd die, and look, it's starting.[/i]
                            *if not(bredbarn) and (bred_here)
                              Breden tries belatedly to soothe their fears, but it's too late.
                            Nothing you can say seems to ease the panic.
                            *set morale -4
                            
                            At the end of the day, though,
                          *if safood >= 1
                            When the additional food helps your sick and injured comrades to recover, the idea of a curse begins to seem silly.  
                            
                            In the end, 
                            *set morale +2
                            *set reassured true
                          *goto barnworthit 
                       *if cha < 2
                          Your attempts to calm them don't accomplish much; their dread of a priestly curse is too deep-rooted.  Still,
                          *goto barnworthit
                      *if ((bred_here) and (br_raid <= week)) #I ask Breden to reassure them.
                        *set bred_lead +1
                        *set bredbarn true
                        "Aye, ${kuria} ${fname}," Breden says grimly when asked. "If any priest can shake them like this, we won't last long."
                          
                        $!{xhe} is as always warmly persuasive, sitting down with the raid survivors and doing ${xhis} best to convince them that the Angels are on your side—that far from condemning you, They welcome your taking the tithe grain.  The terror almost visibly drains out of them as they listen to Breden speak.
                        *if (safood < 0.8)
                          *set bred_lead -2
                        *goto bredpersu
                      #I leave it alone.  When they aren't struck by lightning, they'll come round.
                        Despite everyone surviving the next thunderstorm, an anxiety has settled onto the band that won't easily be dispelled.
                        *set morale -2
                        *if safood < 1
                        
                          A few days later, a bandit injured in the Tithe Barn raid dies—and
                          *goto barninjdies
                        *if safood >= 1
                          The recovery of the sick and injured at least keeps it from turning into panic. And
                        *goto barnworthit
                  *label barnworthit
                  you reckon it was worthwhile for a raid that brought
                  *goto titheresult
              *selectable_if (zv_raid < week) #I send Zvad.
                *gosub zvraid
                *set zv_lead +1
                *set barncas (2+morcheck)
                *gosub 2cas
                *gosub morcas
                *if arms < 15
                  *set barncas +2
                  *gosub 2cas
                Zvad returns from the Tithe Barn raid and reports 
                *set d2n_num barncas
                *gosub d2n
                casualties.
                *if (barncas > 2) and zvadsilent
                  *gosub zvadvice
                  *if reassured
                    
                    "Did stealing from Ecclesiasts make any of them panic?"
                    
                    Zvad shakes his head briefly.
                *if reassured
                  "The priest tried to frighten us, ${kuria}, but I reckon you've convinced the band not to take their threats to heart." He's brought
                  *goto titheresult
                *goto barnathema2
              *if not(radsick)
                *selectable_if ((rad_raid < week) and not(radsick)) #I send Radmar.
                  *set rad_raid week
                  *set rad_lead +1
                  *set barncas (3+morcheck)
                  *gosub 3cas
                  *gosub morcas
                  *if arms < 15
                    *set barncas +3
                    *gosub 3cas
                  Several days later, Radmar returns with
                  *set d2n_num barncas
                  *gosub d2n
                  fewer outlaws but
                  *if reassured
                    bringing
                    *goto titheresult
                  a hefty cargo of barley.
                  *goto barnathema2
              #No—I can't spare any of them this week.  Another outlaw can lead this raid.
                *goto randomoutlawbarn
              *if not(storymode)
                #I'll postpone this raid to another week, when the leader I have in mind isn't already committed.
                  *set freefollowers +30
                  *if (barnmules > 0) and (barnstand <= 0)
                    *set freemules +barnmules
                    *set barnmules 0
                  *set barnrecon 3
                  *set violence -1
                  *goto choiceofbarns
            
            *label tbbegin
            *if tithebarn > 0
              This time, the night-time clash with a Tithe Barn's guards costs you
              *gosub morcas
              *set barncas +morcheck
              *if arms < 15
                *gosub 2cas
                *set barncas +2
              *if com = 2
                *gosub 1cas
                *set barncas +1
              *if (theurgy >= 10)
                *gosub 2cas
                *set barncas +2
              *if theuknown >= 10
                *gosub 1cas
                *set barncas +1
              *if com = 1
                *gosub 3cas
                *set barncas +3
              *if com = 0
                *gosub 5cas
                *set barncas +5
              *set d2n_num barncas
              *gosub d2n
              of your followers.  You bring back
              *goto titheresult
            It takes you two and a half days to reach the Tithe Barn, in a village you once 
            *if helot
              walked to as a child, when another t'Keriatou helot was sent there on an errand.
            *if aristo
              visited to meet a distant cousin.
            You skulk in the woods until sunset, and then begin the last three hours' march through fields and orchards.  There are enough gaps in the cloud this evening that even when the last daylight is gone, none of you should break your legs.  Once or twice, you see a silhouetted face appear in a lamplit farmhouse window; then the shutters close, often with some haste.
            
            *if cred_y < 190
              You'd hoped to move faster than any warning of your approach—but when you reach the village, you find the square around the Tithe Barn brightly torchlit and sixteen Alastors waiting, fully armored and armed.
              *if com = 2
                While your other raiders curse quietly, it takes you only a few moments to come up with a new plan.
                
                When you give the signal, ten outlaws begin to shower the guardsmen with
                *if (week > 6) or (rescuer = 1)
                  arrows
                *if (week <= 6) and (rescuer = 0)
                  sling stones
                  *gosub 2cas
                  *set barncas +2
                while you and a seasoned bandit lead parties of three in quick attacks against first one flank, then the other.  The Alastors resist the urge to charge after you for the first few minutes, but are eventually
                *if (week > 6) or (rescuer = 1)
                  lulled into overconfidence by the ineffectiveness of your attacks against their armor.
                *if (week <= 6) and (rescuer = 0)
                  so stung by your archers that they can remain still no longer.
                Ten of them come for you—and find fourteen more outlaws piling into their flank,
                *if arms > 14
                  wielding forged steel arms.
                *if arms <= 14
                  fighting with a tooth and nail savagery that makes up for their crude weapons.
                  *gosub 3cas
                  *set barncas +3
                *gosub morcas
                *set barncas +morcheck
                *if morcheck > 0
                  *set d2n_num morcheck
                  *gosub d2n_np
                  $!{display_numb} of your outlaws falter, panic, and die for it…but most stand firm.
                *if firstkill = 0
                  
                  You lean on your ${weapon} and blink for a moment at the final enemy you struck down.
                  *gosub firstknarr
                *goto tbgood
              *if com < 2
                Minutes later, while you're still whispering in the dark about how to change your plan, screams break out on your rear flank.
                *if bredbarn
                  "We're under attack!" Breden yells unnecessarily, ${xhis} eyes wide and alarmed in the moonlight.
                Arrows are flying out of the darkness at you—presumably from some scout or another.  Roused by the noise, the main Alastor band piles into your vanguard.
                *gosub 5cas
                *set barncas +5
                *goto tbgoingbad
            *if cred_y >= 190
              Any farmers who realized there were bandits on the move clearly didn't send a warning on ahead.  When you arrive, you find only six drowsy Alastors on guard.  The square around the Tithe Barn is unlit, and your outlaws are able to creep into ambush position unseen.
              
              The shower of
              *if (rescuer = 1)
                arrows
              *if (rescuer = 0)
                sling stones
              takes the barn guards completely by surprise.
              *if com = 2
                All six are dead within moments, while your formation around the Alastor barracks picks off most of the others as they rush out the door.  You hear the screams from inside—"A hundred bandits out there! A hundred or more. Fly, to Rimmersford!  Bring them the news…"  
                
                The handful of survivors scramble out the back windows of the barracks and make for the road, with your 
                *if (rescuer = 1)
                  archers
                *if (rescuer = 0)
                  sling-wielding 
                  *if helot
                    outlaws
                  *if aristo
                    helots
                speeding their way.
                
                You have taken the Tithe Barn without losing a single follower.
                *set morale +10
                *page_break
                *if firstkill = 0                  
                  You lean on your ${weapon} and blink for a moment at the final enemy you struck down.
                  *gosub firstknarr
                *goto tbgood
              *if com < 2
                However, within minutes newly awakened Alastors storm out of the barracks, shields up to catch your missiles.  "Damn all bandits!" you can hear their captain bellow from the darkness. "Run them off like the dogs they are!"
                *gosub 2cas
                *set barncas +2
                *if (com = 1) and (int = 2)
                  You still manage to bring down several of them with your 
                  *if (rescuer = 1)
                    archers,
                  *if (rescuer = 0)
                    sling-wielding 
                    *if helot
                      raiders,
                    *if aristo
                      helots,
                  but you can see a tough fight ahead if you're going to successfully plunder the barn.
                *if com = 0
                  They scatter your ambushers and relieve the last injured, howling barn guards. 
                  *if int = 2
                  
                    Two of your followers have fallen, and the others' war-cries are faltering.
              *label tbgoingbad
              *gosub foodcalc
              *if int = 2
                *set theuprob "the Alastors overrun me"
                *if morcheck > 0
                  With your band's imperfect morale, you aren't sure how long you have before you're routed.
                *gosub usetheuch
                *if theuactnow
                  *if com = 0
                    your outlaws are totally routed by 
                  *if com = 1
                    you lose more of your raiders to
                  the Alastors, you had better do something now.
                  *set theuactnow false
                *if not(theuspell)
                  *goto tithelse
                *if theuspell
                  *set theuspell false
                  *if theurgy >= 10
                    *choice
                      #I dim the light from the Alastors' eyes, half-blinding them.
                        *gosub dim
                        *if (consc < 0) and (phial = 0)
                          And then your vision also goes dim, and you crumple to
                          *label tbconsc
                          the ground.
                          *gosub morcas
                          *if arms < 15
                            *gosub 2cas
                            *set barncas +2
                          *gosub 5cas
                          *set barncas +(5+morcheck)
                          *goto tbwake
                        *if cred_y > 190
                          With the last of your ${wisardric} strength you also douse most of the torches around the square—rather less discreet, but just within the realm of what the breeze could do.
                            
                        In the darkness, the effect is particularly devastating.  Alastors squint, stumble, falter in confusion.  One or two wail, "My eyes!" but in the clamor you don't think anyone else realizes what is happening.  Then you find yourself fighting for your own life, as two terrified guardsmen come for you, half-blind.
                        *label barncasresult
                        
                        *gosub morcas
                        *if arms < 15
                          *gosub 2cas
                          *set barncas +2
                        *gosub 2cas
                        *set barncas +(2+morcheck)
                        When the square finally goes silent again, 
                        *set d2n_num barncas
                        *gosub d2n
                        of your outlaws have fallen—but all the Alastors are dead.
                        *if firstkill = 0  
                          
                          You blink for a moment at the final enemy you struck down.
                          *gosub firstknarr                              
                        *goto barntheu
                      #I hamper their ability to fight with many small Changes.
                        *gosub polter
                        *if (consc < 0) and (phial = 0)
                          You struggle to stay conscious, but topple first to your knees, then face-first toward
                          *goto tbconsc
                        
                        One of the last guardsmen breaks through and charges you with a howl.  You fend him off desperately until your other followers surround him and give you the opening to bring your ${weapon} down on his head.
                        *goto barncasresult
                      #Actually, I've decided it's time to be less discreet in my use of ${wisardry}.
                        *set theurgy -10
                        *goto indiscreet1
                  *label indiscreet1
                  *set theuknown 10
                  *choice
                    #Most of the Alastors are wielding iron-shod clubs. I send their weapons flying out of their hands.
                      *gosub disarm
                      *if (consc < 0) and (phial = 0)
                        As your raiding party rallies against the shocked Alastors, the world fades to white around your eyes.  
                        *label tbwake
                        
                        When you wake up, you are being carried in a sling between two bandits, on your way back to the woods.  Your followers were disconcerted when you collapsed, and their scramble to defend your body allowed most of the Alastors to flee.  But thanks to your timely use of Theurgy,
                        *if barnmules > 0
                          your
                          *if barnmules = 1
                            mule
                          *if barnmules > 1
                            mules
                          and
                        each raider (except your two stretcher-bearers) is laden with barley from the village Tithe Barn.
                        *if (theurgy >= 10) and (theuknown <= 4)
                          *gosub cravenmad
                        *if theurgy < 4
                          *gosub theuwha

                        At the end of the day, you bring
                        *goto titheresult
                      Your raiders charge the handful of Alastors with steel weapons, while the others scatter empty-handed, shrieking, "Goety!"  It's all over in less than a minute.
                      *if firstkill = 0  
                            
                        You blink for a moment at the dead man in front of you.
                        *gosub firstknarr
                      *goto barntheu
                    #I levitate the highest-ranking Alastor I can see.
                      *gosub levitate
                      *if (consc < 0) and (phial = 0)
                        As the other Alastors break formation, screaming, you lose your fragile grip on consciousness and sink into the mud.
                        *goto tbwake
                      The rest of the Alastors break formation, screaming, "Goety!"  Within minutes, all are fallen or fled.
                      *goto barntheu
                    *if (arms > 10) #I enhance the sharpness of my bandits' blades.
                      *gosub keen
                      *if (consc < 0) and (phial = 0)
                        As your raiding party rallies enthusiastically, the world fades to white around your eyes.  
                        *goto tbwake
                      The fight is over in less than a minute, with only a handful of Alastors surviving to flee.
                      *if firstkill = 0
                        
                        You blink for a moment at the dead enemy before you.
                        *gosub firstknarr
                      *goto barntheu                        
                  *label barntheu
                  *if theurgy < 4
                    *gosub theuwha
                  *goto tbgood
              *label tithelse
              *gosub morcas
              *set barncas +morcheck
              *if arms < 15
                *gosub 5cas
                *set barncas +5
              *if com = 0
                *gosub 5cas
                *set barncas +5
              *if barncas > 16
              
                The fight quickly turns into a catastrophe; before you finally disengage and flee back into the woods, you lose
                *set d2n_num barncas
                *gosub d2n
                outlaws.
                *if bredbarn
                  Breden has taken a blow to the head which will keep ${xhim} out of commission for at least another week.
                  *set br_raid (week+1)
                When you return to camp with a decimated force and no grain, morale plummets.
                *set morale -10
                *if storymode
                  The outlaws ${deputy} sent to
                  *if (nothief = 1)
                    beg from helot camps bring back some barley, but not enough to feed you all.  By the end of the week, you've had to dig graves for ten of your hungry 
                    *if rescuer > 0
                      followers.
                      *set nonkids -10
                      *set sadead +10
                    *if rescuer = 0
                      followers, including six children.
                      *set kidsdead +6
                      *set nonkids -4
                      *set kids -6
                      *set sadead +4
                    *set morale -20
                  *if nothief = 0
                    steal from noble barns at least bring back enough grain to keep you all alive for another week—though ten of them are killed by the aristocrats' guards.
                    *set morale -5
                    *set nonkids -10
                  *set followers -10
                  *set dead +10
                  *set bandead +10
                *goto banditchoices
              *if barncas <= 16
                
                The fight is brutal, but in the end your greater numbers tell out.
                *if (com = 1) and (cred_y >= 190)
                  You were able somehow to outmaneuver them, taking all the advantage you could of the enemy's sleepiness and surprise; if they'd closed with you more often, you'd have taken many more casualties.
                All the Alastors and
                *set d2n_num barncas
                *gosub d2n
                of your outlaws lie dead.
                *if firstkill = 0
                  
                  You blink for a moment at the dead man in front of you.
                  *gosub firstknarr
            *label tbgood
            
            Even in a village a fraction the size of Rim Square, the Tithe Barn is a cavernous building.  It's piled high with bins of barley—more than you could possibly 
            *if barnmules > 1
              fit in the saddlebags of your 
              *set d2n_num barnmules
              *gosub d2n
              mules or 
            carry away with your
            *if barnmules = 1
              sole mule and
            *if barncas > 0
              remaining
            outlaws.
            *set notoriety +10
            *gosub foodcalc
            *if bredbarn
            
              Breden hasn't stopped grinning since the end of the battle, and now ${xhis} relief erupts into laughter.  "Ah, Angels," ${xhe} manages after a few breathless moments. "We're alive, and we'll actually eat this week. Thank the priests and Alastors for keeping such a well-stocked larder. What do we do with it all, ${kuria}?"
            *choice
              #Burn whatever we can't carry away.
                It will earn you even more enmity, but you're not going to leave the Alastors any more gifts than you must.  As you begin to set the fire,
                *set ruth %+10
                *set anarchy +1
                *set notoriety +3
                *set cred_h -5
                *set cred_y -5
                *set cred_p -5
                *set burnbarn true
                *goto tbeccl
              #It will feed some of the village poor and helotry, not just Alastors. I leave it.
                *set ruth %-5
                As you leave, 
                *set cred_h +5
                *set cred_y +5
                *goto tbeccl
            *label tbeccl
            the village Ecclesiast runs out into the moonlit square, frantically waving her arms.  "By Xthonos…as you value your souls, desist!  That grain was given in the name of the Angels, by Xthonos's sacred law.  Damned be the soul who touches it without leave!"
            
            You stare incredulously at the long-haired, bright-eyed priest, who you'd guess is only a few years older than you.  Give her credit for courage; the Alastor corpses strewn around the village seem barely to have fazed her at all.
            *if reassured
              You're happy to see that your own bandits barely blink at her threats.
            *if not(reassured)
              Your own bloodstained bandits fall back before her. Some drop barley sacks to the ground as if they had suddenly become red-hot.
            *choice
              #I counter with my own rhetoric.
                You throw all the passion you have into your retort.
                *label tbretort
                *if skep <= 50
                  "It's in the Angels' name we claim it, Ecclesiast—and by Their leave.  The Codex itself tells us that those who fall away from the path of compassion, like the Thaumatarch and his servants, will lose the Angels' blessing.  It rests now
                  *set skep %-10
                *if skep > 50
                  "The tithe is claimed in the name of the poor, Ecclesiast.  Those most in need of compassion.  Tell us the truth now: how much of it was eaten by these?"  You jab your ${weapon} at the fallen Alastors.  "Where in the Codex does it
                  *set skep %+10
                *if cha = 2
                  *if skep <= 50
                    on those who seek a new, just, and compassionate Order."
                  *if skep > 50
                    say that the Thaumatarch's servants may gorge themselves on the poor's grain?"
                      
                  The Ecclesiast hesitates for a moment—at something in your words, or perhaps the utter conviction with which you said them.  Then she gives a vehement shake of her head.
                  *if helot
                    "A lowly helot dares to speak for…"
                    
                    "A helot, aye." You interrupt her curtly. "When the mighty ignore their duty, when the Ecclesiasts who should reprove them instead choose to stay silent and grow fat…then
                    *if skep <= 50
                      the Angels will call even a helot to set things right.  Beware, kuria—of all our souls, your own is the one most in peril."
                    *if skep > 50
                      only someone with nothing to lose will dare to speak."
                    
                    The village priest is visibly off balance now.  Braced for martyrdom, she's been confronted instead with your eloquence and utter refusal to be intimidated—both astonishing from a helot.
                  *if aristo
                    "How dare…how dare you speak for…"
                    
                    "Now, good woman, do not presume to teach me Canon."  You interrupt her swiftly and scornfully.  "I learned to read the Codex
                    *if introrel
                      from the wise Ecclesiast Olynna
                    when I was seven years old.  I have been tutored my whole life in its mysteries.  How old were you when you learned your alphabeta?  How dare you gainsay me?"
                    
                    For a moment, you worry that she'll call your bluff, but you guessed rightly that she's a simple village Ecclesiast with more passion than education.  
                  She falters, muttering something incoherent, and stalks back into her house.
                  *if burnbarn
                    Flames begin to leap up the side of the burning Tithe Barn.
                  *if not(reassured)
                    Your followers stare until it sinks in that you've won.
                    *set morale +5
                    *set reassured true
                *if cha < 2
                  *if skep <= 50
                    on…"
                    
                    "On you, blasphemer?" the young priest interrupts scornfully.  Her voice trembles only a bit, and for all you can tell it might be from pure conviction rather than fear of death.  "The Angels gave you leave?
                  *if skep > 50
                    say…"
                    
                    "Oh, will you now teach me Canon, blasphemer?" the young priest interrupts scornfully.  Her voice trembles only a bit, and for all you can tell it might be from pure conviction rather than fear of death.  "Will you speak on behalf of the Angels?
                  May Xthonos damn you for your vile presumption.  And all who follow you!"
                  
                  *label barnathema
                  *if reassured
                    Thankfully, your followers are already accustomed to shrugging off priestly threats; and your failure to counter the Ecclesiast's curses bothers them not at all.  When she sees them still unmoved, the village priest shouts one last anathema and runs into her house.
                  *if not(reassured)
                    *if bredbarn
                      *label bredbarngue
                      Breden cuts in swiftly. "Beware, kuria Ecclesiast. You're so swift to damn us that you've missed 
                      *if not(bredvecc)
                        the truth in what ${kuria} ${lname} was saying.  Hear this truth: the Angels gave us
                      *if bredvecc
                        the hand of the Angels in our
                      victory tonight.
                      *if rescuer = 0
                        How else could a pack of
                        *if arms < 10
                          unarmed,
                        unarmored helots overcome these brutes?  How else but by the Angels' grace?  
                      We are the instruments of Their justice.  And your own soul is the one in peril." 
                      
                      As Breden presses on relentlessly, your other followers gaze at ${xhim}—still uneasy, but visibly impressed by ${xhis} utter lack of intimidation.  The Ecclesiast tries to argue back for a while, but in the end retreats angrily into her house.
                    *if not(bredbarn)
                      When it becomes clear that nothing you say is going to stop her harangue, some of your less devout bandits tie and gag her.  But the rest go about their work with a haunted expression that does not recede all the long, weary way home.
                      *set morale -5
                      *set cred_p -5
                
                Three days' hard march later, you bring                    
                *goto titheresult
              #"Grant us leave to take it, then, Ecclesiast."
                *if cred_p <= 200
                  The priest showers you with invective until you interrupt her.
                  *goto tbretort
                *if cred_p > 200
                  The priest gapes at you.  "What do you imagine…"
                   
                  "Our rebellion is no work of Xaos." You don't think you've done much to alienate the priesthood specifically—beyond the bare fact of your rebellion.  It's just thinkable that you could successfully appeal to a Shayardene village priest like this one.  "These Alastors were servants of the false Order of Karagon.  Compassion and justice required us to do battle with them.  
                  
                  "But you, hiera, are first and foremost a servant of the Compassionate Angels—a servant of Order Itself, not of any flawed worldly ruler.  At least in name, you're no enemy to us.
                  *if (skep < 50) and aristo
                    And I believe you know me to be a ${woman} of devotion to the Angels and obedience to Xthonos.
                  So grant us your leave.  Grant us your tithe."
                  
                  *if (cha = 0) or burnbarn
                    If you had been just a bit more persuasive, 
                    *if burnbarn
                      or perhaps hadn't set the Tithe Barn on fire,
                    you actually think she might have done it.  Instead,
                    *if burnbarn
                      the crackle of barley bursting into flame pulls her eyes away from you—and
                    she launches into another, even more furious anathema.
                    *goto barnathema
                  She stares at you for a long moment, uncertainty flickering across her angry face.  Then, without saying another word, she strides back to her cottage.  Your followers breathe a sigh of relief.
                  *if bredbarn
                        
                    Breden looks at you,
                    *if bred_heart >= 10
                      very reluctantly
                    admiring.  "Looks like you didn't need me along after all, ${kuria}," ${xhe} whispers.
                  *set cred_p +5
                    
                Three days' hard march later, you bring
                *goto titheresult
              *if (bredbarn) #I glance at Breden and give a small nod.
                *set bredvecc true
                *goto bredbarngue
              #"No—damned be the lying Ecclesiasts."  I strike her down.
                This is the enemy, no less than those fallen guardsmen were.  More so, if anything; the priests' words do more to shore up the Hegemony than all the Alastors in Shayard.
                *if ruthreal < 50
                  You can't let your compassion keep you from breaking your enemies.
                
                The young, unarmed village priest doesn't flinch when you raise your ${weapon}, nor when you bring it down—though she does shriek, then, and it takes two more blows to kill her.
                *if firstkill = 0
                  *gosub firstknarr
                  
                *if reassured
                  The other outlaws purse their lips at the ugly business.  But then they briskly return to work, to all appearances unafraid that you've just called down Xthonic vengeance on the band.  The dread and horror they'd have felt at the beginning of the winter is all but vanished.
                *if not(reassured)
                  Your followers just stare in mute horror and dread.  When the earth doesn't open to swallow you up, they very slowly return to their work. But the haunted expressions on their faces do not leave all the long, weary way home.
                  *set morale -10
                *set cred_p -20
                *set ruth %+15
                    
                Three days' hard march later, you bring
                *goto titheresult
          *label randomoutlawbarn
          *set barncas (5+morcheck)
          *gosub 5cas
          *gosub morcas
          *if arms < 15
            *set barncas +3
            *gosub 3cas
          You send a party under a reasonably experienced outlaw, who returns at the end of the week with
          *set d2n_num barncas
          *gosub d2n
          fewer outlaws.  "A hard fight, ${kuria}.
          *if not(reassured)
            Those Alastors fought like their souls were at stake, not just their next meal."
            
            *goto barnathema2
          Especially when the priest runs in halfway through and starts damning us all.  Not the kind of thing that puts fire in the belly."
          
          Yet your band is much less shaken than they would once have been at such priestly threats.  A few nervous mutters about curses go round the group…but for the most part, your outlaws are gladdened by any raid that brings
          *label titheresult
          *set notoriety +10
          *set anarchy +1
          *set tithebarn week
          *set cred_p -10
          *set barngrain ((barnmules*162)+((30-barncas)*25))
          *set foodstorelt +barngrain
          *set barnbush round(barngrain/36)
          back 
          *set d2n_num barnbush
          *gosub d2n
          bushels of grain, as well as six forged weapons from fallen Alastors.
          *if not(armsfirst)
            *gosub armsfirst
          *set arms +6
          *set morale +5
          *set barncas 0
          *set barngrain 0
          *set barnmules 0
          *gosub foodcalc
          *if storymode
            *goto newweek
            
          *if (nothief = 0) and (freefollowers > 1)
            *gosub chbarn
            *goto choiceofbarns
          Do you want to send scouts out to look for another Tithe Barn to raid?  Zvad suggests that if you send out ten outlaws, you might identify another target within a week or two.
          *choice
            #Yes—I'd like to keep raiding the priests.
              *goto tithescout
            #No—we'll find other sources of grain.
              *goto barnstandchoice
        *selectable_if (((nothief = 0) and (aristobarn < week)) and (freefollowers > 24)) #Raid a noble grain store. (Twenty-five bandits.)
          *set freefollowers -25
          *label nobbarnraid
          *set violence +1
          *if aristobarn = 0
            The biggest grain stores would be those in walled estates like the Keriatou or Pelematou—but you're under no illusion about your ability to lay siege to a major House.  Instead, you'll target the petty gentry of the Outer and Norther Rim, whose barns will often be outside their mansions.
            
          *if (freemules > 0) and not(storymode)
            The nobles will doubtless have stockpiled more grain than you can carry back.
            *gosub barnmulepick
          Early in the week, you dispatch twenty-five raiders
          *if barnmules > 0
            and 
            *set d2n_num barnmules
            *gosub d2n
            *if barnmules = 1
              mule
            *if barnmules > 1
              mules
          to a minor noble house.  
          *if not(nobbarntarg)
            *set nobbarntarg true
            You take care to target the right kind of noble family:
            *choice
              #One that is well known for maltreating its helots.
                The helotry in
                *if aristo and (rescuer = 0)
                  your band and in
                camps across the Rim will be glad to see you robbing their oppressors.
                *set cred_h +10
                *goto burnchoice
              #One that is well known for pushing free yeomen off their land.
                The yeomanry of the Rim (including most of the archers in your band) will cheer your choice.
                *set cred_y +10
                *goto burnchoice
              #One that is well known for assimilating to Karagond culture.
                You've no shortage of Houses to choose from—those that abandoned their old family name, set a Karagond table, dress in scaramange and clammis, and haven't spoken Shayarin in generations.
                *set cred_y +5
                *set natl %+10
                *goto burnchoice
              *if (aristo) #One that snubbed or mocked the ${lname}.
                You spent so much of your childhood swallowing shame.  Egged on by Calea and Hector, other young nobles asked when they'd see you at the Season in Grand Shayard, and joked that the ${lname} were but one step removed from merchants.  
                
                Robbing their barns won't leave them speaking any better of you, of course.  That won't make your revenge any less satisfying.
                
                *goto burnchoice
          *label burnchoice
          *if burnaristo = 0
            *set burnaristo 1
            As for all the grain you can't carry back, you'll order your bandits to…
            *choice
              #Burn it, and the barn too.
                *set burnaristo 2
                One of the outlaws grins broadly when you give the order.  "Aye, ${kuria}…we'll let them know what it is to feel their bellies empty for once."
                
                "They'll get grain from some other noble, more than likely," another points out.
                
                "Well, let them know what it is to beg for their living, then, damn me!" the first growls, undaunted.
                
                *goto arbarlech
              #Let it alone.  That grain feeds many household servants, too, and I'd not have them go hungry.
                *goto arbarlech
              *if (helot) #Let it alone.  I'm doing this to feed my band, not to spit in the nobles' eye.
                *goto arbarlech
              *if (aristo) #Let it alone.  We shouldn't alienate the nobility beyond what's necessary to stay alive.
                *goto arbarlech
          *label arbarlech
          *if burnaristo = 2
            *set anarchy +1
            *set cred_a -10
            *set cred_m -5
            *set cred_h +5
            *set cred_y +5
          *if (((me_raid < week) or (zv_raid < week)) or (el_here and (el_raid < week))) or ((rad_raid < week) and not(radsick))
            There may well be a stiff fight with the nobles' hired guards, possibly even Alastors if things go badly.  Do you want to send one of the band's better commanders on this raid?
            *if not(caveat)
              *gosub caveatductor
            *choice
              *selectable_if (me_raid < week) #I'll lead the raid.
                *gosub meraid
                *gosub barncas_1
                Within three days, your raiding party arrives at the chosen estate.  Around dusk, you make your attack.
                
                While you're emptying the noble House's barn, as you'd expected, a howling handful of young nobles and guards try to surround you and bring you down with their bows.  A good dozen then burst out along the estate wall with spears and plow into your band.
                *if (randill4 > 4)
                
                  To your dismay, after only a few minutes they're joined by most of the Alastor troop who are billeted nearby.  They now outnumber you, rather than the other way round.
                *if int = 2
                  *set nobb_theurgy true
                  *set theuprob "my outlaws are totally routed"
                  *gosub usetheuch
                  *if theuactnow
                    the noble guards
                    *if (randill4 > 4)
                      and Alastors
                      *set nobb_theurgy false
                    overrun you, you had better act now.
                    *set theuactnow false
                  *if not(theuspell)
                    *goto nobbarnelse
                  *if theuspell
                    *set theuspell false
                    *if theurgy >= 10
                      *choice
                        #I increase the weight of the guards' weapons and armor.
                          *gosub heft
                          *if (consc < 0) and (phial = 0)
                      
                            And then your own body begins to feel impossibly heavy, and you crumple to the mud.
                            *goto nobbconscbad
                          *label nobbtheures
                      
                          When the last guards run for cover, 
                          *if barncas = 0
                            you realize to your relief that none of your outlaws have fallen, 
                            *if (randill4 > 4)
                              all the Alastors have,
                            and
                            *goto nobbarnfall
                          *set d2n_num barncas
                          *gosub d2n
                          of your outlaws have fallen—but 
                          *if (randill4 > 4)
                            all the Alastors are dead, and 
                          *label nobbarnfall
                          the barn is yours.
                          *goto nobbarnok
                        #I hamper their ability to fight with many small Changes.
                          *gosub polter
                          *if (consc < 0) and (phial = 0)
                      
                            You struggle to stay conscious, but topple first to your knees, then face-first into the square.
                            *goto nobbconscbad
                          *goto nobbtheures
                        #Actually, I've decided it's time to be less discreet in my use of ${wisardry}.
                          *set theurgy -10
                          *goto indiscreet9
                    *label indiscreet9
                    *set theuknown 10
                    *choice
                      #I send the guards' weapons flying out of their hands.
                        *gosub disarm
                        *if (consc < 0) and (phial = 0)
                          As your raiding party rallies against the shocked guards, the world fades to white around your eyes.  
                          *set barncas +(randill6)
                          *gosub r6cas

                          When you wake up, you are slung over the back of a mule, on your way back to the woods.  Your bandits were disconcerted when you collapsed, and their scramble to defend your body allowed most of the disarmed enemy to regain their weapons.  They killed 
                          *set d2n_num barncas
                          *gosub d2n
                          of your raiding party and drove you away with no grain.
                          *goto sansgrain
                        *else
                          *goto nobbtheures
                      #I levitate the young noble who's leading the attack—the better to target him, and unnerve his guards.
                        *gosub levitate
                        *if (consc < 0) and (phial = 0)
                          As the others hesitate, shocked and unnerved, you lose your fragile grip on consciousness and sink into the mud.  
                          *label nobbconscbad
                          *set barncas +3
                          *gosub 3cas
                          When you wake up, you are slung over a mule, riding back into the wooded hills.
    
                          The handful of miserable-looking bandits at first refuse to answer your questions about what happened. You learn that when you collapsed, the enemy regained confidence while your raiding party lost it.  Only a few survived. 
                          *label sansgrain
                          
                          *if (theurgy >= 10) and (theuknown <= 4)
                            *gosub cravenmad
                          *if theurgy < 4
                            *gosub theuwha
                          
                          *goto nobbdone
                        *else
                          The other guards fall back for a moment, shocked and unnerved by this unexpected display of ${wisardry}.  "To me!" you shout, beckoning your startled bandits back to the mules.  As the floating noble regains his nerve and tries ordering his guards to rally, you bark at the bowman beside you, "Shoot him, now!"

                          The Whendward bandits are nothing if not fine archers, and within moments the young nobleman goes limp in the air.  Your raiding party cheers loudly.  
                          *goto nobbtheures
                      *if arms > 10
                        #I enhance the sharpness of my bandits' blades.
                          *gosub keen
                          *if (consc < 0) and (phial = 0)
                            As your raiding party rallies enthusiastically, the world fades to white around your eyes.  
                            *set barncas +2
                            *gosub 2cas

                            When you wake up, you are slung over the back of a mule, on your way back to the woods.  Your bandits were disconcerted when you collapsed, and their scramble to defend your body allowed the Alastors to pull back out of blade range, killing another two of your followers on the way.
                            
                            The losses are painful, but thanks to the raid,
                            *goto aristograin
                          *else
                            *goto nobbtheures
                  *label nobbarnok
                  Thanks to the raid,
                  *goto aristograin
                
                *label nobbarnelse
                *if com = 0
                  *gosub 2cas
                  *gosub 3cas
                  *set barncas +5
                  *set morale -5
                  Your raiding party is soon fleeing in disarray, and you don't have the combat skills to rally them.  
                  
                  *set d2n_num barncas
                  *gosub d2n_np
                  $!{display_numb} of them die in the raid and the retreat, and you bring back no grain.  Morale sags when the other bandits learn of your failure.
                  *goto nobbdone
                *if com = 2
                  Fortunately, you keep your head and repel
                  *if randill4 > 4
                    both the Alastor assault and
                  the nobles' 
                  *if barncas = 0
                    charge without a single casualty.
                  *if barncas > 0
                    charge.  
                    *set d2n_num barncas
                    *gosub d2n_np
                    $!{display_numb} of your outlaws 
                    *if barncas != 1
                      fall, 
                    *if barncas = 1
                      falls, 
                    but your skills in combat keep the rest alive and give you the victory.  
                    
                    *comment endif
                  *if firstkill = 0
                    When the clamor of battle ends, you find it hard to pull your eyes away from the first
                    *if randill4 > 4
                       Alastor 
                    *if randill4 <= 4
                      guardsman
                    you struck down.
                    *gosub firstknarr
                    
                    *comment endif
                  When you return
                  *if barncas < 2
                    triumphant
                  to camp and unload your plunder,
                  *goto aristograin
                *if com = 1
                  *gosub 3cas
                  *set barncas +3
                  The battle is a hard one; you lose 
                  *set d2n_num barncas
                  *gosub d2n
                  outlaws.  But you prevail in the 
                  *if firstkill != 0
                    end, and thanks 
                  *if firstkill = 0
                    end.  Leaning exhausted on your ${weapon}, you find it hard to pull your eyes away from the first
                    *if randill4 > 4
                       Alastor
                    *if randill4 <= 4
                      guardsman
                    you struck down.
                    *gosub firstknarr
                    
                    Thanks
                  to the raid
                  *goto aristograin
              *selectable_if (zv_raid < week) #I'll send Zvad.
                *gosub zvraid
                *set zv_lead +1
                *gosub barncas_1
                *gosub 1cas
                *set barncas +1
                Zvad loses 
                *set d2n_num barncas
                *gosub d2n
                *if barncas = 1
                  outlaw
                *if barncas != 1
                  outlaws 
                on his raid of a noble House's winter barn.
                *if (randill4 > 4)
                  *gosub alnobbarn
                *if (barncas > 1) and zvadsilent
                  *gosub zvadvice
                Thanks to the raid, however,
                *goto aristograin
              *if el_here
                *selectable_if (el_raid < week) #I'll send Elery.
                  *set el_raid week
                  *gosub barncas_1
                  *gosub r2cas
                  *set barncas +randill2
                  *if not(eltick)
                    *set eltick true
                    *if aristo
                      Helots 
                    *if helot
                      People
                    who have been in a scrum with her speak of Elery as a brilliant tactician and dogged fighter.  
                    *if (deputy != "Zvad") and (bred_heart < 10)
                      And she's already well liked by the other outlaws.  It's time to give her a chance at the head of a raiding party.
                    *if (deputy = "Zvad") or (bred_heart >= 10)
                      *set e_rel 5
                      She's treated you with frosty formality ever since 
                      *if deputy = "Zvad"
                        *if not(bred_here)
                          you drove Breden away.
                          *set e_rel -4
                          *goto elnobb
                        you chose Zvad as your deputy.
                        *goto elnobb
                      *elseif (bred_heart >= 10)
                        your breach with Breden.
                        *set e_rel -2
                        *goto elnobb
                      *label elnobb
                      Putting her at the head of a raiding party will hopefully give her more important things to think about.
                      
                  Elery comes back with
                  *set d2n_num barncas
                  *gosub d2n
                  fewer outlaws 
                  *if not(el_barn)
                    and a nasty cut down one arm.
                  *if el_barn
                    lost to the noble barn raid.
                  *if (randill4 > 4)
                    *gosub alnobbarn
                  *if barncas < 4
                    *set el_lead +1
                    *if el_barn
                      All told,
                      *goto aristograin
                    "Don't know why they fought us so hard, ${kuria}. They had enough to 
                    *if burnaristo < 2
                      spare.
                    *if burnaristo > 1
                      spare." She rubs sooty hands together. "Before we burned it, anyway.
                    Just greedy, if you ask me."
                  
                    *if (randill4 > 4)
                      "She was amazing, ${kuria}," one of the other young outlaws declares, bright-eyed. "I thought we were dead when the Alastors pitched up—but Skinner had us running circles 'round them until we finally caught them in the woods, all spread-out like, and set [i]them[/i] running."  Elery waves away the praise with a delighted grin.
                      *set el_lead +1
                  
                    When the last of her outlaws unloads their sacks,
                    *set el_barn true
                  *if barncas > 3
                    *gosub elreason
                  
                    You console her by pointing out that thanks to this raid,
                    *set el_barn true
                  *goto aristograin
              *selectable_if ((rad_raid < week) and not(radsick)) #I'll send Radmar.
                *set rad_raid week
                *set rad_lead +1
                *gosub barncas_1
                *gosub 2cas
                *set barncas +2
                Radmar loses
                *set d2n_num barncas
                *gosub d2n
                outlaws in a fierce fight with the guards on a noble barn.
                *if (randill4 > 4)
                  *gosub alnobbarn
                Thanks to this raid,
                *goto aristograin
              #No, I want to deploy them elsewhere.  Another outlaw will lead this raid.
                *goto aristograin2
              *if not(storymode)
                #I'll postpone this raid to another week, when the leader I have in mind isn't already committed.
                  *set violence -1
                  *set freefollowers +25
                  *if (barnmules > 0) and (barnstand <= 0)
                    *set freemules +barnmules
                    *set barnmules 0
                  *goto choiceofbarns
          *label aristograin2
          The raiding party you send
          *gosub barncas_1
          *gosub 2cas
          *gosub 2cas
          *set barncas +4
          loses 
          *set d2n_num barncas
          *gosub d2n
          outlaws in a clash with the nobles' guards.
          *if (randill4 > 4)
            *gosub alnobbarn
          But thanks to their sacrifice,
          *label aristograin
          *set barngrain (((25-barncas)*25)+(barnmules*162))
          *set foodstorelt +barngrain
          *set barnbush round(barngrain/36)
          *set cred_a -10
          your foodstores have
          *set d2n_num barnbush
          *gosub d2n
          more 
          *if barnbush > 1
            bushels 
          *if barnbush = 1
            bushel
          of barley and wheat in them. You've also retrieved decent quality weapons from
          *if (randill4 > 4)
            twelve Alastors and
            *set arms +12
          eight of the fallen guards.
          *if not(armsfirst)
            *gosub armsfirst
          *set arms +8
          *label nobbdone
          *set aristobarn week
          *set anarchy +1
          *set barngrain 0
          *set barncas 0
          *set barnmules 0
          *gosub foodcalc
          *if storymode
            *goto newweek
          *if (freefollowers > 1)
          
            *gosub chbarn
            *goto choiceofbarns
          *goto barnstandchoice

        *selectable_if (((nothief = 0) and (helbarn < week)) and (freefollowers > 6)) #Raid helot grain stores. (At least seven bandits.)
          How many of your 
          *set d2n_num freefollowers
          *gosub d2n
          free outlaws will you send to steal grain from the helots' winter stockpiles?
          *input_number barnhelth 7 freefollowers
          *set freefollowers -barnhelth
          *gosub barnmulepick
          *set cred_h -55
          *if rescuer = 0
            *set morale -6
          *set morale -2
          *set barngrain ((barnhelth*25)+(barnmules*162))
          *set foodstorelt +barngrain
          *set barnbush round(barngrain/36)
          *set violence +1
          *if barnheltot > 0
            Stealing from the helotry continues to
            *if rescuer = 0
              rapidly
            erode your followers' morale, even as it fills their bellies (bringing in 
            *set d2n_num barnbush
            *gosub d2n
            bushels this week). 
            
            *goto helbarnps
          *set barnheltot +barnbush
          *if rescuer = 0
            Your
            *if helot
              fellow former helots
            *if aristo
              former helot outlaws 
            are hungry and desperate enough to follow your orders, but they're intensely unhappy about it.  
            
            *if aristo
              The helot elder
            Gillian Adze and her  
          *if rescuer = 1
            Your
          raiders come back from their first theft with bulging grain sacks, wretched faces, and stories of outraged helots.  "They were mad as wasps when they found us at the barns—shouted lots of threats, and some of them waved clubs at us like they meant to use them.  In the end we told them that if they tried to stop us from taking their barley, you'd send the whole band to burn their camps and kill their families.  They said we were as bad as Theurges.  Said we might as well Harrow them too, as long as we're taking their food in winter."
          
          "We need the food worse than they do," you say tersely.  "Did you explain that to them?  They won't die of starvation—we will.  And we're fighting up here for their sakes."
          
          Your rationales don't do much to restore morale in the camp.  Raiding the helot barns has brought back
          *set d2n_num barnbush
          *gosub d2n
          bushels of barley, but it has blackened your name among the helotry and left your own followers 
          *if rescuer = 1
            uneasy.
          *if rescuer = 0
            miserable.
          *fake_choice
            *if (arrog > 0) #Utterly pathetic.  If the sniveling helots aren't going to honor you for defending them, they should have the spine to take up arms and defend their food.
              How can you be expected to respect anyone who won't stand up for themselves?  But you don't express this view overtly, as it would likely depress your own helots' mettle further.
              
            #Perhaps I should refrain from further raids against helots.
            #I'm wracked by guilt, but we need to feed ourselves.
            #I don't regret the raid, and I'll order it again if necessary.
          *label helbarnps
          *gosub foodcalc
          *set barngrain 0
          *set barnmules 0
          *set helbarn week
          *if (freefollowers > 1)
          
            *gosub chbarn
            *goto choiceofbarns
          *goto barnstandchoice
          
        #Try something else.
          *goto banditchoices
      *label barnstandchoice
      *set barn week
      *set barnmules 0
      *goto banditchoices

  *if ((muleraid < week) and (freefollowers > 0))
    #Acquire more mules.
      *if muleblurb
        The Whendward Band currently has 
        *if (mules < 5) and (mules > 0)
          only
        *set d2n_num mules
        *gosub d2n
        *if mules != 1
          mules.
        *if mules = 1
          mule.
        *if nothief = 2
          Since you're determined not to steal, the only ways you'll get any more are to beg or buy some.
          *goto nothiefmule
        *if nothief < 2
          How will you get more?
          *goto muleacqch
      *set muleblurb true
      The only really useful animals out here in the wilderness are mules.  Strong, sure-footed along barely existing tracks, able to survive on what they forage for themselves rather than competing with you for scarce grain.  
      *if mules > 1
        The
        *set d2n_num mules
        *gosub d2n
        you currently have are invaluable.
      
      Unfortunately, you have few options when it comes to acquiring more of them. 
      *gosub muledilemma
      
      *if nothief = 2
        Since you're determined not to steal, you could try to beg a gift from the
      *if nothief < 2
        The best targets for a mule raid are the 
      people the Alastors hire mules from: merchants, or local yeomen farmers.  
      *if nothief = 2
        In truth, you can't imagine many of them will be impressed enough by your rebellion to give up a good share of their livelihood.
        *if cha = 2
          But with your charm
          *if bred_here
            or Breden's,
          you might just convince one or two.
        *if (cha < 2) and bred_here
          But Breden's charm might conceivably move one or two.
        *if (cha < 2) and not(bred_here)
          But it's just possible that if you went personally to plead for mules, some of them would heed you.  
        Not much point in sending anyone else.
        
        Otherwise, the only way to get a mule is to buy one for fourteen gold staters—enough to buy 
        *if followers > 200
          a week and a half's
        *if followers <= 200
          some weeks'
        worth of barley for the whole band.
        *label nothiefmule
        *choice
          *selectable_if ((wealth+loot) > 1399) #Buy a mule. (1400 drachems.)
            *label buyamule
            *set mules +1
            *set loot -1400
            *if loot < 0
              *set wealth +round(loot)
              *set loot 0
            *set muleraid week
            You buy a mule from one of your fences at vast and hard-won expense.  The other bandits rather bitterly dub the beast Tithebarn, for all the food those drachems could otherwise have bought.
            *if not(mulecav)
              You'll be able to send it on raids from next week.
              *set mulecav true
            *set morale -2
            *if hafood < 1
              *set morale -2
            *if hafood < 0.8
              *set morale -6
            *goto banditchoices
          *selectable_if ((((me_raid < week) or (me_rim = week)) and not(memuleraid)) or (bred_here and (br_raid < week))) #Try to convince yeomen or merchants to give mules to the cause. (Requires ${mulebeggar}.)
            *label mulepersuade
            *set muleraid week
            *if not(mulebegblurb)
              There are thousands of yeomen and hundreds of merchants within a few days' walk of the Whendward.  Working with Zvad and the yeoman bandits, you try to come up with people to approach who are likely to respond sympathetically rather than turning you in to the Hegemony.
              *set mulebegblurb true
              
            *if not(bred_here) or (br_raid >= week)
              *goto memulebeg
            *elseif (memuleraid)
              While you do your own mule-begging, Breden heads out to another part of the Rim.
              
              *goto bredmulebeg              
            *elseif ((me_rim != week) and (me_raid >= week))
              Since you're 
              *if mesick < 2
                already committed 
              *if mesick >= 2
                seriously ill
              this week, the task falls to Breden.
              
              *goto bredmulebeg
            *else
              Do you want to 
              *if me_rim = week
                set aside some time to beg for mules while you're in the Rim,
              *if me_rim != week
                leave the wild and beg for mules,
              or do you want Breden to do it?
              *if (week = 1) and not(caveat)
              
                *gosub caveatductor
              *choice
                *if (((me_raid < week) or (me_rim = week)) and not(memuleraid)) #I'll go.
                  *label memulebeg
                  *set memuleraid true
                  *gosub meraid
                  *if memuleblurb < 1
                    *set memuleblurb +1
                    *if me_rim = week
                      After concluding this week's other business in the Rim, you
                    *if me_rim != week
                      You
                    spend three days and nights traversing the Outer Rim before returning to the safety of the wild.  
                  *if me_rim != week
                    *set me_rim week
                  The yeomen freeholds you choose to visit are
                  *if cred_y < 170
                    implacably hostile.  "I'd feather your back if I thought you were worth the arrowhead, ${lname}," one old farmer growls.  "The Alastors will sort you out soon enough. Until then, don't dream that a thief like you will find any aid from me or those like me."
                    *goto yeomercm
                  *if cred_y > 200
                    *if (memuleblurb >= 20)
                      still welcoming, but less and less generous as the winter eats into their stores.
                    *if (memuleblurb >= 10) and (memuleblurb < 20)
                      friendly enough, but it's getting harder to find any who would consider giving you a mule.
                      *set memuleblurb +10
                    *if memuleblurb < 10
                      *set memuleblurb +10
                      generally welcoming—word of your 
                      *if (rescuer = 0) or (week > 3)
                        exploits 
                      *if (rescuer = 1) and (week < 4)
                        escape
                      has spread widely, and the smallholders of the Rim are sympathetic to what little they've heard so far.  But a mule is no small thing to request.
                    *if randbear > 63
                      
                      You're extremely lucky to find a hamlet of farmers who have been so humiliated by the Hegemony and the nobles that they offer you two animals almost as soon as you've introduced yourself.  "Times are always hard, ${kuria} ${lname}, and a mule or two won't change that for us," an elder growls. "See to it that times get hard for the Karagonds and their lackeys, too.  All we ask."
                      *set mules +2
                      *if not(mulecav) and not(storymode)
                        (From next week, you'll be able to make use of the mules.)
                        *set mulecav true                      
                      *goto yeomercm
                    *if (cha = 2) and (yeomuletot < 1)
                      With all your charm, you only come away with one mule, and it looks unlikely to live much beyond spring.  Another sympathetic homestead shares a bushel of grain with you.
                      *set mules +1
                      *set foodstorelt +38
                      *set foodstore +1
                      *set yeomuletot +1
                      *if not(mulecav)
                        (From next week, you'll be able to make use of it.)
                        *set mulecav true
                      *goto yeomercm
                    *if (cha = 2) and (yeomuletot = 1)
                      You manage to convince one yeoman family to give you a young animal, and another gives you a sack of barley.
                      *set mules +1
                      *set foodstorelt +27
                      *set foodstore +1
                      *set yeomuletot +1
                      *goto yeomercm
                    *if (cha = 1) or (yeomuletot > 2)
                      None of them is willing to part with an animal—but they do send you away fifteen drachems and a sack of barley richer than you were before. 
                      *if not(muleluck)
                        *set muleluck true
                        
                        After days of cautious asking, you conclude that you'd need to be extraordinarily lucky to get any
                        *if yeomuletot > 0
                          more
                        mules by begging.
                        *if yeomuletot > 0
                          You've exhausted all the villages that your bandits recommended; from this point on, the only friendly smallholders you know are far too poor to be likely to spare a mule.
                      *set wealth +15
                      *set foodstorelt +27
                      *set foodstore +1
                      *goto yeomercm
                    *if cha < 1
                      They hear you out, and don't call for the Alastors; that's about all you can expect.
                  *if cred_y <= 200
                    suspicious, and respond with incredulity to your request.
                    *if cha = 2
                      Only your extraordinary charm keeps them from calling the Alastors.  By the end of the week, you hope you've given at least a few of them some reason to think better of you.
                      *set cred_y +5
                    *if cha < 2
                      You spur your little party into a run after leaving several of their houses, convinced that they'll be calling the Alastors as soon as you're out of sight.
                  *label yeomercm
                  
                  The merchants you approach are
                  *if cred_m > 200
                    mostly neutral, but one or two  
                    *if (kids > 2) and (muledonation = 0)
                      are sympathetic to your tale of starving children in the woods.  You come away with two more aged mules, and three bushels of barley strapped to their backs.
                      *if not(mulecav) and not(storymode)
                        (From next week, you'll be able to make use of the mules.)
                        *set mulecav true
                      *set mules +2
                      *set foodstorelt +105
                      *set foodstore +3
                      *set cred_m +5
                      *set muledonation 1
                      *if storymode
                        *goto week4back
                      *goto mulebegres
                    *if (cha > 0) and (muledonation < 2)
                      are clearly inspired by your fury against the Thaumatarchy.  They donate a mule, a bushel of barley, and twenty-three silver drachems to the cause.
                      *if not(mulecav)
                        (From next week, you'll be able to make use of the mule.)
                        *set mulecav true
                      *set mules +1
                      *set wealth +23
                      *set foodstore +1
                      *set foodstorelt +35
                      *set cred_m +5
                      *set muledonation 2
                      *if storymode
                        *goto week4back
                      *goto mulebegres
                    are cautiously friendly.  They won't give you a mule, but they
                    *if cha = 2
                      discreetly slip you a purse of drachems and a sack of grain.
                      *set wealth +60
                      *set foodstorelt +25
                      *set cred_m +5
                    *if cha = 1
                      discreetly slip you a purse of drachems and a sack of old grain.
                      *set wealth +40
                      *set foodstorelt +20
                      *set cred_m +5
                    *if cha < 1
                      send you away with a few coins and a bit of old grain.
                      *set wealth +15
                      *set foodstorelt +10 
                  *if cred_m = 200
                    studiously neutral.
                    *if cha = 2
                      But you ply them with all your charm, and one of them offers you a purse of drachems and a sack of old grain.  By the end of the week, you're hopeful that they may now be slightly more well-disposed to your cause.
                      *set wealth +20
                      *set foodstorelt +20
                      *set cred_m +5
                  *if cred_m < 200
                    hostile or frightened; you get nowhere with them.
                    *if cred_m < 150
                      All they give you are barely-veiled threats.                  
                  *if storymode
                    *goto week4back
                  *goto mulebegres
                *if (((bred_here) and (br_raid < week)) and (freefollowers > 0)) #I want to send Breden.  $!{xhis} persuasiveness is likely to bring good results.
                  *label bredmulebeg
                  *set mulebeggar "my personal intervention"
                  *gosub brraid
                  *set freefollowers -1
                  When 
                  *if deputy = "Breden"
                    your deputy
                    *goto bmulebac
                  *elseif bred_lover > 3
                    your
                    *if bred_trust >= 10
                      estranged
                    lover
                    *goto bmulebac
                  *else
                    the young former helot 
                    *goto bmulebac
                  *label bmulebac
                  returns late in the week, ${xhe}'s 
                  *if (bredmule = 0) or (randbear < 18)
                    *set bred_lead +1
                    *set bredmule +2
                    *set mules +2
                    *set foodstorelt +(randmule*3)
                    *gosub foodcalc
                    wearing a broad smile and leading two mules with some barley on their backs.  "It took some talking, ${kuria}…but there's folk out there angry against the Hegemony for all kinds of reasons, and when you find the right one, they can become a lot more persuadable."
                    *if not(mulecav)
                      (From next week, you'll be able to make use of the mules.)
                      *set mulecav true
                    
                    *if bredmulesicktent
                      *goto bredbegmuleres
                    *set bredmulesicktent true
                    Breden leads the animals away.  You later learn that ${xhe} led them straight to the sick tents, to many cheers.
                    *fake_choice
                      *if ((bred_lover >= 4) or (bred_heart = 3)) 
                        #I feel a surge of love at ${xhis} compassion, and pride that ${xhis} success will be widely known.
                          You can't take for granted that your
                          *if deputy = "Breden"
                            deputy
                          *if deputy != "Breden"
                            lover
                          would be respected by the whole outlaw band.  Now ${xhe}'s brought the sick what they most need. (Besides the impossible: a fire and dry blankets).
                      #My temper flares at hearing the news.  We may not be able to use the mules for the sick, but now ${xhe}'s created the expectation that we will.
                        It's hard not to be angered by Breden's brazen ploys to win over your followers.
                      #I'd intended to devote the mules to the sick, but Breden's use of them to boost ${xhis} popularity still worries and annoys me.
                        Next time, you'll think through all the ways ${xhe} might try to win over your followers with the spoils from a raid, and make sure you get to them first.
                      #As long as ${xhe} keeps bringing us mules, ${xhe} deserves to be cheered.
                        Let the other outlaws give credit where credit's due.  If it strengthens Breden's position in the band…well, your band needs all the strong leaders it can get.
                    *comment endif
                    
                    *goto bredbegmuleres
                  *elseif (bredmule = 2)
                    looking weary.  "Got a young mule from one freehold, ${kuria}, and a spot of barley.  But it's getting harder to find the right people."
                    *set mules +1
                    *set bredmule +1
                    *set bred_lead +1
                    *set foodstorelt +(randmule*2)
                    *goto bredbegmuleres
                  *else
                    got bags under ${xhis} eyes.  
                    *if (bredmuleblurb)
                      "No luck, ${bfname}.  A bit of silver, but no one willing to give us anything as valuable as a mule."
                    *if not(bredmuleblurb)
                      *set bredmuleblurb true
                      "Not a mule to be found, ${kuria}, just a few drachems—and I can't say I expect next week to go better, unless I get very lucky.  Zvad and the rest of the old Whendward Band can't point me to anyone else who's likely to help us."
                      *if yeomuletot > 2
                    
                        You nod soberly; at least Breden was able to find a few more after your own luck ran low.
                    *goto bredbegmuleres
                  *label bredbegmuleres
                  *set wealth +randmule
                  *gosub foodcalc
                  *label mulebegres
                  *if (nothief = 2) and ((((wealth+loot) > 1399) or (((me_raid < week) or (me_rim = week)) and not(memuleraid))) or (bred_here and (br_raid < week)))
                    *goto nothiefmule
                  *if nothief < 2
                  
                    You've got
                    *set d2n_num freefollowers
                    *gosub d2n
                    free followers left to send on missions this week.
                    *goto muleacqch
                  *goto banditchoices
          #Consider other options.
            *goto banditchoices
      But if you wanted, you could send out scouts to try to identify appropriate Hegemonic targets.
      
      You could of course also buy a mule through one of your fences—if you had the fourteen gold staters, enough money to buy 
      *if followers > 200
        a week and a half's
      *if followers <= 200
        several weeks'
      worth of barley for the whole band.
      *label muleacqch
      *choice
        *selectable_if ((freefollowers > 19) and (nothief = 0)) #Steal mules from yeoman farms. (Twenty bandits.)
          *label muleyeost
          *set violence +1
          *set cred_y -25
          *set morale -3
          *set freefollowers -20
          The twenty bandits you send to steal from yeoman households
          *if muleyeoth > 14
            *set anarchy +1
            *set mulecas (randill6+morcheck)
            return 
            *set d2n_num mulecas
            *gosub d2n
            fewer, and with 
            *set d2n_num randillc2
            *gosub d2n
            more 
            *if randillc2 > 1
              mules.
            *if randillc2 = 1
              mule.

            Word has spread about your habitual mule theft, and the freeholders of the Shayard Rim are ever more determined to fight back.
            *gosub r6cas
            *gosub morcas
            *set mules +randillc2
            *set muleyeoth +randillc2
            *set morale -6
            *set morale -morcheck
            *goto targvuln
          *elseif muleyeoth > 0
            *set anarchy +1
            *set mulecas (randill4+morcheck)
            return 
            *set d2n_num mulecas
            *gosub d2n
            fewer, and with 
            *set d2n_num randillc4
            *gosub d2n
            more mules.
            *if muleyeoth < 8
              "One group of them hunted us from the woods, till we abandoned two of their mules to get them off us," the raid leader says glumly. 
            *gosub r4cas
            *gosub morcas
            *set mules +randillc4
            *set muleyeoth +randillc4
            *set morale -4
            *goto targvuln
          *else
            bring back 
            *set d2n_num randill6
            *gosub d2n
            mules, to your great relief. 
            *if not(mulecav)
              (You'll be able to use the mules on raids from next week.)
              *set mulecav true
            
            "They didn't dare loose arrows on us…but they did their best to make up for it with words, ${kuria}. Said we're as bad as any thieving noble or Alastor."  A former yeoman herself, the raid leader has clearly been stung by the accusations. "They called out the Alastors on us as quick as they could, so we had to hurry back."
            
            "Their loyalty wouldn't be much use if we didn't survive the winter," you reply grimly.  "In the spring we'll see what we can do to win it back."
            *set mules +randill6
            *set muleyeoth +randill6
            *goto targvuln
          *label targvuln
          *set mulecas 0
          *if muleyeoth > randill6
          
            Targeting vulnerable smallholders continues to erode your band's morale.
            *if not(yeoslur)
              *gosub yeosl
          *if mulebothth > 0
            
            *goto mulemest
          *set muleraid week
          *goto banditchoices
        *selectable_if (((freefollowers > 19) and (protection != 1)) and (nothief = 0)) #Steal mules from merchant trains. (Twenty bandits.)
          *label mulemest
          *set violence +1
          *set anarchy +1
          *set cred_m -15
          *set freefollowers -20
          The twenty bandits you send to steal from merchants 
          *if mulemerth = 0
            *set mulemerth (randill6+1)
            return with 
            *set d2n_num mulemerth
            *gosub d2n
            mules in tow.
            *set mules +mulemerth
            *if not(mulecav)
              (Which you'll be able to assign to different tasks from next week.)
              *set mulecav true
            
            "They bleated and cursed at us when we raided their train, ${kuria}," grins the raid leader.  "But all they could do was threaten to tell the Alastors…and we were too fast in getting ourselves back to the woods."
            *if (alaine > 0) and (alaine < 5)
            
              *gosub alaineblister
              *set alaine 10
            *goto mulemerres
          *elseif mulemerth < 9
            come triumphantly back with 
            *set d2n_num randillc4
            *gosub d2n
            more mules.
            *set mules +randillc4
            *set mulemerth +randillc4
            
            *if alaine > 9
              *label alainemule
              *set mulemersyn true
              *if mulemerth < 9
                *set merchcomp (randillc4*1400)
              *if mulemerth > 8
                *set merchcomp (randillc2*1400)
              An imperious message soon reaches you from your fence Alaine Leybridge: [i]The merchant Saleran is a close colleague in the Syntechnia. You have stolen from him animals worth [/i]
              *set d2n_num merchcomp
              *gosub d2n_np
              [i]${display_numb} silver drachems.  You [b]will[/b] bring the mules to me next week, and I will return them to him, with an additional payment of one hundred drachems for his pains.[/i]
              
              You glance at
              *if deputy = "Breden"
                Breden and 
              Zvad, fighting down anger at the merchant's tone.  "Can we deny her?  Xthonos knows we
              *if mules < 9
                need
              *if mules >= 9
                could use
              those mules."
              *goto alainedemandchoice
            *if (alaine > 0) and (alaine < 5)
              *gosub alaineblister
              *set alaine 10
            *if alaine = 0
              One of the Whendward Band's most valuable fences, Alaine Leybridge, sends you an irritable warning to take care in who you target.  "She's a member of the Syntechnia—the Trader's Guild," Zvad explains uncomfortably. "Fences things no one else in the Outer Rim could.  No one we know, anyway.  Done our best to heed her in the past."
              *set alaine 10
            *goto mulemerres
          *elseif mulemerth < 12
            return with 
            *set d2n_num randillc2
            *gosub d2n
            more 
            *if randillc2 > 1
              mules, 
            *if randillc2 = 1
              mule, 
            looking frustrated. "Getting harder to find vulnerable merchants, ${kuria}.  Reckon they all know what we're after now."
            *set mules +randillc2
            *set mulemerth +randillc2
            *if alaine > 9
            
              *goto alainemule
            *goto mulemerres
          *else
            find no mules. "The merchants who need to move things anywhere near the Whendward are hiring from yeomen now, ${kuria}," your raid leader explains.  "They don't keep any mules themselves any longer."  
            
            The raiding party does bring back loot worth six hundred thirty drachems, and a bit of barley.
            *set loot +630
            *set foodstorelt +70
            *set foodstore +2
            *if not(muleanarchy)
              *set muleanarchy true
              *set anarchy +3
            *goto mulemerres
          *label mulemerres
          *set mulebothth 0
          *set muleraid week
          *goto banditchoices
        *selectable_if (((freefollowers > 39) and (protection != 1)) and (nothief = 0)) #Steal from both yeomen and merchants. (Forty bandits.)
          *set mulebothth 1
          *goto muleyeost
        *selectable_if ((((me_raid < week) or (me_rim = week)) and not(memuleraid)) or (bred_here and (br_raid < week))) #Try to convince yeomen or merchants to give mules to the cause. (Requires ${mulebeggar})
          *goto mulepersuade
        *if ((mulerecondone) and ((monkmule > 2) or not(alastmule))) 
          *selectable_if (freefollowers > 14) #Steal mules from Alastors or Ecclesiasts. (Fifteen to thirty-five bandits.)
            *set violence +1
            Your scouts identified 
            *if (monkmule > 5)
              a temple and nearby hill monastery
              *if (monkmule = 7) or not(alastmule)
                as well as 
            *if (monkmule = 3) or ((monkmule = 5) or (monkmule = 7))
              a remote monastery of Xthonos 
              *if not(alastmule)
                and
            *if not(alastmule)
              an Alastor mine garrison 
            that you could
            *if (alastmule) or (monkmule > 4)
              still
            raid for mules.
            *if ((monkmule = 3) or (monkmule = 7)) and not(reassured)
            
              Of course, some of your followers
              *if templeintro
                still
              have concerns about raiding on hallowed ground.
              *if not(templeintro)
                *gosub templefear
            *choice
              *if not(alastmule)
                *selectable_if (freefollowers > 34) #Raid the Alastors. (Thirty-five bandits.)
                  *label alastmuleraid
                  *set alastmule true
                  *if theurgy > 1
                    *set almuplan "to use Theurgy to prevail"
                  *set freefollowers -35
                  *if ((me_raid < week) or ((zv_raid < week) or (el_here and (el_raid !=week)))) or ((rad_raid < week) and not(radsick))
                    To take their mules, you'll need to defeat the Alastors decisively.  Do you want to send one of the band's better commanders to lead the raid?
                    *choice
                      *if (me_raid < week)
                        #I'll personally lead the raid.
                          *gosub meraid
                          *if (el_here) and (el_raid < week)
                            *if eltick
                              You consider bringing Elery Skinner on the raid with you, 
                              *if el_lead < 1
                                to see what she's made of.
                              *if el_lead >= 1
                                to make use of her skills.
                              *if e_rel < 10
                                (And try to win her over.)
                            *if not(eltick)
                              *gosub eleryintro
                            *choice
                              #I bring Elery.
                                *set el_raid week
                                *set el_almule true
                                *goto almuleresult
                              #I don't bring her.
                                *goto almuleresult
                          *label almuleresult
                          Your target is three days' hard march away, where the Whendward Hills jut out in a sharp spur between the Outer and Norther Rim.  From the last thickly forested hilltop you have a good view of the Alastors' small base, built around a mine camp and copper smelting kiln.
                        
                          *if not(el_almule)
                            *if (int = 2) and (theurgy <= 1)
                              *goto myplandos
                            *if theurgy > 1
                              Looking at the reservoirs they've made at the cliff-foot to hush away the spoils from the ore-fires, you have an idea for how you could
                              *if theurgy >= 10
                                discreetly
                              use ${wisardry} to beat them.
                              *choice
                                #So I proceed with that plan.
                                  *goto myplanuno
                                #But I'd rather not use ${wisardry}.
                                  *goto myplandos
                          *if el_almule
                            You talk over the plan of battle with the rest of the party.  Hesitantly at first but with growing excitement, Elery suggests various ways you could use the terrain to your advantage.  "See what's left of that dam, ${kuria}…where they built up water to hush away the spoil from the ore-fires?  The hushing gully's got wider since the rains started, and I'll wager their watch posts don't properly overlook it."
                            *choice
                              #Her ideas seems ingenious to me.  I base our plan on them.
                                *if deputy != "Breden"
                                  "Well, ${kuria}, at least you're not blind to what everyone has to bring to this rebellion," Elery says under her breath—but she seems pleased despite herself.
                                  
                                *set e_rel +1
                                *label elmambush
                                *set el_lead +1
                                Just after sunset, you're crouched in the lee of a weathered boulder, doing your best to ignore a dozen stinging cuts from the dense brush of the valley floor.  The evening is cloudy but dry, with a glorious orange-red sky behind the western mountains.  No wind or rainfall muffles the cry from the nearby mine camp: "Spies! Rebel spies! Out and after them!"
                              
                                A minute later, two of your outlaws sprint down the mine track in front of you, seemingly frantic to reach the distant cover of the trees.  Hard on their heels come a dozen or so mace-wielding Alastors, unarmored, plainly not expecting a daylight ambush in the relatively open terrain near their watchtowers.
                              
                                They'd not imagined twenty-odd raiders sneaking up the new hushing gully into the boulder-field overlooking the track.  Your roar of, "[i]Attack![/i]" leaves half of the Alastors flailing wildly and most of the rest paralyzed. You've brought enough archers 
                                *if rescuer = 0
                                  and bow-trained helots 
                                to fell a third of the them before the rest of your band closes with the survivors.  The fight doesn't last long, and you have only one casualty.
                                
                                *if firstkill = 0  
                                  You blink for a moment at the Alastor you just struck down with your ${weapon}.
                                  *gosub firstknarr                              
                                  
                                Howling and shrieking like Xaos itself, your victorious ambushers charge up toward the camp.  Through the entryway, you can see mine drudges fleeing and the remaining Alastors scrambling to shut the gate.  But glancing up to the cliff above you, you see that Elery and her thirteen raiders have appeared as planned and are pelting everyone in the entry area with sling stones.  The gate is only half closed when you reach it.
                                
                                With your own most terrifying yell, you put your head down and slam your shoulder against the slowly-moving timbers.  The gate judders to a halt as ten other outlaws do the same. Its defenders spill into the opening, and a mace splits the skull of the outlaw at your shoulder. But before you can bring up your own ${weapon} to protect yourself, another howling bandit has sprung past you and put her knife into the Alastor.
                                *gosub 2cas
                                
                                The battle is bloody, but brief.  One Alastor flees into the mine tunnel, but your outlaws chase after her, whooping, "Ay, little rat!  The ferrets are coming!"  Minutes later, they emerge, waving bloodied clubs and laughing.
                                *if firstkill = 2
                                  You raise your own ${weapon} and join whole-heartedly in the victory cry.
                                *if firstkill = 4
                                  You fight to keep the nausea and horror from showing on your face.
                                *goto minedrudge
                              #I hear her out, but I want ${almuplan}.
                                It's clear to you and everyone else in the band that she's got a gift for suiting tactics to terrain—but
                                *if theurgy > 1
                                  you've seen an opportunity that only a ${wisard} could take.
                                *if theurgy <= 1
                                  you think you have a better idea.
                                Elery listens
                                *if e_rel < 10
                                  sullenly but
                                without objection as you lay out the plan.
                              
                                *goto myplanuno
                              #"Give the rest a chance to speak too, Skinner," I say, half in jest.
                                Elery's eyes widen with embarrassment, and she falls
                                *if e_rel < 10
                                  sullenly
                                  *set e_rel -1
                                silent.  The other raiders exchange glances.  "Reckon that Skinner's plans sound good to us, ${kuria} ${lname}," one says at last.  The others nod in unison.
                              
                                "Well and good."  You smile at Elery, who
                                *if e_rel < 10
                                  just stares levelly back.
                                
                                  *goto elmambush
                                returns it nervously. "Let's prepare, then."
                                *set e_rel +1
                              
                                *goto elmambush
                          *label myplanuno
                          After nightfall, you lead your raiding party stealthily up to the foot of the stockade.
                          *if int = 2
                            *if theurgy <= 1
                              It will be costly and risky to fight your way in
                            *if theuknown <= 4
                              "I think there's a flaw in one of their dams," 
                            *if theuknown > 4
                              "I think I can breach one of their dams,"
                            you breathe to
                            *if el_almule
                              Elery.
                            *if not(el_almule)
                              the bandit at your shoulder.
                            *if (theuknown > 4)
                              You draw a finger across your palm to be sure your meaning is clear.
                            "Let me creep up for a closer look.  If I'm right…be ready to attack when they open the gate."
                            *if (theuknown > 4)
                            
                              "Aye, ${kuria}," she whispers, hope plain on her face. "We'll be ready to take them."
                            *if (theuknown <= 4)
                              She gives you a quizzical look, but nods her assent.
                            
                            The main dam just above the camp is about twelve feet high and six wide, a long arc of earth studded with great boulders.  The reservoir behind it is huge and inky, swallowing the starlight.  It's hard to say where a breach would most directly threaten the mine…but based on the lie of the slope and your childhood experiments with irrigation, you can make a decent guess.
                            *gosub cuthandch
                            *if (consc < 0) and (phial = 0)
                              *set mulecas (13+morcheck)
                              As the blood pools in your palm, you struggle to keep focused on the dam, the water in the soil…but you've spent yourself too much over the past weeks.  The world fades to white around your eyes.  
                              
                              The smell of blood and smoke is the first thing that penetrates the fog; when you force your eyes open a crack, the yellow dawn illumines a canvas lean-to with three other injured outlaws.  You soon learn that when you didn't return, the raiding party went up the stockade walls and defeated the Alastors—but at the cost of 
                              *set d2n_num mulecas
                              *gosub d2n
                              raiders.
                              
                              *if (theurgy >= 10) and (theuknown <= 4)
                                Hauling yourself shakily to your feet, you try to ignore the curious and reproachful looks from your followers.  They don't understand how you managed to knock yourself unconscious just as the battle was starting, or why you ran off on your own to do so.
                                *set morale -2
                              *if (theurgy < 10) or (theuknown > 4)
                                "Sorry, ${kuria},"
                                *if el_almule
                                  Elery
                                *if not(el_almule)
                                  the raiding party deputy
                                says, her hands still shaking. "But when you didn't come back, and we didn't know where to find you…and we only had an hour or so left before dawn…."
                              *gosub 5cas
                              *gosub 5cas
                              *gosub 3cas
                              *gosub morcas
                              *goto minedrudge
                            You don't try levitation; the boulders are too large, the fire you sense in them too tenuous.  Instead, you focus your mind on the elemental water threading through the soil itself, on its natural tendency to flow.  
                            
                            It's not easy at first, in the dark and with the blurriness of your ${wisardric} trance, to know that you've succeeded. Then a deep gurgling sound and a clatter of rocks confirms that a section of the earthworks some two feet wide and four deep has melted and spilled toward the camp…and that a growing stream of water is following it, mere yards from your toes.
                            
                            "Who goes there?" comes a call from the stockade.  "Show yourselves!"  You ignore it and break giddily into a run as the reservoir begins to eat the dam. The angry shouts from the camp shift abruptly to screams when a flood surges against the stockade wall. "Breach! Breach!"
                            *page_break
                            You stop running only when the dam joins an outcrop of bedrock.  From that safe perch, you can hear and (barely) see the slaughter at the gate.  Terrified, mostly unarmed and barely clad, the Alastors burst out of their flooding camp, where they're met by your raiding party.  The fighting is as brutal as it is brief; not a single Hegemonic enforcer remains alive by the time you rejoin the group.  
                            
                            Three of your outlaws are injured, but only one looks likely to die of it.  The rest are rounding up terrified mules from the knee-deep water in the camp, or plundering the fallen Alastors.  Many of them can't stop laughing; a day ago, they'd never have imagined defeating a Hegemonic garrison so swiftly and utterly.
                            *gosub 1cas
                            *set ha_foll -2
                            *set sa_foll +2
                            *set morale +10
                            
                            *if (theurgy >= 10) and (theuknown <= 4)
                              "Angels, ${kuria}. Damned big flaw you spotted in that dam."
                              *if el_almule
                                Elery looks impressed but suspicious.
                                *if e_rel >= 10
                                  "I'd not have thought there was anything one ${woman} could do to open it up so quickly and quietly."
                                
                                  You shrug.  "They'd gotten lazy.  Missed a spot where it could be eroded."
                                
                                  "Well, good thing you've got a better eye for it than they did." The young
                                  *if aristo
                                    helot
                                  *if helot
                                    fighter
                                  shakes her head, grinning.
                              *if not(el_almule)
                                The outlaw grins at you, clearly in awe.
                              "When we heard the shouts, we thought we'd have to pull you out of the fire…and then we heard the screaming."
                            *goto minedrudge
                          *label myplandos
                          Two small groups
                          *if el_almule
                            (including Elery)
                          split off toward the far side of the camp; a third prepares to go over the wall and unbar the main gate.  The rest of the party stands ready
                          *if com = 0
                            with you
                          to pull the gate open and charge through.
                        
                          *if com > 0
                            You lead the third group to the foot of the stockade.  
                          For long minutes you all crouch in silence; besides the wind, the only sound is the faint drum of Alastor boots on the wall walk, thudding closer and away again. Then the cries finally go up from the other end of the camp: "Who goes there?…Who's that, damn you?  Ay, something's here too!  Who goes…" With the clatter and thud of sling-stones against the stockade, the calls become wordless yells, and then: "Bandits!  Bandits!  Wake, wake and out!"
                        
                          You
                          *if com > 0
                            place your feet into the hands of two crouched outlaws and squeeze their shoulders. They stand as one and hurl you upward.  For a moment, you're flying through the darkness; then you bang into the wall, your outstretched fingers catch the sawn-off log ends at the top, and you strain to pull yourself up over the lip.
                          
                            Almost as soon as you land on the narrow walk, your knife is in your fist.  But the noise of your ascent has gone unheard, thanks to the commotion on the other end of the stockade.  The sleepy Alastors spilling out of the barrack-house are focused only on the obvious danger; the guards on your side of the wall have kept their posts, but are distracted by the excitement across the camp.
                          
                            On your shoulder is a long rope with footloops and a thick knot in one end. You slip it at once between two timbers; the knot keeps it in place as the rest of your raiders begin to climb. When the first three are atop the wall, you beckon them after you toward the gate, keeping low in the shadows.  
                            *page_break
                            The four Alastors posted there don't spy you until you're practically upon them.  "Bandi—!" yells one, but your ${weapon} cuts his cry short.
                            *if com = 2
                              The others can only face you one at a time on the narrow stockade, and one by one they die.  You hear admiring curses from the outlaws just behind you as you duck under the third one's mace blow and kick him off the wall.
                              *set morale +1
                            *if com = 1
                              The second very nearly bashes your skull in with his mace; you just manage to dodge, and another outlaw springs past you to engage him. You're sidelined for the rest of the skirmish, which ends with one of your raiders badly injured.
                              *gosub 1cas
                            It's all over in less than a minute,
                            *if com = 1
                              though,
                            and the way to the gate is open.
                          
                            *if firstkill = 0
                              Your eyes linger for an instant on the crumpled Alastor
                              *if com = 2
                               at your feet—then flicker back to the first one
                              you struck down.
                              *gosub firstknarr                              
                              
                            "Down, down, down!" you bark. Your attack has not gone unnoticed; even as you slide down a pole from the watchpost, you're conscious of Alastors shrieking the alarm and charging across the camp.  Ignoring them, you heft one end of the heavy gate bar.  Two of your fellow raiders hoist the other end and middle, and together you throw it to the ground.
                          
                            You whirl to face the oncoming Alastors—who slow, then halt and try to pull into a formation that can stand up to the wave of two dozen howling bandits that pours through the now-open gate.
                            *if com = 1
                              *set mulecas (3+morcheck)
                              *if arms < 10
                                *set mulecas +2
                                *gosub 2cas
                              By the time you've overrun them, 
                              *set d2n_num mulecas
                              *gosub d2n
                              more of your followers have died.
                              *if morcheck > 0
                                At least 
                                *set d2n_num morcheck
                                *gosub d2n
                                of them are casualties of your band's morale—hungry and tired, they simply panicked at the wrong time.
                              *if arms < 10
                                Two 
                                *if morcheck > 0
                                  more 
                                might have lived had they been fighting with the same caliber of arms as the Alastors.
                              But every one of the Hegemonic troops is dead, and their camp is yours.
                              *gosub 3cas
                              *gosub morcas
                            *if com = 2
                              But you lead the charge against them with an unerring instinct for their weak spots.  They never manage to recover, and 
                              *if morcheck > 0
                                *gosub morcas
                                the only casualties on your side are 
                                *set d2n_num morcheck
                                *gosub d2n
                                who panic at the wrong time.
                              *if morcheck = 0
                                only two of your followers are injured in the fighting.
                                *set ha_foll -2
                                *set sa_foll +2
                          *if com = 0
                            *set mulecas (10+morcheck)
                            watch with bated breath as the third party clambers up the stockade, their noise lost in the diversion on the far side.  When they ambush the four remaining guards atop the gatehouse, you beckon the twenty bandits behind you up to the gate.
                          
                            And there you stand for more than a minute, while the screams and cries from inside come ever closer. [i]It's going too slowly,[/i] you think, heart sinking.
                            *if int = 2
                              
                              Perhaps if you'd chosen to use ${wisardry}, things would have gone differently.  But you can't think of any way to turn the tide with it now, even were you willing to wield it.
                            When at last you hear the gate bar drop, you desperately haul it open—just in time to see the last of your outlaws from the gate raiding party fall.  
                          
                            Vengeful Alastors trample in a wave over their bodies and charge you, desperate to push you back and close up the gate again.  Fighting in the darkness, it's hard to tell how many there are—fourteen?  Fifteen?  For much of the battle you're crushed together in the gateway, too close to swing a weapon longer than a knife, clawing and biting and striking at each other like rats in a sack.
                            *gosub 5cas
                            *gosub 5cas
                            *gosub morcas
                            
                            *if el_almule
                              The tide only turns when Elery leads her diversionary parties up onto the stockade wall and pelts the Alastors from behind with their slings.  None of the enforcers who emerged from their barracks are wearing any kind of armor; the stones kill one or two, while bringing many more to their knees in agony.

                              *if firstkill = 0
                                As they begin to fall back, you find your eyes lingering on the battered, starlit Alastor at your feet.
                                *gosub firstknarr
                                
                              When the last Alastor has fallen, Elery descends and glowers at you. "$!{kuria},
                              *if e_rel >= 10
                                I'll not hold my tongue for you.  There
                              *if e_rel <= 9
                                there 
                              are 
                              *set d2n_num mulecas
                              *gosub d2n
                              dead outlaws here who would be alive if we'd done this my way.  Don't think we survivors won't remember that."
                              *set el_lead +1
                              *set e_rel -2
                              *set morale -3
                            *if not(el_almule)
                              *gosub 2cas
                              *set mulecas +2
                              Your numbers prevail in the end, but only by a whisker.  
                              *set d2n_num mulecas
                              *gosub d2n_np
                              $!{display_numb} of your followers lie dead, and two more are injured.
                              *set ha_foll -2
                              *set sa_foll +2
                              *set morale -4
                          *label minedrudge
                          *gosub foodcalc
                          *page_break
                          Some of your raiders have secured the ten braying mules, while others continue to plunder the fallen Alastors and their camp.  You turn your attention to the thirty wide-eyed mine drudges, who are pressed against the stockade as far from the fighting as possible.  
                        
                          They're a lean, sinewy bunch, their clothes stained black from the soot of the ore-fires.  A few of them are holding up picks and chiseling bars as if ready to use them in self-defense, but most just look terrified.  Two foremen, wearing warm woolen nightshirts rather than loincloths, are hiding at the back of the gang.
                        
                          "I'm ${kuria} ${fname} ${lname}," you call, walking toward them, "leader of the Whendward Band, and rebel against the Thaumatarch."
                          *choice
                            #"Join us!"
                              *if needfoodlt > foodstorelt
                                 Most of the drudges look horrified at the suggestion, and you overhear uneasy mutters from the outlaws behind you about bringing back more mouths to starve.  But you persist.
                              "I know you don't face a Harrower as often as
                              *if helot
                                we did.
                              *if aristo
                                the farm helots do.
                              And you might find our life in the forest hard this winter—I'll not lie to you.  But if you're sick of living under the whip,
                              *if helot
                                as I was,
                              this is your chance to 
                              *if ruth > 50
                                be the one striking the blows rather than receiving them."
                              *if ruth <= 50
                                live free.  And it may be the only chance you get."
                              *set followers +10
                              *set newfoll +10
                              *set nonkids +10
                              *set ha_foll +9
                              *set sa_foll +1
                            
                              After a few doubtful moments when no one moves,
                              *if cha < 2
                                a third
                              *if cha = 2
                                *set followers +5
                                *set nonkids +5
                                *set newfoll +5
                                *set ha_foll +4
                                *set sa_foll +1
                                half
                              of the mine drudges break away from the rest and join your band in plundering the camp.  The others, and the foremen, remain huddled in their corner until you leave.
                            
                              You head back to the wilderness not just with more followers and 
                              *label headbwild
                              ten more mules, but around six bushels of barley and thirty-three drachems, as well as 
                              *label weapeal
                              decent quality weapons from eight of the fallen Alastors.
                              *if not(armsfirst)
                                *gosub armsfirst
                              *set arms +8
                              *set wealth +33
                              *set foodstorelt +230
                              *gosub foodcalc
                              *goto almuleraid
                            #No, we don't have enough food to take them with us.  But I share some of the plunder with them, poor souls.
                              *set ruth %-10
                              You leave the huddled drudges with half the grain in the camp bin; it should keep them alive until the Alastors send out a new garrison.  That leaves you with three bushels to take back to the camp, as well as ten mules, thirty-three drachems, and
                              *set foodstorelt -115
                              *goto weapeal
                            #I want them to spread the legend of my ruthlessness.  I have the cowering foremen killed.
                              *set ruth %+10
                              *set notoriety +2
                              "You've seen how we deal with servants of the Thaumatarch."  You stop several yards from them, arms folded across your chest. "You served him by mining copper.  And the only reason I'm sparing your lives is because you did it as drudges, not of your own free will."
                            
                              For several seconds, no one seems to breathe.  A few of the drudges' eyes flicker uncertainly toward their foremen.  You let the terror build before you also turn your eyes implacably to them.  "Save those who took the Hegemony's coin to wield the whip."
                            
                              One of the foremen wails, and both break for the gate.  They make it only halfway across before your outlaws fall upon them, putting their newfound Alastor maces to brief and brutal use.  The appalled-looking drudges flinch back against the wall as you step toward them again. "When the aristarchs send a new gang to reopen the mine," you say levelly, "tell them that they're our fair prey."
                            
                              You head back to the wilderness not just with
                              *goto headbwild
                            #I just tell them to stay out of our way and none of them will be hurt.
                              The drudges and foremen are more than happy to comply.
                            
                              You head back to the wilderness not just with
                              *goto headbwild
                      *if (zv_raid < week)
                        #I send Zvad.
                          *gosub zvraid
                          *set zv_almule true
                          *set zv_lead +1
                          *set mulecas (3+morcheck)
                          *if arms < 10
                            *set mulecas +2
                            *gosub 2cas
                          Zvad returns at the end of the week with ten mules in tow, having lost 
                          *set d2n_num mulecas
                          *gosub d2n
                          outlaws in overrunning the mine camp.
                          *gosub 3cas
                          *gosub morcas
                          *gosub foodcalc
                          *goto almuleraid2
                      *if ((el_raid !=week) and (el_lead >= 1)) and el_here
                        #I send Elery Skinner.
                          *set el_raid week
                          *set el_almule true
                          *set el_lead +1
                          *gosub morcas
                          Elery returns at the end of the week with ten mules in tow. The rest of her raiders are eager to share the tale of how they crept up a gully and lured the Alastors out into a devastating ambush. Under Elery's leadership, the adventure cost them only one man wounded 
                          *if morcheck < 2
                            and none dead.
                          *if (morcheck > 1)
                            and 
                            *set d2n_num morcheck
                            *gosub d2n
                            dead (from a group which panicked when the Alastors rallied and began fighting back).

                          She 
                          *if morcheck < 4
                            can't stop grinning 
                          *if morcheck >= 4
                            looks weary
                          as she reports back.
                          *set ha_foll -1
                          *set sa_foll +1
                          *gosub foodcalc
                          *goto almuleraid2
                      *if (rad_raid < week) and not(radsick)
                        #I send Radmar.
                          *set rad_raid week
                          *set rad_almule true
                          *set rad_lead +1
                          *set mulecas (randill4+morcheck)
                          Radmar returns at the end of the week with ten mules in tow, having lost 
                          *set d2n_num mulecas
                          *gosub d2n
                          outlaws in the battle.
                          *gosub r4cas
                          *gosub morcas
                          *gosub foodcalc
                          *goto almuleraid2
                      #No, the raiding party should be capable of doing what's necessary.
                        *goto almuleraid3
                      *if not(storymode)
                        #Actually, I'll postpone this raid to another week, when the leader I have in mind isn't already committed.
                          Perhaps there's another way for you to acquire mules this week.
                          *set violence -1
                          *set freefollowers +35
                          *set alastmule false
                          *goto muleacqch                        
                  *label almuleraid3
                  *set mulecas (randill6+morcheck)
                  The party you sent to the Alastor garrison returns at the very end of the week, having lost 
                  *set d2n_num mulecas
                  *gosub d2n
                  outlaws in the fight, but with ten more mules.  The young former helot who led the band brandishes a steel mace with enthusiasm.
                  *gosub r6cas
                  *gosub morcas
                  *label almuleraid2
                  "When we hit the garrison, six of the Alastors escaped and fled back along the Rimmersford road, ${kuria}.  The others had a few good weapons and thirty drachems on them."
                  *label almuleraid
                  *set anarchy +2
                  *set notoriety +8
                  *set mules +10
                  *set wealth +30
                  *if not(armsfirst)
                    *gosub armsfirst
                  *set arms +6
                  *gosub foodcalc
                  *if rad_almule
                  
                    "Well done." You glance past Radmar to the trail of returning outlaws—then blink and look again, confirming that many are unfamiliar.  "Are those…"
                  
                    "Twelve of the mine drudges chose to come back with us."  The big
                    *if aristo
                      former helot
                    *if helot
                      fighter
                    squares his shoulders as if expecting an attack.  "I invited them."
                  
                    "They fought alongside you?" you query as one is carried past on a makeshift stretcher.
                  
                    Radmar shakes his head, his scowl deepening.  "Two took ill on the return trip.  They've been worked hard, ${kuria}.  Got as much call to rebel as any of us, and more than some."
                    *set followers +12
                    *set nonkids +12
                    *set newfoll +12
                    *set ha_foll +10
                    *set sa_foll +2
                    *gosub foodcalc
                    *choice
                      #"You thought we needed more mouths to feed?"  I keep my voice low, but don't hide my appalled incredulity.
                        *set r_rel -1
                        "More hands can bring in more food—if they're used right."  Radmar 
                        *if poric > 0
                          glares at you, clearly disappointed if not surprised by your reaction.  "Damn it, ${kuria}, what do you think we're playing at here?  Some of us are hungry, aye, but we'll need every hand we can get when the Archon comes for us.  Don't let the winter blind you to what comes next."
                        *if poric = 0
                          clenches his fists as if restraining himself from lunging at you. "Xthonos burn it all, ${kuria}…bad enough that you're letting folk die, but not letting us bring in new ones?  Do you actually mean us to survive when the Archon comes for us?  Or have you given up already?"
                        
                        "It's done now," you say grimly.  You're not about to turn away folk once they've actually reached your camp.  "I just hope you warned them what they're in for."
                        *goto almulefin
                      #I sigh but don't rebuke him.  "I hope you warned them what they're in for."
                        "They know, ${kuria}," rumbles Radmar.  "They all know.  And they chose to come anyway.  Don't fail them."
                        *if poric = 0
                          A pain almost too deep for anger still distorts his face.
                        *goto almulefin
                      #"Well done."  I clap him on the shoulder.  "We'll welcome any soul willing to stand against the Thaumatarchy."
                        Radmar's lips twist upward into a near-smile. "Glad to hear it, ${kuria}.  We'll need every hand we can get when the Archon comes for us."
                        *set r_rel +1
                        *goto almulefin
                  *label almulefin
                  *if not(mulecav) and not(storymode)
                  
                     You'll be able to assign the new mules to different 
                     *if nothief = 2
                       tasks 
                     *if nothief < 2
                       raids
                     from next week.
                     *set mulecav true
                  *if (bothmuleraid > 0) or (storymode and not(nopriests))
                    *if rad_almule
                    
                      *goto monkraid
                    *page_break
                    *goto monkraid
                  *set muleraid week
                  *if storymode
                    *page_break
                    *goto merchreconchoice
                  *if ((freefollowers > 14) and not(mulerecontick)) and ((monkmule > 2) or not(alastmule))
                  
                    You could send some of your
                    *set d2n_num freefollowers
                    *gosub d2n
                    free followers to scout for more opportunities to steal mules from the Hegemony.
                    *choice
                      #I send fifteen scouts.
                        *goto sendmulescouts
                      #No, I have other uses in mind for those followers.
                        *set tick 0
                        *goto banditchoices
                  *goto banditchoices
              *if (monkmule > 5)
                *selectable_if (freefollowers > 19)  #Raid the temple and nearby monastery. (Twenty bandits.)
                  *label monkraid2
                  *set notoriety +6
                  *set freefollowers -20
                  *set cred_p -20
                  *if temple = 0
                    *set temple 1
                  The raiders you send to the temple and
                  *if bothmuleraid = 3
                    second
                  monastery return
                  *if (monkmule = 7)
                    with eight mules, 
                    *if not(reassured)
                      but looking distraught.
                      *gosub muledistraught
                    *if (reassured)
                      and only slightly uneasy at the curses of the monks.  "We just remembered what you told us before, ${kuria}.  We know the Angels aren't on their side."
                    *set mules +8
                    *set monkmule -2
                  *if (monkmule != 7)
                    *if bothmuleraid = 4
                      *set mules +8
                      with eight more
                      *if reassured
                        mules from the monks.  To your relief, they seem to have entirely shrugged off the priests' anathemas.
                      *if not(reassured)
                        mules—and the same gnawing fear as the first party.
                        *if mulescared
                          You do what you can to assuage it, but you doubt anyone feels much reassured.
                          *set morale -4
                        *if not(mulescared)
                          Thankfully, you're able to contain it.
                    *if bothmuleraid != 4
                      *if mulescared
                        *set monkmule -2
                        *goto mulerout
                      *if not(mulescared)
                        with a confirmed confidence, and eight more mules.  "The priests tried cursing us again, ${kuria}, but we knew it wouldn't do any harm."
                        *set mules +8
                        *set monkmule 0
                  *set muleraid week
                  *if not(mulecav)
                
                     You'll be able to assign the new mules to different 
                     *if nothief = 2
                       tasks 
                     *if nothief < 2
                       raids
                     from next week.
                     *set mulecav true
                  *if ((freefollowers > 14) and not(mulerecontick)) and ((monkmule > 2) or not(alastmule))
                  
                    You could send some of your
                    *set d2n_num freefollowers
                    *gosub d2n
                    free followers to scout for more opportunities to steal mules from the Hegemony.
                    *choice
                      #I send fifteen scouts.
                        *goto sendmulescouts
                      #No, I have other uses in mind for those followers.
                        *set tick 0
                        *goto banditchoices
                  *goto banditchoices
                
              *if (monkmule = 3) or ((monkmule = 5) or (monkmule = 7))
                *selectable_if (freefollowers > 14)  #Raid the remote monastery. (Fifteen bandits.)
                  *label monkraid
                  *set notoriety +6
                  *if temple = 0
                    *set temple 1
                  *if bothmuleraid = 2
                    *goto monkraid2
                  *set freefollowers -15
                  *set cred_p -20
                  *if (monkmule = 3) or (monkmule = 7)
                    When the party you sent to the hilltop monastery returns, they have six mules but look distraught.  
                    *gosub muledistraught
                    *set mules +6
                    *set monkmule -1
                    *if storymode
                      *page_break
                      *goto merchreconchoice
                  *if (monkmule = 5)
                    The party you sent to the hilltop monastery returns
                    *if mulescared
                      *set monkmule -1
                      *label mulerout
                      in utter disarray, and with no mules.
                      *gosub 5cas
                      *gosub 5cas
                      "The curse, ${kuria}…when the priests cursed us again, and then came after us with clubs…"  The terror and shame is still evident on their faces.  "It was like the Angels Themselves made our arms go slack.  We couldn't stand up to them.  It was all we could do to run."
                    
                      Five outlaws were beaten to death or hurled from cliffs at the monastery, and another five soon die of sickness and wounds. "They didn't believe they were going to recover, ${kuria}," ${healer} tells you bleakly.  "Best do something quickly to get morale back up and prove the Angels haven't abandoned us…or we might lose everyone else in my tents."
                      *set morale -5
                      *set monkmule 0
                      *set muleraid week
                      *goto banditchoices
                    *if not(mulescared)
                      *set mules +6
                      with a confirmed confidence, and six more mules.  "They tried cursing us again, ${kuria}, but we knew it wouldn't do any harm."
                      *set monkmule 0
                  *if bothmuleraid > 2
                    *goto monkraid2
                  *set muleraid week
                  *if not(mulecav)
                
                     You'll be able to assign the new mules to different 
                     *if nothief = 2
                       tasks 
                     *if nothief < 2
                       raids
                     from next week.
                     *set mulecav true
                  *if ((freefollowers > 14) and not(mulerecontick)) and ((monkmule > 2) or not(alastmule))
                  
                    You could send some of your
                    *set d2n_num freefollowers
                    *gosub d2n
                    free followers to scout for more opportunities to steal mules from the Hegemony.
                    *choice
                      #I send fifteen scouts.
                        *goto sendmulescouts
                      #No, I have other uses in mind for those followers.
                        *set tick 0
                        *goto banditchoices
                  *goto banditchoices
              *if not(alastmule) and ((monkmule = 3) or (monkmule = 5))
                *selectable_if (freefollowers > 49) #Raid both. (Fifty bandits.)
                  *set bothmuleraid 1
                  *goto alastmuleraid
              *if not(alastmule) and (monkmule = 6)
                *selectable_if (freefollowers > 54) #Raid both. (Fifty-five bandits.)
                  *set bothmuleraid 2
                  *goto alastmuleraid
              *if alastmule and (monkmule = 7)
                *selectable_if (freefollowers > 34) #Raid both. (Thirty-five bandits.)
                  *set bothmuleraid 4
                  *goto monkraid
              *if not(alastmule) and (monkmule = 7)
                *selectable_if (freefollowers > 49) #Raid both the Alastors and the remote monastery. (Fifty bandits.)
                  *set bothmuleraid 1
                  *goto alastmuleraid
              *if not(alastmule) and (monkmule = 7)
                *selectable_if (freefollowers > 54) #Raid the Alastors, the temple, and the nearby monastery. (Fifty-five bandits.)
                  *set bothmuleraid 2
                  *goto alastmuleraid
              *if not(alastmule) and (monkmule = 7)
                *selectable_if (freefollowers > 69) #Raid all of them. (Seventy bandits.)
                  *set bothmuleraid 3
                  *goto alastmuleraid
              #Consider other options.
                *set violence -1
                *goto muleacqch
    
        *if not(mulerecontick)
          *selectable_if (freefollowers > 14) #Send scouts out to find Alastors or Ecclesiasts with mules you could steal. (Fifteen scouts.)
            *label sendmulescouts
            You
            *if mulerecon < 20
              once again
            dispatch scouts to sneak through the Shayard Rim, looking for opportunities for a raid.  You expect they'll be gone at least two weeks to find anything.
            *if not(reconprec) and (rescuer = 0)
              *gosub reconprecau
            *set mulerecontick true
            *set freefollowers -15
            *set scouts +15
            *set mulescouts 15
            *set mulerecon (week+2)
          
            While you await the scouts' return, are there any other ways you want to try acquiring mules?
            *goto muleacqch
        *selectable_if ((wealth+loot) > 1399) #Buy a mule. (1400 drachems.)
          *goto buyamule
        #Try something else.
          *goto banditchoices
          
  *if ((caravan < week) and (freefollowers > 19)) and (((carastand < 1) and (nothief = 0)) and (protection < 10))
    #Raid a distant pass with greater caravan traffic. (Twenty bandits.)
      *if not(carablu)
        *set carablu true
        At the beginning of the week you
        *if deputy = "Breden"
          and Breden
        consult with Zvad and a couple of other Whendish outlaws in your band, who know the passes well.  They look doubtful.  "We could follow the high ridges up to the Ojlskaf—that's the Owlscap Pass to you Shayardenes," one of them says.  "It'd be about six days' walk with mules.  There are stretches there between inns where we could strike from cover, and some merchants travel the route under light guard.
        
        "But there are Alastor patrols all up and down the Ojlskaf.  They'd be after us within an hour or so of any raid.  And don't think these Alastors are just your usual village skull-crackers—they're thief-hunters, trackers, and trained in fighting almost to Phalangite level.  And there are a lot of them.  The Thaumatarch cares about protecting the main passes."
        
        "Could we move the camp closer?  Close enough for the raiders to strike and rejoin us inside of a week, rather than a fortnight?"  You'd want a seasoned or extremely competent leader for your first caravan raid—and you'd rather not deploy those leaders for more than a week at a time if you don't have to.
        
        Zvad considers, then nods.  "This one time, aye.  A small party pressing hard could get there in four long days.
        *if freemules > 0
          Send 
          *if freemules > 2
            a few mules
          *if freemules = 2
            both our mules
          *if freemules = 1
            the mule
          with them, and they 
          *if freemules > 1
            could bring back a decent bit of loot.
          *if freemules = 1
            might carry back enough to be worth it.
        And there are places within two days of the Ojlskaf where we could make our main camp.  But we wouldn't want the band to linger, with the thief-hunters out in force."
        
        You wonder whether it's worth the risk.  The Owlscap might involve some hard fighting; and you'd have to load the mules lightly to stay ahead of your pursuit on the return journey.  On the positive side, a lot of wealth moves through the pass, and stealing it will deeply irk the Hegemonic authorities.  On the negative, hunting you will become a higher priority for them.
        *choice
          #Yes, we should do it.
            *goto caravlead
          #No, it's too risky.
            *goto banditchoices
      *label caravlead
      *set violence +1
      *set freefollowers -20
      You consider who you want to lead 
      *if caravan = 0
        your first
      *if caravan > 0
        this
      caravan raid. 
      *if caravan = 0
        Zvad is the only one who really knows the Owlscap Pass; even if you led the raid in person, it might be wise to bring him along.
      *if not(caveat)
        *gosub caveatductor
      *if (caravan > 0) and not(storymode)
        Whoever you send, they'll be gone for at least a fortnight; with Alastors swarming the woods around the pass, you can no longer bring the main force of the band close to the Owlscap.  
        
        For that reason, you don't want to go yourself.  Being away from the band for two weeks at a critical time like this would be reckless.
      *choice
        *if (caravan = 0)
          *selectable_if (me_raid < week) #I'll lead the raid myself.
            *gosub meraid
            *goto pickelery
        *if (caravan = 0)
          *selectable_if ((me_raid < week) and (zv_raid < week)) #I'll lead the raid, bringing Zvad along.
            *label zvmecarraid
            *gosub meraid
            *gosub zvraid
            *set zvad_c true
            *set zv_lead +1
            You want to lead the raid yourself, and you definitely want Zvad's knowledge of the pass. You overhear some other bandits grumble that it's tempting Xaos to have both the band's leader and 
            *if deputy = "Zvad"
              deputy
            *if deputy != "Zvad"
              its most seasoned warrior 
            raid together.  Still, you don't think it will hit morale too hard—as long as you both come back.
            
            *goto pickelery
        *selectable_if (zv_raid < week) #Zvad can lead it.
          *gosub zvraid
          *label zvcarraid
          *set zv_lead +1
          *set caracas (3+morcheck)
          Zvad will head to the Owlscap Pass with
          *gosub caramulenum
          twenty raiders.
          *if caravan > 0
            *set cara_zv 1
            He 
            *label fortnightlook
            knows where to look for you in a fortnight—and knows not to share that knowledge with anyone else in the raiding party.
            *set caravan week
            *goto banditchoices
          *if (el_lead = 0) and (el_here)
            *if eltick
              You consider inviting Elery Skinner to join this raid, to see what Zvad makes of her vaunted skill at tactics.  Maybe it's only been shown in helot games so far…but scrum-ball is
              *if aristo
                by all accounts
              not all that different from actual combat.
            *if not(eltick)
              *gosub eleryintro
            *choice
              #I ask Zvad to bring Elery on the raid.
                *set celery true
                *set el_raid week
                *set caracas -2
                *set caracas -morcheck
                The two of them set out at dawn one morning with their little party.  The 
                *if (kids > 2)
                  great swarm of children and other outlaws
                *if (kids <= 2)
                  rest of the band 
                follows slowly in the same direction, until at last you reach the camp Zvad identified near the Owlscap.  Two high, thickly forested ridges separate you from the trade road.  You settle in and post scouts in the woods, hoping that they'll meet your returning outlaws and not Alastor thief-trackers.
                
                *goto zvcarend
              #I don't want to send Elery.
                *goto zvcarend
          *label zvcarend
          At the end of the week, Zvad's raiders return with as many bolts of fine dyed linen as they could carry—but 
          *set d2n_num caracas
          *gosub d2n
          *if caracas > 1
            fewer outlaws.
          *if caracas = 1
            less outlaw.
          
          "Good thing we had a few decent archers along," Zvad says, looking exhausted.
          *if not(archblu)
            *gosub archerblurb
          
          "We had thirty Alastors chasing us all through last night and this morning.  If they hadn't been holding back for fear of getting an arrow in the eye, they'd have caught up to the mules and overrun us easily.  It was still a close chase.  
          *if celery
            *set elezvad +1
            *set el_lead +1
            Thank Angels you sent the Skinner girl along."
            
            "She made a difference?" you ask with interest.
            
            "She's got an ear for the badgers like few I've seen."  Zvad chuckles at your blank expression.  "She takes one look at the terrain and sees at once where she can go to ground, ${kuria}.  Or stage an ambush.  We lost fewer lives because she was with us, and you'll hear the others say so too."
            *set badger true
          *if not(celery)
            We had to drop some of the plunder, and we lost some good men and women."
          *if (morcheck > 0) and zvadsilent
            
            "How do we lose
            *if celery
              even
            fewer next time?" you ask intently.
            
            The big Whend shrugs. "I know it's not easy to raise morale in a hungry winter, ${kuria}…but I reckon we lost
            *if morcheck <= caracas
              *set d2n_num morcheck
              *gosub d2n
            *if caracas < morcheck
              *set d2n_num caracas
              *gosub d2n
            to panic.  More of them need to believe they can win a fight with an Alastor, if we're going to keep sending them on runs like this."
          *label cararesult
          *set caraloot (((20-caracas)*25)+(caramules*190))
          *set caralcum +caraloot
          *set loot +caraloot
          *set freemules -caramules
          *set anarchy +1
          *set cred_m -5
          *if caravan = 0
            *set notoriety +25
          *set notoriety +5
          *goto carastandchoice
        *if (el_lead >= 1) and el_here
          *selectable_if (el_raid < week) #Elery can lead it.
            *set el_raid week
            *set el_lead +1
            You send Elery
            *if celery
              back
            to the Owlscap Pass with 
            *gosub caramulenum
            *if celery
              another
            twenty raiders.
            *if caravan > 0
              *set cara_el 1
              She
              *goto fortnightlook
            She rejoins you at the end of the week with a load of fine dyed linens, and
            *set caracas (1+morcheck)
            *if caracas = 1
              only one outlaw slain and one injured.
              *set ha_foll -1
              *set sa_foll +1
            *if caracas > 1
              *set d2n_num caracas
              *gosub d2n
              fewer outlaws.
            
            "They're hunting us all around the pass now, ${kuria}," she declares with a trace of weary pride. "But we lost them quick as anything once we were out into the woods."
            *goto cararesult
        *if (rad_lead > 0)
          *selectable_if ((rad_raid < week) and not(radsick)) #Radmar can lead it.
            *set rad_raid week
            *set rad_lead +1
            Now that Radmar has a bit of raiding experience under his belt, you're happy sending him to the Owlscap Pass with
            *gosub caramulenum
            twenty raiders.  
            *if caravan > 0
              He
              *set cara_rad 1
              *goto fortnightlook
            *set caracas (5+morcheck)
            He returns with a load of fine dyed linens, and 
            *set d2n_num caracas
            *gosub d2n        
            fewer outlaws.
            
            "Bastards hit us hard but couldn't stop us," he growls.  "A gang of them crept round and charged those of us who were 
            *if caramules > 0
              with the mules.  
            *if caramules = 0
              carrying the goods.
            Thought we'd scatter like rats and they'd get back their precious cloth." He
            *if poric > 0
              nods to Poric, who
            tosses six steel maces down at your feet. "Didn't happen quite as they'd hoped."
            *if not(armsfirst)
              *gosub armsfirst
            *set arms +6
            *goto cararesult
        #Another of the Whendish bandits can lead it.
          You send an experienced outlaw, leading a party of
          *gosub caramulenum
          twenty raiders.
          *if caravan > 0
            He
            *set cara_who 1
            *goto fortnightlook
          *set caracas (7+morcheck)
          At the end of the week, he returns with a load of fine dyed linens—but accompanied by 
          *set d2n_num caracas
          *gosub d2n
          fewer outlaws.
          *if caracas > 13
            The handful of survivors trudge back into camp looking ashamed and terrified.
            *set morale -3
          
          "We had thirty Alastors chasing us all through last night and this morning, ${kuria}," he explains wearily.  "If they hadn't been holding back for fear of getting an arrow in the eye, they'd have caught up to the mules and overrun us easily.  It was still a close chase.  We had to drop some of the plunder, and we lost good men and women."
          *if (caramules > 0) and (randill2 = 1)
            His lips twist with misery. "And one mule."  
            
            Both of you know that 
            *if ruth < 60
              in some ways, 
            the mule is the greater loss—the grain and loot they carry feed many more than 
            *set d2n_num caracas
            *gosub d2n
            people.  Still, if you publicly shame him for it, you'll never get anyone else to lead a raid like this.  You heft a bolt of cloth.  "You paid a high price for this—but it's worth it.  It's going to keep us alive long enough to bring in even more."  Now you just need to figure out how.
          *goto cararesult
        *if not(storymode)
          #Actually, I'll postpone this raid to another week, when the leader I have in mind isn't already committed.
            *set violence -1
            *set freefollowers +20
            *goto banditchoices
      *label pickelery
      *if el_here and (el_raid < week)
        *if eltick
          You consider bringing Elery Skinner along, for her vaunted skill at tactics.
          *if el_lead < 1
            Maybe it's only been shown in helot games so far…but scrum-ball is
            *if aristo
              by all accounts
            not all that different from actual combat.
        *if not(eltick)
          *gosub eleryintro
        *choice
          #Bring her.
            *set celery true
            *set el_raid week
            *goto carastart
          #Leave her.
            *goto carastart
      *label carastart
      For your first caravan raid, you bring 
      *gosub caramulenum
      twenty bandits.
      *set freemules -caramules
      *if not(carastory)
        *set carastory true
        You leave before dawn, pressing hard through rising pine-forested hills to the Owlscap Pass.  Most of the raiding party are clearly nervous at making a foray onto such unfamiliar ground.
        *if com > 0
          You
          *if zvad_c
            and Zvad
          try to ease their fears by making them feel that they know and own the terrain—identifying defensible points, ambush points, places you can shake off any Alastor pursuit on the return trip.
          *if celery
            
            Tentatively at first, then with growing confidence, Elery begins pointing out features
            *set badger true
            *if zvad_c
              the two of
            you missed.
            *if zvad_c
              Zvad 
            *if not(zvad_c)
              A woodsman 
            jokes appreciatively that she has "one ear to the badgers"—you'd never heard the phrase, but given the badger's legendary ability to find the best place to go to ground, its meaning is clear enough.  The mood of anxiety lifts slightly among the other raiders.
          
        You finally leave half of them camped on the high slopes above the pass and advance with
        *if caramules > 0
          *if caramules > 6
            some of
          the
          *if caramules = 1
            mule
          *if caramules > 1
            mules
          and
        a smaller strike team.
        *if celery
          *if e_rel >= 10
            Elery leans in with a faintly apprehensive grin.  
          *if e_rel < 10
            Walking next to you, Elery continues to stare pensively into the trees.
            *choice
              #I try to lighten her mood as we descend toward the Owlscap.
                *goto cheerup
              *if (zvad_c) #I ask Zvad to take her under his wing.
                *goto zvadcheer
              #I let her alone. She'll be ready when the time comes.
                You generally find that at moments like these, nothing an outsider can say will improve matters.  You leave Elery to work through whatever's troubling her.
                *goto owlscaproad
            *label cheerup
            "Cheer up, 
            *if breden = 1
              Skinner,"
            *if breden > 1
              girl,"
            you say, keeping your voice light.
            *if elery = 2
             "This is just like old times in the woods."
            *if elery < 2
              "This can't be the first time you've gone hunting in the woods."
            
            At first you think she's going to ignore you.  Then she says flatly,
            *goto escrum
          *label escrum
          "Just like a scrum-ball game, right, ${kuria}?  Except when we get the ball, we have to carry it half a hundred miles instead of the length of a field."
          *if aristo and (com < 2)
          
            You have no idea what [i]scrum-ball[/i] is, but you venture,
          *fake_choice
            #"And the match lasts for four days."
              "I was always better on strategy than stamina," Elery laments.

              "With a good enough strategy, we might need less of the stamina," you suggest.  
              *if com > 0
                "See if your badger friends have anything to suggest."
              *if com = 0
                "I thought you might be able to help us there."
            #"And the other team will be shooting arrows at us."
              "Mmmm." Elery furrows her brow. "Sounds like they're taking the game too much to heart."

              *if aristo
                "Rather unsporting of them, yes."
              *if helot
                "Some people just can't stand the thought of losing."
              
              "Do we at least get to shoot back?"

              "Oh yes," you say fervently.
            #"Hopefully, it'll be more like hidey-seek. With very good hiding."
              Elery furrows her brow. "I don't know. Sounds a boring game, ${kuria}."
                    
              "Hopefully so boring we can convince the Alastors not to play," you say fervently.
          *if (e_rel < 0)
            
            "Is there a particular reason you wanted to speak with me, ${kuria}?" she says, abruptly shutting down the banter.  From her cold eyes, you can tell she hasn't forgotten your raid on Rim Square.

            "Just passing time," you shrug.  "I can talk to others."

            "That might be best."
            *goto owlscaproad
          *if (e_rel < 10) and (cha = 2)
          
            She smiles and nods despite herself.  You keep chatting, and by the time you reach your ambush vantage over the pass, she seems less fretful.  The veiled hostility in her voice and face is also greatly diminished. If you all survive the next few days, hopefully she'll help persuade some of Breden's other
            *if breden > 9
              *set bred_lead +1
              former
            confidants that you're no monster.
            *set bred_lead -1
            *set morale +5
            *set e_rel 11
            *page_break
            *goto owlscaproad
          *if (e_rel < 10) and (cha < 2)

            You keep trying to draw Elery out of herself, but the walls soon come back up, and she seems if anything more fretful when you've finished talking.
            *if deputy = "Zvad"
              There's certainly no sign of her warming to your and Zvad's leadership.
              *set elezvad 0
              *goto owlscaproad
          *if e_rel >= 10
            *goto owlscaproad
          *label zvadcheer 
          The big Whend ambles over toward Elery.  You hear him tersely start to reminisce about his days as a mercenary, guarding caravans across the very pass you're approaching.
          *if deputy = "Zvad"
            *set elezvad 0
            He returns ten minutes later, shaking his head. "She'll have none of me, ${kuria}.  Reckon she'd rather answer to someone she walked a plow with."

            "Sad to hear it, Zvad." You catch Elery glancing over at the two of you, a defiant scowl on her face.  Exasperating as it is, there's no time to deal with her now.
            *goto owlscaproad
          Within half an hour, she's visibly less fretful, swapping gallow-jests with 
          *if zvad_c
            Zvad and 
            *set elezvad +1
          the other outlaws nearby.
          *set e_rel +1
          *set morale +3
          *goto owlscaproad
        *label owlscaproad

        The Owlscap road is wide and well-maintained, with the woods cut back for several yards on either side.  You spend an afternoon crouched patiently in the shadow of a boulder, observing the traffic between two rocky, snow-capped crags.  Merchant wagons roll through at least every hour, as do small patrols of vigilant Alastors.  Most merchants travel with private guards, who range from well-armed and formidable to disheveled and laughable.

        The next day, before the sun fully burns off the frigid morning fog, you confirm your target: a small caravan with three ox-drawn wagons in which you can spy portable-looking bundles of bright cloth.  There are four visible guards, unmounted and armed with bludgeons.  At your piercing whistle,
        *if zvad_c
          *if celery
            Elery, 
          Zvad and
        *if not(zvad_c)
          *if celery
            Elery, 
          you and
        three others break cover and stride onto the road, while your four best archers step out of the shadows on the crag overhead.  "Throw down your arms," you shout, hoping your voice stays steady, "or be shot where you stand.  We want your cargo, not your lives."

        The unprepared guards weigh up the odds and toss their clubs onto the road, cursing.  The merchant who hired them bursts into tears.  "Ah, Angels, not on this run," he wails, his voice thick with desperation.  "$!{kuria}, you'll make a beggar of me and my children.  I'm no Erretsin merchant-prince, just a humble Shayardene like yourself, from Kellsbier.  These wagons aren't even mine, and if I lose this cargo the moneylenders will take everything I own.  Leave me half, pray you, for the merciful Angels's sake!"
        *choice
          *if (caramules < 5) #The truth is, we don't have the mules to carry away his full cargo anyway.
            But while you and your bandits know that, there's no reason for him to.
            *goto mercycara
          *selectable_if (caramules > 4) #I take all the plunder that will fit on our mules.
            *set cred_m -10
            "My people will starve if I leave you anything, kurios," you say flatly.  "It's that simple.  Blame the Thaumatarch for driving us to this."  The merchant buries his head in his hands and sobs as your party claims his bolts of silk, lacework, and oiled canvas.
            *if randill2 > 2
              He gives a particularly wrenching wail when
              *if celery
                Elery 
              *if not(celery)
                one of your bandits
              discovers the stash of silver drachems in a box hidden near the fore axle.
              *set wealth +72
              *set caralcum +72
            You feel your skin crawl with impatience; it feels like it takes an eternity to drive the mules down to the road and bind the loot high on their backs and flanks.
            *goto ropehorn
          *if (caramules > 4) #I take pity and only steal half his cargo.
            *set morale -5
            It doubtless makes you a bad bandit, but you can't destroy the poor fellow's livelihood.
            *if skepreal < 50
              As a devout ${woman}, you feel uncomfortable denying any request made in the name of the Angels.
            *if natl > 50
              And you have to admit, his seemingly heartfelt appeal to your common Shayardene blood has moved you.
            *label mercycara
            *set caramercy true
            *set ruth %-10
            You tell your troop to take any silver they find, as well as the oiled canvas (which you badly need for tents) and the most lightweight lacework—but to leave the man his woolens and heavy silks.

            "You're a gallant ${woman}, ${kuria}," 
            *if zvad_c
              Zvad 
              *goto gallantdumb
            *elseif celery
              Elery
              *goto gallantdumb
            *else
              a grizzled bandit
              *goto gallantdumb
            *label gallantdumb
            murmurs, 
            *if (caramules < 5)
              winking at you before
            beckoning
            *if (caramules >= 5)
              impatiently 
            to the 
            *if caramules = 0
              strong-shouldered outlaws who will be carrying the loot back.
            *if caramules > 0
              outlaws who are guiding your mules down to the road.
            The merchant's amazement and relief appears for the moment to sincerely outweigh any indignation he might feel at being robbed.  He prays myriad blessings on you as your bandits load up his cloth.
            *if randill2 > 2
              He only shuts up, looking slightly glum, when
              *if celery
                Elery 
              *if not(celery)
                one of your outlaws
              discovers the stash of silver drachems in a box hidden near the fore axle.
              *set wealth +72
              *set caralcum +72
            *goto ropehorn
        *label ropehorn
        
        When you are ready to leave, 
        *if celery
          Elery brandishes
          *goto brandishr
        *elseif zvad_c
          Zvad brandishes 
          *goto brandishr
        *else
          you brandish
          *goto brandishr
        *label brandishr
        ropes at the caravan guards.  "We'll need to make sure we have a head start on the Alastors," you explain.  "So—we can bind you, or we can kill you.  Your choice."  Last night you lay awake wondering whether you would actually kill them if they didn't take your threat seriously.  But now the guards only curse you again as they and the merchant submit to being trussed.  As you finally 
        *if caramules > 0
          spur the mules 
        *if caramules = 0
          hurry 
        off the road into the underbrush, you feel a moment of light-headed elation.

        Alas, mere minutes after you've passed over the brow of the crag, you hear a horn blare loudly back in the pass.  Another rider or caravan must have arrived on the scene much sooner than you'd hoped.
        *if zvad_c
          Zvad swears and exchanges a bleak glance with you; the 
        *if not(zvad_c)
          The
        Alastors are going to be hard on your heels.
        *page_break
        At your rendezvous point on the high slopes, your group hastily redistributes some of the load to the group you left there.
        *if com < 2
          *if celery and (e_rel > 5)
            "$!{kuria} ${fname}," Elery blurts, grabbing your arm, "a laden
            *if caramules <= 0
              gang of outlaws
            *if caramules > 0
              mule 
            will be slower than any Owlscap Alastor."

            *if com = 0
              For all your combat inexperience, that sounds both correct and a major problem.
            *if com = 1
              The same thought had occurred to you, but you hadn't yet thought of any good way around it.
              *if zvad_c
                You'd been hoping Zvad would come up with something.
            "What do you suggest we do?"

            Elery's face is drawn.  "Seems to me either we abandon the 
            *if caramules > 1
              mules and the 
            loot, or some of us hang back to delay the Alastors…or we meet them on their terms and most of us die.  I'd go for the second choice.  Split the party.  Keep the best archers here while the 
            *if caramules > 0
              muleteers
              *if caramules < 5
                and porters
            *if caramules = 0
              bearers
            make a run for it."
            *if zvad_c
              
              "A risky game, ${kuria}," Zvad cuts in, sounding tense.  "We've got some good bows here, but…I don't know if they're enough to hold off the Alastors.  And if they fall, there's nothing to keep the enforcers off our backs."

              "The land is on our side," Elery says, scanning the lightly forested slope.  "A bow there, and in those rocks…they could keep half the mountain pinned down."

              Zvad follows her finger and nods hesitantly.
              *if com = 0
                You sense that despite having come through more fights than any three other bandits, he doesn't have Elery's natural eye for terrain; she'll spy opportunities that he doesn't.
              "I see that.  Hard for them to pull back, though."

              "Keep me back with them, and I'll find us all a way home."  Behind her impatience, you can see the fear she's suppressing.  "But we've no time to talk through it now, ${kuria}.  We need your lead."
            *choice
              #I agree with Elery's recommendation. I'll join the group returning to Whendward with the mules.
                *if com = 0
                  Given your lack of fighting skill, you'd only be an encumbrance in the fight against the Alastors.
                *if com = 1
                  You've seen Elery's intuitive grasp of terrain and how it can be used against an enemy.  If anyone can bring a small band of archers through this kind of fighting retreat, she can.
                "Very well.  Elery, tell them where they need to be.  Give us a few hours' lead, then fall back."

                "Aye, ${kuria}." Elery is already conferring with those who'll stay behind.
                *if zvad_c

                  You wave the muleteers up the trail, then turn to Zvad.  "Which will you join?"

                  He scratches his chin and says resignedly, "The bows, ${kuria}.  That young Skinner 
                  *if com > 0
                    may be half-badger, 
                  *if com = 0
                    has a badger's eye for where to go to ground, 
                  but if we're overrun, she'll need a bear."

                  "I'll tell them you have the lead, then?"

                  Zvad shakes his head.  "She's the one they need to be listening to.  I'll step in if she gets us into a fix.  But they need to move where she points them, ${kuria}, not look to me first."
                  *choice
                    #I agree.  Elery will lead the archers.
                      *set el_lead +1
                      *set cara_el 1
                      *set elezvad +1
                      "Well and good."  You clap his shoulder in farewell.  "Bring yourself back alive, Zvad."

                      "We'll do our best, ${kuria}."
                      *goto mulerun
                    *if deputy = "Zvad"
                      #No. As my deputy, Zvad needs to be the one in authority, even if he doesn't want it.
                        "No, Zvad.  Like it or not, when I'm not here, you speak for me."  The Whendward bandits may have got by with a fluid idea of authority so far—but if your little band is to grow into a rebel army, the lines of command need to be clear.  "If they go where she points them…it's because you told them to."

                        Zvad hesitates, then nods. "Aye, ${kuria}."
                        *goto mulerun
                    *if e_rel < 10
                      #No. I don't want to give authority to someone whose loyalty to me is uncertain.
                        *label eleryloyal
                        You won't have divided loyalties among the leaders of the band.  "No, Zvad.  You're the one I trust to bring everyone back alive.  Use her knowledge, but the lead is yours."

                        Zvad hesitates, then nods. "Aye, ${kuria}."
                        *goto mulerun
                    *if e_rel < 6
                      #No. I'd never give authority to someone who is loyal to Breden and hostile to me.
                        *goto eleryloyal
                    #No. Elery may have good instincts, but she's never been tested in a real battle like this.
                      "No, Zvad.  She's bright, but I want someone leading this group whose experience of combat goes beyond scrum-ball."

                      Zvad sighs. "Won't argue with that, ${kuria}."
                      *goto mulerun
                    *if (deputy != "zvad") and (e_rel >= 10)
                      #No.  I just want Zvad in charge.
                        "No, Zvad.  You take the lead."

                        Zvad hesitates, then says, "No time to argue, ${kuria}."
                        *goto mulerun
                *set el_lead +1
                *goto mulerun
              #I agree, and I'll stay with the archers to delay the Alastors.
                *goto canonbow
              #I disagree.  Best for us all to stay together.
                "No splitting up," you insist.  Before Elery can say anything more, you beckon the group up the trail.
                *set morale -5
                *set e_rel -8
                *goto head4home
              #This raid has failed; we should keep only what we can carry while running home.
                *if foodstorelt < needfoodlt
                  *set e_rel -3
                  "But…the sick!" Elery protests loudly. You can see her faith in you
                  *if e_rel < 5
                    further
                  dissipating.  
                  *if caramules > 1
                    "We need this for them, ${kuria}—and not just the loot, the mules."
                  
                  "What we can carry will feed them for a time," you say, unswerving.  "And there will be other raids…closer to home, with less risk when things don't go to plan.  But only if we all stay alive."
                *if foodstorelt >= needfoodlt
                  You look around the group and sigh.  "We've already got enough to see us through to spring.  I'm not going to risk lives for drachems alone."

                  "Won't argue with that, ${kuria}." Elery nods her fervent agreement.
                *set carabandon true
                
                It takes you only a few minutes to apportion the lightweight plunder among your party. 
                *if caramules > 0
                  Then you swat the 
                  *if caramules > 1
                    mules' hindquarters, sending them 
                  *if caramules = 1
                    mule's hindquarters, sending it 
                  braying back toward the pass. Half of your raiders stare after
                  *if caramules > 1
                    them,
                  *if caramules = 1
                    it, 
                  looking stunned and miserable.
                  *set mules -caramules
                *if caramules = 0
                  The heavier stuff you leave in a mound for the Alastors to recover.
                "No time for regrets," 
                *if zvad_c
                  Zvad says
                  *goto sharply
                *elseif foodstorelt >= needfoodlt
                  Elery says
                  *goto sharply
                *else
                  you say
                  *goto sharply
                *label sharply
                sharply.  "Back to camp now."

                You spend the rest of the day at a near-run, stopping only when you can no longer see your way forward through the trees.  The party eats silently in near-darkness and collapses in exhaustion, without a fire.  You take first watch on an outcrop overlooking the moonlit slope behind you, fighting your fatigue with images of Hegemonic trackers attacking your camp.  After handing over, you manage a few fraught hours of sleep before dawn.

                By noon the next day, you relax the pace, beginning to hope that the Alastors 
                *if caramules > 0
                  took the bait of the released mules.  
                *if caramules <= 0
                  were slowed down by the abandoned treasure.
                That evening, with still no sign of pursuit, you settle a little earlier.  The outlaws murmur together over their food—some of them sounding relieved, others
                *if (e_rel < 1) and (foodstorelt < needfoodlt)
                  (including Elery)
                grumbling and shooting scornful glances in your direction.
                *set morale -5
                *if zvad_c
                  
                  "Enough of that," Zvad says, ripping off a strip of jerky with his teeth and glowering at the dissidents.  "You ever seen the Alastors of the Owlscap?  I've watched them chew through bandits twice as hard as you lot without breaking a sweat.  The 
                  *gosub thekuria
                  made the right call."  The abashed outlaws fall silent.
                  *if (e_rel < 1) and (foodstorelt < needfoodlt)
                    Elery continues to glare at you, however.
                  *set morale +5
                
                The rest of the band welcome you back with relief at the lack of casualties.
                *if foodstorelt < needfoodlt
                  The small amount of loot you brought back won't last 
                  *if caramules > 0
                    long, especially as you'll also need to replace the mules you've lost.  
                  *if caramules <= 0
                    long, alas.
                  This raiding party will have to go out again soon, in something other than a high-risk trip to the Owlscap.
                *set caramules 0
                *set anarchy +1
                *goto carareswell
          *label head4home
          Then you head homeward as fast as 
          *if caramules > 0
            the animals will go.  
          *if caramules <= 0
            your loads allow.
          
          The first Alastor thief-hunters catch up to you an hour later, as you pick your way across an exposed streambed.  The only sign of their presence is the volley of arrows that comes whining out of the woods to drop two of your outlaws.  
          *set caracas +2          
          *if com = 1
            You keep your head and yell, "Cover, and listen!"  Your followers fall silent and duck behind
            *if caramules > 0
              their mules;
            *if caramules <= 0
              the nearest boulders;
            with some semblance of order, the best archers fan out to return arrows.

            After a moment, you
            *if celery
              turn to Elery and
            whisper, "There are only two or three of them out there.  They're trying to slow us down long enough for a larger group to catch us."  Moving quickly, ignoring the arrows that careen off the rocks nearby, you muster the group and get them moving up the hill.  The archers do their best to cover your withdrawal, then fall back with you.
            *goto carareturn
          *if com = 0
            "Take cover!" you yell frantically, diving behind the nearest boulder.  
            
            Your little gang scatters all over the dale, swearing and screaming as more arrows whip past your heads.  Someone shouts for everyone to shut up and listen for the Alastors.  You huddle in your shelter, your heartbeat drowning out everything else as you desperately wish you knew what to do.

          *if celery
            Fortunately, Elery sees the situation more clearly than you do.  "$!{kuria} ${fname}—we have to keep moving," she hisses, grabbing your arm.
            *if e_rel < 3
              Her voice is thickened by contempt and alarm.
            *goto twoorthree
          *elseif zvad_c
            Zvad finally makes his way across the little valley to your side.  "$!{kuria} ${fname}—we have to keep moving," he hisses, grabbing your arm.
            *goto twoorthree
          *else
            *set caracas +4
            Somehow your group manages to muster itself and 
            *goto cnightmare
          *label twoorthree
          "There are only two or three of them out there.  They're trying to slow us down long enough for a larger group to catch us.  We have to get further up into the forests, even if it means losing more people.  You've got to give the order."

          Two more fall as you muster the 
          *if caramules <= 1
            group.
          *if caramules > 1
            group, and one terrified mule breaks away and is lost.
            *set mules -1
            *set caramules -1
          *set caracas +2
          You
          *if celery
            manage to pull everyone up the hill.

            "Right," Elery says sharply.  "Now we need the best archers to stay behind and delay the Alastors, while the rest of the party breaks for 
            *if caramules <= 1
              home.
            *if caramules > 1
              home with the mules.  
            $!{kuria}, they'll need you back in the camp, as soon as possible."  Her tone brooks no protest.
            *gosub caracascalc
            *fake_choice
              #I protest.
                "No—I'll stay with the archers and…"

                "You've killed enough folk with your decisions," Elery snarls, loud enough for the whole group to hear.  "Go, ${kuria} ${lname}.  They need you.  In camp."

                *if zvad_c
                  Zvad clears his throat but doesn't countermand her.
                Meeting the unfriendly eyes of the other raiders, you realize you've got no choice—they won't have you leading them. Further argument will only erode your already crumbling authority.
                
              *if caramules > 1
                #I go with the mules.
              *if caramules <= 1
                #I lead the retreat.
            You stumble back, shamefaced, toward your 
            *if caramules > 1
              camp with the surviving mules.  
            *if caramules <= 1
              camp.
            The rest of the band is relieved to see you return with some plunder, but you know it won't keep you for long.

            Elery and the surviving raiders limp back into camp two days later.  One more fell in the pursuit; two
            *if zvad_c
              (including Zvad)
            are wounded, but will likely survive.  They speak proudly of the number of Alastors they killed, and of Elery's uncanny knack for guiding them to the right terrain.  
            
            Their opinion of your leadership has plummeted, however. You'll need to think of other raiding opportunities where you can rebuild some of your tattered credibility.
            *set caracas +1
            *set ha_foll -2
            *set sa_foll +2
            *set el_lead +3
            *set morale -5
            *set notoriety +10
            *set caraloot -50
            *goto carareswell

          *label cnightmare
          slowly retreat—but the next three days are a nightmare.  At only one point do the Alastors pursuing you close in for hand-to-hand combat, and that ends quickly with your outlaws killing two of them.  The rest of the time, it's a desperate game conducted at bowshot range, with constant ambushes and counter-ambushes across the densely wooded hills.  You never know exactly how many Alastors are chasing you, and you have no idea how many your archers have managed to kill.
          *if int = 2
            You never find a good opportunity to try using Theurgy against your elusive attackers.

          *label caravan_rout
          By the time they give up pursuit, you've lost nearly all of the outlaws who set out with you, as well of most of the 
          *if caramules <= 1
            loot from your raid.
          *if caramules > 1
            mules with their cargo.
            *set mules -(caramules-1)
            *set caramules 1
          Morale is understandably low among your survivors.  The rest of the band is relieved to see you return with some plunder, but it won't keep you for long.
          *set morale -7
          *set caracas +6
          *set caracascum +6
          *set notoriety +3
          *goto carareswell
        *else
          Then you send six of your people homeward as fast as 
          *if caramules > 1
            the animals will go.  
          *if caramules <= 1
            their loads permit.
          Heart hammering, you stay behind with 
          *if zvad_c
            *if celery
              Elery, 
            Zvad and
          *if celery and not(zvad_c)
            Elery and
          your best archers to delay the Alastors.  

          *label canonbow
          *if not(archblu) 
            *gosub archerblurb
          You are intensely grateful for those skills as the first Alastor trackers appear between the trees below you.  

          The outlaws' arrows fly down with lethal accuracy, while you crouch with weapon in hand, ready to defend your archers against any enemy who gets too close.
          *if com = 0
            To your overwhelming relief, none 
          *if com > 0
            None 
          do.  When you think you've given the muleteers enough of a lead, you whistle for your group to fall back to the next defense point.
          *label carareturn

          The next three days are a cat-and-mouse game conducted at bowshot range.  Through all your constant ambushes and counter-ambushes, it becomes clear that you're dealing with at least thirty pursuing Alastors—and as the Whends warned, these are skilled soldiers.  They're used to dealing with tough bandit gangs, and your stinging attacks only seem to make them more furiously determined to crush you.
          *if com < 2
            *if celery
              
              They would have flanked you half a dozen times, if it hadn't been for Elery's preternatural sense of the terrain.  Time and again, she hurries off to a vantage from which her small band of archers can ambush the Alastor flanking parties.  Each time, the Hegemonic enforcers fall back with more casualties.  Twice, Elery's band even have time to loot the fallen for their maces and shortswords.
              *set arms +7
              
              When it's finally clear that the Alastors have given up the pursuit, the survivors of your raiding party hoist Elery to their shoulders with an elated cheer.
              *set el_lead +1
              *gosub caracascalc
              *fake_choice
                #I join in whole-heartedly.   Elery deserves all the praise we can give.
                  Without Elery, you would have faced a choice between likely death and coming home all but empty-handed.  How could you begrudge her the admiration of the other outlaws?
                #I congratulate her—but I'm secretly worried at the prestige she's gained from this.
                  Your position as leader of the Whendward bandits is always potentially open to challenge.  Will this adulation encourage Elery to try taking your place?
                  *if e_rel < 10
                    It would be one thing if she were personally loyal, but the hard set of her smile when she looks at you tells quite another story.
              *if not(armsfirst)
                The captured weapons are, at least, some consolation.
                *gosub armsfirst
              
              *goto delightedoutlaws
                  
            In the end, they manage to flank you.  While you're still exchanging arrows, a dozen of them break unexpectedly from the underbrush to your left and attack you hand-to-hand.  They kill three of your astonished outlaws almost at once.
            *set caracas +3
            *if int = 2
              There's no time for you to even think about Theurgy.
            *if not(zvad_c)
              Your followers flee in disarray, with the triumphant Alastors hard on your heels.

              *goto caravan_rout
            Only Zvad prevents a complete rout, rallying the bandits and cracking two enemy skulls with his battle-hammer.  You throw yourself into the fray next to him and manage to dispatch another Alastor.

            Arrows whine past your ears as the archers behind you recover and retrain their bows on the near enemy.  Several terrifying moments later, the surviving Alastors break and flee back into the trees.  Zvad reaches out, panting, and puts a hand on your shoulder to keep you from giving pursuit.  "That was well fought, ${kuria}.  Now…it's time to run the other direction."
            *gosub caracascalc
            *if firstkill = 0
              
              You find it hard to take your eyes off the man you struck down.
              *gosub firstknarr
            *page_break
            As Zvad suggests, you take the opportunity to put some serious distance between yourselves and the remaining Alastor band.  You have to jettison a little of the cargo to 
            *if caramules > 1
              get the weary mules up to full speed.  
            *if caramules <= 1
              keep up your speed.
            It pains you to see any of your hard-won plunder left behind—but in the end, it's worth it.  The archers you post to watch your trail return late that night to report that the Alastors have given up the chase.
                  
            The rest of the band is delighted to see you return with relatively few casualties, and delight in your raiding party's tales of how you escaped the Alastors.
            *achieve caravan
            *set anarchy +1
            *set morale +5
            *set caraloot -70
            *goto carareswell
          *else
            *comment if com = 2
            *gosub caracascalc
            *page_break
            Their eagerness leads them straight into the trap you've set for them.  On the afternoon of the third day, 
            *if zvad_c
              you, Zvad, 
            *if not(zvad_c)
              you
            and four other outlaws retreat visibly into an isolated cluster of boulders.  Nearly an hour passes in tense silence as the Alastors cautiously flank you.  Finally, confident that he has you surrounded, the Hegemonic captain orders a volley of arrows to keep you pinned down and then sends in his fighters from all sides simultaneously.
          
            Moments later, 
            *if celery
              Elery and
            your own best archers open fire from their concealed positions on the ridge overhead.  Eleven of the charging Alastors fall dead or wounded, and the survivors are in disarray and half-panicking by the time they reach your position.  
            *if zvad_c
              You, Zvad, 
            *if not(zvad_c)
              You
            and the four other fighters beat them back from the eminently defensible boulders while your archers continue to pick them off.  When the brief, bloody clash is over, you have lost one man to an enemy arrow—but the Alastors have lost more than twenty.
           
            The chase ends there, with the surviving Alastors slinking back toward the pass.
            *set arms +13
            *set caracas +1
            *set caracascum +1
            *if firstkill = 0
              You find it hard to take your eyes off the last one you struck down.
              *gosub firstknarr
              
              *comment endif
            *if celery 
              *if e_rel >= 10
                Elery runs down from her ambush vantage and
                *if breden = 1
                  throws her arms around you.
                *if (breden >= 2) and (breden != 11)
                  bows, clearly fighting the urge to throw her arms around you.
                "Brilliant,
                *if aristo
                  ${kuria}—simply 
                *if helot
                  ${fname}—simply 
                brilliant."
              *if e_rel < 10
                Elery rejoins the group and nods to you with a grudging smile.  Your ambush plan has evidently won her respect.
              *set e_rel +2
            *goto delightedoutlaws
          *label delightedoutlaws
          
          The rest of the outlaw camp is delighted to see you return with only 
          *if caracas = 1
            one casualty,
          *if caracas != 1
            a few casualties, 
          and to hear your tales of how you slaughtered the Alastors and captured their weapons.
          *set notoriety +25
          *set morale +10
          *achieve caravan
          *label carareswell
          *set caraloot (((20-caracas)*25)+(caramules*190))
          *if caramercy
            *set caraloot round(caraloot/2)
          *set caralcum +caraloot
          *set loot +caraloot
          *set anarchy +1
          *set cred_m -5
          *goto carastandchoice
          
          *label mulerun
          *if cara_el = 0
            As you run after the 
            *if caramules > 1
              mules, 
            *if caramules <= 1
              others, 
            you see him trudge to Elery's side.
            
          For the first hour of your return journey, every outlaw with you jumps at the crack of a twig.  You all know that if Elery and the archers fail, the Alastors will slaughter you.  By sunset, you've relaxed slightly; and when the night passes without incident, you believe you're going to make it home. 

          The rest of the band are elated to see you and your heavily laden 
          *if caramules > 1
            mules.  
          *if caramules <= 1
            comrades.  
          *if zvad_c
            Zvad,
          Elery and the surviving archers limp back into camp two days later.  One fell in the pursuit; two are wounded, but will likely survive.  They speak proudly of killing a good quarter hundred Alastors, and of Elery's uncanny knack for guiding them to the right terrain.  
          *set caracas +1
          *set sa_foll +2
          *set ha_foll -2
          *set el_lead +2
          *if (cara_el = 0) and zvad_c

            Hearing their stories, it's clear that Zvad yielded every major decision to Elery.  The party clearly saw her as their leader, despite your efforts to leave Zvad in charge.
            *set elezvad +2
            *gosub caracascalc
            *fake_choice
              #I demand that Zvad explain himself.
                "I thought I was quite clear that you were to lead the retreat," you say sharply when you're alone.

                The big Whend seems unperturbed by your tone.  "I did, ${kuria}."

                "So why do the party look to Elery as their leader?"

                "She had the skills that brought us home alive."  Zvad shrugs.  "People are loyal to the one who saved them, ${kuria}.  You make use of someone like Elery, you'd best get used to people looking up to her."

                "I asked you to use her skills while remaining the one giving orders…."
 
                "I could have got in the way.  Would that have won their loyalty?"  His voice has taken on a slight edge.  "Think on it, ${kuria}."
              #I ask Zvad what happened.
                "She had the skills that brought us home alive, ${kuria}."  The big Whend shrugs.  "People are loyal to the one who saved them.  You make use of someone like Elery, you'd best get used to people looking up to her."
              #It's plain enough what happened.
                Zvad's clearly reluctant to assert authority, even when he's asked to.  There's a reason he didn't step forward as leader of the Whendward Band before you arrived.  His diffidence leaves a vacuum that you filled for the band—and that other bright young outlaws like Elery can fill on raids.
          *achieve caravan
          *set cara_el 0
          *goto carareswell     
      *label carastandchoice
      *if caracas < 6
        *set morale +3
      *gosub caracascalc
      *set caravan week
      *set caramules 0
      *goto banditchoices

  *if (nothief = 0) and (((merchrecon = 0) and (freefollowers > 19)) or ((noblerecon = 0) and (freefollowers > 9)))
    #Scout for opportunities to raid Shayardene merchants or nobles.
      The richest folk across the Shayard Rim are the great landholding aristocrats.  Then come the merchants, especially those who belong to the Trader's Guild and are linked into trade across the whole Hegemony.  Both of them are well guarded, and it will take some careful reconnaissance to succeed in raiding them.
      
      You'll send scouts out on a multi-week mission, looking for opportunities to rob:
      *choice
        *if merchrecon = 0
          *selectable_if (freefollowers > 19) #Market towns where many traders congregate. (Twenty scouts.)
            *label merchreconchoice
            *if storymode
              *if ((deputy = "Breden") or not(bred_here)) or ((nothief = 1) or nomerch)
                *goto newweek
              This week, Zvad has also recommended that you send scouts out looking for a vulnerable market town—somewhere with few enough Alastors that your band could overrun them and make off with the goods of many traders at once.
            *if not(reconprec) and (rescuer = 0)
              
              *gosub reconprecau
            For this raid, you need outlaws 
            *label mercrec
            who can wheedle out information as well as sneak about the farm country.  
            
            As ${deputy} explains to the four scout leaders, "The band has longstanding relationships with certain traders. If we raid a merchant who has intimate family or trade connections with one of our 'friends,' well, let's just say that drachems aren't very useful if people stop taking them from us.  Do your best to find out who has a relationship to whom."
            *set merchrecon 1
            *set freefollowers -20
            *set scouts +20
            *set merchscouts +20
            *if (bred_here) and (br_raid < week)
            
              It requires the kind of subtle diplomacy at which you suspect Breden
              *if deputy = "Breden"
                ${xhim}self
              would excel.
              *if deputy = "Breden"
                You'd need Zvad to stand in as your deputy while ${xhe}'s away, however.
              *choice
                #I ask ${xhim} to lead one of the reconnaissance groups for the next three or four weeks.
                  *gosub brraid
                  *set bredrecon true
                  *set br_raid 12
                  *if bred_trust < 10
                    *if (bred_lover > 3) or (bred_heart = 3)
                      *if deputy = "Breden"
                        You'd wondered if Breden would object to standing down as deputy, but ${xhe} shrugs that off without comment.
                      "Three weeks away?" 
                      *if deputy != "Breden"
                        Breden says bleakly.
                        *gosub depswitch
                      $!{xhe} grips your hand in ${xhis} own, staring at the ground. "I know it's important, ${fname}.  But…in truth, we don't know how much time we have left.  I'd hate to spend that much of it sleeping under hedges and wheedling shopkeepers."
                      *choice
                        #"Love—we're going to win.  We'll have time.  But only if we make the sacrifices now…."
                          "Someone's going to beat the Thaumatarchy, ${fname}," Breden retorts hotly, eyes snapping up to meet yours.  "But it could so easily not be you or me.  We play our part, start things moving…but you can't tell me that, even if this rebellion succeeds, we'll both be there to see it."
                          
                          "No. I can't."  The unhappiness hits you like a landslide. "That's why we have to do everything we can while we're here, Breden.  Anything to weaken 
                          *if helot
                            Them 
                          *if aristo
                            them
                          and strengthen our people.  No half measures.  Otherwise…what's the sacrifice for?"
                          
                          There's a desperation on ${xhis} face that you've seen on many others during the hungriest weeks of winter, but never before now on Breden.  Still, you hold ${xhis} stare until at last ${xhe} releases your hand and says thickly, "I'll go. Xthon'damn all merchants, I'll go." $!{xhe} pulls on ${xhis} woolen cloak, pauses at the door. "Be here when I get back?"
                          
                          The knot in your throat almost keeps you from speaking. "I'll do my best, love."
                          *goto banditchoices
                        #"You're right.  Stay with me."
                          Breden's smile swiftly fades. $!{xhe} looks away from you for a long moment before saying in a low voice, "No.  I'm wrong, and I know it.  It matters too much to get this right. And I'm the only person who you know can get it right."  
                          *if (bred_heart != 3)
                            Turning on you, ${xhe} tugs you into a fierce, extended kiss that leaves you both gasping. 
                          *if (bred_heart = 3)
                            $!{xhe} glances back with a heat in ${xhis} eyes you've rarely seen before.
                          "Just know that I'm going to hate every minute of it.  And don't you dare die while I'm gone."
                          *goto banditchoices
                        #"Breden…don't let what you feel turn into a weakness.  We can't afford it."
                          Breden stiffens, turns away from you.  "No.  No, I suppose we can't."  $!{xhe} shrugs on ${xhis} tattered winter cloak, pauses in the doorway to the tent.  "A weakness, eh?"  The hurt is thick in ${xhis} voice.
                          
                          "What would you call it?"  You press your fingers against your forehead, which seems to usually ache these days. "What would the others call it?"
                          
                          "Loyalty? Love? Some other word that 
                          *if aristo
                            the ${lname} tutor left out of your bloody lessons?"
                          *if helot
                            they don't teach on the bloody Keriatou estate?"
                          Breden snaps.  As soon as the words are out, ${xhe} whirls to face you, looking wretched. "Ah, damn it, ${fname}, I'm sorry.  I know you're in a hard place.  I don't want to make it harder."
                          
                          "I'm not happy about the thought of three weeks without you, either."  You try to keep your own anger and hurt in check.
                          
                          "I know.  It's just…I know."  Breden's voice grows choked, and ${xhe} hurries out of the tent.
                          *goto banditchoices
                    Breden nods at once when you ask ${xhim}.  "Don't worry, ${bfname}. I'll make sure we don't steal from any friends."
                    *if deputy = "Breden"
                      $!{xhe} pauses for a moment before leaving the tent. "When I come back…if you choose to keep Zvad as deputy, I want you to know I won't argue."
                      
                      You shake your head.  "I chose you as deputy because I thought you were the right one; I'm sending you on this mission because I think you're the right one."
                      *gosub depswitch
                    *goto banditchoices
                  *if bred_trust >= 10
                    "Really?" Breden asks after a shocked pause.
                    *if deputy = "Breden"
                      "If you want me to give over as deputy, ${kuria}…"
                      
                      "Then I'd say so.  I'm asking you to do this because I think you're the best for the task."
                      
                      $!{xhis} face remains deeply suspicious.
                    "Haring off about the Rim 
                    *if deputy = "Breden"
                      rather than sitting here under your watchful eye?  Didn't think I'd earned that much of your trust yet,
                    *if deputy = "Zvad"
                      to ferret out any connections to our fences?  That's a bigger secret than I thought you'd trust me with, 
                    ${bfname}."
                    
                    You're not entirely happy trusting ${xhim} to that extent, either—but the consequences of getting this wrong are too dire. "You've got a chance to prove yourself trustworthy."
                    
                    "Ah."  Breden nods at once.  "Who's going to be holding my lead, then?"
                    *fake_choice
                      #I've asked one of the other scouts—a longtime Whendward bandit—to stick close to Breden at all times.
                        "Don't worry about that," you say levelly. "Just find us a market town we can raid without turning our fences against us."
                      #"No one." If Breden's not a traitor, I don't want to unduly raise suspicions among the rest of the band.  And if ${xhe} is, ${xhe}'s likely too clever for a bandit chaperon anyway.
                        "Truly?" Breden says skeptically.
                        
                        "The real sign of your loyalty isn't in what you do while you're out in the Rim, Breden.  It's in what happens when we actually make the raid.  It's in what happens to our fences in the coming weeks."  You stare levelly at ${xhim}. "I don't need to set a watchdog on you to read those signs."
                        
                        "So if anything goes wrong with the raid, it's proof that I'm a traitor?" $!{xhe} blinks, incredulous. "Tell me why I should agree to go scouting, again?"
                        
                        "Because you know the band needs it.  And because there won't be any chance to prove yourself trustworthy that comes with less risk."
                      #No one—but there's no need for Breden to know that.
                        "Don't worry about that," you say meaningfully. "Just find us a market town we can raid without turning our fences against us."
                    *gosub depswitch
                  
                    Breden's lips press together in a barely visible line. "When this is through, ${fname}…when you finally accept that I'm no traitor to the rebellion? I hope you're already giving thought to your apology.  Because it'll need to be a damned good one."
                  *goto banditchoices
                #But I don't want to send ${xhim} back to the Rim with so little oversight.  If ${xhe} were a traitor, it could be disastrous.
                  *if deputy != "Breden"
                    To carry out this raid, Breden would need to be told who all your fences are—and ${xhe} would have the freedom to pass on that information 
                  *if deputy = "Breden"
                    It's one thing to make use of Breden's gifts as your deputy, keeping ${xhim} close.  It's quite another to send ${xhim} haring off freely to pass who-knows-what sort of message
                  to whomever ${xhe} pleases.  The scouts go out without Breden.
                  *goto banditchoices
                #But I have other uses in mind for Breden over that time.
                  Scouting missions, however important, are not the most important task for which you can use Breden's skills.
                  *goto banditchoices                  
            *goto banditchoices
        *if (noblerecon = 0) #Noble estates. (Ten scouts.)
          *if not(reconprec) and (rescuer = 0)
            *gosub reconprecau
          Finding a vulnerable noble House is no simple task.  The aristocracy of the Rim tend to live either in towns with a significant contingent of Alastors or in well-defended keeps outside the towns.  
          
          Of course, many of the petty gentry are so poor they can barely defend themselves…but they'll also not have much that's worth stealing besides the grain in their barns.  You send these ten scouts to search for a House that's prosperous enough to be worth the risk, but not prosperous enough to be (like the Keriatou) essentially unassailable.
          *if aristo
            
            While you await their return, you wonder uneasily whether you truly want to act on whatever prospects they bring back.  There are some families you would likely never raid, for fear of having to fight a cousin or uncle.  Most of the other noble families will have disowned you and written off the ${lname} as an extinct House.  But if any of them did feel any lingering sympathy for you, raiding a noble estate would probably extinguish it—especially if your vengeful followers run out of control.
          *set noblerecon 1
          *set noblescouts 10
          *set scouts +10
          *set freefollowers -10
          *goto banditchoices
        *if (merchrecon = 0) and (noblerecon = 0)
          *selectable_if (freefollowers > 29) #Both. (Thirty scouts.)
            *if not(reconprec) and (rescuer = 0)
              *gosub reconprecau
            Finding a vulnerable noble House is no simple task.  The aristocracy of the Rim tend to live either in towns with a significant contingent of Alastors or in well-defended keeps outside the towns.  
          
            Of course, many of the petty gentry are so poor they can barely defend themselves…but they'll also not have much that's worth stealing besides the grain in their barns.  You send these ten scouts to search for a House that's prosperous enough to be worth the risk, but not prosperous enough to be (like the Keriatou) essentially unassailable.
          
            For the market raid, on the other hand, you send scouts
            *set noblerecon 1
            *set noblescouts 10
            *set scouts +10
            *set freefollowers -10
            *goto mercrec
        #On second thought, I don't want to send any scouts.
          *goto banditchoices

  *if (nothief < 2) and ((((templerecon = 0) and (freefollowers > 9)) or (((alasrecon = 0) and (freefollowers > 9)) and ((alastand = 0) and (alastor != 500)))) or ((me_raid < week) and ((taxman = 0) and (taxrecon < 3))))
    #Scout for opportunities to raid the institutions of the Hegemony.
      While they're obvious targets for your rebellion, the Hegemony's servants are generally well defended.  Your raids against them will require some careful scouting and planning if they are not to end in disaster.  The earlier you're able to start the planning, the more likely you'll enjoy success.
      
      *if (scouts >= 20)
        "Take care, ${kuria}," ${deputy} says with a troubled expression. "Get too many of our healthy outlaws out scouting for weeks, and we won't have enough left here to raid for food."
        
      You'll send scouts out on a multi-week mission, looking for a way to raid:
      *choice
        *selectable_if ((templerecon = 0) and (freefollowers > 9)) #Temples and monasteries. (Ten scouts.)
          *if not(templeintro)
            Your outlaws shiver when you first suggest this.
            *gosub templefear
            
            Are you still sure you want to try raiding the Ecclesiasts?
            *choice
              #Absolutely.
                *goto tempreconsend
              #No—on second thought, let's consider other options.
                *goto banditchoices
          *label tempreconsend
          *set templerecon 1
          *if reassured
            Around the dinner circle one night, you raise the possibility and are pleased that no one looks too dismayed.  Your outlaws remain for the most part devout, but few still believe that the current priesthood has the power to call down the Angels' vengeance on your band.
            
          *if not(reassured)
            Despite your followers' qualms, you're determined to target the Ecclesiasts.
          You send ten scouts back into the Rim, looking for temples which are close enough to be reachable, prosperous enough to be worth the risk of a raid, and not too well guarded.
          *if not(reconprec) and (rescuer = 0)
          
            *gosub reconprecau
          *set freefollowers -10
          *set scouts +10
          *goto banditchoices
        *selectable_if (((alasrecon = 0) and (freefollowers > 9)) and ((alastand = 0) and (alastor != 500))) #Alastor garrisons in small towns. (Ten scouts.)
          *if alasintro
            *if alastor = 0
              You've heard all of Zvad's qualms, but you're going to send the ten scouts anyway.  This is a rebellion, not just a bandit gang.
            *if alastor > 0
              The more vulnerable garrisons you can overrun, the more your followers will see themselves as rebels, not just bandits.  You send out another ten scouts.
            *label sendalscouts
            *set alasrecon 1
            *set freefollowers -10
            *set scouts +10
            *goto banditchoices
          *set alasintro true
          *if deputy = "Breden"
            Breden fervently supports the idea of hitting the Hegemonic enforcers.  "We didn't start this rebellion so we could hide out here and raid 
            *if caravan > 0
              caravans in the Owlscap or
            *if temple > 0
              priests or
            the aristocracy's winter grain 
            *if demerre > 0
              barns or even helot-killing nobles like the de Merre—we're 
            *if demerre <= 0
              barns—we're 
            here to bring down the Thaumatarchy!"  There's a familiar heat in ${xhis} eyes and voice.  "It's about time we started doing something that's part of the real war."
          
          *if zv_raid < week
            When you bring this up with Zvad, 
            *if deputy = "Breden"
              however,
            he just stares at 
            *if deputy = "Breden"
              the two of
            you incredulously.  "If you'll hear me say so, ${kuria}…you're thinking
            *if nothief > 0
              too much
            like a rebel, not a bandit," he finally says.  "We look for ways to avoid Alastors.  
          *if zv_raid >= week
            You'd discussed it with Zvad before he led this week's raid, and his dismay is still fresh in your memory. "$!{kuria}…forgive me, but any sane bandit tries to avoid Alastors.
          It's one thing when we have to fight them to get to some other target.  But this?  There's less coin in it than in caravan raids, and twice the danger."

          He's got a point.  If you weren't trying to launch a rebellion, you would probably try to provoke the Hegemonic authorities as little as possible.
          *if (com < 2)
            And without 
            *if theurgy > 1
              the advantage of your Theurgic skills, you would probably not consider taking
            *if (theurgy <= 1) and (arms > 10)
              the weapons you've captured, you would probably not consider taking
            *if (theurgy <= 1) and (arms <= 10)
              better weapons than the bows and farm tools most of your bandits currently have, it would be rash to take
            on an Alastor garrison.  Even 
            *if theurgy > 1
              with ${wisardry}, it's
            *if (theurgy <= 1) and (arms > 10)
              armed with steel maces and swords, it's 
            *if (theurgy <= 1) and (arms <= 10)
              if you managed to capture some steel weapons, it would be
            an audacious idea.
            
            *comment endif
          *if zv_raid < week
            Zvad's definitely not 
          *if zv_raid >= week
            Zvad definitely won't be
          comfortable leading any assault on an Alastor base, and you don't think anyone else in the band could.  
          *if deputy = "Breden"
            *set alas_bred true
            Breden would be part of any Alastor raiding party; 
            *if (bred_trust = 9) or (bred_trust > 10)
              despite the fact that you don't wholly trust your deputy,
            you can tell just by looking at ${xhim} that there's no use arguing that point.  But you all know ${xhe} doesn't have the skills to lead it.
          *if (rescuer = 0) and (deputy = "Zvad")
            You still don't know whom you can trust among the helots who rebelled with you.
          So you'd need to lead the strike yourself.  Are you sure you want to do this?
          *choice
            #Yes—we need to keep up the rebellion's momentum if we're going to draw support.
              You dispatch ten scouts to find vulnerable Alastor garrisons.
              *set tick 0
              *goto sendalscouts
            #I'm not sure, but it's worth sending out the scouts to keep options open.
              You dispatch ten scouts to find vulnerable Alastor garrisons.
              *set tick 0
              *goto sendalscouts
            #No—let's consider other options.
              *set tick 0
              *goto banditchoices
        *if taxrecon < 3
          *selectable_if ((me_raid < week) and ((taxman = 0) and (taxrecon < 3))) #Tax collectors—a mission so sensitive it will require my personal involvement.
            *goto taxblurb
        #Let's consider other options.
          *set tick 0
          *goto banditchoices

      *label taxblurb
      *if eltaxwant
        *goto eltaxplan2
      *if eltaxplan
        The hope of catching an Architelone is too strong to resist for long.  
        *if el_raid >= week
          Because Elery's committed elsewhere this week, though, you assemble a small raiding party without her.  She's given you the overall scheme; it's not as if you'll need her for the details.
          
          *goto kidnapb
        "Changed my mind," you rasp to Elery one evening. "I'll put together a group I trust.  Be ready to go."  She gives you an unreadable look and nods.
        
        *goto kidnapel
      *if aristo
        You're sure that the Telones who collect taxes for the Thaumatarchy are the most universally despised people in the Hegemony, hated even more than corrupt Alastors.
      *if helot
        You've never had much to do with the Telones who collect the Hegemony's taxes.  Helots work constantly in return for just enough food to keep you alive and available for the Harrower; any helot who managed to build up a bit of wealth would have it nabbed by an Alastor or noble long before it attracted a tax collector's notice.  But you know that aristocrats, merchants, and artisans hate nothing so much as the Telones.

      The lesser ones live in the rural towns, keeping an eye on harvests, trade, and the houses of the nobility.  Four times a year—just after the harvest, and on unannounced visits in the other seasons—a Hegemonic High Tax Collector (or Architelone) travels from the capital to the district for a week, collecting the appointed tribute from every
      *if helot
        non-helot
      household.  The local Telones report whatever they've managed to spy out, and argue with householders about who has thrived over the past season and should be paying an increased share.  Usually at least one family is caught concealing possessions or luxuries and is punished with swingeing fines or Alastor violence.

      From an outlaw's perspective, the despicable local Telones are scarcely worth robbing.  They're kept fed throughout the year by nobles and traders in exchange for a partial amnesty at tax-time, but the Telones don't get to keep any of the main tax take, or accumulate much wealth themselves.  The Architelone is a much better target.  

      But 
      *if week >= randtax
        to your dismay, you learn that
        *if week = randtax
          the Architelone has already begun her winter tax procession through the Outer and Norther Rim this week.
        *if week > randtax
          *set d2n_num randtax
          *gosub d2n_np
          the Architelone began her seasonal tax procession on the ${display_numb}th week of winter.
        It's far too late for you to organize an ambush, and taking on her redoubled guard would be suicide.
        
        "Perhaps in the spring, ${kuria}?" ${deputy} offers.
        
        You shake your head glumly. "If we hit the Hegemony hard enough, ${deputy}, there may well be no spring tax procession.  For now, we just need to bring everyone through this winter."
        *set taxrecon 10
        *goto banditchoices
      finding out the timing of the winter tax procession in advance will require clever, subtle inquiry—inquiry you'd need to lead yourself.  If you get it wrong, your ambush party could be left waiting for days, dangerously exposed in the woods near the major estates.  And the ambush itself will surely be a stiff fight; the aristarch of a district is held responsible if anything major goes amiss with taxes, and the Keriatou will have redoubled their guard since your revolt.

      Are you sure you want to personally embark on such a risky venture?
      *choice
        #Yes.
          *set taxchoose true
          The Hegemonic tax collector's week-long visits are meant to come without notice, to make both robbery and tax evasion more difficult.  But 
          *if aristo
            the best-connected nobles go to great lengths to figure out the date and route in advance—and you've seen your cousins' smugness when their wagers were proven right.  "One week earlier, and we'd have had another four hundred staters in our coffers," you remember hearing Calea furtively gloat. "One week later, and the merchants would have returned with the Erezzan wine and oil.  But the Architelone came when we had neither, and the Telone hadn't been following our trade closely enough to realize it."
            
            *comment endif
          *if helot
            you're sure that the date and route don't always stay a secret—the knowledge is too valuable for nobles and tradesfolk.
          *label telonfigure
          You try to figure out the best place to dig for the information.
          *choice
            *if (taxrecon != 1) #Try to tap into the merchant network.
              *set taxrecon 3
              *label taxmerch
              *gosub meraid
              *set me_rim week
              *if cred_m < 185
                You don't have too many friendly contacts left after your thefts from merchants.  But you
              *if cred_m >= 185
                You
              hope that at least one of the traders who fences stolen goods for the Whendward Band will have an inkling about the planned timing and route of the Architelone's next visit.

              *if int = 2
                Thanks to your relentless curiosity and keen intellect, you're aware that the luxury tax on stones and metals with alchemical properties (like amber, quicksilver, and chalcanthum) is prohibitively high.  Traders who sell to Theurges and aristocratic dabblers in alchemy have a strong interest in knowing when the Architelone will be visiting, so they can offload as much stock as possible beforehand.

                "Alchemy, ${kuria}? You'd be best off going to Gorbel from Ridwick, on the northeast high road." Zvad scratches his ear.  "He deals in alchemical goods, for House Keriatou and others.  We only worked with him once, when we came into some mineral pitch…but it was a good deal for us both.  He should have a friendly enough impression of the band."
                
                You thank Zvad—not explaining your reason for asking, or that you have no intention of identifying yourself as a bandit.  And of course you won't go by ${fname}, but by an alias:
                *if not(choice_randomtest)
                  *input_text alias
                  *set alias "$!{alias}"
                  *if alias = fname
                    *gosub bad_alias
                *if (choice_randomtest)
                  *set alias "Alias"
                  "Alias."
                  *page_break
                You set off alone across country. Posing as a wildlands miner, you visit Gorbel's yard and tell him that you've turned up a seam of something unusual in the hills near the Xaos-Wards.  His lips twitch as you accurately describe raw orichalcum—the precious "philosopher's stone," rumored to be the primary ingredient in the elixir of life.

                "Reckon there's a quarter ton in those rocks," you say gruffly.  "What's it worth to you?"

                "I can't know until I see it, good${woman} $!{alias}." The stout, whiskered trader almost succeeds in masking his excitement.
                *if cha < 1
                  You're hopeful that his greed disposes him to believe your lies, which sound clumsy even to your own ears.
                "Bring me a sample and we'll see."

                "Sample?"  You spit on the ground. "Think my partners and me don't know what we've got, kurios?  I sold my sample to the first trader I showed it to…but I've heard you might make a better buyer for the full lode.  We'll be bringing three full-laden mules for whoever makes the best offer.  When will you be ready to buy?"

                "Well…if it really is what you claim…as soon as possible, I should think."

                You bark out a laugh.  "Told you, we're out almost to the Wards.  It'll take a month, maybe two.  Can't say for sure."

                Gorbel licks his lips.  "Well and good.  Come when you…"  He pauses.  "Come on the ${taxweek} week of winter.  I'll have the warehouse space then, and my guards will be back from a trip to Aekos."
                *page_break
                "The week before would be better," you demur.  "We've got some passes to cross, and the rain comes in heavy in midwinter.  Sometimes even snow."

                "The ${taxweek} week, ${alias}," the merchant growls.  "Bring it the week before, and I'll give you only half price for it.  It would cost me dear to empty out my warehouse early and hire extra guardsmen.  And I think you know I'm the only one in this district who has a ready buyer for that much orichalcum."

                "I had heard that."  You scratch your chin.  "Maybe I'll bring it to the Keriatou or de Galis myself when we have it ready—see what they have to say."

                "Do what you will." Gorbel laughs, sounding irritated but smug. "Believe me, they won't want it either befo–they won't let an unwashed miner in the gate.  You think their ilk would trust you enough to barter for something like that, ${woman}?  They'll tell you to bring whatever you've got to me."

                You nod slowly, hiding your sense of triumph.  "The ${taxweek} week, then.  Look for me, and have your gold ready."  As you expected, Gorbel tries to have you followed, but you easily evade his clumsy workmen once you reach the familiar woods.
                *set taxman 4
                *goto banditchoices
              *elseif int > 0
                You apply your intellect to the problem.  You're vaguely aware that stones and metals with alchemical properties (like amber, quicksilver, and chalcanthum) are subject to a sky-high tax.  Traders who sell them have a strong interest in knowing when the Architelone will be visiting, so they can offload as much stock as possible beforehand.

                "Alchemy, ${kuria}? You'd be best off going to Gorbel from Ridwick, on the northeast high road." Zvad scratches his ear.  "He deals in alchemical goods, for House Keriatou and others.  We only worked with him once, when we came into some mineral pitch…but it was a good deal for us both.  He should have a friendly enough impression of the Band."
                
                You thank Zvad and set off alone for several days' walk to the east. It's evening when you arrive at Gorbel's yard and discreetly identify yourself as a member of the Whendward Band.  Of course, you don't go by ${fname}, but by an alias:
                *if not(choice_randomtest)
                  *input_text alias
                  *set alias "$!{alias}"
                  *if alias = fname
                    *gosub bad_alias
                *if (choice_randomtest)
                  *set alias "Alias"
                  "Alias."
                  *page_break
                "If we came into a cask of quicksilver," you ask, trying to sound offhand, "when and where would be the best time to bring it to you?"

                "As soon as possible," he replies with an indulgent smile.  "We both need to eat, child."

                Envisioning your famished outlaws, you resist the urge to curse his comfortable paunch. "And if 'as soon as possible' meant one or two months?"

                Gorbel's eyes narrow.
                *if cred_m < 175
                  "Why, good${woman} ${alias}—haven't you decided which merchant you're going to plunder next?"

                  "No," you stammer, taken aback by the sudden, bitter change of tone.  "We just…there are risks in stealing it.  We want to be sure we have a buyer before we start planning in earnest."

                  "Hmmm."  The trader strokes his chin-whiskers suspiciously.  "Tell your captain that if you can't bring it immediately, the best time will be in ${taxfake} weeks.  No sooner, and ideally no later."

                  "If we came into it a week or two before?"

                  "Then sit on it," he snaps.  "Bring it a week before the ${taxfake}, and I'll pay only half.  Or I might just decide that I've no more time to traffic with thieves."  He storms away.  
                  
                  You leave with a sense of hope—if you've actually just confirmed the week of the Architelone's visit to this district, that should give you the opportunity to stage an ambush nearby.
                  *set taxman 4
                  *set taxrecon 5
                  *set wrongweek (randtax-1)
                  *goto banditchoices
                *else
                  "Why would it mean one or two months, good${woman} ${alias}?"

                  "There are risks involved in acquiring it," you reply, trying to sound nonchalant.  "We want to be sure we have a buyer before we start planning in earnest."

                  The trader strokes his chin-whiskers, his brow lightly creased.  "If I didn't know better, I'd think you were trying to trick a trade secret out of me, child."
                  *choice
                    #Admit that I'm trying to find the date of the Architelone's visit.
                      "Aye, I thought so."  Gorbel chuckles, visibly pleased with himself.  "Your new captain's got more brass than the old one, I'll give ${him} that.  Robbing the bloody Architelone?  You think you can pull it off?"

                      "If we find out the procession's date and route?"  You shrug, daring a smile.  "It'll mean you get at least one season without tax."

                      "Hmmmm.  Taxed by them, anyway.  What about you bandits, ${alias}?"

                      "You know we've barely targeted merchants in our raids," you declare.  "And you've personally seen the benefit of working with us. Why wouldn't you help us, kurios?"

                      The merchant considers you for a moment, lips quirking upward in an apparently involuntary grin.  "Tell your captain: the ${taxweek} week of winter.  The third day of the week.  And thanks to you, they'll be moving faster than usual along the edge of Whendward—so you'd best be in place to move quickly yourselves."
                      *set taxman 4
                      *goto banditchoices
                    #Pretend I don't know what he's talking about.
                      "We're just trying to confirm whether we've got a buyer for quicksilver," you say firmly.

                      Gorbel Ridwick shrugs.  "Well, you tell your captain ${he}'s got ${him}self a buyer, young ${alias}.  Bring whatever quicksilver you find, any time.  One month, two months, a year—it doesn't matter.  My door will be open."

                      You're disappointed that he doesn't seem to have ruled out any particular window of time as unprofitable.  Maybe he doesn't actually know when the Architelone is coming; you'll have to look for a clue elsewhere.
                      *set taxrecon 1
                      *goto banditchoices
              *else
                You try to think of a way to trick the information out of a merchant without giving away your intentions to ambush the Architelone.  In the end, you sneak off to two merchants' yards, identifying yourself as a member of the Whendward Band, and discreetly ask if they know when the tax procession is coming—"because we know you'll give us a better price after the Architelone's gone, when you want to fill up your warehouses again."

                One of them just stares levelly at you and insists he has no idea when the next tax collection is due.  The other one glances around, then leans in to whisper, "The ${taxfake} week of winter.  The Telones swear it'll be the ${taxfake} week, and that the Architelone will be moving fast to avoid bandits."  He gives you a broad wink.
                *set taxman 4
                *set taxrecon 6
                *set wrongweek (randtax-1)
                *goto banditchoices
            *if (taxrecon != 2) #Find a noble who has good insider information—and will talk to me.
              *label taxnoble
              *if demerre > 3
                You do your best to identify and pursue some leads…but after the massacre of House de Merre, there is not a single noble house in the area who would give you a civil greeting, let alone lucrative information.
                *set taxrecon 2
                *if storymode
                  
                  At the end of the week you return disheartened.  Still, you're hopeful that next week you'll be able to pin down the Architelone's plans from other sources.
                *goto banditchoices
              *if helot
                Your Keriatou ex-masters have doubtless gone to great lengths to dig up the dates of the Architelone's visit.  But of course there's no way you could speak to them now—and your life as a field laborer never really gave you occasion to learn any other nobles' habits.  The same problem, you fear, will apply to everyone else in the band. 
                
                You and ${deputy} discreetly ask your outlaws for any ideas on how to cultivate noble informants.  One grizzled bandit suggests you visit the inns of the Owlscap Pass and see if any of the scions of the nobility will talk to you.  That's almost the only context where any of you can imagine approaching a noble.
                *if caravan = 0
                  It's the closest major trade route between Shayard and the neighboring province of Whendery; Zvad confirms that lesser aristocrats pass through it reasonably often.
                *if caravan > 0
                  Alastors will be swarming the whole area since your raid, but you don't think there's much chance of them knowing your face.  And you think you could push hard enough to be there and back within the week.
                
                This is
                *if caravan > 0
                  however
                one challenge you don't want to face alone.  You'd
                *if bred_here
                  either
                want to make use of 
                *if bred_here
                  Breden's charm or
                Zvad's long experience escorting nobles through the Pass.
                *if bred_here
                  (Given the magnitude of the challenge, quite possibly both.)
                *if zv_raid >= week
                  With Zvad already committed to lead another raid this week,
                  *if br_raid >= week
                    and Breden likewise spoken for,
                  *if not(bred_here) or (br_raid = week)
                    you'd rather wait till next Helsday.
                    *goto banditchoices
                  *if bred_here and (br_raid < week)
                    do you want to go with Breden or wait till next Helsday?
                    *choice
                      #I'll go with Breden alone, disguised as traveling artisans.
                        *goto bredpassq
                      #I'd rather wait until I can take Zvad.
                        *goto banditchoices
                So you disguise yourself as a traveling artisan and set off for the Owlscap,
                *if bred_here and (br_raid < week)
                  *choice
                    #Taking Breden with me—${xhis} natural charm and intellect may impress nobles who wouldn't give me a second glance.
                      *label bredpassq
                      *gosub meraid
                      *gosub brraid
                      *set bred_lead +1
                      *if bred_trust >= 10
                        "You want me along?" Breden queries under ${xhis} breath.  "This doesn't seem like the kind of mission where you'd bring a suspected traitor."

                        "I don't need someone who's above suspicion," you point out.  Of course, it has occurred to you that Breden could easily betray you when you're in a public place together—but you're willing to take that risk to make use of ${xhis} gifts with the aristocrats. 
                      *if bred_trust < 10
                        "You think I'm the best one for this mission?" Breden asks cautiously.  "I've never been to the Owlscap, and I've got no better idea than you how aristos think."

                        "None of us is going to pretend to be an aristo," you reply.  
                      "What I need is someone who can attract their interest and make them want to tell us their deepest secrets—in the space of an evening.  And I only know one person with a record of doing that."

                      *if bred_trust >= 10
                        Despite ${xhim}self,
                      Breden can't suppress a small, flattered grin.  "All right.  I'll see what I can do."
                      *if zvad > 2
                        
                        Zvad looks quizzical at your decision to bring a suspected traitor along, but doesn't outright question you.  He doubtless assumes you didn't want Breden leading the band in your absence.
                      *if deputy = "Breden"
                        *if zvad <= 2
                          
                          *comment endif
                        Several of the outlaws seem slightly disappointed at having Zvad in charge, despite having known the Whend for many more years.  You realize quite how much they've come to look up to the charming Breden in the short, intense time that you've been leading them.
                      *set taxhench "b"
                      *goto taxowlscap
                    #Taking Zvad with me—he's familiar with the inns, guards, and traders of the Owlscap Pass.
                      *gosub meraid
                      *gosub zvraid
                      *set zv_lead +1
                      Years ago, Zvad worked as a caravan guard between Shayard and Whendery, and his understanding of the merchants and Alastors is a great advantage.  With him along, you can go where most traveling nobles will spend the night: the Hegemonic Pandocheion (a walled inn under Alastor protection).  Without Zvad, you'd be too worried about your threadbare cover story coming apart in an Alastor interrogation.

                      "And no one there will recognize you?" you press him.

                      "Shouldn't matter if they do."  Zvad shrugs on a traveling pack.  "I didn't turn outlaw because of any problem in the Owlscap, Captain.  Those Alastors don't know me.  If we meet someone who does, it'll be a friend."
                      *goto taxowlscap
                    #Taking both Breden and Zvad with me.
                      *gosub meraid
                      *gosub zvraid
                      *gosub brraid
                      *set zv_lead +1
                      *set bred_lead +1
                      *if zvad > 2
                        Zvad looks quizzical at your decision to bring a suspected traitor along, but doesn't outright question you.  He doubtless assumes you didn't want Breden leading the band in your absence.
                        
                      Some members of the band seem demoralized as you take your leave; you guess that they are daunted at the prospect of a week with all three obvious leaders of the band gone.  They'll just have to cope.  You want both Breden's and Zvad's gifts on this mission.
                      *if deputy != "Breden"
                        But it does bring to your attention quite how much the outlaws have come to look up to the clever, charming Breden—despite the fact that you've never delegated any authority to ${xhim}.
                      
                      The long hike to the Owlscap Pass gives the three of you plenty of time to discuss your strategy. Zvad suggests that you go first to an Hegemonic Pandocheion—one of the official walled courtyards where caravans can stop for the night under Alastor protection.  "Most traveling nobles will stay there, Captain.  I used to guard merchants across the Owlscap myself, ten years back; I can convince the Alastors to let us in."

                      Breden rubs ${xhis} lower lip skeptically.  "Do we really want to try this under the ears of the Alastors?
                      *if caravan > 0
                        Especially when they'll be scouring the whole area for outlaws.
                      There have to be other inns in the pass, run by simple Shayardenes or Whends."

                      The corners of Zvad's mouth take a barely noticeable downward turn.  "Course there are.  Fewer nobles in them."

                      "Probably just the ones who don't want to carry on their business under the ears of the Alastors," Breden agrees.  "But don't you think those are the nobles who are more likely to give us the information we need?"
                      *choice
                        #Take Zvad's advice.  Go to a Pandocheion.
                          *set taxhench "both-p"
                          Breden shrugs.  "Fair enough.  I've never been to the Owlscap.  If Zvad says it's for the best, it is."

                          *goto taxowlscap
                        #Take Breden's advice.  Go to a civilian inn.
                          *set taxhench "both-i"
                          "As you think best, Captain," Zvad shrugs, sounding only slightly irritated.

                          *goto taxowlscap
                taking Zvad with you.
                *label taxowlscap
                *if (taxhench = "b") or (taxhench = "z")
                  *page_break
                Three days' walk later, you descend from the wilderness to 
                *if (taxhench = "b") or (taxhench = "both-i")
                  the Brass Buckle Inn, a travelers' waystation in the high Owlscap.  
                  *if taxhench = "b"
                    This isn't an Hegemonic Pandocheion (an official walled inn where caravans can stop for the night under Alastor protection). Travelers who can't afford the Alastors' cut or don't care to draw their attention stay in this kind of civilian hostelry.  The nobles you're hoping to find would fall into the second category….
                    
                    *comment endif
                  When the bearded thugs at the paddock gate question you, you give them the alias that Breden and Zvad agreed to call you (rather than ${fname}):
                  *if not(choice_randomtest)
                    *input_text alias
                    *set alias "$!{alias}"
                    *if alias = fname
                      *gosub bad_alias
                  *if (choice_randomtest)
                    *set alias "Alias"
                    "Alias."
                    *page_break
                  The watchmen readily accept that you and Breden are woodworkers 
                  *if taxhench != "b"
                    and Zvad a ${whend}ish sellsword,
                  traveling together from ${whendery} back to Shayard.  They confirm that a few copper bits will buy you a meal, a drink, and a blanket on a bench by the hearth.  
                  *if cha < 2
                    You try to sound confident, but catch yourself in a nervous, over-wide grin; no helot would ever stay in an inn, travel so far from ${his} master's estate, or have the spare copper to pay for it.  This play-acting of a different life is even more exhilarating than you'd expected.  You hope to the Angels that you don't do anything obviously out of place.
                  
                  *if taxhench != "b"
                    As agreed, Zvad hangs back to chat with the paddock guards and see what he can find out about any nobles here.
                  On your first scan of the Brass Buckle's common room, you feel dismally sure that you'll find no aristocracy in its smoky, tumultuous confines. Then Breden touches your arm and nods toward a corner.  Slightly removed from the other evening diners sit a bearded trader and a young woman and man.  The devices of the youngsters' Houses are conspicuously embroidered onto the shoulders of their long woolen coats.  You collect your steaming mugs of mulled beer and drift in their direction.

                  Breden's charisma has the effect you were hoping for.  $!{xhe} readily strikes up a conversation with the standoffish trio, and has them all laughing within minutes; the young ${woman} seems particularly taken with ${xhim}.  Joining in, you feel your pulse race, and watch Breden for any sign of nervousness.  After all, you've both been trained your whole lives to be silent in the presence of your masters.  But ${xhe} smoothly inhabits the role of traveling artisan, with just the right balance of ease and deference.
                  *if bred_trust > 8
                    
                    You used to find ${xhis} uncanny confidence one of the most attractive things about ${xhim}.  Now, watching ${xhim} lie so fluently, you can't help finding it disconcerting.
                  *page_break
                  *if taxhench != "b"
                    Zvad soon enters the inn, claims his drink, and joins your table.
                  After you've got to know the young cousins and their chaperon over multiple flagons of hot beer, you try to gently steer the conversation toward your goal. "We're returning to Shayard, milords and lady—there's less call for woodwrights in Whendery than we'd been told.  How is trade in the Shayard highlands?"

                  The trader chuckles drily. "Some new bandit chief is causing trouble around the Whendward wilds.  
                  *if rescuer = 0
                    Apparently a whole town's helotry ran off to the woods rather than face a Harrowing.
                  *if caravan > 0
                    By all accounts, once or twice they've even managed to raid here in the Owlscap!
                  If you do seek trade in the highlands, you'd do well to keep to the east."

                  "Bandits, pshaw," the young noble${woman} says dismissively.  "A pack of Xaos-loving helots is nothing to fear.  Show them a bit of steel, and they'll run off quick enough."

                  "Fair, for those with steel, and the time to draw it."  Breden spreads ${xhis} hands. "But alas, 
                  *if male
                    milord,
                  *if female
                    milady,
                  bandits are like an Architelone or a plague—no one knows when and where they're going to strike."

                  The noble${woman} looks uncertain for a moment, then tosses ${his} head back cockily.  "Well, no doubt that's true for crafters.  One privilege of nobility is better access to information."

                  Breden leans forward.  "You're familiar with these outlaws and their movements,
                  *if male
                    milord?"
                  *if female
                    milady?"
                  You hope to the Angels that the amusement in ${xhis} eyes doesn't give the game away.

                  "What do we care for bandits?  I was referring to…"  $!{his} cousin elbows ${him}, and ${he} subsides in disgruntled confusion.  You give Breden a similar discreet jab in the ribs.

                  $!{xhe} ignores you and gives an indulgent chuckle.  "Of course, of course.  You know, given how many nobles claim to know the Architelone's mind, it's amazing the Thaumatarch receives any tax at all."

                  The young noble${woman} opens ${his} mouth, then—despite ${his} obvious desire to impress Breden—closes it again.  The trader changes the subject to some woodwork he recently traded in Shayard City.  For the rest of the evening, you try to bring the conversation back to the Architelone, but get no more information.
                  *page_break
                  You glumly head to the latrine to rid yourself of the evening's beer before turning in for the night.  On your return, you're startled to see Breden and the bearded trader standing in the doorway, talking in low voices.
                  
                  "You'd rather not be traveling the highlands when the Architelone's there, good${woman} ${alias}, I take it?" the trader greets you as you approach.

                  "Who would?" you shrug, giving Breden a wary, quizzical glance.

                  "Indeed, indeed," beams the man.  "So what do you think it's worth to know the timing of her winter circuit?"

                  Breden looks more than slightly smug.  Keeping your own face as unreadable as possible, you say,
                  *fake_choice
                    #"Quite a lot."
                      "Assuming you can convince us that you've got it from a reliable source…."  You do your best to sound nonchalant.
                    #"Not much."
                      "Is that so,
                      *if male
                        kurios
                      *if female
                        kuria
                      ${alias}?"  The trader sounds disappointed.

                      You try to hide the vertigo you feel at being addressed as 
                      *if male
                        kurios.
                      *if female
                        kuria.
                      "Come now, uncle.  How much would you pay a stranger in exchange for an impossible-to-confirm promise?  We'll never see you again to get our silver back if you play us false."

                      Breden nods, no longer smiling.  "Particularly since we don't know what source supposedly gave this to you."
                  
                  The merchant bends close and whispers, "A Telone known to the young
                  *if male
                    kurios
                  *if female
                    kuria
                  regularly gives us warning of the Architelone's next visit.  That's what ${he} almost slipped and told you earlier.  As you seem such jolly sorts, I could share the knowledge with you.  But nothing for free, you understand.  Surely it's worth ten drachems to roving tradesfolk who can find somewhere else to be…."
                  *if int > 0

                    Something about the man's story sounds wrong.  "This Telone isn't afraid of what happens when he's replaced and the new Telone discovers the wealth built up by the House you serve?"

                    The trader looks fleetingly surprised, then merely annoyed.  "I'm sure he's hidden his tracks well enough.  Will you pay for the date, or no?"
                    *if int = 2

                      To your keen intellect, that instant of surprise is a giveaway.  Surely he should expect you, as tax-paying woodwrights, to be aware that Telones are rotated and investigated every few years.  Only helots are so isolated from the tax collection system as not to know that. 

                      Keeping your voice calm, you:
                  *choice
                    *selectable_if ((int < 2) and (wealth > 9)) #Accept his offer. (Ten drachems.)
                      *set wealth -10
                      You count out ten drachems from the purse at your hip.  If this really leads you to the Architelone, you'll get it back twenty-fold.

                      The pockmarked trader scoops them into his own sash and cinches it tightly around his waist.  "The ${taxfake} week of winter," he mutters.  "She'll be moving fast to avoid the bandits, of course—so you won't need to avoid the highlands for long.   But don't be anywhere near there on the ${taxfake} week."

                      "Oh, we won't," you assure him, sharing a glance of triumph with Breden.  "Safe travels, uncle."
                      *set taxrecon 7
                      *set wrongweek (randtax-1)
                      *goto banditchoices
                    #Decline his offer.
                      "I don't think we can make a deal, uncle," you say regretfully.  Breden's eyes widen in surprise, but ${xhe} holds ${xhis} tongue.

                      The man's lips become a thin white line.  "And here I'd thought we were friends."

                      You slip into the trade banter you overheard in the marketplace growing up.  "Friends are friends; silver is silver. No insult, but I'd only stake ten drachems on a man I'd known for as many years."  With a nod of farewell, you head back into the inn.

                      When you're both standing by the hearth, Breden murmurs, "Why?"  You'd been braced for an argument or rebuke, but ${xhe} merely sounds anxious.

                      *if int = 2
                        "We need to leave, now."  Out of one corner of your eye, you follow the trader as he stalks toward the front door of the inn.  You revisit the evening's conversation in your memory and come to one overwhelmingly likely conclusion.

                        "What?   But…the Architelone.  I can still find out from that noble${woman}…"

                        "$!{he} was desperate to impress you," you cut ${xhim} off.  "I doubt ${he} has the first idea about the Architelone's plans.  But our clever trader friend guessed who we are—he knows that we're helots, Breden—and why we were asking the question."

                        "And…he also truly doesn't know?  You're sure?"  You can hear Breden forlornly holding on to the hope that ${xhis} charm had so quickly turned up the secret you needed.

                        "What's more likely?"  You turn to look straight at ${xhim}.  "That the trader happened to know the tax procession's route?  Or that he wanted to take our silver for a lie?  Maybe even tell the Alastors that he's sent us on an Architelone hunt…and for the right price, he could let slip the week that we'll be waiting in the woods?"

                        Breden gives a reluctant nod.  "So he's probably selling our identity to someone right now."

                        You glance toward the empty door. "Time to 
                        *if taxhench != "b"
                          get Zvad and
                        leave."

                        There's no sign of any enemy as you retreat back into the woods, but you still have the feeling of a trap closing behind you.  You'll have to find the information you seek elsewhere, and hope that you've not already scared off your quarry.
                        *set taxrecon 2
                        *goto banditchoices
                      *else
                        *comment if int < 2
                        "Just didn't feel right," you reply, unfolding your blanket and glancing around.  The young nobles have of course retired to private quarters upstairs.  All around you, the other petty tradesfolk and guards are also preparing to bed down in the common room.  "Let's sleep on it, and see what things look like in the morning."

                        *if taxhench != "b"
                          Before you've finished your preparations, though, Zvad reenters and crouches at your side. "Saw you had a chat with our merchant friend. End well?"

                          "Not very."

                          "Thought so.  He went straight to the inn guards.  After they'd talked, one of them rode off up the pass." 

                          "Toward the Alastor garrison?" Breden says, sitting bolt upright.  "Time to leave."

                          No one in the Brass Buckle protests as you gather up your things to leave, and there's no sign of any enemy as you retreat back into the woods.  But you still have the feeling of a trap closing behind you.  You'll have to find the information you seek elsewhere.
                          *goto banditchoices
                        *else
                          If your sleep were sounder, the morning would have looked very grim indeed.  As it is, the faint echo of hoofbeats at the inn's outer gate breaks your uneasy pre-dawn slumber, and you roll over to grip Breden's arm.  "Riders," you breathe.
                          *page_break
                          $!{xhe} must have instantly assumed the worst as well.  At least, ${xhe} doesn't object when, rather than push your way through the maze of benches and rouse your fellow guests, you pull ${xhim} down onto the sticky floor and slither under the benches toward the back door.  You rise to a crouch as you exit, 
                          *if skepreal > 50
                            hoping 
                          *if skepreal <= 50
                            praying
                          the overcast night will hide you.  Ducking into a low stand of pines, you hear footsteps coming up the path behind you, soft but rapid and terrifyingly close.  Breden catches your hand and you both freeze lest the rustle of needles give you away.

                          With no visible moon and few stars, you can't make out the difference between silhouettes and other shadows.  You stay motionless, tucking your nose behind your arm to hide the plume of your breath in the frigid air.  After a moment you hear the whisper, "All quiet inside.  Check the jakes."  There's more soft crunching of feet between the inn and latrine.

                          You inch toward the outer fence, but are still close enough to hear the stealthy approach of two or three more people.  "All ready at the main door," a new voice says, low and authoritative.  "Where in the room are the brigands?"

                          "Two of the closest to the hearth, kurios." You recognize the obsequious hiss of the bearded trader. "I'll know them."

                          "Let's have light, then." Torches flare to life behind you, casting a cross-hatch of shadows through the pines.  You dash for the fence, all noise swallowed by the thunder of boots on floorboards and the Alastor captain's roar, "By the Thaumatarch and the Nine: all up, and give your names!"  

                          Squeezing hastily through the paddock, you feel your hip purse tear loose.  You manage to grab it, but much of the precious silver you brought for this mission has already spilled out onto the ground.  There's no time to catch it up, though; already you can hear a roar of, "Where are they, then?" rising from the inn.  With a pained oath, you follow Breden toward the deeper darkness of the forest, where no riders can follow.
                          *if wealth < 10
                            *set wealth 0
                          *if wealth >= 10
                            *set wealth -10
                          *goto banditchoices
                *else
                  *comment if (taxhench = "z") or (taxhench = "both-p")
                  the Pandocheion of the high Owlscap.  
                  *if taxhench = "z"
                    The Hegemony sets up "official" inns like this along every major trade route, allowing caravans to spend the night under Alastor protection.
                    
                    *comment endif
                  A seven-foot wall of gray stone encloses a field broad enough for forty wagons and animal teams.  On the gate side is an Alastor barracks; at the far end is an elegant building, columned in Karagond style.  A spring rises in the compound, filling a deep pool and several stone troughs before trickling out through a small drain in the wall. Alastor archers stand atop six watchtowers around the compound.  It looks both comfortable and eminently defensible; as an outlaw, you frankly wouldn't dream of raiding the place.

                  You walk up to the two gate guards alongside Zvad, 
                  *if caravan = 0
                    nervously remembering his warning about the Owlscap garrison: [i]Don't think these Alastors are just your usual village skull-crackers, Captain. They're thief-hunters, trackers, and trained in fighting almost to Phalangite level.  And there are a lot of them.  The Thaumatarch cares about protecting the main passes.[/i]

                    Zvad 
                  *if caravan > 0
                    who
                  nods to the ranking guard.  "Room for
                  *if taxhench = "z" 
                    two
                  *if taxhench = "both-p"
                    three
                  more around the hearth this night, kurios?  We've the copper for it."

                  "Aye?" The Alastor has a broad Eastern Shayard accent.  
                  *if alastor = 0
                    Like most servants of the Hegemony, he's not Karagond himself, but a provincial indoctrinated in the Canon and sent to enforce it in an area far from his home and family.  
                  "You've nothing to protect, from the looks of it.  Why would rovers like you spend good money for a Pandocheion?"

                  Zvad chuckles easily. "Not for the walls, kurios, nor yet the food.  But I earn my bread as a guard.  My cousin in Rimmersford has work for me in a fortnight's time, so I left Wiendrj hoping to pick up some employ along the way."  He gestures to 
                  *if taxhench = "both-p"
                    Breden and
                  you. "And
                  *if taxhench = "z" 
                    this one's a traveling woodwright,
                  *if taxhench = "both-p"
                    these two are traveling woodwrights,
                  hoping to interest a patron in
                  *if taxhench = "z" 
                    ${his}
                  *if taxhench = "both-p"
                    their
                  craft.  Willing to pay for the chance."
                  
                  You bob your head and give the alias you'd agreed with Zvad that you'd use instead of ${fname}:
                  *if not(choice_randomtest)
                    *input_text alias
                    *set alias "$!{alias}"
                    *if alias = fname
                      *gosub bad_alias
                  *if (choice_randomtest)
                    *set alias "Alias"
                    "Alias."
                    *page_break
                  The Alastor looks you over dispassionately.  "Well, a wood carver's less likely than a bandit carver to find work here.  
                  *if caravan = 0
                    There's rumor that the 
                  *if caravan > 0
                    The
                  brigands of the Whendward wilds have cast their eye on the Owlscap.  Some of the traders might be nerved enough to take on extra guards."

                  "That so?" Zvad rumbles.  "We're a safe distance from Whendward, I'd have thought."

                  The guard shrugs. "If the winter's hard enough in the hills, you can find wolves right out the coast.  With everyone wanting a safe haven, the gate fee has gone up.  Four coppers to each of us here, and another silver to the captain—from each of you—or you can take your chances with the brigands."

                  Zvad hesitates for a moment.  That's an audacious bribe, even for an Alastor.
                  *if int > 0
                    In fact, it's high enough that surely the man is just trying to shake down Zvad, and expects to send you 
                    *if taxhench != "z"
                      two others
                    packing.
                  It would seem odd for a sellsword to speak for a woodwright, so you have to answer for 
                  *if taxhench != "z"
                    Breden and
                  yourself.
                  *choice
                    *if taxhench = "z"
                      *selectable_if ((wealth+loot) > 3) #Pay the bribe.
                        *goto bribepay
                    *if taxhench != "z"
                      *selectable_if ((wealth+loot) > 6) #Pay the bribe.
                        *label bribepay
                        The Alastor blinks in disbelief as you fish out the coins
                        *if taxhench != "z"
                          for you and Breden
                          *set wealth -3
                        from your hip purse.  
                        *set wealth -4
                        *if wealth < 0
                          *set loot +wealth
                          *set wealth 0
                        *if int = 0
                          You realize with a sudden sinking feeling that he'd expected the outrageous bribe amount to send you packing. 
                        "Just how much woodwork you think you'll sell here, good${woman} ${alias}?"  The suspicion in his voice sets your pulse racing.

                        *if cha = 2
                          "Not bloody enough to cover the 'gate fee.'"  You hope the sullen note in your voice is enough to convince him without irritating him.  "But life's beyond price.  I had two cousins killed by brigands because all they had to offer for their lives was woodwork.  I'll take no risk of being the third ${woman} slain by bandits in my family."

                          Thankfully, you've charisma enough to make your irrational fear of outlaws credible.  The Alastors snort, pocket your money, and wave you through the door.
                          *goto taxpando
                        *else
                          You stammer out something about being terrified of bandits, because your cousins were murdered on the road a few years ago.
                          *if taxhench != "z"
                            While you don't have the charisma to improvise a convincing lie, Breden thankfully takes over the conversation at this point.  $!{xhe} hints, with just the right level of suppressed anger, that you so dread being robbed that you're constantly throwing away money on protection—that, indeed, you've been paying this sellsword to accompany you through the Owlscap Pass!  Zvad plays along with a smirk.  

                            The Alastors find the idea of a petty woodworker paying for an armed escort hilarious, and pocket your money with a laugh.
                            *goto taxpando
                          If only you were more charismatic, the Alastors might have been convinced.  

                          As it is, the lead one takes the coin from you and growls, "Whatever cozenage you two were planning…you've bought yourselves a minute to start running.  Then we tell the archers to use you for target practice."

                          You make it to the trees within a minute—but only just.  Zvad shakes his head morosely.  "We'd best be gone, ${kuria}.  They
                          *if caravan > 0
                            didn't think we were bandits, thank Angels, and they
                          didn't want the trouble of burying us, but they'll set the next patrol to hunt us down.  We'll find no help in the Owlscap now."
                          *set taxrecon 2
                          *goto banditchoices
                    #Protest that it's more than I can afford.
                      "Is that my problem, ${woman}?" the Alastor snorts.  "Pay or be gone."

                      *if (wealth+loot) = 0
                        You simply can't pay; so you leave. "We may have better fortune elsewhere, ${kuria}," Zvad says quietly.
                        *set taxrecon 2
                        *goto banditchoices
                      Zvad shrugs, fishes out the coin, and walks through the gate.  You
                      *if taxhench != "z"
                        and Breden glance at each other and stay put, as you
                      shift from foot to foot reluctantly.  "Kurios, begging your tolerance?  The Whend is likely to earn all that copper back tomorrow…but I can't spend so much on the mere hope of a patron.  Is there no cost on which we might agree?"

                      The Alastor takes a moment to weigh you up, and glances to see that Zvad is out of earshot.  "A copper
                      *if taxhench != "z"
                        apiece
                      to each of us, then.  And if we hear you've found a patron here, good${woman} ${alias}, we'll stop by to collect the full fee."
                      *set wealth -1
                      *if wealth < 0
                        *set loot +wealth
                        *set wealth 0
                      *goto taxpando
                  *label taxpando
                  *page_break
                  *set sarinatou 1
                  By nightfall, the other guests' gossip has led you to the brothers Aven and Joules Sarinatou. Their small Shayardene House has grown rich on trade with ${whendery} and the Abhuman tribes to the south; every other trader and aristocrat in the Pandocheion speaks with envy of their courtly connections and their knack for sniffing out an opportunity.  If anyone here knows when the Architelone will next visit the Outer and Norther Rim, it'll be the Sarinatou.

                  *if int > 0
                    Your plan takes shape after hearing a Merchant's Guildsman murmur darkly about the Sarinatou's knack for smuggling.  Helped by
                    *if taxhench != "z"
                      Breden's charm and
                    a pitcher of hot mulled ale, you strike up a cheerful conversation with the nobles.  When they ask your trade, you declare yourself "an intricate and discreet carver of fine woods."
 
                    Joules Sarinatou shares an amused glance with his brother. "Is discretion now numbered among the virtues of a…chair?  Table?  What do you make, woodwright?"

                    "Chests and boxes for the most part, milords.  And the discretion lies in hiding the space where the real contents are kept."

                    "Aha!" laughs Aven.  "And I presume you
                    *if taxhench != "z"
                      two
                    find such pieces sell well?"

                    *if taxhench != "z"
                      Breden shrugs with a slight smile.
                    "Perhaps it's that they travel well.  Shayardene buyers often sell them in Whendery, I'm told."  You hope that behind their smiles, the brothers are thinking about all the small, precious goods that suffer an extraordinary tax when traded across a provincial border.
                    *page_break
                    "You don't have a sample here, do you?" Aven Sarinatou inquires, slurping from his steaming mug.

                    *if int = 2
                      You don't, of course—but the roving tinker Addrecks, your favorite ${girl}hood source of stories from the outside world, owned a big trunk with an outrageous number of secret compartments.  At first, he just showed them off to you and the other helot children—producing small tools or bottles out of a featureless wooden partition, or running one hand along the lid and coming away suddenly armed with a dirk.  But he finally yielded to your avid curiosity and showed you (with some pride) how he had put the whole thing together.  And that design remains in your keen memory.

                      "Our last chest sold a week ago, kurioi.  But lend me your imagination…."  You sketch Addrecks' trunk on the table using spilled ale, then fluently describe all the features of its design.  The nobles
                      *if taxhench != "z"
                        and Breden
                      listen with the sort of rapt expression you imagine you had as a ${girl} listening to the tinker.

                      When you finally stop, the Sarinatou brothers nod thoughtfully.  "And how long will it take you to make another one like that, ${kuralias} ${alias}?" Joules asks.
                      *goto big_deal
                    *if taxhench != "z"
                      "We sold our
                    *if taxhench = "z"
                      "I sold my
                    last chest a week ago, kurioi," you say mournfully.  "As you say, they are popular." 

                    "A shame…well, perhaps if you find yourself near our estate in the future, you can bring us something to look at."

                    *if (taxhench != "z") or (cha = 2)
                      You're fairly sure that the conversation would have ended there, had it not been for
                      *if taxhench != "z"
                        Breden's
                        *if cha = 2
                          and
                      *if cha = 2
                        your
                      native charm. Instead, you manage to keep the Sarinatou laughing and talking about their achievements long into the evening.  Finally, after most of the other guests have sought their beds, Joules winks benevolently at you.  "If we did want to see some of these 'discreet' chests, ${kuralias} ${alias}…how long does it take for you to bang a few together?"
                      *goto big_deal
                    "Of course, kurioi."  You try to keep the conversation going, but don't have the charisma to keep them engaged, and worry that they're starting to spot gaps in your false identity.  Before they begin to ask more pointed questions, you
                    *if cha = 0
                      stammeringly
                    bid them farewell.

                    Despite staying another two nights and gossiping with as many traders and nobles as possible, neither you nor Zvad is able to get any clear lead on the Architelone's plans.  Downcast, you leave the Pandocheion and begin the long hike back through the Whendward Hills.
                    *set taxrecon 2
                    *goto banditchoices
                    *label big_deal
                    *if (randtax-week)= 4
                      *set sariweek "four"
                      *set sariprev "three"
                      *set sariprevth "third"
                    *if (randtax-week)= 5
                      *set sariweek "five"
                      *set sariprev "four"
                      *set sariprevth "fourth"
                    *if (randtax-week)= 6
                      *set sariweek "six"
                      *set sariprev "five"
                      *set sariprevth "fifth"
                    *if (randtax-week)= 7
                      *set sariweek "seven"
                      *set sariprev "six"
                      *set sariprevth "sixth"
                    *if (randtax-week)= 8
                      *set sariweek "eight"
                      *set sariprev "seven"
                      *set sariprevth "seventh"

                    You try not to show the vertigo you feel at being addressed as ${kuralias}.  "Usually, I'd say at least two months.  But for the right customer, we could hurry it along."

                    *set taxrecon 4
                    *set taxman 4
                    *if (randtax-week) < 4
                      The Sarinatou share disappointed glances.  "So delivery by the ${taxweek} week of winter is unthinkable."
                      
                      "I'm afraid that does leave us too little time, kurioi," you agree regretfully.  The noble brothers excuse themselves soon afterward, leaving 
                      *if taxhench = "z"
                        you and Zvad
                      *if taxhench != "z"
                        you, Breden and Zvad
                      to exchange glances.  [i]The ${taxweek} week[/i]…is so slender a hint enough to go on?
                      *set sarinatou 2
                      *page_break
                      *goto banditchoices
                    "So delivery in ${sariprev} weeks is
                    *if (randtax-week) < 7
                      unlikely to be
                    possible?"

                    *if (randtax-week) < 7
                      "Very little is impossible, kurios. But…"  You shrug.
                    "$!{sariweek} would be easier.  Less costly, at any rate."

                    "We'd be happy to pay significantly more at ${sariprev}."  Joules' tone is pleasant but firm, as if taking your assent for granted.

                    Fighting the ingrained helot instinct to comply, you begin to haggle over specifics.  The Sarinatou never explain the urgency of the ${sariprevth} week, and you're careful not to ask—but the price they'll offer drops by close to a fifth between ${sariprev} and ${sariweek} weeks.  That's remarkably close to the "Architelone's fifth" claimed on most goods; the tariffs on trade between provinces are significantly higher.  You wonder what small luxuries they hope to smuggle out before the tax inspection reaches their estate.

                    "Agreed, kurioi!" you finally beam.  "Now begging your leave, I'll to bed.
                    *if taxhench != "z"
                      We'll 
                    *if taxhench = "z"
                      I'll 
                    need to leave at dawn.  $!{sariprev} weeks is a short time for such an ambitious undertaking…."
                    *achieve sarinatou
                    *set sarinatou 3
                    *set taxman 4
                    *goto banditchoices
                  *else
                    Helped by
                    *if taxhench != "z"
                      Breden's charm and
                    a pitcher of hot mulled ale, you strike up a cheerful conversation with the nobles.  When they ask your trade, you say, "A humble woodwright, kurioi.  Fine chairs…chests…frames for windows or mirrors.  Such things."

                    If it weren't for your
                    *if cha = 1
                      moderate
                    charisma, you suppose they'd quickly have tired of you.  As it is, they start amiably debating whether they could use some new wooden furnishings for their estate.  You try to think of a way to bring the conversation around to the tax timing, and finally come up with: "If you were interested, kurioi…is there any particular week in the coming season that would be best for us to deliver?"

                    Aven Sarinatou bursts out laughing at once.  "My dear ${alias}…even if we did know when the Architelone will next pay us a visit, do you imagine we'd let it slip just like that?"

                    "I didn't…milord, you mistake my intention entirely…."

                    "Of course, of course."  Aven is still grinning, not unkindly.  "Forgive me.  Just because everyone we know is playing that game at this time of the season, we're prone to hear it even from the innocent.  I'm sure if you had been trying to find out the great secret, you'd have been less direct."

                    The conversation winds on pleasantly enough from there, but you never come anywhere near the subject of the Architelone again.
                    *if taxhench != "z"

                      Afterward, Breden squeezes your shoulder consolingly.  "For what it's worth, ${fname}, I couldn't think of any good way to broach the subject either.  Well done for holding your own in a chat with the nobles, anyway—I honestly don't think it ever crossed their mind that we're helots!"  $!{xhis} grin is infectious, despite your gloom.
                    *set taxrecon 2
                    *goto banditchoices
              *else
                *if (taxariblu)
                  *if ci_raid = week
                    You still intend to wait until Ciels can join you.
                    *goto banditchoices
                  It's time to see whether cousin Ismene actually knows anything about the Architelone.
                *if not(taxariblu)
                  *set taxariblu true
                  *if familythreat = 202
                    Your father is appalled to learn that instead of threatening Bleys the Telone, you're now planning to sneak back into civilized Shayard and speak with a fellow noble.
                  *if familythreat != 202
                    So far, your father has refused to help you plan any of your "appalling brigandage."  When you convince him that you're serious about sneaking back into civilized Shayard and trying to speak with a fellow noble, however, he changes his mind.  
                  "I am resigned to your extinguishing the ${lname} line," he says thinly, "but the idea that you should meet your end in quite such a humiliatingly feckless and public manner is quite intolerable.  Why aren't you content for the Theurges to hunt us down in some anonymous wilderness glen?  Or even better, simply let us all starve or freeze honorably?"

                  "Father…"  You exhale deliberately, refusing his bait.  "If you don't want me caught and killed in full view of the aristocracy, you'd best recommend someone who'll hear me out before handing me over."

                  "Rebellious and froward ${girl}!"  After chewing on his cheeks for a long minute, your father finally growls, "Ismene de Galis.  Cousin of your mother's.  Active in trade, very well informed…and a lifelong contrarian.  Never deigned to play courtly games, nor to ingratiate herself with the Karagonds.  For what you're describing, she's your best chance."  He looks back to you balefully.  "Not a good chance, I emphasize.  But a degree less mad than offering yourself up to the Keriatou on a platter."
                  *if ci_raid = week
                    *page_break
                    You ask Zvad which of the band's hunters he would take into the farm country of the Rim to watch his back, if he could have only one—and if he were planning to talk to nobles.  Without hesitating or asking questions, he says, "Ciels."  
                    
                    "Isn't ${he} out this week?"
                    
                    *if week > 1
                      "Aye.  And I'd wait for a week when ${he} can come with you, ${kuria}."  There's such conviction in Zvad's voice that you assent.
                      *goto banditchoices
                    *if week = 1
                      "Aye, but only to order a bit of grain, ${kuria}.  $!{he}'s in the right bit of the Rim for you to catch ${him} and move on to Rim Square."
                  *page_break
                *set ci_raid week
                *gosub meraid
                You set out on a frigid Selday evening with 
                *if ciels > 0
                  only Ciels for company.
                *if ciels = 0
                  one young companion.  Ciels was raised to be gamekeeper on a noble estate, and turned outlaw just before your arrival in the Whendward, when ${his} father was hanged for conspiring with poachers.  
                $!{he} lopes surefootedly through the night, following you deep into the great noble estates of the hill country.  The skies are just starting to brighten as the two of you crest the slope overlooking the de Galis keep.  

                Locating a well-placed hedge, you tell Ciels to sleep; ${he}'s one of the better archers in the band, and if things go badly, you'll be trusting your life to ${his} aim.  You struggle to keep your own eyes open and fixed on the single gate in the keep's outer wall.  
                
                Five bleary hours later, you spy a woman who from her dress can only be Lady Ismene, riding out with two retainers.  You tap Ciels awake and point after the riders.  "Can you stay hidden while keeping that road in
                *if ciels = 0
                  *set ciels 1
                *if breden < 2
                   eyeshot?"
                *if breden >= 2
                  eyeshot, ${girl}?"
                
                Ciels scans the fields out to the northeastern horizon with a seasoned eye.  To you, it looks worryingly exposed, but ${he} seems confident.  "Aye, ${milady}. Where there's enough cover for a wolf, there's enough for me."

                "Good.  Then I follow them, you follow me…and hopefully we all walk away alive."  You regard the young ${woman} carefully; one of the reasons Zvad recommended Ciels was that ${he} seems level-headed and less vindictive toward nobles than some other Whendward trackers.  "Remember, we're here to talk.  Only shoot if they're [i]unmistakably[/i] trying to kill me."

                "Fear not, ${milady}." Ciels returns a hard grin.  "I won't loose arrows unless they've laid steel to you.  And I'll spare your cousin if I can."

                "Can't say fairer than that."  Cleaning up to the best of your ability, you set out up the track.  Your occasional scans to the north yield no sign of Ciels; either ${he}'s indeed as stealthy as a wolf, or ${he}'s found it impossible to keep you in view.  When you finally hear the sound of returning hoofbeats, you swallow against a suddenly dry throat, step into the middle of the road and spread your arms wide.

                The three riders slow down as they approach; their hands stay on their sword hilts, even after they see that you're unarmed and unarmored.  Ismene's impatience is obvious from her rigid stance even before you see it in her eyes.  You call out in Old Shayarin:
                *fake_choice
                  #"Pious milady, will you show kindness to a pilgrim?"
                    Lady de Galis stares at you incredulously.  "A pilgrim?  Where no shrine nor hallow can be found for miles?"
                    
                    *if cha = 0
                      You stammer out the first nonsense that comes to mind, hearing yourself how unlikely it sounds.
                    "You don't know of the blessed Shrine of Coreve, milady?  If you'll pause a moment with me, I'll whisper the tale into your ear, and a blessing with it."
                  #"News, milady!  Dire tidings, for your ears only."
                    Lady de Galis stares at you incredulously.  "Do you often gain audience by accosting travelers in this manner?"
                    
                    "Milady, in truth, this is my first occasion to accost one so elevated as yourself.  But if you'll hear my tidings discreetly, I believe you'll understand and forgive my rudeness."
                  #"Cousin Ismene.  Will you parlay with me?"
                    The family relation is tenuous enough that you don't expect anyone's mind to leap to the rebel ${fname} ${lname}.  Lady de Galis gives you a thin-lipped stare, while her retainers exchange disbelieving glances.  "My cousins, if such they be, are well advised to present themselves at my gate rather than accosting me in the road."

                    You shrug self-deprecatingly.  "A distant cousin, fallen on hard times, might spend long days waiting in the gate.  Meanwhile, some urgent family matters would languish unheard."
                *comment endif
                
                She looks over the barren winter fields to either side of the road, then snaps to her retainers, "Ride ahead a few paces.  I'll hear a few words from this mountebank before thrashing ${him}."  They don't question her, but both of them glower at you menacingly as they trot past.  Ismene rides up to you, still resting one hand on her sword.  Her voice is low and flinty.  "There's something of your mother in your face, ${lname}.  For her sake—and your audacity—you have a moment of my time."

                "My humblest thanks, cousin Ismene…."

                "Brief is better than humble."

                *if int = 2
                  "Very well.  I offer you a chance to prosper at the expense of the proudest trading families.  They will expect to trap the de Galis; instead, they'll find themselves buying back their goods from you at a loss."

                  Her eyebrow arches.  "I'm listening."
                  *page_break
                  You think back gratefully to the Traders' Guildsman who served your Keriatou cousins; he admired your ravenous intellect, and taught you as much as you could absorb about the game of trade.  "We're both aware that in these coming weeks, the trading Houses will be preoccupied with certain goods: woolens, steel, alchemical minerals."  [i]All the goods taxed most punitively by the Hegemony.[/i]  "The great gamble, on which fortunes are made and lost, is to buy large amounts as the price falls, and try to sell them on to someone else before tax day.  But for some, it's less of a gamble.  The most successful houses have sources of reliable intelligence about the Architelone's movements.  Like the Keriatou, the Pelematou—and you, cousin."

                  Ismene sighs in exasperation.  "Merciful Angels. Every season, I must put up with half-wits trying to wile out of me this illegal knowledge they assume I must possess.  Will every hedge bandit now try to join the game?"

                  You press on more urgently.  "The wealthiest families despise us, cousin.  They long to see us fall.  Your ability to play the game on their level has always been a thorn in their flank.  They would delight at the idea that you had misjudged the date of the Architelone's arrival, and were about to be crippled."

                  "And?"  Her lips have peeled back slightly from her teeth.

                  "So buy from them, heavily, now—and continue in the days immediately prior to the Architelone's arrival, for a moderate price, as if you think you've yet a month to dispose of it.  They'll empty their warehouses of quicksilver, chalcanthum, and steel, just to watch you lose it all to the Hegemony."  You recall that the tax rate for those goods rises steeply according to the quantity possessed; above a certain level, virtually the whole inventory is simply impounded.  "What they don't know is that the Architelone's visit will be cut short this year.  Just before she visits you—which, I imagine, will be shortly after she visits the Keriatou and Pelematou."
                  *page_break
                  Ismene de Galis stares at you.  "In brief, cousin ${fname}, you propose that I make myself an accomplice to some extraordinarily ambitious banditry against the Thaumatarch."

                  "On the contrary, cousin Ismene.  I am proposing to make myself and my band accomplices to your continued escape from Hegemonic taxation.  Oh, and to teach a salutary lesson to two over-proud families."  When she doesn't immediately respond, you lean in and rapidly whisper the details of what you estimate she can buy from the other major trading families, as prices begin to fall.  "You'll profit by some thirty-three hundred staters, by my reckoning.  We'll get far less than that from the Architelone—but it'll be enough to keep us alive through the winter."

                  She shakes her head slowly.  "If the ${lname} have such a knack for trade, why has your House never played the game before?"

                  "Such knack as I have didn't come from my ${lname} blood," you say with a smile.

                  *goto ismene_inquest
                  *label ismenedeal

                  After a few more minutes' conversation, you wave farewell to Ismene and her startled-looking retainers, and depart in opposite directions.  Ciels rejoins you after a mile, materializing out of the shadow of a hedgerow.  "That seemed to go well, ${kuria}."

                  "I think we reached an understanding."  [i]The ${taxweek} week of winter[/i], you think to yourself.  [i]If I can trust her—and I think I can.[/i]  "Let's find a place where we'll be inconspicuous until nightfall."
                  *set cred_a +8
                  *set taxman 4
                  *set taxrecon 4
                  *set ismene 10
                  *goto banditchoices

                *elseif int > 0
                  "Very well, milady.  We're both aware that in the coming weeks, the trading Houses will be preparing themselves for a visit by the Architelone.  And some will be better prepared than others."

                  "Merciful Angels." Your de Galis cousin glances around in impatient disgust. "Every season, I must put up with imbeciles trying to wile out this illegal knowledge they assume I must possess.  Will every hedge bandit now try to join the game?"

                  You hasten on.  "It's a different game I'm proposing, milady. Assume that you were aware of the Architelone's arrival.  You wouldn't be alone.  Such knowledge would give you no advantage against the Keriatou and the Pelematou."

                  She sniffs.  "Anyone with the wit the Angels gave a horse has an advantage against the Keriatou and Pelematou."

                  "But not, apparently, a decisive advantage," you persist.  "Not enough for a season in which they lose as greatly as you win."

                  "Grand words." Ismene directs an unimpressed eyebrow your way.  "I assume you mean something by them?"

                  "What if you knew, as they will not, that the Architelone's visit is to be cut short this year?  Just before she visits you—which, I imagine, will be shortly after she visits our lofty cousins.  Surely that knowledge would give you a certain advantage in trading over the coming weeks."
                  *page_break
                  *if cred_a >= 175
                    Ismene de Galis simply stares at you.  "In brief, cousin ${fname}, you propose that I make myself an accomplice to some extraordinarily ambitious banditry against the Thaumatarch."

                    "On the contrary, cousin Ismene.  I am proposing to make myself and my band accomplices to your continued escape from Hegemonic taxation."  You offer a deep bow.  "Oh, and to teach a salutary lesson to two over-proud families."

                    "You ask me to trust a great deal to your competence and discretion."

                    "I do."
                    *if com = 2
                      You shrug.  "As to the former, cousin: I have some little reputation as a commander and swords${woman}.  As to the latter, I have never broken my word."
                    *if cha = 2
                      You say nothing more, trusting that your confidence and charisma have already done their work.
                    
                    She says nothing for a minute, then shakes her head.  "Even more audacious than I'd expected, ${lname}—I'll give you that."
                    *label ismene_inquest
                    There's an odd note in her voice, a mix of amusement and sadness.  "What brought you to this, ${girl}?  How does a child of the Acron aristocracy find ${him}self bearding a Theurge and running off to the hills with a pack of
                    *if rescuer = 0
                      helots?"
                    *if rescuer > 0
                      outlaws?"
                    *choice
                      #"Does it really surprise you, cousin?  You knew my mother well."
                        Ismene looks at you sharply.  "And what do you mean by that?"
                        *choice
                          #"You know she loved the idea of a free Shayard."
                            *set natl %+5
                            "So she did…the old songs, the old tongue.  She talked as if we had never been other than free."  Lady de Galis regards you for a few moments without expression.  "And you think your banditry will usher in so happy an outcome?"

                            *if natl >= 70
                              "We're no mere bandits, cousin," you say with passion.  "This is the seed of the army that will liberate Shayard.  We won't rest until we've cast off the foreign yoke.  And
                            *if natl < 70
                              You shrug.  "One matter at a time, cousin.  But 
                            it seems to me that driving the Architelone out of the Shayard Rim is a decent start."
                            *goto ismenedeal                            
                          #"You know she had compassion for the helotry."
                            *label softmaheart
                            "She had a soft heart, there's no denying it."  Lady de Galis's lips tighten slightly.  "Her compassion brought her little joy—and yours seems even more likely to lead to an early grave."

                            A memory of your mother weeping with Joana Orchard forcefully comes to your mind.  "I don't think she expected joy, cousin.  But she followed the path anyway.  And many loved her for it."

                            "Indeed."  Ismene stares out across the fields.  "The soft are easily loved.  You'll not find as much love on the path you've chosen.  Even from your pack of helots."  She abruptly returns her eyes to you.   "And never mistake love for loyalty, young ${lname}.  They'll embrace you for your compassion…but you'll need to show them a hard hand if you want them to fight for you."

                            "I intend to be hard on their oppressors, cousin," you reply.  "Not least the Architelone."
                            *goto ismenedeal
                          #"She wasn't one to follow meekly in the same path as everyone else."
                            "No. She followed her heart."  Lady de Galis's lips compress slightly.  "Little enough joy that brought her."

                            You hold back an angry retort. "Enough to live on, milady, in a hostile place.  She told me that when I knew something to be true, I should trust it."

                            "And that's what led you into the wilderness?"  Her voice hovers just to one side of mockery.

                            "I know the Thaumatarch will fall, cousin," you say simply.  "I can see the Hegemony's grip on Shayard beginning to weaken.  And I intend to give the blows that will loosen it altogether."

                            Ismene looks at you without expression for a long time.  "Such as chasing the Architelone from the Rim.  A small start."
                            *goto ismenedeal
                      #"I wasn't content to play the usual noble games."
                        "This game you've chosen is atypical, to say the least."  Lady de Galis' lips twitch.  "It's a high price to pay for novelty.  Most choose more comfortable, less dangerous, and moderately more respectable ways to be eccentric."

                        "At least the price comes now.  Not over the long years of swallowing insults from the great families, fearing that you've unknowingly offended a Karagond, trapped into a marriage with the wrong person…."  Your voice cracks unexpectedly, and Ismene gives a curt, pained nod—even though, as far as you know, she's never married.  Clearing your throat, you conclude, "And the reward, cousin: in this game, there's
                        *label toplayfor
                        everything to play for."

                        "You're still in no danger of convincing me to join you up in the hills, cousin ${fname}," Ismene says coolly.  "But I agree: our games could be played for mutual advantage."
                        *goto ismenedeal
                      #"I could only stomach so much arrogance from the Karagonds."
                        "Unsurprising," Lady de Galis acknowledges.  "Though most choose to kick against the goads in rather less dramatic fashion."

                        "And still risk death for it," you point out.  "At least with Alastors, I know which way to look for the blow."
                        *goto ismenedeal
                      #"An odd thing: a helot who spoke truth more bravely than any aristo I knew."
                        *set cred_a -3
                        Lady de Galis regards you with a sort of disappointed fascination. "So it's true, then?  Not just a pose to bring outlaws to your side.  You've truly thrown in your lot with them."
                        *choice
                          #I laugh.  "No, no.  I was speaking of one inspiring individual, cousin—not of the helotry at large."
                            "When a lowly helot has the courage to speak candidly about Karagond oppression, and to prepare for rebellion…surely we high-born should be even braver, readier to lead?"  You shrug. "I certainly wasn't about to leave it to a helot, however brave."

                            "How much can their bravery mean?" Ismene remarks, sounding reassured. "They have rather less to lose, after all." 

                            "Less to gain, as well.  In this game, cousin, we've
                            *set cred_a +5
                            *goto toplayfor
                          #"In the face of our mutual enemy, cousin, I find the distinctions dwindle between us and the commons."
                            "I couldn't agree less," Lady de Galis snaps.  "As you assail the current order, young ${woman}, it becomes all the more important to insist on the order you intend to preserve."

                            "I have every concern for preserving right order, milady," you say hurriedly—but she seems far from reassured.  "As I've said, this is a time when all Shayardenes, high-born and low-born, need to band together in the face of our common enemy…in this case, the Architelone."

                            "A commendable attempt to change the subject."  Ismene stares at you for a few moments more, then shakes her head.
                            *if cha != 2
                              "Were you a bit less plain-spoken, I'd fear your foolish ideas might spread.  As it is, I believe our interests can coincide."
                              *goto ismenedeal
                            "I've worked with many a wrong-headed fool for mutual profit.  But with your silver tongue, ${girl}…you're dangerous in ways I want nothing to do with."

                            You're stunned; for the first time in your experience, your confidence and charisma seem to be working against you.  "Cousin…I implore you…."

                            "For the love I bore your mother, I spare your life," Ismene says, her lips slightly unsteady.  "This once.  And for her sake, I'll grieve when the Hegemony kills her ${daughter}. But I'll rejoice at the end of your damnable rebellion.  And if I see you again, I'll run you through with my own sword.  Begone!"

                            *set ismene 3
                            *label ismeneaway
                            The noblewoman spurs her horse away from you, ignoring your appeals.
                            *label dissipating
                            You stand in the dissipating dust cloud, vainly replaying the conversation in your mind, until you see Ciels approaching through the fields.

                            "That seemed to go ill, ${kuria}," ${he} comments with tentative sympathy, shouldering ${his} bow.

                            A great weight of exhaustion and disappointment settles onto you.  "Let's find a place where we'll be inconspicuous until nightfall."
                            *set taxrecon 2
                            *goto banditchoices
                          #"As your cousin my mother said, milady: taking the side of the defenseless is what it means to be noble."
                            *goto softmaheart

                  *else
                    *comment if cred_a is less than 175
                    Ismene stares at you for an astonished moment.  "Congratulations, ${lname}.  You've proved yourself even more audacious than I'd expected.  I thought you'd simply wanted to know when to sell some of your ill-got gains."  She gives a hard laugh and draws her sword.  Your mouth goes dry; you wonder where Ciels is hiding, and if you, Ismene, or both are about to die.

                    "As I said, for your audacity and the love I bore your mother, you can walk away this day.  But don't think again to entangle me in such a scheme.  If I see you again, I'll run you through and hand your corpse to the aristarch."

                    You bow, trying to hide your…
                    *fake_choice
                      #Disappointment.
                      #Fear.
                      #Rage.
                    "I cannot change your mind, cousin?"

                    "You've plainly set yourself against the nobility of Shayard, ${girl}."  Ismene gives a small shrug.  "I may have no great love for the cretins who throng the Court of Archon Phrygia.  But nor have I any interest in seeing my estates plundered by helot mobs.  What I've heard of your rebellion does nothing to reassure me."
                    *set ismene 2
                    *goto ismeneaway

                *else
                  *comment if you're dumb
                  "Very well, cousin Ismene.  I think you know when the Architelone will be visiting the Outer Rim.  And I think it will be in both our interests if you share that knowledge with me."

                  Ismene's eyes widen.  "In our interests?"

                  "You escape taxation, because my outlaws raid the tax collector's procession.  It seems simple enough."

                  She stares at you a few moments longer.  "For your brevity, ${girl}, I thank you.  The rest is lunacy.  I have no idea when the Architelone will next pass through the Rim.  And even if I did, I see no imaginable benefit in becoming an accomplice to your banditry."  Ismene tuts to her horse and begins trotting away.
                  *set ismene 1
                  *choice
                    #I ask her to help for my mother's sake.
                      Ismene pauses, looking pained.  "Merciful Angels, child…for the love I bore your mother, I'll give you this advice.  Don't even think about attacking the Architelone.  You lack the subtlety to survive this game.  If you're asking others half as openly as you just asked me, you'll find a pack of Phalangites prepared to receive you.  Stick with
                      *if cred_a < 175
                        plundering the estates of your kin."
                      *if cred_a >= 175
                        petty banditry."
                      
                      *goto ismeneaway
                    #I threaten her.
                      *set ismene 4
                      You say in a low voice,
                      *fake_choice
                        #"Keep riding, and my archer will shoot you down."
                        #"You don't fear what the Whendward outlaws could do to your own estates, cousin?"
                        #"When we attack the Architelone, we can make sure you're the one they blame."
                      *set cred_a -10
                      Ismene reins in her horse, eyes hot with fury.  "What did you just say?"

                      "I hoped you would see reason, milady."  You let your own anger show in your eyes.  "But I'll not ride away without the knowledge I came for.  If you don't see the benefits of my proposal, let me make the costs of refusal clear."

                      Her jaw works soundlessly for a moment; when she speaks, contempt bends every word.  "You're your father's ${daughter}, ${lname}."

                      "One more insult from you, milady," you snap, "and the consequences are on your head."

                      "It would seem I have no choice."  Ismene rides back to you, keeping her hand well away from her sword hilt.  After a minute's curt description, she straightens in the saddle.  "Understand this, cousin ${fname}.  I never bow to a threat twice.  You've won my knowledge at the cost of my enmity—and if I see you again, I'll treat you as the enemy you are."

                      The exhaustion of your long night hits as you begin to lope back toward the woods.  Ciels rejoins you in a mile, materializing out of the shadow of a hedgerow.  "That seemed to go well enough, ${kuria}."

                      "I think we reached an understanding," you say wearily. [i]The ${taxfake} week of winter.  That's enough time to prepare.[/i]  "But let's put some distance between us, in case she changes her mind."
                      *set taxrecon 8
                      *set taxman 4
                      *set wrongweek (randtax-1)
                      *goto banditchoices
                    #I accept her refusal.
                      Ismene collects her retainers and, with a final curt nod to you, rides away down the road.
                      *goto dissipating

            *if (bleys < 1) #Coerce a local Telone into betraying the secret.
              The only taxman you know is 
              *gosub bleysintro

              *if aristo
                So far, your father has refused to help you plan any of your "appalling brigandage."  When you ask him for advice on coopting Bleys, however, he becomes quite voluble.  "You'd have to settle on a deserving target eventually, I suppose.  When I think of the way he wormed himself into the wealth of our House…ate it away from within, year after year…."  He purses his trembling lips.  "Torture's too good for him."

                When you wonder aloud if there's any way to bribe Bleys, your father just laughs.  "Enough to sell you his masters?  Impossible.  Telones can only take petty bribes, and they know it.  One whiff of genuine wealth around them, and they'd be whisked off and killed for corruption.  They live in hope of being raised to Architelone—that's all they can possibly aspire to.  And they won't jeopardize that for anything you or I could offer."  He rubs his hands together briskly.  "No, child.  The only way to get this secret out of him is fear."
              *if helot
                You've nothing to offer Bleys that could possibly outweigh the risk of betraying his masters.  The only way to get the secret out of him is fear.
              *choice
                #Threaten the Telone's life.
                  *if int = 2
                    You
                    *if ruthreal > 50
                      dispassionately
                    apply your intellect
                    *if ruthreal < 45
                      (with some moral discomfort)
                    to the problem of coercing Telone Bleys.  While ${deputy} is leading the band in a day-long move between camps, you walk a short ways off and think through every option to its likely end.

                    By evening, to your dismay, you've concluded that threatening Bleys personally would be fruitless.  Torturing the information out of him, then killing him would be relatively easy but counter-productive.  The Hegemony wouldn't send an Architelone to a place where the local Telone just died; they'd send a vengeful army.  Bleys knows that—and you both know that he can get himself and his family moved out of the Rim at a moment's notice if he reports being threatened.  So you can neither kill him now nor credibly threaten to kill him later.

                    Kidnapping his wife and young son and daughter, by contrast, might well provide the necessary incentive—and you think you could come up with a plan that accomplishes that without alerting the authorities.  Are you willing to kill innocents to find out the Architelone's secret?
                    *choice
                      #Yes—I don't consider them innocents.
                        *set ruthreal %+30
                        *goto telfamthreat
                      #Yes—the end justifies it.
                        *set ruthreal %+45
                        *goto telfamthreat
                      #No, but I'm certainly willing to make Bleys think so.
                        *set ruthreal %+5
                        *goto telfamthreat
                      #No.  There has to be a less repugnant way to find this information.
                        *set ruthreal %-5
                        *goto telonfigure
                  *label telonemug
                  *gosub meraid
                  *set violence +1
                  *set me_rim week
                  *set ci_raid week
                  You lure Bleys out of town using a young bandit you know he won't recognize. 
                  *if ciels < 1
                    The
                    *if male
                      handsome,
                    *if female
                      lovely,
                    innocent-faced Ciels was raised to be gamekeeper on a far-off noble estate, and turned outlaw when ${his} father was hanged for conspiring with poachers.  
                  Posing as a disgruntled Westriding informant—"I can tell you how House Pelematou and my old House have been running gems past both sets of Telones"—Ciels sets up a meeting with Bleys on a road several miles from Rim Square.
                  *set ciels 1
                  
                  You watch from a nearby stand of trees as your outlaw meets the stoop-shouldered Telone, helps him tie up his mule, and beckons him furtively into the woods.  Bleys limps along with visible, growing nervousness.  
                  
                  Then he squints into the shadows where you're hiding and stumbles to a halt—but by that time, he's close enough for you to hear the knife snick from Ciels's belt. "Keep walking, Telone.  My ${kuria} wants a word with you.  And ${he}'s told me to gut you if you run or cry out."

                  Broadening sweat stains are visible on Bleys's kyrtle when he enters the grove.  You beckon him and Ciels silently after you, not stopping until the road is well out of earshot.  By that time, Bleys is grinding his teeth with every step; the hunched way he walks suggests a twist in his spine.
                  *if ruthreal < 45
                    You do your best to extinguish any trace of sympathy on your face.
                  *if ruthreal >= 45
                    You regard him without expression.
                  "You know who I am, Telone."

                  *if helot
                    "I was at the Harrowing,"
                  *if aristo
                    "Since you were a young ${girl},"
                  Bleys wheezes through clenched jaws.
                  *if aristo
                    "And…I was at the Harrowing."
                  
                  "Then you know I've no love for the servants of the Thaumatarch."

                  *if gandhi > 0
                    "I know you didn't order a Theurge killed when you had the chance," Bleys says with more bitterness than hope.

                    You offer an eloquent shrug.  "A long winter of hunger, cold, and ill humors can change a ${woman}."
                    
                  "Tell me what you want from me, ${kuria} ${lname}."  Despite his wide, white eyes and perspiration, Bleys manages to keep his voice level and tone reasonable.
                  *choice
                    #I keep the tone of my threats brisk and reasonable as well.
                      "It's quite simple, Telone.  I intend to rob your master on her next visit to the Outer Rim."  You seat yourself on a boulder, and gesture to the ashen Bleys to sit next to you.  "So from you, I need two things.  Everything you know about the timing and route of that visit.  And, thereafter, your silence."

                      The Telone tries to speak twice before finally mastering his convulsive throat.  "$!{kuria} ${lname}…I've no doubt you can make my death…very unpleasant indeed.  But if I betray the Architelone, I may as well go home, smother my family in their beds, and open a vein."  Tears trickle down his sunken cheeks.

                      You shake your head sternly.  "There are plenty of merchants and nobles who ferret out the timing of the tax collection.  Play us true, and the authorities will never be sure you were our source.
                      *goto bleysthreat

                    #He's clearly not as afraid of me as he needs to be.
                      "What I want?"  When you've finished laughing, you don't close your lips over your teeth.  "I want every lackey of the Hegemony strangled with the entrails of their Karagond masters."  You gesture at Ciels, still holding ${his} knife in one hand.  "It's one reason our friend here is so useful.  $!{he} used to be a gamekeeper, you know.  Takes ${him} just minutes to skin, gut, and clean a hog.  Maybe a bit longer, if it's still trying to get away."

                      Bleys's face has lightened to the color of old ash.  "$!{kuria}…please.  I've a wife.  Children.  I've nev-never harmed a soul."

                      "Every drachem that feeds the Hegemony harms us all," you reply coldly.  "And that's the only reason you're alive, Bleys.  We don't really care about you; they'd just bring in another twopenny Telone.  It's your master I want."

                      "The Architelone?"  You hadn't thought the man could sound even more terrified.

                      You nod.  "So you're going to tell us everything you know about her next visit to the Outer Rim—the route, the timing.  And then you're going to go home and forget you ever saw us.  Not a word to anyone, for your own sake.
                      *goto bleysthreat
                  *label bleysthreat
                  Play us false, and we'll kill 
                  *if familythreat < 1 
                    you."
                  *if familythreat = 1
                    your family."
                  
                  Bleys falls to his knees and clutches desperately at yours.  "Merciful Angels, ${kuria}—only spare
                  *if familythreat < 1 
                    me,
                  *if familythreat = 1
                    my children,
                  and I'll tell you everything."  Over the next several minutes, he spills out all the details of the Architelone's winter trip.  You search his desperate face for any sign of invention, but detect nothing save honest terror.

                  When you're done interrogating him, you rest a hand heavily on his shoulder.  "You've bought your
                  *if familythreat < 1 
                    life,
                  *if familythreat = 1
                    family's lives,
                  Telone—for now."  You pull him to his feet and fix him with an unwavering glare.  "Just don't think to betray us.
                  *if int = 0
                    We'll have our eyes on you.
                  *if int = 1
                    The helots are our eyes.  Everywhere you go, they'll be there.
                  And if anything goes wrong on the day of the raid, we'll find you."

                  *if int = 1
                    "You're a fearsome ${woman} when you set yourself to it, ${kuria}," Ciels comments half an hour later, when you're deep in the woods.  "Do we truly have a connection with the
                    *if rescuer = 0
                      new
                    helots of Rim Square?"

                    "Not yet, more's the pity," you shrug.
                    *if rescuer = 1
                      With Breden's gang all slain save Radmar, you've not been sure of the best way to establish contact.
                    "But the threat should keep him on his toes."
                  *set taxman 3
                  *set bleys 1
                  *set wrongweek (randtax-1)
                  *goto banditchoices
                #Threaten the Telone's family.
                  *set familythreat 1
                  *if int = 0
                    *goto telonemug
                  You
                  *if ruthreal > 50
                    dispassionately
                  apply your intellect
                  *if ruthreal < 45
                    (with some moral discomfort)
                  to the problem of threatening Telone Bleys's innocent children and wife.  While ${deputy} is leading the band in a day-long move between camps, you walk a short ways off and think through every option to its likely end.

                  By evening, you've concluded that any plausible threat will require a kidnapping.
                  *label telfamthreat
                  *set violence +1
                  As long as Bleys's family remain in his home, the Hegemony's ability to protect them will be more credible than your ability to harm them.  The only way you'll get leverage over the Telone is to stage an ambitious midnight raid on Rim Square itself.

                  *if rescuer = 0
                    Zvad helps you identify the most discreet of his fellow outlaws for the initial raid; it's even more important than usual that no whisper of the kidnapping leak out to the authorities, or to any possible traitor in the band.
                  *if ci_raid = week
                    *if rescuer = 0
                      He
                    *if rescuer = 1
                      Zvad 
                    insists that you need to bring along the young bandit Ciels. "Fleet on ${his} feet, calm in a pinch, and can hide anyone you want in the wild, ${kuria}.  For a job like this, Ciels is your ${girl}."
                    
                    "Isn't Ciels already committed this week?"
                    
                    *if week > 1
                      "$!{he}'s worth waiting for, ${kuria}," Zvad says, with such conviction that you assent.
                      *goto banditchoices
                    *if week = 1
                      "Aye, but only to order a bit of grain, ${kuria}.  $!{he}'s in the right bit of the Rim for you to catch ${him} and move on to Rim Square."
                      
                      *goto eltch
                  You decide to bring the young bandit Ciels, who turned outlaw when ${his} gamekeeper father was hanged for conspiring with poachers.  Ciels is one of the best trackers and hunters in the band.  If the abduction succeeds, ${he}'ll spend the next few weeks looking after Bleys's wife and children in an obscure corner of the wilderness.

                  *set ciels 1
                  *label eltch
                  *if el_here and (el_raid < week)
                    *if eltick
                      You also consider bringing Elery Skinner along; her vaunted skill at tactics could be useful in this situation.
                      *if el_lead < 1
                        Maybe it's only been shown in helot games so far…but scrum-ball is
                        *if aristo
                          by all accounts
                        not miles different from actual combat.
                    *if not(eltick)
                      *gosub eleryintro
                      Her skills could be highly useful in this situation.
                    *choice
                      #Bring Elery.
                        *label kidnapel
                        *set el_raid week
                        *set el_lead +1
                        *set telery true
                        *goto kidnapb
                      #Don't bring Elery.
                        *goto kidnapb
                  *label kidnapb
                  *gosub meraid
                  *set ci_raid week
                  You set off on an evening when the Outer Rim is wracked by a vast, drenching storm.  The forest tracks of your new home merge into each other like a succession of widening streams, until at last you find yourself trudging a familiar road.  You 
                  *if introhlt
                    have a vivid memory of pelting down it as a ${girl}, shrieking back at imagined beasts of the wild.  Tonight, you 
                  and your five accomplices reenter Rim Square as silently as ghosts.

                  There are only two disgruntled-looking Alastors on night watch, circling the muddy agora in opposite directions.  Their eel-oil lanterns provide a faint, guttering light; in a rainstorm like this, it's just enough to illumine them rather than anything much around them.  The odds of them seeing you are nil.  But if anything goes wrong in Bleys's house, they might very well hear you—and the new, expanded Alastor garrison of Rim Square is barracked only thirty yards away.
                  *choice
                    #Ambush the Alastors and try to kill them silently.
                      A bow is worse than useless in this weather; killing them will be knife-work.  You watch the Alastors' dogged march for several minutes more, then signal your intentions to the other five raiders.  In the rain and blackness, you can only hope they've understood your gestures correctly. As planned, you split into two groups of three, with Ciels's group heading into a back alley that will take them around to the far side of the square.

                      Your group skirts the edge of the agora and ducks into a lightless gallery.  The first Alastor makes only a cursory scan of the shadows where you crouch, and doesn't glance back as
                      *if com > 0
                        you rise and follow.
                        *goto partnerwalk
                      *elseif telery
                        Elery rises and follows.
                        *goto partnerwalk
                      *else
                        one of your bandits moves out behind her.
                        *goto partnerwalk
                      *label partnerwalk
                      Her comrade is patrolling the opposite end of the agora; with his back turned, he has no chance to witness the first Alastor's oil-light judder wildly, then resume its steady course
                      *if com > 0
                        as you hand it off to a waiting outlaw.  You drag the sodden corpse of the first guard back into the gallery.
                        *if firstkill = 0  
                          
                          For just an instant, you pause in the darkness.
                          *gosub firstknarr
                      *if com = 0
                        around the square.
                        *if telery
                          Elery ducks back into the gallery a moment later, dragging a corpse behind her.  "Vadim's got the lamp," she breathes.
                        *if not(telery)
                          Another outlaw reappears next to you a moment later, hauling the guard's sodden corpse.
                      
                      Then your heart jumps as the second guardsman coughs thickly, shakes water from his beard, and turns on his heel to stride across the agora.  Ciels and the others won't yet have got anywhere close to him.  As the Alastor reaches the middle, he rasps in a Reacher accent, "Damn this rain…Fellen, more of that myrtle tisane, or I'll not live out the night."  He's heading straight for your lantern-carrying follower.

                      *if com = 0
                        You gesture frantically at
                        *if telery
                          Elery,
                        *if not(telery)
                          the woman next to you,
                        who slinks out into the lightless agora.  The second Alastor walks several paces more—then pauses, squints, calls "Fellen?" again, and fumbles for his mace.
                        *choice
                          #I charge for him.
                            Three bounding strides, four…and on the fifth, your foot splashes into an unseen puddle.  The Alastor whirls toward you, and roars, "Wake!  Wake!"
                            *label taxknife

                            An instant later, he spies
                            *if telery
                              Elery
                            *if not(telery)
                              your bandit
                            slinking toward him.  Her hurled knife
                            *if telery
                              *set el_lead +1
                              buries itself in his leg, and he shrieks as he falls to the ground.  Seconds later, Elery is on him with her second knife, and his wail ends abruptly.

                              But the alarm has been raised.
                            *if not(telery)
                              *gosub 1cas
                              *set morale -2
                              bounces off his armor.  He charges for her with an affronted bellow.

                              You arrive to the unforgettable sound of his mace shattering her skull.  "Damned Rim rats!" he spits, shoving her thrashing body at you.  You go down in a horrific tangle of limbs, an involuntary howl escaping your own lips.  

                              For several terrible moments, you're sure that you'll be next to die. And then your dead comrade is being pulled off you, not by an Alastor but by the grim-faced Ciels.  "I'm sorry, ${kuria}.  We're too late."
                              
                              *comment endif
                            An angry buzz emerges from the Alastor barracks, and your little party flees Rim Square one step ahead of the Hegemonic authorities.
                            *if e_rel < 10
                              The dawn brings no respite from the rain—just a better view of Elery's contemptuous scowl.
                            *goto taxfiasco
                          *if int = 2
                            #I use ${wisardry} to silence him.
                              It's too late; by the time you've drawn
                              *if blood = 0
                                a blade across your hand,
                              *if blood > 0
                                out a blood phial,
                              the Alastor has already begun shouting, "Wake! Wake!"  You sprint toward him with a feeling of doom.
                              *goto taxknife
                          #I hold back.
                            The Alastor stares uncertainly at the oil-light for several moments more.  Then
                            *if telery
                              you see a knife flash at his throat, and his own lantern clatters to the agora flagstones.  

                              Elery returns to your side, breathing heavily.  "It might take the two of us to shift this one, ${kuria}."

                              *goto graffiti
                            *else
                              your bandit lunges out of the dark and sinks her knife through a gap in his armor.  He gives a bubbling, wordless roar of terror.

                              By the time you reach them, the Alastor has fallen silent—but you can hear dozens of his companions mustering angrily in the barracks.  One step ahead of the pursuit, your little party flees Rim Square.
                              *goto taxfiasco
                      *page_break
                      At once you stalk out to intercept him from behind. You keep a measured pace, ignoring the nerves which yammer at you to hurry; one mistimed splash could be a catastrophe.  The Alastor halts, squints—calls "Fellen?" again with doubt in his voice—and begins to fumble for his mace. 
                      *if com = 2
                      
                        Five painfully slow strides later, you reach him undetected, and despite the downpour you draw your knife unerringly across the big man's throat.  His arms make one great, convulsive flail; then he crumples into your arms without another sound.

                        *if telery
                          Elery helps you drag the body into the alley.  
                          *if (e_rel < 10)
                            In her whisper, you hear both relief and grudging appreciation: 
                          "Smoothly done, ${kuria}."
                          *set e_rel +2
                        *page_break
                        *goto graffiti
                      *else
                        As you lunge across the remaining distance, he hears you and half-spins to meet your charge.  Cutting his throat as you'd planned is impossible; the best you can do is stab through a gap in his armor and into a lung.  

                        The enraged Hegemonic guardsman 
                        *if telery
                          *set el_lead +1
                          flings back his head to bellow the alarm…but a knife flashes around from behind his neck, and his cry is lost in the escaping air and blood.

                          Hands trembling slightly, you clean yourself with the man's sodden cloak.  Then you pass it to Elery, who's crouched panting at your side.  [i]If she'd not been here…[/i]"Thank you," you whisper as she wipes her blade.
                          *if e_rel < 10

                            Elery's only reply is a cool shrug; she's clearly not warmed to you yet.
                          A minute later, you share a relieved nod.  There's no sound from the barracks.
                          *page_break
                          *goto graffiti
                        *else
                          utters a bubbling, wordless roar.  By the time you finish killing him, there's a furious buzz from the nearby Alastor barracks.  One step ahead of the pursuit, your little party flees Rim Square.

                          *goto taxfiasco      
                      *label taxfiasco
                      *set morale -3
                      *set bleys 2
                      In the morning, utterly exhausted and morose, you take consolation from a single fact: your kidnapping raid failed early and ignominiously enough that there's no reason for the Alastors to associate it with Bleys at all.  You can still try to find out the timing of the Architelone's visit from
                      *gosub foodcalc
                      *choice
                        #A well-informed merchant.
                          *goto taxmerch
                        #A well-informed aristocrat.
                          *set familythreat 202
                          *set ci_raid (week-1)
                          *goto taxnoble
                    *if (int = 2) and (theuknown < 10)
                      #Discreetly use ${wisardry} to silence them.
                        *goto theusilence
                    *if (int = 2) and (theuknown >= 10)
                      #Use ${wisardry} to silence them.
                        *label theusilence
                        *set tax_theurgy 1
                        *set theuprob "the Alastors notice me"
                        *if (theurgy >= 10) or (theurgy < 2)
                          You stay crouched in the shadows next to your raiding party.  Here if anywhere you should be able to 
                          *if theurgy > 1
                            use 
                          *if theurgy <= 1
                            experiment with
                          ${wisardry} discreetly.
                        *if theurgy = 2
                          You look to your expectant followers, and find your throat suddenly hoarse.  "Er…I'm about to try something…different," you whisper at last.  "Don't fear.  And be ready to overrun the Alastors at my signal."
                        *if (theurgy = 3) or (theuknown > 4)
                          You glance at your followers, and
                          *if blood = 0
                            draw your finger across your palm.
                          *if blood > 0
                            tap your
                            *if blood = 1
                              one remaining blood phial.
                            *if blood > 1
                              bandolier of 
                              *set d2n_num blood
                              *gosub d2n
                              precious blood phials.
                          Your outlaws nod grimly at the signal.
                        *gosub usetheuch
                        *if theuactnow
                          *set theuactnow false
                        *if theuspell
                          *set theuspell false
                        
                        If you injure one Alastor in an innocent-looking accident, the other would probably carry him back to the barracks.  At this hour, in this weather, they might well take a while to resume the watch.  
                        *if theurgy < 10
                          
                          On the other hand, these Alastors are likely to be on high alert since your rebellion.  Perhaps you should try a more lethal intervention—the sort of brutal, shocking Theurgy for which the magi of Karagond are infamous.
                        *choice
                          #I cause one guard to trip and his lamp to blaze up at the same time.
                            *goto lampblaze
                          #I cause a heavy tile to fall from the wineroom roof onto a passing Alastor.
                            *goto tilefall
                          *if (theurgy < 10) 
                            #I pull their heads from their bodies, too quickly for them to cry out.
                              *goto headyank
                          #On second thought, let them alone.
                            *goto lethimalone
                            
                            *label lampblaze
                            You focus on the Alastor's leather boots, seeing them as a blurry mix of elements.  Reaching out with your mind, you encourage the elemental air in its natural tendency to rise…and then, seeing the man wobble uncertainly but stay upright, you give a short, savage mental push.  

                            The big bearded guard yelps as his boot is wrenched sharply upward.  When he topples, you quickly shift your attention to the globe of eel-oil in his hand.  To your altered senses, it is a roiling sphere of pent-up fire, keening to be freed.  You try to boost it with your mind…and the lantern explodes, a second before the Alastor hits the ground, showering him in blazing oil.  He howls in pain and terror, frantically rolling on the wet flagstones.

                            That was all a bit less subtle than you'd hoped it would be—particularly the boot levitation.
                            *if theuknown >= 10
                              Every Alastor in Rim Square will surely be aware of your powers.
                            *if theuknown <= 4
                              Your followers might just guess what's going on; and the Alastor might cry "Goety!" at any moment.
                            *choice
                              #I goad the fire to blaze white-hot.  He might survive the burns, but he won't be in any shape to talk.
                                The man's shrieks
                                *if ruthreal > 60
                                  quickly draw his horrified comrade to his side.  You watch impassively as she tries to beat out the unnaturally intense flames.
                                *if ruthreal <= 60
                                  go on for a long time—and will stay with you for far longer.  You shut your eyes as the other Alastor dashes to her comrade's aid.
                                *set ruthreal %+10
                                *if (consc < 0) and (phial = 0)
                                  *set theuknown 10
                                  And then the world fades to white around you.

                                  When you wake, it's nearly dawn, and you're being dragged through the woods by two of your bandits.  They stop at your groan.  "You alive, ${kuria}?"  There's a note of fear and disgust in their voices.
                                  *if telery
                                    Elery just stares at you as if she's never seen you before.
                                    *set e_rel 0
                                  *if (theurgy >= 10) or (theurgy < 3)
                                    *set morale -10
                                    *set ruth %+20
                                    
                                    Ciels is the one who finally asks: "What manner of…Goety was that, ${kuria}?  We saw the blood on your hand.  We saw the fire go out when you fell unconscious."
                                    
                                    You explain weakly, emphasizing the previous times you've used it to less brutal effect. "I didn't share it with you because…it's one of our greatest advantages against the Thaumatarchy, as long as they don't know I have it.  I have to keep it a secret."
                                    
                                    "Setting a man on fire is an odd way to go about that, ${kuria},"
                                    *if telery
                                      Elery says caustically.
                                    *if not(telery)
                                      another bandit growls.
                                    *if theurgy >= 10
                                      *set theurgy -10
                                  
                                  Of course, they didn't complete the abduction when you collapsed, and they're in no hurry to return to Rim Square with you.
                                  *goto taxfiasco
                                By the time she's extinguished the fire, the burned enforcer is incoherent with pain.

                                *set morale -5
                                Even in the dark, you can see the way your raiders cringe from you.
                                *if theuknown > 4
                                  Setting a man on fire is the sort of thing the Goetes do in the stories.  You all stay frozen while the Alastor searches the square with wide, terrified eyes…then she grabs her larger comrade and begins slowly dragging him back toward the barracks. 
                                  
                                  "Quickly now," you breathe,  "to the Telone's house."
                                  *set taxalastor 2
                                  *goto bleyshouse
                                *else
                                  *label elerytheurgy
                                  *if theurgy >= 10
                                    Your raiders are glancing at each other in confusion; before they can think of anything more, you beckon them toward Bleys's house.
                                    *goto bleyshouse
                                  *set taxalastor 3
                                  *set theuknown 5
                                  "What in…"
                                  *if telery
                                    Elery
                                  *if not(telery)
                                    Ciels
                                  whispers thickly.

                                  "Theurgy," you breathe back, as the shaken Alastor slowly drags her larger comrade back toward the barracks.  "You're the first to see it, 
                                  *if telery
                                    Skinner,
                                  *if not(telery)
                                    Gamekeep,
                                  so rejoice. This is what will bring down the Thaumatarch."

                                  You stride off to the Telone's house.  After a long silence, you hear the others' soft footfalls behind you.
                                  *goto bleyshouse
                              #I let him be.  A broken lantern in the rain leading to a ferocious fire?  Too suspicious.
                                *label burnalastor
                                The Alastor's yelps quickly draw his comrade, who drops her own lamp as she beats out the fire.  The whole agora goes dark; all you can hear are the pained whimpers of the burned man.
                                *if (consc < 0) and (phial = 0)
                                  *label taxunconsc
                                  And then the world fades to white around you.

                                  When you wake, it's nearly dawn, and you're being dragged through the woods by Ciels and another bandit.  They stop at your groan.  "You alive, ${kuria}?"
                                  *if (theurgy >= 10) and (theuknown <= 4)
                                    *gosub cravenmad
                                  *if theurgy < 4
                                    *gosub theuwha
                                  
                                  Of course, they didn't complete the kidnapping when you collapsed, and the Alastors of Rim Square will be on higher alert after the suspicious accident.
                                  *goto taxfiasco
                                Then, "Bleeding Angels," the woman says shakily.  "How in Taratur did you manage that?"

                                *if theuknown >= 10
                                  "Never felt aught like it, Fellen," he snuffles.  "Someone grabbed my boot, I swear."

                                  There's a long, frightened silence.  "Can you walk?"

                                  His voice cracks: "I'm not bloody staying here!"  You hear them scramble away toward the barracks.
                                  *choice
                                    #They're going to raise the alarm.  Time to get out of here.
                                      With a barely audible curse, you beckon your raiding party back toward the wild.
                                      *goto taxfiasco
                                    #We've come too far to turn back now.  We just need to bring off the kidnapping quickly and smoothly.
                                      With a barely audible curse, you beckon your raiding party after you.  "Haste now!"
                                      *set taxalastor 1

                                      *goto bleyshouse2
                                *else
                                  "No blasted idea," the guard snuffles.  "Just fell."

                                  You look away from the baffled Alastors.
                                  *if theurgy < 4
                                    Even in the darkness, your raiders' frightened stance speaks volumes.
                                  *goto elerytheurgy
                              #I let him be.  A few burns are one thing, but I'm not cruel enough to set a man afire.
                                *set ruthreal %-5
                                *goto burnalastor
                            *label tilefall
                            The wind and rain are just strong enough to make such an accident plausible.  You reach out to the thick slates with your mind.  Trying to make one rise gives you a splitting headache and only wobbles it slightly—so instead you shift your intention to increasing its weight, encouraging the natural downward tendency of the elemental earth.

                            The Alastors' circuit takes them directly under the eaves of the wineroom as a fleeting shelter.  You throw the full force of your ${wisardry} into the stone tile just as the first one is passing beneath it.  The big man looks up sharply at the sound of splintering wood, but manages only a shocked yelp before the slate plummets onto his head.

                            *if (consc < 0) and (phial = 0)
                              *goto taxunconsc
                            His comrade sprints across the square to his side. Finding him unconscious, she draws her mace and tries vainly to illumine the wineroom roof with her lantern.  "Who threw that, damn you?"  Then she sees the broken beam and curses again—this time with an audible blend of disgust and relief.

                            *set taxalastor 3
                            *if theuknown <= 4
                              *goto elerytheurgy
                            You wait a few moments as she begins dragging her fallen comrade back to the barracks.  Then you beckon your party onward to the Telone's house.
                            *goto bleyshouse
                            
                            *label headyank
                            *set ruthreal %+10
                            Everyone's heard of Theurges tearing people apart like rags.  You can and must be just as ruthless.  You stare grimly at the first 
                            *if ruthreal < 60
                              Alastor—doing your best to quell the bit of you that protests in horror—and
                            *if ruthreal >= 60
                              Alastor and
                            concentrate all your will on ripping his bearded head off his shoulders.

                            You are unprepared for the agony: it feels like you just took a hammer blow to your own forehead.  Something is resisting your will, as if you're battering against a wall.  You push on, fighting with every scrap of your energy; the Alastor gasps and scrabbles at his neck, blood gushing from his nose.  But when your own blood vanishes from your palm, the Hegemonic enforcer remains both intact and alive.

                            "Aaaaaaaauugghh!" he bellows, swaying drunkenly
                            *if theuknown >= 10
                              as he tries to draw his mace. "Goety!  Ware Goety!"  His comrade sprints across the agora, and you hear the first querying shout from the Alastor barracks.

                              *if (consc < 0) and (phial = 0)
                                *goto taxunconsc
                              Almost blind from your own headache, you stagger away and give the sign for retreat.  Could there have been a worse time to hit a limit to your ${wisardry}?  You flee faster than the terrified Alastors are willing to chase you—but you know there'll be no returning to Rim Square now.

                              *goto taxfiasco
                            *else
                              and clutching his head. Almost blind from your own headache, you roll into a ball in the shadows. 

                              *if (consc < 0) and (phial = 0)
                                *goto taxunconsc
                              "What is it?" barks the other Alastor, dashing across the agora with mace drawn.

                              "Don't…know…." the other burbles, dropping to his knees.  "Worst head pain I've ever…felt like about to burst, or come off…."
                              *if theurgy < 4
                                Even in the darkness, your raiders' frightened stance speaks volumes.
                              *goto elerytheurgy
                    #Let them alone and trust to stealth.
                      *label lethimalone
                      Leaving dead Alastors behind you could jeopardize the whole mission.  Better for no one except Bleys to have any idea that you ever returned to Rim Square.

                      *goto bleyshouse2
                  *label graffiti
                  *set taxalastor 4
                  *set anarchy +1
                  *set notoriety +5
                  As you catch your breath, you consider how to justify two dead Alastors.  You don't want their vengeful captain to wonder what brought you back to Rim Square—that could lead him to Bleys.  There needs to have been an obvious reason for your raid tonight.

                  It would have to be something showy and symbolic, to distract the authorities from thoughts of theft or kidnap.  Some defiant anti-Hegemonic graffiti in the public square might be enough.  Or you could try your hand at arson—though it's unlikely to do much damage in the
                  *if taxman = 6
                    rain.
                  *if taxman != 6
                    rain, and you'd want to do it on your way out of town.
                  *choice
                    #Paint a message on the wall of the agora wineroom.
                      You
                      *if taxman = 6
                        leave two of your bandits to look after Bleys, and muster the others to haul the dead Alastors to the wineroom side of the lightless square. There you
                      paint a message under the eaves in
                      *choice
                        #…mud.
                          There's no need to belabor the bloodiness of this night's work, or make it easier for the Hegemony to paint you as a monster.  The dark, ashy mud from the agora firepits will leave a perfectly good mark.
                          *goto graffiti2
                        #…Alastor blood.
                          Your followers look on uncomfortably as you 
                          *if telery
                            and Elery
                          drag a corpse under the wineroom eaves.
                          *set ruth %+10
                          *set notoriety +5
                          *set cred_a -2
                          *set cred_p -2
                          *set cred_m -2
                          *goto graffiti2
                      *label graffiti2
                      *if helot and (int < 2)
                        You can't write, of course, but you can paint a symbol—the sigil of your rebellion.
                        *label sigilchoice
                        *choice
                          *if aristo
                            #A ${crest}, of course—from the ${lname} crest.
                              "They think they've extinguished us," you whisper to
                              *if telery
                                Elery,
                              *if not(telery)
                                Ciels,
                              eyeing the precious symbol of your family history and honor. "Let this ${crest} stand for everything that they've tried and failed to destroy."

                              *set sigil crest
                              *goto look_mark                            
                          #A flame.
                            "It was sparked here in Rim Square," you whisper to
                            *if telery
                              Elery,
                            *if not(telery)
                              Ciels,
                            eyeing the sinuous symbol, "and it will spread until it consumes Aekos itself."

                            *set sigil "flame"
                            *goto look_mark
                          #A skull.
                            "Let every Hegemonic know," you whisper to
                            *if telery
                              Elery,
                            *if not(telery)
                              Ciels,
                            eyeing the crude but unmistakable skull-sign,  "we bring the death of the old order."

                            *set sigil "skull"
                            *set ruth %+10
                            *goto look_mark
                          #A Gryphon, sigil of the old Royal house.
                            "Shayard rises again," you breathe to
                            *if telery
                              Elery,
                            *if not(telery)
                              Ciels,
                            eyeing the crudely daubed gryphon. "Let the Karagonds know it and fear."

                            *set natl %+10
                            *set sigil "gryphon"
                            *goto look_mark
                          *if not(choice_randomtest)
                            #Something else.
                              As the sigil of your rebellion, you choose a:
                              *input_text sigil
                              *goto look_mark
                        *label look_mark
                        You regard the mark with satisfaction for a few moments more, then beckon your outlaws silently
                        *if taxman = 6
                          back
                        *if taxman != 6
                          on 
                        to the Telone's house.
                        *if taxman = 6
                          It takes only a few moments for them to carry the bound, gagged, and blindfolded hostages down and out the door.  Bleys has regained enough courage to start protesting, but you cut him off.  "Hush, Telone.  You and I are going to have a talk, while my followers hold on to your family for safekeeping."  The man wilts into a chair.
                          *page_break
                          *goto blackmailbleys
                        *goto bleyshouse2
                      You daub a taunting message on the wineroom wall:
                      *choice
                        #"Still my home."
                          "We'll drive them from Rim Square one day," you breathe to
                          *if telery
                            Elery.
                          *if not(telery)
                            Ciels.
                          "Let them know we haven't forsaken our home."

                          *set slogan "Still my home"
                          *goto look_msg
                        #"Death to occupiers."
                          "Simple and to the point," you breathe to
                          *if telery
                            Elery.
                          *if not(telery)
                            Ciels.

                          *set slogan "Death to occupiers."
                          *goto look_msg
                        #"No safe place."
                          "Let every Hegemonic know," you breathe to
                          *if telery
                            Elery,
                          *if not(telery)
                            Ciels,
                          "that there's nowhere they can let down their guard."

                          *set slogan "No safe place."
                          *goto look_msg
                        *if not(choice_randomtest)
                          #A different message
                            You write out your slogan of defiance:
                            *input_text slogan
                            *goto look_msg
                        #Actually, I'd rather paint a symbol.
                          It occurs to you that if your rebellion is represented by a sigil, then any of your outlaws can paint it—not just the literate handful.
                          *goto sigilchoice

                      *label look_msg
                      You look at the message with satisfaction, then beckon your outlaws silently
                      *if taxman = 6
                        back
                      *if taxman != 6
                        on 
                      to the Telone's house.
                      *if taxman = 6
                        It takes only a few moments for them to carry the bound, gagged, and blindfolded hostages down and out the door.  Bleys has regained enough courage to start protesting, but you cut him off.  "Hush, Telone.  You and I are going to have a talk, while my followers hold on to your family for safekeeping."  The man wilts into a chair.
                        *page_break
                        *goto blackmailbleys
                      *goto bleyshouse2
                    #When we're done with the kidnapping, set fire to the winehouse.
                      *set slogan "fire_w"
                      *label whisperplan
                      *if taxman = 6
                        While two of your bandits haul the dead Alastors across the lightless square, you briefly explain the updated plan to the others. Then you walk over to Bleys.  "It's time you and I had a talk, Telone."

                        "I don't…wait, wait, where are you taking them?"  Bleys rises to his feet in frantic protest as your bandits bring down his family, bound, gagged, and blindfolded.

                        "Telone."  You reach out a hand still streaked with Alastor blood to push him back into his chair.  "Don't worry about them."  Bleys wilts and waits for you to speak.
                        *page_break
                        *goto blackmailbleys
                      You whisper the arson plan to your followers.  They nod, then fall in behind you as you approach the Telone's house.
                      *goto bleyshouse2
                    #When we're done with the kidnapping, set fire to the Alastor barracks.
                      *set slogan "fire_b"
                      *goto whisperplan
                  *label bleyshouse
                  *page_break
                  *label bleyshouse2
                  In the small wooden portico you take a moment to hand out the gag-cloths and ropes: one of your raiders for each child, two for the wife, you and Ciels to deal with Bleys himself.

                  Though their faces are featureless shadows, you can hear the apprehension in your bandits' breath.  Once you're inside, you all know that there will be little room for error.  You'll have to subdue Bleys's family at once, in the near-dark, before any of them has a chance to wake and rouse the others.  And if anything begins to go wrong, all your lives could hang on how quickly you can adapt the plan.
                  *if tax_theurgy = 2

                    You close your fist around the stinging, seeping cut in your palm.  Dizzy and unsteady as you feel, you recognize that you may need to resort to ${wisardry} again at a moment's notice.
                    *choice
                      *if blood = 0
                        #I try to keep my senses in the odd half-focus required for ${wisardry}.
                          *goto familyroom
                      *if blood > 0
                        #I hold a blood phial at the ready.  Passing out from loss of my own blood would be a catastrophe.
                          *set tax_theurgy 4
                          *goto familyroom
                      *if blood > 0
                        #I don't want to risk breaking one of my precious phials.  If it comes to ${wisardry}, I'll use my own blood and find the strength to stay conscious.
                          *goto familyroom
                      #I won't need ${wisardry}.  I'm confident in the plan we've rehearsed.
                        *goto familyroom
                  *if theurgy > 1
                    *choice
                      #I cut my hand—I want to be ready for ${wisardry} at a moment's notice.
                        The sting and seep of blood into your palm is strangely comforting.

                        *set tax_theurgy 3
                        *goto familyroom
                      *if blood > 0
                        #I hold a blood phial at the ready.
                          *set tax_theurgy 4
                          *goto familyroom
                      #I won't need ${wisardry}.  I'm confident in the plan we've rehearsed.
                        *goto familyroom
                  *page_break
                  *label familyroom
                  *if telery
                    Elery opens and closes 
                  *if not(telery)
                    You open and close
                  the main door with painstaking slowness. The creak of the hinges is drawn-out, lost in the patter of the rain.  Inside, you crouch and unfold the oilcloth that has sheltered your flint and tiny lamp.  The scritch of flint on steel is frightfully loud in your ears.  You reassure yourself that no one outside the room will hear it…but that doesn't keep your eyes from darting repeatedly and vainly upward. 

                  As soon as the wick catches, you mask it with a cup and let your vision adjust to the minimal light.  The Telone's antechamber opens onto two large rooms: a study lined with codices and papers, and a guest-hall with a table almost too large for it.  All the windows in the house are shuttered against the storm. You can't see out onto the agora, and no one there
                  *if taxalastor = 0
                    can
                  *if taxalastor > 0
                    could 
                  see in. 

                  Ciels touches your shoulder and points to a dark aperture at the back of the guest-hall where you can just make out stairs.  Your leather foot-wrappings haven't done much to keep out the rain and cold, but they make virtually no noise as you creep past the dining benches and up the stairway.  Pausing to listen halfway up, you hear only the throb of blood in your ears.

                  You peer around the corner, into a room where dwindling hearth-coals give off a light as faint as your lamp.  The upper floor of the house is a single large room in which you can make out four beds—two large, two small.  You signal the good news back to your outlaws; had the Telone and his wife not adopted the noble affectation of sleeping separately, your work tonight would have been more complicated.  Here too, you're glad to see, the windows are tightly shuttered, and the rain on the tiles just overhead should drown out the small sounds of your movement.

                  Veiling your light almost completely, you lead your kidnappers up into the middle of the family room.  Each outlaw moves without pause to stand over a dark mound of bedclothes, gags held at the ready.  At the side of the largest bed, you pull your knife from your belt, draw and release one last steadying breath…and pull back the cup from the lampwick.
                  *page_break
                  At the signal, your followers lunge forward as one: each pinning down a defenseless target, finding their mouths, and forcing in gag-cloths before Bleys's family can do more than gasp.

                  And in that crucial instant, you notice two things simultaneously.  One is a large outlaw on a small bed, scrabbling through what is clearly nothing but a blanket mound.  The other is a sleepy-eyed girl, perhaps five years old, perched over a ceramic pot in the previously lightless corner.
                  *set bleys 3
                  *choice
                    #I fling my heavy-hilted knife at her forehead, hoping to knock her out before she screams.
                      *set ruth %+10
                      *set violence +1
                      The sleepy girl's head is a small target,
                      *if com = 2
                        but you've hit smaller, from greater distances than this.  You hear a quick double thunk—hilt on temple, skull on wall—and she sprawls forward into an ungainly heap.

                        Your burly companion belatedly vaults from the bed and kneels over the girl. Heart hammering furiously,
                        *if skepreal > 50
                          hoping
                        *if skepreal <= 50
                          praying
                        she's still alive, you scan the rest of the room.
                        *set bleysfam 18
                        *goto bleysthreat2
                      *elseif com = 1
                        but your hasty throw finds it.  Just not with the hilt.
                        *set bleysfam 20
                        *label killedher
                        *set c_rel 1
                        *choice
                          #Oh Angels, oh bloody Angels no.  No no no.
                            *set firstkill 4
                            You feel your legs buckle under you.  Nothing else in the room exists—just you and the wide, dull eyes of the five-year-old in the corner.  For the next few moments, you know that nothing else will matter ever again.
                            *goto girl_dead
                          #Choking down bile, I force myself to stumble around and attend to Bleys.
                            *set firstkill 3
                            Part of you is paralyzed with horror…and if you let that part prevail, you and your raiding party will probably all die.  It takes only an instant to silence it.
                            *set bleysfam +1
                            *goto girl_dead
                          #Without the least hesitation, I look round and confirm that the others are subdued.
                            *set firstkill 1
                            Her death is unfortunate, unintended—but preferable to her alerting
                            *if taxalastor = 0
                              the Alastors.
                            *if taxalastor > 0
                              the neighbors.
                            Your only concern now is to salvage the raid.
                            *set bleysfam +5
                            *set ruth %+30
                            *goto girl_dead
                      *else
                        and with your poor weapon skills, you never had a chance of finding it.  Your knife thunks into a nearby wall, and the child begins to shriek at the top of her lungs.
                        *goto girl_scream
                    #I throw my knife—but not to knock her out.
                      *set ruth %+65
                      *set violence +1
                      If the girl screams, you could lose everything.  You can't be sure of hitting her head hard enough to silence her; killing her requires far less precision.
                      *if com > 0
                        All those thoughts come later, though, after the knife has already left your hand.  It hardly felt like a choice at all.
                        *set bleysfam 29
                        *set firstkill 1
                        *goto girl_dead
                      *else

                        Unfortunately, even that is beyond your skills.  Your knife grazes her arm, and the child begins to shriek.
                        *set bleysfam 19
                        *goto girl_scream
                    *if tax_theurgy > 1
                      #I use ${wisardry} to propel her into the ceiling beam immediately above her head, hard enough to knock her senseless.
                        *set ruth %+10
                        It takes only an instant to 
                        *if tax_theurgy = 4
                          *set blood -1
                          *set usedblood +1
                          shatter the blood phial in your grip.
                        *if tax_theurgy != 4
                          *set consc -1
                          tap the
                          *if tax_theurgy = 2
                            dwindling
                          power of the blood in your palm.
                          *if (consc < 0)
                            You resist the strong undertow of oblivion, holding your focus on the child.
                            *set tax_theurgy 5
                        Then you lash out with your mind, sharply provoking the loftier elements in the girl's body to rise.
                        *if levitate = 1
                          You push harder than in any previous levitation—she mustn't have time to cry out.
                        
                        And Bleys's daughter shoots up to the ceiling, as hard and fast as if flung from a galloping horse.  She's just beginning to yelp when her neck cracks loudly against the beam.

                        Then she hovers there, spectral in her nightdress, her head dangling at a wrong angle.
                        *set bleysfam 22
                        *goto killedher
                    #I hiss, "Silence!" at her as forcefully as I can.
                      The little girl blinks twice.  Then she opens her mouth and shrieks at the top of her lungs.
                      *goto girl_scream
                    #I give her a winning smile and say, "Shhh, dear.  Everything's fine."
                      The little girl blinks twice.  Then she opens her mouth and shrieks at the top of her lungs.                      
                      *if cha = 2
                        Even your charm, it would appear, has its limits.
                      *goto girl_scream
                    #I sprint across the room to wrap my hand around her mouth.
                      The little girl is clearly struggling to take in the situation, but her confused eyes widen as soon as you lunge for her.  She shrieks as loudly as she can and breaks toward the stairs.  
                      *if tax_theurgy = 4
                        
                        *comment endif
                      You catch her and manage to halfway muffle her cry; then she writhes out of your grip and resumes screaming.
                      *if tax_theurgy = 4
                        *set blood -1
                        *set usedblood +1
                        In the grapple, the Theurgic phial slips from your hand and shatters uselessly on the floor.
                      *goto girl_scream
                    #I have the outlaw deal with her and keep my attention on Bleys.
                      "Over there!" you hiss to the flustered bandit. As soon as he springs up from the blankets, of course, the confused little girl screams as loudly as she can.
                      *goto girl_scream

                  *label girl_dead

                  *if tax_theurgy = 5
                    *if bleysfam = 22
                      And then
                    *if bleysfam != 22
                      Before you can do anything else, however, 
                    a second wave of oblivion hits you—this time irresistible.
                    *page_break
                    To your surprise, you find yourself slowly regaining consciousness.  You'd thought that to pass out in Bleys's house would be certain death.
                    *if bleysfam = 22
                      On some level, you'd hoped it.
                    
                    *if telery
                      *if taxalastor > 2
                        *set el_lead +3
                        Your eyes flicker open, onto a blur that speaks in Elery Skinner's voice: "I told you ${he}'d be back, Telone." 

                        Bemusedly, you realize that you're lying in a muddy forest clearing with Bleys and Elery.  The helot sits on a stump, wringing the last water out of her leggings; the Telone hovers nearby, his face contorted and tear-streaked.  From the light through the clouds, you'd guess it's about an hour after dawn.

                        "Vadim hauled you just far enough to be safe, ${kuria}," Elery informs you coolly as she binds the leggings back around her shins.  "Then he took over carrying one of the children.  They've all headed back into the wild with Ciels.  But Goodman Bleys and I waited here so that you can tell him exactly what he needs to do to get his two brats and wife back."

                        With your shattering headache, it takes a moment longer than usual to grasp what Elery's doing.  Somehow she must have fooled the Telone and his surviving family into thinking the daughter was alive.  Thanks to her presence of mind and quick wits, you can still blackmail Bleys and salvage the Architelone raid.
                        *if bleysfam < 24
                          *choice
                            #But I don't want to.  Xthonos.  I just killed a young girl.
                              *set ruth %-10
                              "Nothing," you rasp, struggling to stand.  "He can do nothing."

                              All the pent-up hatred in Bleys's expression is swept aside by terror.  "$!{kuria} ${fname}—please.  There must be something.  Don't kill them…just don't kill them."

                              Elery clicks her tongue in annoyance, clearly thinking you too addled to grasp the situation.  "He has the knowledge we need, ${kuria}.  And he knows that [i]both his children's[/i] lives are at st—"

                              "There's nothing he can do!" you bark. "As you know very well, Skinner."

                              As Elery settles back, her expression darkly pensive, Bleys grows even more agitated.  "That can't be…why did…"

                              "I wanted you to tell me of your master's next visit to the Outer Rim, Telone."  The
                              *if male
                                other
                              man swallows hard but looks unsurprised, so you press on.  "I meant to hold your kin hostage, as the only thing that could keep your silence.  But I wouldn't have…" Your voice fragments and trails away. "I mean, children…I'm no monster, in truth…"  You press your hands against your face, feeling that you're almost literally trying to hold it in one piece.

                              After a long silence, Bleys speaks, thin and toneless. "My daughter.  You…you…"

                              "I'll send the others back," you croak.  "Unharmed.  To the edge of the forest.  You have my vow."

                              Bleys's limp and the twist in his spine are painfully pronounced as he staggers away from you.  He pauses at the edge of the clearing.  "May they run you down like the dog you are, 
                              *if theuknown >= 10
                                Goete.  
                              *if theuknown < 10
                                ${lname}.
                              And may your death take days."
                              *page_break
                              "Well," Elery says brusquely after a moment. 
                              *label elerysquander
                              *set taxman 2
                              "You just squandered the quickest thinking that I hope ever to have to do in my life, ${kuria}."

                              *if helot
                                "I'm sorry,"
                              *if aristo
                                "I implore your pardon,"
                              you mumble, wrung out and hoarse.

                              Elery studies your wretched face for a few moments. "So it was an accident."

                              "Angels, yes!" you burst out, turning wild eyes to hers.  "Skinner…I 
                              *if bleysfam >= 22
                                still barely know what I'm doing when it comes to ${wisardry}.  I wanted to knock the wind out of her, 
                              *if bleysfam < 22
                                meant to strike her with the hilt,
                              not to…not to…"

                              The grim-faced young
                              *if helot
                                woman
                              *if aristo
                                helot
                              nods.  "Good."
                              *if (bleysfam > 21) and ((theurgy >= 10) and (theuknown <= 4))
                                Her mouth works for a moment before adding, "So. $!{wisardry}, is it?"
                                
                                *if wisard = "Goete"
                                  "The name's just to frighten folk.  Not from any trafficking with Xaos."  You don't know how many will believe it if they hear you killed a child.   
                                "It needs to stay a secret, Elery.  If the Theurges knew I'd discovered how it works…"
                                
                                Elery's laugh is entirely mirthless.  "There'll be no keeping it from the band, ${kuria}—not after what those ones saw in that room."
                                  
                                "$!{sweetoath}."  The bile rises in your throat again.  Of all the ways you'd imagined the band coming to learn of your powers….
                                
                                *set theuknown 5
                              *if tax_theurgy = 5
                                She steps to your side, puts one arm out deftly to keep you from lurching off balance.  "Come on now, ${kuria}. As
                              *if tax_theurgy != 5
                                You're both silent for the next few minutes, after which she clears her throat and says, "In any case, ${kuria}…as
                              we're clearly not going anywhere near the Architelone, we'd best start planning what else we're to do."  When you don't respond, she
                              *if tax_theurgy = 5
                                holds you at arm's length and 
                              says pointedly, "There's many a child relying on you to keep them alive this winter.  And you will.  Keep your mind on them."
                              *choice
                                #She's right.  I force my mind back to the problem of our survival.
                                  *label survivalproblem
                                  You can't imagine you'll ever entirely forget Bleys the Telone's daughter.  But over the winter, your nightmares become fewer, the flashes of memory less sharp.
                                  *set taxman 2
                                  *goto banditchoices
                                #I can't let it go that easily.
                                  *label letitgoeasy
                                  *set taxman 2
                                  *if (bred_here) and (bred_heart < 10)
                                    It's Breden who finally confronts you, on a wilderness traverse between camps.  You've pressed far ahead of the main column, setting the hardest pace you can; the faster you walk, the less your mind can dwell on other things.  "When was the last time you slept, ${bfname}?"
                                    
                                    "A day or two ago." Every time you close your eyes, you find yourself back in that room.  Looking away from Breden, you scan the gray sky as if trying to prejudge the weather.  "What's it matter?"

                                    "$!{bfname}…the band needs you."  $!{xhe} sounds torn between sympathy and ire.  "And not some haggard mad${woman} trying to march ${him}self to sleep, or death.  We need you fit to make decisions."

                                    "Seems to me…my decisions of late haven't been the best."  You'd meant the sob to be a laugh.
                                    
                                    Breden
                                    *if bred_lover > 3
                                      puts ${xhis} hand to your cheek and 
                                    stares sober and unrelenting into your eyes.  "You made a mistake.  A terrible one.  It's yours, and it'll always be yours."  $!{xhe} pauses, then shakes ${xhis} head firmly.  "That's not where this ends, ${bfname}. That's not how you end.  I know part of you would like it to be over.  So you're pretending it is.  But you've a long road yet ahead of you—and many a chance to redeem your error."

                                    Tears twinge behind your eyes.  "You believe that?"

                                    "Xthonos, I hope so."  Breden gives a pained but genuine smile.  "After Chirex?  What else can I believe?"

                                    That night, finally, you sleep without dreaming of Bleys the Telone's daughter.  And over the winter, your nightmares become ever fewer, the flashes of memory less sharp.
                                    *goto banditchoices
                                  It's Radmar who finally brings you out of it, a few weeks on.  The big outlaw clambers up the hill to where you're watching the sunrise through bloodshot eyes.  "Blast it, ${kuria}.  When did you rise?"

                                  "Haven't slept," you slur.  Every time you close your eyes, you find yourself back in that room.  "What's it matter?"

                                  He grabs you roughly, pulls you up to his nose level.  "$!{kuria},
                                  *if r_rel < 10
                                    I don't much like you.  And
                                  I've got no time for your self-pity."

                                  "Get your hands off me," you snarl, trying to break his grip.

                                  "You made a mistake.  An ugly one.  And everyone knows it."  Radmar tightens his fingers around your arms.  "And because it was a mistake, I'm still here."

                                  "Following a child-killer?" you say bitterly.

                                  "They'll call you that, out there in the world," Radmar agrees, brusquely releasing you. "So you'd best get used to it.  But if I were you, I'd turn my mind to what else I want them to call me.  That'll always be part of it.  But it doesn't have to be the whole.  We're all waiting to see what the whole's going to be."

                                  Strangely, that night you sleep for the first time without dreaming of Bleys the Telone's daughter.  And over the winter, your nightmares become ever fewer, the flashes of memory less sharp.
                                  *goto banditchoices
                                
                            #I numbly try to pull myself together and continue with the plan.
                              *goto blackmailbleys
                        *comment drop directly here if bleysfam >= 24
                        
                        *label blackmailbleys
                        "Where are you from, Bleys?  Originally?"
                        *if (bleysfam < 24) and (bleysfam >= 20)
                          You hope the strain in your voice will pass for merely physical weakness.
                        
                        "Culleton."  The stoop-shouldered Telone sounds confused as well as frightened.  "In the Southriding."

                        "Your family are taking a trip back there.  Some urgency or another.  Perhaps your wife's father fell ill and wants to see his grandchildren before he passes on.  You'll convince your neighbors and your masters."
                        *if (taxman > 2) and (tax_theurgy != 5)
                          You nod to Ciels, who opens the back door to the house and scans the rain-drenched alley.  Satisfied, ${he} leads the rest of the group—and your hostages—into the night.
                        
                        Bleys's lips convulse soundlessly for several seconds.
                        *if taxman = 5
                          When it looks like he's going to run after them, you raise a hand in warning, and he slumps back again into his chair.
                        "They just…vanish overnight,
                        *if taxman = 6
                          on the same night two Alastors are s-slaughtered,
                        and you expect me to satisfy our neighbors with some…"

                        "Overnight?  How many people remember that they were here yesterday?" you interrupt him.  "Your friends?  Your wife's friends?  Telones don't have friends, Bleys."  If the man could kill you with his eyes, you think, you'd be dead now…but he doesn't deny it.  
                        *if taxman != 5
                          "Whatever story you give, no one's going to question it.  They left in the late afternoon; the agora was all but empty because of the storm; no one noticed.  And you don't know when they'll be back."
                        *if taxman = 5
                          "Even those Alastors who came in tonight won't give it a second thought.  You could tell them your daughter had nightmares because she was worried about the long travel she'd have tomorrow.  Whatever story you give, no one will question it, or even ask when your family's coming back."
                        
                        *if bleysfam >= 24
                          *page_break
                        "And will they be back, ${kuria}?" the Telone asks through his teeth.

                        "Of course they will.  Shortly after the Architelone's next visit to this district."

                        Bleys utters a laugh-like bark of despair.  "Ah Angels.  Madness, ${lname}, madness!  You think they won't find out I told you?  That after you rob the [i]Architelone[/i], they won't come asking after my absent family?  You think what…whatever you do to us is worse than what a
                        *if theuknown >= 10
                          proper
                        Theurge can do?"

                        *if (bleysfam < 24) and (bleysfam >= 20)
                          A vivid image of what you've already done hits you with stomach-turning force.  You grip your forehead and push back the memory.
                        *if eltaxplan
                          Elery had thought ahead to this problem, too, and you have an answer ready:
                        "I think there are plenty of merchants and nobles every season who ferret out the timing of the tax collection.  You probably know one or two. So, as long as you play us true…"
                        *choice
                          #"…the Karagonds will never be sure whether you were our source."
                            "They don't need to be sure, ${kuria}," the Telone groans.  "There's every reason they'd assume it to be me.  I'll be Harrowed for this.  Unless…unless you were to, to make them believe you'd learned the day from someone else."  His eyes fix on yours, hopelessly imploring.
                            *choice
                              #Very well.  I'll try to point the Architelone to another victim.
                                You shrug your assent.
                                *goto whotoframe2
                              #Sacrifice an innocent, to spare a Telone? The idea is beneath contempt.
                                "You're the likeliest victim," you agree coolly. "They'll need to blame someone.  It might fall to you.  But Telone, let us be plain.  You still have a chance that the Karagonds will find another scapegoat.  You need to set that against the certainty that, if you cross us, your wife and children will die."
                                
                                Bleys chokes on whatever he was about to say.  For at least a minute, he stares at you thin-lipped, eyes white and darting.  It's odd to watch a man so transparently trying to think of a way to undo you. In the end, he rasps, "No choice at all, then."
                                
                                "Indeed," you agree.
                                *goto tellmenow
                              #I don't intend to do it, but Bleys will be calmer if I lie to him.
                                "Very well."  You make your voice as smooth and soothing as possible.
                                *goto whotoframe2
                          #"…we'll make sure the Karagonds believe someone else was our source."
                            *goto whotoframe
                        *label whotoframe
                        "The Keriatou investigation will last only as long as it takes them to identify a plausible victim…so we'll make sure they have one from the day of the raid itself." You pause to confirm that the Telone understands you.  
                        *label whotoframe2
                        *set ci_raid randtax
                        "It'll be simple to let some word slip, pointing them toward a person who tipped us off.  They won't even come to your door.  And a week later, after the execution's done, your family will come back from the Southriding.  No questions."

                        After a minute's silence, Bleys's wide, darting eyes return to yours.  "Alaine Leybridge," he rasps. "You can have one of your band say…ah, something like, 'Be sure you don't break the crystal, she'll need it in one piece.'  There's only one merchant in the Outer Rim who trades in North Errets crystal."
                        *if alaine = 0

                          You've heard Alaine's name before, from Zvad.  She's one of the merchants who sells on stolen goods for your band.  Indeed, from all you've heard, she's your most effective "fence."
                        *choice
                          #I agree.  We'll ensure Alaine Leybridge is blamed for the Architelone raid.
                            "Very well," you say.
                            *if alaine = 3
                              [i]That'll teach her to take such a tone with me.[/i]
                            *if alaine = 2
                              It's a shame to lose a profitable long-term connection, but at the end of the day, you're rebels, not smugglers, and publicly driving the Architelone out of the Rim is worth more than any one merchant.
                            *set frame 1
                            *goto tellmenow
                          *if alaine = 3
                            #I say no.  I still hope to convince Alaine to work with us.  Let's hear another suggestion.
                              *goto noframea
                          *if alaine != 3
                            #I say no.  I'm not going to sacrifice such a profitable relationship for a Telone's grudge.  Let's hear another suggestion.
                              *label noframea
                              "No.  Choose someone else."

                              Bleys's head-shake is more like a shiver; a frantic note has entered his voice.  "More people pretend to know the Architelone's plans than truly know, ${kuria}.  And the Hegemonics have a decent idea of which is which.  For your mad plan to work, we need to choose someone who could credibly know the secret—and would sell it to a
                              *if helot
                                helot
                              *if aristo
                                helot-loving
                              rebel.  Otherwise, you might as well kill me here."

                              You try to keep your face impassive.  "Then name someone else you'd believe, if you heard the allegation."

                              Tears begin streaming down Bleys's sunken cheeks.  "What do you want me to say?  Would the Alastors believe the Keriatou told you?"  He laughs shrilly.
                              *if aristo
                                "Your beloved cousins?  Who have strenuously blackened your name to every listener, so they don't
                              *if helot
                                "The family who, if your rebellion isn't quashed soon, will surely
                              lose their position as aristarchs?  Or perhaps the Pelematou, with their well-known sympathy for the helotry?"

                              "There must be another choice."

                              To your shock, Bleys begins beating his fists hard against his skull.  "Oh, think, think, man, damn it," he sobs.  Eventually, he looks up with an only slightly less desolate expression. "There's Ismene de Galis.  A small House…but she trades extremely well…and escaped tax just enough times that she might be more than lucky.  She has a sharp tongue, few noble friends, never ingratiated herself with any Karagond.  Not particularly harsh to her helots."  He bites his lip, rubs his face with shaking fingers.  "If I heard a brigand say something…something to suggest that they'd picked the day and place to raid because they wanted to spare the next noble to be taxed…if that next noble were Ismene de Galis, then I might just credit it."

                              *if aristo
                                You recall hearing of Ismene, though you don't think you've ever met her.  She's a distant cousin of your mother—one who didn't get on well with your father, if you recall correctly.  If your memory serves, her branch of the House consists of her alone, with her nearest de Galis relations far off in the Westriding.
                              *if helot
                                You've never heard of House de Galis.
                              From the Telone's description, they're the kind of House that might well be scapegoated by the Karagonds.  By the same token, they're the kind of House that might just be persuaded to rebel.

                              In any case, if Bleys is to believe that anyone but he and his family will be killed for the Architelone raid, you'll plainly have to agree to entrap one of these two people.
                              *choice
                                #I tell Bleys that I'll entrap Ismene de Galis.
                                  *set frame 2
                                  "We'll send them after the noble," you agree.
                                  *goto tellmenow
                                #I tell Bleys that I'll entrap Alaine Leybridge.
                                  *set frame 3
                                  "Ismene de Galis sounds a stretch.  Your first proposal was better.  We'll send them after the merchant."  You put a steadying hand on the Telone's shoulder.
                                  *goto tellmenow
                          #I say yes, but I have no actual intention of entrapping the merchant.
                            "Very well," you say.
                            *set frame 1
                            *goto tellmenow

                        *label tellmenow
                        "Now: tell me everything I need to know about the Architelone."

                        Over the next several minutes, Bleys spills out all the details of the winter tax collection.  You search his desperate face for any sign of invention, but detect nothing save honest terror.

                        "That all sounds clear enough," you say when you've finished interrogating him.  
                        *if tax_theurgy = 5
                          "Now get yourself home, Telone.
                        *if tax_theurgy != 5
                          "I'll be leaving now, Telone.
                        *if taxman = 6
                          You should be able to clean away the blood in here by morning; use ground limebark for the smell.
                        Behave as if all's well—and all will be well.  We'll look after your family for the next seven weeks."
                        *if (bleysfam < 24)  and (bleysfam >= 20)
                          You're starting to become numb to the lie.
                        *if tax_theurgy = 5

                          Bleys hesitates for a moment, then turns and begins limping back toward Rim Square.  You let him reach the edge of the grove before you call after him.
                        *if tax_theurgy != 5
                          At the exit, you briefly glance back.
                        "One thing more.  The helots are our eyes.  Everywhere you go, they'll be there.  And if we see or hear any hint that you've betrayed us…"
                        *page_break
                        "Xaos eat you, you damned savage!" 
                        *if tax_theurgy = 5
                          The Telone's voice is half-snarl, half-shriek as he whirls on you.  
                        *if tax_theurgy != 5
                          The Telone is clearly fighting hard to keep his snarl from rising into a shriek.
                        "I'll do nothing that puts my family at risk.  Nothing.  And if you lose your nerve now…if you begin to fear, and listen to some helot spy talking of something they don't understand…"  He stabs a finger in your direction.  "I've no choice but to play your game, ${lname}.  Just you keep playing it too.  Wring every drachem from that corrupt Karagond thief of an Architelone.  And give me back my family alive."
                        *if tax_theurgy = 5
                          By the end, his voice has dropped to a husky, hateful plea.
                        
                        Taken aback, you simply nod and say, "We understand each other."

                        "The only bloody thing you need to understand about me is that I'd die for my family." 
                        *if tax_theurgy = 5
                          Bleys turns and resumes his hunched, painful-looking walk.
                        *if tax_theurgy != 5
                          Bleys's voice trails off, husky and hateful.
                        *fake_choice
                          #I can't help feeling sympathy for the desperate Telone. 
                          #I've got no sympathy for a traitor who steals from his own folk to feed the Karagonds.
                          #I'm still too on edge from the dangers of the evening to feel anything for Bleys, one way or the other.
                          *if (bleysfam < 24)  and (bleysfam >= 20)
                            #I can think of nothing but the terrible fact that I just killed a child.
                        *if (taxman != 5) and (taxman != 6)
                          *set taxman 4
                        *if tax_theurgy != 5
                          You leave Bleys's house as quickly as you can in the darkness, still half-expecting him to yell for the Alastors.
                          *if (slogan = "fire_b") or (slogan = "fire_w")
                            *if telery
                              Elery
                            *if not(telery)
                              One of the other outlaws
                            is hunched in the meager shelter of the back step;
                            *if bleysfam < 19
                              with a barely visible smile,
                            she holds up a bundle of rags and a jar of eel-oil from the Telone's kitchen.

                            Veiling your lamp again, the two of you creep through the alley and the agora to the
                            *if slogan = "fire_b"
                              *set notoriety +3
                              Alastor barracks. A candle-lamp burns in one window. As you approach you hear low conversation within: guards preparing to replace the ones you killed.  You keep your distance and circle round to the most flammable part of the compound: its small thatched stable.  The Alastor captain's horse whickers softly inside.
                              *choice
                                #Ride the horse away.
                                  While your accomplice douses the mounds of dry fodder with oil, you open the horse's stall and un-knot its bridle.
                                  *if helot
                                    The animal seems to sense your nervousness—although you've ridden mules many a time, your experience with horses amounts to pitching hay into a manger.  You'd not fully appreciated quite how big one is when you're standing next to it.
                                  *if aristo
                                    It's as proud a stallion as you'd find in any noble House in the Rim; the new Alastor captain brought in after your
                                    *if rescuer = 0
                                      rebellion
                                    *if rescuer = 1
                                      escape
                                    must have thoroughly plundered his last posting.
                                  
                                  You coax the uneasy animal outside, and moments later
                                  *if telery
                                    Elery
                                  *if not(telery)
                                    the other outlaw
                                  runs out to you.  "It's aflame, ${kuria}.  Let's go."  She halts, looks up at the horse and then back to you with incredulous dismay.

                                  *if helot and (com < 2)
                                    You promptly justify her reaction by trying to mount the stallion.  Your clumsy efforts and flailing feet upset the beast, which rears up with a loud whinny, sending you flying back into the muddy street.
                                    *if telery and (e_rel < 7)
                                      Elery doesn't try to conceal her scornful snicker.
                                    Picking yourself up, feeling your ears burn with mortification, you decide it's time to flee before anyone's alerted by the jumpy horse…or the growing smell of smoke.
                                  *if helot and (com = 2)
                                    *set morale +3
                                    *set horse 1
                                    *set notoriety +1
                                    *achieve horse
                                    Before she says anything to make you lose your nerve, you hoist yourself up onto the great beast's back and swing one leg astride it.  The stallion snorts indignantly and begins pacing around the alley, as if trying to decide whether to bolt.  Even with the natural strength and dexterity that have served you so well in combat, it's a struggle to keep your balance. But 
                                    *if telery
                                      *set e_rel +1
                                      Elery is looking up at you with an expression of
                                      *if e_rel < 10
                                        *if e_rel < 4
                                          highly
                                        reluctant
                                      awe.
                                    *if not(telery)
                                      your follower just stares up at you with awe.
                                    Whatever else ${he} may be, a ${woman} on horseback ceases to be a mere helot.  You hadn't appreciated that before, either.
                                    *page_break
                                    When the horse finally seems accustomed to you, you beckon the other outlaw over and manage to haul her up.  She clings to your waist, plainly terrified. Only slightly less jittery yourself, you flick the bridle and try to get your steed moving out of town.  Meanwhile, the first wisps of smoke reach your nostrils, invisible in the darkness.  It takes long, anxious minutes, and several near-falls, before you finally figure out how to encourage the stallion to walk in the direction you want.  By that time, you can see the firelight dancing in the stable.

                                    The first shouts of alarm become audible before you've left town. "$!{kuria}…without saddle and stirrups, we'll never ride fast enough to outpace a pursuit,"
                                    *if telery
                                      Elery
                                    *if not(telery)
                                      your follower
                                    ventures in a whisper.  "And in this mud, we'll likely leave a trail Alastors can follow in the dark."

                                    "You're right." You feel more reluctant than you'd have imagined an hour ago.  "And there's no way to keep an animal like this in the woods."  But even as you dismount and send the horse away with a smack, you feel a powerful reluctance.  What a talisman of leadership it would be if you could ride at the head of your rebel army.  Perhaps one day.
                                  *if aristo
                                    You regularly ride without saddle and tack, and it's no great challenge to hoist yourself onto the animal's back. "Up behind me now, girl," you whisper with a grin. "For once this bloody winter, I intend to rest my feet and travel as the Angels meant us to."

                                    *if telery
                                      Elery
                                    *if not(telery)
                                      The outlaw
                                    clings, terrified, to your waist as you ride away from the smoldering stable.  The horse moves with deliberate care through the stormy night; when your arson is finally discovered, you are still just within earshot of the angry cries.  "I do believe they're distracted," you say with satisfaction, tilting your ears back toward town.

                                    "Just d-don't distract yourself, ${kuria}," comes the hissed reply.  "How is th-the horse finding the right road in this Angelforsaken dark?"

                                    Much to your companion's relief, you dismount and free the horse at the edge of the woods; with pursuit close behind, you'll be quicker on foot and leave less of a trail in the mud.  There's also no way to keep an animal like this in the trackless wilderness.  You feel a pang of regret nonetheless, and dream of the day when you can lead your rebel army properly: from horseback.
                                    *achieve horse
                                    *set horse 1
                                    *set notoriety +1
                                  *goto eleryretreat
                                #Free the horse before setting its stable alight.
                                  *set ruth %-10
                                  There's no need to harm the beast.  You untie its bridle and guide the stallion out onto the street, while your accomplice throws oil over the dry heaps of fodder and strikes a spark to it.  Then all three of you flee the smoldering stable.
                                  *goto eleryretreat
                                #Burn the stable with the horse inside.
                                  *set ruth %+7
                                  *set notoriety +2
                                  *set horse 2
                                  That horse is a weapon of the Thaumatarchy and a mark of honor for the Alastor captain.  Destroying it is the most useful thing you can achieve on this little diversion.

                                  It takes only a few moments for you and 
                                  *if telery
                                    Elery
                                  *if not(telery)
                                    your other outlaw
                                  to douse its dry fodder in eel-oil. Then you strike a spark and flee.  With smoke in its nostrils the horse immediately begins to stamp its hooves and whinny; its increasingly shrill, terrified neighing follows you past the edge of town.
                                  *goto eleryretreat
                              
                              *label eleryretreat
                              
                              *if not(telery) and ((((bleysfam = 22) or (bleysfam = 23)) or (bleysfam = 27)) and ((theurgy >= 10) and (theuknown <= 4)))
                                "What…what happened there, ${kuria}?"  Your follower's voice is thin and terrified.
                                
                                "I've taught myself Theurgy.  I don't have full control of it yet."  You glance back, bleak-eyed. "It needs to remain a secret.  If the Hegemony find out…"  But you can see in her face that it'll be impossible to keep it from the rest of the band. "Ah, damn it.  Just…don't you tell anyone."
                                
                                *set theuknown 5
                              For the next several hours, you run through the dark, wet woods without speaking.
                              *if telery
                                *if bleysfam >= 20
                                  The sleepless night and high tension are beginning to tell on you, though. Finally putting a foot wrong, you skid, fall, and break the silence with a yelp.  When you pick yourself up again, you see Elery watching you with an impenetrable expression.  She hasn't reached out to give you a hand. 
                                  *goto eleryexplain
                                *if bleysfam < 20
                                  But the sleepless night and high tension are telling on you both, and at length you slow to a brisk walk.  Elery says, "Well…you seem to have truly convinced Bleys. How are you going to explain the situation to the wife?"
                                  *goto bleyswife
                              *if not(telery)
                                You ponder what if anything you're going to say to Bleys's wife.
                                *goto bleyswife
                            *if slogan = "fire_w"
                              town's wineroom.
                              *if intronat
                                It still belongs to the Alastor commander Gellard, who's paid his successors to keep an eye on it.  [i]For[/i]
                                *if intro_bad = 1
                                  [i]Carles and[/i]
                                [i]Iarla[/i], you think as you step into the portico.  
                                
                                You
                              *if not(intronat)
                                It belongs to a former Alastor captain from your ${girl}hood, who had the old owner killed for sedition, claimed her property, and has profited greatly from it ever since.  Stepping into the portico, you
                              and
                              *if telery
                                Elery
                              *if not(telery)
                                your companion
                              use the rags to rub oil over any dry wood you find; where necessary, you pare the beams and boards with your knives, splintering the wood and exposing its dry heart.  Then you hold your lamp up and set it alight.  As you flee the agora, you glance back and confirm that the timber frame by the door appears to be well and truly ablaze.
                              *goto eleryretreat
                          But you make it to the edge of town without incident.
                          *if telery
                            As you pass into the woods, you whistle the appointed signal and slow your pace.  One of the outlaws was meant to wait in earshot to confirm that you had made it out after your negotiation with Bleys.  And within minutes, a dark silhouette runs up alongside you, resolving itself into Elery Skinner.
                            *if e_rel < 10
                              You wonder whether she welcomes your survival.
                          *goto eleryretreat

                        *if tax_theurgy = 5
                          Elery interrupts your thoughts with a long, ragged sigh.  "You think this will work?"

                          "There's a chance.  Because of your quick thinking."
                          *if (slogan = "fire_b") or (slogan = "fire_w")
                            With a jolt of alarm, you realize what's been nagging at the back of your mind.  "The arson—did you…?"  The dead Alastors will have been found hours ago; it's too late to influence their commander's conclusions about why you snuck in to kill them.

                            She gives a hard smile.  "I took Bleys to the barracks with a bit of oil from his house and had him set the beams alight with his own hand.  Turns out he can run well enough, for that limp."

                            You relax, but only for an instant.  "They'll have knocked on his door, to see what he heard or didn't hear last night."  Your plan had assumed that Bleys wouldn't have to leave his home.  "They'll want to know why he didn't answer."

                            "We already spoke on that.  Some days he has to lie abed for his spine.  Last night, after his family left for Culleton, he took sleepwine and slept too deeply to be roused."  Elery stretches and rubs her hands together briskly to warm up.  "So calm yourself, ${kuria}.  There are some in the band who can adapt to surprises as well as you could."
                            *if e_rel < 10
                              [i]If not better[/i], her tone implies.
                            *page_break
                          A wave of pain crackles through your skull and you stagger, losing your footing. You catch yourself clumsily against a tree, scraping and banging your shins in the process.

                          When your vision clears again, you see Elery watching you with an impenetrable expression.  She hasn't reached out to give you a hand.  
                          *label eleryexplain
                          "So.  You thought you'd kill the girl, rather than let her scream."
                          *choice
                            *if bleysfam < 24
                              #"No!  Angels, no, Skinner, it was an accident.  I could never have…"  My anguished eyes probably say more than my garbled words.
                                Elery studies your wretched face for a few moments. "Good."
                                *label regainfeet
                                She helps you regain your feet.  
                                *if (((bleysfam = 22) or (bleysfam = 23)) or (bleysfam = 27)) and ((theurgy >= 10) and (theuknown <= 4))
                                  "Now what manner of devilry let you throw her like that?"
                                  
                                  "Theurgy, Elery.  And it needs to stay a secret.  If the Hegemony knew I'd discovered how it works…" 
                                  
                                  Her laugh is entirely mirthless.  "There'll be no keeping it from the band, ${kuria}—not after what those ones saw in that room."
                                  
                                  "Ah, ${sweetoath}."  The bile rises in your throat again.  Of all the ways you'd imagined the band coming to learn of your powers….
                                  
                                  "But we can see about keeping the whole world from knowing it."  Elery regards you with a hint of sympathy.
                                  *set theuknown 5
                                *if taxman = 2
                                  *goto kidnapfail
                                "So what are you going to say to the wife?"
                                *goto bleyswife
                            *if bleysfam < 29
                              #"No. I only meant to knock her out," I say levelly.
                                *label bymistake
                                Elery raises an eyebrow. "You killed her by mistake?"

                                *if (bleysfam = 28) or (bleysfam = 25)
                                  "I meant to strike her head with the hilt—not the blade."  You hold Elery's eyes as steadily as you can manage.  "I regret her death, but it wasn't my intent."
                                  *goto elerysat
                                *elseif bleysfam < 22
                                  "Angels, yes.  I meant the hilt for her."
                                  *goto elerysat
                                *else
                                  "Angels, yes.  I'm still learning ${wisardry}, Skinner.  I meant only to knock the wind out of her."
                                  *goto elerysat
                                *label elerysat

                                After studying you for a moment, she nods gruffly.  "A better answer than I'd expected."
                                *goto regainfeet
                            *if bleysfam = 29
                              #"No. I never meant to kill her," I lie.
                                *set bleysfam 28

                                *goto bymistake
                            #"There wasn't time to think it out like that.  I just acted.  To save us."
                              *set e_rel -40
                              "To save us?"  Elery's voice grows more heated.  "We could have run, ${kuria} ${lname}.  Out the back door and into the wild before anyone had a chance to do a thing.  We didn't need saving."

                              "Easily said, once we're away," you snap at her.  "Easy in hindsight.  But in 
                              *if (((bleysfam = 22) or (bleysfam = 23)) or (bleysfam = 27)) and ((theurgy >= 10) and (theuknown <= 4))
                                the…"
                                
                                *label bloodydevilry
                                "[i]What did you bloody do, ${kuria}?[/i]" Her voice is nearly a scream, and you realize how much terror she's been swallowing.  "What [i]devilry…[/i]"
                                
                                "I've taught myself Theurgy, Skinner," you cut in.  "The one thing that might save us all.  And, ${oath}, it needs to stay a secret.  If the Hegemony knew I'd discovered how it works…"
                                
                                "Theurgy.  Swive me.  [i]You[/i] get the gift of Theurgy."  Elery's breathing slows, but her face remains contorted with horror.  "There'll be no keeping it from the band, ${kuria}—not after you used it to murder a little girl."
                                *set theuknown 5
                                
                                The unfairness of it all overwhelms you.  Of all the ways you'd imagined your followers learning of your powers…. "In
                              the moment, I did what needed to be done.
                              *if taxman = 2
                                I was trying to get the silver that will keep Radmar 
                                *if poric > 0
                                  and Poric 
                                out of the sick tents—and if the Alastors hadn't been alerted, it would have worked."

                                "It didn't," Elery says bluntly.  "Now you'll have the Ecclesiasts calling us all child-killers, to no purpose.  It was a foolish risk to take."  She strides off in the direction of the camp.
                                *goto kidnapfail
                              And Radmar 
                              *if poric > 0
                                and Poric
                              *if needfoodlt <= foodstorelt
                                may stay out of the sick tents
                              *if needfoodlt > foodstorelt
                                may live
                              because of it.  We can't afford to let this Architelone raid fail."

                              Elery snorts, then spits onto the trail.  "Is that what you plan to tell the wife?"
                              *goto bleyswife
                            #"Yes, that's the shape of it," I say coolly.  "What would you have done differently?"
                              *set e_rel -50
                              *if (((bleysfam = 22) or (bleysfam = 23)) or (bleysfam = 27)) and ((theurgy >= 10) and (theuknown <= 4))
                                *goto bloodydevilry
                              *if bleysfam < 24
                                It takes all your will to keep the roiling guilt out of your voice—but you aren't about to show that to Elery Skinner.
                                
                              *if needfoodlt <= foodstorelt
                                "Run," Elery says through clenched teeth.  "I'd have got us out the back door and into the wild before anyone did a thing.  Forget the Architelone.  We've got what we need to survive the winter.  It's not worth killing a child for."
                              *if needfoodlt > foodstorelt
                                "You know, I've been asking the same question," Elery replies, voice taut.  "Would I have let the Architelone raid fall apart—when it could buy the blankets and mules and tents my brother might need to survive the winter?  Or would I have killed a little girl, to save him?"

                                "Exactly," you say wearily.

                                "But then I think: that's a bloody convenient way to describe the choice." Elery's contempt and rage are suddenly unmistakable. "There's other ways to save my brother.  Give me time and I'll think of those.  What I can't think of is a way to live with myself after choosing to kill a child."
                              
                              "Then I won't ask you to lead any raid that might involve children dying," you reply, thin-lipped.  "But make no mistake, 
                              *if helot
                                Skinner.
                              *if aristo
                                girl.
                              To break the hold of the Hegemony, I'll do whatever I must.  How many more children will die if we fail?"

                              "Well, aren't you the cold bastard." Elery snorts, then spits onto the trail.
                              *if taxman = 2
                                *goto kidnapfail
                              "Is that what you plan to tell the wife?"
                              *goto bleyswife

                      *if taxalastor <= 2
                        Ciels and Elery are carrying you at a fast walk.  When you wheeze that you're awake, they put you down with visible relief.

                        *set followers -3
                        *set nonkids -3
                        *set ha_foll -3
                        *set dead +3
                        *set bandead +3
                        *set morale -3
                        *gosub foodcalc
                        "We'd still have made it out if it weren't for the Alastors," Elery explains, still panting. "But
                        *if taxalastor = 0
                          they spotted us when we were leaving—the wife had chewed her gag enough to get half a scream out.
                        *if taxalastor > 0
                          they'd come back, a good two dozen of them combing the area around the agora, looking for the Goete.
                        We left the hostages and bolted.  They caught up with Vadim and the other two, but we just kept going."

                        "I'll see if anyone's at our tail—friend or foe," Ciels says grimly.  "You two keep going."

                        Turning to thank ${him}, you feel your knees buckle and you barely manage to catch yourself against a tree.  You look up to Elery.  "My thanks for saving me."

                        *if e_rel < 3
                          "I told Ciels to drop you," Elery says, striding off toward the camp, "but ${he} wouldn't, and I'd rather not lose ${him}."
                        *if e_rel > 2
                          Elery just looks at you, not reaching out a hand to help.
                          *set taxman 2
                          *goto eleryexplain
                        *if (((bleysfam = 22) or (bleysfam = 23)) or (bleysfam = 27)) and ((theurgy >= 10) and (theuknown <= 4))
                          
                          Ciels looks as if ${he} might be about to do the same. "$!{kuria}…what by all Angels happened back there?"
                          *page_break
                          "I've taught myself Theurgy, Ciels." You suppose ${his} lack of astonishment isn't all that extraordinary; how many explanations could there be?  "And it needs to stay a secret.  If the Hegemony knew I'd discovered how it works…" 
                          
                          $!{he} shakes ${his} head slowly.  
                          *label nokeeping
                          "There'll be no keeping it from the band, ${kuria}—not after what those ones saw in that room."
                          
                          "Ah, ${sweetoath}."  The bile rises in your throat again.  Of all the ways you'd imagined the band coming to learn of your powers….
                          *set theuknown 5
                        *label kidnapfail

                        *set taxman 2
                        While as far as you can tell Ciels
                        *if telery
                          and Elery remain
                        *if not(telery)
                          remains
                        discreet about the abduction, there's no hiding the fact that you just led several followers to their deaths.
                        *gosub foodcalc
                        *if (bleysfam < 24) and (bleysfam >= 20)
                          You're also haunted by the fact that you accidentally killed a child.
                          *choice
                            #But there's nothing to be done, so I force my mind back to the problem of survival.
                              *goto survivalproblem
                            #I can't let it go that easily.
                              *goto letitgoeasy
                        *if slur = "Child-Killer"
                          You also soon learn that while Bleys's son survived your cut to his throat, the authorities are spreading the story that you tried to kill him.  Ecclesiasts and Diakons across the Rim warn their congregations about ${fname} Child-Killer with grisly enthusiasm.
                          *set morale -5
                        To keep morale from sagging too far (and to fend off uncomfortable questions), you immediately try to refocus the outlaws on planning for another, more successful raid.
                        *goto banditchoices
                    *if not(telery)
                      *gosub 2cas
                      *gosub 2cas
                      Shifting, you feel deep mud squelch under your shoulders and gorse pierce your shoulder and face.  You also hear Ciels's taut whisper: "$!{kuria}. Sssshh."

                      You open your eyes and try to force the shadows around you into focus.  The gorse-bush is dense and forbidding, blocking most of the daylight that leaks through the stormclouds.  Ciels is coiled next to you, knife in hand, facing the low gap in the brush through which ${he} must have pulled you.  "Where are we?"  Even if you'd wanted to, you couldn't have mustered much more than a whisper.

                      "Too close to Rim Square, still," the tracker breathes.  You can see the exhaustion on ${his} face. "The mother started screaming, the Alastors were roused, and we ran.  Vadim and I carried you until a chance arrow felled him.  Then I dragged you into the first place we could hide.  They'll be hunting us still, so we're best off lying low till nightfall."

                      *if bleysfam < 24
                        Closing your eyes again, you let the mud have you.  "I didn't…I didn't mean to kill her, Ciels."

                        There's a long silence.  "Glad to hear it, ${kuria}."

                        *set c_rel 10
                      "The others?"  Soaked through, you begin to chatter loudly.

                      Wincing, Ciels passes you a gag-cloth; you stuff it into your own mouth to still your teeth.  "All dead."
                      *if (((bleysfam = 22) or (bleysfam = 23)) or (bleysfam = 27)) and ((theurgy >= 10) and (theuknown <= 4))
                        After a moment, ${he} finally asks: "$!{kuria}…what by all Angels happened back there?"
                        
                        "I've taught myself Theurgy, Ciels." You suppose ${his} lack of astonishment isn't all that extraordinary; how many explanations could there be?  "And it needs to stay a secret.  If the Hegemony knew I'd discovered how it works…" 
                        
                        "I'll keep it as secret as I may, ${kuria}."
                      $!{he} says nothing more all through that wretched day…until the light fades again and, muscles stiff from cold and disuse, you scramble through the thorns toward home.
                      *goto kidnapfail
                  *if not(telery)
                    *comment if not unconscious after killing daughter
                    "Damn it all." One of your bandits is staring at you in horrified shock.  "Xaos, ${Kuria}…"

                    Bleys's wife manages to wrench her head free and look up enough to see her dead daughter.   Before your stunned followers can wrestle the gag back in, she screams—horrified, enraged, deafeningly loud.  And despite Ciels's knife at his throat, the prone Telone Bleys wails, "Murder!"

                    There's no way the Alastors
                    *if taxalastor = 0
                      in the agora
                    *if taxalastor > 0
                      in their barracks
                    could fail to hear that. They'll be here within
                    *if taxalastor = 0
                      seconds.
                    *if taxalastor > 0
                      minutes.
                    *if taxalastor = 1
                      Or possibly seconds, if (as you suspect) the guards from the square went back for reinforcements.
                    *choice
                      #Kill the Telone and his wife, and run.
                        *label killbleys
                        *set bleys -50
                        You bark, "Kill them!" 

                        Ciels instantly cuts off Bleys's wail; you're close enough to be caught in the spatter of lifesblood.  Vadim presses a blanket down hard on the thrashing mother's face, while his partner fumblingly draws a knife and stabs her chest.  Your last two bandits toss the shrieking boy
                        *if bleysfam < 20
                          and girl
                          *set bleysfam 17
                        into a corner of the room.  Then you all break for the stairs.
                        *if bleysfam >= 20
                          *set bleysfam 30
                        *set ruth %+15
                        *goto bleysflee
                      #Just run.
                        "Down the stairs!" you bark.  Your bandits release Bleys and his wife, who scramble to their daughter's side, still wailing.
                        *label bleysflee

                        As you reach the bottom, you hear
                        *if taxalastor <= 2
                          the front door bang open and the hammering of 
                          *if taxalastor > 0
                            many
                          boots across the threshold. "Telone?" an Alastor roars.
                          *if taxalastor = 2
                            Evidently the guard from the square suspected Goety and returned with reinforcements.
                        *if taxalastor > 2
                          concerned shouts from neighboring houses and a horn blowing in the Alastor barracks.
                        You dash into the kitchen, unlock the back door, and flee through the back alleys of Rim Square.

                        *label bleysflee3
                        *if taxalastor < 3
                          *gosub 1cas
                          The furious guards thunder out just behind you, and catch the hindmost of your bandits with a hurled club.  Finishing him off delays them for a minute.
                        *label bleysflee4
                        *set taxman 2
                        *if taxalastor = 0
                          But within moments you hear more—many more—charging out of the barracks to join the hunt.
                        
                        As you pass out of the cramped town and into fields, for a few ragged breaths you dare to hope that you've escaped.  Then you hear the unmistakable whine of arrows around your ears.  Though essentially firing blind, the Alastor archers are lucky as well as skilled, and hit one of your followers.  His shriek gives them an area to target, and they manage to bring down Vadim as well.
                        *gosub 2cas

                        The rest of you make it to the woods, uninjured and wretched, and run for home.
                        *if bleys < 0
                          The rain washes the Telone's blood off you, but you can smell it for days.
                        
                        *if (((bleysfam = 22) or (bleysfam = 23)) or (bleysfam = 27)) and ((theurgy >= 10) and (theuknown <= 4))
                          "What by all Angels happened there, ${kuria}?"
                          *if telery
                            Elery                             
                          *if not(telery)
                            Ciels 
                          demands hoarsely as you run. "What devilry…"
                          
                          "I've taught myself Theurgy, Ciels." You suppose ${his} lack of astonishment isn't all that extraordinary; how many explanations could there be?  "And it needs to stay a secret.  If the Hegemony knew I'd discovered how it works…" 
                          
                          *goto nokeeping
                        *goto kidnapfail
                  *if (telery)
                    *comment if not unconscious after killing daughter and elery present
                    Before your other outlaws' shock can find voice, Elery snaps, "Nerrin—tie her up!"  The man on the daughter's bed just shakes his head, uncomprehending.  "Haste, fool," Elery hisses, keeping Bleys's thrashing wife pinned to the bed. "That girl's down now, but she'll wake in a moment."

                    It dawns on you that the Telone and his surviving family haven't yet realized that the child is dead. Bleys is still prone, with Ciels's knife at his throat; he hasn't seen his daughter.
                    *if (((bleysfam = 22) or (bleysfam = 23)) or (bleysfam = 27))
                      Nor will they even have seen your use of ${wisardry}.  
                      *if ((theurgy >= 10) and (theuknown <= 4))
                        Because Elery wasn't paralyzed with shock and fear like your other bandits,
                    *if (((bleysfam != 22) and (bleysfam != 23)) and (bleysfam != 27)) or ((theurgy < 10) or (theuknown > 4))
                      Thanks to Elery's quick thinking, 
                    you can still proceed as planned.
                    *if bleysfam < 24
                      *choice
                        #But I don't want to.  Xthonos.  I just killed a young girl.
                          *set ruth %-10
                          "Tie in the gags, and bind their hands and feet," you say hoarsely.  "The Telone too."  When that's done, you point to the stairs and say, "All out.  Leave the family.  The raid is done."

                          Elery stares at you, incredulous.  "$!{kuria}…"

                          "Out, Skinner," you repeat in a whisper.  "I'll meet you at the back door."

                          As they file down the stairs, you kneel at Bleys's bedside.  The man's breath is rapid and uneven, and his bloodshot eyes find yours with a wordless, confused plea.  You shake your head unsteadily.  "We're not the Xaos-lovers that some call us, Telone.  It was our intent to take your family hostage.  Not to…"  You pause to regain control of your fragmenting voice.  "I'm sorry about your daughter.  Truly."

                          "NNNNNGGGHH!" Bleys's whole body arches against his bonds; the gag reduces his screams to choked snarls.  You half-run from him, hoist his young son over your shoulders, and flee the bedroom.

                          The boy stops writhing and weeping when you set him down in the kitchen.  "Hush, hush. Your parents are well, boy.  I'm going to untie your feet in just a moment."  Your followers mutter in confusion, until a curt gesture from you sends them running out into the lightless alley.  Upstairs, someone crashes to the floor and rolls across the room; you hear bare feet thumping against one wall.  They might be heard outside eventually, when the rain dies down.  You sit in the dim glow of the oil lamp for a few minutes more, wondering dully what the wide-eyed boy makes of the tears on your cheeks. 

                          Then you
                          *if (taxalastor = 1) or (taxalastor = 2)
                            hear the sound of many booted feet and low voices from the square: the guards have arrived to investigate your Goety.  You
                          bend and loose the rope at the boy's ankles, walk to the door with him.  "Go on, now.  Find the Alastors.  They'll sort you out."
                          *page_break
                          You rejoin your disheartened outlaws at the edge of the woods and walk back silently toward the camp.  After an hour, Elery joins you and says,
                          *goto elerysquander
                        #I numbly try to pull myself together and continue with the plan.
                          *goto bleysthreat2
                    When you shoot her a grateful glance, though, she just shakes her head grimly.

                    *goto bleysthreat2

                  *label girl_scream

                  Seconds later, your flustered bandit reaches her, claps a hand firmly over her mouth, and picks her up so her flailing feet can't kick anything noisy. Heart in your throat, you strain to listen over the sounds of the rain and the small struggles going on around the room.  When you hear nothing, you crack the shutters open and peer into the agora.

                  *if taxalastor = 0
                    To your horror, you see both Alastors striding toward the house, lamps held high.
                    *choice
                      #Send Bleys downstairs to reassure them.
                        Ciels's one hand is pressed over the Telone's mouth while the other holds a knife steady at his throat.  You bend to Bleys's ear and say simply, "Alastors are coming.  You'll go down and tell them all's well.  Or your family will die."  

                        *if ruth > 65
                          As Ciels removes ${his} hand, Bleys whispers, "$!{lname}?" Eyes wide and despairing, he gasps, "You'll kill them regardless.  [i]Help![/i]
                          *if theuknown >= 10
                            [i]Goety![/i]
                          [i]Murder![/i]"

                          To your great chagrin, it appears that your reputation for ruthlessness has worked against you.  There'll be no fooling the Alastors after Bleys's shriek.
                          *set taxman 2
                          *choice
                            #Kill Bleys and his wife, and run.
                              *goto killbleys
                            #Just run.
                              "Fall back!" you shout angrily.  As your raiders run for the stairs, the Telone's family spit out their gags and join him in crying out for help.
                              *goto bleysflee

                        *else
                          Bleys nods convulsively.  As soon as Ciels removes ${his} hand, the sunken-cheeked Telone gasps, "$!{lname}…you're mad to come back here!  Mad!"

                          "I want a word with you, Bleys—that's all.  Play us true, and you have my word that you and your family will all come out of this alive."

                          There's a knock on the downstairs door.  "Telone?" an Alastor calls.

                          Bleys finds his feet, calls, "Coming!" in a voice that's much too shrill.  Then he stares around at your outlaws, who have just finished binding the hands, feet, and mouths of his wife and children.  He's visibly trembling, and his breath is coming in rapid bursts.
                          *choice
                            #I tell him to take a moment and calm himself.
                              "Bleys.  Stop a moment.  Breathe deeply."

                              "But…but they…"

                              "You limp.  They know it.  They'll wait."  You grip Bleys's shoulder to steady him.  "Calm yourself before you go down."

                              *if cha = 2
                                You use the smooth, persuasive voice that has served you in such good stead over the years…and it seems to instill some measure of confidence in the Telone.
                              He puts his head in his hands, inhales and exhales slowly.  After a few long moments, he looks up again.  "You…you swear that my family…"

                              *if bleysfam != 19
                                You point at his daughter and say, "Bleys, if I'd meant to do them serious harm, I wouldn't have let her scream.
                              *if bleysfam = 19
                                "Of course, Bleys.
                              Send the Alastors away now, and they'll be well."

                              *if bleysfam = 19
                                He glances at his daughter, recoils in horror at the dark stain spreading from her cut arm.  "You…you…you tried to kill her!"  Whatever poise he'd recovered is gone where no amount of deep breathing will restore it.

                                "Damn it, Telone."  You grab his head and turn it back implacably to face you.  "She's got a graze to her arm.  Now you get down there and solve the problem she caused, or by Xaos, we will kill them."

                                *goto bleysspasm
                              Bleys gasps as another fist pounds against his door…then slows his breathing, squares his shoulders.  It takes him half a minute to descend the stairs and reach the antechamber.  Holding your breath and listening intently, you hear the door open. "Took you long enough, Telone. What was that bloody noise?"

                              "A n-nightmare, kuria."  Could the tension in Bleys's voice be mistaken for mere weariness?  "Forgive me.  My daughter.  Her…her mother is comforting her."

                              "A nightmare." The Alastor sounds skeptical.  "Must have seen bloody Xaos itself, to get a yelp like that."

                              Bleys just gives a rueful hum, and for a moment no one speaks.  Desperate to see what signs might be passing between them, you creep down into the stairwell and begin to peer round the corner.  Then the second guard growls, "You going to talk to us here in the cold, Telone?"

                              "No, of course not.  Come in, please come in," Bleys stammers.  You duck back, tight-lipped with alarm, as the guards tromp into the dining hall.
                              *temp bleyswindow false
                              *choice
                                #I signal for Ciels to open a window and run a rope down to the agora.
                                  *set bleyswindow true
                                  *goto huettecall
                                #I signal for Ciels to go stand over Bleys's wife, knife in hand.
                                  *goto huettecall
                              *label huettecall
                              The stairway is short enough that you can hear the drip of rainwater off the Alastors' cloaks.  "Scarcely warmer here than out in the square," one of them gripes.

                              "Ha ha, well," Bleys babbles, "we keep a fire in the upstairs hearth, kurioi, but of course that won't do much here, not on a night like this.  Can I heat a tisane for you?"

                              "An aged grape tisane?" the first Alastor asks slyly.

                              *if cha < 2
                                "I…well, of course, I have wine, of course!" 

                                "Don't be ridiculous, Telone.  No intoxicants on duty.  What do you take us for?"  The second guard is plainly annoyed at the Telone's lack of subtlety.

                                "Oh.  No, no…I didn't mean…"  You can hear Bleys beginning to fray.

                                There's another long pause.  Then the second guard's voice rises up the stairs,
                              *if cha = 2
                                "I…well, naturally, kuria.  Just the thing to balance out the humors on a night like this."  Bleys actually manages to sound sly; you can imagine him winking.  "Let me just…yes, we have a jar here in the kitchen.  I'll just warm it upstairs.  And make sure my daughter's ca-calm."

                                He reappears shortly at the top of the stairwell, holding a sloshing earthen flask.  You gesture to one of your followers, who takes it from Bleys's shaking hands and puts it on the coals.
                                *if not(bleyswindow)
                                  The Telone's face falls as he sees Ciels brandishing a knife over his terrified wife.  "Don't…don't threaten them more, ${kuria}," he pleads, voice almost inaudible even to you.  "The Alastors will be gone as soon as they've had their drink.  P-please…it'll be well."  His hard-won composure visibly begins to slip.

                                  You grip his shoulder as he sways.  "Hold yourself together, Telone.  Play
                                *if bleyswindow
                                  "Doing well, Telone," you breathe. "Play 
                                the midnight entertainer a few minutes longer.  Then they'll leave, and your family will be safe."

                                Bleys gives a fervent nod and limps away from you to his wife's bedside.  "All w-well?  My love?" he says, just loudly enough to be heard downstairs.  "Settled 
                                *if not(bleyswindow)
                                  n…"  His "now" turns into something between a squeak and a choking sound, as his shoulders begin shaking violently.  His wife curls up and makes a barely audible moan against her gag.

                                  "Ah, Xaos," you breathe, and pull him away from her.  He crumples halfway to the floor, sobbing silently.  Leaning down, you whisper into his ear, "Bleys.  Bleys.  We're almost there.  Don't falter now."  You think the spasm that runs from his head to his shoulders is an attempt at a nod, and the sobs subside.
                                *if bleyswindow
                                  now?"  His voice is tender and, despite a spill of tears down his cheeks, steady.  His wife just stares up at him, motionless; you wonder how much they can read in each others' eyes alone.
                                
                                A minute later you press the warmed wine into Bleys's hands and send him back down the stairs.  "The tisane, kurioi!" The cheer in his voice sounds strained…but surely everyone sounds that way when they're talking to an Alastor.  "Mulled, er, grape."

                                "Most kind of you.  And your wife and girl?"  Before Bleys can respond, the guard calls softly,
                              "All well up there, kuria?"
                              *if cha < 2
                                You think he's moved closer; he might even be standing at the base of the stairwell.
                              *if (cha = 2) and not(bleyswindow)
                                From the edge in his voice, you suspect he heard Bleys's voice crack.
                              *page_break
                              *if telery
                                *set el_lead +1
                                Without a second's pause, Elery loosens
                              *if not(telery)
                                For a few shocked seconds, you stare at each other.  Then
                                *if bleyswindow
                                  Vadim fumblingly loosens
                                *if not(bleyswindow)
                                  Ciels loosens
                              the plump, short woman's gag.  You step to her bedside, knife pointed in warning.  

                              Bleys's wife 
                              *if (cha < 2) and bleyswindow
                                glances to the window where Ciels has fastened the rope…then looks back to you, and says in a voice so low and choked only you can hear it, "Go, now.  Go.  I'll not scream if you just go."  

                                A surge of fury and fear engulfs you as you realize that she has no intention of answering the Alastors.  Within moments, they'll be coming up the stairs to see why she's silent.  It might already be too late.
                                *choice
                                  #See if she changes her mind with a knife at her child's throat.
                                    The nearest child to hand is her eight-year-old son.  As you pull him struggling up from the bed, you see her whole body begin to shake with anguish, her mouth move wordlessly.  [i]No. No.  Please, no.[/i]

                                    "Kuria?" the Alastor repeats, a little louder.  You aren't even sure she heard, though; her eyes are locked onto yours, her face contorted around a single plea: [i]No.[/i] 
                                    *choice
                                      #Damn it.  Get your people out of there.
                                        You lift your knife from the boy's throat and instead jab it savagely toward the window.  Ciels's relief is plain on ${his} face as ${he} swings ${him}self over the sill and vanishes.  The Telone is babbling something downstairs, hiding the soft sounds of your outlaws fleeing one by one.

                                        "We're no monsters," you whisper to Bleys's wife, setting her boy back on the bed.  She just stares at you as you back away to the window, relief and abhorrence warring on her face. Then you hear Alastor boots on the stairs and vault over the windowsill.

                                        Your party has already begun running for home and you join them, careening across the wet agora flagstones in the dark.  Behind and above you, the roar goes up: "Wha…Wake, wake! Murder!"  The watch guards don't pursue you down the rope.
                                        
                                        *goto bleysflee4
                                      #Cut the boy.
                                        *set slur "Child-Killer"
                                        *set childkiller true
                                        *set ruth %+20
                                        When she sees her son thrash and blood run down his neck, Bleys's wife throws herself upright and howls.  Her wail is unlike anything you've heard from a human throat—more as if someone were trying to rip the lungs from a wolf.

                                        With your every hair prickling on end, you fling the boy aside (not dead, of course not dead, he'll be fine, surely).
                                        *label roundthestairs
                                        The first Alastor charges around the corner of the stairwell, only to get your oil lamp in the face.  He staggers backward with a shriek, beating the sparks out of his beard.
                                        *if telery
                                          Elery's knife glances off his armor and clatters noisily down the stairs.
                                        You fling your 
                                        *if telery
                                          own
                                        knife
                                        *if com = 2
                                          into the gap between his helmet and armor, silencing him.
                                        *if com = 1
                                          down at him and cut his leg, sending him to one knee.
                                        *if com = 0
                                          into the wall behind him.
                                        Then you vault over the windowsill, following the rest of your bandits down the rope.

                                        As you careen across the wet agora flagstones, the second Alastor leans out from the window and yells, "Murder!  Wake!  Damn you all, wake!"  She doesn't pursue you herself.
                                        *goto bleysflee4
                                  #Kill her and run.
                                    *set ruth %+20
                                    If she lives, she'll encourage others to despise and defy you.  You bring your knife down quickly and savagely—but she's already seen the intent in your eyes, and there's no disguising the sound she makes as you cut off her scream.

                                    Spattered in her blood, you snarl, "Run!" to your bandits.  They've already begun to launch themselves over the windowsill and down the rope.
                                    
                                    *goto roundthestairs
                                  #Leave her and run.
                                    Without taking your eyes or knife off the woman, you nod curtly toward the window.  You hear Ciels swing ${him}self over the sill and the rope stretch taut.  "Kuria?" the Alastor repeats, louder and more suspicious.  Bleys begins babbling something about how his wife can't talk without waking the daughter again.  You think it's unlikely to convince them, but it might hide the soft sounds of your outlaws fleeing one by one.

                                    You're the last to go, backing toward the window. Bleys's wife stares after you silently, and only when you've swung your legs over the sill does she sit up and call softly: "All's well, kurioi."  There's an odd mix of relief and abhorrence on her face.  "The child's settled.  Give me but a moment."
                                    *goto bleysflee2
                              *if (cha = 2) and not(bleyswindow)
                                tries to speak, but her throat is choked and she just manages a croak.  Her face is shiny with tears and sweat.

                                *if not(telery)
                                  "Kuria?" the Alastor repeats, a little louder and more suspicious.

                                  "I…I…" the shaken woman stammers.  "It's all…all well…"  When it's clear that she can't produce any more coherent response, Ciels shakes ${his} head fiercely and beckons you and Vadim to the stairwell.  Below you, Bleys gives a miserable bleat as boots thump onto the stairs.  

                                  A second later, the first Alastor rounds the corner—and gets your oil lamp full in the face.  He staggers backward with a shriek, beating the sparks out of his beard.  Ciels launches ${him}self downward, slams the stunned Alastor against the wall, and brings ${his} knife up into the man's exposed armpit.  The passage is too narrow for the second enforcer to get a good swing at Ciels; her mace cracks ${his} shoulder, but not hard enough to be crippling.  Vadim pushes past ${him} and hurls the first, dying guard down the stairs.

                                  Following your two vanguard fighters, you see the second Alastor regain her feet at the bottom of the stairwell.  Seeing herself outnumbered, she scrambles for Bleys's front door, yelling, "Murder!  Wake!  Damn you all, wake!"  When you dash out into the agora, she's already vanished into the darkness.
                                  *goto bleysflee4
                                *if telery
                                  Elery leans down to her and breathes, "Now or never."  
                                  
                                  Bleys's wife bites her lip hard, squeezes her eyes closed, and  (just as the Alastor at the foot of the stair is beginning to speak again)
                              calls softly, "All's well, kurioi."
                              *if not(bleyswindow)
                                Her eyes never leave Ciels's knife; by some tremendous effort of will, she keeps the tremors that shake her body from affecting her voice.  "She's sleeping again."
                              *if bleyswindow
                                Her fear and abhorrence are plain in the look she gives you, but none of it reaches her voice. "She's sleeping again."
                              
                              Bleys's relieved laugh almost sounds natural.
                              *if cha < 2
                                His wife's ability to feign calm must have boosted his own failing confidence.
                              "You must forgive us for disturbing you."

                              "Mmmm. Well, there's no controlling children's dreams.  I've two daughters of my own, you know." The ensuing silence is broken only by the splash of mulled wine into cups.  At length, the Alastor says, "Well.  Shouldn't have enough of this to, ah, leave a mark. The peace of the night to you, Telone."

                              "The peace of the night."  The front door closes; a half minute later, you hear a clatter as Bleys collapses into a chair.  You feel like collapsing as well, but just take a deep breath and check to confirm that Ciels has retied the gag.

                              *label peaceofthenight
                              At a gesture, your outlaws lift your hostages and carry them down the stairs.  Bleys sits bolt upright as the light of your oil lamp spills across the dining area.  "I…I've done what you asked.  Now please, release…"

                              "Stay in your chair, Telone," you say softly. "You did well.  Now you and I are going to talk."  Wild-eyed but silent, Bleys stares at your followers as they carry his family into the kitchen.
                              *set taxman 5
                              *page_break
                              *goto blackmailbleys
                            #I keep him moving.  The Alastors will be annoyed if they have to wait, and ask more questions.
                              "Your daughter had a nightmare, Bleys," you tell him firmly, gripping his shoulder to steady him.  "Go down.  Apologize for rousing them.  Tell them your wife has settled her.  Everything's fine.  There'll be no more problems tonight."

                              *if cha = 2
                                You use the calm, persuasive voice that has served you in such good stead over the years…and it seems to instill some measure of confidence in the Telone.  He limps quickly down to the front door.  "Forgive us, k-kurioi," you hear him say as the door creaks open.  His voice is high and strained, but surely that's how people usually sound around Alastors?  "My daughter had a, a nightmare."

                                "A nightmare." The guard sounds skeptical.  "Must have seen bloody Xaos itself, to get a yelp like that."

                                "My wife has quieted her, kuria.  I'm so s-sorry.  There'll be no more…disturbances."  Bleys.

                                Just as you begin to fear that their long silence means they're signing to each other, the Alastor grunts and says, "See that there aren't, then.  Peace of the night to you."

                                "The peace of the night."  The door closes; a half minute later, you hear a clatter as Bleys collapses into a chair.
                                *goto peaceofthenight
                              *label bleysspasm
                              Bleys gives a spasm of a nod, looking like he's about to burst into tears, and limps away.  As soon as you hear him greet the Alastors at the door—"I…I…I'm so sorry, kurioi…my da-dau-daughter, she had a…a ni-nightmare!"—you know this isn't going to work.  
                              *label bleysstammer
                              Biting back your angry frustration, you signal retreat to your raiders.  If you're going to make it out now, there's not a second to waste.

                              The six of you slip downstairs as quietly as you came, into a dining room now dimly lit by the Alastors' lamps.  One by one you duck into the kitchen.  Then comes the shout: "Who's that, then?"  
                              *page_break
                              You yank open the back door with a curse and dash into the alley beyond.
                              *goto bleysflee3
                            #This isn't going to work.  We'll have Bleys invite the Alastors in and kill them, quickly and quietly.
                              "Bleys.  Invite them in.  Say as little as possible; just bring them into the dining room for a hot drink."  The Telone nods, still looking terrified, and limps hurriedly down the stairs; you follow him, beckoning Ciels
                              *if telery and (com < 2)
                                and Elery
                              *if not(telery) and (com = 0)
                                and another bandit
                              after you.

                              The moment when Bleys actually realizes your intent is obvious.  All at once his knees wobble and he lurches off-balance, crashing into a chair.  An instant later, you're at his side, finding his appalled, darting eyes in the near-dark. "Telone…my men upstairs will kill your family without thinking twice.  So pluck up your guts and bring the Alastors to me."

                              As the Telone shakily finds his feet again, you glance around the dining hall, which offers few hiding places.  After quickly conferring on an ambush plan, you point Ciels to the antechamber door and
                              *if telery and (com < 2)
                                Elery to a space under the grand table.  You
                              *if not(telery) and (com = 0)
                                your other companion to a space under the grand table.  You
                              whisper to Bleys, "Be sure the first one sits in this chair."  Then you
                              *if (not(telery) and (com > 0)) or (com = 2)
                                slide under the grand table
                              *if (telery and (com < 2)) or (com = 0)
                                duck into the kitchen
                              to wait.

                              The front door creaks open, and Bleys's high-pitched stammer sends your hopes crashing: "I…I'm so sorry, kurioi…my da-dau-daughter, she had a…a nightmare!"

                              There's a moment's pause.  "A nightmare."  The Alastor's voice is flat, suspicious.  "Xaos, man…you look like you've seen Taratur itself."

                              "It's a hard thing t-to be woken by such a, a scream from one's own d-daughter."  You can hear Bleys inhale and exhale gustily, trying to master his terror.  "I need a tisane…to settle my nerves.  Would you join me, kurioi?  As my amends for disturbing the pe-peace of the night?"

                              Your fingers clench bloodlessly around your knife when neither Alastor responds for several seconds.  "Where's your wife?"

                              "Settling my daughter, o-of course," Bleys responds at once.

                              The two guards tromp into the antechamber.  "Where?"  Neither says anything about the tisane; and you realize with a sinking feeling that neither is likely to sit at the table, where you'd hoped to take one by surprise.

                              "Through he-here," Bleys babbles, his confidence beginning to fray.  "The stairs are a-at the back of the di-dining hall, kurioi…."
                              *page_break
                              Everything happens very quickly.
                              *if not(telery) and (com < 2)
                                *gosub 1cas
                                Your bandit under the table dives forward to grab the ankles of an Alastor—but fails to topple him.  The astonished guardsman bellows, "Foes!"  You charge out of the kitchen even as he brings his mace down on your follower's skull with shattering force.  Then the door slams in the other Alastor's face, knocking her back into the antechamber; from behind it, Ciels lunges for the bearded Alastor, turning his roar into a bloody gurgle.

                                Through the closed door, you hear the surviving enforcer run out of the house, yelling "Murder!  Wake!  Damn you all, wake!"  You shout "To me!" up the stairs, while Ciels looks up from where ${he}'s kneeling and wordlessly confirms that your other comrade is dead.

                                Bleys bursts through the door and paws at your feet, weeping, begging you to spare his family.  "No time," you snap at him as the three others scramble down the stairs—no time to waste on killing innocents, no time to reassure him that his wife and children are alive.  When you flee back across the wet flagstones of the agora, the Alastor has vanished into the darkness.
                                *goto bleysflee4
                              From your shadowy hiding place, you
                              *if telery and (com < 2)
                                *set el_lead +1
                                see Elery
                              dive forward between the ankles of the first Alastor and rise to a half-crouch, toppling him to the floor.  The fall cuts off his yelp, knocks the wind out of him, and sends his mace flying.  
                              *if telery and (com < 2)
                                Elery pounces
                              *if com = 2
                                You pounce 
                              while he's still supine, opening his throat with
                              *if telery and (com < 2)
                                her
                              *if com = 2
                                your
                              knife.

                              *if telery and (com < 2)
                                Charging out of the kitchen, you see 
                              *if com = 2
                                Leaping to your feet, you pause at the sight of
                              the other Alastor shuddering silently, hands clasped at her neck.  Then she slumps to the floor as well, revealing Ciels's silhouette behind her.  Bleys is pressed back against the doorpost, eyes screwed shut and whispering prayers to the Angels.

                              Without a second's further pause, you stride to the house's main door.  You see no movement, hear only rain; and after a minute you begin to believe that no one will raise an alarm. The sounds of your struggle were brief; the crash of the Alastor falling to the floor might have gone unnoticed, or been taken for a rare peal of thunder.

                              *set taxman 6
                              *goto graffiti
                            #This isn't going to work.  I send him down—but we'll be going out the back door while he talks to the Alastors.
                              "Bleys.  Go down.  Reassure them."  Behind the limping Telone's back, you make the sign for retreat to your raiders.  

                              The six of you slip down behind him, as silently as you came, to the exit in the nearly lightless kitchen.  As soon as you hear the front door creak open, you swing the back door wide, and slip out while Bleys is still stammering, "I'm so…so sorry, kurioi…."
                              *label bleysflee2

                              You reach the woods without incident, although it's an hour before you finally relax and stop listening for Alastor pursuit.  "It almost worked, ${kuria}," Ciels says ruefully.  "And we all made it out alive—that's the main thing."

                              "Just to sneak in, tie up the Telone's family, and make it out unscathed…that'll have them all on edge," another bandit offers.

                              "But it won't get us the Architelone," you say glumly.  You'll need to deploy your outlaws to some other raid now—and quickly, before morale sags.
                              *set taxrecon 10
                              *set taxman 2
                              *goto banditchoices

                      #Flee.  The raid has failed.
                        "Alastors.  Fall back!" you hiss.  As you all run for the stairs, the Telone and his family spit out their gags and begin shrieking for help.
                        *goto bleysflee
                      #Kill the Telone and his wife, then flee.
                        *goto killbleys
                  *elseif (taxalastor < 3)
                    To your horror, you see two dozen Alastors there—and at least ten are running toward the house.  They'll be here in seconds.  "Fall back!" you cry.  As you all run for the stairs, the Telone and his family spit out their gags and begin shrieking for help.
                    *goto bleysflee
                  *else
                    Seeing no lights and no movement from the Alastor barracks, you exhale deeply, close the shutters again, and give the [i]alls-well[/i] sign to your party.  Then you turn to the Telone's bed.

                    *goto bleysthreat2
                  *label bleysthreat2
                  Ciels's one hand is clapped over Bleys's mouth while the other holds a knife steady at his throat.  You lean past ${him} and breathe, "Telone: if you move or make a noise, your family dies."  The sunken-cheeked man nods vigorously.  "Tie in the gags. Bind their hands and feet, and blindfold them."  Once that's done, you gesture to Ciels to remove ${his} hand.  "You know who I am?"

                  "You're mad to come back here, ${lname}!" Bleys's voice is an incredulous squeak.

                  "Not at all, Telone.  I'm very well protected—by your desire to keep yourself and your family alive." You glance again to
                  *if telery
                    Elery and
                  Ciels, then nod at the hostages. "Carry them downstairs.  Bleys and I are going to have a talk."
                  *if bleysfam >= 20
                    A bandit carries the dead girl out first, still concealing her 
                    *if ((bleysfam = 29) or (bleysfam = 25)) or (bleysfam < 22)
                      blood-drenched body
                    *if ((bleysfam = 27) or (bleysfam = 22)) or (bleysfam = 23)
                      broken neck
                    from Bleys.
                    *if (((bleysfam = 27) or (bleysfam = 22)) or (bleysfam = 23)) and ((theurgy >= 10) and (theuknown <= 4))
                      It's hard to bear the look of silent horror he gives you as he walks by.
                    *if bleysfam < 24
                      Dizzy and nauseous, you take a moment to regain your composure before continuing.
                  *page_break
                  *goto blackmailbleys

                  *label bleyswife
                  *set hostfood (hafood+hcfood)
                  *if bleysfam < 20
                    *set hostfood +hcfood
                  *choice
                    #I don't intend to see Bleys's wife at all if I can help it.  Ciels knows what to do.
                      You
                      *if telery
                        and Elery
                      return to camp.
                      *if telery and (e_rel < 0)
                        The walk passes in frigid silence; she has nothing more to say to you, nor you to her.
                      The rest of the band are intensely curious about your covert overnight raid, but you make clear that you have no intention of revealing a single detail.

                      Word soon reaches you that Ciels has based the hostages in some remote caves only a few miles from the Wards.  Three times, you discreetly send one of the other bandits from your raid out with a 
                      *if mules > 0
                        mule-load 
                      *if mules <= 0
                        load
                      of supplies for them.  You send another spy on two trips back to Rim Square to check on Bleys; nothing is obviously out of order.  You throw yourself back into the rhythm of planning and executing other raids while you await the appointed day.
                      *goto banditchoices
                    #I'll look in on Ciels, but I won't talk to the hostages.
                      *gosub cielscave
                      *if bleysfam < 20
                        "Done."  You clap Ciels on the shoulder.  "See you again in a few weeks, if all goes well."

                        *goto curiousband
                      *else
                        *choice
                          #I shake my head.  I don't want to speak to her.
                            Ciels's lips purse in distaste.  "You'd best be getting back to camp, then, ${kuria}.  We may not be moving on for a while."  Without waiting for a reply, ${he} walks over to the woman's side.  "Kuria, your daughter died before we left your home," ${he} says quietly.

                            Bleys's wife sucks in air with a brittle sob, and her legs begin to shake.  You'd been braced for a howl, or curses, or collapse…but she only gasps, "Is…is she here?"

                            "Yes."

                            "For Angels' sake, ${woman}…unbind me and let me hold her."

                            Ciels shoots another grim glance at you, then begins to untie the woman's hands.  Hastily you walk away, not wanting to be there when the blindfold comes off.
                            *label elerycontempt
                            *if telery
                              Elery follows,
                              *if e_rel < 0
                                lips curled in contempt.
                              *if e_rel >= 0
                                shaking her head.
                                *set e_rel 0
                            You return to camp by late afternoon, more exhausted than you've ever felt in your life.

                            *label curiousband
                            The rest of the band are plainly curious about your unexplained absence, but you make clear that you have no intention of revealing a single detail.  You throw yourself back into the rhythm of planning and executing other raids while you await the appointed day.
                            *goto banditchoices
                          #I tell Bleys's wife her daughter is dead.
                            You walk over to the frightened mother.  "Kuria…your
                            *label daughterdied
                            daughter died before we left your home."

                            Bleys's wife sucks in air with a brittle sob, and her legs begin to shake.  You'd been braced for a howl, or curses, or collapse…but she only gasps, "Is…is she here?  Have you brought her?"

                            "Yes."

                            "For Angels' sake, ${woman}…unbind me and let me hold her."  The short, plump townswoman forces the words past lips peeled back with grief.  You pause only a moment before loosing the bonds at her wrists; she pulls off the blindfold, clutches her son close, and stumbles over to her daughter.

                            When she sees the girl's injuries, she begins to cry in earnest.  "Ah Noemi, Noemi!"  Dropping to the ground, she pulls the bedraggled body into her arms and rocks back and forth, keening.  The boy, still bound and blind, leans into them both and wails at the top of his lungs.

                            Ciels steps up to you and says quietly, "$!{kuria}…you'd best be getting back.  I reckon it'll be a while before we move on."

                            Insensible to your departure, Bleys's wife says nothing more to you—but long after you're out of earshot, even after you've returned to camp that evening, you can still hear her.
                            *goto banditchoices
                          #I tell Bleys's wife that if she knows what's good for her, she'll stay silent.
                            *label wifeshriek
                            *set ruth %+10
                            She begins to shriek, her words at first too garbled by hate and grief to be intelligible.  Ciels shoots you a look of disgust.  "Best you just get back to camp, ${kuria}.  We'll sort this out."

                            It's a long walk before the cry of, "[i]Murderers!  Murderers![/i]" finally dies down behind you.
                            *goto elerycontempt
                    *if bleysfam < 20
                      #I'll talk to Bleys's wife and try to reassure her.
                        *gosub cielscave
                        You nod to Ciels, then walk over to the blindfolded trio.  "Kuria."

                        At your voice, the plump mother's shoulders curve forward—an instinctive gesture of shelter for her distraught son.  "What?  Who are you?"

                        You briskly remove the cloth from her face.  "No need for this, until it's time for you to walk again.  My name is ${fname} ${lname}.  And you are?"

                        Bleys's wife glances quickly over both children, scans the glade to see how many outlaws are there, then turns bloodshot, angry eyes back to you.  "Huette Meriwether, brigand."
                        *page_break
                        "Kuria Huette, I regret the need to separate you from your husband," you continue, ignoring her cutting tone.  "Still more your children.  But it's a cost of his choice to serve the Karagonds as a Telone…."

                        "Oh, for Xthonos…as if there aren't costs enough already?"  Huette gives a shrill, savage laugh.  "Scorn, silence, a thousand petty revenges…and you have the gall to talk of choice, brigand?
                        *if aristo
                          An aristo
                        *if helot
                          A helot
                        might not know it, but there's not so many things a man with a bent spine can do.  Not without the connections for trade or the priesthood."

                        She's making the role of Telone sound altogether less comfortable than you would credit. But you didn't come to argue with her. "We aren't concerned to punish your husband for what he is, but to use what he knows.  As long as the Architelone arrives in the place and time he's specified, we'll return you all safely."

                        The air audibly leaves Huette Meriwether's lungs; for several seconds, she remains incapable of speech.  "You…you've got him to betray [i]her[/i]?"  Tears tumble from her wide eyes, and she sinks back to the ground beside her son.  "Do what you will, then, ${kuria} ${lname}.  You've condemned us all."

                        You leave her in Ciels's care and head back to the camp.
                        *goto curiousband
                    *if (bleysfam < 24) and (bleysfam >= 20)
                      #I'll tell Bleys's wife that her daughter's death was an accident.
                        *gosub cielscave

                        You walk over to the frightened mother.  "Kuria…I'm sorry.  Our intention was to take you without harm."  Something's wrong with your throat; your voice emerges choked and cracking.  "The truth is…your
                        *set c_rel 10
                        *goto daughterdied
                    #I'll threaten Bleys's wife.
                      *gosub cielscave
                      *if bleysfam < 20
                        *set ruth %+10
                        You nod to Ciels, then walk over to the blindfolded trio.  "What's your name, woman?"

                        At your voice, her shoulders curve forward—an instinctive gesture of shelter for her distraught son.  "Huette Meriwether."

                        "I told your husband that your lives depended on him.  And it's true that if he plays us false, you'll suffer the consequences."  You lean closer to her.  "But Huette: there's nothing holding us to our end of the bargain.  We could rid ourselves of you here, now, and no one would know.  It would save us food we can ill afford to spare.  So in truth, your lives are in your hands: how easy will you make it for us to keep you?"

                        Huette's jaw trembles, but her voice is nearly steady.  "I've done my best to keep the children calm—though you're no help, talking in such a manner."  She draws herself up to her full height (barely as high as Ciels's chin) and faces you.  "Be assured, brigand: I'll give you no justification for harm to my family.  If you do these innocents any further ill…on your head be it!  Don't think to blame it on me."

                        "I'll never see you again either way, woman," you reply, keeping your voice indifferent. "If you trouble my followers, they'll end it.  I've got nine score children to keep alive out there in the woods; innocent or not, your two mean nothing to me."  You stride back to Ciels and breathe into ${his} ear, "Do try to keep them alive…."
                        *choice
                          #"I'd rather not have a reputation as a child-killer."
                            "Glad to hear it, ${kuria}," Ciels murmurs inaudibly. $!{he} clasps your hand in farewell as you
                            *if telery
                              and Elery
                            walk back down the ridge.

                            *goto curiousband
                          *if skep < 50
                            #"I've got enough to explain to the Blessed Angels without dead children on my soul."
                              "I'd say the same, ${kuria}," Ciels murmurs inaudibly. $!{he} clasps your hand in farewell as you
                              *if telery
                                and Elery
                              walk back down the ridge.

                              *goto curiousband
                          #"Hostages aren't much use if you have a reputation for killing them—and this is unlikely to be our last kidnapping."
                            Ciels wears a complex expression of distaste.  "I've every intention of keeping them alive, ${kuria}."  $!{he} nods a curt farewell as you walk away down the ridge.
                            *set c_rel 5
                            *goto elerycontempt
                          #"As long as they don't give you any trouble."
                            *set ruth %+5
                            Ciels shakes ${his} head with a look of distaste.  "$!{kuria}…I'm sure there'll be no need for it to come to child-killing."  $!{he} nods a curt farewell as you walk away down the ridge.
                            *set c_rel 5
                            *goto elerycontempt
                      *if bleysfam >= 20
                        You sigh and bark, "Woman, if you know what's good for you and your son, you'll stay silent."

                        *goto wifeshriek
                  *label cielscave
                  You rendezvous with Ciels at the appointed ridge, a few hours' trek into the wild.  The hostages are still blindfolded and have their hands bound, but are no longer gagged; out here, they could shout themselves hoarse to no effect.  The eight-year-old son's mouth is a rictus of terror. His mother is doing her best to comfort him without using her hands.
                  *if bleysfam < 20
                    The little girl sits to one side, drinking water from a skin one of your outlaws is holding.
                    *if bleysfam = 18
                      You eye the bruise rising on her forehead and wonder uneasily whether your blow will affect her mind; you've known helots who were never the same after knocking themselves unconscious in a fall.
                    *if bleysfam = 19
                      The bloody bandage on her arm is a reminder of just how close you came to killing her.
                  *if bleysfam >= 20
                    The muscular Whend Vadim has laid the body of the little girl under a tree, and won't meet your eyes as you approach.
                  
                  "How much further out are you and Vadim planning to take them?" you ask Ciels.

                  "About as far as I can go, ${kuria}," ${he} answers, pointing due west.  "There's a cave only a few miles from the Xaos-lands—close enough to see the storms breaking on the Ward.  I reckon that view will give our guests second thoughts about trying to run off.  And if they did, I'd find them days before they reached the edge of the wild." 

                  You shake your head, remembering the stories you've heard about the terrifying Xaos-vortices that wrack the lands west of the Hegemony.  Even though no Ward has ever failed, most folk wouldn't want to stand too near to one when a wildstorm hits it.  The area Ciels describes is as deep as your hunters ever go; to keep up morale, you'd never bring the whole band to camp that close to the Xaos-lands.
                  *fake_choice
                    #"Better you than me."
                      Ciels shrugs.  "As it happens, ${kuria}, I'd say the same.  The Xaos crashing on the Ward is a bit like what I imagine the ocean looks like. Maybe even prettier."
                    #"Don't imagine you'll have much company out there."
                      Ciels shrugs.  "Not likely, ${kuria}.  It's in a valley that doesn't go anywhere but Xaos-ward.  Even if some fool ventures the Whendward Pass, they won't come near us."
                    #"I wish I could join you.  I've never seen a Ward."
                      Ciels shrugs.  "I know you've other things to occupy you, ${kuria}. When winter's past, 
                      *if (deputy = "breden") or ((bred_lover > 3) and (bred_trust >= 10))
                        bring Breden along and
                      we can take a week to scout the area.  In that time, you should see your fill of Xaos-storms.  But for now…"
                  $!{he} glances round to ${his} hostages. "Just send us Vadim back with a bit of food every two weeks, and we should be fine."

                  *if bleysfam >= 20
                    Bleys's wife calls from across the glade: "Why is my Noemi still not speaking?  Why won't you bring her to me?"  Her voice frays with horror of the unacknowledged truth.

                    Ciels grimaces and looks pointedly at you.
                  *return

                #On reflection, maybe I'll try to get the information another way.
                  You'll try to find out the timing of the Architelone's visit from…
                  *choice
                    #…a well-informed merchant
                      *goto taxmerch
                    #…a well-informed aristocrat.
                      *set familythreat 202
                      *goto taxnoble
        *if (int < 1) #I'm not sure that clever, subtle inquiry is my strong point.
          *if not(el_here)
            *goto donttry
          But there might be someone in the band who could make up for it.  Elery Skinner doesn't merely have a good head for tactics; she's clever, reasoning her way to strategies that would never have occurred to you.  She might be able to come up with a way to find out the dates of the Architelone's visit.
          
          Her own near-Harrowing makes it highly unlikely that she's a spy.
          *if (e_rel < 6)
            It's a shame that she doesn't like you very much.
            *if bred_here and (deputy != "Breden")
              Her loyalties are plainly with Breden, and you worry that she might share your plans with ${xhim}.
          *choice
            *if (el_raid >= week) #She's already committed this week, but I'll try again next week.
              *set eltaxwant true
              *goto banditchoices
            *if (el_raid < week) #I ask Elery how she thinks we can raid the Architelone.
              *label eltaxplan2
              *set eltaxplan true
              Elery looks dubious when you beckon her aside one day. "What's this about, ${kuria} ${lname}?  Something need sorting out?"
              
              *if e_rel < 9
                "There's a major raid I could use help planning, Skinner."  You keep your voice barely above a breath.  "I'd need someone I trust.  Someone I knew wouldn't speak of it to another soul in the band."
                
                *if deputy = "Zvad"
                  "Someone you trust?  Didn't think you trusted much of anyone."
                *if deputy != "Zvad"
                  "Think that fits me, do you?"
                After a moment, she purses her lips and growls, "I can keep a secret."
                
                "We're going to raid the Architelone."  Everything you've dreamed up comes spilling disorderly out of your mouth.
              *if e_rel >= 9
                After swearing her to secrecy, you share your ambition. 
              "We'd need to come up with some way we can find out a secret that nearly everyone does their best to hide.  I hoped you might have some idea of how we could do it."
              
              "Ha!  Don't ask for swiving much, do you, ${kuria}?"  Elery 
              *if e_rel >= 9
                looks stunned despite her grin.  It takes her until evening to make a response, and when she pulls you aside, her face is troubled.
              *if e_rel < 9
                snorts and walks off.  That evening, though, she's the one to pull you aside, her eyes angry and troubled. 
              "Only one way I could see, ${kuria}.  Not the cleverest, perhaps, but it'll take some sharp enough work to bring it off."
              
              After a moment, you raise an impatient eyebrow. "Well?"
              
              "The Telone will be making preparations.  He'll know when the Architelone's coming.  So we grab those he cares about most, straight out of Rim Square.  Tell him we'll kill them if he doesn't give us the Architelone, and hold onto them until we've done the raid."
              
              You think of the only local taxman you both know:
              *gosub bleysintro
              
              Bleys may not merit much sympathy, but his family is a different matter.  Are you willing to threaten innocents to find out the Architelone's secret?  To kill them, if it comes to that?
              *label elbleyschoice
              *choice
                #Yes—I don't consider them innocents.
                  *set ruthreal %+30
                  *set el_lead +2
                  *goto kidnapel
                #Yes—the end justifies it.
                  *set ruthreal %+45
                  *set el_lead +2
                  *goto kidnapel
                #No, but I'm certainly willing to make Bleys think so.
                  *set ruthreal %+5
                  *set el_lead +2
                  *goto kidnapel
                *hide_reuse #I'd rather threaten Telone Bleys personally, not his wife and children.
                  Elery grimaces and shakes her head. "Think ahead, ${kuria}.  What can we threaten him with?  Aye, we could torture the truth out of him, then kill him. But they'd never send us an Architelone then.  He'll know that—and that he can get his family moved out of the Rim the moment he says he's under threat by rebels.
                  
                  "So we can't kill him now, nor threaten to kill him later.  There's only the one way to get this done."  She studies your face.  "Are you up 
                  *if e_rel < 9
                    to 
                  *if e_rel >= 9
                    for
                  it, ${kuria}?  Dragging off his wife and children?"
                  *goto elbleyschoice
                #No.  It's too repugnant.
                  *if e_rel >= 9
                    Half-apologetic,
                  *if e_rel < 9
                    Visibly annoyed,
                  Elery shrugs.  "Well, you asked, ${kuria}.  That's all I have to offer."
                  *goto banditchoices
            #No.  I don't trust her with something of this magnitude.
              *goto donttry
        *if (int >= 1) #No.
          *label donttry
          You don't want to try raiding the Architelone.
          *if storymode
            *if (bred_trust >= 10) and (deputy != "Zvad")
              Keeping it from Breden would
              *if int < 1
                in any case
              be near-impossible.
            Instead, this week you turn your attention to
            *if nothief = 1
              *if not(nopriests)
                another Tithe Barn raid.
              *if nopriests
                an embassy to helot camps in the Rim, asking for whatever grain they can spare.
            *if nothief = 0
              *if not(nomerch)
                another caravan raid in the Owlscap Pass.
              *if (nomerch) and not(nopriests)
                another Tithe Barn raid.
              *if (nomerch) and (nopriests)
                raiding another noble barn.
              It's
              *if (nothief = 1) and nopriests
                far
              less ambitious, but also less likely to get you and your band wiped out.
          *goto banditchoices

  *if (((templerecon > 4) and (templeraid < week)) and (freefollowers > 19)) and ((tempstand < 1) and (nothief < 2))
    #Raid the nearest temples and monasteries of Xthonos. (Twenty bandits.)
      *label templego
      *set templerecon 0
      *set tempfound false
      *if templeraid > 1
        Your outlaws
        *if not(reassured)
          try to
        raid another Naos Xthonos, even deeper into the Rim than the one you previously robbed.
        *if bred_here and (br_raid < week)
          Do you want to send Breden
          *if tempbred
            again
          *if not(tempbred)
            this time
          as the raid leader?
          *choice
            #Yes, ${xhis} gifts are well suited to this type of raid.
              *set bred_t true
              *gosub brraid
              *set bred_lead +2
              *goto t2raid
            *if (me_raid < week) #No, I'll lead it myself.
              *gosub meraid
              *set templeme true
              *goto t2raid
            #No, I'll send another outlaw.
              *goto t2raid
        *label t2raid
        *set violence +1
        *set freefollowers -20
        *if (not(reassured) and not(bred_t)) and (cha < 2)
          This time, unfortunately, the raid ends in disaster.  Your demoralized raiding party is attacked by outraged townsfolk, and flees instead of fighting back. 
          *set d2n_num randill6
          *gosub d2n_np
          $!{display_numb} of them die. 
          
          The survivors bring back neither gold nor grain—only a pervasive and devastating sense that your band has lost the favor of the Angels.
          *gosub r6cas
          *set cred_p -5
          *set morale -30
          *goto banditchoices
        *if ((reassured) or (bred_t)) or (templeme and (cha = 2))
          It goes smoothly.  
          *if bred_t and not(tempbred)
            *set bred_t false
            *goto bredtcheer
          The raiding party carries back a trove of gilded ornaments which should sell for more than twenty-six hundred drachems.
          *goto templewell
      *if templeraid = 0
        Your outlaws are
        *if reassured
          no longer as intimidated by priests as they used to be, but this will be the first time you've properly looted a Naos Xthonos.
        *if not(reassured)
          still for the most part terrified by the idea of raiding a temple.
        *if not(bred_here)
          You're the only leader in the band who wouldn't lose confidence in the face of a priestly curse.
          
          *if me_raid >= week
            As you're 
            *if mesick < 2
              already committed elsewhere 
            *if mesick >= 2
              deathly ill
            this week, you decide reluctantly to postpone the raid until you can lead it yourself.
            *set templerecon 5
            *goto banditchoices
        *if ((bred_here) and (br_raid < week))
          *gosub bredrelch
          *if (br_raid >= week) and (me_raid >= week)
            But as both of you are committed elsewhere already, you decide reluctantly to postpone the Naos raid until you can lead it yourself.
            *set templerecon 5
            *goto banditchoices
          
          *if (me_raid >= week)
            As you're already committed elsewhere, do you want to send Breden to lead 
          *if (me_raid < week)
            Do you want to bring Breden along on
          this first temple raid?
          *choice
            *if (me_raid >= week) #Yes, I want ${xhim} in charge.
              *label bredtemplead
              *set violence +1
              *gosub brraid
              *set bred_lead +2
              *set freefollowers -20
              When word reaches you on Pyreday that Breden's raiding party has returned, you find the whole band hurrying with you to meet them. 
              *if not(reassured)
                Their fears have been whispered around the campfires for days.  Will the raiders show any sign of the wrath of the Angels—a curse they'll spread to the rest of your outlaws?  How many will have been struck down by the flux or a rotting disease, or simply dropped dead?
                
                *comment endif
              But the laughter rising from the dale is bright and relieved. 
              *label bredtcheer
              "Not a single casualty, ${kuria}!" one of them shouts up to you. "Not so much as a stubbed toe."
              
              Breden appears in the midst of the crowd, grinning broadly, and tosses you a silver icon of an anchorite at prayer.  $!{xhe} has a golden bowl tucked under the other arm. "The fence might need to melt some of this down before it can be sold again—it's distinctive stuff.  Shame to waste the craftmanship."
              
              "They didn't fight you for it?"
              
              "Well, the Ecclesiast was as unhappy as you'd expect.  But we had a chat about whether the best way to show Angelic compassion truly is stealing from the poor to gild his altar.  Seemed to take the wind out of him.  And then when he cursed me and nothing happened…"  Breden shrugs.  "No one else in that Naos was about to stand up and stop us."
              *label templewell
              *set reassured true
              *set morale +20
              *set anarchy +1
              *if templeraid < 1
                *set notoriety +10
              *if templeraid > 0
                *set notoriety +5
              *set loot +2600
              *set loot +randbear
              *set cred_p -30
              *set tempbred true
              *goto tempstandchoice
            *if (me_raid < week) #Yes, bring ${xhim} along.
              *set bred_t true
              *gosub brraid
              *goto templerob
            *if (me_raid < week) #Actually, I want ${xhim} to lead it without me.
              There are other tasks you want to attend to personally this week.
              
              *goto bredtemplead
            *if (skepreal > 50) #No—${xhe}'s a devout follower of the Angels, and I don't want the band drawn deeper into religion.
              *if (me_raid = week)
                You'd rather wait until you can lead it yourself.
                *set templerecon 5
                *goto banditchoices
              *goto templerob
            *if (bred_trust != 2) #No—I don't trust ${xhim} enough.
              *if bred_trust < 9
                Until you've figured out who betrayed you to Chirex, you'll only involve Breden when it's absolutely necessary.
              *if (me_raid >= week)
                The temple raid can wait until you're ready to lead it yourself.
                *set templerecon 5
                *goto banditchoices
              *goto templerob
            *if ((me_raid >= week) and ((skepreal <= 50) or (bred_trust = 2))) #No—it can wait.
              The temple raid can wait until you're ready to lead it yourself.
              *set templerecon 5
              *goto banditchoices
            *if (me_raid < week) #No—I'm happy leading the raid on my own.
              *goto templerob                
        *label templerob
        *if (me_raid >= week) or (mesick >= 2)
          As you
          *if (br_raid >= week) and (mesick < 2)
            and Breden
          are 
          *if mesick < 2
            already committed 
          *if mesick >= 2
            deathly ill
            *if (br_raid >= week)
              and Breden is already committed        
          this week, you decide reluctantly to postpone the raid until you can lead it yourself.
          *set templerecon 5
          *goto banditchoices
        *set violence +1
        *gosub meraid
        *set freefollowers -20
        *if not(storymode)
          You plan the first robbery carefully, choosing 
        *if storymode
          For this raid's target, ${deputy} has chosen
        a nearby town which you know to be reasonably prosperous, with a sizable Naos Xthonos
        *if not(introrel)
          (temple)
        in its market square.  On the day of the raid, you send five outlaws on a feint just to the east, setting fire to a noble estate's orchards.  Naturally, the town's Alastors are called out to hunt down the bandits.  

        An hour after their departure, you lead fifteen more women and men down toward the town, bows and blades hidden under ragged pilgrim cloaks.  You arrive three at a time in a winter rainstorm, by different roads, drawing only cursory attention from the helots and tradesmen along the way.  A familiar hymn echoes from the wet basalt-block temple as you cross the town square:

        [i]Xthonos, O Xthonos,[/i]
        *line_break
        [i]All-mighty, all-ruling[/i]
        *line_break
        [i]That knows Itself only, unchanging and true.[/i]
        *line_break
        [i]By Xaos assailed, yet unmoved and unshaken.[/i]
        *line_break
        [i]Extol THAT WHICH IS with the praise It is due.[/i]

        You feel an unexpected twinge of awe, and have to swallow back the sudden moisture that fills your mouth.  Then, through the afternoon shadows at the far side of the temple, you glimpse the hunched silhouette of the town's Harrower.  The moment of awe evaporates, and you stride through the Naos gate, giving a quick nod to your men watering their mules on either side.
        *page_break
        *set temple 2
        *set notoriety +10
        There are five other worshipers in the dripping Naos courtyard, including a slender young
        *if xhis = "her"
          nobleman
        *if xhis = "his"
          noblewoman
        and ${zhis} dour-looking
        *if female
          chaperon.  
        *if male
          chaperone.  
        As your raiders drift in, some of them humming along nervously with the choir, the yard becomes noticeably crowded.  The Ecclesiast and one of her acolytes share a concerned glance.  

        Before they can say anything, you give a piercing whistle, cast off your cloak, and
        *if weapon = "sword"
          draw your sword.
        *if weapon != "sword"
          bring your staff up into a warrior's stance.
        *if freemules > 1
          At the signal, two yammering mules burst through the temple arch, goaded by your men.  The rest of your party adds to the fearsome clamor by howling and clashing their weapons.  
        The priests and most of the pilgrims scramble away, squealing, as two of your bandits slam and bar the gates.  The young noble's hand flies to ${zhis} hip, but clenches on air; ${zhe} must have left ${zhis} sword at the Naos gate.

        After only an instant of shock, the Ecclesiast throws out her arms and cries, "Anathema!  Damnation on any blasphemer who bares a weapon to the Servants of Xthonos!"  Her curse has the powerful cadences of a trained rhetor, and
        *if not(reassured)
          despite their increased confidence
        you can see your outlaws blanch and waver.
        *if not(reassured)
          You've never been in the presence of someone who could so plausibly claim to be a mortal mouthpiece for the Angels.
        *set loot +2600
        *set loot +randbear
        *set cred_p -30
        *choice
          #I counter with my own charismatic rhetoric.
            *goto charrhet
          #I'm not one for inspirational speeches.  I crack her over the head with my weapon.
            *goto crackhead
          *if (theurgy >= 10)
            #It's time to stop being discreet and see how the Ecclesiast and her followers respond to a miracle of ${wisardry}.
              *set theurgy -10
              In a face-to-face confrontation with the priest, with everyone staring at the two of you, your use of ${wisardry} can only be overt.
              *goto ecclestheu
          *if (theurgy > 1) and (theurgy < 10)
            #Let's see how the Ecclesiast and her followers respond to a miracle of ${wisardry}.
              *goto ecclestheu
          *if (bred_t) #I glance at Breden, hoping ${xhis} way with words is equal to the Ecclesiast's.
            With scarcely a heartbeat's pause, Breden cries,
            *goto bred_eloq      

            *label charrhet
            *if cha < 2
              "We're not afraid of you, priest," you declare curtly, beckoning the other bandits to begin looting the temple.  "Damn us all you like, but 
              *if skep > 50
                even if They exist
              the Angels won't heed you.  
              *if skep <= 50
                We serve Them more faithfully than you do.
              We're here for your silver; don't make us take your lives too."
                
              "Kill me, blasphemer.  Send me to Elysia," the Ecclesiast retorts at once, teeth bared in a theatrical smile.  "I'm not the one you should fear.  The unswerving wrath of That Which Is will haunt you for these crimes!  You will have an eternity in Taratur to repent of this day's violence."

              Your followers are rooted to the spot, looking miserable and fearful as the rain trickles down their noses.  Perhaps after all you aren't best suited to a duel of words with a rhetorically accomplished Ecclesiast.  You stalk up to the priest and bring
              *if weapon = "sword"
                the flat of your sword
              *if weapon != "sword"
                the butt end of your staff
              down firmly on her skull.
              
              *set tempcrack true
              *set morale -2
              *goto crackhead
            *else
              *if skep > 50
                Your voice is fearless and arid with scorn.  "Woman, what kind of frightened children do you take us for?  Mighty Xthonos doesn't know you and I exist—and doesn't care.  You aren't Its servant.  No Angel ever spoke to you.  You're a mere thief and murderer, stealing from the credulous and bleeding the helots for your own advantage."

                "Blasphemer," stammers the priest, clearly unprepared for your vehement retort.  "The Angels hear your sacrilege…."

                "Then let Them take me now," you laugh, spreading your arms wide and stalking up to her.  "Let Them send a lightning bolt down with this drizzle.  A Theurge could smite me, an Alastor stab me—can your Angels give me so much as a headache?"  To the handful of actual pilgrims, you call out, "Wake up, brothers and sisters!  We're no enemy to you.  The Ecclesiasts treat you like children, and your helots like cattle for the Theurges.
              *if skep <= 50
                "You're no servant of the Merciful Angels, woman," you call back fearlessly, pointing to the slate sky.  "We are.  And I say, anathema on all those who distort the truths of Xthonos and call it Canon!  Damnation to those who use the name of the Angels to justify murder!"

                "Blasphemer," stammers the priest, clearly unprepared for your vehement retort.  "The Angels hear your sacrilege…."

                "No, Ecclesiast. They have heard yours, and sent us to return you to the way of truth."  To the handful of actual pilgrims, you call out, "Wake up, brothers and sisters!  We're no enemy to you.  These deceivers have written false books in the name of Xthonos to enslave you to the Theurges.
              But the time of their lies is coming to an end."

              The pilgrims blink in your direction, confused and uncertain.  Your magnetism and confidence have had the hoped-for effect on the other bandits; they shake off their fear of the Ecclesiast and begin looting the temple.  The crestfallen priest and acolytes don't do anything to stop you.  

              The young 
              *if xhis = "her"
                nobleman
              *if xhis = "his"
                noblewoman
              mutely holds out a pouch of coins in your direction.  $!{zhis} cheeks are shining with more than just the rain.  "You're beautiful," ${zhe} breathes.  "The way you speak, I mean…I mean, not only…"  
              *set wealth +78
              *choice
                #Oh, ${oath}.  I can barely keep from laughing at this milksop.
                  You take ${zhis} money, shaking your head.
                  *goto joinustemp
                #I favor ${zhim} with a brilliant smile and a bow.
                  The young aristocrat's
                  *if female
                    chaperon  
                  *if male
                    chaperone
                  looks appropriately appalled as you take ${zhis} purse.
                  *goto joinustemp
                #I don't need an admirer, I need an ally.
                  "The words are what matter, ${zmilady}," you say firmly. "Whether they're said by someone with a silver tongue and a pretty face or not."  While ${zhe} nods, you drop your voice to a level only ${zhe} can hear.  "Think on them, and if they still seem good to you tomorrow, start saying them yourself."
                  *goto joinustemp
              *label joinustemp
              
              *gosub templestrip
              "Join us!" one of your women shouts excitedly at some cowering helots.  "Come follow $!{kuria} ${fname} Lie-Breaker!  Come join the free folk!"  You hear animated muttering break out behind you as you pass.

              You hurry back to the woods, leaving no chance of the Alastors getting word and catching up with you.  Thanks to your eloquence—and to the wealth you've brought back with no casualties—you get no more reluctance from your followers about future raids on temples and monasteries.  You've clearly made the priests of Xthonos your enemy, but you and your inspired little band of outlaws can live with that.
              *set epithet "Lie-Breaker"
              *set liebreaker true
              *label temple_good
              *achieve sacrilege
              *set reassured true
              *set morale +20
              *set anarchy +1
              *goto tempstandchoice
            *label crackhead
            The young noble's
            *if female
              chaperon  
            *if male
              chaperone
            screams and several acolytes whimper as the Ecclesiast drops like a stone.  "Take everything of value," you bark to your outlaws.  "Look, I'm still standing.  Don't fear her false curses."
                
            *if tempcrack
              *page_break
            *gosub templestrip
            "Blasphemers!" several townsfolk scream back.  "You've killed our Mother!  Angels rot your eyes!  Xthonos drink your blood!"

            Your outlaws keep a numb silence as you 
            *if freemules > 1
              goad the mules 
            *if freemules < 2
              make haste
            back to the woods.  
            *label templepoor
            There's none of the usual laughter and boasting that follows a raid this successful.  The Ecclesiast's anathemas clearly haunt your devout outlaws, who remain unmoved by your assurances that it's all so much smoke and bluster.
            
            The real blow to morale falls when the curse appears to come true.  Within a day of your return, three of the temple raiders have taken themselves to ${healer}'s tents with various serious illnesses, 
            *if (kids > 2) and (hc_foll > 0)
              *set followers -1
              *set kids -1
              *set morale -1
              *set dead +1
              *set bandead +1
              *set hc_foll -1
              *set kidsdead +1
              a child has died from an accidental fall,
            *if (kids <= 2)
              another outlaw has fallen and broken a leg,
              *set ha_foll -1
              *set sa_foll +1
            weevils have been found in the barley, and the mood of your band has lurched into terror and despair.  Dozens of your supposed followers now shun you altogether, while pleading for the Angels' forgiveness.
            
            Still, the plunder should allow you to feed yourselves well for a while.  That has to be your top priority, surely.
            *set ha_foll -3
            *set sa_foll +3
            *set morale -25
            *set cred_a -10
            *set cred_h -10
            *set cred_y -5
            *set anarchy +1
            *goto tempstandchoice
              
            *label ecclestheu
            *if theuknown < 10
              *set theuknown 10
            *if skep <= 50
              "You know nothing of the power of Xthonos, little priest!" you call, and
            *if skep > 50
              "Can the Servants of Xthonos do aught to equal this?" you cry,
            *if blood = 0
              and draw a blade across your palm.
              *goto handslash
            *if blood > 0
              and:
              *choice
                #…pull out a phial of blood.
                  *if usedblood = 0
                    You unstop one of your 
                    *set d2n_num blood
                    *gosub d2n
                    precious phials of rarefied "aetherial" blood and pour the contents into your outstretched hand.  It has a deeper, richer color than normal blood, but it also feels much lighter on your palm, sending wisps of crimson vapor up into the air and leaving no stain behind on your skin.
                    *set blood -1
                    *set usedblood +1
                    *set phial 1
                    *goto templechange
                  *if usedblood > 0
                    With your thumb, you flick the stopper from
                    *if blood > 1
                      one of your
                      *set d2n_num blood
                      *gosub d2n                      
                    *if blood = 1
                      the last of your
                    phials of aetherial blood.  
                    *if usedblood < 2
                      Even without pouring the contents out, you feel the faint thrum of power as the contents rise wispily into your clenched fist.
                    *set blood -1
                    *set usedblood +1
                    *set phial 1
                  *label templechange
                  What change do you want to make?
                  *choice
                    #I send the Ecclesiast flying into the air.
                      *set theurtemp 1
                      *if levitate = 1
                        You focus intently on the blend of physical elements in the priest's body and try once again to encourage the elements that naturally rise.
                        *if theurgy = 4.3
                          Unlike Chirex, the Ecclesiast has no ability to resist or counter your Theurgy.
                        Her invective is cut off in a terrified yelp as her feet leave the ground.
                      *if levitate = 0
                        Like every other human around you, the Ecclesiast is a painfully complex blur to your altered senses.  You try to focus on her as a mere mixture of physical elements—fire, air, water, and earth, intermingled and interwoven.  Though it makes your head thrum and ache, you think you can feel those basic elements pulling in their different directions.
                        *if disarm = 0  
                          You push out with your mind toward the elemental fire, encouraging it, blowing on it, spurring it higher.  
                        *if disarm = 1
                          As with your past attempts at levitating a wooden weapon, you push out with your mind and encourage the elemental fire to rise higher.
                          
                        And the priest's invective is cut off in a terrified yelp as her feet leave the ground.
                        *set levitate 1
                      *goto tempgoety
                    #I cause every fire in the Naos to blaze up brightly.
                      *set theurtemp 2
                      Staring at the torches and altar flames, you feel yourself drawn into the work of the fire, its natural striving to produce heat and light.  As if flexing a muscle, you push out with your mind toward the light—and every flame in the Naos blossoms into a sphere of brilliant whiteness.

                      "Behold the radiance of
                      *if skep <= 50
                        the Angels!"
                      *if skep > 50
                        truth!"
                      you cry.
                      *goto tempgoety
                    #I strike the Ecclesiast and her choir blind.
                      *set theurtemp 3
                      You are staring into the Ecclesiast's wide eyes when the world begins to blur around you; and you find yourself acutely aware of how her eyes, and those of all others in the courtyard, emit light in order to see.  It feels the simplest thing in the world to cut off that light.

                      "As you have blinded others with your lies," you shout, "be blinded yourself."  The Ecclesiast freezes in shock, but the suddenly sightless choir clutch their faces and howl.
                      *goto tempgoety
                #…draw a blade across my palm.
                  *label handslash
                  *set templeslash true
                  You ignore the pain from your bleeding hand.  In your mind you run through the exercises from the mysterious scroll.  The familiar, intense weakness and nausea sweep over you as the Naos courtyard goes blurry.  You grit your teeth 
                  *if (consc < 0) and (phial = 0)
                    but feel the world slipping away from you.  You fear you haven't fully recovered from the last time you used your own blood in Theurgy; within moments you will be unconscious.
                    *set consc -1

                    *goto templechange
                  *else
                    and cling to consciousness.  
                    *set consc -1

                    *goto templechange
              *label tempgoety

              *if (consc < 0) and (phial = 0)
                You see the pilgrims scatter in terror across the courtyard…and
                *label templeuncon
                the world fades to white around your eyes.  When you wake up, you are slung over the back of a mule, on your way back to the woods.

                *if bred_t
                  *set bred_lead +1
                  Breden leans in to you, relief
                  *if theurgy < 3
                    and bafflement both
                  plain in ${xhis} eyes.  "Thank Angels.  I was beginning to wonder what we'd do if you stopped breathing."

                  "What happened?" you croak.
                    
                  *if temple = 4
                    Breden takes a moment to answer; ${xhe} looks and sounds as shaken as you've ever seen ${xhim}.
                  *if theurgy < 3
                    "You're asking me 
                    *if temple <= 3
                      that, ${kuria} ${wisard}?
                    *if temple > 3
                      that?  
                    Why don't you go first."
                      
                    When you've explained, Breden nods slowly. "Makes sense of a few odd things I've heard about on past raids."
                    *if temple <= 3
                      
                      *comment endif
                    *if temple > 3
                      An expression of disgust haunts ${xhis} face. "None of them quite like today."
                        
                      $!{xhis} condemnation isn't something you have time or energy to manage.
                    "Now will you tell me what happened when I passed out?"
                      
                    *comment endif
                  "The priests called you a Goete, of couse.
                  *if theurtemp = 5
                    Once they'd recovered their breath and a bit of courage.
                  Said that the Angels had struck you down for using Xaotic powers in a hallowed place."  Breden shrugs, rubbing ${xhis} forehead.  "I told them that unlike the bloodthirsty Karagonds, you gave of your own life, refusing to use the blood of the innocent.  That your sacrifice weakened you.  And that they should be personally glad we didn't use the blood of others.  They shut up; we stripped the place and got out."

                  *if (wisard = "Goete") or (temple = 4)
                    "So I'm to be a kindly Goete, then?"
                  You cast your gaze wearily around the raiding party.  They seem in fairly good mettle; Breden must have been convincing in ${xhis} improvised defense.  "Good you were there.  Thank you."

                  "Of course."
                  *if bred_heart >= 10
                    Breden's voice is hard again, the moment of relief past.  "Happy to be of use, ${kuria}."

                    *goto templereturn
                  *if temple > 2
                    Breden stares at you with an odd expression.  "They won't soon forget how you dealt with that Ecclesiast.  What's it feel like—to be able to do that to folk just by willing it?"
                    *choice
                      #"When they've earned it?  It feels good, Breden.  It feels like justice."
                        *set ruth %+5
                        "As you say, ${kuria}."  Breden nods slowly.

                        *goto templereturn
                      #"Bloody tiring."  I close my eyes.
                        *goto templereturn
                      #"It makes me sick.  But sometimes we've no other choice."
                        *set ruth %-5
                        "Was there no other choice there?" Breden asks in a quiet voice.
                        *if temple = 4
                          "No choice but to do…that?"
                          
                        "If there was, it's too late to take it now," you reply curtly.

                        *goto templereturn
                  $!{xhe} stares at the sky for long enough that you begin to suspect ${xhe}'s avoiding your eyes. "Did you feel anything, though…any sense of disapproval?  Angelic wrath?"

                  "Xthonos, Breden!"  Your outlaws glance round at your curse and witness you falling half off the mule, trying to scramble upright.  Then you spy the tremor in Breden's shoulders and subside in disgust.  "Yes.  They 
                  *if helot
                    told me to stop accepting so many japes from my followers.  
                  *if aristo
                    disapproved of my excessive tolerance for insolent japes.
                  It weakens order."

                  "We must be doing something right, to get an Angelic revelation," Breden says mildly. "Praise be."
                  *set bred_lead +1
                  *goto temple_good
                You slowly coax the story of what happened from your downhearted followers.  As soon as you fell unconscious, the Ecclesiast recovered her eloquence and declared that the Angels had struck you down for using Xaotic powers in a hallowed place.
                *if wisard = "Goete"
                  Needless to say, the fact that you had just openly labeled yourself a Goete rather strengthened her case.
                *set morale -5

                While her ferocious rhetoric didn't deter the outlaws from stripping the Naos of its valuables, it left them fearful and miserable.  
                *goto templepoor
              "Goety!" shrieks the Ecclesiast, as the pilgrims scatter for the corners of the courtyard.
              
              *if wischoice
                *if wisard = "Goete"
                  You knew it's what they'd call you, and you intend to make the most of it. "Cower, priest!" you shriek back.  "No weakling Theurge can equal my Goetic might!"
                  
                  *goto prgoete
                *if wisard = "Theurge"
                  *if skep > 50
                    "No, priest," you cry back. "This is true Theurgy: power joined with justice."
                    
                    *goto prtheurge2
                  *if skep <= 50
                    "Blaspheme not!" you roar back at her. "This is true Theurgy, the gift of the Angels."
                    
                    *goto prtheurge1
                *if wisard = "Wisard"
                  "Give it no Karagond name, priest," you call, shaking your head.  "This is the old Wisardry, of which the Thaumatarch knows nothing."
                  
                  *goto prwisard                  
              *if not(wischoice)  
                Of course you've known that the Hegemony is labeling you a Goete, claiming that your power comes from evil forces.  And you've been mulling an appropriate response.

                You could counter firmly that you're a Theurge—a familiar term, which comes with connotations of supporting the Hegemonic order and claiming Angelic blessing.  You could accept the spine-chilling label of Goete, one who trafficks with Xaos-demons, and hope it appalls your enemies even more than your own followers.  Or you could try to revive a dusty Old Shayarin word, "Wisard" (wise one), placing yourself outside the familiar Hegemonic categories.  Of course, no one outside Shayard will have the least idea what Wisard means.
                *choice
                  *selectable_if (skep <= 50) #"You blaspheme, priest!  This is true Theurgy, the gift of the Angels."
                    *set skep %-5
                    *set wisard "Theurge"
                    *label prtheurge1
                    The
                    *if theurtemp = 3
                      blinded
                    Ecclesiast falters for a moment; it's hard to argue with so tangible a miracle.  An awed murmur goes around the Naos.
                    *goto more_theurgy
                  #"No, priest.  This is true Theurgy: power joined with justice."
                    *set wisard "Theurge"
                    *label prtheurge2
                    The Ecclesiast falters at your confident declaration.
                    *goto more_theurgy
                  #"Cower, priest!  No weakling Theurge can equal my Goetic might!"
                    *set wisard "Goete"
                    *set wisardry "Goety"
                    *set morale -15
                    *set cred_p -50
                    *label prgoete
                    The Ecclesiast blanches and falls momentarily silent.  The worshipers in the Naos whimper in fear; your own outlaws look queasy.
                    *goto more_theurgy
                  #"Give it no Karagond name.  This is the old Wisardry, priest, of which the Hegemony knows nothing."
                    *set wisard "Wisard"
                    *set wisardry "Wisardry"
                    *set natl %+5
                    *label prwisard
                    The Ecclesiast falters, unsure how to respond to the archaism.  A fascinated murmur arises from the crowd, including your own outlaws.
                    *goto more_theurgy
                *label more_theurgy
                But the pool of blood in your palm is fast-dwindling, and
                *if theurtemp = 1
                  you know that within moments the priest will begin to sink.
                *if theurtemp = 2
                  the brilliant light is already starting to fade.
                *if theurtemp = 3
                  you are sure that light is already beginning to creep dimly from their darkened eyes.
                When your ${wisardry} expires, you fear the Ecclesiast will regain her wits and shatter your followers' morale.

                Are you going to spend more blood on a more decisive, destructive Change?
                *choice
                  *if blood > 0
                    #Yes.  I pull out a blood phial.
                      *if usedblood = 0
                        You unstop one of your 
                        *set d2n_num blood
                        *gosub d2n
                        precious phials of rarefied "aetherial" blood and pour the contents into your outstretched hand.  It has a deeper, richer color than normal blood, but it also feels much lighter on your palm, sending wisps of crimson vapor up into the air and leaving no stain behind on your skin.
                        *set blood -1
                        *set usedblood +1
                        *set phial 1
                        *goto templechange2
                      *if usedblood > 0
                        With your thumb, you flick the stopper from
                        *if blood > 1
                          one of your
                          *set d2n_num blood
                          *gosub d2n
                        *if blood = 1
                          the last of your
                        phials of aetherial blood.  
                        *set blood -1
                        *set usedblood +1
                        *set phial 1
                        *if usedblood < 2
                          Even without pouring the contents out, you feel the faint thrum of power as the contents rise wispily into your clenched fist.
                      *goto templechange2
                  *if templeslash
                    #Yes.  I draw more blood from the wound in my palm.
                      You feel the world begin to fade around you; within moments you will be unconscious.
                      *set consc -3
                      *goto templechange2
                  *if not(templeslash)
                    #Yes.  I cut open my hand.
                      You grit your teeth as the blood spills from your palm.
                      *if (consc < 0) and (phial = 0)
                        To your horror, you realize you haven't fully recovered from the last time you used your own blood in Theurgy; within moments you will be unconscious.
                        *set consc -1
                      *goto templechange2
                  #No.  Let it be.
                    *label theurgy_no
                    The Ecclesiast harangues you with increasing vehemence as your ${wisardry} wears off.
                    *if bred_t
                      In the end, she is silenced not by your power but by Breden's vehement riposte:
                      *label bred_eloq
                      "You're no servant of the merciful Angels, woman.  We are.  And I say, anathema on all those who distort the truths of Xthonos and call it Canon!  Damnation to those who use the name of the Angels to justify murder!"

                      The priest stammers a response, but soon falters in the face of Breden's righteous, eloquent conviction.  It takes your followers a couple of minutes to strip the courtyard of its silver statuary, the altar of its golden bowls and daggers, and the clerics of their jeweled collars and white woolen cloaks.  Once the plunder is 
                      *if freemules > 1
                        lashed to your mules, 
                      *if freemules < 2
                        stowed in sacks,
                      you unbar the gates. The scandalized crowd that has formed outside instantly scatters when your archers fire notched, whistling arrows over their heads.

                      *label templereturn
                      *if (wisard = "Goete") or (temple > 3)
                        All the way home through the woods, you hear your party whispering unhappily about "Goety." They're clearly afraid of you.  But thanks
                        *goto thxtobreden
                      Thanks 
                      *label thxtobreden
                      to Breden—and to the wealth you bring back to camp with no casualties—you get no more reluctance from your followers about future raids on temples and monasteries.  You've clearly made the priests of Xthonos your enemy, but you and your
                      *if (wisard != "Goete") or (temple != 4)
                        inspired
                      little band of outlaws can live with that.
                      *set bred_lead +1
                      *goto temple_good
                    Her ferocious rhetoric doesn't deter the outlaws from stripping the Naos of its valuables, but it has a clear impact on their confidence.

                    They're silent on the way home through the woods.
                    *goto templepoor
                *label templechange2
                What change do you want to make?
                *choice
                  *if theurtemp = 1
                    #I bring the Ecclesiast down from her levitation with crushing force.
                      Despite a skull-splitting surge of pain, you strive to counteract your ${wisardry} of a few moments earlier.   The priest has opened her mouth to harangue you again, but her words are lost in a howl of alarm.  Everyone in the Naos flinches at the sound of her bones meeting the flagstones.

                      *set temple 3
                      *if (consc < 0) and (phial = 0)
                        It's the last thing you hear as
                        *goto templeuncon
                      The terrified acolytes of Xthonos scatter for the nearest shadows.  Only the young noble runs forward to the crumpled form of the Ecclesiast, shielding her with ${zhis} body and tearing up ${zhis} cloak to bind her broken legs.  You hear ${zhim} shout to ${zhis} cowering 
                      *if female
                        chaperon,  
                      *if male
                        chaperone,
                      "Splints, and sleepwine!  Haste,
                      *if female
                        man!"
                      *if male
                        woman!"
                      
                      "Leave me, ${zkuria}," you hear the wretched Ecclesiast wheeze.  "Don't draw…the Goete's eye…."

                      *goto templedread
                  *if theurtemp = 2
                    #I increase the heat as well as the light from the fires, setting the Naos ablaze.
                      *set theurtemp 4
                      "Stand back from the flames," you shout to your outlaws. 
                      *if skep <= 50
                        "The judgment of Xthonos is on this fane of lies."
                      *if skep > 50
                        "This fane of lies will not stand."
                      As everyone tries to scramble away from the brilliant lights, the fire responds hungrily to your blood-fueled will.  Your head throbs and a wash of gray obscures your vision—but even at a distance, you feel the suddenly blistering heat.  

                      Some of the slower acolytes shriek and fling themselves to the ground, beating out the flames that have ignited in their robes.  All around the courtyard, wooden beams and brackets combust.  The Ecclesiast whispers, "No!" and collapses to the ground; she can see as clearly as anyone that at least half the Naos is going to collapse.

                      *if (consc < 0) and (phial = 0)
                        Then 
                        *goto templeuncon
                      *goto templedread
                  *if theurtemp = 3
                    #I destroy the Ecclesiast's eyes, permanently blinding her.
                      *set ruth %+20
                      *set temple 4
                      *set notoriety +4
                      Only half-understanding what you're doing, you shift your focus from the function of the Ecclesiast's eyes to their elemental composition.  You become aware of the earth there and intuitively strive to change it: condensing, sharpening, piercing.

                      You are unprepared for the agony—it feels like you just took a hammer blow to your own forehead.  Something is resisting your will, as if you're battering against a wall.  But you push on, fighting with every scrap of your energy…and the Ecclesiast gives an ear-rending shriek that goes on and on.

                      All around the courtyard, you see people recoil.  The young noble runs forward to help—then stops, folds over, and vomits.  What appears to undo ${zhim} is not the Ecclesiast's bloodied face, but her fingers, cut by clutching at the blade-like remnants of her eyes.

                      *if (consc < 0) and (phial = 0)
                        And then
                        *goto templeuncon
                      *goto templedread
                  #I tighten the jeweled collars around the necks of the Ecclesiast and acolytes.
                    The priestly collars are stiff cloth, embellished with thread-of-gold and gemstones.  You focus on the thread and clasps holding them together, and try to constrict the thread while holding the clasps firmly closed.

                    As one, the Ecclesiast and her acolytes gasp hoarsely and clutch at their throats.  You grimly pour extra effort into holding the thread and cloth together, strengthening it against their frantic clawing.  One by one, they drop to their knees, faces beginning to darken.
                    *if (consc < 0) and (phial = 0)
                      Then
                      *set theurtemp +5
                      *goto templeuncon
                    *choice
                      #I wait a few moments longer, then release them.
                        The priests huddle on the courtyard flagstones, whimpering with relief.
                        *if theurtemp = 1
                          The cowed Ecclesiast says nothing as she slowly drifts toward the ground.
                        *goto templedread
                      #I release the acolytes, but maintain my grip on the Ecclesiast until she stops moving.
                        *set temple 5
                        *set ruth %+10
                        *set notoriety +4
                        The acolytes huddle on the flagstones, whimpering with relief—but every pilgrim's eye remains on the desperately thrashing Ecclesiast.  It is nearly a minute until she kicks her last.  
                        *if theurtemp = 1
                          Then the only movement from her body is a steady descent toward the flagstones.
                        You reel away, almost entirely drained of energy, and rasp, "Get to it, then."

                        *goto templedread
                      #I don't relent until every priest in the courtyard is dead.
                        *set temple 6
                        *set notoriety +5
                        *set ruth %+20
                        More than a minute later, the final acolyte gives her last spasmodic kick.  Every other living soul in the Naos stands silent and paralyzed.  You reel away, almost entirely drained of energy, and rasp, "Get to it, then."

                        *goto templedread
                  #I rend the Ecclesiast's body in two.
                    *set ruth %+10
                    Everyone's heard of Theurges tearing people apart like rags; it's time for you to demonstrate that your punishments are no less potent or brutal.  You stare grimly at the priest and concentrate on pulling apart the two halves of her body.

                    You are unprepared for the agony—it feels like you just took a hammer blow to your own forehead.  Something resists your will, as if you're battering against a wall.  You push on, fighting with every scrap of your energy; the Ecclesiast gasps and clutches at her stomach and chest, blood gushing from her nose.  But when your own blood vanishes from your palm, the priest remains both intact and alive.

                    *if (consc < 0) and (phial = 0)
                      *page_break
                      You curse feebly as
                      *goto templeuncon
                    "Be warned, Ecclesiast," you rasp, trying to hide your own unsteadiness on your feet.  "I'd not kill you without cause—but you've felt my power.  You know what more a ${wisard} can do to you if ${he} chooses."

                    *if cha = 0
                      If only you were a better liar.  "Do your worst, demon!" she retorts, shrill and triumphant.  "The Angels protected me from your attack!  Now slay me if you will—but know that the unswerving wrath of That Which Is will haunt you for these crimes!  You will have an eternity in Taratur to repent…."
                      *choice
                        #Enough of this.  I crack her over the head with my weapon.
                          *goto crackhead
                        #Ignore her feeble threats.
                          *goto theurgy_no
                    Her lip curls defiantly, but you see her legs trembling, and she doesn't utter another word.
                    *goto templedread
                  #I don't want to do any of these things.
                    *if (consc < 0) and (phial = 0)
                      You hesitate, torn between choices…and
                      *goto templeuncon
                    *goto theurgy_no
                *label templedread
                It takes your
                *if temple > 3
                  shaken
                followers a couple of minutes to strip the
                *if theurtemp = 4
                  blazing
                courtyard of its silver statuary, the altar of its
                *if theurtemp = 4
                  half-molten
                golden bowls
                *if theurtemp = 4
                  (rapidly doused in sacred water)
                and daggers, and the clerics of their jeweled collars and white woolen cloaks.  Once the plunder is stowed away, you unbar the gates. The scandalized crowd that has formed outside instantly scatters when your archers fire notched, whistling arrows over their heads.

                "Free yourselves from the grip of the Ecclesiasts!" 
                *if (bred_t) and (temple < 4)
                  Breden cries
                *if not(bred_t) or (temple > 3)
                  you cry 
                as you lead your raiding party back across the square.  "Don't give your silver to these liars—and helots, stop yielding your blood to them!  Break the Harrower!"

                *if temple > 2
                  "Blasphemers!" several townsfolk scream back.  "You've killed our Mother!  Angels rot your eyes!  Xthonos drink your blood!"
                  *goto hurryback_t
                *if (wisard != "Goete") and (temple < 4)
                  "Join us!" one of your women shouts excitedly at some cowering helots.  "Come follow ${kuria} ${fname}!  Come join the free folk!"  You hear animated muttering break out behind you as you pass.
                *label hurryback_t

                You hurry back to the woods, leaving no chance of the Alastors getting word and catching up with you.
                *if theurgy < 4
                  When you're safe back in the trees, it becomes obvious how much the rest of the outlaws are staring at you.
                  *if theurgy = 2
                    "Where by Xthonos did that come from, ${kuria}?" one finally asks.  
                    
                    While you explain, 
                    *if (wisard = "Goete") or (temple > 3)
                      neither she nor anyone else in the raiding party makes the slightest sound.  By the time you've finished, her eyes are wide.
                    *if (wisard != "Goete") or (temple < 4)
                      every bandit listens in avid silence.  At the end,
                  *if theurgy = 3
                    "So that was…what you were on about the other evening, ${kuria}?" one says at last.
                  
                    "That was it."
                    
                    After a moment's silence,
                  *if (wisard = "Goete") or (temple > 3)
                    "Bloody Taratur." She shivers.  "Least you're not on their side, I suppose."
                  *if (wisard != "Goete") or (temple < 4)
                    she gives a low whistle.  "Well, swiving Angels.  Won't argue with that."
                  *set theurgy 4
                *if (wisard = "Goete") or (temple > 3)
                
                  All the way home, you hear your party whispering unhappily about "Goety." They're clearly afraid of you.  But thanks
                  *goto yourdemo_t
                Thanks 
                *label yourdemo_t
                to your
                *if temple > 3
                  brutal
                demonstration of ${wisardry}—and to the wealth you've brought back with no casualties—you get no more reluctance from your followers about future raids on temples and monasteries.  You've clearly made the priests of Xthonos your enemy, but you and your 
                *if (wisard != "Goete") or (temple < 4)
                  inspired
                little band of outlaws can live with that.
                *goto temple_good
                
      *label tempstandchoice
      *set templeraid week
      *set bred_t false
      *goto banditchoices

  *if ((merchant < week) and (freefollowers > 34)) and ((nothief = 0) and (((freemules+sickmules) > 3) and (merchrecon > 4)))
    #Raid a market town and loot the merchants based there.  (Thirty-five bandits and at least four free mules.)
      *set freefollowers -35
      *label mktownrd
      According to your scouts, the small town of 
      *if bredpick
        Bosford (on the road from Rim Square toward the capital) only recently received its charter from the aristarchs to set up a market.  Its Newchepe has about a dozen stalls and twenty boxes; local tradesfolk and artisans rent them to sell their goods on Thalsday.
      *if not(bredpick)
        Whincote (on the road from Rim Square toward the Norther Rim) has held its market charter for a hundred years.  Its Bronday Chepe has thirty weatherworn stalls.
      Like all other market towns, it has its Alastor contingent, but with trade
      *if bredpick
        flows still fairly small,
      *if not(bredpick)
        somewhat stagnant in recent years,
      there are no more than a score. 
        
      *if storymode
        *set merchmules 12
        *goto merchrlead
      *if freemules >= 12
        *set merchmules 12
        *set freemules -merchmules
        *goto merchrlead
      *elseif (freemules+sickmules) >= 12
        The scouts recommend you send twelve mules if possible.  
        *label sendsickm
        You have 
        *set d2n_num freemules
        *gosub d2n
        uncommitted mules and 
        *set d2n_num sickmules
        *gosub d2n
        currently being kept in camp for your sick bandits.
        *set d2n_num freemules
        *gosub d2n_np
        *choice
          *if (freemules > 3) #Send the ${display_numb} free mules.
            *label sendfreemerch
            *set merchmules freemules
            *set freemules -merchmules
            *goto merchrlead
          *if ((freemules+sickmules) < 12) #Send all our mules.  We need all the plunder we can get.
            *set merchmules (freemules+sickmules)
            *goto reallsickm
          *if ((freemules+sickmules) >= 12) #Send all twelve mules.  We need all the plunder we can get.
            *set merchmules 12
            *label reallsickm
            You reallocate animals from the sick tents to be able to properly sack the market town.  
            *set sickmules -(merchmules-freemules)
            *set freemules 0
            When ${healer} protests that 
            *if sickmules = 0
              you've left him with no mules,
            *if sickmules > 0
              a mere 
              *set d2n_num sickmules
              *gosub d2n
              *if sickmules != 1
                mules 
              *if sickmules = 1
                mule
              isn't enough,
            you remind him that lack of food will likely kill more of you than poor mobility.
            *goto merchrlead
      *else
        If the raid is a success, you'll easily bring back enough plunder to load up all the band's pack animals.
        *if sickmules = 0
          *goto sendfreemerch
        *goto sendsickm
      *label merchrlead
      *comment JAHV there used to be a freemules-merchmules here that was one source of negative freemules
      Who 
      *if storymode and (protection = 1)
        have you brought along to lead the market town
      *if not(storymode) or (protection != 1)
        are you going to ask to lead the 
      raid?
      *choice
        *selectable_if (me_raid < week) #I'll lead it myself.
          *gosub meraid
          You lead your bandits into the unprepared little town under cover of a freezing downpour.
          *if com > 0  
            Catching the town's Alastors by surprise, you kill several, and send the rest fleeing into the rain.
            *if firstkill = 0
              
              With the sudden absence of battle-clamor still ringing in your ears, you find yourself staring at the first man you brought down.
              *gosub firstknarr
              
            The merchants are too terrified to curse you, let alone resist, and you load up your mules with ample plunder from their stalls.  Grain, silver, cloth, dyes, tools, things you'll use and things you'll sell—your bandits toss them all into saddlebags or wrap them in canvas and strap them to the sodden mules.
            
            When the inevitable Alastor counter-attack comes, 
            *if com = 1
              it doesn't take you entirely by surprise.
            *if com = 2
              you're ready for it, and your fighters respond with the discipline you drilled into them.
            You rally your party around the mules as you are hit from three sides at once.
            *if bredpick
              To your dismay, you see that there are more of them than you'd expected—closer to thirty than twenty.
            *if (arms < 19)
              The vengeful Alastors have better arms than your motley arsenal of wooden or scavenged weapons, 
              *if not(bredpick)
                but
              *if (bredpick)
                and
            *if arms > 18
              Many of your raiders have the same weapons as the Alastors, if less experience using them, 
              *if not(bredpick)
                and 
              *if (bredpick)
                but
            *if not(bredpick)
              you still have the advantage of numbers.
            *if (bredpick)
              you don't have the numeric edge that you'd hoped for.
            *if int = 2
                    
              It's going to be a bloody fight, but your half-decent combat skills might be enough to win it.  Do you want to try to use ${wisardry} to tip the balance?  You might be able to drastically reduce your own casualties.  On the other hand,
              *if blood = 0
                if you pass out from blood loss, your leaderless party might collapse under the Alastor assault.
              *if blood > 0
                you only have a tiny supply of aetherial blood; should you use any of it on a battle you believe you can win by normal means?
              *goto merchtheuch
            *if com = 2
            
              During the first, uncertain moments of the fight you stay in the middle of the party, shouting orders and making sure you keep up a strong defensive ring around the mules.  When you can see clearly where the Alastor captain has committed his strongest force, you wade personally into the fight there and kill three of the Hegemonic enforcers.  
            *goto merchelse
            
          *if com = 0
            It all starts so well.  Your raiding party catches the town's Alastors by surprise, kills several, and sends the rest fleeing into the rain.  The terrified merchants don't put up any resistance, and you load up your mules with ample plunder from their stalls.  

            But as you begin pulling back, the furious Hegemonic enforcers regroup and hit you from three sides at once.
            *if bredpick
              There are more of them than you'd expected—closer to thirty than twenty.
            *if (int = 2)
              Your surprised followers fall back in disarray—and you don't know enough about combat to rally them effectively.  If you can't turn the tables with a 
              *if theuknown >= 10
                dramatic display
              *if theuknown < 10
                discreet bit
              of ${wisardry}, within a few eyeblinks this will turn into a rout.
              *label merchtheuch
              *set theuprob "my outlaws are totally routed by the Alastors"
              *gosub usetheuch
              *if theuactnow
                the Alastors overrun you, you had better act now.
                *set theuactnow false
              *if not(theuspell)
                *goto merchelse
              *if theuspell
                *set theuspell false
                *if theurgy >= 10
                  *choice
                    #I increase the weight of the Alastors' weapons and armor.
                      *gosub heft
                      *if (consc < 0) and (phial = 0)
                      
                        And then your own body begins to feel impossibly heavy, and you crumple to the mud.
                        *goto merchconscbad
                      *label merchtheures
                      *gosub merchcascalc 
                      *set merchcas +1
                      
                      When the square finally goes silent again, 
                      *set d2n_num merchcas
                      *gosub d2n
                      of your outlaws 
                      *if merchcas > 1
                        have 
                      *if merchcas = 1
                        has
                      fallen—but all the Alastors are dead.
                      *goto marketok
                    #I hamper their ability to fight with many small Changes.
                      *gosub polter
                      *if (consc < 0) and (phial = 0)
                      
                        You struggle to stay conscious, but topple first to your knees, then face-first into the square.
                        *goto merchconscbad
                      *goto merchtheures
                    #Actually, I've decided it's time to be less discreet in my use of ${wisardry}.
                      *set theurgy -10
                      *goto indiscreet3
                *label indiscreet3
                *set theuknown 10
                *choice
                  #I send the Alastors' clubs flying out of their hands.
                    *gosub disarm
                    *if (consc < 0) and (phial = 0)
                      As your raiding party rallies against the shocked Alastors, the world fades to white around your eyes.  
                      *gosub merchcascalc
                      *set merchcas +(randill6)

                      When you wake up, you are slung over the back of a mule, on your way back to the woods.  Your bandits were disconcerted when you collapsed, and their scramble to defend your body allowed most of the disarmed Alastors to regain their clubs.  They killed 
                      *set d2n_num merchcas
                      *gosub d2n
                      of your raiding party
                      *if merchcas > 13
                        and triggered a chaotic retreat in which five more died.
                        *set merchcas +5
                        *if theurgy < 4
                          *gosub theuwha

                        The survivors and you reach the camp without further trouble.
                        *goto marketrout
                      *if merchcas <= 13
                        before withdrawing again.
                        *if theurgy < 4
                          *gosub theuwha
                      *goto marketok
                    *else
                      *goto marketwin
                  #I levitate the highest-ranking Alastor I can see.
                    *gosub levitate
                    *if (consc < 0) and (phial = 0)
                      As the other Alastors hesitate, shocked and unnerved, you lose your fragile grip on consciousness and sink into the mud.  
                      *label merchconscbad
                      When you wake up, you are slung over a mule, riding back into the wooded hills.

                      The handful of miserable-looking bandits at first refuse to answer your questions about what happened. You learn that when you collapsed, the Alastors regained confidence while your raiding party lost it.  In the end, all but twelve of your raiders were slaughtered. 
                      *if (theurgy >= 10) and (theuknown <= 4)
                        *gosub cravenmad
                      *if theurgy < 4
                        *gosub theuwha
                      
                      The survivors manage to bring back two plunder-laden mules from the raid.
                      *set merchcas 23
                      *goto marketrout
                    *else
                      The other Alastors fall back for a moment, shocked and unnerved by this unexpected display of ${wisardry}.  "To me!" you shout, beckoning your startled bandits back to the mules.  As the floating Alastor leader stops screaming and starts calling to his men, you bark at the bowman beside you, "Shoot him, now!"

                      The Whendward bandits are nothing if not fine archers, and within moments the Alastor captain goes limp in the air.  Your raiding party cheers loudly.  The surviving Alastors charge shakily back into the fray. 
                      *gosub merchcascalc
                      *set merchcas +(randill6)
                      They kill 
                      *set d2n_num merchcas
                      *gosub d2n
                      of you before withdrawing again.
                      *if theurgy < 4
                        *gosub theuwha
                      *goto marketok
                  *if arms > 10
                    #I enhance the sharpness of my bandits' blades.
                      *gosub keen
                      *if (consc < 0) and (phial = 0)
                        *gosub merchcascalc
                        *set merchcas +randill2
                        *if arms < 20
                          *set merchcas +randill6
                        As your raiding party rallies enthusiastically, the world fades to white around your eyes.  

                        When you wake up, you are slung over the back of a mule, on your way back to the woods.  Your bandits were disconcerted when you collapsed, and their scramble to defend your body allowed the Alastors to pull back out of blade range.  They killed 
                        *set d2n_num merchcas
                        *gosub d2n
                        of your raiding party with shortbows before finally retreating.
                        *if theurgy < 4
                          *gosub theuwha
                        *goto marketok
                      *else
                        *if arms > 19
                          *goto marketwin
                        *if arms < 20
                          *gosub merchcascalc
                          *set merchcas +(randill2)
                          Although 
                          *set d2n_num merchcas
                          *gosub d2n
                          of your raiders die in the muddy alleys, they take even more Hegemonic enforcers with them, and your survivors don't break.
                          *goto marketwin
            *label merchelse
            
            *gosub merchcascalc
            *if com = 2
              *set merchcas +1
            *if com = 1
              *set merchcas +randill4
            *if com = 0
              *set merchcas +randill6
            *if merchcas > 13
              When ten of your outlaws have fallen with virtually no sign of casualties on the other side, the rest begin to break and flee—and
              *if com = 0
                your own confusion and fear only add to the chaos.
              *if com > 0
                you are unable to calm them.
              The slaughter in the town's mud-choked alleys is horrific.
              *set merchcas +5
              
              You manage to rally the survivors and get back into the hills, along with two of the loot-laden mules. 
              *goto marketrout
            *elseif (merchcas > 4)
              Although several of your raiders die in the muddy alleys, they take even more Hegemonic enforcers with them, and your survivors don't break.  Eventually you give the order to make a fighting retreat with your mules, and the remaining Alastors don't follow you past the edge of town.
              *goto marketok
            *else
              *goto marketwin

            *label marketrout
            But their mettle is broken, and their dismal morale infects the rest of your band.  Over the following week you often catch bitter comments about your incompetent leadership.  You're lucky Zvad doesn't want your job.
            *set mules -(merchmules-2)
            *set merchmules 2
            *label mktroutres
            *set anarchy +1
            *set morale -10
            *set cred_a -5
            *set cred_m -10
            *goto merchoutcome
            
            *label marketok
            
            It was a bitter, costly fight; your band is slightly demoralized by the loss of good comrades and two precious mules.  But it was lucrative, and should keep much of your band alive through the winter.
            *label mktokres
            *set merchmules -2
            *set mules -2
            *set cred_m -20
            *set cred_a -5
            *set anarchy +3
            *set notoriety +5
            *set morale -5
            *set merchres 1
            *goto merchoutcome
            
            *label marketwin
            The muddy alleyways are soon littered with dead Alastors, and the humiliated survivors retreat again.
            *if (theurgy < 4) and (theuknown > 0)
              *gosub theuwha
            
            You return to the woods having lost 
            *if merchcas = 0
              none
            *if merchcas > 0
              only
              *set d2n_num merchcas
              *gosub d2n
            of your own outlaws, and bringing back lots of food, plunder, and steel weapons.  Unsurprisingly, it's a major boost to morale.  Your
            *if com = 2
              combat
            *if com > 0
              leadership 
            *if com = 0
              growing Theurgical
            skills have served your band well.
            *achieve market
            *set arms +16
            *set cred_m -20
            *set cred_a -5
            *set anarchy +5
            *set notoriety +8
            *set morale +25
            *set merchres 2
            *goto merchoutcome

        *selectable_if (zv_raid < week) #I'll ask Zvad.
          *gosub merchcascalc
          *set merchcas +(randill2+1)
          Zvad returns at the end of the week with a bloody bandage on his thigh and his face sagging around its scaffold of scar tissue.  "It was a bitter hard fight, ${kuria}.  The town's Alastors didn't go down 
          *if bredpick
            easily—and there were more of them than we'd expected.
          *if not(bredpick)
            easily.
          We lost 
          *set d2n_num merchcas
          *gosub d2n
          of the party.  But we beat them in the end, and we've got more silver and grain than we'd have brought back from six caravan raids."

          You grip his shoulder, wishing you could convey strength to him.  "Zvad—thank you.  This may bring us through the winter."

          Zvad coughs and spits out of the tent.  "Aye, one woman or man dead is one less mouth to feed."  He runs his hand through his matted hair to keep it from shedding rainwater down his face.  "It was the right decision, ${kuria}, no doubt of that.  It's just hard to see a friend fall."
          *goto mktokres
        *if el_here and (el_lead > 1)
          *selectable_if (el_raid < week) #I'll ask Elery.
            *set el_raid week
            *set elmerch true
            *gosub merchcascalc
            *set merchcas +(randill6)
            Elery returns at the end of the week with
            *set d2n_num merchcas
            *gosub d2n
            casualties to report.
            *gosub elreason
            *goto mktokres
        *if not(radsick)
          *selectable_if (rad_raid < week) #I'll ask Radmar.
            *set rad_raid week
            *gosub merchcascalc
            *set merchcas +(randill4)
            *set radmerch true
            "Bloody tough," is all Radmar will say when he returns at the end of the week. His face is cut and badly swollen, as if he'd taken a hammer to both cheeks. "Lost 
            *set d2n_num merchcas
            *gosub d2n
            of 
            *if not(bredpick)
              ours."
            *if (bredpick)
              ours—and there were about a third more of theirs than we'd been led to expect. You going to ignore that too, ${kuria}?"  He glares at you.
            *goto mktokres
        #Another outlaw.
          *gosub merchcascalc
          *set merchcas +(randill6+2)
          The raiding party returns from the market town at the end of the week having lost 
          *set d2n_num merchcas
          *gosub d2n
          *if merchmules < 3
            outlaws.
          *if merchmules >= 3
            outlaws and a third of their mules.
            *set mules -round(merchmules/3)
            *set merchmules -round(merchmules/3)
          *goto mktroutres
        *if not(storymode)
          #Actually, I'll postpone this raid to another week, when the outlaw I have in mind isn't already committed.
            *set violence -1
            *set freemules +merchmules
            *set merchmules 0
            *set freefollowers +35
            *goto banditchoices

      *label merchoutcome
      *set followers -merchcas
      *set nonkids -merchcas
      *set ha_foll -merchcas
      *set morale -merchcas
      *set dead +merchcas
      *set bandead +merchcas
      *if (storymode)
        *set merchloot (12*393)
        *set merchbush round(12*3.5)      
      *if not(storymode)
        *set merchloot (merchmules*393)
        *set merchbush round(merchmules*3.5)
      *set loot +merchloot
      *gosub foodcalc
      
      All in all, raiding
      *if bredpick
        Bosford
      *if not(bredpick)
        Whincote
      has brought you loot worth 
      *set d2n_num merchloot
      *gosub d2n
      drachems as well as 
      *set d2n_num merchbush
      *gosub d2n
      bushels of grain.
      *set merchant week
      *set merchrecon 0
      *if bredpick
      
        *if not(elmerch)
          You 
          *if bred_trust < 9
            can't help wondering if it's a 
          *if bred_trust >= 9
            suspect it's no
          coincidence that the town Breden recommended was defended by more Alastors than you'd been expecting.
        *if elmerch
          Though Elery doesn't mention it, you soon hear some of the other survivors complain that there were more Alastors in the town than you'd expected—closer to thirty than twenty.  When you ask her why she didn't mention that, she
          *if e_rel < 10
            clears her throat uncomfortably.
          *if e_rel >= 10
            glares defensively at you. 
          "Didn't want to make excuses, ${kuria}.  Or to look like I was casting blame on any scout who made the best reckoning of the enemy that they could.  Alastors don't let us know when they're going to move themselves about the Rim."
          
          Neither of you mentions that it was her good friend Breden who made that reckoning, and recommended the town as your target.
        *choice
          #I challenge Breden about it.
            *if bred_trust >= 10
              Before you get more than a few words out, Breden cuts you off. $!{xhe}'s clearly been braced for an accusation.
              *if merchres > 0
                "$!{kuria}…we won.  Angels."
              *if merchres = 0
                "$!{kuria}…I know we lost.  But by all accounts, we'd have lost even if there had only been twenty Alastors."  
              $!{xhis} eyes are afire with resentment. "If they'd known they were about to be attacked, don't you think they'd have brought enough guards to crush any force we could send against them?"
              
              "They might have guessed wrongly about how many we'd send," you counter.
              *if merchres = 0
                "They nearly did crush us, Breden."
              
              *label nomoreraids
              Breden throws up ${xhis} hands. "Do what you think right, ${kuria}.  But don't expect me to go on any more raids, when all it gets me is suspicion."  You can see ${xhe}'s serious—${xhe}'ll refuse any future raids you try to send ${xhim} on.
              *set br_raid 14
              *goto banditchoices
            *else
              When you raise it with Breden, for a moment ${xhe} just blinks at you. "I thought we were past this,
              *if aristo
                ${kuria}
              ${fname}."
              
              "You don't think a
              *if merchres > 0
                near-disaster
              *if merchres = 0
                loss
              like the one we just saw 
              *if aristo
                merits some reconsideration?" 
              *if helot
                should get me asking questions again?"
              you say levelly.
              
              $!{xhis} hurt and surprise are visibly shifting into anger.  "If you want anyone else in the band to risk their lives spying out market towns with good-sized Alastor garrisons, ${bfname}? You might want to be less quick to accuse them of treachery."
              
              "I'm not accusing you of anything."  The [i]yet[/i] hovers all-but-spoken between you.
              
              Breden's glare could pierce a stone.  "Until you're ready to, ${kuria}…there's somewhere else I need to be."
              *set bred_trust 11
              *goto banditchoices
          *if (formerdep)
            #I quietly tell Breden that I'm going to keep Zvad as deputy.
              Breden is dumbstruck when you first give ${xhim} the news.  Within moments ${xhis} eyes are ablaze with outrage.  "But you swore that when I came back…this is because of what happened in that town?  A few more Alastors arrive after our scouts leave, and that's enough for you to withdraw your trust?"
              
              "Enough to question your judgment."  You fold your arms.  "I need to be able to trust that my deputy will see what's wise, Breden.  Not lead us into a disaster."
              
              "Well, and I could say much the same."
              *set e_rel -3
              *set bred_trust 11
              *goto nomoreraids
          *if (deputy = "Zvad") #I mention it to Zvad.
            *if zvad > 1
              *set bgtick false
              *gosub bred_rid
              *goto banditchoices
            *else
              *set zvad 3
              You tell Zvad how during the Harrowing, Theurge Chirex singled out the helots who had been talking sedition with Breden.
              *if bred_yell = 1
                Zvad's face contorts with scorn when you relate how ${xhe} publicly called to you, condemning you to torture and death.
                  
                *comment endif
              "There's nothing to prove ${xhe}'s a traitor," you allow.  "A lot of other young helots were involved in those conversations.  But because Breden was the one who started them and kept them going…well,
              *if rescuer = 0
                now people 
              *if rescuer > 0
                it's natural to
              wonder if they were just meant as a trap for seditious helots all along.  We all know that's how the Hegemony works."

              "How well did you know Breden?" Zvad demands.  "Do you really believe ${xhe}'d sell out ${xhis} friends?"

              "I hadn't known ${xhim} more than a few months before the Harrowing," you reply, shaking your head.
              *if (bred_lover > 3) or ((bred_heart > 1) and (bred_heart < 10))
                You can feel warmth in your cheeks, and wonder how much of your disquiet is about your own capacity to fall in love with a liar and spy.
              "Not long enough to say for sure what kind of person ${xhe} might be.  So
              *gosub treachery
              *goto banditchoices
          #I let it alone.  It's probably nothing.
            *set bgtick false
            *goto banditchoices
          *if (bred_trust < 10) #I let it alone. I don't want to raise suspicions until I have proof.
            *goto afterwinter
          *if (bred_trust >= 10) #I let it alone.  Breden already knows I suspect ${xhim}, and it will be impossible to prove ${xhis} hand in this.
            *label afterwinter
            When you've survived the winter, you'll be able to turn your mind more fully to catching the traitor in your midst.
            *set bgtick false            
            *goto banditchoices
      *if not(bredpick) and ((alaine >= 0) and (protection != 1))
        *page_break
        However, you soon receive a
        *if randill2 > 1
          witheringly angry 
          *set alaine +10
        message from
        *if alaine = 0
          your fence
          *set alaine +1
        Alaine Leybridge: [i]Whincote is home to one of my most valuable contacts, a friend and fellow Guild member of long standing.[/i]
        *if randill2 = 1
          [i]Let us all consider it a fortunate coincidence that she was not present at the time of your barbaric sack of the town—and may I urge you to refrain from any further such ventures, as it would render our further collaboration impossible.[/i]
            
          "$!{oath}, that was lucky," you say to ${deputy}, carefully re-folding the paper scrap for tinder. "Mention it to the scouts—if we do decide to raid another market, we can't overlook one of Alaine's confidants again."
          *goto banditchoices
        *if randill2 > 1
          *set merchcomp round((merchloot*2)/5)
          [i]On Bronday you stole from her goods worth 
          *set d2n_num merchcomp
          *gosub d2n
          drachems.  You will bring them to me next week, and I will return them to her, with an additional payment of one hundred drachems for her pains.[/i]
            
          *if deputy = "Breden"
            At Breden's suggestion, you show the note to Zvad.
          "So this means we'll be fencing those goods through someone else this week?"
          *if deputy != "Breden"
            you ask Zvad.
          *label alainedemandchoice
            
          "If you want to see how much use silver is when no one will take it off us," the big ${whend} rumbles unhappily.  "Alaine's our best fence, ${kuria}.  There are things we can sell her that we can't to anyone else.  And she's more reliable than any of the others."
          *choice
            #I accept Alaine's demand.  Better to lose a bit now than to lose our most lucrative relationship.
              *if not(mulemersyn)
                *set loot -(merchcomp+100)
              *if (mulemersyn and (mulemerth < 9))
                *set mules -randillc4
                *set loot -100
                *if loot < 0
                  *set wealth +round(loot)
                  *set loot 0
              *if (mulemersyn and (mulemerth > 8))
                *set mules -randillc2
                *set loot -100
                *if loot < 0
                  *set wealth +round(loot)
                  *set loot 0
              *set merchcomp 0
              It sits ill with you—as it does with some of your outlaws when word inevitably gets out.  But you can't let your pride get in the way of feeding the band.
              *if wealth < 0
                
                Of course, you don't have enough wealth to meet her demand for a hundred drachems' compensation.  Having to explain this, persuade her, and then swallow her mockery at your "miserable failure as outlaws" is a humiliation your band won't soon live down.
                *set wealth 0
                *set cred_m -5
                *set morale -7
              *set morale -3
              *goto banditchoices
            #I can't afford to accept Alaine's demand.  I fence our goods through Cacelon.
              You'll never work with Alaine or her contacts in the Trader's Guild again;
              *if alaine = 17
                so much for the smuggling plan.
              *if alaine > 17
                there'll be no more smuggling across the pass.
              *if alaine >= 17
                It's not easy to break off the relationship,
              but you need to eat.
              *label alainecons
              *set alaine +5
              *set protection 1
              *set cred_m -20
              *if mulemersyn
                *set merchcomp 0
              *goto banditchoices
            #I won't be threatened by her.  I fence our goods through Cacelon.
              You'll never work with Alaine or her contacts in the Trader's Guild again;
              *if alaine = 17
                so much for the smuggling plan.
              *if alaine > 17
                there'll be no more smuggling across the pass.
              *if alaine >= 17
                It's not easy to break off the relationship,
              but you won't work as a slave on their terms.
              *goto alainecons
      *goto banditchoices
      
  *if ((nobles < week) and (nobstand < 1)) and ((nothief = 0) and (noblerecon = 4))
    *selectable_if (freefollowers > 29) #Raid noble estates. (Thirty bandits.)
      *set violence +1
      *set noblerecon 0
      *set nobreckback false
      *set freefollowers -30
      *if demerre > 0.5
        *label anothernob
        You send a group to raid another noble 
        *if freemules = 0
          estate,
        *if freemules > 0
          estate.
          *gosub noblemules
          This time, the raiding party will be
        led by:
        *set noblead 0
        *choice
          *selectable_if (me_raid < week) #Myself.
            *gosub meraid
            Your party
            *goto nobleresult
          *selectable_if (zv_raid < week) #Zvad.
            *gosub zvraid
            *set zv_lead +1
            *set noblead 1
            *set nobcas +2
            Zvad
            *goto nobleresult
          *if (el_here and (el_lead >= 1)) 
            *selectable_if (el_raid < week) #Elery.
              *set el_raid week
              *set el_lead +1
              *set nobcas +2
              *set noblead 2
              Elery
              *goto nobleresult
          *if not(radsick)
            *selectable_if (rad_raid < week) #Radmar.
              *set rad_raid week
              *set rad_lead +1
              *set nobcas +3
              *set noblead 6
              Radmar
              *goto nobleresult
          *if (demerre > 3) #Ora.
            *set noblead 5
            *set nobcas +3
            You know you can trust Ora to mete out harsh justice to noble households.
            *goto nobleresult
          *selectable_if (ci_raid < week) #Ciels.
            *set ci_raid week
            *set noblead 3
            *set nobcas +3
            Ciels is known for ${his} level-headedness, especially when it comes to the aristocracy; ${he} won't kill anyone purely for vengeance's sake. $!{he}
            *goto nobleresult
          #A less well-known but still competent bandit.
            *set noblead 4
            *set nobcas +4
            Your party
            *goto nobleresult
          *if not(storymode)
            #Actually, I'll postpone this raid to another week, when the leader I have in mind isn't already committed.
              *set violence -1
              *set freemules +nobmules
              *set nobmules 0
              *set freefollowers +30
              *set noblerecon 4
              *set nobreckback true
              *goto banditchoices
      *label demerretarg
      *if demerre = 0.5
        You return your attention to House de Merre.
        *if (nobrad != "Tiglin") and rad_mutiny
          Needless to say, following his mutiny there's no need to worry about bringing Radmar.
          *set nobrad "Tiglin"
        *if (rad_raid >= week) and not(rad_mutiny)
          Radmar is already committed elsewhere this week and thus 
          *if nobrad = "notRadmar"
            (to your relief)
          won't have a chance to join the raid.
          *set nobrad "Tiglin"
        *if (nobrad = "Radmar") or (nobrad = "Radmar?")
          Radmar remains as keen to go as when you last spoke.
        *if nobrad = "notRadmar"
          Perhaps the delay will have made it easier to put Radmar off the scent, though you're sure he's still watching for this raid.
        
        *goto pickleadnob
      *set demerre 1
      Your scouts have recommended House de Merre—a family of avid hunters whose small estate is mostly woodland and abuts the Whendward Hills.  You will be able to move in your party under good tree cover and strike by night.
      *if aristo
        The de Merre have a few remote marriage connections with the ${lname}, but you don't know any of them personally. 
      *if not(radsick) and (rad_raid < week)
        
        Radmar hunts you down after the scouts' return. "I see that Young Earnn is back from the Rim.  They find us a House to hit?" 
        
        "We don't talk about what the scouts found," you say shortly. "Especially while we've not had time to hunt for whoever betrayed us in Rim Square."
        
        The big fighter ignores your pointed rebuff.  "I don't know who we're going to attack, ${kuria}. I don't care.  But as long as they're noble, I want to be there.  I want to see their faces when we take from them some of what they took from us." His face is 
        *if poric <= 0
          a mask of grief and fury.
        *if poric > 0
          eager and stone-hard.
        *choice
          #"I was hoping you'd join us."
            *set r_rel +1
            Radmar 
            *if poric <= 0
              nods silently,
            *if poric > 0
              grins,
            stepping away from you.  "Glad to hear it, ${kuria}.  And if you need someone to lead, just let me know."
            
            *set nobrad "Radmar"
            *goto pickleadnob
          #"We're not going to kill them if we can help it, Radmar."
            "Just let me be there, and I don't give a damn if they live or not."  Radmar leans toward you, scowling. "But I will be on this raid, ${kuria}.  Once there, I'll follow your orders, or anyone else's you choose.  The one order I won't take is one telling me to stay here."
            
            "Are you challenging me for leadership of the band, Radmar?" you ask coolly.
            
            "I don't give a swiving chip for who gets to call themselves Captain of Whendward.
            *if r_rel >= 10
              You've done well enough, and you can keep it.
            I'm just saying, when it comes to this raid, either kill me or make a place for me.  And I'm telling you now so there's no need to quarrel about it on the night."
            
            *set nobrad "Radmar?"
            *goto pickleadnob
          #"If we raid a House, I might choose you."
            "I don't give a damn whether you want to choose me or not, 
            *if helot
              ${lname},"
            *if aristo
              ${kuria},"
            Radmar says bluntly. 
            *if r_rel >= 10
              "You may be the band's leader, but some things are too important for orders.
            *if r_rel < 10
              "This flock of sheep can call you leader if they like.
            I'm going.  And I'm telling you now so there's no need to quarrel about it on the night."
            *choice
              #It's not worth risking a mutiny over this; he'll be part of the raid.  "I've heard you, Radmar."
                Radmar waits a moment, then shrugs when it's clear you've nothing more to say.  "Hope you've heard me clearly, then."
                
                *set nobrad "Radmar"
                *goto pickleadnob
              #"Radmar. Either you follow my lead, you challenge me for lead, or you find your own way. No fourth choice."
                Radmar looms over you, glowering hotly.  "So you say.  But ${kuria}?  Rebels don't always accept the choices you make for them.  Best get used to it."
                
                After his insubordination, you're certainly not going to bring him along if you can help it.  You start looking for an opportunity to dispatch the raid without him noticing.
                *if int = 2
                  *set nobrad "Tiglin"
                *if int < 2
                  *set nobrad "notRadmar"
                *goto pickleadnob
              #There's no way I'm bringing him.  I'll find a way to dispatch the raiders without him knowing. "I've heard you, Radmar."
                Radmar waits a moment, then shrugs when it's clear you've nothing more to say.  "Hope you've heard me clearly, then."

                *if int = 2
                  *set nobrad "Tiglin"
                *if int < 2
                  *set nobrad "notRadmar"
                *goto pickleadnob
      *label pickleadnob
      *if freemules > 0
        You expect much of the loot to be as bulky as it is valuable.
        *gosub noblemules
      *if me_raid = week
        As you're already committed this week, you send the party under:
      *if me_raid < week
        Who do you want to lead the raid?
      *choice
        *if (me_raid < week) #I'll lead it myself.
          *goto noblemelead
        *selectable_if (zv_raid < week) #Zvad.
          *gosub zvraid
          *set zv_lead +1
          *set nobcas +2
          The big ${whend}
          *goto demerresult
        *if (el_here and (el_lead >= 1)) 
          *selectable_if (el_raid < week) #Elery.
            *set el_raid week
            *set el_lead +1
            *set nobcas +2
            Elery
            *goto demerresult
        *if not(radsick) 
          *selectable_if (nobrad = "Radmar") #Radmar.
            *set rad_raid week
            *set rad_lead +1
            *set noblead 5
            *set nobcas +5
            Radmar breaks into a rare smile when you inform him.  "I'm glad of your trust, ${kuria}."
            
            He
            *set r_rel +1
            *goto demerresult
        *selectable_if (ci_raid < week) #Ciels.
          Ciels has a reputation for level-headedness when it comes to nobles. $!{he}
          *set nobcas +3
          *goto demerresult
        #A less well-known but still competent bandit.
          The raiding party
          *goto demerresult
        *if not(storymode)
          #Actually, I'll postpone this raid to another week, when the leader I have in mind isn't already committed.
            *set violence -1
            *set freemules +nobmules
            *set nobmules 0
            *set freefollowers +30
            *set noblerecon 4
            *set nobreckback true
            *set demerre 0.5
            *goto banditchoices
      *label noblemelead
      Three of your bandits used to be helots on the de Merre estate.  A day or two before the raid, you tell them they'll be guiding you and ask them to share their thoughts.
      
      "The de Merre can't afford to keep as many guards and overseers as they once did, $!{kuria}," growls Ora, a sharp-nosed woman with one milky eye.  "These days, most of their huntsmen live off the estate, and there are only ten or twelve armed men in the great house at night.  But the two children, Felix and Iokasta—they're ones to watch.  Both of them know their swords."

      "Will they surrender when they see our numbers?" you ask.

      Ora continues whetting her axe.  "Those two?  They've been trying to break each other since they left the womb.  Neither will ever show weakness where the other can see it.  He mocked her once for showing kindness to a helot—and over the next month, between the two of them, they killed three of us and crippled five more, all to prove who was strongest.  Will they surrender?"  She tests the axe edge with her thumb and smiles, satisfied.  "Xthonos, I hope not."
      *page_break
      You lead your thirty outlaws out one morning toward the forest of the de Merre.
      *if (nobrad = "Tiglin") and (not(radsick) and (rad_raid < week))
        All day, you wait for Radmar to appear…but you seem to have managed to pick the right time to leave unnoticed.
      *if nobrad = "Radmar?"
        Radmar, who has been watching you like a hawk in case you tried to leave without him, strides out defiantly alongside several of his friends and admirers.  Turning him away now would clearly risk a mutiny, and you decide with some annoyance that it's not worth it.
        
        *set nobrad "Radmar"
        *set rad_raid week
        *set rad_lead +1
      *if nobrad = "notRadmar"
        *set r_rel -3
        *set morale -2
        You've been walking for four hours when you see that Radmar is marching toward the rear of the party, wearing a grimace half-defiant and half-smug.  The bandits around him have similarly defiant expressions. All are former helots, and it comes to you now that you've seen them at weapons practice with Radmar.
        *choice
          #Ignore their insubordination.  He can come with us.
            *set nobrad "Radmar"
            *set rad_raid week
            *set rad_lead +2
            *goto goonthen
          #Stop the party, challenge Radmar, and send him back to camp.
            "Radmar.  I ordered you to stay behind.  Either go back or go to Taratur, but the one place you're not going is the de Merre estate."
            *if (cha = 2) or ((cha = 1) and (morale > ((followers*2)/3)))
              
              With 
              *if cha = 2
                the full force of your personality
              *if cha = 1
                all your anger
              behind the rebuke, both Radmar and his friends falter.  The big fighter still launches into his retort. "Damn you, ${kuria}!  You won't give a man a chance to…"
              
              You don't let him finish. "You had your chance to convince me.  You spent it on bluster and threats.  Who here wants a leader who bows to bluster and threats?  Anyone?"  Many of the other outlaws are now looking on Radmar with cool disapproval, while others still look shocked and sullen.  "I've got sympathy for what you feel, Radmar. We all do. But you're letting your feelings lead you into stupid decisions—and I won't have that on a raid.  So it's time to choose.  Either you walk back to camp now or walk away from this band."
              
              He stares hatefully at you for a few moments more, then whirls and heads back to camp.  After a few moments, you beckon the other outlaws after you.  "Let's go.  The earlier we get to their woods, the less likely we are to be seen."
              
              *set r_rel -7
              *set rad_lead -2
              *set morale +2
              *set nobrad "Tiglin"
              *goto goonthen
            *else
              
              Your angry tone only seems to strengthen their resolve.  Radmar just glowers silently while one of the bandits snaps back at you, "A man who's seen his lover's tongue cut out deserves a chance to see the aristos set right, ${kuria}."
              
              If more of your followers were confident in your leadership, perhaps you would have been won their support against Radmar.  But as it is, the raiding party's sympathies stay firmly with him, despite his insubordination.  Trying to force the issue of your leadership would, you sense, only weaken it further.  "We don't have time for this now," you finally growl, and beckon the group after you, ignoring the triumphant-looking Radmar.
              
              *set rad_lead +3
              *set morale -2
              *set nobrad "Radmar"
              *goto goonthen
      *label goonthen
      There's no reason for any hunters to be out, with nearly all the local deer dead of pestilence, but you still breathe a sigh of relief when night falls without anyone spying you.  Your party moves by starlight to the walls of the de Merre gardens, and quickly climbs over on light ladders.
      
      The doors to the great house itself stay barred all night; you'd need a battering ram to get through any of the entrances on the lower floors.  Instead, Ora tosses a cloth-muffled grappling hook up onto the roof ledge, tugs the rope to make sure it's caught, and clambers up.
      *choice
        #I follow close behind.
          *goto parapet1
        #I send another good fighter up the rope.
          You beckon silently to ${nobrad},
          *if nobrad = "Tiglin"
            a young woodsman
          who hauls himself up to the narrow parapet behind Ora.  Just as your two outlaws find their footing on the ledge, a trapdoor bangs open and three guards emerge, bellowing, "Thieves, ho!  Wake the house!"  

          You gesture frantically to the 
          *if (rescuer = 1)
            bandit archers around you.  Arrows 
          *if (rescuer = 0)
            former helots around you.  Sling stones
          immediately begin to clatter off the brickwork, and the guards drop into a crouch, but they keep moving toward ${nobrad} and Ora, short swords extended.  If they dislodge your two advance scouts from the roof, you'll have no chance of breaking into the house.
          *choice
            #Order them to retreat and abort the raid.
              "Get back!  Retreat!" you bellow.  ${nobrad} immediately rolls off the ledge, yelping as the rope strips the skin off his hands.  He is visibly winded when he hits the ground, but finds his feet quickly and runs to your side.

              To your horror, Ora doesn't back away.
              *goto bastarddemerre
            #Order them to hold the ledge.
              The first guard to reach them proves stronger and more skilled than either Ora or ${nobrad}, as well as better armed (with sword against staff).  They're soon bleeding from a host of small cuts, and barely managing to keep the man at bay.
              *if cha = 2

                From the ground, you shout encouragement: "Hold but a moment more!  We're climbing up to you."  There's a total, joyful confidence in your voice that lends courage to your outlaws and plainly unnerves the guards.  Their shouting for reinforcements takes on a more frantic tone.

                Thanks to your charisma, the two advance fighters manage to hold the parapet until two more outlaws scramble up behind them.  "I'm up—throw me a spear," one of them shouts eagerly.  "We'll soon have these pigs spitted."  The guards curse and scramble back through the trapdoor.  A bloodied, grinning Ora sticks close to their heels so they can't lock it against you.

                You scramble up the rope and follow your outlaws into the de Merre mansion.
                *goto demerrehouse
              *else
                You try to shout encouragement and advice to the two outlaws, but you can see the conviction of defeat beginning to weigh them down.
                *if int = 2
                  *choice
                    #Use ${wisardry} to save them.
                      *set demerre 1.5
                      *goto theurgyparapet
                    #No, it's too dangerous.
                      *goto divedown
                *label divedown
                Then Ora takes a wound to her arm that leaves it hanging useless by her side.  She shares an instant's glance with ${nobrad}; as he dives for the rope, she screams and hurls herself onto the guard's blade.  Tearing at his face with her remaining arm, she manages to howl a bloody-lunged, "Death to the bastard de Merre!"  With a scream of rage and fear, the guard loses his balance, and they drop like stones.

                Both Ora and her foe are dead by the time you reach them.  The grappling hook hurtles down a moment later,
                *goto demretreat
      *label parapet1
      By the time you haul yourself up onto the narrow parapet, your arms are burning and your breath coming in quick short gasps.  At that unfortunate moment a trapdoor bangs open ahead of you, and three guards emerge, bellowing, "Thieves, ho!  Wake the house!"  
      
      Your outlaws' 
      *if (rescuer = 1)
        arrows 
      *if (rescuer = 0)
        sling stones
      immediately clatter off the brickwork around them, and the guards drop into a crouch, but they keep moving toward you and Ora, short swords extended.  If they dislodge the two of you from the roof, you'll have no chance of breaking into the house—and they know it.
      *choice
        #Retreat and abort the raid. 
          You bark to Ora, "Down, now!"  and roll off the ledge.  The rope strips the skin off your hands, but slows your plunge enough that you are only winded when you hit the ground.  You scramble away from the house, not wanting to personally cushion Ora's fall.  

          To your horror, you hear her voice unmistakably far above you: 
          *label bastarddemerre
          "Death to the bastard de Merre!"

          "Xthonos, Ora!" you howl.  "Get down!  Archers, cover her!"

          The former helot gives no sign of having heard you, and your 
          *if (rescuer = 0)
            slingers
          *if (rescuer = 1)
            bowmen 
          have to pause as the guards reach her.  She manages to injure one of them with her axe before another runs her through and kicks her from the parapet.  By the time you reach her body it's no longer moving.

          More estate guards are spilling out into the garden, and you lose two more outlaws to arrow fire as you retreat over the wall.  You know that if you had stayed to fight, you would almost certainly have lost many more.  It's still hard to come back empty-handed, and you fear that the story of Ora's futile stand against her former masters will lower everyone's morale.
          *gosub 3cas
          *set morale -7
          *label de_brief
          *gosub foodcalc
          *if demerre <= 2
            *page_break
          *if ((deputy = "Breden") and ((nobrad != "Radmar") or (bredrecon)))
            *goto nobstandchoice
          *if (deputy = "Breden") and (nobrad = "Radmar")
            On your return to the camp, you bring Breden into your tent and fill ${xhim} in on the de Merre raid,
            *if demerre <= 2
              especially the rapid appearance of the guards on the roof.  You conclude, "Most likely, we were just unlucky, and they heard the grappling hook."  
            *if demerre > 2
              highlighting the unexpectedly large number of men-at-arms and their rapid appearance on the roof.  "The nobles were still in their nightclothes," you finish. "So it's possible they weren't expecting us, and that we were just unlucky—they happened to have extra guards on, and some of them heard our grappling hook."
            
            Breden nods slowly, anger kindling in ${xhis} eyes.  "But you're wondering if it wasn't bad luck.  You think someone warned them we were coming."

            *if rescuer = 0
              "The
            *if rescuer > 0
              "A
            traitor—or traitors."  You keep your voice low.
            *choice
              #"Can it be a coincidence that Radmar was on this mission?"
                Breden stares at you, visibly troubled.
                *if rescuer = 1
                  "He's made clear that he's no friend of mine, ${fname}…but
                *if rescuer = 0
                  "Honestly?  
                I still find that hard to believe.  Back in Rim Square, he was so reluctant to bring more people into our group, even when they were interested.  Surely a spy for the Hegemony would be encouraging as many people as possible to join."  $!{xhe} pauses, 
                *if bred_trust < 10
                  a wry expression coming over ${xhis} face.
                *if bred_trust >= 10
                  a mordant note entering ${xhis} voice.
                "Surely a bit more like me than Radmar."

                You give an impatient shake of your head.  "That's not the only consideration, Breden.  And Chirex didn't only go after the people who joined the group, right?  She had names of some of those who only expressed an interest."  Breden nods with obvious reluctance.  "All I'm saying is that this is the second time Radmar's fallen under suspicion for a disaster.  We'll need to keep our eyes on him."

                "When you planned this raid," Breden persists, "I was under the impression that you were keeping the decision fairly close. How long before the raid did anyone know which House you were targeting?  How much time did anyone have to warn the de Merre?"

                "Someone following Young Earnn and the scouts might have guessed which House we'd pick," you say, thinking of Radmar's demands.
                *goto notimetraitor
              #"Whoever that may be."
                You wait for Breden to suggest someone, but though ${xhe} looks troubled, ${xhe} remains silent.  You continue,
                *goto notimetraitor
            *label notimetraitor
            "We don't have the time to go after them now.
            *if needfoodlt > foodstorelt
              If we turn our attention from the raids, some of us will starve this winter. For now, just be sure you share our raid plans with as few people as possible.  When we're sure we're going to survive the winter…then we can start hunting traitors in earnest."
            *if needfoodlt < foodstorelt
              But as soon as we know that we can make it through the winter, we'll start hunting traitors in earnest."
            *if bred_trust >= 10
              
              "So for now, I'm a trusted confidant—but when spring comes, I'll be just another suspect?" Breden says, trying and failing to mask ${xhis} bitterness with a joking tone.

              "You're my second in command," you say flatly.  "I've chosen to rely on you, and I'll still rely on you when spring comes."  

              When you don't say anything more, Breden shrugs, says, "I suppose that's something," and bows out of your tent.
            *goto nobstandchoice
          On your return to the camp, you bring Zvad into your tent and fill him in on the de Merre raid,
          *if demerre <= 2 
            especially the rapid appearance of the guards on the roof.  You conclude, "Most likely, we were just unlucky, and they heard the grappling hook."  
          *if demerre > 2
            highlighting the unexpectedly large number of men-at-arms and their rapid appearance on the roof.  "The nobles were still in their nightclothes," you finish. "So it's possible they weren't expecting us, and that we were just unlucky—they happened to have extra guards on, and some of them heard our grappling hook."
          
          Zvad chews his lip unhappily.  "But you're wondering if it wasn't bad luck.  
          *if zvad > 1
            Breden?  Did ${xhe} have any hand in this raid?"
            *choice
              #"I can't think of any way ${xhe} could have known."
                *if bredrecon and (br_raid > week)
                  With Breden—if ${xhe}'s still alive—out scouting for market towns to raid, you can't imagine ${xhim} having any link to this.
                "So let's not make assumptions yet about who it is.  If things keep going wrong without a clear link to Breden, we may well be looking for a traitor elsewhere."
                
                Zvad gives a slow nod.  "Aye, ${kuria}.  As you say.  Don't want to rid ourselves of a comrade unless it's clear ${xhe}'s betraying us."
                *goto nobstandchoice
              *if (br_raid <= week) #"$!{xhe} could have worked it out if ${xhe} had asked the right questions of our scouts."
                "$!{xhe} wouldn't have known which night the raid would be, or our plans to go in through the roof.  But then, if the traitor had known those details, the de Merre would have had a much more effective ambush waiting for us."
                
                *set bgtick false
                *gosub bred_rid
                *goto nobstandchoice
              #"Actually, I'd say Radmar is more of a suspect."
                You describe how hard Radmar argued to come on the de Merre raid. "Back in Rim Square, Radmar was the only person in Breden's group who didn't come to the agora.  He had a decent enough story for why he wasn't there.  But a story's easy to come by…and how much is it worth, if things keep going wrong when he's around?"
                
                Zvad frowns.  "Was he involved with the merchant raid?"
                
                *if not(radmerch)
                  "Not in any way I could see."
                  
                *if radmerch
                  "Led it."
                  
                  "Aye, I recall that now."  After a moment's troubled consideration,
                Zvad shakes his head.  "Just doesn't feel the type to me, ${kuria}.  Not a good enough liar to spare anyone's feelings, or hide his own.  I'd sooner believe it of Breden, especially after that Bosford raid."
                
                "Then let's keep a close watch on them both, for now."
                *goto nobstandchoice
          You think someone warned them we were coming."

          *if rescuer = 0
            "Someone from my village."
          *if rescuer > 0
            "A traitor."
          You keep your voice low.
          *if demerre > 1
            "Someone who didn't know which night the raid would be, or our plans to go in through the roof.  If the traitor had known the actual details of our raid, they could have planned a much more effective ambush for us."
          
          Zvad's nostrils flare.  "You have anyone specific in mind?"
          *if (not(bred_here) or (br_raid > week)) and (radsick)
            
            "No one who had an opportunity this time," you say.  With Radmar sick and Breden gone, the two most likely suspects are nowhere to be found. 
            *goto taletold
          *choice
            *if (br_raid > week) and (bredrecon)
              #There's no way Breden could have known about this raid.  But I tell Zvad about ${xhim} anyway.
                *goto tellzvad
            *if bred_here and (br_raid <= week)
              #I tell Zvad I'm keeping a close eye on Breden.
                *label tellzvad
                *if zvad > 1
                  *set bgtick false
                  *gosub bred_rid
                  *goto nobstandchoice
                *set zvad +2
                You tell Zvad how during the Harrowing, Theurge Chirex singled out the helots who had been talking sedition with Breden.
                *if bred_yell = 1
                  Zvad's face contorts with scorn when you relate how ${xhe} publicly called to you, condemning you to torture and death.
                  
                  *comment endif
                "There's nothing to prove ${xhe}'s a traitor," you allow.  "A lot of other young helots were involved in those conversations.  But because Breden was the one who started them and kept them going…well,
                *if rescuer = 0
                  now people 
                *if rescuer > 0
                  it's natural to
                wonder if they were just meant as a trap for seditious helots all along.  We all know that's how the Hegemony works."

                *if zvad = 4
                  "And Radmar?" the Whend queries.

                  "Also involved, though not a leader. Suspicious because he escaped on the morning of Chirex's visit."  
                  *if r_rel > 1
                    You shrug.  "He has a decent enough story for why he wasn't there.  But he's still a suspect."
                  
                "How well did you know Breden?" Zvad demands.  "Do you really believe ${xhe}'d sell out ${xhis} friends?"

                "I hadn't known ${xhim} more than a few months before the Harrowing," you reply, shaking your head.
                *if (bred_lover > 3) or ((bred_heart = 3) or (bred_heart = 2))
                  You can feel warmth in your cheeks, and wonder how much of your disquiet is about your own capacity to fall in love with a liar and spy.
                "Not long enough to say for sure what kind of person ${xhe} might be.  So
                *gosub treachery
                *goto nobstandchoice
            *if not(radsick)
              #I tell Zvad I'm keeping a close eye on Radmar.
                *set zvad 2
                You tell the story of the Harrowing in your village, and mention that the young helots chosen for Harrowing came from a single group of friends that had been talking sedition.  "Radmar was one of the members of that group.  The only one who didn't come to the agora in response to the Summons."  You shrug.  "He had a decent enough story for why he wasn't there.  But a story's easy to come by…and how much is it worth, if things keep going wrong when he's around?"

                Zvad looks troubled.  "How many days has it been since you settled on the de Merre estate?  Did he have time to warn them?"

                "Not long—and since I decided, he's been here, hovering about to make sure he could go on the raid.  There was only enough time to pass a warning if someone, say, heard Young Earnn talk about his scouting mission and guessed which House we'd go for."  Zvad looks unconvinced, and you spread your hands, acknowledging your speculation.  "Truth is,
                *gosub treachery
                *goto nobstandchoice
            *if ((bred_here) and (br_raid <= week)) and not(radsick)
              #I mention both Breden and Radmar.
                *set zvad +1
                *goto tellzvad
            #I don't mention any names.
              *label taletold
              You tell the story of the Harrowing in your village, and mention that the young helots chosen for Harrowing came from a single group of friends that had been talking sedition.  But you don't mention 
              *if bred_here
                Breden or 
              any of the 
              *if bred_here
                other 
              helots by name, and Zvad doesn't ask.

              You conclude, "So
              *gosub treachery
              *goto nobstandchoice
          *label treachery
          we can't yet know for 
          *if zvad < 3
            sure.
            *if needfoodlt >= foodstorelt
              And if we turn our attention from the raids, some of us will starve this winter. For now, just be sure you share our raid plans with as few people as possible.  When we're sure we're going to survive the winter…then we can
            *if needfoodlt < foodstorelt
              But as soon as we know that we can make it through the winter, we'll 
            start hunting traitors in earnest."
            *return
          sure."
          *choice
            *if needfoodlt >= foodstorelt
              #"And if we turn our attention from the raids, some of us will starve this winter."
                "For now, just be sure you share our raid plans with as few people as possible.  When we're sure we're going to survive the winter…then we can start hunting traitors in earnest."

                Zvad nods briskly. "Until then, ${kuria}."
                *return
            *if needfoodlt < foodstorelt
              #"But as soon as we know that we can make it through the winter, we'll start hunting traitors in earnest."
                "For now, just be sure you share our raid plans with as few people as possible."
                
                Zvad nods briskly. "No fear, ${kuria}. They'll not hear them from me.  Not a moment before needed."
                *return
            #After a long pause, I mutter, "But sometimes we need to rid ourselves of a threat, even before we're certain."
              *set zvad -3
              *gosub bred_rid
              *return
            #"What do you think we should do?"  I'm not ready to make so momentous a judgment.
              "If you're not sure yet, ${kuria}?" Zvad falls silent for a moment, eyeing you from beneath lowered brows. "And I reckon you're not.  Then nothing but keeping watch, for now.  See if anything else makes you sure."
              
              "Very well."  You're not sure whether you're more relieved or uneasy.
              *return
              
        #Try to hold the roof ledge long enough for more bandits to climb up and join me.
          *if com = 0
            Within moments of the first guard reaching you, you realize just what a terrible idea this was.  The swordsman is a seasoned fighter, while your poor combat skills are exacerbated by the fact that you're trying to keep your footing on a narrow ledge at midnight.  You're lucky to take nothing worse than a nasty gash on your thigh before Ora pushes forward to take your place.

            Ora's a better fighter than you, but not as good as the grinning guard; you all know that this fight will be over long before the other outlaws can climb up to reinforce you.  The hindmost guard has already swapped his sword for a short bow and is starting to return fire on your archers.  "Get down, ${kuria}," Ora gasps.  "Get the others out.
            *if rescuer = 0
              And find out why these bastards were waiting for us.  
            Go!"

            Tears burn your eyes as you shout, "Clear the rope!" and slide off the parapet.  As you fall, you hear Ora's last battle-cry cut off abruptly; the grappling hook hurtles down an instant after you hit the ground, 
            *label demretreat
            narrowly missing your head.  At least ten more guards have charged out into the garden to engage your outlaws hand-to-hand; you lose four raiders before you manage to retreat over the wall. 

            A miserable silence prevails on the return trip; it's always hard to come back from a raid with casualties, still worse to come back empty-handed.  You know this misadventure will send morale plunging among your whole band.
            *gosub 5cas
            *set morale -10
            *if rescuer = 0
              *goto de_brief
            *gosub foodcalc
            *goto nobstandchoice
          *elseif com = 1
            The first guard to reach you proves stronger and more skilled than either you or Ora; on an open field, he and his friends would surely kill you in short order.  But up here, you have one slight combat advantage: the weeks of living on muddy half-rations has left you both whippet-slender, able to strike past each other on the narrow parapet.  The beefy guards essentially have to fight single file. Though you're soon bleeding from a host of small cuts, you and Ora are just decent enough fighters to keep the sole lead guard at bay.
                
            *if cha = 2
              More importantly, you have the advantage of your extraordinary charisma.  When you call down, "Join us—we're holding the roof!" there's a total, joyful confidence in your voice that plainly unnerves the guards.  They're no longer sure they can beat you, and their shouting for reinforcements takes on a more frantic tone.

              To your immense relief, you soon
            *if cha < 2
              *set nobcas +2
              His frustrated comrades pull out short bows and open fire on your followers climbing the walls.  You hear gurgling screams as at least two arrows find their marks—but you also 
            hear a couple of your followers scramble onto the roof behind you.  
                  
            "I'm up—throw me a spear," one of them shouts eagerly.  "We'll soon have these pigs spitted."  The guards curse and scramble back through the trapdoor.  You stick close to their heels so they can't lock it against you.
            *goto demerrehouse
          *else
            "This would be a good night for you to leave service," you inform the swordsmen.  The lead one spits contemptuously and tests you with an easily parried jab.  "The de Merre will find it harder to pay you in the morning.  And you'll find it harder to collect when you're dead."

            The first guard attacks you in earnest now, trying to use his greater body weight to force you back along the ledge.  He's clearly a seasoned fighter. In fact, for all your natural combat gifts, you'd judge that he's a bit better than you.  

            But 
            *if weapon != "sword"
              your staff has better reach than his short sword—and
            up here you have an extra advantage.  The weeks of living on muddy half-rations has left both you and Ora whippet-slender, able to strike past each other on the narrow parapet.  The guard isn't quite good enough to beat the two of you simultaneously, or to force you both to give ground.

            Instead, to his bafflement, fury, and then growing fear, he finds himself edging backward into his protesting comrades.  His counterattacks grow less measured, more reckless.
            *if ruthreal < 50
              "Last chance," you pant. "Surrender.  Don't make us…kill you."

              "Xthonos rot you!" he snarls, swinging for your throat.
            You                 
            *if weapon = "sword"
              deflect his final blow with your sword and lunge forward to pierce his chest.
            *if weapon != "sword"
              duck under his final blow, then crack your staff against his knees. Before he has a chance to regain his balance, you plant your foot in the middle of his chest.
            He howls as he topples from the parapet.  

            The two others hold back for a moment, weighing their chances.  Then they see another of your outlaws clamber onto the roof ledge, with two more close behind.  Echoing their late comrade's curses, the guards retreat through the trapdoor. You stick close to their heels so they can't lock it against you.
            *if firstkill = 0  
            
              Just before you pass through, you find your eyes glancing down toward the first dead guard.
              *gosub firstknarr
            *goto demerrehouse
        *if ((int = 2) and (theuknown < 10)) #Discreetly use ${wisardry} against the guards.
          *set demerre 2
          *set nob_theurgy 1
          *goto theurgyparapet
        *if ((int = 2) and (theuknown >= 10)) #Try to use ${wisardry} to take out the guards.
          *set demerre 2
          *set nob_theurgy 1
          *label theurgyparapet
          Even though they're approaching cautiously, you have only seconds to act.
          *set theuprob "it's too late"
          *gosub usetheuch
          *if theuactnow  
            the guards
            *if demerre = 2
              get past Ora and toss you off the roof ledge, 
            *if demerre = 1.5
              slaughter your outlaws and doom your raid,
            you had better do something now.
            *set theuactnow false
          *if theuspell
            *set theuspell false
          *if theurgy >= 10
            *choice
              #I increase the weight of their weapons and armor.
                *gosub heft
                
                Ora springs for the sluggish, off-balance guards.  You increase the weight of the first one's sword at the height of his swing; he flails backward, and a swipe from Ora's axe sends him shrieking from the parapet.  The next one can't bring his sword up as quickly as he expects, and Ora gets him in the undefended throat.
                
                *if (consc < 0) and (phial = 0)
                  And then your own body begins to feel impossibly heavy.  
                  *if demerre = 1.5
                    You slump to the ground, spending the last of your ${wisardric} energy to send the other guards lurching off-balance.  The last thing you hear is the scream of another one plummeting toward you.
                  *if demerre = 2
                    You abandon all hope of keeping your ${wisardry} a secret; with a howl, you thrust out your bloody hands at the de Merre guards and magnify the weight of every metal object on them.  They are wrenched immediately to the ground, and you pass out to screams of, "Goety! Goety!  Ah, Angels…"
                    *set theurgy -10
                  *page_break
                  *goto demurder
                One by one, they fall to Ora
                *if demerre = 1.5
                  and ${nobrad}
                until the last one manages to dive back through the trapdoor, howling for reinforcement.
                *goto demerrehouse
              #I dim the light to the guards' eyes, half-blinding them.
                *gosub dim
                In the middle of the night, you imagine the effect is particularly unsettling.  The de Merre watchmen falter, blinking and rubbing at their eyes with their free hands.
                  
                Ora sees it and charges for them, taking advantage of a moment of weakness she can't possibly understand.  Two fall almost at once, unable to track her as she strikes whippet-swift.  The survivors curse with growing panic, stumbling away from her.
                *if (consc < 0) and (phial = 0)
                
                  And then your vision also goes dim, and you slump to the
                  *if demerre = 1.5
                    ground, spending the last of your ${wisardric} energy to blind the last two guards altogether.  Your last thought is a faint hope that Ora and ${nobrad} kill them before they can give away your secret.
                  *if demerre = 2
                    parapet.  For as long as you can, you darken the guards' eyes, and their screams are the last thing you hear.
                  *page_break
                  *goto demurder
                "Back to the house!  To the light!"  Ora strikes down one as he dives for the trapdoor; the others flee into the great house.
                *goto demerrehouse
              #I'm afraid it's time to be less discreet in my use of ${wisardry}.
                *set theurgy -10
                *goto indiscreet5
          *label indiscreet5
          *set nob_theurgy 2 
          *set theuknown 10
          *choice
            #I send the guards' short swords flying out of their hands.
              *if disarm = 1
                The de Merre guardsmen's swords are not like the clubs you have levitated before.  Their elemental mix feels heavier; you don't sense much fire or air that you could encourage upward.
              *if disarm = 0
                The de Merre guardsmen's swords remain some of the clearest objects in your blurred field of vision.  They are simple tools with a single, violent purpose.  They are also made of simple forged iron—a blend of elements, earth threaded with fire and water.  
              You concentrate on the heavy earths that went into the blade and conceive of them behaving more like fire, moving in the exact reverse of their natural inclination.  

              You meet intense resistance, as if you're trying to move a mountain.
              *if blood = 0
                Your skull feels like it's cracking in twelve places, and your veins writhe agonizingly under the skin of your arm.
              The swords twitch and shudder like live things, but the blood evaporates from your hand before you actually manage to levitate them.

              Though not disarmed, the guards are plainly terrified by their twisting blades, and by the sight of a bandit chief performing Theurgy. 
              *if (consc < 0) and (phial = 0)
                As you sink to your knees, fighting vainly to stay conscious, you manage a hoarse shout: "Swords—slay your masters!"  The guards yell in fright, Ora utters a war-cry…and you slump to the 
                *if demerre = 2
                  roof, 
                *if demerre = 1.5
                  ground,
                insensible.
                *page_break
                *goto demurder
              *else
                In an inspired moment you shout hoarsely, "Swords—slay your masters!"  One guard flings his weapon away and scrambles back through the trapdoor, weeping incoherently.  As the others recoil, Ora charges toward them with a ear-splitting war cry.  She manages to cut down the lead guard; the other breaks and runs after his fleeing companion.
                *goto demerrehouse
            #I levitate the lead guard.
              *gosub levitate
              He shrieks and flails like a madman, dropping his sword off the edge of the roof.  The other two guards also scream and stagger backward.  Theurgy unnerves people at the best of times—at midnight, performed by a bandit chief on a housetop, it must be far more terrifying.
              *if (consc < 0) and (phial = 0)
                
                You fight to stay conscious, to capitalize on this perfect opportunity—but you have lost too much blood, and the last thing you hear is Ora's ear-splitting war cry.
                *page_break
                *goto demurder
              *else
                Ora leaps back into the fray with an ear-splitting war cry.  She cuts down one cringing guard and sends the other fleeing back through the trapdoor.  

                *if demerre = 2
                  You glance back and see that some of your followers have reached the roof.  They're staring at you, nearly as petrified as the guards.  "Come on!" you shout impatiently, pointing to the trapdoor.
                *if demerre = 1.5
                  You look around and see your followers staring at you, nearly as petrified as the guards.  "Come on!" you shout impatiently.  Scrambling up the rope, you join Ora and a shaken-looking ${nobrad} on the parapet.
                *goto demerrehouse
          *label demerrehouse
          *page_break
          *if (nob_theurgy > 1) and (theurgy < 4)
            As you run into the house and the other bandits join you, Ora puts a shaky hand on your shoulder.
            *if theurgy != 3
              "$!{kuria}."
            Her one eye is wide, her mouth slightly agape.   
            *set demtheu true
            *gosub theuwha
            *if theurgy != 3
              Your revelation has clearly left your followers still off-balance, but the sound of guards rallying below you recalls you all to the task. "Onward, now," you roar. "You have a ${wisard} on your side—and now they know it.  What you're feeling, they're feeling fifty times over.  Take them, now, before they have a chance to recover!"
            *set demtheu false
            
            *comment endif
          The next half hour is a torch-lit, bloody blur, as you lead your raiding party down through the mansion.
          *gosub nobcascheck
          *if cha = 2
            You wield your eloquence like a weapon, disheartening the de Merre guards and spurring on your own bandits.
            *set nobcas +randill2
            *goto destandoff
          *if com = 2
            The de Merre guards try to hold the most defensible positions around the great staircase, but they are outnumbered and no match for your tactical leadership.
            *goto destandoff
          *else
            *if (demerre > 1) and (nob_theurgy > 1)
              The guards who saw your spells run ahead of you, howling, "Goety!  Goety!  Ware the demons!"  Their obvious terror spreads quickly to the other de Merre guards; all you have to do is raise your fist and chant something arcane-sounding, and they scramble away.
              *goto destandoff
            *if (demerre = 1) or (nob_theurgy < 2)
              The worst moment comes when you, Ora, and a handful of other outlaws reach the foot of the grand staircase.  You lead a charge on the four de Merre guards there, hoping to overrun them before they have a chance to form a proper defense—but a door bursts open behind you and seven more armed men pile into your shocked bandits.

              You bellow up the stairs, "More down here!  Rally to me!"  Then the guards are at your
              *if theurgy <= 1
                throats, and you're fighting for your life.
              *if theurgy > 1
                throats; the fighting is too intense for you to draw blood, or attain even for a moment the detachment you'd need for Theurgy. 
              *if nobrad = "Radmar"
                You're saved when Radmar plows into them with a deafening bellow, killing one and knocking two down with a single great swing.  The other de Merre fighters buckle and fall back.
                *goto destandoff
              *else
                One by one, the bandits around you are cut down, as is the first of your would-be rescuers.  You and Ora only barely manage to survive.  But as the rest of your raiding party finally reaches the fray, the de Merre guards buckle and fall back.
                *set nobcas +randill6
                *goto destandoff
          *label destandoff
          Every time they try to regroup, you overrun them and drive them further back into the house.  

          Finally, the last three surviving guardsmen make a fighting retreat to the front door of the house, manage to get it open, and flee.  You order your bandits not to pursue them; there's no chance of Alastors arriving before you've finished looting the place.
          *set arms +15
          *if not(armsfirst)
            "Just make sure we've got the fallen ones' swords."
            *gosub armsfirst
          *if firstkill = 0  
          
            Your eyes linger for just a moment on a fallen guard.
            *gosub firstknarr
          *if rescuer = 0
            You glance over to Ora, breathing heavily.  "More guards than usual?"

            "Eighteen," Ora replies grimly—half again as many as she'd told you to expect.  "And better prepared than they usually would have been.  Where are the de Merre?"
          *page_break
          After a brief hunt, your party finds the two young nobles defending the narrow, curtained passageway to their father Memnon's bedchamber.  They are wearing linen nightclothes, but brandishing swords and leather shields.  "Come on then," Iokasta de Merre calls mockingly.  "Bastard brigands.  Who'll be first to die?"

          You'd half-expected Ora to charge as soon as she saw her old oppressors, but her hatred has cooled to a triumphant contempt.  "You think we're going to come in and duel you one-on-one, de Merre?"  She takes a crackling, spitting torch from one of the other outlaws and points it down the hallway.  "No.  We'll empty your house and then set it alight around you.  Or you can run out now, and we'll spear you and your brother like boar.  Then we'll hang your father with a hemp rope—like you hanged my man from your garden wall."

          Iokasta inhales sharply as she recognizes Ora; her brother Felix whispers in her ear and they fall back behind the curtains.  Memnon de Merre's age-hoarsened voice quavers from his chamber.  "Xthonos crush you, rebel.  Do your worst.  And when all the other noble houses of Shayard unite to hunt you down like wolves, remember this night.  Remember that you brought your deaths on yourselves!"

          You glance around your party, gauging the extent to which they share Ora's bloodthirst.
          *if nobrad = "Radmar"
            You're not surprised to see Radmar's nostrils flared and teeth bared, as if Memnon's "wolves" was the literal truth.
          It's not necessary for you to kill the de Merre—you could easily loot as much wealth as you can carry from the rest of the mansion—but you can see that most of your outlaws are eager for revenge.  Are you going to let them take it?
          *set demerre 3
          *choice
            #No.  We're not going to treat the de Merre with the same inhumanity they showed their helots.
              *set ruth %-20
              *gosub demercy_1
              we won't kill you unless you force us to.  The Thaumatarch has built his Hegemony on blood.  Our new order will not be rooted in bloodshed."
              
              *gosub demercy_2
              *gosub demercy_3
              *goto demerreloot
            #No.  We shouldn't declare war on the aristocracy of Shayard; they may yet join our rebellion.
              *set ruth %-10
              *gosub demercy_1
              you aren't our real enemy.  We're rebelling against the Thaumatarch and his Theurges and Alastors.  Any noble who will join us is welcome.  And any noble who doesn't oppose us will be spared."
              
              *gosub demercy_2
              *gosub demercy_3
              *goto demerreloot
            #No. I'm keen to see true justice done, and it cannot be done by a mob in the night.
              *set ruth %-10
              *set cred_h -5
              *set cred_a -15
              *set anarchy -2
              You lay your hand firmly on Ora's shoulder as you call down the passageway.  "You should be tried for your House's many cruelties, de Merre.  There's no doubt in my mind that you merit every punishment the law can muster.  And when the Hegemony has fallen, I will see you and your vile children brought publicly to judgment."
              
              Ora turns to you, her single good eye widening in protest, but you cut her off.  "So spend your hours between now and then doing what you may to earn our 
              *if aristo
                clemency.  Let no one call us a 
              *if helot
                mercy.  We're no
              gang of assassins, who kill folk in their beds and claim a just cause.  The only punishment we'll mete out now is to claim your wealth, to feed and clothe those who have suffered at your hands.  The rest will follow when we can try you by daylight,
              *if aristo
                and let all souls concur in the judgment."
              *if helot
                where the world can watch and cheer."
                
              *if cha = 2
                Your followers stare at you in amazement.  Thanks to your charisma, their hunger for revenge has been overtaken by your vision of justice.
                *if nobrad = "Radmar"
                  Even Radmar, to your own surprise, doesn't protest your decision; his snarl subsides into a scowl, and he steps away from the door.
                Only Ora remains unmoved, shaking her head in urgent denial.
              *if cha < 2
                *set morale -5
                Your bandits gaze at you in astonishment, with more than a few mutinous mutters breaking out across the group.
                *if nobrad = "Radmar"
                  Radmar snarls something wordless and spits into a corner of the hallway.
                None of them openly challenges you, but they all plainly think you're mad.  
                
                Ora shakes her head, looking as if she's going to weep. 
              *gosub demercy_3
              *goto demerreloot          
            #Yes, it's the closest thing to justice for Ora and her fellow helots—but it should be clean and quick.
              *set ruth %+10
              *set notoriety +5
              You take Ora aside.  "No burning, Ora.  They're monsters; they deserve to die.  But we won't descend to their level.  Execute them quickly."

              Ora's single good eye glowers bright and angry as the sparks from her torch, but her voice remains flat.  "Aye, ${kuria}."  She gives a few sharp orders to your comrades.  Two of them use their long spears to rip the curtains out of the passageway; your archers immediately send a volley of arrows into the de Merre chambers.  You hear screams from the nobles, and the crash of glass breaking.  Then
              *if nobrad = "Radmar"
                Radmar and
              your spearmen charge in, and after a few seconds of clashing steel,
              *if nobrad != "Radmar"                
                *set nobcas +2
              shout that Iokasta de Merre has jumped out the window.  

              You and Ora sprint down the stairs and haul the multiple bolt-bars off the back door.  By the time you finally emerge, you expect to find the young noblewoman climbing over the garden wall.  Instead, you discover her crawling blindly through the bushes, with at least two limbs broken and blood streaming from multiple arrow wounds.  Iokasta's frantic, jerky movements seize you with an overpowering urge to vomit.  "Put her out of her misery," you manage to say to Ora, before you lurch away and empty your stomach into a flowerbed.

              Ora returns to your side shortly, wiping the night's blood from her axe.  She curtly shoos a handful of your other followers back into the mansion.  Then she puts a hand on your back and stands with you for a moment before speaking in a surprisingly gentle voice.  "Don't worry about descending to their level, ${kuria} ${fname}."

              You wipe your mouth clean.  "Let's take what we came for."
              *set cred_a -50
              *set cred_m -20
              *set demerre 4
              *goto demerreloot
            #Yes.  By making a terrifying example of these aristocrats, I'll mobilize the helots behind me.
              *set ruth %+25
              *set anarchy +2
              *set notoriety +8
              *set cred_a -100
              *if aristo
                *set cred_h +30
              *set cred_m -20
              *set demerre 5
              You silently gesture for five of your archers to follow you down the stairs.  The door into the gardens is securely barred; it takes you a minute to get it open.  By the time you finally emerge, as you had guessed, you see a makeshift rope of bed linen and curtains snaking down from the de Merre bedchamber.  You can see one of the nobles leaning out the window, though in the gloom you couldn't say who it is.

              You yell, "Let fly!" to your archers.  Arrows whine over your head, and the silhouetted noble falls to the ground with a scream.  Two of your followers run over to the flowerbeds and confirm that Iokasta de Merre is dead.  

              "Xthonos devour you!" her brother howls from above.  "Burn in Taratur, you bastards!"
              
              "How many times have you heard those curses from your helots, de Merre?" you shout up to him.  "Tonight, we avenge them.  Tonight, all the pain you've caused returns to you."

              Felix de Merre doesn't wait to die in the fire.  He charges from the room and manages to kill three more of your bandits, despite almost immediately taking grave wounds from their spears.  You run back up to the hallway just as Ora finally cuts him down.
              *set nobcas +3
              
              Stepping over Felix's body, you and Ora stride into Memnon de Merre's bedchamber.  The old man is leaning against the wall, unarmed and pitiably frail in his white linen nightgown. His teary, hateful eyes 
              *if aristo
                widen in recognition. "$!{lname}," he rasps.  "I knew your father before your shame. You would do this to your own people?"

                *if arrog <= 0
                  "These are my people now," 
                *if arrog > 0
                  "My people,"
                you say curtly, and nod to the bowman behind you.  Memnon does not flinch until the arrow punches through his heart.
              *if helot
                lock onto yours; he does not plead or flinch from the inevitable.  You glance to the bowman behind you and say, "Make it clean.  Through his heart."

                "Remember us when justice finds y—"  Memnon's last imprecation is cut off abruptly.

              "Tie all three of their bodies to the bed," you order.  Those who find the de Merre will think you left them to burn to death, and spread the legend of your ruthlessness across all Shayard.
              *if aristo
                You have really thrown in your lot with the helots now. 
              *if helot
                Since the authorities and the aristocracy are going to hate you, you'll make sure they fear you as well.
              *goto demerreloot
          *label demerreloot
          *page_break
          *set anarchy +3
          *set notoriety +5
          *set morale +15
          *set wealth +184
          *set nobloot +((30*40)+(nobmules*360))
          *set loot +nobloot
          *achieve demerre
          As you prepare to leave, Ora calls, "$!{kuria}…the de Merre should have four or five horses in their stables."
          
          "You know our fences wouldn't have them."  You glance back at her with some bemusement.  "And we can't keep them in the woods."  Your hardy mules can graze on just about anything, but 
          *if aristo
            it would be cruelty to try to keep a noble steed alive through the winter in the wilderness.
          *if helot
            you've heard enough complaints from Keriatou stablehands about their stallions' tender stomachs.  And which of you knows how to ride?
          
          "We don't need to keep 'em long.  Just till we find a place that'll hide a fire long enough to roast them."  Ora folds her arms, glances around the other outlaws with a
          *if demerre = 3
            faint, bitter
          grin.
          *choice
            *if aristo
              #"Excellent idea," I acknowledge.  "Round them up."
                *label nobhorsemeat
                When word of this gets out, the other Houses of Shayard will universally condemn you.  To take a horse, the glory of the aristocracy from time immemorial, and treat it like cattle?  You can hear your father's disbelieving voice already: [i]How base a villain would feed ${his} helots on so noble an animal?  Feed the little vermin to each other, first![/i]
                *label gladyousee
                
                "Glad you see the need of it, ${kuria}," Ora 
                *if demerre = 3
                  growls,
                *if demerre != 3
                  says,
                heading for the stables.
                *set cred_a -15
                *set cred_h +15
                *set morale +5
                *set foodstorelt +1180
                *set foodstore +round(1180/36)
                *goto demerrehelots
            *if aristo
              #Eat one of these elegant steeds?  [i]Eat[/i] this noblest of beasts?  What, are we Halassurqs?
                "We'll do [i]no such thing[/i]." You're barely able to contain your outrage. "$!{oath}, woman, a horse isn't something you can treat like cattle."
                *label starvehorse
                *if foodstorelt < needfoodlt
                  *set cred_h -20
                  *set morale -10
                  
                  "We're bloody hungry, ${kuria}," Ora says, a dangerous flicker in her eye. 
                  *if kids > 1
                    "You'd choose a horse's life over a 
                    *if aristo
                      helot 
                      *set morale -5
                    child's?"
                    *set morale -5
                    
                    "It won't come to that!" you snap.
                  *if kids < 2
                    
                    *comment endif
                  "We'll feed ourselves from the gold we bring back.  That's what we came for—not to become [i]horse-eaters.[/i]"
                
                Ora and the other outlaws in the raiding party glance at each other before looking back to you, stone-faced.  But the wealth of the de Merre is enough to keep them from outright insubordination.  This time, at any rate.
                *set cred_h -10
                *set morale -5
                *goto demerrehelots
            *if aristo
              #Much as it pains me, I'll slaughter a horse before I watch my followers starve.
                *goto nobhorsemeat
            *if helot
              #The fury this will cause the nobles is irresistible.  "Round them up."
                It always seemed to you that the aristos treated horses as the measure of their nobility.  Your former masters were unspeakably proud at having the largest stable in the Rim, and mercilessly flogged anyone who hurt one of their animals.  You imagine their faces when they hear you've been treating horses as cattle…and promise silently that one day you'll roast theirs, and make them eat your leavings.
                *goto gladyousee
            *if helot
              #We need the meat, from whatever source.
                The nobles will call you no better than a Halassurq barbarian for eating horses…but they were calling you worse already.  You nod to Ora. "Fetch them out, then."
                *goto gladyousee
            #I don't want to alienate the nobility of Shayard—and being known as a horse-eater would certainly do that.
              To take a horse, the glory of the aristocracy from time immemorial, and treat it like cattle?  It's well known that the barbarians of Halassur do it; and 
              *if foodstorelt < needfoodlt
                hungry as you are,
              you wouldn't welcome being compared to them. "We've looted everything we can sell.  Let's leave it at that."
              *goto starvehorse
            *if foodstorelt >= needfoodlt
              #I shake my head. "We're not starving any more.  Let the horses be."
                *set cred_h -5
                Ora is clearly not the only one in the raiding party who would be keen to slaughter the horses just for the uproar it would cause amongst Shayardene nobles.  But ultimately, despite some unhappy murmurs, they accept your judgment.
                *goto demerrehelots
          *label demerrehelots
          
          As you leave the 
          *if demerre = 5
            burning
          de Merre estate, laden with as much wealth as your mules can carry, you see sixteen stricken-looking helots standing outside the gate.  One of them, an elderly woman, approaches you with visible reluctance.

          "$!{kuria}—we must join your band."  She sounds far from overjoyed at the prospect.  "Or the Alastors will torture us all to death.  They will say that we opened the gates for you, and the surviving guards will be desperate to blame someone else.
          *if demerre <= 3
            Master Memnon will not stay the Alastors' hands.
          We have no choice but to follow you."

          "Does it pain you so much to be freed, Senan?" Ora demands touchily.  "After all they did to us?"

          The helot leader replies with equal asperity.  "Xthonos knows the masters 
          *if demerre > 3
            could 
          *if demerre <= 3
            can 
          be cruel, Ora, but this 
          *if demerre > 3
            was 
          *if demerre <= 3
            is 
          our home—and there are worse places in the world.  Should we be rejoicing that now we will be starving in the woods, with every lawful hand turned against us?"

          Before Ora can come up with a retort, you raise a hand for silence.  Frankly, when you look at the de Merre helots, your first thought is despair at taking on extra mouths to feed; most of these house-servants look much too old and frail to be sent on raids.  But if they're ill-suited to join your band, they're even more ill-suited to making their own way.  Turning them away now would be a death sentence.
          *choice
            #Accept them into our band.
              *set followers +16
              *set nonkids +16
              *set newfoll +16
              *set ha_foll +7
              *set freefollowers +7
              *set sa_foll +9
              *set demhelot true
              "We welcome you to share our food and our camp, Senan," you say, beckoning them to your side.  "Our life isn't an easy one, but it is an honorable one.  
              *if demerre > 3
                We defend our friends to the death, and we show no mercy to the servants of the Thaumatarch.
              *if demerre <= 3
                We fight to replace the Thaumatarchy with a just order.  Those who call us lawless now will know better one day.
              So if you want to join us, I don't want to hear any more complaints."

              "Yes, ${kuria}," the old helot mutters mournfully.

              You beckon Ora over as you begin the march home.  "Pick out the ones who are still strong enough to fight, and split them off from the others.  From tonight, I want them sleeping and training with the young hotheads in our band, not with old men and women who miss the comforts of the hearth."  Ora nods her wordless approval and falls back with the de Merre helots.
              
              You bring back one hundred eighty-two silver coins and 
              *set d2n_num nobloot
              *gosub d2n
              drachems' worth of loot to camp.
              *if rescuer = 0
                
                *goto de_brief
              *goto nobstandchoice
            #Tell them they are on their own.
              *set ruth %+10
              "You'll need to find your own way, Senan," you state.  "This winter, we don't have food enough for ourselves, let alone any newcomers."

              The woman looks aghast.  "$!{kuria}, I spoke amiss—forgive me my foolish words, but do not turn us away!  We will all die!"

              "If you came with us, you would all starve."  You shake your head sharply and beckon your raiding party away into the forest.  "I won't take responsibility for your lives.  Don't try to follow us."

              A morose silence stifles your party after you leave the de Merre helots behind.
              *if cha = 2
                  Most of your outlaws were once hapless runaways from noble estates, and it's easy for them to imagine themselves in Senan's place.  It takes all your considerable charisma to restore their morale on the walk back to your camp.
              *if cha < 2
                *set morale -3
                You try to lift the mood, but you don't have the charisma to bring their morale back up.  Most of your outlaws were once hapless runaways from noble estates, and it's easy for them to imagine themselves in Senan's place.
                *if aristo
                  You overhear one of them muttering "hard-hearted aristocrat" under his breath.
                  *set cred_h -5
              
              You bring back one hundred eighty-two silver coins and 
              *set d2n_num nobloot
              *gosub d2n
              drachems' worth of loot to camp.
              *if rescuer = 0
                
                *goto de_brief
              *goto nobstandchoice
          *label demurder
          *gosub nobcascheck
          When you regain consciousness, you find yourself draped across the back of a mule.  Each heartbeat sends a burst of pain through your skull, and your nostrils are coated with acrid smoke.  Lifting your head, you manage a hoarse, "What happened?" 
          *if (theurgy < 4) and (nob_theurgy > 1)
            
            ${nobrad}'s voice rumbles over you, gruff with fear. "We'd hear you answer that first, ${kuria}.  What
            *set demtheu true
            *gosub theuwha
            *set demtheu false
            
            Your body convulses as your lungs try to clear themselves of the oily soot; every cough is like a hammer blow to your fragile skull.  When your vision finally clears, it's to the sight of everyone avoiding your eyes.  You give a ragged sigh.  "$!{sweetoath}.  Just tell me what happened?"
            
          Ora's milky eye glows in the moonlight.  "We won, ${kuria}.  
          *if nobrad = "Radmar"
            Even after you fell."
            
            Radmar's teeth are bared in a grin despite his many cuts and burns. "We beat the bastards.
          And we burned their mansion down around their ears.  After we stripped it of as much as 
          *if nobmules > 0
            the mules 
          *if nobmules = 0
            we
          could carry."

          "Casualties?"

          *set d2n_num nobcas
          *gosub d2n_np
          "$!{display_numb} of us.  Fifteen guards."  Ora turns her head to regard you out of her good eye.  "And the three de Merre—both children and their father."

          "Were the de Merre dead before you set the fire?"  You know the answer even before Ora shrugs and spits into the mud.  Like it or not, after this deliberate atrocity your reputation for ruthlessness will spread across Shayard, and every noble family will be united against you and your rebellion.
          *if aristo
            You can only hope that by cutting yourself off from your fellow nobles, you will increase your credibility with the helots.  As you imagine your father's reaction, your head throbs so fiercely that you almost black out again.
          *set demerre 5
          *if aristo
            *set cred_h +10
          *set anarchy +6
          *set notoriety +13
          *set morale +15
          *set cred_a -100
          *set cred_m -20
          *set wealth +182
          *set nobloot +((30*40)+(nobmules*360))
          *set loot +nobloot
          *if rescuer = 0
            *page_break
            *goto de_brief
          *goto nobstandchoice
      *label demerresult
      *gosub nobcascheck
      *set wealth +182
      *set nobloot +((30*40)+(nobmules*360))
      *set loot +nobloot
      *set morale +15
      returns at the end of the week with one hundred eighty-two silver coins and 
      *set d2n_num nobloot
      *gosub d2n
      drachems' worth of loot.  "How was the fighting?" you ask.

      "They heard us early, ${kuria}; we didn't have much advantage of surprise.
      *if (noblead < 5)
        *set cred_a -10
        We lost 
        *set d2n_num nobcas
        *gosub d2n
        all told."
        
        "And the de Merre?"
        
        *if noblead = 3
          "They stayed in their quarters, ${kuria}," Ciels reports coolly. "Told them if they kept their swords to themselves, they'd live out the night."
          *set anarchy +3
          *set notoriety +5
        *if (noblead < 3)
          *if noblead = 1
            Zvad inclines his head.
          *if noblead = 2
            Elery shrugs.
          "Had to kill one of the young ones when they attacked us.  The other stayed with old father Memnon, and we left them alone."
          *set cred_a -10
          *set cred_m -5
          *set anarchy +3
          *set notoriety +8
        *if (noblead = 4)
          "The two young ones had a go at us, but when we didn't break and run, they pulled back into their quarters and stayed there."  The raid leader looks rueful.  "Some wanted to go in and take them, or burn the place down around them.  But I reckoned the first would cost us too many lives, and the second…well, I wasn't ready for that."
          *set anarchy +3
          *set notoriety +5
        
        "Well done," you say soberly.
      *if (noblead > 4)
        But we fought our way through them, though it cost us
        *set d2n_num nobcas
        *gosub d2n
        raiders." 
        
        "And the de Merre?"
        
        You already know the answer; the soot-stained Radmar shakes his head with grim satisfaction.  "Wouldn't stop fighting us, ${kuria}.  Had to kill them all.  Burned down the place around them."
        
        "Were they dead before you set the fire?"
        
        The big man scowls. "Happens that they were, ${kuria}.  But that's not how the story will be told, will it?"
        
        He's right; after this attack your reputation for ruthlessness will spread across Shayard, and every noble family will be united against you and your rebellion.
        *set demerre 5
        *if aristo
          *set cred_h +10
        *set anarchy +5
        *set notoriety +13
        *set cred_a -100
        *set cred_m -20
      *goto nobstandchoice
      
      *label nobleresult
      *gosub nobcascheck
      *set wealth +160
      *set nobloot +((30*40)+(nobmules*360))
      *set loot nobloot
      *set morale +15
      returns at the end of the week with
      *set d2n_num nobloot
      *gosub d2n
      drachems' worth of loot and one hundred sixty in coin. 
      *set d2n_num nobcas
      *gosub d2n_np
      $!{display_numb} of 
      *if noblead > 0
        the raiding party 
      *if noblead = 0
        your outlaws
      fell to the nobles' guards.
      *if noblead = 0
        *choice
          #I spared the aristos, despite complaints from my surviving raiders.
            *set anarchy +2
            *set notoriety +2
            You're happy to feed your band from their wealth, but murdering them in their beds would only unify the Shayardene nobility against you.  Better to face some grumbles from your bandits than a powerful and undivided enemy.
            *goto nobstandchoice
          #I let my followers kill them.
            *if aristo
              With all you've heard of the abuses of the nobles…how
            *if helot
              You know the abuses of the nobles all too well.  How
            could you force your followers to have mercy on them?  This
            *goto cementyou
          #I executed them myself.
            They wailed for mercy once their guards were all dead…but
            *if helot
              you'd grown up watching the Keriatou ignore similar cries.
            *if aristo
              you showed yourself as relentless as any helot or yeoman rebel.
              *set cred_h +10
            *set notoriety +4
            *set cred_a -10
            *set cred_m -10
            *set ruth %+20
            *if firstkill = 0
              It was the first time you've personally killed another human being.
              *choice
                #But I've grown up regularly seeing people killed…and for years I knew the day would come when I'd do the same.
                  *set firstkill 1
                  Harrowings, the public torment of bandits and other criminals before execution, stories from the Halassur War…killings have always been part of the normal fabric of life, especially for those like Phalangites or Alastors whose role demands it.  This
                  *goto cementyou
                #It's an enemy—the Xthonos-damned enemy that I've feared my whole life.  I could barely keep from howling with elation.
                  *set ruthreal %+10
                  *set firstkill 2
                  It felt as if everything you've hated about the Thaumatarchy was bound up in those broken bodies.  Until you slammed your ${weapon} down on a
                  *if aristo
                    fellow
                  noble's head, you didn't realize how deep and pervasive a
                  *if aristo
                    shame
                  *if helot
                    dread
                  had been bound up inside you.  Now it's evaporating, and the world is new.
                  
                  This
                  *goto cementyou
                #In the heat of the moment, it meant nothing to me.  What I may feel later is another matter.
                  *set firstkill 3
                  How is it possible to feel every nerve ablaze and yet be emotionless as a stone?  Your detachment is only now beginning to give way to something queasier.
                  
                  This
                  *goto cementyou
                #I'll never forget their faces.  $!{oath}.
                  *set ruthreal %-20
                  *set firstkill 4
                  You haven't been able to eat or sleep since you returned.  With grim certainty, you know that this
                  *goto cementyou
            This
            *goto cementyou
      *if (noblead < 5)
      
        *set cred_a -5
        When you ask how the aristos fared,
        *if noblead = 3
          Ciels just shrugs.  
        *if noblead = 4
          the raid leader scratches his head.
        *if noblead >= 3
          "We didn't have to kill anyone.  They hid until we were gone."
          *set anarchy +2
          *set notoriety +2
        *if noblead = 2
          Elery grimaces.
        *if noblead = 1
          Zvad shakes his head, looking mournful.
        *if noblead < 3
          "They tried to fight, ${kuria}.  One or two of them fell to us before the rest gave up."
          *set cred_a -5
          *set cred_m -5
          *set anarchy +3
          *set notoriety +2
        *goto nobstandchoice
      *if (noblead >= 5)
      
        *if noblead = 5
          Of course, Ora slaughtered every noble she could get her hands on.  This
          *goto cementyou
        *if noblead = 6
          Radmar grimly relates how he 
          *if poric > 0
            and Poric
          hunted down the nobles, killing them all.  
          *if radchatkid
            This
            *goto cementyou
          *set radchatkid true
          "Bar the children, of course, ${kuria}."  The big fighter looks oddly torn. "Some said we should have done them too.  Otherwise they just grow up to avenge their kin."
          *choice
            #"$!{oath}, Radmar—we don't kill children."
              "Glad to hear it, ${kuria}," Radmar growls defensively. "Course, sending all their folk to Taratur was no great kindness to them either."  He stomps away toward the water spring before you can say anything more.
              
              Regardless of his mercy, this
              *goto cementyou
            #"By the time they grow up, the Thaumatarch will have fallen and we'll be the ones in control."
              Radmar snorts.  "Or we'll all be dead, more likely."
              
              Regardless of his mercy, this
              *goto cementyou
            #"I hadn't taken you for the sentimental sort, Radmar," you say levelly.
              *set r_rel -2
              *set ruth %+10
              Radmar blinks at you before his face twists in disgust.  "And I'd not taken you for such a villain, ${kuria}.  Let's see how you fare when there's a girl of ten running away from you."
              
              Regardless of his mercy, this
              *goto cementyou
        *label cementyou
        week's raid will 
        *if demerre > 3
          cement your
        *if demerre <= 3
          give you a
        reputation as a murderer of
        *if aristo
          your fellow
        nobles.
        *if aristo
          *set cred_h +10
        *set anarchy +5
        *set notoriety +8
        *set cred_a -40
        *set cred_m -10
        *set ruth %+20
      *goto nobstandchoice
      
      *label nobstandchoice
      *set nobmules 0
      *set followers -nobcas
      *set nonkids -nobcas
      *set ha_foll -nobcas
      *set morale -nobcas
      *set dead +nobcas
      *set bandead +nobcas
      *set nobles week
      *goto banditchoices

  *if ((alastor < week) and (freefollowers > 34)) and ((((alastand < 1) and (nothief < 2)) and (alasrecon = 3)) and ((alastor > 0) or (me_raid < week)))
    #Attack Alastor garrisons in nearby towns.  (Thirty-five bandits.)
      *if (mesick >= 2) and (alastor = 0)
        Unfortunately, you're too ill this week to lead an attack.  For your first raid against a town Alastor garrison—the first act that will properly define you as rebels, not mere bandits—Zvad and the others want you in the lead.  It will have to wait until next week.
        *goto banditchoices
      *set violence +1
      *set freefollowers -35
      *set alasrecon 0
      *set alreckback false
      *if alastor > 0
        *set alastor week
        *gosub alascascalc
        *set alascas +randill4
        You dispatch your rebels against another vulnerable garrison.  They return at the end of the week 
        *set d2n_num alascas
        *gosub d2n
        fewer, but proud at having once again defeated a troop of Alastors.  They also bring back the guards' forged iron weapons.  "We keep hitting them this hard, ${kuria}, they won't have anyone left to send after us in the spring," boasts one outlaw wryly.
        *set followers -alascas
        *set nonkids -alascas
        *set ha_foll -alascas
        *set morale -alascas
        *set dead +alascas
        *set bandead +alascas
        *set anarchy +4
        *set notoriety +10
        *set foodstorelt +120
        *set foodstore +3
        *set arms +((randill4*10)-randill6)
        *set morale +15
        *goto banditchoices
      *set alastor week
      *gosub meraid
      *if deputy = "Breden"
        *if br_raid = week
          *set alas_bred false
        *if br_raid < week
          *set br_raid week
          *set bred_lead +1
        *goto alastorprep
      *if bred_here and (br_raid < week)
        A week ago, with Zvad's advice, you choose thirty-five of your most trusted and capable fighters and began drilling them for the raid.  Word quickly spread across the camp that you intend to hit an Alastor billet, leaving many of your outlaws dismayed and others elated.  You remember Breden cornering you the morning the rumors started; you knew what ${xhe} was going to ask.
        
        "${fname}.  You have to let me be part of the Alastor attack."  There was a familiar heat in ${xhis} eyes and voice.  "We didn't start this rebellion so we could hide out here and raid 
        *if caravan > 0
          caravans in the Owlscap or
        *if temple > 0
          priests or
        the aristocracy's winter grain barns
        *if demerre > 0
          barns, or even helot-killing nobles like the de Merre—we're 
        *if demerre <= 0
          barns—we're 
        here to bring down the Thaumatarchy.  This raid is part of the real war, and I don't want to sit it out in the woods."

        You tried not to let your thoughts show on your face as you considered Breden's request.  
        *if bred_trust < 9
          You'd like to trust ${xhim} and make full use of ${xhis} passion and charisma.
          *if (bred_lover > 0.5) and (bred_lead < 2)
            The rest of the band have clearly begun to wonder why their leader's capable, eloquent lover has been so detached from the raiding. 
          In this case, no
        *if bred_trust >= 9
          This could be a chance to test ${xhim} and see if ${xhe} shows any more signs of untrustworthy behavior.  No
        one except you and Zvad is to know the target garrison in advance, which reduces the likelihood of a truly catastrophic betrayal.  But this is still a complex, high-stakes raid, and a traitor in your party could doubtless do a lot of damage.
        *choice
          #I chose to include Breden in the raiding party.
            *set alas_bred true
            *gosub brraid
            *set bred_lead +1
            "You know this will be our hardest fight all winter," you warned ${xhim}, smiling. "You're welcome to join us, but I didn't want to push you into it."
                
            "Idiot!" ${xhe} retorted,
            *if bred_lover > 3
              flinging ${xhis} arms around you and leaning in to kiss your ear.
            *if bred_lover < 4
              clapping ${xhis} hands triumphantly against your shoulders.
            Then ${xhe} pulled back, ${xhis} face turning intent. "Of course I've been talking to the others, and we've got some ideas about which garrisons are most vulnerable.  When will you be choosing the target town?  Who will be scouting the options?"

            "We'll pick the target closer to the raid day," you said, with more of your unease creeping into your voice than you'd intended.
            *if (bred_trust >= 10) and (bred_lover > 3)
              You hadn't realized how much you've missed ${xhis} kisses.
            "Even more than usual, this is a decision Zvad and I will keep close to our chests.  It will be a disaster if the wrong person finds out—you know that."

            *if bred_trust >= 10
              Breden looked at you without speaking for a few moments.  "And you still think I might be that wrong person."

              You glared at ${xhim}, exasperated by ${xhis} bluntness.  "We'll go traitor-hunting once we've survived the winter, Breden.  Until then, there are some precautions I'd be a fool not to take.  Do you want to join the fight or not?" 

              "You're a fool to bring me, if you really think I'm on their side," ${xhe} snapped back.  "How many Alastors will I have to kill before you stop suspecting me?"

              "This isn't a loyalty test," you told ${xhim} flatly.  "It's our first real battle.  I'm asking you to be part of it.  So you'd better start drilling for it with the others."
            *if bred_trust < 10
              Breden nodded and managed a weak smile.  It clearly rankled that you'd chosen to rely so heavily on Zvad, leaving Breden outside the trusted inner circle of decision-making.  But ${xhe} didn't push the issue, then or now.
            *page_break
            *goto alastorprep
          #I refused to let Breden take part in the raid.
            *set albredrej true
            "Not this one, Breden," you told ${xhim} tersely.  "It's the hardest fight we'll have all winter, and I don't want to lose you."

            Breden looked at you without speaking for several painfully long moments.  "You really think I'd sell you out to a filthy pack of Alastors?" ${xhe} said at last.  "That's what we've come to?"

            *if bred_trust >= 10
              You glared at ${xhim}, exasperated by ${xhis} bluntness.  "We'll go traitor-hunting once we've survived the winter.  Until then, there are some precautions I'd be a fool not to take."

              Breden was obviously struggling to control ${xhis} voice.  "I can take a lot of insults from you, ${lname}.  But this one is almost too much."  $!{xhe} stalked away into the woods, fists knotted by ${xhis} sides.
            *if bred_trust < 10
              "Don't put words in my mouth," you retorted, exasperated by ${xhis} bluntness.  "This raid isn't a loyalty test.  It's our first real battle, like you said—and if it goes badly I don't want all the band's potential leaders wiped out.  Zvad will be staying here.  So will you."

              Breden's lip curled.  "Nice story, ${fname}.  If you seriously thought I might lead the band one day, you might have considered trusting me to take part in a few decisions, instead of making 
              *if democ > 0
                a handful
                *if democ > 9
                 by ${moot}
                *if democ < 10
                  with your inner circle
                and all the rest
              *if democ = 0
                them all 
              in your tent with no one but Zvad."
              *if (bred_lover > 0) and (femalepref = false)
                To your astonishment, a ragged edge of jealousy ripped through his voice.  Though it's preposterous, ${xhe} was clearly reacting to the big Whendish bandit as a rival in more ways than one.
              
              You resisted the urge to snap back that you might trust Breden more if ${xhe} weren't acting like a resentful child.  "Zvad's got the experience none of us can do without.  If he wanted to be leader of this band, he would!  You and I are both still a couple of village pups who have to prove ourselves…."

              "And all I'm asking for is the opportunity to start proving myself!" ${xhe} interrupted.

              "These aren't the last Alastors we'll fight.  You'll have other opportunities.  Don't ask me again."  You turned away from Breden, and heard ${xhis} breath catch stormily in ${xhis} throat before ${xhe} stalked away through the mud.
            *page_break
            *goto alastorprep
      *label alastorprep
      *if (el_here and (el_raid < week)) or (not(radsick) and (rad_raid < week))
        You also make sure you invite along:
        *choice
          *if (el_here and (el_raid < week)) #Elery.
            *label elerypicka
            *if ((br_raid < week) and not(alas_bred)) and bred_here
              *set e_rel -1
              Elery refuses, plainly out of loyalty to Breden. "If you can afford to turn down volunteers, then you won't need me along, ${kuria}."
              
              *goto alastorprep2
            *set el_raid week
            *set alas_el true
            *set el_lead +1
            *goto alastorprep2
          *if (not(radsick) and (rad_raid < week)) #Radmar.
            *set rad_raid week
            *set alas_rad true
            *set rad_lead +1
            *goto alastorprep2
          *if (el_here and (el_raid < week)) and (not(radsick) and (rad_raid < week))
            #Both Elery and Radmar.
              *set rad_raid week
              *set alas_rad true
              *set rad_lead +1
              *goto elerypicka
          #No one from the Rim Square helot meetings.
            The risk of accidentally bringing a traitor is too high.
            
            *goto alastorprep2
      *label alastorprep2
      *if not(storymode)
        You have always picked your targets carefully, but choosing an appropriate Alastor barracks requires the utmost secrecy and a good eye for tactical advantage.  You and Zvad discuss the results of the scouting parties while 
        *if deputy = "Breden"
          Breden and
        your select raiders practice for the attack.

        The first target you choose 
      *if storymode
        Breden's suggested target
      is a border town a little smaller than your old home, with an Alastor billet of eighteen. As usual, only two or three of the Hegemonic law enforcers are ethnic Karagonds. The others are Shayardenes from the far eastern coastal region, indoctrinated in the Karagond Canon and sent to impose it in areas where they have no family connections.

      You bring your main camp as close to the target town as you dare; and then, on a moonlit night, you wake your raiding party just before midnight and inform them of their destination.  
      *if zv_raid < week
        While they ready themselves, you take Zvad to one side.  "If 
        *if deputy = "Breden"
          Breden and
        I don't come back from this, you'll need to take the lead and keep their mettle up," you murmur.  "Especially if we beat the Alastors—because then it'll be only a matter of time before the Karagonds come hunting us in earnest."

        The big Whend scowls and rubs his stubbly chin.  "Don't think I don't know it, ${kuria}.  I can't talk you out of putting your foot in this hive?  I never saw myself as a rebel general."

        "Sooner or later, that's what you'll be," you inform him, grinning despite yourself.  "When this rebellion spreads all across Shayard, we'll need every general we can get.  But I'll try to give you a little more time to get used to the idea."
        *page_break
      Heavy clouds roll in soon after you leave the camp, slowing your progress.  You arrive an hour before dawn and leave six of your party lurking conspicuously near a grain storage barn on the route of the Alastors' last night-time patrol.  Then you take the remaining twenty-nine into the sleeping town.
      
      No one seems to have spied you; the townsfolk have scant reason to leave their homes in the dark on this drizzly winter morning.  You split into two groups, hiding in alleys to either side of a narrow road.  And you wait, shifting from foot to foot to keep the blood pumping painfully through your wet, freezing toes.

      As you had hoped, before long you hear the squelching footfalls of the Alastors, alerted by their watch to bandit activity at the barn.  Their route passes through this pinch point, where you can hit them from both sides at once.  You go still and 
      *if alas_bred
        keep Breden in your peripheral vision 
      *if not(alas_bred)
        hold your breath
      as the sixteen Alastors pass the murky alcove where your ambush party is hiding.  This is the moment when 
      *if (alastor > 1) and (bred_trust > 8)
        an "innocent"
      *if (alastor < 2) or (bred_trust < 9)
        a single
      cough or sneeze could wreck your plan, starting the fight early and preventing you from surrounding your quarry.  But the silence remains unbroken until the last guardsman has passed you.  

      When you hear the first cries of surprise and the snap of bowstrings from the front of their troop, you lead the charge as quickly and quietly as you can through the treacherous mud.  The Alastors' rearguard are strange silhouettes in the spitting rain, and your eyes struggle to make sense of the movement of shadow on shadow.  But your arms are moving with a knowledge of their own; by the time you really perceive the first tall Alastor with his half-raised shield, your weapon has already found his skull.
      *if firstkill > 0
        *page_break
      *if firstkill = 0
        *gosub firstknarr
        
      The Hegemonic enforcers are formidably trained and disciplined.  Even after losing five in the initial shock, they try to regroup into a shield-circle.
      *if com = 2
        *gosub alascascalc
        *set alascas +2
        
        But you keep them from closing their defenses, pressing into the gaps and shouting orders to your followers to keep pushing in from all sides.
        *if alas_rad
          Radmar plows through their line with a
          *if not(alas_el) and not(alas_bred)
            roar.
          *if alas_el or alas_bred
            roar;
        *if alas_el
          Elery leads five other howling young outlaws into the circle's weakest
          *if not(alas_bred)
            spot.
          *if alas_bred
            spot;
        *if alas_bred
          Breden stays at your shoulder, teeth bared as ${xhe} batters at a stumbling Alastor with ${xhis} iron-shod club.  
          *if bred_trust != 2
            For an instant you think how easy it would be for a traitor to "accidentally" strike down a comrade in the darkness…but 
            *if deputy = "Breden"
              having picked Breden as your deputy, it's too late for any qualms about ${xhis} trustworthiness now.
            *if deputy != "Breden"
              you've made your choice, and you have to rely on Breden now.
          
        The Alastors fight with growing panic as you keep splitting their formation.  They are no match for your combat skills, especially when outnumbered and surrounded.  You don't let up until the last one falls; the Hegemony's enforcers expect no quarter, and you don't offer it.  When the fight is over, 
        *set d2n_num alascas
        *gosub d2n
        of your followers are dead.
        *if firstkill = 0  
      
          Your eyes linger for just a moment on that first stricken Alastor.
          *gosub firstknarr
        
        You lead your triumphant party on through the town, whose residents are now audibly, fearfully wakeful behind their shutters.  
        *label alastwin
        *achieve alastor
        The two remaining Alastors in the garrison have fled, leaving their barracks open for your plunder.  There's no coin left, but there is a small food store, linen strips and herbs for binding wounds, and a small arsenal of steel-tipped maces, spears, and swords for your outlaws.

        Do you take advantage of the Alastors' defeat to loot the town?  It doesn't look like a prosperous place, but it will have enough to feed a few more of the hungry mouths in your band.
        *set anarchy +6
        *set notoriety +10
        *set foodstorelt +120
        *set foodstore +3
        *set arms +40
        *set morale +25
        *choice
          #Absolutely—we need their grain and silver.
            The townsfolk are cowed by your
            *if (theuknown >= 10)
              command of ${wisardry} and
            slaughter of the Alastors.  They put up no resistance as your bandits bang on their doors and raucously demand their valuables.
            
            It's not a prosperous place; even after a thorough scouring of the house of the local grain trader, you come up with only a small sack of silver drachems.  But the barns yield another 
            *set alasbush round(((35-alascas)*0.70)+1)
            *set d2n_num alasbush
            *gosub d2n
            bushels of barley.
            *set cred_y -10
            *set cred_a -5
            *set cred_m -5
            *set foodstore +18
            *set foodstorelt +650
            *set wealth +33
            *set morale +10
            *goto alastwin_2
          #No—we want to be clear that this was rebellion, not just banditry.
            *set anarchy -2
            You beckon your fighters with you into the main town square.  "Who speaks for this town?" you call.  "I am ${fname} ${lname} of the Whendward Band.  You'll come to no harm at parley with me."

            After a moment, a door opens and a maternal-looking woman wrapped in woolen shawls steps out.  "I'll speak for all.  What do you want?"  Her face is wary, verging on hostile; her voice betrays only a hint of fear.

            "The 
            *if natl > 50
              liberation of Shayard and the
            fall of the Thaumatarch."  You pitch your voice just below a shout, hoping it carries to the whole town.  "We're no enemies to you, and we'll take nothing that you don't freely offer—which is surely more than could be said of the Alastors we just fought."

            The woman doesn't relax a whit.  "Do you really think you've done us a favor, rebel?  We don't have enough grain to feed our own selves this winter, and you've just ensured that they'll double the number of Alastors billeted here."

            "Then make those thieving Alastors regret that they ever heard the name of your town," you say, now speaking quietly to her alone.  "If you'll not help us, if you'll not openly fight them, still there's much you can do to resist them.  Spoil their food, taint their water, set fire to their barracks.  And when they look for someone to blame, put the blame on us—the phantom bandits in the woods.  Put the blame on ${kuria} ${lname} and ${his} rebels."

            A smile creases the woman's thin lips, and she gives you a barely perceptible nod.  "Damned foolishness.  Get back to the woods, ${lname}—there will be Theurges on your trail soon enough."
            *goto alastwin_2
        *label alastwin_2
        
        Listening to the other outlaws crow over their success as you return to camp, you wish Zvad could be here to see his qualms answered.  This may not bring back lots of silver, but it has left your followers feeling like true rebels, not mere hill bandits.  And you hope it will draw other rebels to your banner.
        *goto alastandchoice
      *else
        *set alascas +randill4
        *if com = 0
          *set alascas +randill6
        *gosub alascascalc
        Your own tactical skills aren't strong enough to keep them from closing their defenses.  
        *if alas_el
          Elery yells something frantic, but it's drowned out by the din of battle.
        *if alas_bred
          Breden throws ${xhim}self furiously into the last gap in the circle, and is nearly decapitated by an Alastor with a short sword. $!{xhe} reels back with a bloody gash in ${xhis} right shoulder.
          
          *comment endif
        Once the Alastors have got their shields up and their backs to each other, their leader unexpectedly bellows up to the townsfolk's shuttered windows: "Wake, all!  Bandits in the grain stores!  Wake and help us rout them, or you'll starve this winter!"  

        Your surviving outlaws falter as the nearest windows swing open and angry, frightened farmers begin to barrage you with sticks, stones, chamber pots and pokers.
        *if alas_rad
          Next to you, Radmar bellows like a wounded bull.
        The remaining Alastors move forward, striking out at your party from behind their shields.
        
        *if int = 2
          Your victory is slipping away from you; you need to do something quickly to avert defeat.
          *set theuprob "the Alastors slaughter my rebel band"
          *gosub usetheuch
          *if theuactnow
            the Alastors overrun you, you had better act now.
          *set theuactnow false
          *if not(theuspell)
            *goto alastelse
          *if theuspell
            *set theuspell false
            *if theurgy >= 10
              *choice
                #I increase the weight of the Alastors' weapons and armor.
                  *gosub heft
                  *if (consc < 0) and (phial = 0)
                  
                    And then your own body begins to feel impossibly heavy, and you crumple to the mud.
                    *goto alasconscbad
                  *label alastheures
                  *set alascas +4
                  
                  *set d2n_num alascas
                  *gosub d2n_np
                  $!{display_numb} of your outlaws have fallen by the time the last Alastor dies.  You lead the survivors up through the town, hearing the fearful voices behind the shutters.  
                  *goto alastwin
                #I hamper their ability to fight with many small Changes.
                  *gosub polter
                  *if (consc < 0) and (phial = 0)
                    
                    You struggle to stay conscious, but topple first to your knees, then face-first into the square.
                    *goto alasconscbad
                  *goto alastheures
                #Actually, I've decided it's time to be less discreet in my use of ${wisardry}.
                  *set theurgy -10
                  *goto indiscreet4
            *label indiscreet4
            *set theuknown 10
            *choice
              #I send the Alastors' clubs flying out of their hands.
                *gosub disarm
                *if (consc < 0) and (phial = 0)
                  As your raiding party rallies against the shocked Alastors, the world fades to white around your eyes.  
                  *set alascas +(randill4)
                  
                  When you wake up, you are slung over the back of a mule, on your way back to the woods.  Your bandits were disconcerted when you collapsed, and their scramble to defend your body allowed most of the disarmed Alastors to regain their clubs.  They killed 
                  *set d2n_num alascas
                  *gosub d2n
                  of your raiding party and triggered a chaotic retreat in which 5 more died.
                  
                  *if (theurgy >= 10) and (theuknown <= 4)
                    *gosub cravenmad
                  *if theurgy < 4
                    *gosub theuwha
                  *set alascas +5      
                  *goto alastrout_2
                *else
                  The townsfolk immediately slam their windows shut; you can hear terrified prayers from the houses closest to you.  No longer threatened from above, your bandits pile into the disarmed, stunned Alastors.  The battle is over within minutes.  
                  *if theurgy < 4
                    *gosub theuwha                  

                  You lead your triumphant bandits on through the town.
                  *goto alastwin
              #I levitate the highest-ranking Alastor I can see.
                *gosub levitate
                *if (consc < 0) and (phial = 0)
                  As the other Alastors hesitate, shocked and unnerved, you lose your fragile grip on consciousness and sink into the mud.  
                  *label alasconscbad
                  When you wake up, you are slung over a mule, riding back into the wooded hills.
                  
                  The handful of miserable-looking bandits at first refuse to answer your questions about what happened. You learn that when you collapsed, the Alastors regained confidence while your raiding party lost it.  In the end, all but eight of your raiders were slaughtered. 
                  *if (theurgy >= 10) and (theuknown <= 4)
                    *gosub cravenmad
                  *if theurgy < 4
                    *gosub theuwha
                  *set alascas 27
                  *goto alastrout_2
                *else
                  *set alascas +4
                  The Alastors fall back for a moment, shocked and unnerved by this unexpected display of ${wisardry}.  The townsfolk slam their windows shut; you can hear terrified prayers from the houses closest to you. One of your archers swiftly puts an arrow into the desperately flailing Alastor leader.
                  
                  The surviving Alastors fight hard and manage to kill another four of your party, but without their leader or support from the townsfolk, they eventually fall to your greater numbers.
                  *if theurgy < 4
                    *gosub theuwha
                  Bloodied and aching from several new wounds, you lead your triumphant bandits on through the town.
                  
                  *goto alastwin
              *selectable_if (arms > 10) #I enhance the sharpness of my bandits' blades.
                *gosub keen
                *if (consc < 0) and (phial = 0)
                  *set alascas +randill4
                  *if arms < 20
                    *set alascas +randill6
                  As your raiding party rallies enthusiastically, the world fades to white around your eyes.  
                  
                  When you wake up, you are slung over the back of a mule, on your way back to the woods.  Your bandits were disconcerted when you collapsed, and their scramble to defend your body allowed the Alastors to pull back out of blade range.  They killed 
                  *set d2n_num randill4
                  *gosub d2n
                  more of your raiding party with shortbows before finally retreating.
                  *if (theurgy >= 10) and (theuknown <= 4)
                    *gosub cravenmad
                  *if theurgy < 4
                    *gosub theuwha
                  *goto alastok
                *else
                  The townsfolk immediately slam their windows shut; you can hear terrified prayers from the houses closest to you.  No longer threatened from above, your bandits pile into the stunned Alastors.  
                  *if arms > 19
                    The battle is over within minutes. 
                  *if arms < 20
                    *set alascas +(randill2)
                    If only more of your raiders had steel blades; 
                    *set d2n_num randill2
                    *gosub d2n
                    more of your raiders 
                    *if randill2 = 1
                      dies
                    *if randill2 > 1
                      die 
                    before finally overwhelming the last guardsman.
                  *if theurgy < 4
                    *gosub theuwha
                  
                  You lead your triumphant bandits on through the town.
                  *goto alastwin

        *label alastelse
        *if alas_el and alas_rad
          *set alascas +randill4
          *gosub r4cas
          For a few moments, you're gripped by the terrifying certainty that you're all going to die.  But between them, Elery and Radmar manage to rally the other outlaws, hold your line, and regain the advantage over the ambushed Alastors.
          
          As the Hegemonic guardsmen begin to falter and break, one by one the townsfolk slam their windows shut again.  Within minutes, it's all over—and though
          *set d2n_num alascas
          *gosub d2n
          of your fellow rebels have fallen, you're alive.
          
          *if firstkill = 0
            Your eyes linger for just a moment on the first Alastor you struck down.
            *gosub firstknarr
            
          You lead the survivors of the raid on through the town, victorious but grim.
          *set el_lead +1
          *set rad_lead +1
          *goto alastwin
        *if cha < 2
          Unfortunately, you are neither charismatic enough to rally your outlaws against the Alastors nor a strong enough general to regain the advantage in battle.
        *if cha = 2
          You order your outlaws to keep fighting, and your charisma keeps them from breaking under the unexpected onslaught.  But you can't regain the tactical advantage against the Alastors, and the townsfolk are starting to emerge from their homes, armed with hammers, axes, and knives.
        *label alastrout
        *if (com = 1) and (arms > 15)
          Bowing to the inevitable, you lead your troop in a fighting withdrawal to the woods.  

          Without your looted steel weapons and your basic combat leadership skills, you're sure that you would all have been slaughtered. But as it is, you lose only 
          *set d2n_num randill4
          *gosub d2n
          more bandits on your retreat.  The Alastors clearly fear that you are leading them into another ambush, and disengage as soon as you reach the treeline.
          *set alascas +randill4
          *label alastok
              
          *set alastor 15
          This raid wasn't a total disaster, but you know it will still hurt the band's morale to have so many comrades fall with no silver or arms to show for it.
          *set morale -(alascas-5)
          *goto alastandchoice
        *else
          In the end, you can only watch helplessly as your line crumbles and your fighters flee.  The Alastors follow with a vengeful roar, intent on slaughtering as many of you as possible.

          After they have finally given up the chase, you gather the handful of survivors and trudge silently back to your camp.  What were you thinking?  Your combat inexperience was painfully obvious, and your poor tactical choices got nearly the whole raiding party killed.  
          *set alascas 29
          *label alastrout_2
          *set alastor 15
          You lost the weapons carried by the fallen bandits, and you didn't even bring back any silver to help your diminished band survive the winter.  Unsurprisingly, this disaster causes a massive plunge in morale.
          *set morale -alascas
          *set arms -alascas
          *if arms < 0
            *set arms 0
          *goto alastandchoice
          
          *label alastandchoice
          *set followers -alascas
          *set nonkids -alascas
          *set ha_foll -alascas
          *set morale -alascas
          *set dead +alascas
          *set bandead +alascas          
          *if alastor > 12
          
            After losing 
            *set d2n_num alascas
            *gosub d2n
            bandits in total, you'd find it hard to convince any more to assault an Alastor garrison.  For now, you'll have to be content to lead bandits, not full-on rebels.
          *goto banditchoices
  
  *if ((prothaggle > 0) and (freefollowers > 9)) and ((me_raid < week) or (me_rim = week))
    #Go visit Alaine Leybridge to discuss our caravan raids. (Ten bandits, led by me.)
      *set me_rim week
      *gosub meraid
      *set freefollowers -10
      *label protectvisit
      *set prothaggle -30
      You travel through the night and (after careful surveillance of Leybridge and its outskirts) knock on Alaine's back door around dawn.  Several minutes later your ${nere}ish fence appears, blinking and wrapped in nightrobes, and says with no little asperity, 
      *if not(alaine_visit)
        "$!{kuria} ${fname}, I presume?  Why by Xthonos do you bandits never visit at a more sociable hour?"
        
        You shrug.  "There are more Alastors about at sociable hours."
      *if alaine_visit
        "This is what you deem a more sociable hour, ${kuria} ${lname}?"
      
        *if helot
          "Should I be less worried about Alastors than I was on my last visit, kuria Alaine?"
        *if aristo
          "Let's say that my concerns about Alastors have hardly diminished since my last visit."
      The ten archers you brought with you are all hidden nearby, hopefully ready to counter any ambush.
        
      "We've no desire to involve them." Alaine glares at you for a moment longer, then beckons you in. "Unless you force us to."
      
      The room you follow her into is lightless and frigid; her servants have not yet arrived to kindle a new fire from the embers in the hearth.  You sit together at her table.  "Then let's speak plainly, kuria—and briefly. Why did you invite me here?"
      
      "Because you've stolen more than sixty-three staters' worth of goods from traders in the Owlscap Pass—traders who are either Guild members or have paid for a Syntechnia passmark." The pallid trader steeples her fingers and leans toward you. "While in the past my Guildmasters have seen fit to ignore my arrangement with the Whendward Band, they will not continue to do so at such a cost to trade with Wiendrj.  It has to stop, ${lname}.  Either no more raids in the Owlscap, or no more trade with any Syntechnia member."
      *if storymode and (merchrecon > 0)
        
        Staring at Alaine, you realize that not just your caravan raids are at stake; sacking a market town would infuriate the Guildmasters even more than picking off traders in the Owlscap.  If you bow to the Syntechnia's terms now, you may as well stop raiding merchants altogether.
      *choice
        *selectable_if ((com+int) = 3) #"If your masters want us to stay out of the Owlscap, kuria Alaine…they'll need to pay for the privilege."
          Your half-${nere}ish fence inhales sharply, then bursts out laughing.  "[i]Ai zudak[/i], ${girl}, you think you're worth paying off?  For the Syntechnia?  You're barely worth their notice.  They lose more to termites in the record books than they do to your little pack of brigands."
          
          "Any loss is a loss, especially with the Hegemony claiming more each year."  You can't count the number of times you heard Rim Square traders complain about the steady increase in tariffs.  "I'm no merchant, kuria, but I still reckon that it's worth paying sixty staters to save sixty-three staters."
          
          "Captain ${lname}." Alaine sits up straight, all trace of mirth gone.
          *if kuria != "Captain"
            Her avoidance of your title is surely no oversight.
          "Let me be clear: the Syntechnia offers you nothing.  The Syntechnia will offer you nothing.  Soon or late, the Alastors will finally catch you at your work and crush you.  If your band is starving because no reputable merchant would give you grain, that hour will come all the sooner."
          
          *if com = 2
            "You know we can outfight the Alastors," you say with blunt confidence.  "We've shown that time and again.  And be warned, kuria…the hungrier we are, the more we'll raid and the more we'll take."
            
            Are you imagining the flicker of doubt across her face? "The Archon will send whatever force it takes to destroy you, ${lname}.  Phalangites, Theurges, every sword the nobles of the Rim can hire.  By summer at the latest."
            
            "Kuria Alaine, I'm not one to inspire with words.  I'm a fighter.  It's what I know best, and you'll have heard tales of how I've led my band."  You lean forward, staring intently at her. "If you're sure the Archon will win this summer, you tell your masters to wager against me.  But if you think there's a chance that we'll survive and keep raiding…you might advise them that a few bushels of barley each week is a small price to pay for our protection."
          *if int = 2
            Remembering the complaints you'd heard from traders in Rim Square, you offer her a hard, undaunted smile.  "I'd think twice before waiting on the Alastors to clear us out, kuria Alaine.
            *if (theuknown >= 10)
              For one thing, they're finding it hard to stand up to ${wisardry}. But set that aside.
            We take a caravan every fortnight or so; they take a slice of everything that crosses the pass.  With each raid, the Archon will pack the Owlscap with more Alastors.  Most of whom are likely to be more interested in sampling cargo than hunting down bandits.  How many months do you think it'll take before they finally bring in enough to actually crush us?"  
            
            "It doesn't…" your fence begins, but you cut her off.
            
            "By the time they do—if they ever do—your caravans will be paying a bribe every thirty yards to a new gang.  And once Alastors have set up in a place, they leave slow, if at all.  If your masters stop our raids now, they also stop the Owlscap Pass from becoming choked off by something worse than bandits."
          
          Alaine stares at you with distaste and fear.  "To be painfully blunt, ${kuria}…my masters might suggest that I stop your raids by arranging an unexpected encounter with the Alastors."
            
          "That would be quite the gamble.  For you in particular."  You keep your tone light, but your eyes never waver from hers. "I've already survived one betrayal in Rim Square.  Going to war with me would be an unwise trade, kuria Alaine."
          *page_break
          *if cara_el = 5
            *set cara_el 0
            *set el_raid week
          *set carastand 0
          *set caramules 0
          *set cred_m -10
          *set anarchy -2
          *set notoriety +8
          When you rejoin your group an hour later, you can't stop grinning.  "We'll stop the caravan raids—and as long as they stay stopped, she'll give us forty bushels of grain a week."
          
          Most of the raiders look as if they're barely suppressing cheers.  One asks, a bit dubiously, "We couldn't get more by keeping up the raids?"
          
          You shake your head.  "We've lost 
          *if not(storymode)
            *set d2n_num caracascum
            *gosub d2n
          *if storymode
            enough
          *if arrog <= 0
            of our friends 
          *if arrog > 0
            bandits
          raiding caravans this winter.  This will bring in a good amount of grain without risking a single life…and let us send the experienced raiders elsewhere."
          *set protection 10
          *achieve protect
          *set nomerch true
          *if storymode and (merchrecon > 0)
            
            "Like the market town we've scouted?" the scout Young Earnn queries.
            
            "No," you say, thinking ruefully of the scouts who died for the opportunity.  "Too great a chance of raiding someone with Syntechnia connections.  But once they've got accustomed to paying us for quiet in the Owlscap, we'll have another conversation with them about markets."
            
            "Aye, I see." Earnn nods, looking impressed. "By next winter, you'll have us fed on threats alone, ${kuria}."
          *goto banditchoices
        *if ((com+int)<3) and (int = 2)
          #We simply aren't good enough fighters for the Syntechnia to take us seriously.  "Very well.  We'll stop raiding the passes."
            *goto dontalien
        *if ((com+int)<3) and (com = 2)
          #I wrack my brain but can't think of any way to make a demand that the Syntechnia would take seriously.  "Very well.  We'll stop raiding the passes."
            *goto dontalien
        *if ((com+int)=3) or (cha = 2) 
          #I don't want to alienate the Syntechnia.  "Very well.  We'll stop raiding the passes."
            *label dontalien
            *set nomerch true
            *if cara_el = 5
              *set cara_el 0
              *set el_raid (week-1)
            *set freefollowers +carastand
            *set freemules +caramules
            *set carastand 0
            *set caramules 0
            *set cred_m +20
            *set caravan 15
            *set anarchy -2
            Alaine settles back with a relieved expression on her face.  "My masters will be glad to hear it, ${kuria}."
            *if (alaine = 2) and ((smugweek > week) or (storymode))
              *set smugweek week
              She glances in the direction of her stockade.  "As a concrete sign of their satisfaction…there's a cargo that wants delivering to Wiendrj.  I'll make the final arrangements and contact you in a 
              *if not(storymode)
                day or two."
              *if (storymode)
                week or so."
            
              Smuggling is unlikely to pay as well as caravan robbery, but it's some consolation.
            Some members of the band are disgruntled that you're taking orders from a merchant, but most understand your decision.  "We had a good run at it, ${kuria} ${fname}," one sighs.  "Give it a rest now, and we may be able to pick it up again at some point."
            *set morale -1
            *goto banditchoices
        #I stand and stride to the door.  "If your masters wish to deal with us as enemies, we'll soon teach them the cost."
          *set protection 1
          *set alaine 20
          *set cred_m -20
          "You do understand that if you cross that threshold now, no Syntechnia trader will take your goods ever again?"  There's a striking reddish tinge to Alaine's cheeks, a dismayed edge to her voice. "How much food goes across the Owlscap, ${kuria}?  Think again before you condemn your band to starve."
          
          "The Syntechnia doesn't control every farmer and trader in the Rim.  And it 
          *if aristo
            most assuredly does not 
          *if helot
            doesn't
          control the Whendward Band."  You shut the door quietly but firmly behind you.
          
          *if storymode and (merchrecon > 0)
            "How did it go, ${kuria}?" Radmar growls when you rejoin your raiders in the woods.
            
            "As expected," you say, thin-lipped. "On to the town, then.  Time for a demonstration of what we can do."
            *page_break
            *if mules < 3
              *set mules 3
              *set anarchy +1
              *set cred_m -15
            *goto mktownrd
          Before leaving the Rim, you visit your other (non-Guild) fences and ask for recommendations of other traders who might fence your loot for silver and grain.
          *if bleys > 9
            Back in your camp, Bleys claims to know new merchants who will take everything you can no longer sell through the Guild; he asks for a few weeks to make the arrangements.
          A Syntechnia refusal to trade will hurt you, but not beyond bearing.
          
          Meanwhile, you consider raiding Alaine's compound as due punishment—but word soon reaches you that she has temporarily moved to the Southriding to pursue another trading opportunity.  Her trade goods were already in wagons set to move southeast before your rendezvous in Leybridge, and are well beyond your reach now.  It seems that your rejection was not entirely unanticipated.
          *goto banditchoices
    
  *if (alaine = 0) and not(leytick2)
    #Work with local merchants to smuggle goods over the Whendward Pass.
      *label leybridge
      *if leytick
        *if (((me_raid >= week) and (me_rim != week)) or (zv_raid >= week))
          If you want to meet with the merchant Alaine Leybridge, you'll need to try again on a week when
          *if (zv_raid >= week)
            you haven't already sent Zvad elsewhere. You can't just introduce yourself to Alaine, without the knowledge 
            *if deputy = "Zvad"
              your deputy
            *if deputy != "Zvad"
              the big Whend 
            has and the continuity he represents.
          *if (zv_raid < week)
            you're not already committed elsewhere.  No one but the leader of the band could manage this negotiation.  
          *set leytick2 true
          *goto banditchoices
        *goto introley
      *set leytick true
      The merchants who visit Rim Square used to complain (often and loudly, at least in the absence of Alastors) about the tariffs on inter-provincial trade. The Thaumatarch imposes a swingeing tax each time goods cross a border, especially on luxuries and key goods like wool, steel, and wheat.  
      
      *if not(storymode)
        Yet to your great surprise, 
      *if (storymode)
        And yet
      almost no smuggling goes on through this unpatrolled wilderness into the neighboring province of Whendery.  
      *if not(storymode) or (deputy = "Breden")
        When you ask Zvad why not, he simply says, 
      *if (storymode) and (deputy = "Zvad")
        Zvad sees the question in your eyes.
      "Everyone knows that bandits control this area, ${kuria}."

      You wrinkle your brow.  "So why aren't we smuggling?  Surely some of the band have connections on the Whendery side of the border.  And it's not as if the merchants in Shayard are too honest to do business with us."

      "Not too honest—too frightened," Zvad replies. "Take Alaine Leybridge, who'll trade us grain for any silks or oils we bring her. If the Alastors suspect she's been fencing stolen Shayardene goods, they'll lean on her for a cut of the profits.  But if they suspected her of cross-border smuggling, they'd kill her out of hand.  The Karagonds care more about some crimes than others."

      "And that threat really works?" you ask incredulously.  "The merchants of Shayard give up huge profits because they know they'll be killed if they get caught?"

      "Of course not, ${kuria}," Zvad says, patient as ever.  "Nor do the Alastors, come to that.  But they only smuggle with someone they trust completely to be competent and discreet.  No one trusts us enough…and they can't use this pass without us.  So no one uses it."
      *choice
        #Fair enough.  Can't expect merchants to trust bandits.
          *label cantexpect
          *if storymode and (nothief = 2)
            Instead, you turn your attention to begging from the helotry.
            *goto fundrwork
          *goto banditchoices
        #They're unlikely to judge us "competent and discreet," whatever I say.
          *goto cantexpect
        *selectable_if (((me_raid < week) or (me_rim = week)) and (zv_raid < week)) #There has to be a way to convince the merchants to work with us.  I ask Zvad to introduce me to Alaine Leybridge.
          *label introley
          *if deputy = "Zvad"
            While having both you and Zvad away from camp isn't ideal, you can't just introduce yourself to Alaine; the relationship is too sensitive.
          *if me_rim = week
            You'll be in the Rim this week anyway, with enough time to fit in the visit to your fence.
          
          *gosub zvraid
          *gosub meraid
          *set me_rim week
          *set alaine 1
          *set alaine_visit true
          The merchant Alaine's stockade is by far the largest structure in the tiny crossroads hamlet of Leybridge.  Its yard is stacked high with local timber and bookended by warehouses filled with grain sacks, cider barrels, and trade goods from further afield: ${nere}ish spices, ${erretsin} oils and silks, Karagond steel and linens.  You and Zvad avoid the well-guarded compound and head instead to Alaine's cottage on the outskirts of the village.

          She seems unsurprised to find you waiting in the evening shadows outside her door.  "Zvad, Zvad.  Why do you people never visit at a more sociable hour?  Come in before you freeze.  There's no need for skulduggery.  We've not seen any Alastors through here in days."

          Once you're standing in front of the merchant's hearth, sharing a flagon of scalding cider, Zvad gestures at you. "You'll have guessed that this is ${kuria} ${fname} ${lname}."

          "Your reputation precedes you, ${milady}," Alaine says, eyes glinting.  She is a small woman with a prominent, slender chin and unusually pale skin.  You'd guess she's part ${nere}, with one parent from the Hegemony's northernmost province.
          *if deputy = "Breden"
            "I hear you chose some dewy, inexperienced ${xgirl} as deputy of the band—but because ${xhe} hasn't yet found the time to pay a visit, I can't say for sure.  
            
            "I used to see Zvad every month.  I know him; I trust him.  But since the Whendward outlaws were taken over by children playing at rebellion, I've been visited only by clumsy young helots who openly covet my wares and scowl at me like I'm their next target.  What am I supposed to make of that?"
            
            Strong emotion rarely registers on Zvad's face; you've never seen him so appalled as he is at this moment.  "Kuria Alaine…"
            
            You raise a hand to forestall him and:
            *choice
              #Warn Alaine never to speak to me in that way again.
                *set ruth %+5
                "Make what you will of it, kuria," you reply grimly.
                *if natl > 50
                  Really, you should have expected nothing more than insolence from a ${nere}; they're famously less courteous than Shayardenes.
                "But be warned: no one gets a second chance to insult me or my outlaws."

                The merchant's eyebrows shoot up, and she gives a crisp nod.  "So."  She looks over to Zvad, who appears to be trying miserably to hide in the cider flagon.  "I spoke as if to a friend, ${kuria} ${lname}—a mistake I shall not make again.  What business brings you here?"
                
                It is a short conversation.  
                *label alainemiffed
                Alaine Leybridge remains coolly polite, but deflects all your questions about cross-border smuggling, calling it impossible.  Zvad neither speaks nor meets your eyes.  When you finish the drink, your host doesn't offer another.  As you walk to the door, you ask, "Would other merchants find the opportunity so unthinkable?"

                Alaine shrugs.  "I'll be sure to discuss this conversation with those in the Trader's Guild I trust most.  I doubt their response will differ from mine."  She ushers you stiffly out into the night.  "But I do encourage you to seek out other traders who will be more comfortable collaborating with you. In such things."
                *set alaine 10
                *set cred_m -15
                *if storymode
                  *goto alainepoor
                *goto banditchoices
              #Respond with a joke.
                "First time I've heard a merchant complain that the ${xgirl} sent to haggle with them was too inexperienced."
                *if cha = 2
                  You offer your most winsome grin. "I was sure you'd see it as an opportunity, kuria.  And a sign of goodwill."
                  
                  Despite herself, for just an instant Alaine's lips return your smile.  "Well.  You'll understand my confusion, ${milady} ${lname}.  I'd never known a Whendward captain to be quite so solicitous of my interests before."  Then she settles back to regard you with a skeptical eye.
                  *goto alaineretort
                *else
                  Your chuckle falls into a chilly and unrelieved silence. "Surely it's an opportunity?"
                  
                  After a lengthy silence, your fence says, "I'm glad to see so clearly the weight you place on our relations, ${kuria}."  Through the rest of your visit,
                  *goto alainemiffed
              #Apologize to Alaine.
                You manage to swallow the defensive rejoinders that leap to mind.  "I apologize, kuria.  I've not given our relations the priority they deserve—and I've set my deputy Breden to other tasks.  The fault is mine."
              
                "Indeed, ${milady}?"  Alaine settles back and regards you with a skeptical eye.
                *goto alaineretort
          *label alaineretort
          *if anarchy < 12
            "For a self-declared rebel against the Thaumatarchy, you've sown remarkably little chaos in our corner of Shayard.  Is that out of restraint or incompetence?"

            "Chaos isn't the only alternative to the Thaumatarch," you reply mildly.
          *if anarchy > 21
            "You've shown a remarkable gift for spreading chaos in a very short time.  You're clearly a more dangerous ${woman} than your predecessors in the Whendward Band."  Her tone leaves little doubt as to whether she intends this as a compliment.

            "Only to the servants of the Thaumatarchy," you reply curtly.
          *if (anarchy < 22) and (anarchy > 11)
        
            You lean forward. 
          "Help me understand, kuria Alaine. There's far more profit in smuggling than in selling outlaws' wares. Why don't local merchants seize the chance?"
          
          "Smuggling is a bigger game than most merchants can play, ${kuria}," Alaine laughs.  "The Thaumatarch himself cares intimately about trade.  And the Traders' Guild imposes his law more effectively than any Alastor."
          *fake_choice
            #"But we're close to a border that sees almost no Alastor patrols.  The Thaumatarch can't punish what he doesn't see."
              Alaine gazes at you expressionlessly through the steam from her cider.  "Are you so sure of that, ${milady}?  I've never been entirely convinced that the Kryptasts are without their eyes in the Whendward Band."
              
              Zvad leans in, rumbles, "They'd need to be ready to send a new pair of eyes every year or two.  We don't live long, kuria. As you well know."
              
              "That's as may be."  Her eyes never leave yours. "But the risk remains, ${milady} ${lname}, and no merchant would ever invest in a risky venture unless the scale of the reward was great.  So when
            #"The Guild of Shayard wouldn't have more to gain by breaching the law?"
              You're
              *if int < 2
                vaguely
              aware that in the Hegemony's big cities, most crafts are organized into guilds (or "syntechnia," in the Karagond language), 
              *if int < 2
                but you hadn't heard of this one before.
              *if int = 2
                and you've read extensively about the workings of the Traders' Guild—one of the few to operate across all five provinces.
                
              Alaine gazes at you expressionlessly through the steam from her cider.  "There is only one Traders' Guild, ${milady}, and it faithfully enforces the Hegemonic quotas on trade between the provinces."  At your raised eyebrow, she laughs and relents.  "And yes—all the Trade Laws are written to favor Karagonds, so the Shayardene Master Traders find ways to avoid those laws at times.  
              
              "But they look for rewards on a scale that justifies the risk.  So when 
            #"If they're so willingly law-abiding, kuria, how do they look on," I clear my throat, "our current arrangement?"
              Alaine gazes at you expressionlessly through the steam from her cider.  "They don't inquire into the details of everyone I trade with, ${milady}."
              
              "And there's nothing in what you send them to arouse interest?"  You raise an incredulous eyebrow. "Kuria Alaine, we look to you to trade the more unique and valuable items that fall into our hands.  The Guildsfolk you sell those to…they've never asked after the source?"
              
              After a moment's silence, the merchant laughs. "They know it's in their best interest not to ask.  If I tried to sell them any Whendish goods without a trade bill, their necks, not just mine, would be at stake.  Then they'd become much more inquisitive.
              
              "And yes, before you ask…a sufficiently valuable cargo might yet quiet their curiosity.  But the reward would need to be large enough to justify the far larger risk.  So if
          you imagine smuggling, imagine an agreement between a Guildmaster and an Alastor captain to escort a whole caravan tariff-free over a major pass—not a local trader sneaking a few mules over the Whendward."
          *page_break
          *if com = 2
            "And the Guildmasters wouldn't make a similar bargain with an outlaw leader?"

            *if (cred_m < 200) or ((deputy = "Breden") and (cred_m < 210))
              "Never," Alaine says flatly.  "Not a bandit who steals from merchants, or from our noble clientele.  From the Guild perspective, you're bad for business, ${kuria}."

              You try to conceal your disappointment. "This is an unusually brutal winter, kuria, and it's hard to be discriminating when you're on the verge of starvation.  The kind of cross-border arrangement we're proposing would make it far easier for us."

              "I'm sorry, ${kuria}," Alaine Leybridge says, a note of finality in her voice. "Personally, I look forward to many more years of collaborating with your band. But I don't think you'll be able to interest the Guildmasters in anything more risky."

              You get the frustrated feeling that if
              *if deputy = "Breden"
                Zvad were your second-in-command, or if
              you had either more charisma or a better knowledge of the Traders' Guild, you might be able to find some way to make this work.  As it is, you can do little but thank Alaine for her hospitality and leave.
              *if storymode
                *goto alainepoor
              *goto banditchoices
            *else
              "Ordinarily not.  But you're an unusually discriminating outlaw,
              *if anarchy < 10
                as I said earlier,
              ${kuria}," Alaine replies thoughtfully.  "You've been fairly restrained when it comes to theft from merchants or our noble clientele.
              *if taxman >= 10
                By
                *gosub alainetax
              And I can vouch for your band's discretion. Let me approach some of my contacts in Rimmersford, and we'll see what they say."
              *goto whendsmuggle
          *if int = 2
            "Well, kuria Alaine, thank you for taking the time to explain all this." You sigh and walk to the exit as if about to leave.  Instead, you lift up the woolen shawl on the door with its elaborate knotwork pattern.  "But what about a local trader who is a Second Kyklos Guildmember, with a proud record of…" Your fingers run along the beaded loops of the central cord, down to the lead weight at its base imprinted with a wagon-wheel seal. "…Sixteen years without needing to call on any legal or financial assistance from the Guild?  Surely she knows the Shayardene Guildmasters, and could propose an arrangement on our behalf, vouching for our discretion and competence?"

            Alaine's eyes widen; then she erupts with laughter.  "Well, ${kuria} ${fname}, 
            *if theuknown >= 10
              is this an example of the Xaos-sorcery you're accused of?  Or
            will you tell me where a
            *if helot
              helot
            *if aristo
              petty gentry
            ${woman}child from the back end of Shayard learned to read Syntechnia knots?"
            
            *if theuknown >= 10
              "No sorcery, kuria."
            You smile back at her.
            *if helot
              "The Guildsman who traded with our master's estate
            *if aristo
              "My cousins were the aristarchs of the district. The Guildsman who came to trade with them 
            prided himself on his reliability. I'd read about your cord-language, and asked him how he could prove his record to other Guildmembers. He was happy to show me."

            The merchant shakes her head, still grinning.  "You're a clever one, 
            *if (cred_m < 181) or ((deputy = "Breden") and (cred_m < 191))
              ${lname}. But you've stolen too indiscriminately from merchants and our noble clientele for me to convince the Guildmasters to work with you. From the Guild perspective, you're bad for business.  I'm sorry."

              You try to conceal your disappointment. "This is an unusually brutal winter, kuria, and it's hard to be discriminating when you're on the verge of starvation.  The kind of cross-border arrangement we're proposing would make it far easier. Would the Guildmasters reconsider before next winter, if the Whendward Band went the rest of the year without any theft from
              *if aristo
                nobles or
              traders?"

              "I can promise nothing," Alaine Leybridge says mildly, pouring more cider into the cup you're sharing with Zvad.  "But come back in six months, and we'll see.  Meanwhile, I look forward to continuing our longstanding, fruitful collaboration."
              *if storymode
                *goto alainepoor
              *goto banditchoices
            *else
              ${kuria}—and
              *if anarchy < 10
                as I said earlier,
              a reasonably discriminating bandit. 
              *if cred_m >= 200
                You've been quite restrained when it comes to theft from merchants or our noble clientele.  
                *if taxman >= 10
                  By
                  *gosub alainetax
                Let
              *if cred_m < 200
                You've done some things to upset my fellow merchants.  But
                *if taxman >= 10
                  by
                  *gosub alainetax
                  So
                let
              me approach some of my contacts in Rimmersford, and we'll see what they say."
              *goto whendsmuggle
          *if cha = 2
            "And the Guildmasters wouldn't make a similar bargain with an outlaw leader?"  Searching Alaine's face for a hint of opportunity, you suddenly sense that playing on her pride is the right way to go.  "Surely the Guildmasters would listen to you if you vouched for us, kuria. A trader with your reputation and connections?  This game is too big for most local merchants, as you say.  But you—you're exactly the kind of person the Master Traders would look to work through.  And if you vouch for our competence and discretion, we can yet make this work."

            Even though the half-Nyr merchant waves away your flattery, you can see that thanks to your charisma, it has hit the mark.
            *if (cred_m < 171) or ((deputy = "Breden") and (cred_m < 181))
              But the strong note of regret in her voice douses your hope.  "Under other circumstances, we might have a chance, ${kuria}. But I fear you've stolen too indiscriminately from merchants and our noble clientele for me to convince the Guildmasters. From the Guild perspective, you're bad for business.  I'm truly sorry."

              You try to conceal your disappointment. "This is an unusually brutal winter, kuria, and it's hard to be discriminating when you're on the verge of starvation.  The kind of cross-border arrangement we're proposing would make it far easier. Would the Guildmasters reconsider before next winter, if the Whendward Band went the rest of the year without any theft from
              *if aristo
                nobles or
              traders?"

              "I can promise nothing," Alaine Leybridge says mildly, pouring more cider into the cup you're sharing with Zvad.  "But come back in six months, and we'll see.  Meanwhile, I look forward to continuing our longstanding, fruitful collaboration."
              *if storymode
                *goto alainepoor
              *goto banditchoices
            *else
              "You think too highly of my rank in the Guild, ${kuria}. I'm only a Second-Circle trader. But
              *if anarchy < 12
                as I said earlier,
              you've been a reasonably discriminating bandit. 
              *if cred_m >= 200
                You've been quite restrained when it comes to theft from merchants or our noble clientele."  Alaine Leybridge looks you over thoughtfully, pouring more cider into the cup you're sharing with Zvad.
                *if taxman >= 10
                  "And by
                  *gosub alainetax
                  Let
                *if taxman < 10
                  "Let
              *if cred_m < 200
                Of course, some things you've done have upset my fellow merchants."  Alaine Leybridge looks you over thoughtfully, pouring more cider into the cup you're sharing with Zvad. "But
                *if taxman >= 10
                  by
                  *gosub alainetax
                  So
                let
              me approach some of my contacts in Rimmersford, and we'll see what they say."
              *goto whendsmuggle
        *if (((me_raid >= week) and (me_rim < week)) or (zv_raid >= week)) #I'll try to get an introduction another week, when Zvad and I are not committed elsewhere.
          No one but the leader of the band could manage this negotiation.  And you can't just introduce yourself to Alaine, without the knowledge Zvad has and the continuity he represents.
          *goto banditchoices
      *label alainepoor
      
      When you and Zvad return with neither food nor the prospect of any from future smuggling, the band's mettle sinks to fresh lows.
      *set morale -10
      *goto banditchoices
      *label whendsmuggle
      *set alaine 2
      
      *if week <= 5
        *set smugweek week+5
        *if cred_m < 200
          *set smugweek +1
        *if cred_m < 190
          *set smugweek +1
        *if cred_m < 180
          *set smugweek +1
        *if smugweek = randtax
          *set smugweek +1
      *if (week > 5) or (smugweek > 10)
        You don't expect to see any benefit from this until well into the spring—but it could be an important source of income going forward.
      *goto banditchoices
      
  *if (alaine = 2) and ((smugweek = week) and (smugfoll = 0))
    *selectable_if ((smugtick and (smugfoll=0)) and ((freemules > 6) or (freefollowers > (((7-freemules)*7)+freemules)))) #Smuggle goods from Alaine Leybridge over the Whendward Pass. (Seven mules or equivalent.)
      *label nottecosmug
      *achieve smuggler
      *set cred_m +20
      *gosub notteco
      
      *if (freemules > 6)
        You load up seven mules and send them out with a light escort.
        *set smugmules 7
        *set smugfoll 7
        *if (hc_foll > 4)
          Most of the children from your town have grown up keeping donkeys; it's easy for them to herd a small mule train across the Whendward Pass.  You only need to send along two grown outlaws.
          *set freefollowers +5
      *if (freemules <= 6)
        *set smugmules freemules
        *set smugfoll (((7-freemules)*7)+freemules)
        You load up 
        *if smugmules = 1
          the one mule
        *if smugmules > 1
          all the 
          *set d2n_num freemules
          *gosub d2n
          mules
        *if smugmules > 0
          you have available, along with 
        *set d2n_num smugfoll
        *gosub d2n
        followers to carry the 
        *if smugmules > 0
          rest of the 
        illicit dyes.
      *label sendsmugwd
      
      You send word to Alaine Leybridge that the party has gone, and make clear that you expect payment this week.  Then you wait for her response. 
      *set freemules -smugmules
      *set freefollowers -smugfoll
      *goto banditchoices
      
  *if ((alaine = 2) and ((smugweek = week) and not(smugtick))) and (smugfoll = 0)
    #Smuggle as many of Alaine's goods as we can manage. (Send all free mules and outlaws.)
      *achieve smuggler
      *label nottecosmug2
      Alaine struck you as someone who's uninterested in excuses.  If you want to have any hope of future smuggling with the Syntechnia, you'll have to move as much of her seven muleweight as you can.
      
      *gosub notteco
      
      *set smugmules freemules
      *set smugfoll freefollowers
      You load up 
      *if storymode and (nothief = 2)
        your handful of mules and beleaguered outlaws.
        *goto sendsick
      *if smugmules = 1
        the one mule you have available, along with
      *if smugmules > 1
        all the 
        *set d2n_num freemules
        *gosub d2n
        mules you have available, along with 
      your 
      *set d2n_num smugfoll
      *gosub d2n
      reasonably healthy outlaws to carry the illicit dyes.
      *set smugleft (49-((smugmules*7)+smugfoll))
      *if smugleft = 1
      
        And at a stretch, your party manages after all to shoulder the entire cargo.  They'll be moving a little slower than usual, and you wouldn't be surprised if the strain sent another outlaw or two to the sick tents, but they'll get it all there.  Your commitment to Alaine and her Guild will be met.
        *set smugtick true
        *set ha_foll -2
        *set sa_foll +2
        *gosub foodcalc
        *goto sendsmugwd
      *set smugsick round(sa_foll/3)
      *if smugsick <= 1
        *set smugsick 0
      *if smugsick > 1
        
        *label sendsick
        *if (kids > 2)
          The dye bundles are too heavy for children to carry over long distances. But roughly
        *if (kids <= 2)
          Roughly 
        a third of the sick outlaws in ${healer}'s tents are still able to walk.
        *if smugleft > smugsick
          They couldn't take all of Alaine's dye, but they could take some more of it.
        *if smugleft <= smugsick
          At a stretch, you reckon they could carry all the remaining dye across the Pass.
        It would be slow going, but if the weather didn't dramatically worsen, they'd likely make it there and back.
        *choice
          #I ask the sick to join our smuggling party.
            *set ruth %+10
            *set morale -4
            ${healer} just stares at you with stunned disbelief.  But
            *if smugleft < smugsick
              *set smugsick smugleft
            *if storymode
              *set smugsick 17
            *set d2n_num smugsick
            *gosub d2n
            of his wards stagger from their pallets and join you to carry as many bundles as they can.
            *if smugleft > smugsick
              *set smugleft -smugsick
              *goto leftdye
            *if smugleft <= smugsick
              
              You watch the last of them go up the hill with
              *if ruthreal < 60
                equally profound relief and guilt.
              *if ruthreal > 59
                a sense of great relief, tinged only slightly by shame.
              You'll meet your obligation after all.
              *set smugleft 0
            *goto sendsmugwd
          #Of course I don't. It's just not worth the risk.
            *set smugsick 0
            *goto leftdye
      *label leftdye
      Whatever dye they can't shoulder, you leave in the glade to be returned to Alaine at the next opportunity.
      *goto sendsmugwd
      
  *if ((fundrstand < 1) and (fundraise < week)) and (freefollowers > 0)
    #Try to get sympathetic helots to give us money or ${fundrfood}.
      *label fundrwork
      *if (fundraise > 0) or (rollover2 > 0)
        *goto pickfundrlead
      *set rollover2 1
      You
      *if helot
        are determined to send 
      *if aristo
        consider sending
      your father on this mission, as it's the least violent and least risky one available.
      *if aristo
        You can also imagine that many helots would find it flattering (if perhaps unsettling) to have a noble patriarch pleading for their help.
      *if helot
        As an elder, however irascible, he'll have influence on the helots of other camps.
      *if aristo
        *choice
          #But then I realize that's the worst idea ever.  My father, an ambassador to the helotry?
            *label dadfundpick
            *set dadfund false
            Blackly satisfying as it might be to send him begging to helots, your father is best off kept in camp where he can do minimal damage.
            
            *goto pickfundrlead
          #I can't quite bring myself to propose it and face his wrath.
            *goto dadfundpick
          #He needs to do something, and this will suit him right.
            Unsurprisingly, he has limited enthusiasm for the prospect.  "You want me to go begging?  To helots?" he sputters.  "Xthonos' Eyes!  Is there no bottom to the shame you'll inflict on this family?"

            "Would it be less shameful for you to go raid a merchant caravan?" you inquire impatiently.  "Having you sit here like the lord of the manor, doing nothing while the rest of the band bleeds to feed us—that's the real dishonor, Father."

            *if kuria = "captain"
              "Oh, great 'Captain' ${fname} is afraid that ${his} followers will grow resentful?" he sneers.  "Afraid
            *if kuria != "captain"
              He favors you with an acid sneer.  "Afraid
            of what a pack of lowborn brigands thinks!  You're so damned keen to avoid looking like lord of the manor that you've forgotten who and what you are.  Child, these drudges will never, never cease to resent you for being better than they are."  The tremor in his voice at the end silences your immediate, angry retort.  "${fname}, my ${fname}…you are worth fifty of them.  How can you not see that?"

            His unexpected plea fills you with shame, and surprise; you'd never have imagined that your pressing him into a humiliating mission would bring out the least trace of kindness.  
            *if arrog > 0
              *choice
                #"I…can't force you to go, Father," I say grudgingly.
                  "Force me?" he snaps, eyes bulging slightly, all tenderness gone. "Did you ever dream that you could, you unnatural little beast?"  He turns on his heel and stalks away before you can make any further answer.
                  *set dadfund false
                  
                  *goto pickfundrlead
                #"I don't care what they think, Father," I persist, gesturing to the five nearby outlaws. "I say that you dishonor the ${lname} name."
                  *set morale +3
                  He gives an outraged bark, but you cut him off sharply: "We are at war now.  This winter, the battle is to survive…and the place of honor is in doing what's needed to keep us alive.  In war there is no honor to be had in holding back from the fight.  You're the one who told me that."
                  *goto lipsthroat
                #"Forgive me, Father," I mutter, hoarse-voiced.
                  *label forgivemefather
                  He stares at you in surprise, then gives a satisfied sniff.  "Well.  Angels know it's about time something got through to you."
                  
                  Your shame and hunger for his affection are wavering before his infuriating smugness.  "I'd not thought you set me at any such worth."
                  
                  "Even the unworthiest scion of the ${lname} has blood in their veins worth more than fifty helots."  His face suddenly darkens again, and a savage note reenters his voice. "Keep that ever in your mind as you lead us to destruction.  Don't forget what you've thrown away."
                  *set morale -5
                  
                  Even as he walks stiffly away, you can hear the muttering of outlaws heading in the other direction, audibly unimpressed.
                  *set dadfund false
                  
                  *goto pickfundrlead
                #It only makes me furious.  "Am I truly to believe you set me at any such worth?"
                  *label shamevenom
                  The moment of shame puts venom into your voice. "All my life, you scorn me, whip me, disdain me…as if I were more a servant than a ${daughter}. Why should I credit one gentle word from you now, Father?"
                  
                  The old man reels back as if struck. "You little ingrate!  I've given all for you.  All for our House…"
                  
                  "You told me a thousand times I was unworthy of the ${lname} name.  Don't try now to hide your dishonor behind a mask of feigned affection."
                  *goto lipsthroat
            But you're painfully aware that at least five other men and women are within earshot of your father's shrill words.  
            *choice
              #I don't care what they think. "Forgive me, Father."
                *goto forgivemefather
              #"Insult the band and you insult me, Father," I snap back.  
                *set morale +7
                "And you shame yourself.  Their courage and honor is all that keeps you alive."
                *goto lipsthroat
              #"These lies are what drove us here, Father," I say coolly.
                *set morale +5
                "They'll never cease to resent us?  We're worth dozens of them?"  You give a fierce head-shake. "That's the rot the Hegemony has put in our minds, and theirs, to keep us all weak.  If fewer nobles believed it, we'd have seen them join us in Rim Square.  And if the helotry think we believe it, they'll never rally to our side.  That's why I'm sending you."
                *goto lipsthroat
              #It only makes me furious.  "Am I truly to believe you set me at any such worth?"
                *goto shamevenom
            *label lipsthroat
            
            Your father's lips and throat work wordlessly for a few moments.  It strikes you for the first time just how much the loss of your home and reputation have aged him.  Finally choking down his outrage, he stalks out of the clearing.

            Though he avoids you for several days, your father reappears in glowering silence on the morning of your first "begging" trip.
            *goto sayanything
      *label sayanything
      "Just don't let him actually say anything," you quietly implore the outlaws next to you, "unless we want every village in Shayard turned against us."  Those who have heard the sharp edge of his tongue chuckle in agreement.
      
      *label pickfundrlead
      *if storymode
        *goto fundrleader
      *if freefollowers = 1
        *set fundout 1
        *goto fundoutone
      How many of your 
      *set d2n_num freefollowers
      *gosub d2n
      free outlaws do you want to send on this appeal?  
      *if fundraise = 0
        You reckon that up to sixty followers could usefully visit the various helot camps in reach of your band's current bivouac. The more you send, the more barley you'll be able to carry back (if the helots have any to spare).
      *set kids (hc_foll+sc_foll)
      *set maxfundout 60
      *if maxfundout > freefollowers
        *set maxfundout freefollowers
      *input_number fundout 1 maxfundout
      *label fundoutone
      *set freefollowers -fundout
      *label fundrleader
      *if storymode
        *set fundout 60
        *if nonkids < 60
          *set fundout nonkids
      Your mission to the helots will be led by:
      *choice
        *selectable_if ((me_raid < week) or (me_rim = week)) #Myself.
          *gosub meraid
          *if me_rim = week
            You'll be in the Rim this week anyway; you can combine your other work with visiting a couple of helot camps.
            
          *set me_rim week
          *if fundraise > 0
            *goto fundrme
          *goto fundrstory
        *if bred_here
          *selectable_if ((bred_here) and (br_raid < week)) #Breden.
            *gosub brraid
            Breden returns at the end of the week
            *set bred_lead +2
            *if fundraise > 0
              with a few drachems and a good bit of barley from the helot camps.
              *set morale +5
              *set wealth +round(fundout/3)
              *set cred_h +5
              *if (fosterage != 1) and (kids > 0)
                *set fundrkids round((fundout/4)+randill2)
                *set foodstorelt +(fundout*6)
                *if fundrkids < 2
                  *set fundrkids 2
                *if (fundrkids > kids)
                  *set fundrkids kids
                *if (fosterage = 0) and (kids > 0)
                  *gosub otherfostch
                  *if fosterage = 1
                    *set foodstorelt +(fundout*2)
                  *goto fundrstandchoice
                They've also agreed to foster 
                *set d2n_num fundrkids
                *gosub d2n
                more of your children.
                *goto fundrstandchoice
              *set foodstorelt +(fundout*8)
              *goto fundrstandchoice
            *if (barnheltot > 0) and (helbarn < week)
              *set bred_lead +1
              looking exhausted but satisfied.  "Took a lot of explaining before they'd forgive us for stealing from those other helots' barns, ${bfname}.  But I got them to understand in the end.  They've shared with us what they can from their stores."
            *if (barnheltot = 0) or (helbarn >= week)
              with a weary smile on ${xhis} face.  "They don't have much, ${bfname}…but what they have, they've shared with us.  Said they'd risk skimming off their masters' stores to make it up.  And they're a bit friendlier toward the rebellion, too."
            *set morale +5
            *set wealth +round(fundout/3)
            *set cred_h +5
            *gosub foodcalc
            *choice
              #"Good work."
                *if (bred_lover > 3) or (bred_heart = 3)
                  *if bred_trust >= 10
                    Breden's smile flickers out at your stilted acknowledgment.  "Glad to see you safe as well, ${fname}.  Now if 
                  *if bred_trust < 10
                    $!{xhe} raises an eyebrow, grinning.  "Damned right it was, my love.  And glad you know it.  Now if
                *if (bred_lover < 4) and (bred_heart != 3)
                  Breden gives a quick, tired bow. "If
                you'll forgive me, ${kuria}…after a week living on scraps and leather, even barley-mash sounds good right now."  $!{xhe} walks off to join the dinner circle.
                *set foodstorelt +round(fundout*8)
                *goto fundrstandchoice
              *if ((bred_lover > 3) and (bred_heart = 3)) #"Thanks, love."
                *if bred_trust >= 10
                  Breden flinches at the endearment; ever since you 
                  *if bred_trust > 10
                    told ${xhim} that you considered ${xhim} a suspect, ${xhe}'s been (perhaps understandably) 
                  *if bred_trust = 10
                    *comment i.e. if you didn't tell xhim xhe's a suspect at the end of Ch1 but let it slip earlier this chapter
                    clashed over your suspicions, ${xhe}'s been
                  cold to you. "I'd rather…ah, never mind, ${kuria}.  Say what you will."
                *if bred_trust < 10
                  *if (bred_heart != 3)
                    Several seconds later, Breden breaks away from your kiss, laughing breathlessly.  
                  *if (bred_heart = 3)
                    Breden beams at you for a moment before glancing up toward the food circle.
                  "Forgive me, love—I've missed you sorely, but after a week living on scraps and leather, I'm craving barley-mash more than anything right now."
                  
                  "Good to know where I stand." You 
                  *if (bred_heart != 3)
                    raise a reproachful eyebrow. "I'll let you go, then—but find me again after dinner."
                  *if (bred_heart = 3)
                    grin at ${xhim}. "Go feed yourself, then.  We'll see each other again later."
                *set foodstorelt +round(fundout*8)
                *goto fundrstandchoice
              *if (kids > 0) #"And are they willing to foster any of our children?"  I'd asked Breden to try to convince them.
                *set fundrkids round((fundout/4)+randill2)
                *if fundrkids < 2
                  *set fundrkids 2
                *if (fundrkids > kids)
                  *set fundrkids kids
                *set foodstorelt +(fundout*6)
                "Aye, they're willing.  For a few, anyway: 
                *set d2n_num fundrkids
                *gosub d2n
                children."  Breden scratches ${xhis} head.  "Whether you'll be able to persuade our side, I don't know.  Folk who've lived with the fear of their children being sold away won't be keen to let them go now."
                
                That evening, you try as best you can.
                *gosub fosterchoice
                *goto fundrstandchoice
        *if el_here
          *selectable_if (el_raid < week) #Elery.
            *set el_lead +1
            *set el_raid week
            Elery returns at the end of the week
            *if (barnheltot > 0) and (helbarn < week)
              looking grim.  "A few of them spared us a handful, ${kuria}…but mainly they accused us of being there to spy out their camp, so we could steal from them the way we stole from those other helot barns.  For a moment there I thought they were going to take sticks and slings to us."
              
              *goto fundrfail
            *if fundraise > 0
              with a bit of barley from the helot
              *if (fosterage != 1) and (kids > 0)
                *set cred_h -5
                *set fundrkids round((fundout/4)+randill2)
                *set foodstorelt +(fundout*4)
                *if fundrkids < 2
                  *set fundrkids 2
                *if (fundrkids > kids)
                  *set fundrkids kids
                *if (fosterage = 0) and (kids > 0)
                  camps, though less than you'd hoped.
                  *gosub otherfostch
                  *if fosterage = 1
                    *set foodstorelt +(fundout*2)
                    *set wealth +round(fundout/4)
                  *goto fundrstandchoice
                camps and an offer to foster 
                *set d2n_num fundrkids
                *gosub d2n
                more children.
                *goto fundrstandchoice
              camps as well as a few drachems for the cause.
              *goto fundresult
            with an air of dissatisfaction.  "We made no enemies, ${kuria}, and they gave us some of their food.  But they weren't best impressed.  Think they reckoned we should be out there robbing the rich rather than begging from helots."
            *if (kids > 2) and (fosterage != 1)
              *set cred_h -5
              *set fundrkids round((fundout/4)+randill2)
              *if fundrkids < 2
                *set fundrkids 2
              *if (fundrkids > kids)
                *set fundrkids kids
              *set foodstorelt +round(fundout*4)
              
              "Did you ask them if they'd foster any of our children?"
              
              "Aye, they offered."  Elery rubs her forehead.  "Said they could take 
              *set d2n_num fundrkids
              *gosub d2n
              all told, without getting the Alastors suspicious.  You really want to do this, ${kuria} ${lname}?  Some folk who've lived with the fear of their children being sold away won't be keen to let them go now."
              *gosub foodcalc
              *choice
                #Yes, I want to convince the band to accept the offer.
                  *gosub fosterchoice
                  *goto fundrstandchoice
                #No, I don't want my outlaws to give up their children.
                  *set fundrkids 0
                  *set fosterage 1
                  *goto fundresult
            *label fundresult
            *set wealth +round(fundout/4)
            *set foodstorelt +(fundout*6)
            *set cred_h -5
            *goto fundrstandchoice
        *if not(radsick)
          *selectable_if (rad_raid < week) #Radmar.
            *set rad_raid week
            *set rad_lead +1
            Radmar returns at the end of the week
            *if (barnheltot > 0) and (helbarn < week)
              *set r_rel -1
              and shoots you a savage glare when you ask him how he fared.  "How do you think, ${kuria}?  We've been robbing other helot barns to fill our bellies, and these folk have heard of it.  They gave us only enough to keep us busy while they called the Alastors on us."
              *goto fundrfail
            *if fundraise > 0
              with a bit of barley from the helot camps,
              *if (fosterage != 1) and (kids > 0)
                *set cred_h -10
                *set foodstorelt +(fundout*5)
                *set fundrkids round((fundout/5)+randill2)
                *if fundrkids < 2
                  *set fundrkids 2
                *if (fundrkids > kids)
                  *set fundrkids kids
                *if (fosterage = 0) and (kids > 0)
                  though less than you'd hoped.
                  *gosub otherfostch
                  *if fosterage = 1
                    *set foodstorelt +(fundout*2)
                    *set wealth +round(fundout/4)
                  *goto fundrstandchoice
                along with a grudging offer to foster 
                *set d2n_num fundrkids
                *gosub d2n
                more children.
                *goto fundrstandchoice
              as well as a few drachems for the cause.
              *goto radfundres
            looking dissatisfied. "Well, ${kuria}, they think we're beggars, and they gave us just bloody enough to make us go away.  I leaned on them hard, got a bit more out of them than they first offered, but can't say I made us any new friends."
            *set cred_h -10
            *if dadfund
              His grimace sours further.  "Oh, and ${kuria}?  Your father is even more of a pain in the arse than 
              *if r_rel < 10
                you are."
              *if r_rel >= 10
                I'd heard."
            *if (fosterage != 1) and (kids > 2)
              *set fundrkids round((fundout/5)+randill2)
              *if fundrkids < 2
                *set fundrkids 2
              *if (fundrkids > kids)
                *set fundrkids kids
              *set foodstorelt +(fundout*5)
              
              *if dadfund
                "Don't say I didn't warn you," you reply drily.
              "Did the camps offer to foster any of our children?"

              Radmar gives a mirthless chuckle. "They may not like me much, but they don't hold it against the little ones.  They'd be willing to foster 
              *set d2n_num fundrkids
              *gosub d2n
              all told.  But ${kuria}…some folk who've lived with the fear of their children being sold away won't be keen to let them go now.  You truly want to ask this of them?"
              *gosub foodcalc
              *choice
                #Yes, I want to convince the band to accept the offer.
                  *gosub fosterchoice
                  *goto fundrstandchoice
                #No, I don't want my outlaws to give up their children.
                  *set fundrkids 0
                  *set fosterage 1
                  *goto radfundres
            *label radfundres
            *set wealth +round(fundout/4)
            *set foodstorelt +(fundout*7)
            *goto fundrstandchoice
        #Another outlaw.
          When the begging party returns at the end of the week,
          *if (barnheltot > 0) and (helbarn < week)
            they report relentless hostility from the helots.  "They kept talking about the barns we stole from, ${kuria}.  Called us vultures and murderers.  We got barely anything, and they called the Alastors down on us as soon as we'd left."
            
            *goto fundrfail
          *if fundraise > 0
            they bring back a bit of barley from the helot camps,
            *if (fosterage != 1) and (kids > 0)
              *set cred_h -5
              *set fundrkids round((fundout/6)+randill2)
              *set foodstorelt +(fundout*4)
              *if fundrkids < 2
                *set fundrkids 2
              *if (fundrkids > kids)
                *set fundrkids kids
              *if (fosterage = 0) and (kids > 0)
                though less than you'd hoped.
                *gosub otherfostch
                *if fosterage = 1
                  *set foodstorelt +(fundout)
                  *set wealth +round(fundout/4)
                *goto fundrstandchoice
              along with an offer to foster 
              *set d2n_num fundrkids
              *gosub d2n
              more children.
              *goto fundrstandchoice
            along with a few drachems.
            *goto fundresult
          the leader looks glum. "$!{kuria}…they think we're beggars, and don't know why we're asking them for help rather than raiding the powerful.  They shared a bit with us, though."
          *if (fosterage != 1) and (kids > 2)
            *set fundrkids round((fundout/6)+randill2)
            *if fundrkids < 2
              *set fundrkids 2
            *if (fundrkids > kids)
              *set fundrkids kids
            *set foodstorelt +round(fundout*4)
              
            "Did the camps offer to foster any of our children?"

            "They'd be willing to take 
            *set d2n_num fundrkids
            *gosub d2n
            all told.  But ${kuria}…some folk who've lived with the fear of their children being sold away won't be keen to let them go now.  You truly want to ask this of them?"
            *gosub foodcalc
            *choice
              #Yes, I want to convince the band to accept the offer.
                *gosub fosterchoice
                *goto fundrstandchoice
              #No, I don't want my outlaws to give up their children.
                It may be a hard life out here in the wild, but better to live and die as a free family than return the children to life in a helot camp.
                *set fundrkids 0
                *set fosterage 1
                *goto fundresult
          *set wealth +round(fundout/4)
          *set foodstorelt +(fundout*5)
          *set cred_h -5
          *goto fundrstandchoice
        *if not(storymode)
          #Actually, I'll postpone this mission to another week, when the leader I have in mind isn't already committed.
            *set freefollowers +fundout
            *set fundout 0
            *goto banditchoices
      *label fundrstory
      *if bred_here and (br_raid < week)
        You've considered whether to bring Breden along.  $!{xhis} eloquence could make all the difference in persuading skeptical helots to support you.
        *if deputy = "Breden"
          And as your deputy, this is precisely the kind of mission where ${xhe} should be acting as your voice.
        *if bred_trust != 2
          On the other hand, if ${xhe} were a traitor, bringing ${xhim} on this sort of mission would give ${xhim} more opportunities to communicate with the Hegemonic authorities.  And it would
          *if deputy = "Breden"
            further
          increase ${xhis} credibility as a leader with your fellow outlaws.
        *choice
          *if bred_trust = 2
            #Bring Breden.
              *set bredfund true
              *gosub brraid
              With Breden in tow, you
              *goto youleadembassy            
          *if bred_trust != 2
            #Bring Breden, and keep a close eye on ${xhim}.
              *set bredfund true
              *gosub brraid
              With Breden in tow, you
              *goto youleadembassy            
          #Don't bring Breden.
            Leaving Breden behind, you
            *goto youleadembassy          
      You
      *label youleadembassy
      lead your outlaw embassy through the camps in nearby towns, 
      *if fundyoutick
        *if fundfailtick
          but it goes no better than the previous visit.  You return with their scrapings, and their sneers ringing in your ears.
          *goto fundrfail
        *if not(helbegtale)
          *set helbegtale true
          constantly aware of how easily you could be betrayed to the Alastors.
          *gosub helotbeggin
          *if cha < 2
            *goto fundrmod
          *goto fundrstandchoice
        *elseif ((cha = 1) and ((barnheltot > 0)and (helbarn < week)))
          but as word has spread of your grain theft, they show little tolerance for your pleas.
          *goto hurrybackfund
        *elseif ((cha = 1) and ((fosterage = 1) or (kids <= 2)))
          and again bring back a bit of barley.
          *goto fundrmod
        *elseif ((cha = 1) and (fosterage = 2))
          *set fundrkids round((fundout/4)+randill2)
          *if fundrkids < 2
            *set fundrkids 2
          *if (fundrkids > kids)
            *set fundrkids kids
          *if (aristo and dadfund) and (randill2 > 1)
            *set foodstorelt +round(fundout)
          *set foodstorelt +round(fundout*4)
          and return with a bit of barley and offers to host another
          *set d2n_num fundrkids
          *gosub d2n
          of your band's children.
          *goto fundrstandchoice
        *else
          once again inspiring them with your visions of rebellion.
          *set morale +5
          *set wealth +round(fundout/3)
          *set cred_h +5
          *if (fosterage > 1) and (kids > 0)
            *set fundrkids round((fundout/4)+randill2)
            *if fundrkids < 2
              *set fundrkids 2
            *if (fundrkids > kids)
              *set fundrkids kids
            They offer to foster another
            *set d2n_num fundrkids
            *gosub d2n
            of your band's children.
            *set foodstorelt +round(fundout*5)
            *goto fundrstandchoice
          You come back with all the barley they could spare, plus a bit more.
          *set foodstorelt +round(fundout*8)
          *goto fundrstandchoice
      sneaking in after nightfall and asking to speak to the elders.
      *set fundyoutick true
      *if (barnheltot > 0) and (helbarn < week)
        Many helots in the region already hate you for stealing their winter grain. 
      *if (barnheltot = 0) or (helbarn >= week)
        The helots outside Rim Square haven't been sure what to think of your rebellion.
      *if (cha < 2) and bredfund
        *set bred_lead +2
        But after you spend a week traveling from village to village with a handful of comrades, unleashing Breden's
        *goto whosecharisma
      *elseif (cha = 0) or ((cha = 1) and ((barnheltot > 0)and (helbarn < week)))
        Now they consider you an extortionist and a beggar.  You bring back a little barley and less silver, completely exhausting the local helotry's tolerance for you.  
        *label hurrybackfund
        *if (kids > 2)
          They've certainly got no interest in putting themselves at risk by fostering any of your children.
        
        Soon you have to hurry back to the wild, for fear that hostile elders will notify the Alastors of your presence.
        *if dadfund
          Your father smirks the whole way home.
          *if aristo
            "I should thank you for dragging me along, ${fname}.  That was the most satisfying thing I've seen since the autumn."
          *if helot
            "What were you saying about how they're are going to rise up and join us, ${fname}?"
        It'll be some time before you dare to approach helot camps again.
        *label fundrfail
        *set fundfailtick true
        *set fundraise 8
        *set morale -5
        *set wealth +round(fundout/5)
        *set foodstorelt +round(fundout*2)
        *set cred_h -20
        *goto banditchoices
      *elseif (cha = 1) and ((barnheltot = 0) or (helbarn >= week))
        They are still cautious after meeting you personally, and many are clearly unimpressed that you need to come to them rather than raiding the rich. 
        *if (aristo and dadfund) and (randill2 = 1)
          Your father's air of haggard superiority leaves several of the helot elders stone-faced and silent.
          *set foodstorelt -round(fundout)
        *if ((needfoodlt > foodstorelt) and (kids > 2))
        
          But
          *if (aristo and dadfund) and (randill2 > 1)
            your haggard, silent father seems to arouse some combination of awe and pity in them.  And
          when they hear about the 
          *set d2n_num kids
          *gosub d2n
          children starving with you in the woods, they set aside their distaste.  "$!{kuria}…let us take a few of those little ones from you.  The woods are no place for them, and our overseers only check our numbers against their records once or twice a year.  We'll be able to foster them safely."
          *set fundrkids round((fundout/4)+randill2)
          *if fundrkids < 2
            *set fundrkids 2
          *if (fundrkids > kids)
            *set fundrkids kids
          *if (aristo and dadfund) and (randill2 > 1)
            *set foodstorelt +round(fundout)
          *set foodstorelt +round(fundout*4)
          
          When all your followers report back, they've received offers to host 
          *set d2n_num fundrkids
          *gosub d2n_np
          ${display_numb}.  Perhaps unsurprisingly, they've got barely any grain…a helot camp which faces the prospect of feeding a few extra children for the winter is less inclined to give you food.
          *gosub foodcalc
          *choice
            #I call the band together and encourage them to accept the offer.
              *gosub fosterchoice
              *goto fundrstandchoice
            #I don't want to ask my outlaws to give up their children.
              *set fundrkids 0
              *goto fundrstandchoice
        But thanks to your moderate personal charisma, they tolerate your pleas for money and food and grudgingly share some of their own small stores.
        *label fundrmod
        *set wealth +round(fundout/4)
        *set foodstorelt +(fundout*6)
        *set cred_h -5
        *goto fundrstandchoice
      *else
        But after you spend a week traveling from village to village with a handful of comrades, unleashing your personal 
        *label whosecharisma
        charisma and preaching your message of liberation, they warm to you.  
        *if (barnheltot > 0) and (helbarn < week)
          They even grudgingly accept your explanation for why you had to raid other helots' grain barns.
        They open their remaining food stores to you and share what little wealth they have.
        *set morale +5
        *set wealth +round(fundout/3)
        *set cred_h +5
        
        *if (kids > 2)
          Do you want to ask them if they'll foster some of your band's children?
          *gosub foodcalc
          *choice
            #No—I don't want to burden these generous souls any further.
              *set fundrkids 0
              *goto movedhelgen
            #No—I don't want to dishearten my outlaws by breaking up their families.
              *set fundrkids 0
              *goto movedhelgen
            #Yes.  The children are far more likely to survive the winter here than in the woods with me.
              *set fundrkids round((fundout/4)+randill2)
              *if fundrkids < 2
                *set fundrkids 2
              *if (fundrkids > kids)
                *set fundrkids kids
              *set foodstorelt +round(fundout*4)
              When you explain about the 
              *set d2n_num kids
              *gosub d2n
              children starving with you in the woods, the helots nod at once.  "Ah, ${kuria}, we'll gladly take as many as we safely can.  The woods are no place for them, and our overseers only check our numbers against their records once or twice a year."  They offer rather less barley than you reckon they otherwise would have, though; they'll have to keep some aside to feed 
              *set d2n_num fundrkids
              *gosub d2n
              of your children through the winter.  
              
              When you return to camp, you gather the whole band and explain the helots' offer.
              *gosub fosterchoice
              *goto fundrstandchoice
        *label movedhelgen
        
        You're moved by the helots' generosity; they'll clearly go hungry later this winter, with how little they've held back for themselves.  Now you just need to prove that your rebellion is worth their support….
        *set foodstorelt +round(fundout*8)
        *goto fundrstandchoice
      *label fundrme
      *if (barnheltot > 0) and (helbarn < week)
        Many helots in the region already hate you for stealing their winter grain. 
      *if (barnheltot = 0) or (helbarn >= week)
        The helots outside Rim Square haven't been sure what to think of your rebellion.
      *if not(helbegtale) and fundyoutick
        *set helbegtale true
        Now they have the chance to see you in person.
        *gosub helotbeggin
        *if cha < 2
          *goto fundrmod
        *goto fundrstandchoice
      *set fundyoutick true
      *if (cha < 2) and bredfund
        *set bred_lead +2
        But after you spend a week traveling from village to village with a handful of comrades, unleashing Breden's
        *goto whosecharisma2
      *elseif (cha = 0) or ((cha = 1) and ((barnheltot > 0)and (helbarn < week)))
        Now they consider you an extortionist and a beggar.  You bring back a little barley and less silver, completely exhausting the local helotry's tolerance for you.  
        *if (kids > 2)
          They've certainly got no interest in putting themselves at risk by fostering any of your children.
        
        Soon you have to hurry back to the wild, for fear that hostile elders will notify the Alastors of your presence. It'll be some time before you dare to approach helot camps again.
        *goto fundrfail
      *elseif (cha = 1) and ((barnheltot = 0) or (helbarn >= week))
        They are still cautious after meeting you personally, and many are clearly unimpressed that you need to come to them rather than raiding the rich.  But they tolerate your pleas for money and food and 
        *set cred_h -5
        *if (fosterage > 1) and (kids > 0)
          *set fundrkids round((fundout/4)+randill2)
          *if fundrkids < 2
            *set fundrkids 2
          *if (fundrkids > kids)
            *set fundrkids kids
          offer to foster 
          *set d2n_num fundrkids
          *gosub d2n
          of your children.
          *set foodstorelt +round(fundout*4)
          *goto fundrstandchoice
        grudgingly share some of their own small stores.
        *set wealth +round(fundout/4)
        *set foodstorelt +(fundout*6)
        *goto fundrstandchoice
      *else
        But after you spend a week traveling from village to village with a handful of comrades, unleashing your personal 
        *label whosecharisma2
        charisma and preaching your message of liberation, they warm to you.  
        *if (barnheltot > 0) and (helbarn < week)
          They even grudgingly accept your explanation for why you had to raid other helots' grain barns.
        They open their remaining food stores to you and share what little wealth they have.
        *set morale +5
        *set wealth +round(fundout/3)
        *set cred_h +5
        *if (fosterage > 1) and (kids > 0)
          *set fundrkids round((fundout/4)+randill2)
          *if fundrkids < 2
            *set fundrkids 2
          *if (fundrkids > kids)
            *set fundrkids kids
          They also offer to foster 
          *set d2n_num fundrkids
          *gosub d2n
          of your band's children.
          *set foodstorelt +round(fundout*4)
          *goto fundrstandchoice
        You're moved by the helots' generosity; they'll clearly go hungry later this winter, with how little they've held back for themselves.  Now you just need to prove that your rebellion is worth their support….
        *set foodstorelt +round(fundout*8)
        *goto fundrstandchoice
      *label fundrstandchoice
      *if fosterage = 1
        *set fundrfood "food"
      *gosub foodcalc
      *set fundraise week
      *set bredfund false
      *goto banditchoices

  *if ((hungry < 0) and (week < 10)) and ((aristo or (int = 2)) and ((freefollowers >= 2) and (literacy < week)))
    #Teach more of my outlaws their letters and numbers.
      *if literacy = 0
        *gosub litjust
      *comment endif
      
      How many of your
      *set d2n_num freefollowers
      *gosub d2n
      free followers do you want to spend the week practicing their alphabeta?
      *input_number students 2 freefollowers
      *set litweek +students
      *if litweek > 100
        Your more experienced students understand enough now to help others get started.
      *if litweek <= 100
        You find a bit of time early in the week and set exercises for them to practice.
      This week,
      *set d2n_num students
      *gosub d2n
      outlaws devote themselves to dogged memorization and shakily scribing letters in dirt and bark.
      *if kids > 2
        Many of the band's children 
        *if literacy = 0
          are mustered by Pin Thatcher to 
        *if literacy > 0
          also
        join them.
        *set litweek +(kids/10)
      *set freefollowers -students
      *set literacy week
      *goto banditchoices
  *if (hungry < 0) and ((freefollowers > 29) and (sabotage < 1))
    #Sabotage the Harrowers in nearby towns. (Thirty bandits.)
      Three towns within two days' travel of the Whendward Hills are large enough to have their own Harrower in the market square.  Throughout the Karagond Hegemony, Harrowers are generally protected by nothing more than an oiled canvas and the promise of retaliation; according to the Ecclesiasts, any offense against the blessed instruments of sacrifice will be punished by Divine Xthonos Itself.  You've all heard the reports of towns consumed by flames or swallowed up by the earth after a Harrower was found sabotaged.
      
      So while it would be easy for your outlaws to sneak in and wreck the unguarded machines, it's almost certain to trigger horrible Theurgic reprisals against the three towns, especially their helot populations.  Even if you're willing to accept that consequence, you wonder whether it's more likely to turn the surviving townsfolk against the Hegemony or against you—especially when the punishments are painted as Xthonic vengeance.
      
      Do you still want to carry out a sabotage mission?
      *choice
        *selectable_if (me_raid < week) #Yes—and I want to accompany them to inspect the Harrowers.
          *set sabotage 2
          *set freefollowers -30
          *gosub meraid
          You join some of your stealthiest followers 
          *if kids > 9
            and ten of the most intrepid older children
            *set freefollowers +10
          on a mission deep into the Norther Rim.  You walk from dusk to dawn, picking out the path by starlight, and spend your days sleeping fitfully in the wildest thickets you can find.
          *gosub inspectharrower
          
          Before, you'd debated how to carry out your sabotage—whether the damage to the Harrowers should be immediately obvious, or subtle enough that it likely won't be discovered until a Harrowing is attempted.
          *choice
            #I want the Harrowers doused in oil and set on fire.
              *goto oildouse
            #I want sand sifted into the fine inner gears and pipes of the Harrowers.
              *goto siftsand
        #Yes, but I won't join it.
          *set sabotage 1
          *set freefollowers -30
          You send some of your stealthiest followers 
          *if (kids > 2)
            along with ten of the most intrepid older children
            *set freefollowers +10
          to simultaneously sabotage all three Harrowers in a single night.  Do you want the damage to the Harrowers to be immediately obvious, or subtle enough that it likely won't be discovered until a Harrowing is attempted?
          *choice
            #I tell the raiding parties to douse the Harrowers in oil and set them on fire.
              *label oildouse
              *set cred_h +20
              *set morale +15
              *set anarchy +2
              *set notoriety +20
              The three simultaneous pyres in widely scattered towns are plainly your band's work.  In the days afterward, you hear that a dozen or so helots have been tortured to death on trumped-up charges of assisting your sacrilege.  That's much less violent than you'd expected; the Hegemonic authorities have apparently decided to refrain from their normal disproportionate response.

              Instead, all across the region, the Ecclesiasts preach that Xthonos is reserving Its terrible vengeance for you and your Harrower-burning brigands.  The whole band is on edge for some time, as you wait for the Theurges and Alastors to overrun the Whendward Pass…but there's no obvious sign that they have stepped up their hunt for you.
              
              Some of your more religiously observant bandits remain afraid of divine retribution,
              *if cha > 0
                but with your
                *if cha = 1
                  moderate
                charisma, you are able to reassure them that
              *if cha = 0
                *set morale -5
                and you don't have the charisma to reassure them that
              *if skep <= 50
                the Angels are actually on your side.
              *if skep > 50
                the Ecclesiasts are just spouting their usual lies.
              *if cha = 0
                Morale dips, as every case of ague in the camp is held up as the first sign of Xthonos's wrath.
              
              The Theurges promptly replace the Harrowers, so your sabotage doesn't actually save any helots from being sacrificed.  Still, you hear that the Hegemony has started posting Alastor guards on Harrowers across half of Shayard, sending a public message that they're worried about your rebellion.  And your bold gesture seems to have increased your popularity and credibility among the region's helots.
              *goto banditchoices
            #I tell them to sift sand into the fine inner gears and pipes of the Harrowers.
              *label siftsand
              *if sabotage > 1
                You
              *if sabotage <= 1
                They 
              return successful and 
              *if sabotage > 1
                unnoticed, then
              *if sabotage <= 1
                unnoticed.  You 
              settle in and listen for any hint that your sabotage has been discovered.
              *set harrowsift week
              *goto banditchoices
        *selectable_if (me_raid < week) #No—but now that I think of it, I'd like to sneak in and inspect a Harrower.
          *set sabotage 2
          *set freefollowers -2
          *gosub meraid
          You take with you only two bandits. Once you've crossed out of the wilderness into the Norther Rim, the three of you walk from dusk to dawn, picking out the path by starlight, and spend your days sleeping fitfully in the wildest thickets you can find.
          *gosub inspectharrower
          
          Everything has to be put back exactly as it was if the local authorities aren't to suspect your presence.  Despite the long and draining night, your followers are keen to put as much distance between themselves and the Harrower as possible; by the time the sun rises, you're halfway back to the wild.
          *goto banditchoices
        #No, we'll look at different raids.
          *goto banditchoices
  *if (hungry < 0) and ((freefollowers > 9) and (trapweek = 0))
    #Set deadly or crippling traps on the approaches to our favorite camps. (At least ten bandits.)
      While you shift camp every week or two, there are several sites that you foresee using frequently.  Some have better access to drinking water; others are particularly well-sheltered or defensible.  You deploy some of your followers to set deadfalls and other traps along the most obvious approaches to these favored sites.  
      *goto moretrap
  *if ((hungry < 0) and (freefollowers > 9)) and ((trapweek < week) and (trapweek > 0))
    #Set more deadly or crippling traps in new parts of the wilderness. (At least ten bandits.)
      You continue to prepare deadfalls, pits, and sharpened stakes around camps and springs.  This week, you also work to set traps along the trails that an attacking force might use.
      *label moretrap
      *set violence +1
      
      *if freefollowers = 10
        *set trapfoll 10
        *goto posttrapfoll
      How many of your 
      *set d2n_num freefollowers
      *gosub d2n
      free followers do you send?  You reckon you can use between ten and
      *set maxtrapfoll 50
      *if freefollowers < maxtrapfoll
        *set maxtrapfoll freefollowers
      *set d2n_num maxtrapfoll
      *gosub d2n_np
      ${display_numb}.
      *input_number trapfoll 10 maxtrapfoll
      *label posttrapfoll
      *set freefollowers -trapfoll
      *if trapweek = 0
        You're particularly concerned to make approach on horseback impossible; wherever there are broad gaps in the undergrowth, you have your outlaws fill them in with brush and sharpened stakes.
      *if (kids > 2)
      
        The children from your town lend an enthusiastic hand in camouflaging the stakes and pit traps. In the end, as many children as outlaws go to work on the trap-building.
        *set trapfoll (trapfoll*2)
      *if trapweek > 0
        By the end of the week,
        *if traps > 50
          yet
        more of the wilderness is prepared against intruders.
      *if trapweek = 0
        "We've left two safe ways into and out of this camp," 
        *if pin > 0
          Pin informs you gravely when they've finished the last one.  
        *if pin <= 0
          one of the bandits informs you.  
        "Make sure everyone knows them, ${kuria}.  We'd hate to see anyone get crushed in a landslide along the main slope."
      *set trapweek week
      *if traps < 50
        *set traps +round(trapfoll/3)
      *if traps >= 50
        *set traps +round(trapfoll/5)
      *goto banditchoices
  *if ((hungry < 0) and (freefollowers >= barnheltot)) and (((wealth+loot) >= (barnheltot*16)) and (barnheltot > 0))
    #Buy grain for the helots whose barns we robbed earlier in the winter. ($!{barnhelnum} bandits.)
      *set freefollowers -barnheltot
      *set loot -(barnheltot*16)
      *if loot < 0
        *set wealth +round(loot)
        *set loot 0
      Now that you're no longer on the verge of starvation, you do your best to make it up to the helots, returning the 
      *set d2n_num barnheltot
      *gosub d2n
      bushels you took from them. Your fences accept payment to discreetly deliver the grain to the outskirts of the camps that your outlaws earlier robbed.
        
      *if (week < 10)
        They tell you that your former victims seem to be grudgingly grateful.  "Heard one elder say, 'That bandit ${fname} may be a gutless thief, but at least ${he}'s got the decency to mend something of what ${he} breaks.'"
        *set cred_h +10
        *set morale +10
      *if (week > 9)
        Unfortunately, your gesture wins you back no friends; it comes late enough in the winter that the helots have already gone through the hardest, hungriest time.  At least your own outlaws seem to feel marginally better for having returned the stolen grain.
        *set morale +10
      *set barnheltot 0
      *goto banditchoices

  *if ((hungry < 0) and (freefollowers >= barnyeotot)) and (((wealth+loot) >= (barnyeotot*16)) and (barnyeotot > 0))
    #Buy grain for the yeomen whose stocks we robbed earlier in the winter. ($!{barnyeonum} bandits.)
      *set freefollowers -barnyeotot
      *set sworddonor 2
      *set loot -(barnyeotot*16)
      *if loot < 0
        *set wealth +round(loot)
        *set loot 0
      Now that you're no longer on the verge of starvation, you do your best to make it up to the peasants of the Rim, returning the 
      *set d2n_num barnyeotot
      *gosub d2n
      bushels you took from them. Your fences take payment to discreetly deliver the grain to the outskirts of the homesteads that your outlaws earlier robbed.
      
      *if (week < 8)
        You don't think the proud yeomanry will have entirely forgiven you for robbing them.  Your chief scout, Alira, shrugs when you ask her what this will mean for your reputation.  "At least now they know we were speaking the truth when we said we wouldn't take their grain if we didn't badly need it, ${kuria}.  That'll mean something."
        *set cred_y +10
        *set morale +10
      *if (week >= 8)
        Unfortunately, your gesture wins you back no friends; it comes late enough in the winter that the yeomen have already gone through the hardest, hungriest time.  At least your own outlaws seem to feel marginally better for having returned the stolen grain.
        *set morale +10
      *set barnyeotot 0
      *goto banditchoices

  *if ((hungry < 0) and (freefollowers > 9)) and (mission < week)
    #Send missions out to spread the word of our rebellion and recruit new followers. (At least ten bandits.)
      Do you want to target the helot camps or the yeomanry?
      *if helbarn > 0
        You're not very popular with the region's helots, mostly due to your theft from their winter barns.
        *if barnheltot = 0
          The reparations you've made haven't completely changed their minds.
        *if sabotage != 3
          But you're determined to do whatever you can to win them back.
      *if yeobarn > 0
        The yeoman farmers of the Rim
        *if helbarn > 0
          also
        dislike you for stealing their 
        *if barnyeotot > 0
          grain.
        *if barnyeotot = 0
          grain, even if you did return it all.
      *choice
        #I send my followers into the helot camps.
          *set missiontarg 1
          *goto howmanymission
        #I send my followers to recruit from the yeomanry.
          *set missiontarg 2
          *goto howmanymission
        #I send them to both.
          *set missiontarg 3
          *goto howmanymission
      *label howmanymission
      *if freefollowers = 10
        You send your last ten free followers.
        *set missionfoll 10
        *goto missten
      How many of your 
      *set d2n_num freefollowers
      *gosub d2n
      free followers do you want to send?
      *set maxmissionfoll 200
      *if freefollowers < maxmissionfoll
        *set maxmissionfoll freefollowers
      *input_number missionfoll 10 maxmissionfoll
      *label missten
      *set freefollowers -missionfoll
      *set missionrecr 0
      *if ((me_raid < week) or (((br_raid < week) and bred_here) or (el_here and (el_raid < week)))) or ((rad_raid < week) and not(radsick))
        Do you want any of your band's more persuasive rebels to lead the mission?
        *if not(caveat)
          *gosub caveatductor
        *choice
          *selectable_if (me_raid < week) #I'll lead it myself.
            *gosub meraid
            *set memission true
            *if cha = 2
              *set missionrecr +round(missionfoll/10)
              *set morale +round(missionfoll/10)
            *goto missionsecret
          *if bred_here
            *selectable_if (br_raid < week) #I'll send Breden.
              *gosub brraid
              *set bred_lead +2
              *if (bred_trust = 9) or (bred_trust > 10)
                Overcoming your mistrust, you ask ${xhim} to lead the recruitment mission.
                
              *set missionrecr +round(missionfoll/20)
              *set morale +round(missionfoll/20)
              *set misslead "Breden"
              *goto missionsecret
          *if el_here
            *selectable_if (el_raid < week) #I'll send Elery.
              *set el_raid week
              *set el_lead +1
              *set misslead "Elery"
              *goto missionsecret
          *if not(radsick)
            *selectable_if (rad_raid < week) #I'll send Radmar.
              *set rad_raid week
              *set rad_lead +1
              *set misslead "Radmar"
              *goto missionsecret
          #No, I have other priorities for them.
            *goto missionsecret          
      *label missionsecret
      *if memission
        You and your
      *if not(memission)
        Your 
      *set d2n_num missionfoll
      *gosub d2n
      outlaws
      *if misslead != ""
        and ${misslead}
      travel in secret by night to
      *if missiontarg != 2
        the outskirts of the aristocracy's great estates
        *if missiontarg = 3
          and
      *if missiontarg > 1
        the smallholds of the Rim
      to promote your cause.  
      *if mission > 0
        *if ((cred_h <= 100) and (missiontarg != 2)) or ((cred_y <= 100) and (missiontarg > 1)) 
          Alas, the
          *if ((cred_h <= 100) and (missiontarg != 2))
            helotry
            *if ((cred_y <= 100) and (missiontarg > 1)) 
              and
          *if ((cred_y <= 100) and (missiontarg > 1))     
            yeomanry
          *if missionhostile
            continue to 
          despise you.
          *set missionhostile true
          *if (missiontarg = 3) and ((cred_h > 100) or (cred_y > 100))
            
            The 
            *if (missiontarg != 2) and (cred_h > 100)
              helots 
            *if (missiontarg > 1) and (cred_y > 100)
              yeomen
            are more receptive, happily, and concentrating most of your effort there brings you back a few more recruits.
            *goto missionoutcome
          The mission's failure to bring back any new recruits clearly dispirits your band.
          *set morale -5
          *set mission week
          *goto banditchoices
        
        These
        *if (missiontarg != 2)
          helots 
          *if missiontarg = 3
            and
        *if (missiontarg > 1)
          yeomen
        *if missiontarg = 3
          alike
        prove a
        *if ((missiontarg = 2) or (cred_h >= 190)) and ((missiontarg = 1) or (cred_y >= 190))
          receptive—indeed, a passionately engaged—audience.
        *if ((missiontarg != 2) and (cred_h < 190)) or ((missiontarg > 1) and (cred_y < 190))
          receptive audience, if one with tangibly mixed feelings toward you and your rebellion. 
        *if ((missiontarg != 2) and (helbarn > 0)) or ((missiontarg > 1) and (yeobarn > 0))
          The anger over your theft is not so deep-rooted that 
          *if memission
            your personal intervention
            *if misslead = "Breden"
              and
          *if misslead = "Breden"
            Breden's charisma
          *if not(memission) and (misslead != "Breden")
            a personal appeal
          can't overcome it.
        *if not(memission)
          Your mission returns 
        *if memission
          You return
        triumphant, bringing a few new recruits as testimony to your many new supporters back in the Rim.
        *goto missionoutcome
      *set mission week
      *if not(memission)
        They inform their 
      *if memission
        You inform your
      cautious audiences that you're not just an ordinary band of outlaws, but the first spark in a rebellion against all the murderous injustices of the Thaumatarchy.  
      
      *if memission
        "With your support, we can
        *if natl > 50
          free Shayard from the Karagond yoke and
        ensure an end to the
        *if missiontarg = 1
          Harrowing of helots," 
        *if missiontarg = 2
          seizure of your land,"
        *if missiontarg = 3
          brutal Hegemony,"
        you proclaim.  "Today, Shayard is fed by
        *if missiontarg != 2
          your blood and 
        *if missiontarg = 1
          strength.  Turn them against your oppressors!  
        *if missiontarg > 1
          the sweat of your brow.
        If you rise up at the right moment, if you join us, they will starve."
        
        *comment endif
      *if ((cred_h <= 100) and (missiontarg != 2)) or ((cred_y <= 100) and (missiontarg > 1)) 
        *set missionhostile true
        Unfortunately, the hostile 
      *if (missiontarg != 2) and (cred_h <= 100)
        helots 
        *if (missiontarg = 3) and (cred_y <=100)
          and
      *if (missiontarg > 1) and (cred_y <=100)
        yeomen
      *if ((missiontarg !=2) and (cred_h <= 100)) or ((missiontarg > 1) and (cred_y <= 100))
        don't want to have anything to do with you, and all your 
        *if not(memission)
          followers' 
        attempts to win them over amount to little.
        *if (memission and (cha = 2)) or (misslead = "Breden")
          Without 
          *if memission
            your 
          *if not(memission)
            Breden's
          high charisma, you suspect they would have actually stoned you out of their camps.
        *if (missiontarg = 3) and ((cred_h > 100) or (cred_y > 100))
        
          Fortunately, 
          *if memission
            you find
          *if not(memission) and (misslead != "")
            ${misslead} finds
          *if not(memission) and (misslead = "")
            your embassy finds
          a warmer reception elsewhere.
          *goto goodmission
        Rejection by their fellows sends morale sinking further among your followers.
        *if (sabotage = 3) and (missiontarg != 2)
          It only confirms your intuition that you should be looking elsewhere for support.
        *set morale -5
        *goto banditchoices
      *label goodmission
      *if (cred_h > 100) or (cred_y > 100)
        The 
      *if (missiontarg != 2) and (cred_h > 100)
        helots 
        *if (missiontarg = 3) and (cred_y > 100)
          and
      *if (missiontarg > 1) and (cred_y > 100)
        yeomen
      listen 
      *if (cred_h > 160) or (cred_y > 160)
        eagerly 
      to your
      *if not(memission)
        rebellion's
      message.  Some of them grumble that they've heard brave words like these before, and all it's ever led to has been more corpses.  But the majority of them are keen to help; a few of them 
      *if (missiontarg != 2) and (cred_h > 100)
        run away to 
      join your band, and others promise to carry out sabotage and theft 
      *if nothief = 0
        on the noble estates.
      *if nothief > 0
        against the Hegemony.
      *label missionoutcome
      *if ((helbarn = week) and (cred_h > 100)) or ((yeobarn = week) and (cred_y > 100))
        (You wonder how they'll feel once word of this week's thefts become more widely known.)
      *set missionrecr +round(missionfoll/6)
      *set followers +missionrecr
      *set nonkids +missionrecr
      *set newfoll +missionrecr
      *set ha_foll +missionrecr
      *set morale +(missionrecr)
      *set foodstorelt +round(missionrecr*10.5)
      *if (cha = 2) and memission
        Your strong personal charisma increases both the passion of the 
        *if cred_h > 100
          helots
          *set cred_h +(missionrecr)
          *if cred_y > 100
            and
        *if cred_y > 100
          yeomen
          *set cred_y +(missionrecr)
        and the morale of your own followers.
        *set morale +missionrecr
      *set memission false
      *set misslead ""
      *goto banditchoices

  *if (((bearstand < 1) and (bear < week)) or ((rabbstand < 1) and (rabbit < week))) and (freefollowers > 0)
    #Hunt for game other than deer.
      While deer are the usual winter mainstay, the Whendward wilds do have other game, even in winter.  You could set some of your outlaws to hunting
      *if ((bearstand < 1) and (bear < week))
        bear
        *if ((rabbstand < 1) and (rabbit < week))
          or
      *if ((rabbstand < 1) and (rabbit < week))
        rabbits and other petty game
      to supplement your
      *if needfoodlt > (foodstorelt+700)
        meager
      grain stores.
      *if (bear = 0) and (rabbit = 0)
      
        The bears of Whendward have also suffered from the mass death of the deer in the autumn.  Those that didn't starve have retreated into their caves and are drowsing through the cold, rainy winter.  Finding one will be hard work; killing one will be dangerous.  If you find one, it will feed your band well, but hunting small game is less likely to fail.
      *choice
        *if ((bearstand < 1) and (bear < week))
          #I send hunters after bear.
            *goto bearhuntin
        *if ((rabbstand < 1) and (rabbit < week))
          #I send parties out to snare rabbits and small game.
            *goto rabbhuntin
        #In winter, there's a decent risk of them coming back empty-handed.  I've decided not to send hunters after all.
          *goto banditchoices
      *label bearhuntin
      Of your 
      *set d2n_num freefollowers
      *gosub d2n
      free 
      *if freefollowers > 1
        outlaws, 
      *if freefollowers = 1
        outlaw,
      you choose how many you want to send out hunting bear:
      *input_number bearfoll 1 freefollowers
      *set freefollowers -bearfoll
      *if randbear > bearfoll
        The 
        *if hafood < 1
          haggard 
        *if bearfoll = 1
          hunter returns
          *goto rabblah
        hunting
        *if bearfoll < 12
          party returns
        *if bearfoll > 11
          parties return
        *label rabblah
        *set rablt ((randrabb*bearfoll)*1.5)
        *set rabbush round(rablt/36)
        *set rabcash round(rablt/15)
        *set foodstore +rabbush
        *set foodstorelt +rablt
        *set loot +rabcash
        at the end of the week having caught only petty game—rabbits and a few starved quail, 
        *if rabbush < 1
          worth less than a bushel
        *if rabbush >= 1
          enough to save your food stores around 
          *set d2n_num rabbush
          *gosub d2n
          *if rabbush = 1
            bushel
          *if rabbush > 1
            bushels 
        of barley.
        *if (week > 7) and (randbear > 45)
          The single bear they found was hungrily half-awake, and your outlaws were no match for an enraged bear.  Two of them died in the woods; another succumbs to her wounds soon after returning to camp.
          *gosub 3cas
        *if (week <= 7) or (randbear <= 45)
          "Tracked a bear to its den, ${kuria}—but found only fur and bones. 
          *if hafood >= 1
            Better luck next week."
          *if (hafood < 1) and (bearjoke)
            Again."
          *if (hafood < 1) and not(bearjoke)
            *set bearjoke true
            Looked like we reckon Zvad will in a week or so."
            *if hafood < 0.7
              The hunter's attempt at a joke falls painfully flat, given how famished you all are.
      *if randbear <= bearfoll
        Your hunters return exultantly, 
        *if (bearfoll-randbear) < 40
          carrying a field-dressed bear on their shoulders.
        *if (bearfoll-randbear) >= 40
          having found not one but two sleepy bears. 
        The meat is pungent, oily, and gristly—but it will feed as many of you as 
        *if (bearfoll-randbear) < 40
          ten or eleven
          *set foodstore +10
          *set foodstorelt +372
        *if (bearfoll-randbear) >= 40
          twenty-one or twenty-two
          *set foodstore +21
          *set foodstorelt +744
        bushels of barley.  And the bear hide should fetch
        *if (bearfoll-randbear) < 40
          eighteen
          *set loot +18
        *if (bearfoll-randbear) >= 40
          thirty-five
          *set loot +35
        drachems from your fence.
      *set bear week
      *goto banditchoices
      
      *label rabbhuntin
      *if aristo and (rabbit = 0)
        The idea of taking rabbits without greyhounds or ferrets seems almost impossibly inefficient to you, but the experienced helots and yeomen convince you that they can bring in plenty with snares.
      *if helot and (rabbit = 0)
        In past winters, snared rabbits have provided a welcome bit of meat in the helot camps.
      *if freefollowers = 1
        *set rabbitfoll 1
        *goto rabbnext
      You choose how many of your
      *set d2n_num freefollowers
      *gosub d2n
      free outlaws you want to set to 
      *set maxrabbfoll freefollowers
      *if (rabbit <= 0)
        this task:
      *if (rabbit > 0)
        hunting small game:
        *if rabbadvice and (freefollowers > 49)
          *set maxrabbfoll 50
      *label rabbnum
      *input_number rabbitfoll 1 maxrabbfoll
      *if rabbitfoll > 50
        *set rabbadvice true
        ${deputy} clears ${dephis} throat.  "$!{kuria}…there's no call to send more than forty, or fifty at the very most.  There's only so much forest we can cover in a week, and only so many coneys out there."
        
        "What harm in sending more?" you inquire with mild annoyance.
        
        "They'll wonder why you're not using them in a way that will actually bring enough food for their children," ${deputy} says pointedly.  "You'll lose them."
        
        Very well.  You take ${dephis} advice and send:
        *set maxrabbfoll 50
        *goto rabbnum
      *label rabbnext
      *set freefollowers -rabbitfoll
      Over the course of the week, your 
      *set d2n_num rabbitfoll
      *gosub d2n
      *if rabbitfoll > 1
        followers scour 
      *if rabbitfoll = 1
        follower scours
      the bit of the wild you're moving through.  
      *if rabbitfoll > 1
        On average, each manages to bring back around 
      *if rabbitfoll = 1
        He manages to bring back
      *set d2n_num randrabb
      *gosub d2n
      rabbits and other small game animals.
      *set rablt ((randrabb*rabbitfoll)*1.8)
      *set rabbush round(rablt/36)
      *if rabbush < 1
        *set rabbush 1
      *set rabcash round(rablt/15)
      *set foodstore +rabbush
      *set foodstorelt +rablt
      *set loot +rabcash
      *if (aristo and (rabbit < 1)) and (rabbitfoll > 8)
        The Keriatou coneygarth produced a thousand or so rabbits a year; 
        *if randrabb < 4
          you suppose this isn't too bad 
        *if randrabb > 3
          this is remarkably good
        by comparison.
      It should save your food stores around 
      *set d2n_num rabbush
      *gosub d2n
      *if rabbush = 1
        bushel
      *if rabbush > 1
        bushels 
      of barley, and the hides should fetch 
      *if rabcash < 1
        less than a drachem.
        *goto postrabcash
      *set d2n_num rabcash
      *gosub d2n
      *if rabcash != 1
        drachems.
      *if rabcash = 1
        drachem.
      *label postrabcash
      *if ((rabbit < 1) and (week <= 3)) and ((hafood < 1) and (hungry >= 0))
      
        "Beware famishment, ${kuria}." At supper one night, a haggard old bandit waves the half-cooked meat at you. "You can eat every rabbit in the wild and still die hungry.  Seen it happen in bad winters before.  Folk have to eat some grain, or something with more fat on its bones, if they're to live."
      *set rabbit week
      *goto banditchoices

  #I want to make or change a standing order (e.g. rations, mules, targeting).
    *set standlooplimit +1
    You've decided that you want to:
    *choice
      #Commit outlaws to repeat a particular kind of raid for the rest of the winter.
        You want a certain number of your outlaws to spend the winter:
        *choice
          *if (barn > 0) #Raiding grain barns in the Rim.
            Specifically, you want them to steal grain from:
            *choice
              *selectable_if (ha_foll > 29) #The priestly Tithe Barns. (Thirty bandits.)
                *set barntarg 5
                *set barnstand 30
                *set barnstandtick false
                They'll spend part of their time scouting for new priestly targets, and the rest of their time raiding.  You'll send a scout to wait for them each time you move camp, and hope they'll bring some grain back every two to three weeks.  
                
                *if mules > 1
                  How many of your 
                  *set d2n_num mules
                  *gosub d2n
                  mules do you want to commit to this?  
                Tithe Barns will have more grain than you can possibly carry back; you think you could risk up to twelve mules before the chances of being caught by Theurges exceed the benefits.
                *if mules = 0
                  Sadly, at the moment you've no mules to commit.
                  
                  *goto ptbstand
                *if mules = 1
                  Will you send your one mule?
                  *choice
                    #Yes.
                      *set barnmules 1
                      *goto ptbstand
                    #No.
                      *goto ptbstand
                *set maxbarnmules 12
                *if mules < 12
                  *set maxbarnmules mules
                *input_number barnmules 0 maxbarnmules
                *label ptbstand
                Every week henceforth, as long as you have enough healthy bandits, 
                *set d2n_num barnstand
                *gosub d2n
                will raid Tithe Barns with 
                *set d2n_num barnmules
                *gosub d2n
                *if barnmules != 1
                  mules.
                *if barnmules = 1
                  mule.
                *if (barn < week) and (freefollowers > 29)
                  *set freefollowers -30
                  You send them off this week to begin scouting for a new target.
                  *set barn (week-1)
                *goto banditchoices
              *selectable_if ((ha_foll > 24) and (nothief = 0)) #Noble estates' grain stocks. (Twenty-five bandits.)
                *set barntarg 3
                *set barnstand 25
                *set barnstandtick false
                There are enough vulnerable petty noble estates across the Rim that you expect this group to be able to bring back at least some grain every week.
                
                *if mules > 1
                  How many of your 
                  *set d2n_num mules
                  *gosub d2n
                  mules do you want to commit to this?
                Aristocrats' barns will have more grain than you can possibly carry back; you think you could risk up to twelve mules before the chances of being caught by Theurges exceed the benefits.
                *if mules = 0
                  Sadly, at the moment you've no mules to commit.
                  
                  *goto nbstand
                *if mules = 1
                  Will you send your one mule?
                  *choice
                    #Yes.
                      *set barnmules 1
                      *goto nbstand
                    #No.
                      *goto nbstand
                *set maxbarnmules 12
                *if mules < 12
                  *set maxbarnmules mules
                *input_number barnmules 0 maxbarnmules
                *label nbstand
                Every week henceforth, as long as you have enough healthy bandits, 
                *set d2n_num barnstand
                *gosub d2n
                will raid noble estates with 
                *set d2n_num barnmules
                *gosub d2n
                *if barnmules != 1
                  mules.
                *if barnmules = 1
                  mule.
                *if (barn < week) and (freefollowers > 24)
                  *set freefollowers -25
                  *set barn week
                  The ones you send this week take
                  *label nobbarnstand
                  *set barncas +(randill2+morcheck)
                  *gosub r2cas
                  *gosub morcas
                  *if arms < 12
                    *set barncas +2
                    *gosub 2cas
                  *set cred_a -10
                  *set d2n_num barncas
                  *gosub d2n
                  *if barncas > 1
                    casualties
                  *if barncas = 1
                    casualty
                  while bringing back
                  *if barnmules <= freemules
                    *set barngrain ((barnstand*25)+(barnmules*162))
                  *if barnmules > freemules
                    *set barngrain ((barnstand*25)+(freemules*162))
                  *set barnbush round(barngrain/36)
                  *set d2n_num barnbush
                  *gosub d2n
                  bushels of barley.
                *goto banditchoices
              *selectable_if ((ha_foll > 54) and (nothief = 0)) #Both Tithe Barns and noble estates. (Fifty-five bandits.)
                *set barntarg 4
                *set barnstand 55
                *set barnstandtick false
                They'll spend part of their time scouting for new Tithe Barns, and the rest of their time raiding.  You hope to get some grain back weekly from the noble raiders, and every two to three weeks from another Tithe Barn. 
          
                How many of your 
                *set d2n_num mules
                *gosub d2n
                mules do you want to commit to this?  Both Tithe Barns and noble storehouses will have more grain than you can possibly carry back. You think you could risk as many as twenty-four mules before the chances of being caught by Theurges exceed the benefits.
                *set maxbarnmules 24
                *if mules < 24
                  *set maxbarnmules mules
                *input_number barnmules 0 maxbarnmules
                Every week henceforth, as long as you have enough healthy bandits, 
                *set d2n_num barnstand
                *gosub d2n
                will raid Tithe Barns and noble estates with 
                *set d2n_num barnmules
                *gosub d2n
                mules.
                *if (barn < week) and (freefollowers > 54)
                  *set freefollowers -55
                  Thirty of them head off this week to begin scouting for a new priestly target.  The remainder find a noble barn to attack; they take
                  *set barn (week-1)
                  *goto nobbarnstand
                *goto banditchoices
              *selectable_if ((ha_foll > 1) and (nothief = 0)) #Yeoman farms.
                *set barntarg 2
                Every week, they should be able to bring back a good bit of grain—though you expect it will continue to make many of your followers unhappy, even as they fill their bellies. 
          
                How many of your                
                *set d2n_num nonkids
                *gosub d2n
                *if kids > 0
                  adult 
                outlaws do you want to commit to this?
                *input_number barnstand 1 nonkids
                *set barnstandtick false
                Every week henceforth, as long as you have enough healthy bandits, 
                *set d2n_num barnstand
                *gosub d2n
                will raid yeoman farms.
                
                And how many of your 
                *set d2n_num mules
                *gosub d2n
                mules?  
                *if mules > barnstand
                  You can't send more than your 
                  *set d2n_num barnstand
                  *gosub d2n
                  outlaws; one bandit can't manage more than one of the froward beasts.  
                *if barnstand > 29
                  Zvad reckons you could send out up to thirty mules to plunder the widely scattered farms before the chances of being caught by Theurges exceed the benefits.
                *set maxbarnmules 30
                *if barnstand < 30
                  *set maxbarnmules barnstand
                *if mules < barnstand
                  *set maxbarnmules mules
                *input_number barnmules 0 maxbarnmules
                *if (barn < week) and (freefollowers >= barnstand)
                  *set freefollowers -barnstand
                  *set barn week
                  This week they scour several small settlements and bring back
                  *set cred_y -10
                  *set morale -5
                  *if barnmules <= freemules
                    *set barngrain ((barnstand*25)+(barnmules*162))
                  *if barnmules > freemules
                    *set barngrain ((barnstand*25)+(freemules*162))
                  *set barnbush round(barngrain/36)
                  *set d2n_num barnbush
                  *gosub d2n
                  bushels of barley.
                *goto banditchoices
              *selectable_if ((ha_foll > 1) and (nothief = 0)) #Helot barns.
                *set barntarg 1
                Every week, they should be able to bring back a good bit of grain—though you expect it will continue to make many of your followers unhappy, even as they fill their bellies. 
          
                How many of your 
                *set d2n_num nonkids
                *gosub d2n
                *if kids > 0
                  adult 
                outlaws do you want to commit to this?
                *input_number barnstand 1 nonkids
                *set barnstandtick false
                And how many of your 
                *set d2n_num mules
                *gosub d2n
                mules?
                *if mules > barnstand
                  You can't send more than your 
                  *set d2n_num barnstand
                  *gosub d2n
                  outlaws; one bandit can't manage more than one of the froward beasts.  
                  
                  *comment endif
                In general, helot stockpiles on large farm estates will have more grain than you can possibly carry back. Zvad reckons you could risk up to forty mules, targeting three or four different helot camps a week, before the chances of being caught by Theurges exceed the benefits.
                *set maxbarnmules 40
                *if barnstand < 40
                  *set maxbarnmules barnstand
                *if mules < barnstand
                  *set maxbarnmules mules
                *input_number barnmules 0 maxbarnmules
                Every week henceforth, as long as you have enough healthy bandits, 
                *set d2n_num barnstand
                *gosub d2n
                will raid helot barns with 
                *set d2n_num barnmules
                *gosub d2n
                mules.
                *if (barn < week) and (freefollowers >= barnstand)
                  *set freefollowers -barnstand
                  *set barn week
                  This week they raid two large camps and bring back
                  *set cred_h -10
                  *set morale -5
                  *if barnmules <= freemules
                    *set barngrain ((barnstand*25)+(barnmules*162))
                  *if barnmules > freemules
                    *set barngrain ((barnstand*25)+(freemules*162))
                  *set barnbush round(barngrain/36)
                  *set d2n_num barnbush
                  *gosub d2n
                  bushels of barley.
                *goto banditchoices
              *selectable_if ((ha_foll > 54) and (nothief = 0)) #Everyone they can find. (At least fifty-five bandits.)
                *set barntarg 6
                May as well antagonize everyone equally.  Your bandits will spend part of their time scouting for new priestly targets, and the rest of their time raiding a wide range of barns.
                
                How many of your 
                *set d2n_num nonkids
                *gosub d2n                
                *if kids > 0
                  adult 
                outlaws do you want to commit to this?
                *input_number barnstand 0 nonkids
                *set barnstandtick false
                And how many of your 
                *set d2n_num mules
                *gosub d2n
                mules?  
                *if mules > barnstand
                  You can't send more than your 
                  *set d2n_num barnstand
                  *gosub d2n
                  outlaws; one bandit can't manage more than one of the froward beasts.  
                  
                  *comment endif
                Many of the estates you'll be raiding will have more grain than you can possibly carry back; you think you could risk up to seventy mules, split between the different targets, before the chances of being caught by Theurges exceed the benefits.
                *set maxbarnmules 70
                *if barnstand < 70
                  *set maxbarnmules barnstand
                *if mules < barnstand
                  *set maxbarnmules mules
                *input_number barnmules 0 maxbarnmules
                Every week henceforth, as long as you have enough healthy bandits, 
                *set d2n_num barnstand
                *gosub d2n
                will raid barns with 
                *set d2n_num barnmules
                *gosub d2n
                mules.
                *if (barn < week) and (freefollowers >= barnstand)
                  *set freefollowers -barnstand
                  *set barn week
                  This week they bring back
                  *set cred_h -5
                  *set cred_y -5
                  *set cred_a -5
                  *set morale -5
                  *if barnmules <= freemules
                    *set barngrain ((barnstand*25)+(barnmules*162))
                  *if barnmules > freemules
                    *set barngrain ((barnstand*25)+(freemules*162))
                  *set barnbush round(barngrain/36)
                  *set d2n_num barnbush
                  *gosub d2n
                  bushels of barley.
                *goto banditchoices
              #None of the above.
                *goto banditchoices
          *selectable_if ((ha_foll > 19) and (caravan > 0)) #Raiding caravans through the Owlscap Pass.
            They'll spend their time scouting along passes and nearby roads, and should be able to return with loot once a fortnight. You'd best send between twenty and fifty, to be neither too few nor too readily visible.  How many will you send?
            *input_number carastand 20 50
            *set carastandtick false
            And how many of your 
            *set d2n_num mules
            *gosub d2n
            mules, to carry back plunder?
            *if mules > 12
              Zvad advises you that more than twelve would be too conspicuous.
            *set maxcaramules 12
            *if mules < 12
              *set maxcaramules mules
            *input_number caramules 0 maxcaramules
            Every week henceforth, as long as you have enough healthy bandits and mules, 
            *set d2n_num carastand
            *gosub d2n
            outlaws 
            *if caramules > 0
              and
              *set d2n_num caramules
              *gosub d2n
              mules
            will be involved in scouting and carrying out caravan raids.
            *if (celery) or (el_raid > 0)
              *choice
                #And Elery will lead them.
                  *set el_lead +1
                  *set el_raid week
                  *set cara_el 5
                  Elery's tactical gifts are ideal for this sort of long-distance raiding.  You'll get more out of these raids with fewer losses if she's in command.
                  
                  *if e_rel >= 10
                    *set e_rel +1
                    When you ask her, she looks momentarily flustered.  "$!{kuria}—you're very kind, but…I've still barely any raiding experience.  The more seasoned bandits…"

                    "They'll follow you," you say with assurance.
                    *if com = 2
                      Elery's eye for terrain had helped you ambush Alastors and foil their flanking attempts more than once in your long retreat.
                    "But you'll need a new route.  Take a tracker and scout more of the country between here and the Owlscap.  The tricks we used last time won't snare the Alastors who survived."

                    She smiles fiercely.  "There's more tricks I could spin out of our last traverse, ${kuria}, for those who think I'll fight the same way twice.  But yes, I'd be glad for a chance to explore those hills."  Before leaving the tent, she pauses. "Thanks for trusting me, ${kuria}.  You won't regret it."
                    *goto carastandnow
                  *else
                    When you inform her, she looks surprised and doubtful.  "You want me to lead?"
                  
                    "You've the right skills," you say simply.  "Everyone knows that after our last raid."
                    *if com = 2
                      Elery's eye for terrain had helped you ambush Alastors and foil their flanking attempts more than once in your long retreat.
  
                    *if (bred_here) and (deputy != "Breden")
                      Elery's brow furrows in suspicion. "I hadn't thought you picked leaders based on their skills, ${kuria}."
                      *fake_choice
                        #"What are you implying?"
                          *if elezvad <= 1
                            Elery gives a harsh laugh and looks around to confirm you're alone.  "Shall I be frank?  Zvad's 
                          *if elezvad > 1
                            "Zvad is…"  Elery breaks off for a moment, looking shamefaced and angry.  "Zvad's an admirable fellow in many, many ways.  But he's
                          cautious, easily swayed…loyal to anyone who will relieve him of the burden of leading.  And that's who you choose as your deputy?"

                          "He's got the experience we need."

                          "You could have the experience without making him your second," Elery points out, relentless.  "There's no risk of him challenging you, ${kuria}.  Isn't that your real priority?"

                          "Were that the case, I'd surely not have asked you to lead," you retort.
                        #"You were mistaken."
                          "Perhaps."  Elery continues to study your face.  "Zvad's 
                          *if elezvad > 1
                            an admirable fellow in many, many ways…but he's
                          cautious, easily swayed.  Loyal to anyone who will relieve him of the burden of leading.  I've yet to see you pick a leader who'll challenge you, ${kuria}."

                          "Until now?" you ask pointedly.
                        #"Does this change your mind?"
                          "Too early for that."  Elery studies your face.  "Could be you think I'll not challenge you.  That seems to be what you look for in a leader."
                        
                          *if aristo
                            "Surely five minutes' acquaintance with you would dispel that impression," you say
                          *if helot
                            "How daft would a ${woman} have to be to think that of you, Skinner?" you ask 
                          drily. 
                      "Perhaps you've been too quick to assume you know my mind."

                      "We'll see." Elery makes a stiff bow and leaves.
                      *goto carastandnow
                    Elery shrugs, looking no friendlier.  "As you say, then, ${kuria}.  I'll need one of our trackers, to know where the Alastors have been moving and spot whatever traps they'll have been setting for us."  She makes a stiff bow and leaves.
                    *goto carastandnow
                #I'll send Elery on other raids, where she won't have the chance to lead.
                  *set e_rel -1
                  *set morale -3
                  Elery is disgruntled by your decision, and the Owlscap raiding party are disheartened to lose their "badger."  
                  *goto carastandnow
            *label carastandnow
            *if (caravan < week) and (freefollowers >= carastand)
              *set freefollowers -carastand
              Your caravan raiders set off within the day; you hope by the end of next week, they'll return with some plunder.
              *set caravan (week-1)
            *goto banditchoices
          *if ((templeraid > 0) and reassured) #Raiding temples and monasteries of Xthonos.
            How many
            *if kids > 0
              of your 
              *set d2n_num nonkids
              *gosub d2n
              adult
            followers do you want to commit to raiding the Ecclesiasts for the rest of the winter?
            *input_number tempstand 1 nonkids
            *set tempstandtick false
            Every week henceforth, as long as you have enough healthy bandits, 
            *set d2n_num tempstand
            *gosub d2n
            will look for temples to raid, plan the raids, and carry them out.
            *if (templeraid < week) and (freefollowers >= tempstand)
              *set freefollowers -tempstand
              This week, they set out in search of a vulnerable target.
              *set templeraid (week-1)
            *goto banditchoices
          *selectable_if ((ha_foll > 34) and (nobles > 0)) #Raiding noble estates. (At least thirty-five bandits.)
            How many
            *if kids > 0
              of your 
              *set d2n_num nonkids
              *gosub d2n
              adult
            followers do you want to seek out and raid vulnerable noble estates for the rest of the winter? It would need to be at least thirty-five bandits.
            *input_number nobstand 35 nonkids
            *if mules > 0
              And how many mules will you send with them?
              *if mules > 10
                (Up to ten)
              *set maxnobmules 10
              *if mules < 10
                *set maxnobmules mules
              *input_number nobmules 1 maxnobmules
            *set nobstandtick false
            Every week henceforth, as long as you have enough healthy bandits, 
            *set d2n_num nobstand
            *gosub d2n
            will reconnoiter and raid noble 
            *if mules > 0
              estates, with 
              *if nobmules > 1
                *set d2n_num nobmules
                *gosub d2n
                mules 
              *if nobmules = 1
                one mule
              to bear away the plunder.
            *if mules = 0
              estates.
            *if (nobles < week) and (freefollowers >= nobstand)
              *set freefollowers -nobstand
              This week, they set out in search of a vulnerable target.
              *set templeraid (week-1)
            *goto banditchoices
          *selectable_if ((ha_foll > 34) and ((alastor > 0) and (alastor < 15))) #Raiding Alastor garrisons. (At least thirty-five bandits.)
            How many
            *if kids > 0
              of your 
              *set d2n_num nonkids
              *gosub d2n
              adult
            followers do you want to seek out and destroy Alastor garrisons for the rest of the winter?
            *input_number alastand 35 nonkids
            *set alastandtick false
            Every week henceforth, as long as you have enough healthy bandits, 
            *set d2n_num alastand
            *gosub d2n
            will reconnoiter and attack Alastor garrisons.
            *if (alastor < week) and (freefollowers >= alastand)
              *set freefollowers -alastand
              This week, they set out in search of a vulnerable garrison.
              *set alastor (week-1)
            *goto banditchoices
          *if (fundraise > 0) #Asking sympathetic helots for money or ${fundrfood}.
            How many
            *if kids > 0
              of your 
              *set d2n_num nonkids
              *gosub d2n
              adult
            followers do you want to commit to begging from helots every week?
            *input_number fundrstand 1 nonkids
            *set fundrstandtick false
            Every week henceforth, as long as you have enough healthy bandits, 
            *set d2n_num fundrstand
            *gosub d2n
            will make the rounds of the nearest helot camps.
            *if fosterage > 1
              They'll look in particular for people willing to foster more of your band's children.
            *if (bred_here) and (br_raid <= week)
              Do you want to ask Breden to lead them?
              *choice
                #Yes—we'll get better results with ${xhis} charisma at work.
                  *set bredfund true
                  *set br_raid 13
                  *goto fundrstandnow
                #No, I have other priorities for Breden.
                  *goto fundrstandnow
                *if (bred_trust != 2) #No.  I don't trust Breden enough.                
                  *goto fundrstandnow
            *label fundrstandnow
            *if (fundraise < week)
              *if (freefollowers < fundrstand)
                *set fundraise week
              *if (freefollowers >= fundrstand)
                *set freefollowers -fundrstand
            *goto banditchoices
          *if (bear > 0) #Hunting bear.
            How many
            *if kids > 0
              of your 
              *set d2n_num nonkids
              *gosub d2n
              adult
            followers do you want to commit to hunting bear every week?
            *input_number bearstand 1 nonkids
            *set bearstandtick false
            Every week henceforth, as long as you have enough healthy bandits, 
            *set d2n_num bearstand
            *gosub d2n
            will try to hunt bear.
            *if (bear < week)
              *if (freefollowers < bearstand)
                *set bear week
              *if (freefollowers >= bearstand)
                *set freefollowers -bearstand
            *goto banditchoices      
          *if (rabbit > 0) #Trapping rabbits and other small game.
            How many
            *if kids > 0
              of your
              *set d2n_num nonkids
              *gosub d2n
              adult
            followers do you want to commit to snaring game every week?
            *input_number rabbstand 1 nonkids
            *set rabbstandtick false
            Every week henceforth, as long as you have enough healthy bandits, 
            *set d2n_num rabbstand
            *gosub d2n
            will try to trap rabbits.
            *if (rabbit < week)
              *if (freefollowers < rabbstand)
                *set rabbit week
              *if (freefollowers >= rabbstand)
                *set freefollowers -rabbstand
            *goto banditchoices
          #On second thought, I'd rather not give any standing orders.
            *goto banditchoices
      #Change the rations.
        *gosub dietchange
        *goto banditchoices
      #Change how we're using mules.
        *if mules < 1
          Alas, you have no mules left.  You'd need to acquire one somehow.
          *goto banditchoices
        *gosub muleneedsrep
        *gosub mulechange
        *goto banditchoices
      *if (((mules-archmules) >= 1) and (sellmulesnext = 0)) #Sell at least one mule.
        *if mules = 1
          Your last remaining mule
        *if mules > 1
          Any of your 
          *set d2n_num mules
          *gosub d2n
          mules
        could be sold for around seven gold staters, or seven hundred drachems.
        *if archmules > 0
          (Except the sixteen you captured from the Architelone Xedia—those have her brand on them, and would instantly earn a Harrowing for any fence caught with one.)
        *if (grainmules > 0) or (sickmules > 0)
          You currently have
          *if grainmules > 0
            *set d2n_num grainmules
            *gosub d2n
            *if grainmules = 1
              mule
            *if grainmules > 1
              mules 
            on the weekly grain 
            *if sickmules <= 0
              run.
            *if sickmules > 0
              run, and
          *if sickmules > 0
            *set d2n_num sickmules
            *gosub d2n
            *if sickmules = 1
              mule
            *if sickmules > 1
              mules 
            dedicated to the sick.
        You'll sell:
        *input_number mulesale 0 (mules-archmules)
        *if mulesale = 0
          You've changed your mind. There's not a single mule to spare.
          *goto banditchoices
        *if freemules < mulesale
          *set sellmulesnext +(mulesale-freemules)
          Since you're using all 
          *if freemules > 0
            but
            *set d2n_num freemules
            *gosub d2n
          of your mules this week, you'll send the remaining
          *set d2n_num sellmulesnext
          *gosub d2n
          when they've all returned at the end of the week.
          *set mulesale freemules
          *set freemules 0
          *set mules -mulesale
          *goto soldamule
        *set freemules -mulesale
        *set mules -mulesale
        Selling 
        *if mulesale = 1
          a mule for
        *if mulesale != 1
          *set d2n_num mulesale
          *gosub d2n
          animals at
        seven hundred drachems
        *if mulesale > 1
          each
        will leave you with 
        *set d2n_num mules
        *gosub d2n
        *if mules != 1
          mules 
        *if mules = 1
          mule
        in the band.
        *label soldamule
        *set loot +(mulesale*700)
        *set mulesale 0
        *goto banditchoices
      *if (carastand>0) #Cancel the ${carastand} followers and ${caramules} mules I ordered to raid caravans.
        *set tick 0
        *if carastandtick
          *set freefollowers +carastand
          *set freemules +caramules
        *set carastand 0
        *set caramules 0
        *if cara_el = 5
          *set cara_el 0
          *set el_raid (week-1)
        *goto banditchoices
      *if (barnstand>0) #Cancel the ${barnstand} followers and ${barnmules} mules I ordered to raid barns.
        *set tick 0
        *if barnstandtick
          *set freefollowers +barnstand
          *set freemules +barnmules
        *set barnstand 0
        *set barnmules 0
        *goto banditchoices
      *if (alastand>0) #Cancel the ${alastand} followers I ordered to raid Alastor garrisons.
        *set tick 0
        *if alastandtick
          *set freefollowers +alastand
        *set alastand 0
        *goto banditchoices
      *if (nobstand>0) #Cancel the ${nobstand} followers and ${nobmules} mules I ordered to raid noble estates.
        *set tick 0
        *if nobstandtick
          *set freefollowers +nobstand
          *set freemules +nobmules
        *set nobstand 0
        *set nobmules 0
        *goto banditchoices
      *if (tempstand>0) #Cancel the ${tempstand} followers I ordered to raid temples and monasteries.
        *set tick 0
        *if tempstandtick
          *set freefollowers +tempstand
        *set tempstand 0
        *goto banditchoices
      *if (fundrstand>0) #Cancel the ${fundrstand} followers I ordered to beg grain from the helotry.
        *set tick 0
        *if fundrstandtick
          *set freefollowers +fundrstand
        *set fundrstand 0
        *if bredfund
          *set br_raid (week-1)
        *goto banditchoices
      *if (bearstand>0)  #Cancel the ${bearstand} followers I ordered to hunt bear.
        *set tick 0
        *if bearstandtick
          *set freefollowers +bearstand
        *set bearstand 0
        *goto banditchoices
      *if (rabbstand>0) #Cancel the ${rabbstand} followers I ordered to trap rabbits.
        *set tick 0
        *if rabbstandtick
          *set freefollowers +rabbstand
        *set rabbstand 0
        *goto banditchoices
      *if nothief = 2
        #Reconsider targeting the Hegemonic authorities.
          *set tick 0
          *if (hafood < 1) 
            *if (week < 8)
              The winter is dragging on agonizingly; you don't want to see your followers starve 
            *if (week >= 8)
              Despite the promise of spring, you're no longer confident that you can bring down the Thaumatarch without attacking the Hegemony more directly.  You don't want to end the hungry winter
            without at least considering a more aggressive strategy.
          *if (hafood >= 1)
            You've got the band on a decent footing at the moment, but who knows what the coming year will bring?  You want to at least consider the possibilities of bringing in more income by targeting Alastors, tax collectors, and Ecclesiasts.
          *set nothief 1
          *set nothchange week
          *set combator "combat"
          *set raids "raids"
          *goto banditchoices

      *if nothief = 1
        #Reconsider stealing from nobles and merchants.
          *set tick 0
          *if (hafood < 1)
            You don't want to let your followers succumb to cold, sickness and hunger without at least looking at all the options.
          *if (hafood >= 1)
            You've got the band on a decent enough footing at the moment, but who knows what the coming year will bring?  You want to at least consider the possibilities of bringing in more income by targeting the Shayardene upper crust.
          *set nothief 0
          *set nothchange week
          *goto banditchoices

  *selectable_if (((needfoodlt <= foodstorelt) or (freefollowers < 10)) or (standlooplimit > 20)) #That's all we can do this week.  The rest can practice ${combator} in the woods.
    You set your 
    *set d2n_num freefollowers
    *gosub d2n
    remaining 
    *if freefollowers > 1
      followers 
    *if freefollowers = 1
      follower
    to practicing 
    *if freefollowers = 1
      archery.
      *goto weekend
    with their
    *if arms > 10
      captured weapons and
    *if rescuer = 0
      still-unfamiliar
    bows.  By the end of the week, they feel slightly better prepared for the 
    *if nothief < 2
      battle to come.
    *if nothief = 2
      attack you all expect.
    *if freefollowers < 10
      *set morale +freefollowers
    *if freefollowers > 9
      *set morale +10
    *goto weekend
    

*label 1cas
*set followers -1
*set nonkids -1
*set ha_foll -1
*set morale -1
*set dead +1
*set bandead +1
*return

*label 2cas
*set followers -2
*set nonkids -2
*set ha_foll -2
*set morale -2
*set dead +2
*set bandead +2
*return

*label 3cas
*set followers -3
*set nonkids -3
*set ha_foll -3
*set morale -3
*set dead +3
*set bandead +3
*return

*label 5cas
*set followers -5
*set nonkids -5
*set ha_foll -5
*set morale -5
*set dead +5
*set bandead +5
*return

*label r2cas
*set followers -randill2
*set nonkids -randill2
*set ha_foll -randill2
*set morale -randill2
*set dead +randill2
*set bandead +randill2
*return

*label r4cas
*set followers -randill4
*set nonkids -randill4
*set ha_foll -randill4
*set morale -randill4
*set dead +randill4
*set bandead +randill4
*return

*label r6cas
*set followers -randill6
*set nonkids -randill6
*set ha_foll -randill6
*set morale -randill6
*set dead +randill6
*set bandead +randill6
*return

*label morcas
*set followers -morcheck
*set nonkids -morcheck
*set ha_foll -morcheck
*set morale -morcheck
*set dead +morcheck
*set bandead +morcheck
*return

*label usetheuch
*choice
  *if theurefuse = 1
    #No. I haven't changed my mind on this.
      *set theurefuse +1
      *return
  *if theurefuse = 2
    #I continue to refuse to use magic.
      *set theurefuse +1
      *return
  *if theurefuse = 3
    #Damn it all, I will never use the vile art.
      *set theurefuse +1
      *return
  *if theurefuse >= 4
    #Never.
      *return
  *if (theurgy <= 1) #I cut my hand for my ${first}-ever experiment in Theurgy.
    *gosub discreetornot
    *if blood > 0
      *set thrifty true
    *if tax_theurgy = 1
      *set tax_theurgy 2
    *gosub magic_1
    *set theuactnow true
    *set theuspell true
    *if discreet
      *set theurgy 12
    *return
  *if ((theurgy <= 1) and (blood > 0)) #I uncork a phial of blood and fervently hope I can figure out how to make this work.
    *gosub discreetornot
    *gosub magic_1
    *set theuactnow true
    *set theuspell true
    *if discreet
      *set theurgy 12
    *return
  *if (theurgy > 1)
    *if (blood > 0) #I pull out a phial of blood, hoping I can make a Change before ${theuprob}.
      *gosub magic_2
      *set theuspell true
      *if theuknown < 5
        *set theurgy 12
      *return
    #I cut my hand open, hoping I can make a Change before ${theuprob}.
      *if tax_theurgy = 1
        *set tax_theurgy 2
      *gosub magic_3
      *set theuspell true
      *if theuknown < 5
        *set theurgy 12
      *return
  *if (tax_theurgy = 0) and (nob_theurgy = 0)
    *if (blood = 0) #It's too risky to use ${wisardry} right now—if I lose consciousness, my raiding party will be leaderless and I may well be killed.
      *return
    *if (blood != 0) #I don't want to try a risky experiment in ${wisardry} now.
      *return

*label discreetornot
Are you trying to be discreet, hiding what you're doing from your followers?
*choice
  #It has to be a secret.  If I succeed, my followers might take me for a Goete and abandon or stone me.
    *set discreet true
    *return
  #It has to be a secret.  If this fails, I would earn both their fear and their scorn.
    *set discreet true
    *return
  #I want them to see.  I want everyone to see.
    *return

*label moralecalc
*if morale >= (followers+20)
  *set morcheck 0
*if (morale < (followers+20)) and (morale > followers)
  *set morcheck 0
*if (morale > ((followers*2)/3)) and (morale <= followers)
  *set morcheck 2
*if (morale > (followers/2)) and (morale <= ((followers*2)/3))
  *set morcheck 3
*if (morale <= (followers/2)) and (morale > (followers/3))
  *set morcheck 4
*if morale <= (followers/3)
  *set morcheck 5
*return

*label zebedtithe
The Tithe Barn you know best, Ecclesiast Zebed's great storehouse in Rim Square, will be thick with Alastors and Theurges—too many for your band to handle.  You're aware of one other village barn in reach of the Whendward wilderness, though.  They've probably got enough bushels stored there to load forty mules.
*if (mules < 30) and not(storymode)
  Your mules will only be able to carry away a fraction of the grain.
*return
    
*label secrettheurge

Since narrowly surviving your confrontation with Chirex, your mind has kept circling back to
*if theurgy > 0
  your one fleeting success at Theurgy.
*if theurgy = 0
  Ganelon's mysterious scroll.  
Sooner or later, you'll face Theurges again—and ones better supplied with blood.  Could you possibly puzzle out enough
*if theurgy = 0
  about Theurgy
to stand against
*if theurgy > 0
  them without fainting?
*if theurgy = 0
  them?
*choice
  #I head out into the woods to practice in secret.
    After weeks of reflection and mentally running through the exercises in Ganelon's scroll, you finally feel ready for the experiment.  You make your excuses to ${deputy} and the band, and climb up to a sheltered glen "to think
    *if skep < 45
      and pray
    on the course ahead." 
    
    With the slate-dark sky already sprinkling rain, you doubt anyone will leave their tents to follow you.  Still, you cross to the more densely forested side of the brook and wait hidden in the brush for several minutes before exhaling raggedly and drawing your knife.
    *if theurgy = 0
      Your heart hammers as you pull the blade across your 
    *if theurgy > 0
      You try to keep your breathing measured as you cut your 
    *if blood > 0
      palm—it would be madness to waste one of your precious phials on a venture like this—and
    *if blood <= 0
      palm and
    focus on the words of the vellum scroll. "I look beyond the ephemeral. I see the nature of things, their reasons for being, the final causes of all their motion…."
    
    *if theurgy = 1
      As when you first experimented with levitation in Rim Square, you
    *if theurgy = 0
      You
    feel light-headed and intensely nauseated. Time seems to slow, and the world shimmers as if you're falling away from it; the rocks and trees around you start to look smudged and hazy. Cursing the unnaturally rapid blood loss, you try to concentrate on the clearest thing around you: the keen, wet knife with which you just cut yourself.
    
    The words of the litany fly through your mind: "I see that nothing comes into the world without purpose.  Fear does not cloud my vision.  I see the world without its masks.  I see myself without a mirror.  I see the ends of all things…."
    
    Swaying on the very edge of unconsciousness, your perceptions shift.  Your disorientation isn't you falling away from the world; rather, you are directly sensing the world falling all around you, the stones and water striving downward and the air and fire upward, each element seeking its natural resting place in the cosmos.
    
    And the detachment you feel from your own body and brain is not just an impending blackout.  You can sense yourself as a maze of conflicting causes and purposes—a formidable knot to be contemplated, untangled, and retied in any way you choose.
    
    "And I know," you whisper, completing the litany,  "I am the nature behind nature.  I am the cause beyond the final cause.  I am a Maker of Change."  Through the dizziness and nausea, you are flooded with such delirious confidence that you almost laugh aloud.  Even though you don't understand more than a fraction of what you're experiencing, you know you can reach out and change something.
    *choice
      #I levitate a recently fallen tree.
        You focus on the blend of physical elements that constitute the dead trunk…and somehow reach out mentally to enhance and encourage those which rise.  
        
        With a tearing groan, the slender tree pulls free of moss and creepers and hovers before you in the rain. Dots swirl madly before your eyes, but
        *if theurgy = 1
          this time
        you cling to consciousness and push outward with a shout.  
        
        The tree flies across the glen, so fast it sends a jolt of shock through you, ripping through the brush in its path.  It stops only when it hits a boulder with a resounding crack.
        *goto theupractice
      #I cause a bush to burst into flame.
        The dittany plant is sodden, but with your altered senses you can see elemental fire coursing through every oily, lime-smelling leaf and twig.  A sharp mental push, and the volatile bush erupts in a great gout of light and smoke.  
        
        Seized by a sudden terror of discovery, your eyes dart upward—but even had a Theurge been flying just overhead, you don't think you could have made them out against the roiling vapor exhalations, the great moist anathumes of which you once read in the [i]Meteora[/i] of Phoibe. [i]$!{oath}…I can see the wind.[/i] You sit there transfixed, all danger forgotten, until your vision fades and the sky returns to a featureless gray.
        *goto theupractice
      #I reverse the water flowing in the stream.
        You stare at the water rolling down, seeking its level—and reach out with your mind to roll it back on itself.  Starting between two stones, the water begins to course uphill, tumbling over the continuing downhill flow.  It lasts only a minute or two before dots begin to swirl before your eyes and you let go.  
        
        But in that time, a six-foot tower of water has built up which sweeps down the glen with a gurgling roar, overturning stones and uprooting bushes.  As your vision and heartbeat return to normal, you walk out into the middle of the washed-out little valley and survey the damage.
        *goto theupractice
    *label theupractice
    
    There's no denying it.  You are capable of Theurgy—or the abomination of Goety, as the Hegemony will surely call it.
    *if theurgy < 1
      *achieve theurge
    *set consc -1
    *choice
      #The world will tremble, and rebels flock to my banner.  I hurry back and tell my followers.
        *set theurgy 3
        *set theuknown 5
        "You've done what now, ${kuria}?" Zvad blinks warily at you, as do dozens of other outlaws around the evening meal circle.
        
        "I've figured out how they do it.  How the Theurges use blood to make a Change.  What they do with the blood of others, I can do with my own."  You brandish your palm, still seeping blood from the cut. At least half your followers flinch away.
        
        "So you can change this bracken into barley?"
        *if yebben > 0
          Yebben Skinner
        *if yebben = 0
          Pitrj
        inquires with strained levity, holding up a soggy fern.
        
        "Not yet."  You've no idea whether that's even possible, and you're still too light-headed to try anything.  "But as I practice more…who knows?"
        
        "Goety." The inevitable mutter comes from Ora, a seasoned outlaw whose single eye is narrowed with suspicion and fear.
        
        On your scramble back down to camp, you'd anticipated this moment.  You could counter firmly that you're a Theurge—a familiar term, which comes with connotations of supporting the Hegemonic order and claiming Angelic blessing.  Or you could accept the spine-chilling label of Goete, and the implication that you traffick with Xaos-demons, in the hope that it appalls your enemies even more than your own followers.
        
        Or you could try to revive a dusty Old Shayarin word, "Wisard" (wise one), placing yourself outside the familiar Hegemonic categories.  Of course, no one outside Shayard will have the least idea what Wisard means.
        *set wischoice true
        *choice
          #"No, Ora.  True Theurgy.  The gift of the Angels."
            *set skep %-5
            *label awemur
            An awed murmur ripples around the circle, still mingled with some alarm.
            *goto wisannounce
          #"No, Ora.  True Theurgy.  Power to set things right."
            *goto awemur
          #"I learned it by myself, Ora, not from any demon.  But aye, call it Goety, and let the Hegemony tremble."
            *set wisard "Goete"
            *set wisardry "Goety"
            *set wisardric "Goetic"
            *set morale -15
            *set cred_p -50
            An uneasy murmur ripples around the circle, and several children start to sob.
            *goto wisannounce
          #"Give it no Karagond name.  This is the old Wisardry, which we Shayardenes knew long before the Thaumatarchy."
            *set wisard "Wisard"
            *set wisardry "Wisardry"
            *set wisardric "Wisardric"
            *set natl %+5
            At this a new murmur ripples round the circle; on your bandits' faces you see confusion, fascination, alarm.
            *goto wisannounce
        *label wisannounce
        *if bred_here
          
          Through the whole exchange, Breden has been staring mutely at you.
          *if ((bred_lover > 3) or (bred_heart = 3)) and (bred_trust < 10)
            You thought you saw a rare twitch of fear tug at ${xhis} face.
          Now ${xhe} clears ${xhis} throat and says
          *if (bred_trust >= 10) and (bred_heart < 10)
            grudgingly, "$!{kuria}…I believe you.  And Angels know it's a dangerous thing to be playing with, but I'd say we don't have much choice.  We need any advantage we can find."
            
            The others still seem unsure.
          *if (bred_trust < 10) and (bred_heart < 10)
            loudly, "This is it."  Every eye turns to ${xhim}, drawn by the elation in ${xhis} voice. "This is what will beat them!  If ${kuria} ${lname} can learn 
            *if wisardry = "Theurgy"
              ${wisardry},
            *if wisardry = "Wisardry"
              this ${wisardry},
            *if wisardry = "Goety"
              their own arts,
            they'll have no strength we couldn't eventually match."
            *set morale +2
            
            Some of the other bandits aren't as readily convinced.
          *if (bred_heart >= 10)
            grimly, "Dangerous business to be playing with, ${kuria} ${fname}.  You sure you're not going to set us all afire or cause the earth to swallow us up?"
            *set morale -2
            
            The other bandits are no less fretful.
        A more eloquent ${woman} than you might have allayed their fears. You'll just have to wait until they see you publicly using ${wisardry} to save them.
        *set morale -3
        *if cha = 0
          *set morale -5
        *if (bred_here) and (((bred_lover > 3) or (bred_heart = 3)) and (bred_trust < 10))
          
          Much later, Breden manages to get you apart from the rest. "Where did you…love, how is it possible?" $!{xhis} face shows none of the joy you saw at the meal circle.  "What kind of bargain…"
          *choice
            #"Nothing like that, Breden.  No Angels, no Xaos.  Just this scroll."  I tap the scroll, which is never going to leave my person again.
              *set theu_spread 1
              After a moment's silence, Breden leans even closer, ${xhis} voice almost inaudible.  "That's it?  And you were showing it around the meetings in Rim Square?"
              
              You try not to sound too defensive.  "I didn't know what it was then. Thought it was just some bit of philosophy that Ganelon gave me."
              
              *if el_here
                "Angels."  Breden's eyes are faraway and troubled.  "So does that mean Elery or Pin might already be on the edge of doing it as well?  Or Yebben?  You had them read it aloud, didn't you?  Now that they know what you've done, they might realize how."
              
                "I don't think…"  [i]Might they be?[/i]  "I think it takes a more prepared mind, Breden.  They can't even really read yet.  I don't think they'll have the scroll to memory, or have done any of the exercises.  Or understand enough of how the world works to know how to change it."
              
                "Love, if
              *if not(el_here)
                "Angels. If
              you can teach yourself just from reading a scroll, and others find out…" $!{xhe} shakes ${xhis} head.  "Xthonos' Blood, ${fname}, the world could end up full of ${wisard}s.  Forget overthrowing the Thaumatarch, no one would ever be able to rule again."
              
              "We'll keep it safe."  You try and fail to imagine the world Breden has just described, with every literate person able to wield a Theurge's power.  
              *choice
                #I certainly want to remain the only ${wisard} in the band.
                  When you don't know who might be a traitor, or who might want to claim authority in a crisis…it's safest to keep the knowledge to yourself.
                  
                  *return
                #"In time, maybe I'll see if anyone else in the band can learn."
                  "Someone you're sure isn't a traitor?" Breden asks
                  *if bred_trust < 10
                    soberly.
                  *if bred_trust >= 10
                    pointedly.
                  "You're probably right, ${fname}…they'll be sending more than one Theurge against us.  But I can't think of anyone I'd gladly trust with the power."
                  *if el_here
                    
                    "Not Elery?"  You're surprised; Elery's one of the brighter outlaws, and she and Breden are close friends.
                    
                    "She's no traitor, plainly.  But power goes to some people's heads in funny ways, and this is a big dose of power."  Breden squeezes your hand with an affectionate grimace.  "I'm worried enough about you, ${kuria} ${lname}.  Don't want to have to worry about El too."
                  *page_break
                  *return
                #A world of commonplace ${wisardry} has a radical appeal—but I'd be a fool to start spreading it without giving more thought to the consequences.
                  [i]No one would ever be able to rule again,[/i] Breden had said.  Maybe that would be true…or maybe rule would just have to take an entirely different form, with dominance by force impossible.  But you'll turn your mind to that once you've survived the winter.
                  
                  *return
            #"I truly did learn it myself, Breden." I don't want ${xhim} or anyone to know about the scroll.
              $!{xhe} settles back, ${xhis} fretful expression changing to awe—and thence to a small, intent smile you've come to know well.  "I knew you were quite the philosopher. But Angels, ${fname}. I had no idea."
              
              "I was lucky." Your skin suddenly feels ablaze from your ears to your throat.  "Another person with the right…"
              
              Breden 
              *if (bred_heart !=3)
                clasps your burning face between ${xhis} hands.  "With the finest mind of our age.  Stop trying to be modest, and kiss me."
              *if (bred_heart =3)
                waves away your attempt at humility. "With the finest mind of our age.  You don't need to be modest with me, ${bfname}."
              *page_break
              *return
            #I don't mind ${xhim} thinking I made some sort of Xaotic bargain—it should make it even less likely that ${xhe} guesses the truth. "The less said about it, the better."
              "But how?"  Breden is as tense and apprehensive as you've ever seen ${xhim}. "With whom, ${fname}?"
              
              If you want to have any hope of retaining ${xhis} affections, you'll have to relent a bit.  "Breden…I've not sold my soul.  It's not as dark as the Theurges claim.  That's not how the Bargain works.  Nor are the powers involved exactly what you'd call Xaos."
              
              $!{xhe} settles abruptly back, still looking discomposed. "Ah.  Well.  That's a relief, then."
              
              "But I don't want to put you at risk by talking too much about it."
              
              "Probably for the best." Breden stares at you for a few moments without speaking. "But…you truly learned it from, ah, something not human?"
              
              "Best not to talk about it," you repeat firmly, and Breden relents with a sigh.
              *page_break
              *return
        *page_break
        *return
      #I want them to know—but not until they can see me using it to save them.
        *set theurgy 2
        For you to stagger back to camp now, bloodied and near to passing out, and tell the other outlaws you're a Theurge?  At best, it would be unimpressive and odd.  More likely, they'd be demoralized and uneasy, and full of questions for which you still have no good answer.  At worst, they'd stone you as a Goete.
        
        Best to wait and reveal your newfound power at some moment of grave threat and high drama—a moment when even the most easily-dismayed outlaw will accept it as a glorious gift.
        *page_break
        *return
      #I have to keep it a secret from everyone.  Too many people will fear or hate me as a Goete; even my followers might stone me.
        *set discreet true
        *set theurgy 11
        Your powers might demoralize more of your outlaws than they inspire, or alienate more potential followers than they attract.  You don't want to take that risk.  Every Ecclesiast and Diakon in the realm will spread weekly slanders about you regardless, but if you're known as a Goete, most people will likely believe them.
        
        Also, though using Theurgy will give you some advantage with the Thaumatarchy…it will give the most advantage if no one knows you're a Theurge until the key moment.
        *page_break
        *return
  #I want nothing to do with the bloody art.
    *set theurefuse 1
    You put the idea out of your mind.  However powerful you could become, you're not going to attempt Theurgy
    *if theurgy = 1
      again
    because:
    *choice
      #It's a blasphemy against the Order of Xthonos.
        *if skepreal > 50
          Even skeptics have their limits.
        *set skepreal %-10
        The Theurges claim that the Angels will punish anyone who tries to duplicate the blessed art—and that sounds alarmingly plausible to you.
        
        *return
      #It's too dangerous.  Trying to teach myself something that could kill us all?
        It would be one thing if you had a tutor of some kind, but trying to work it out blindly on your own would be about as wise as trying to repair an active Harrower.
        
        *return
      #If I start trying with my own blood, sooner or later I'll talk myself into trying with others'.
        The path of Theurgy can lead nowhere but monstrosity.  Best not to set foot on it in the first place.
        
        *return

*label magic_1
*if theurgy < 1
  *achieve theurge
*if theurgy = 1
  You've 
  *if theurefuse = 0
    practiced the mental exercises from your contraband scroll so many times that 
  *if theurefuse != 0
    never forgotten the mental exercises described in your contraband scroll; for all your qualms, you found your mind returning to them from time to time.  Now,
*if theurgy = 0
  As you feared, the moment has come where you finally need to attempt ${wisardry}.  Despite your qualms, you've now read and re-read your mysterious vellum scroll enough times that you have its mental exercises memorized;
even with
*if tax_theurgy = 0
  armed men fast approaching you, 
*if tax_theurgy > 0
  rain streaming through your saturated clothes,
you can keep your focus.  "I look beyond the ephemeral. I see the nature of things, their reasons for being, the final causes of all their motion…."

*if (blood = 0) or thrifty
  *if theurgy = 1
    As when you first experimented with levitation in Rim Square, you
  *if theurgy = 0
    You
  immediately feel light-headed and intensely nauseated. 
*if (blood > 0) and not(thrifty)
  *if theurgy = 1
    You don't suffer the same nausea and faintness as when you tried levitation using your own blood. But you still
  *if theurgy = 0
    You
  feel an immediate change.
Time seems to slow, and the world shimmers as if you're falling away from it; the faces and hands of
*if tax_theurgy = 0
  the people around you  
*if tax_theurgy > 0
  your five bandits
start to look smudged and hazy.  
*if (blood = 0) or thrifty
  Cursing the unnaturally rapid blood loss, you 
*if (blood > 0) and not(thrifty)
  Struggling with the sensation of your mind floating away from your body, you
try to concentrate on the clearest thing around you: the 
*if tax_theurgy = 0
  weapon raised in a guardsman's
*if tax_theurgy > 0
  flicker of the oil lantern in an Alastor's
hand.

The words of the litany fly through your mind: "I see that nothing comes into the world without purpose.  Fear does not cloud my vision.  I see the world without its masks.  I see myself without a mirror.  I see the ends of all things…."

*if (blood = 0) or thrifty
  Swaying on the very edge of unconsciousness, 
*if (blood > 0) and not(thrifty)
  At that moment,
your perceptions shift.  Your disorientation isn't you falling away from the world; rather, you are directly sensing the world falling all around you, the stones and water striving downward and the air and fire upward, each element seeking its natural resting place in the cosmos.  Behind the clear, bright shapes of their clothing and tools, the 
*if tax_theurgy = 0
  people around you
*if tax_theurgy > 0
  handful of people in the rainy agora
have become seething blurs of complexity, so dense in detail that it hurts you to try to focus on them.  

And the detachment you feel from your own body and brain is not 
*if (blood = 0) or thrifty
  just 
an impending blackout.  You can sense yourself as a similar blur, a maze of conflicting causes and purposes—a formidable knot to be contemplated, untangled, and retied in any way you choose.

"And I know," you whisper, completing the litany,  "I am the nature behind nature.  I am the cause beyond the final cause.  I am a Maker of Change."  
*if (blood = 0) or thrifty
  Through the dizziness and nausea, you 
*if (blood > 0) and not(thrifty)
  You
are flooded with such delirious confidence that you almost laugh aloud.  Even though you don't understand more than a fraction of what you're experiencing, you know you can reach out and change something.
*if (tax_theurgy > 0)
  *page_break
  The only question is which Change to make.
*if tax_theurgy = 0
  And given that you have only moments before
*if (blood > 0) and not(thrifty)
  *set blood -1
  *set usedblood +1
  *set phial 1
*if (blood = 0) or thrifty
  *set consc -1
*set thrifty false
*return

*label magic_2
*if theurgy >= 10
  *if usedblood < 1
    You fall back from the heat of the fight and slip one of your 
    *set d2n_num blood
    *gosub d2n
    precious phials of rarefied "aetherial" blood from your sleeve.  When you pour the contents into your half-closed palm, you see that it
    *goto deeperricher
  You fall back from the thick of the battle again.
  *goto thumbflick
*if usedblood < 1
  You unstopper one of your 
  *set d2n_num blood
  *gosub d2n
  precious phials of rarefied "aetherial" blood and pour the contents into your outstretched hand.  It 
  *set phial 1
  *label deeperricher
  has a deeper, richer color than normal blood, but it also feels much lighter on your palm, sending wisps of crimson vapor up into the air and leaving no stain behind on your skin.

  *if tax_theurgy <= 0
    *if theurgy < 10
      Some of the approaching guardsmen see what you're doing and hesitate, looking incredulous and wary.  You ignore them
    *if theurgy >= 10
      A quick glance up confirms that no one is looking your way.  You take a deep breath
  *if tax_theurgy > 0
    You look back to the Alastors in the rain-swept agora
  and focus on the mental exercises from your scroll.  As before, you see the world blur and move, and feel suddenly mighty, able to make a change.
  *set blood -1
  *set usedblood +1

  What do you want to do?
  *return
*else
  *label thumbflick
  With your thumb, you flick the stopper from
  *if blood > 1
    one of your
    *set d2n_num blood
    *gosub d2n
  *if blood = 1
    the last of your
  phials of aetherial blood.  
  *if (usedblood < 2)
    Even without pouring the contents out, you feel the faint thrum of power as the contents rise wispily into your clenched fist.
  *set blood -1
  *set usedblood +1
  What change do you want to make?
  *return

*label magic_3
You ignore the pain from your bleeding palm, just as you ignore the
*if tax_theurgy = 0
  onrushing attackers.
*if tax_theurgy > 0
  downpour in the agora.
In your mind you run through the exercises from the mysterious scroll.  The familiar, intense weakness and nausea sweep over you as the world goes blurry.  You grit your teeth 
*if consc < 1
  but feel the world slipping away from you.  You fear you haven't fully recovered from the last time you used your own blood in ${wisardry}; within moments you will be unconscious.
  *set consc -1
*if consc > 0
  and cling to consciousness.  
  *set consc -1
What change do you want to make?
*return

*label disarm
*if disarm = 1
  You focus intently on the
  *if nobb_theurgy
    guards'
  *if not(nobb_theurgy)
    Alastors'
  weapons and try once again to encourage the elements in them that naturally rise.  You are rewarded with a chorus of terrified yells and curses as the clubs launch themselves into the air.
*if disarm = 0
  The
  *if (nobb_theurgy)
    guards' spears
  *if not(nobb_theurgy)
    Alastors' clubs
  remain some of the clearest objects in your blurred field of vision.  They are simple tools with a single, violent purpose.  Their materials are also simple, wood and wrought iron.  You can feel the blend of elements in the wood—fire and earth, mostly, pulling in different directions.
  *if levitate = 0  
    You push out with your mind toward the elemental fire, encouraging it, blowing on it, spurring it higher.  
  *if levitate = 1
    As with your past attempts at levitating a human being, you push out with your mind and encourage the elemental fire to rise higher.
  And the guardsmen's weapons wrench themselves free of their grip and soar into the air.
  
  The blood vanishes from your hand almost instantaneously, and the
  *if (nobb_theurgy)
    spears clatter
  *if not(nobb_theurgy)
    clubs drop
  back to the ground—but your enemies are still disarmed, and their terror makes them an easy target.
  *set disarm 1
*return

*label levitate
*if levitate = 1
  You focus intently on the blend of physical elements in the
  *if (nobb_theurgy)
    young noble's
  *if not(nobb_theurgy)
    lead guardsman's 
  body and try once again to encourage the elements that naturally rise.
  *if theurgy = 4.3
    Unlike Chirex, he has no ability to resist or counter your ${wisardry}.
  The man soars off the ground, howling in fright.
*if levitate = 0
  Like every other human around you, the 
  *if (nobb_theurgy)
    young aristo
  *if not(nobb_theurgy)
    lead guardsman 
  is a painfully complex blur to your altered senses.  You try to focus on him as a mere mixture of physical elements—fire, air, water, and earth, intermingled and interwoven.  Though it makes your head thrum and ache, you think you can feel those basic elements pulling in their different directions.
  *if disarm = 0  
    You push out with your mind toward the elemental fire, encouraging it, blowing on it, spurring it higher.  
  *if disarm = 1
    As with your past attempts at levitating a wooden weapon, you push out with your mind and encourage the elemental fire to rise higher.
  
  And the man flies up into the air.
  *set levitate 1
*return

*label keen
*if keen = 1
  As before, you mentally reach out and enhance the purpose of your followers' blades.  And as before, they begin to rend the armor and weapons of the
  *if (nobb_theurgy)
    nobles and their guards
  *if not(nobb_theurgy)
    Hegemonic enforcers 
  as if they were made of mud-plaster.
*if keen = 0
  The looted spears, axes, and swords of your followers are simple tools with a clear, violent purpose.  To your altered senses, they shine starkly in a world of blurry complexity.  Now you reach out with your mind and try to enhance their reason for being: to cut, to penetrate, to kill.

  Just in front of you, one of your hapless bandits has brought her sword up 
  *if (nobb_theurgy)
    in a vain attempt to block a charging guardsman; you can see that she's only going to graze the spear before it impales her.  But instead the spear
  *if not(nobb_theurgy)
    to block an Alastor's blow, clumsily and too late.  The Alastor's iron mace is clearly going to bat her weapon aside and break her arm.  Instead, the mace 
  shears in half when it touches her blade.  Braced to receive a blow that never properly falls, the bandit lurches forward, her sword trailing erratically upward.  Despite the poor angle, it cuts through the 
  *if (nobb_theurgy)
    guard's
  *if not(nobb_theurgy)
    Alastor's 
  jerkin and ribcage as if they were cream.

  All around you, the 
  *if (nobb_theurgy)
    barn's defenders
  *if not(nobb_theurgy)
    Hegemonic enforcers 
  discover to their horror that their weapons and armor are worthless against your followers' blades.
  *set keen 1
*return

*label dim
*if blind = 1
  As before, you mentally reach out to dim the light emitted by your enemies' eyes.
*if blind = 0
  To your altered senses, the wide eyes of the embattled enemy shine to an unusual, uncanny degree. You suddenly grasp that what you're seeing is the fine light that everyone's eyes emit in order to see—and that you could cut off that light.
  
  If all the guardsmen abruptly went blind, of course, some of your outlaws might accept it as an Angelic miracle, but others would likely work out the true cause.  Instead, you reach out with your mind and dim the light from your enemies' eyes, as if a veil had fallen over their faces.
  *set blind 1
*return

*label heft
*if hefty = 1
  As before, you mentally reach out to make your enemies' weapons and armor feel drainingly heavy.
*if hefty = 0
  *if (tax_theurgy = 0) and not(nobb_theurgy)
    The Alastors' clubs and swords include plenty of forged iron, as does their scale-and-leather armor. 
  *if (tax_theurgy > 0) or (nobb_theurgy)
    The guards' swords and scale armor are made of forged iron.
  The flickers of elemental fire and water in the iron are almost invisible against the heavy earth—and by concentrating on the earth, you find you can encourage its natural tendency to fall.
  *set hefty 1
  
  *if (tax_theurgy > 0) or (nobb_theurgy)
    *return
  It's a struggle to keep the sudden increase in weight discreet, especially across a score of Alastors…but you don't think any of them realize that they are all finding themselves weary, weak, and clumsy to a near-crippling extent, let alone suspect the cause.  They bellow and howl as they stagger across the battleground, straining to complete ever-slower swings with their weapons.
  
  And while you do wince at the few cases where a blow falls harder on an ally, for the most part you see the encumbered Alastors fail and fall before your more agile outlaws.
*return

*label polter
*if poltergeist = 1
  As before, you focus on a dozen small opportunities, causing the enemy guardsmen to stumble, trip, or be temporarily blinded by their own helms. By the time your senses return to normal, you've tipped the balance of the fight.
*if poltergeist = 0
  When you look at an upraised sword, you can sense the elemental earth in it straining downward.  It takes only a brush of your mind to strengthen that pull—not enough to disarm the guardsman, nothing so indiscreet as that, just enough to send him reeling off-balance with a yelp.  By the time the outlaw facing him brings her club up into his face, you're already focused elsewhere.
  
  An enemy's greaves are held up with leather straps.  One mental touch to strengthen the elemental fire in the strap, and it breaks, sending the metal greave toppling against his other shin.  You break the strap of a third guard's helmet, cause another's kyrtle sleeve to suddenly stiffen at the elbow.
  
  The ${wisardric} trance lasts only for a minute before all the blood evaporates and you reel back into the normal world.  But in that time, you've caused a dozen small accidents, none of them big enough to be noticed by other combatants, that change the course of the battle.
*set poltergeist 1
*return

*label theuwha
*if (consc < 0) and (theurgy < 3)
  
  The full story of what happened takes a while to emerge; glancing wordlessly at you seems to be all most of your followers will dare.  At last, one of the bolder ones meets your eyes, fear and wonder. "$!{kuria}…before you fell down," they begin. 
  *goto whatbyalla
*if (theurgy = 3)
  *if not(demtheu)
    Your bandits blink at you for a few moments. 
  "So that was…what you were on about the other evening, ${kuria}?" 
  *if not(demtheu)
    one says at last.
  
  "That was it."
  
  She gives a low whistle.  "Well, swiving Angels.  Won't argue with that."
  *set theurgy 4
  *return
*if demtheu
  *goto whatbyalla
*page_break
As the fight draws to a close, your followers turn one by one to gape fearfully at you.  "$!{kuria}," one croaks, eyes fixed on your red-tinged palm.
*set morale +10 
*label whatbyalla
"…What by all Angels did you just do?"

*if consc < 0
  You close your eyes, wishing your head wasn't splitting in two—and wishing you'd not spent so much of yourself on discreet magic, so that the first your band saw of your power was this humiliating failure.
  *set morale -3
*if not(wischoice)
  *set wischoice true
  What to call it?  Easiest to declare yourself a Theurge—but of course that familiar term would connote support for the Hegemonic order and claims to Angelic blessing.  
  
  You might choose instead to accept the spine-chilling label of Goete, and the implication that you traffick with Xaos-demons, in the hope that it appalls your enemies even more than your own followers.  Or you could try to revive a dusty Old Shayarin word, "Wisard" (wise one), placing yourself outside the familiar Hegemonic categories.  Of course, no one outside Shayard will have the least idea what Wisard means.
  *set theurgy 4
  *choice
    #"Theurgy.  The gift of the Blessed Angels."
      *set skep %-5
      *label awemur2
      An awed murmur ripples around the raiding party, still mingled with some alarm.  "Theurgy," one former helot breathes, tears suddenly glinting in his eyes. "The Angels have sent us a Theurge."  You're not sure whether their continuing reluctance to touch you or speak a word more than necessary is evidence more of wonder or of fear.
      
      *return
    #"Theurgy.  The power to set things right."
      *goto awemur2
    #"Goety—the only power that can counter their Theurgy."
      *set wisard "Goete"
      *set wisardry "Goety"
      *set wisardric "Goetic"
      *label goehorr
      *set morale -15
      *set cred_p -50
      Some of your bandits whimper at this; others just stare in horrified fascination. For a moment, you wonder if they're going to stone you. "From…from Xaos?" one breathes.
      
      You spread your arms, raise one eyebrow.  "I didn't traffic with any Angel or demon to learn this.  But it's going to bring down the Order of the Thaumatarch…so yes, call it Goety, and let the Hegemony tremble."
      
      *return
    #"Wisardry—the ancient art which we Shayardenes knew long before the Thaumatarchy."
      *set wisard "Wisard"
      *set wisardry "Wisardry"
      *set wisardric "Wisardric"
      *label wiswha
      *set natl %+5
      On your outlaws' faces you see confusion, fascination, alarm.  "What is it?" one young bandit demands.  "And where'd you learn how to do it?"
      
      You intend to remain extremely vague on both points. "The right question, girl," you retort, "is when did the Karagonds learn it from us, start calling it Theurgy, and claim it as knowledge the Angels gave them?"
      
      *return
*if wischoice
  "${wisardry}," you answer steadily. "The power to break them—to set things right."

*if wisard = "Theurge"
  *goto awemur2
*if wisard = "Goete"
  *goto goehorr
*if wisard = "Wisard"
  *goto wiswha
*return

*label standout
*set standfoll (((carastand+barnstand)+(alastand+nobstand))+((tempstand+fundrstand)+(bearstand+rabbstand)))
*if (standfoll < 1) and (scouts < 1)
  *return

*if mesick < 3
  As the end of the week draws near, you 
  *if ((deputy = "Breden") and (br_raid <= week)) or ((deputy = "Zvad") and (zv_raid <= week))
    and ${deputy} 
  account for 
*if mesick >= 3
  ${deputy} also reports on
the
*if scouts > 0
  *set d2n_num scouts
  *gosub d2n
  scouts on multi-week 
  *if standfoll <= 0
    missions:
    *line_break
  *if standfoll > 0
    missions, and
*if standfoll > 0
  *set d2n_num standfoll
  *gosub d2n  
  bandits who are following standing 
  *if scouts < 1
    orders:
    *line_break
  *if scouts > 0
    orders.
    
    Of your active scouts:
    *line_break
*if (barnrecon > 0) and (barnrecon < 3)
  Ten are looking for a vulnerable Tithe Barn.
  *line_break
  *set barnrecon +1
*if (templerecon > 0) and not(tempfound)
  Ten are hunting for vulnerable temples and monasteries.
  *line_break
  *if templeraid = 0
    *set templerecon +1
  *set templerecon +1
*if (merchrecon > 0) and (merchscouts > 0)
  *set d2n_num merchscouts
  *gosub d2n_np
  $!{display_numb} are hunting for vulnerable market towns.
  *line_break
  *set merchrecon +1
*if (alasrecon > 0) and (alasrecon < 3)
  Ten are scouting around Alastor garrisons.
  *line_break
  *set alasrecon +1
*if (noblerecon > 0) and not(nobreckback)
  Ten are looking for noble estates to raid.
  *line_break
  *set noblerecon +1
*if (mulescouts > 0)
  Fifteen are looking for opportunities to steal mules from the Hegemony.
  *line_break
*if (barnstand > 0) and (barn = week)
  *set d2n_num barnstand
  *gosub d2n_np
  $!{display_numb} followers are preparing to raid barns from next week.
*if (barnstand > 0) and (barn < week) 
  The 
  *set d2n_num barnstand
  *gosub d2n
  followers you ordered to raid barns
  *if (barntarg > 3)
    *comment tithebarn
    *if ((week > (barn+9)) or ((week = (barn+1)) or (week = (barn+2)))) or (((week = (barn+4)) or (week = (barn+5))) or ((week = (barn+7)) or (week = (barn+8))))
      have yet to find another good Tithe Barn.
      *if barntarg = 5
        *goto nobarnyet
      Those hunting easier-to-identify targets
    *if ((week = (barn+3)) or (week = (barn+6))) or (week = (barn+9))
      *set barncas 0
      raid a Tithe Barn and
      *set barncas +(randill4+morcheck)
      *gosub r4cas
      *gosub morcas
      *if arms < 15
        *set barncas +3
        *gosub 3cas
      *if not(reassured)
        *gosub 5cas
        *set barncas +5
        *set morale -5
      take 
      *set d2n_num barncas
      *gosub d2n
      casualties against the Alastors.
      *set cred_p -10
      *set arms +randill6
      *set anarchy +1
      *set notoriety +2
      *if (barntarg = 4) or (barntarg = 6)
        They also
  *if (barntarg > 2) and (barntarg != 5)
    *comment noble barn
    *set anarchy +1
    raid a noble House's grain store (losing
    *if barncas > 0
      another
    *set barncas 0
    *set barncas +(randill2+morcheck)
    *gosub r2cas
    *gosub morcas
    *if arms < 12
      *set barncas +2
      *gosub 2cas
    *set cred_a -10
    *set d2n_num barncas
    *gosub d2n
    *if barncas > 1
      outlaws
    *if barncas = 1
      outlaw
    to the guards),
  *if (barntarg = 1) or (barntarg = 6)
    *comment helot barn
    raid several helot silos,
    *set cred_h -10
    *set morale -5
  *if (barntarg = 2) or (barntarg = 6)
    *comment yeoman barn
    scour dozens of yeoman attics,
    *set anarchy +1
    *set cred_y -10
    *set morale -5
  *set barncas 0
  *set barngrain ((barnstand*25)+(barnmules*162))
  *set barnbush round(barngrain/36)
  and bring back in total 
  *set d2n_num barnbush
  *gosub d2n
  bushels of barley for your stores.
  *if barntarg = 6
    *set cred_h +5
    *set cred_y +5
    *set cred_a +5
    *set barnheltot +round(barnbush/4)
    *set barnyeotot +round(barnbush/4)    
  *if (barntarg = 1)
    *set barnheltot +barnbush
  *if (barntarg = 2)
    *set barnyeotot +barnbush
  *set foodstorelt +barngrain
  *set foodstore +barnbush
  
  *goto nobarnyet
*label nobarnyet
*if (carastand > 0) and (caravan = week)
  *set d2n_num carastand
  *gosub d2n_np
  $!{display_numb} followers and 
  *set d2n_num caramules
  *gosub d2n
  mules are about to leave to raid caravans in the Owlscap.
  
  *comment endif
*if (carastand > 0) and (caravan < week)
  The 
  *set d2n_num carastand
  *gosub d2n
  followers and 
  *set d2n_num caramules
  *gosub d2n
  mules that you sent
  *if cara_el = 5
    under Elery's leadership
    *set el_lead +1
  to raid caravans
  *if ((week = (caravan+1)) or (week = (caravan+3))) or (((week = (caravan+5)) or (week = (caravan+7))) or ((week = (caravan+9)) or (week = (caravan+11))))
    are presumably in the midst of a robbery, somewhere far from you.
  *if ((week = (caravan+2)) or (week = (caravan+4))) or ((week = (caravan+6)) or ((week = (caravan+8)) or ((week = (caravan+10)))))
    return late in the week with
    *set caracas (randill4+morcheck)
    *if arms < 15
      *set caracas +randill2
    *if week > (caravan+5)
      *set caracas -randill4
    *if carastand > 30
      *set caracas +randill2
    *if cara_el = 5
      *set caracas -7
    *if cara_el = 8
      *set caracas -6
    *if caracas > (carastand-3)
      *set caracas (carastand-3)
    *if caracas < 0
      *set caracas 0
    *set caraloot (((carastand-caracas)*25)+(caramules*190))
    *set loot +caraloot
    *set caralcum +caraloot
    *set d2n_num caraloot
    *gosub d2n
    drachems' worth of stolen trade goods.
    *if week > (caravan+9)
      In addition, 
      *if cara_el = 5
        Elery
      *if cara_el != 5
        the raid leader 
      proudly produces a bolt of fine Erretsin silk.  "Wasn't easy to get this one, ${kuria}…but we reckon the fence should give us nine gold staters for it."
      *set loot +900
      *set caralcum +900
    *if caracas > 0
    
      Sadly,
      *if cara_el = 5
        despite unanimous praise from the survivors for Elery's leadership,
      they also return with 
      *if caracas > 1
        *set d2n_num caracas
        *gosub d2n
        fewer young outlaws. 
      *if caracas = 1
        one young casualty to report.
      *if (cara_el = 5) and not(caraprice)
        *if caralcum <= 4500
          "The Alastors are all over the pass and combing the woods, ${kuria}." Elery's face is drawn. "And some of them are getting a decent nose for our tactics."
        *if (caralcum > 4500) and (caralcum <= 6300)
          "They've put a price on both our heads, now," Elery says with a certain weary pride. "Twenty staters for both of us, ten for one.  It's sent a lot more greedy Alastors out of the pass and into the woods hunting us."
        *if caralcum > 6300
          *set caraprice true
          "Price on our heads just went up.  Twenty-three staters, now."  Elery manages a smile, though she looks exhausted. "Getting to the point where you could feed the band for a fortnight by turning one of us in."
      *if caracas > 7
        The deaths cast a shadow over the general sense of relief.
        *set morale +1
      *if caracas < 8
        But not even the memory of the fallen can dampen the relief that comes with this much loot.
        *set morale +4
      *if celery and (cara_el != 5)
        You overhear grumbles that they would never have been caught in an Alastor trap if Elery had been leading the party.
        *if bred_here
          *set bred_lead +1
        *if (bred_here) and (deputy != "Breden")
          You begin to notice Breden much more often in the company of Elery and the Owlscap raiders, talking in low voices late into the evening.
        *if deputy = "Breden"
          Breden seems to be doing ${xhis} best to quash the grumbles; you often see ${xhim} in the company of Elery and the Owlscap raiders.
    *set anarchy +1
    *set notoriety +5
    *if caravan = 0
      *set notoriety +25
    *set notoriety +5
    *set caracascum +caracas
    *gosub caracascalc
    *page_break
    *if ((cara_el = 5) and (elezvad = 1)) and (week > 7)
      You notice Elery deep in conversation with Zvad more than once during the days before her return to the Owlscap.  You wonder if they're talking about raiding strategy, or about how to live with leading outlaws to their deaths.
      *set elezvad +1
    *if (((elezvad > 1) and (elezvad < 8)) and ((week > 7) and (cara_el = 5))) and el_here
      *page_break
      *gosub elandzvad
      *goto nextstandout
*label nextstandout
*if storymode
  *if (alaine = 2) or (smugweek > 0)
    *goto alainefind2
  *goto newweek
*if (alastand > 0) and (alastor = week)
  *set d2n_num carastand
  *gosub d2n_np
  $!{display_numb} followers are preparing to raid Alastor garrisons.
*if (alastand > 0) and (alastor < week)
  The
  *set d2n_num alastand
  *gosub d2n
  followers you ordered to raid Alastor garrisons
  *if ((week = (alastor+1)) or (week = (alastor+2))) or (((week = (alastor+4)) or (week = (alastor+5))) or ((week = (alastor+6)) or (week > (alastor+7))))
    are still out hunting for a vulnerable garrison.
  *if (week = (alastor+3)) or (week = (alastor+7))
    *gosub alascascalc
    *if alastand < 45
      *set alascas +randill4
    return at the end of the week 
    *set d2n_num alascas
    *gosub d2n
    fewer, but proud at having once again defeated a score of the Hegemony's enforcers.  They also bring back the guards' forged iron weapons.  "We keep hitting them this hard, ${kuria}, they won't have anyone left to send after us in the spring," boasts one outlaw wryly.
    *set followers -alascas
    *set ha_foll -alascas
    *set nonkids -alascas
    *set morale -alascas
    *set dead +alascas
    *set bandead +alascas
    *set anarchy +5
    *set notoriety +10
    *set foodstorelt +120
    *set foodstore +3
    *set arms +alastand
    *set morale +15
    
    *comment endif
*if (nobstand > 0) and (nobles = week)
  *set d2n_num nobstand
  *gosub d2n_np
  $!{display_numb} of your outlaws will be searching for vulnerable noble estates.
*if (nobstand > 0) and (nobles < week)
  The 
  *set d2n_num nobstand
  *gosub d2n
  followers you ordered to raid noble estates
  *if ((week = (nobles+1)) or (week = (nobles+2))) or (((week = (nobles+4)) or (week = (nobles+5))) or ((week = (nobles+6)) or (week > (nobles+7))))
    are still out hunting for vulnerable noble houses.
  *if (week = (nobles+3)) or (week = (nobles+7))
    *set nobcas +2
    *gosub nobcascheck
    *set wealth +160
    *set nobloot +((30*40)+(nobmules*360))
    *set loot +nobloot
    return at the end of the week with 
    *set d2n_num nobloot
    *gosub d2n
    drachems' worth of loot and one hundred sixty in coin. 
    *set d2n_num nobcas
    *gosub d2n_np
    $!{display_numb} of the raiding party fell to the nobles' guards, but the guards broke early in the raid, and two of the nobles fell too.
    *set followers -nobcas
    *set ha_foll -nobcas
    *set nonkids -nobcas
    *set morale -nobcas
    *set dead +nobcas
    *set bandead +nobcas
    *set cred_a -20
    *set cred_m -10
    *set anarchy +2
    *set notoriety +3
    *set morale +15
    
    *comment endif
*if (tempstand > 0) and (templeraid = week)
  *set d2n_num tempstand
  *gosub d2n_np
  $!{display_numb} followers will be raiding temples and monasteries.
*if (tempstand > 0) and (templeraid < week)
  The 
  *set d2n_num tempstand
  *gosub d2n
  followers you ordered to raid temples and monasteries
  *if (((week = (templeraid+1)) or (week = (templeraid+2))) or ((week = (templeraid+6)) or (week = (templeraid+7)))) or (week > (templeraid+9))
    are still scouting for vulnerable targets with enough wealth to be worth the raid.
  *if ((week = (templeraid+3)) or (week = (templeraid+4))) or (week = (templeraid+8))
    are out on a raid, far enough away that you don't expect to see them back soon.
  *if (week = (templeraid+5)) or (week = (templeraid+9))
    return triumphantly, bringing back loot worth more than two thousand six hundred drachems.
    *set loot +2600
    *set loot +randbear
    *set anarchy +1
    *set notoriety +5
    
    *comment endif    
*if (fundrstand > 0) and (fundraise = week)
  *set d2n_num fundrstand
  *gosub d2n_np
  $!{display_numb} followers are ready to visit new helot camps asking for
  *if fosterage > 1
    fosterage,
  grain and gold.
  
  *comment endif
*if (fundrstand > 0) and (fundraise < week)
  The 
  *set d2n_num fundrstand
  *gosub d2n
  followers you ordered to beg from the helotry
  *if bredfund
    under Breden's leadership bring back
    *set bred_lead +1
    *set cred_h +5
    *set morale +5
    *if (fosterage > 1) and (kids > 0)
      *set fundrkids round((fundrstand/4)+randill2)
      *if fundrkids > (12+randill2)
        *set fundrkids (12+randill2)
      *if fundrkids < 2
        *set fundrkids 2
      *if (fundrkids > kids)
        *set fundrkids kids
      *set foodstorelt +(fundrstand*6)
      *set fundrbush round((fundrstand*6)/36)
      *if (fundrbush > 1)
        *set d2n_num fundrbush
        *gosub d2n
        bushels of
      *if fundrbush = 1
        one bushel of
      *if (fundrbush < 1)
        no
      barley, and identify
      *if fundrkids < 1
        no camps that are willing to foster your children.
      *if fundrkids >= 1
        camps that will foster up to 
        *set d2n_num fundrkids
        *gosub d2n
        of your children.
    *if fosterage < 2
      *set wealth +round(fundrstand/4)
      *set foodstorelt +(fundrstand*8)
      *set fundrbush round((fundrstand*8)/36)
      *if (fundrbush > 1)
        *set d2n_num fundrbush
        *gosub d2n
        bushels of
      *if fundrbush = 1
        one bushel of
      *if (fundrbush < 1)
        no
      barley, and a bit of silver.
  *if not(bredfund)
    bring back
    *set cred_h -5
    *if (fosterage > 1) and (kids > 0)
      *set fundrkids round(fundrstand/5)
      *if fundrkids > (12+randill2)
        *set fundrkids (12+randill2)
      *if fundrkids < 2
        *set fundrkids 2
      *if (fundrkids > kids)
        *set fundrkids kids
      *set foodstorelt +round(fundrstand*4)
      *set fundrbush round((fundrstand*4)/36)
      *if (fundrbush > 1)
        *set d2n_num fundrbush
        *gosub d2n
        bushels of
      *if fundrbush = 1
        one bushel of
      *if (fundrbush < 1)
        no
      barley, and identify
      *if fundrkids < 1
        no camps that are willing to foster your children.
      *if fundrkids >= 1
        camps that will foster up to 
        *set d2n_num fundrkids
        *gosub d2n
        of your children.
    *if fosterage < 2
      *set wealth +round(fundrstand/5)
      *set foodstorelt +(fundrstand*5)
      *set fundrbush round((fundrstand*5)/36)
      *if (fundrbush > 1)
        *set d2n_num fundrbush
        *gosub d2n
        bushels of
      *if fundrbush = 1
        one bushel of
      *if (fundrbush < 1)
        no
      barley, and a bit of silver.
  *set foodstore +fundrbush
  
  *comment endif
*if (bearstand > 0) and (bear = week)
  *set d2n_num bearstand
  *gosub d2n_np
  $!{display_numb} followers are ready to scour the Whendward for bear.
  
  *comment endif
*if (bearstand > 0) and (bear < week)
  The 
  *set d2n_num bearstand
  *gosub d2n
  followers you ordered to hunt bear
  *if randbear > bearstand
    come back empty-handed.
    *if ((week > 7) and (randbear > 45)) and (bearfoll > 3)
      The single bear they found was hungrily half-awake, and your outlaws were no match for the enraged beast.  Two of them died in the woods; another succumbs to her wounds soon after returning to camp.
      *gosub 3cas
  *if randbear <= bearstand
    bring back bear meat worth
    *if (bearstand-randbear) < 40
      ten or eleven
      *set foodstore +10
      *set foodstorelt +372
    *if (bearstand-randbear) > 39
      twenty-one or twenty-two
      *set foodstore +21
      *set foodstorelt +744
    bushels of barley and hides worth
    *if (bearstand-randbear) < 40
      eighteen
      *set loot +18
    *if (bearstand-randbear) > 39
      thirty-five
      *set loot +35
    drachems.
    
    *comment endif
*if (rabbstand > 0) and (rabbit < week)
  *set d2n_num rabbstand
  *gosub d2n_np
  $!{display_numb} game trappers are ready to go after rabbits and other small game.

  *comment endif  
*if (rabbstand > 0) and (rabbit < week)
  Each of the 
  *set d2n_num rabbstand
  *gosub d2n
  game trappers brings back on average
  *set d2n_num randrabb
  *gosub d2n
  rabbits and other warren beasts this week;
  *set rablt ((randrabb*rabbstand)*2.3)
  *set rabbush round(rablt/36)
  *set rabcash round(rablt/20)
  *set foodstore +rabbush
  *set foodstorelt +rablt
  *set loot +rabcash
  the meat will save you 
  *set d2n_num rabbush
  *gosub d2n
  bushels of barley, and the skins fetch 
  *set d2n_num rabcash
  *gosub d2n
  drachems.
  
  *comment endif
*gosub foodcalc
*return

*label elandzvad
*if elzv
  *return
*set elzv true
Elery waits nearby until the rest of the raiding party has 
*if rescuer = 0
  wandered off in search of friends and families. 
*if rescuer = 1
  headed to the tents.
"$!{kuria} ${lname}." You can see the uncertainty rippling just beneath her grave, fiercely determined expression. "I know it's been going well enough out there…but I think they're ready to do without me."

"You want to stay here?" you frown.  The caravan raiders have become ferociously loyal to Elery; you wouldn't want them to blame you for taking away their beloved leader.

"It would be good to go on some other raids.  See how others lead them.  I think there's a lot I could learn from Zvad." Mortification flashes suddenly across Elery's face, and whatever she was about to say ends in a stammer.
*if e_rel < 10
  Then she shakes her head and stares at you defiantly, as if daring you to refuse.
*if e_rel >= 10
  "His experience, all he's gone through…but I'm sure he could also use a, a bit of help."  
  *if not(acepref)
    She glares at you when an inadvertent smile flickers across your lips.  "Not least in how to stand up for himself a bit more when the band's leader needs taking down a few pegs."
  *if (acepref)
    
    When a usually composed person becomes mystifyingly agitated like this, the reason often turns out to be the same. "Are you asking this because you'd rather be sharing a bedroll with Zvad?"
    
    "Angels, ${kuria}!"  After a moment's shock, Elery laughs, still looking outraged, and folds her arms across her chest.
*gosub foodcalc
*label elzvch
*choice
  *hide_reuse #Truly?
    You'd not have suspected that the craggy, laconic ${whend} would have this effect on anyone—but Elery is plainly serious.
    *goto elzvch
  #"With my blessing," and a wry grin.
    *label wmyblessing
    *set cara_el 8
    *set el_raid (week-1)
    *set elezvad 10
    Elery blinks, and a relieved smile spreads across her face. "Thank you, ${kuria}. I'll let the Owlscap raiders know."
          
    *return
  #"You've earned a break.  Appoint whoever's best able to lead in your absence."
    *goto wmyblessing
  #I can't approve of this.  It's likely to lead to…Xaotic behavior.  Outside of matrimony.
    *label suchproprieties
    *set e_rel -2
    *set elezvad 9
    *if aristo
      Such proprieties may not matter to helots, but they matter to you—and they'll matter to other nobles who hear tales of your rebellion.
    *if helot
      *set skep %-10
    "We need you on the caravan raids, Skinner," you say firmly. "Both you and Zvad are responsible to the band, first and foremost.  It'll save lives to keep you where you're best suited."
          
    For a moment, Elery looks as if she's about to protest. "Aye, ${kuria}."
          
    "And Elery?  Part of that responsibility is to protect the band's reputation.  The tales they'll be telling back in the Rim…the Xaotic behavior they'll be imagining…"
          
    Elery's back is suddenly spear-straight.  "Don't know why you think you need to bring that up, ${kuria}."
          
    You let it go.  "The Owlscap raids are our lifeline, and I want to keep that lifeline in your hands."
          
    "We'll get back on the trail tomorrow, ${kuria}.  Never fear."  She stalks away, grim-faced.
    *page_break
    *return
  #I want to ask Zvad first.
    For a moment, the big ${whend}ish ex-mercenary seems as flustered as Elery. "She spoke to you, ${kuria}?"
          
    "Wants to stop raiding caravans so she can learn from your experience."  You manage to keep your face expressionless.
          
    "She'd said as much to me, too." Zvad 
    *if elezvad = 2
      watches you warily for a few moments, then shrugs. "I've not spent much time with her, ${kuria}, but the folk she's led are impressed.  Happy to have her along, if you don't need her in the Owlscap."
    *if elezvad > 2
      rubs his forehead fretfully. "More than once, now.  I told her that twenty years' gap in experience doesn't always make for a good partnership.  But she knows her mind."
            
    "Would you bring her along on a raid?"
            
    He sighs. "Angels help me.  If you don't need her in the Owlscap, ${kuria}…"
    *choice
      #I tell Elery she can stay here in the main camp rather than returning to the caravans.
        *goto wmyblessing
      #I don't want to expose them both to Xaotic temptations.  I order Elery back to the Owlscap.
        *goto suchproprieties
      #We do still need Elery to lead the caravan raids, and I tell her so.
        *goto whototrust
  #I shake my head ruefully.  "We still need you out there, Elery.  You've said it yourself—there are more and angrier Alastors every month."
    *label whototrust
    *set elezvad 8
    *set e_rel -1
    Elery scowls, even though you sense she's unsurprised at your answer.  "${lname}…you've got to trust more leaders.  Let others learn.  Take a risk."
          
    "Wait till we've survived the winter," you insist. "Then we'll have a look at it again."
          
    "As you say, ${kuria}," Elery replies with bad grace.
          
    *return

*label reconprecau
"We'll get the best results if we send people out in twos and threes, ${kuria}," ${deputy} advises.  "Larger groups will cover less ground, and be more at risk of getting caught."

"Threes and fours.  A mere pair of rebels might be too much temptation for some yeoman imagining a bounty on their bodies.  And it means we can have at least one Whendward bandit in every small group."  
*if bred_here
  You've not yet had time to seek out the 
*if not(bred_here)
  Breden might not have been the only
traitor in your midst.  
If 
*if aristo
  the Rim Square helots 
*if helot
  your fellow Rim Square rebels
are free to roam at will, they'd also be free to pass information to the Hegemony.

*if (deputy = "Breden") and (bred_trust >= 10)
  Breden's lips narrow at the distrust in your eyes, but ${xhe} nods without argument.
*if (deputy = "Breden") and (bred_trust < 10)
  Breden nods at once.
*if deputy = "Zvad"
  Zvad shrugs his assent.
*set reconprec true

*return

*label caveatductor
(You or any other individual rebel can usually only lead one raid per week—and you're aware that when both you and ${deputy} go off on raids, it slightly reduces the morale of the outlaws left leaderless in the wild.  So you need to prioritise wisely).
*set caveat true
*return

*label archerblurb
*set archblu true
The Karagond Canon states that bows are a noble weapon, and restricts helot hunters to bolas or traps.  But among the outlaws of Whendward, archery is an essential skill for both hunting and fighting.  Anyone who didn't already know how to fire a bow starts practicing as soon as they join the band.
*return

*label taxtrapcheck
You've been periodically sending a trusted bandit into Rim Square to keep watch on Bleys.  The Telone remains in town, and your spy tells you that he's often seen in the company of his family; there's no sign of him trying to flee.
  
But something about the outlaw's description sits ill with you.  While you won't risk returning to Rim Square yourself, you ask your spy to find out when Bleys is due to visit a House outside the town.  Two weeks before your planned raid, concealed in a hedge some ways from the estate gate, you finally manage to get eyes on the stoop-shouldered Telone again.

"That's his wife with him, ${kuria}," your outlaw murmurs, sounding slightly surprised.

You squint down at the slender, smiling woman on Bleys's arm for a few moments…then very slowly pull your companion deeper into the shelter of the hedge.  "Xthonos, man.  Look how she's searching everything in view with her eyes.  Look how she moves.  That's never his wife."

"An Alastor?  A…Kryptast?"

"Something of that ilk," you say, mentally cursing the Telone's perfidy.  "We cancel the raid.  If he's got that kind of protection, it means they'll know our plans."
*set taxman 1
*set notoriety +10
*page_break
*return

*label notteco
The cargo turns out to be oilcloth-wrapped cakes of notteco, a rich blue dye from the Abhuman lands to the south.  
*if aristo
  You know it as a color favored by House Pelematou—one you used to admire with the detachment of knowing it was hopelessly beyond the ${lname}'s means.
*if helot and (rescuer = 0)
  "The Pelematou always loved this color," Old Joana Orchard comments, stroking a bar and then admiring the stain against the lighter skin of her fingertips. "Heard it was the first thing they'd buy whenever the gold from the shearing season came in."
Alaine's sealed note accompanying it gives the name of a merchant in a Whendish back-country town.  
*return

*label alaineblister
Unfortunately, you soon receive a blistering message from Alaine Leybridge.  She informs you that your attacks have ensured that her superiors in the Trader's Guild have no interest in using you to smuggle anything across the Whendward Pass.
*set smugweek 1000
*return

*label alainehaggle
"Something about the caravans in the Owlscap, ${kuria}," the 
*if (week != (smugweek-1)) or storymode
  messenger
*if (week = (smugweek-1)) and not(storymode)
  scout who spoke to Alaine's niece
says with a nervous smirk. "You think we might have stolen from her by mistake?"
*if deputy = "Zvad"

  "No." Zvad shakes his head firmly.  "If that were the case, she'd just take it out of our grain, or stop trading with us.  This is something else."
*if (alaine < 1)
 
  "Tell me more about this Alaine."  You've heard of her, of course—one of your best fences, and the source of much of the grain you've eaten this winter.
  
  "A member of the Syntechnia—the Traders' Guild.  She can sell on things that other merchants don't have the connections to handle.  Part Nere, part Shayardene.  She's worked with the band for ten years and more."
  
"Maybe she's decided that the reward on my head is worth more than the loot we sell her."  You glance at ${deputy}.
*if deputy = "Zvad"
  
  The big ${whend} shrugs.  "Can't rule it out, ${kuria}.  But I don't reckon she'd live half so well if she weren't handling our loot.  And she's been getting a lot more of that since you came along."
*if deputy = "Breden"
  
  "Could be, ${kuria}." Breden looks troubled.  "Smells like a trap to me.  I'd ignore it and see what she does next."
*return

*label templefear
They don't love the Ecclesiasts, but many of them miss the Diakons, low-level priests who carry out the Angels' Sacraments of Compassion in the helot camps.  And they dread Xthonos and Its implacable retribution.

"We reckon the Angels understand what forced us into the woods," a grizzled bandit mumbles.  "We don't think They've pulled their hand back from us.  If we go robbing temples…well, They might decide it's not worth sparing us any more."
*set templeintro true
*if barnt
  *set barnt false
  *return

*if skepreal <= 50
  You could try to convince your followers that the Ecclesiasts are the real blasphemers—the priests of the Thaumatarch have so perverted the word of the Angels that robbing them is almost a religious duty.
*if skepreal > 50
  You find it hard to believe that the "just and compassionate" Angels will punish anyone who roughs up a priest when They don't seem particularly to mind
  *if helot
    the mass Harrowing of helots.  
  *if aristo
    the Kryptasts murdering innocent nobles. 
  You could try to convince your followers that this is just another self-serving Ecclesiastic lie.
But you doubt their fears will yield to intellectual arguments alone.
*return

*label eleryintro
You consider inviting Elery Skinner to join the raid.  While she hasn't been tested against the Hegemony, 
*if aristo
  helots 
*if helot
  people
who have been in a scrum with Elery speak of her as a brilliant tactician and dogged fighter.  And she's already well liked by the other outlaws.
*if (deputy = "Zvad") or (bred_heart >= 10)
  *set e_rel 5
  
  She's treated you with frosty formality ever since 
  *if deputy = "Zvad"
    *if not(bred_here)
      you drove Breden away.
      *set e_rel -4
      *goto speakel
    you chose Zvad as your deputy.
    *goto speakel
  *elseif (bred_heart >= 10)
    your breach with Breden.
    *set e_rel -2
    *goto speakel
  *label speakel
  If you 
  *if bred_here
    separate her from Breden, 
  *if not(bred_here)
    brought her on a critical raid,
  you might be able to make use of her skills and win her loyalty.  On the other hand, she might just get the whole raiding party complaining against you.
*set eltick true
*return

*label meraid
*set me_raid week
*if deputy = "Breden"
  *if br_raid = week
    *set morale -2
*if deputy = "Zvad"
  *if zv_raid = week
    *set morale -2
*return

*label brraid
*set br_raid week
*if deputy = "Breden"
  *set dep_raid week
  *if me_raid = week
    *set morale -2
*return

*label zvraid
*set zv_raid week
*if deputy = "Zvad"
  *set dep_raid week
  *if me_raid = week
    *set morale -2
*return

*label inspectharrower
*set rollover3 10

Attenyeard is a large town to your eyes—bigger than your former home, at any rate, and situated in a broad valley with farmland on all sides.  Places like this can keep up a steady trickle of sacrifices through the year; they'll make full use of helots who in Rim Square would have died of illness or untimely punishment between Theurgic visits.

The local Harrower's great oilcloth shroud is lashed to stakes in the ground.  Though the knots are relatively simple, in the dark and cold it still takes you several fumbling minutes to undo them.  When you're done, you and your outlaws stand uneasily, watching the edges of the canvas stir in the wind. 

You stretch out your hand.
*fake_choice
  #Despite myself, I can't help dreading the Angels' wrath.
    [i]The machine's a Karagond abomination[/i] you remind yourself, swallowing against a dry throat. 
    *if skepreal > 50
      [i]Even if They exist, no[/i]
    *if skepreal <= 50
      [i]No [/i]
    [i]Angels would protect this.[/i]
  #I feel a bone-deep horror at being this close to the sacrificial machine.
    It's no easy thing to touch the device that
    *if aristo
      every subject of the Thaumatarch was raised to dread and revere.
    *if helot
      devoured so many of your friends.
    Every hair on your arms and neck is upright and tingling.
  #I have to fight the overpowering urge to vomit.
    The memory of the last 
    *if pin > 0
      actual
    Harrowing you witnessed—the shrieks, the wet puncture sound as blade met flesh, the 
    *if aristo
      butcher-shop 
    *if helot
      butcher-tent
    odor—is enough to set your stomach churning.  Swallowing against a strong tang of bile, you force your fingers to close on the shroud.
  #It's hard to shake the fear that once we've unveiled the thing, someone will spot us and rouse the Alastors.
    The Attenyeard garrison is big enough to slaughter you, but it's also on the far side of town from the agora.  You'll be gone long before the Alastors' dawn rounds.
*comment this para break wasn't showing up after I removed the old comment endif

The dusty canvas whispers over metal as you pull it off.  Your followers join you to catch the cloth, then carry it backwards with floundering haste.  A thick, coppery smell pours into your nostrils; the light of your tiny candle-lantern gleams off a great toothed gear.

In front of you, two long steel rails thrust out of a dark aperture. You've seen the iron fetters on those bars close around many a doomed helot.  This close, the manacles' shape is unmistakable: human hands, with a crudely cast "thumb" that closes athwart the fingers to bind a victim's wrist or ankle.

You force yourself to lean into the cavity and inspect the arrays of hooks and blades.  The turning hooks will catch anything locked to the rails; when a hook catches enough to stop it turning, the gears bring down a long overhead blade.  Each hook and blade has a hole near the tip, which feeds into a hollow stem and thence to a tube of thick gut.  The gear system also drives a good dozen pumps along the length of the Harrower.

Beneath each pump, another tube dangles down into empty space.  During a Harrowing those would feed into sealed black metal urns, but the Theurges must carry those urns away with them.
*if int = 2
  The blades and tubes appear to be the only way to drain the victims—there's no butcher's tray to catch and drain blood.
At the very base of the machine are shallow boxes which you've seen being filled with coals before the ceremony.  A separate pump keeps air blowing across the embers.  You wonder queasily why the blood must be kept hot.

Peering up into the heart of the machine, you see that deep in the thicket of blades there are a cluster of broader ones like axe blades or wedges, with wider tubes leading from them.  And at the end of the cavity is a curved plate with a protruding spike with a hole in it the size of your thumb.
*if aristo
  The rails would drive the victim against that plate before halting.
  *page_break
  You pull back, feeling light-headed as your guts clench.  It's a moment before you can whisper to the outlaw next to you, "The Harrowed.  What…do their heads, their skulls…"
  
  Her taut, frightened face slips for a moment into confusion, then surprise.  "You didn't know, ${kuria}?"
  
  "I've never gone looking."  Taboos put some bounds on your curiosity.  You've always kept your distance from the machines and the remains they left behind.
  
  The former helot says nothing at first.  Then: "Diakons say there's a deal of blood in the brain.  Blades go in the eyes and ears.  Crack open the skull from the top, too."  Her lips tremble as she fights to keep them from curling back.  "When someone comes out of the machine…they're hard to recognize.  We shroud them quick, ${kuria}.  Not so surprising you'd never seen it."
  *fake_choice
    #[i]$!{oath}. $!{sweetoath}.[/i]
    #It's all I can do to keep from retching.
      You close your eyes, suck air through your nostrils, and manage to keep your gorge down.
    #I nod grimly and return to my examination.
*if helot
  The skull-plate.
  *page_break
  You pull back, trembling in every limb.  There's nothing you've feared more of Harrowing than its unspeakable, usually unspoken-of ending: the blades cracking in through eyes and ears while the head is driven slowly against the skull-plate.  The end that leaves the victims unrecognizable, while siphoning every ounce of blood from the brain.
  
  Three times since you reached your full height, you've been summoned by the Keriatou Diakon to help catch the corpses the Harrower spits out.  Your helot gang had to stand close enough to the whirring machine to hear every snick and slurp, every intolerable howl.  When the machine released a body, it would drop into a coarse sheet you held.  The Diakon would sprinkle dust over it and mutter a few words; then you would wrap it up as swiftly as possible, lay it aside, and wait for the next.

  No one had warned you about those shattered, gaping skulls before your first time on a shroud-gang.  The sight loosened your bowels—thankfully already empty—and trapped a howl somewhere between your lungs and tongue.  If there hadn't been more seasoned helots to either side of you, the sheet and its contents would surely have slipped from your nerveless fingers.  If the victim had been someone you knew well, rather than an obscure Stonehewer from the de Rose estate, you don't know that you'd ever have found a way back from the horror.
  *fake_choice
    #I silently screamed my denial.  No matter what, I'd never end that way.
      At every subsequent sacrifice, that vow was what brought you through.  Indeed, it was the only thing that held true; all other thoughts scattered, as at times did your very sense of yourself.  But even at the worst Harrowings—the ones where you felt adrift from your own mind and body, when "${fname}" seemed a strange and meaningless collection of sounds—still you knew with certainty that you would provoke your own death before letting yourself die on a Harrower's spike.
    *if skepreal > 50
      #That was when I lost my belief in the Angels.
        Every great [i]techne[/i] was supposed to be the result of revelation.  The mechanical wonders of Karagon were (for the most part) known only as dim rumors to anyone living in the Shayard Rim; it was hard even to conceive of machines for book-writing, steel-forging, cloth-spinnning.  It was easy to believe that they were beyond the scope of mere human inventiveness.  
        
        But the Harrower was the only techne you've ever seen; and you could never believe that a Merciful Angel would ordain something so exquisitely horrific.
        
    #That day my hatred for the Karagonds became irreversible.
      That cracked, empty brainpan spoke of a mercilessness beyond anything you'd yet seen or experienced.  In their thirst for blood, the Karagonds would spare no torment, allow no remaining shred of dignity to their victims.  As you closed the shroud over the butchered Stonehewer, you felt a measure of that mercilessness settle into you. 
      
      How could your heart ever soften toward the folk who made the Harrower?  How could you desire anything but for them to share a full measure the anguish they've caused?
      
    #I saw the truth in that hollowed-out skull: we're all just meat for the table.
      The Diakons spoke often of the breath of humanity, speech and reason, the elevated soul that lends a unique measure of dignity even to the lowest helot.  But you saw the Hegemony's truth when it ordered a man butchered as thoroughly as any cow providing cervelle to a Keriatou feast.  What difference could there really be between you and other stock?
      
      Having once perceived yourself as a beast raised for meat, the feeling never fully left you.  The Harrowings were where you felt it most vividly.  That this lump of doomed, tingling flesh was in any sense your body seemed ludicrous, and "${fname}" as strange and meaningless a sound as a dog barking.  But even in less detached moments, 
      *if skepreal < 45
        and despite your fervent prayers,
      you've found it hard to believe that there's any unique dignity to being human—anything worth reviving in Elysia.
    
  Shaking off the memories as best you can, you turn to the outlaw next to you. 
*if int = 2
  *if helot
    "Up at the skull-plate.  All the tubes there…" Your voice wavers before you regain control.
  "How do they…separate the blood from…"
  
  "Angels, ${kuria}."  Your follower is shaking all over. "Swiving…cheesecloth?  I don't know.  No one knows."
  
  "I didn't see anything that would do it."  Perhaps somewhere in the blade-tubes there's something that could filter out…anything that isn't a fluid?  Anything that might clog the machine, contaminate the blood?
  *choice
    #I've already spent as much time as I can bear thinking about this.
      You turn away from the machine, nod to your followers.
      *goto harrenough
    #I explore underneath the Harrower, not wanting to look back into its maw.
      Down here, the smell of ordure is faint but pervasive; it can't be easy to clean out what gets caught in the crevices of the sacred machine.  You inspect several of the tubes, force yourself to look up at the rows of hooks and blades above them.  There's nothing here that looks like a filter, nor anything to hint at the purpose of the coals in the boxes.
      
      At last, you shudder and crawl free.
      *goto harrenough
    #There's only one way to investigate this thing properly.
      *achieve inharrow
      *set rollover3 50
      Underneath the machine, you find a few boards cut to the proper length; you knew they'd need to maintain it without clapping themselves into manacles.  You test the metal rails, half hoping that they'll creak or be stuck, giving you some reason not to proceed.  When neither proves true, you squeeze your eyes shut and try to slow your breathing.
      
      Then, to the gasps of your outlaws, you place the planks atop the bars and clamber up to lie on them.  Craning your neck backward, you hiss, "Slide me in.  Slowly."
      
      As the stars disappear, the smell of metal, oil and blood becomes all-enveloping.  There's a fouler tinge here, too, flecks of ordure caught in the crevices of the machine.  Your lantern light flickers along the forest of blades above your head, creating a continually terrifying illusion of movement.  If 
      *if aristo
        only you'd never been to a Harrowing, 
      *if helot
        you weren't a helot,
      you might not so easily picture them plunging down and piercing you to the veins.  When you reach the wedges at skull level, the imagination becomes unbearable; it's several minutes before you manage to reopen your eyes and continue.
      
      Your trembling investigations reveal the cunning mechanism that elevates the blade arrays and skull-plate, allowing a drained body to finish its passage through the machine and tumble out the far side.  You uncover no filter anywhere in the system—no way to ensure that only blood passes through the pumps, nor any outlet for removing anything caught partway through the Harrower.  There are smaller blades mounted in the tubes that would break down solids as they're sucked through.  But in the end, you can only conclude that everything from those
      *if aristo
        reportedly
      empty skulls goes into the urns.
      
      When you don't think you can go another moment without screaming, you give the order to pull you out.  Your muscles are spasming with desire to flee, to scramble out heedless of the blades.  Finally, you're drawn back into the night and roll free with a vast shudder of relief.  Will anything get the smell out of your clothes, your hair, your nostrils?
      *goto harrenough
*if (int < 2) and aristo
  After a few more minutes exploring the machine, you withdraw to your outlaws' side.  
*label harrenough
"I've seen enough."

One of your followers moistens his lips before whispering, "Why…why did you want to look so close at it, ${kuria}?"

The truth is, it's because…
*choice
  *if (theurgy > 0)
    #I'll need to be able to make aetherial blood one day, but have no idea how.
      *if skepreal <= 50
        Angels willing,
      *if skepreal > 50
        With any luck,
      you'll not need to use a Harrower.  But even if you use only your own blood, you'll need to understand how it's done. Perhaps when you reflect on all you've seen tonight, you'll be a step closer to that goal.
      
      *goto harrowtell
  #The better we understand the machines' workings, the more effectively we can sabotage them.
    *goto harrowtell
  #If we're to overturn the Thaumatarchy, we'll need our own Theurges…which likely means we'll need our own Harrowers.
    *goto harrowtell
  #To face and disarm my greatest fear.
    *goto harrowtell
  #Just an instinct that we'll need to understand them one day.
    *goto harrowtell
*label harrowtell
You answer your white-eyed outlaws:
*choice
  #"The better to destroy Harrowers wherever we find them."
    *set morale +7
    Smiles flicker across their faces, relieving the strain. "Let's get moving then, ${kuria} ${lname}—before we're caught by some merchant or Alastor."
    *return
  *if (theuknown > 0)
    #"To learn how to rarefy my own blood."
      They look confused. "But your ${wisardry} already…well, whatever you do, it works, ${kuria}."
      
      "Not like theirs," you say quietly. "And not without risking unconsciousness each time.  To defeat Theurges, I'll need as many phials as they have."
      
      One of them nods dubiously.  "You seen anything that tells you how it's done?"
      
      "Not sure yet."  Perhaps when you've had some more time for reflection—but now's no time for that.  "Let's keep moving."
      *return
  #"So I can build one and feed all our enemies into it."
    *set ruth %+10
    *label queasyharrow
    They stare at you in queasy disbelief,
    *if int = 2
      *set morale +5
      but you can see they believe you just might actually do it—that you have the intellect to make Karagond techne work for you. "Well, ${kuria}," one whispers finally, "let's get on with it, then."
    *if int < 2
      finally turning away.  Your turning a Karagond techne to your own use is plainly all but impossible for them to imagine.  "Let's keep moving, ${kuria}," one mutters.  "Don't want to be caught by some Alastor."
    *return
  #"We may need to use them for our own Theurges, one day."
    *goto queasyharrow
  #"It's a secret.  Trust me."
    *if cha = 2
      The utter confidence you infuse into that whisper carries them along with you.  Whatever ${kuria} ${fname}'s secret plan may be, you can see that they're willing to accept its importance. "Let's get on with it, then," one breathes at last.
      *set morale +5
    *if cha < 2
      *set morale -2
      They stare at you for a moment more, then share a glance with each other before walking off in silence.
    *return

*label bredreligion
You've noticed Breden has a knack for setting people's minds at ease on these matters.  Perhaps you ought to be making more use of that gift?

*if rescuer = 0
  After the rebellion, a few of the Rim Square helots panicked, believing they'd damned themselves by fleeing rather than submitting themselves to the Theurges' punishment.  Breden calmed them down, speaking fluently and with conviction about the injustice of the Thaumatarchy and the Angels' compassion.
*if rescuer = 1
  When one of the bandits was growing anxious about dying unshriven, Breden reminded her that the Angels promise a place in Elysia to everyone who does battle against injustice.  "Every Phalangite soldier knows that they can die without having an Ecclesiast near at hand.  And we're fighting in a more just cause."          
*if introrel
  There's something in the way ${xhe} talks about the Angelic that reminds you of hiera Olynna: a confident warmth, with none of the fear or guilt that you've heard from so many
  *if aristo
    other Ecclesiasts.
  *if helot
    Diakons.
*set bredreligtick true
*return

*label firstknarr
*if com = 2
  For all the hours you've put into sparring, this is
*if com < 2
  It's
the first time you've
*if com = 2
  actually
killed another human being.
*choice
  #But I've grown up regularly seeing people killed…and for years I knew the day would come when I'd do the same.
    *set firstkill 1
    Harrowings, the public torment of bandits and other criminals before execution, stories from the Halassur War: killings have always been part of the normal fabric of life, especially for those like Phalangites or Alastors whose warrior role demands it.  You'd known you had started another war in Rim Square.  Today, inevitably, you became a warrior.
    *return
  #It's an enemy—the Xthon'damned enemy that I've feared my whole life.  I can barely keep from howling with elation.
    *set ruthreal %+20
    *set firstkill 2
    Such a little victory, such a simple blow…but right now it feels as if everything you've hated about the Thaumatarchy was bound up in the broken body in front of you.  A dread is evaporating that has been so deep and pervasive a part of your world you barely recognized it until this moment.
    *return
  #In the heat of the moment, it means nothing to me.  What I may feel later is another matter.
    *set firstkill 3
    How is it possible to feel every nerve ablaze and yet be emotionless as a stone?  You only have time for a moment of detached amazement before pressing onward.
    *return
  #[i]That convulsion before dying…that look of realization…ah, Angels.[/i]
    *set ruthreal %-20
    *set firstkill 4
    [i]Just like me.  Just like me.[/i]  You manage to keep yourself moving—the raid isn't over yet—but you'll never forget your victim's face, or this moment.
    *return

*label amisick
*if (2/mefood) > randmesick
  *if mesick <= 0
    Weakened by your own scanty diet, you can no longer resist the damp winter humors of the forest.  The fever and shakes make it hard for you to walk, and you can barely converse with ${deputy} for coughing.  Making decisions this week will be hard enough; there's no way you'll be able to accompany your outlaws on any adventures back into the Rim.
    *label yepsick
    *set mesick 2
    *set me_raid week
    *set sickweek week
    *choice
      #I'll start eating a full, healthy diet until I recover.
        *set mefood 1.5
        *return
      *if (mefood < 0.8) #I'll eat a basic subsistence diet, at least.
        *set mefood 0.8
        *return
      #I don't care if I've fallen ill—I'm not going to increase my ration.
        Your outlaws  
        *if hafood = 1.5
          find it bizarre that you would continue to starve yourself when the rest of the band is eating well.
          *set morale -2
        *if hafood < 1.5
          seem unsure whether to be impressed or appalled…but by and large, they appreciate your refusal to eat any better while they go hungry.
          *set morale +5
        
        *if bred_here and (bred_heart < 10)          
          "You're being ridiculous, ${bfname}." Breden's exasperation is plain in ${xhis} voice after failing to get more food into you.
          *if deputy = "Breden"
            "If you're determined to see me leading the band, there are ways of killing yourself that will take less of ${healer}'s time…."
            *if (bred_lover > 3) or (bred_heart =3)
              A quiver in ${xhis} lip belies the bleak attempt at humor.  $!{xhe} really is worried that you're not going to survive this illness—despite your reassurances that you've come through worse.
          *page_break
        *return
  *if mesick = 1
    The weather and hunger have once again tipped you into sickness.  You weakly curse at the flux that wrenches your belly, and the renewed coughing.  There's no question of you leaving camp this week.
    *goto yepsick
  *if mesick >= 2
    *set mesick 3
    For you, the week begins in a delirious haze.  Moving between camps, you're vaguely aware of being 
    *if sickmules > 0
      lashed to a mule, or 
    carried in a sling-stretcher between two other outlaws.  In the evenings, you occasionally manage to speak for a few minutes with the somber-looking
    *if kids > 2
      children 
    *if kids <= 2
      men
    who spoon broth into your mouth.  But mostly you're lost in fever-dreams.
    
    You finally come to yourself late in the week and ask feebly for ${deputy}. "Out on a raid, ${kuria}," is the only response. "Expect ${dephe}'ll return by evening."
    
    When next you drowse awake, ${deputy} is sitting cross-legged on the ground at your side.  
    *if (deputy = "Zvad")
      "$!{kuria}—thank 
    *if (deputy != "Zvad") 
      "$!{bfname}—thank 
    Angels."  $!{dephe} leans in to inspect you.
    *if deputy = "Zvad"
      "They've fed you. You look less like a stick, now."
      *set zv_lead +2
    *if deputy = "Breden"
      *set bred_lead +2
      "Looks like they've been feeding you better. I told them that if they let you keep starving yourself, I'd personally strangle ${healer} when we got back."
      *if (bred_lover > 3) or (bred_heart = 3)
        $!{xhe} reaches out a trembling hand and grips your wrist; despite ${xhis} broad, relieved smile, ${xhe} looks on the verge of tears.
    
    *if (deputy = "Breden") and ((bred_lover > 3) or (bred_heart = 3))
      *if (bred_trust < 9)
        "Ah, love.  Don't fear.  I'm getting back to normal."
      *if (bred_trust > 8)
        Seeing ${xhim} so moved sends a pang through you, despite your suspicions.
    Your voice sounds reedy and hoarse in your own ears.  "What have you been up to?"
    
    *if (nothief = 2)
      "Sent just about everyone who can still walk out to the helot camps and yeoman steadings to beg some food."
      *if (deputy = "Zvad")
        The big Whend sighs.  "Looks like they're bringing back about as much as you'd expect.
        *set foodstorelt +(freefollowers*14)
      *if (deputy = "Breden")
        *label nobbutleaves
        Breden's smile strengthens. "We told your story, ${bfname}—or a version of it, anyway.  Of the rebel
        *if helot
          captain
        *if aristo and male
          lord
        *if aristo and female
          queen
        who swore ${he}'d eat naught but leaves until ${his} band was fed.  It got us back a bit more than normal.
        *set cred_h +20
        *set cred_y +20
        *set foodstorelt +(freefollowers*18)
      *set foodstore round(foodstorelt/36)
      Should bring our food stores up to
      *set d2n_num foodstore
      *gosub d2n
      bushels, ${quartermaster} says."
      *goto gonewellenow
    *if (nothief < 2)
      *if (deputy = "Breden")
        "Raided a temple—which got us three staters in coin and loot worth another two or three.  And I sent the rest out to the camps and yeoman steadings to beg for food."
        *set templefoll 22
        *set wealth +300
        *set loot +260
        *set cred_p -20
        *set freefollowers -templefoll
        *goto nobbutleaves
      *if (deputy = "Zvad")
        "Raided a Tithe Barn, ${kuria}.
        *set barngrain ((freemules*162)+500)
        *set foodstorelt +barngrain
        *set barnbush round(barngrain/36)
        Brought us back 
        *set d2n_num barnbush
        *gosub d2n
        bushels—all the mules could carry."
        *set barngrain 0
        *set barnbush 0
    *set mefood 1.5
    *set morale -4
    *label gonewellenow
    "Sounds like it's gone well enough," you croak.
    *gosub foodcalc
    *fake_choice
      #"Well done."
        ${deputy} shrugs.  "Let's not make a habit of it, ${kuria}."
      #"Maybe I should stay here for another week or two while you keep things going."
        ${deputy} shakes ${dephis} head emphatically. "I know you're jesting, ${kuria}.  But the longer you're here, the more rumors spread that you're going to die.  A weak leader makes for a weak band."
        
        "Was I jesting?"  You're cut off by a cough that doubles you over. When you recover, you wave your worried-looking deputy away.  "Don't worry, ${deputy}.  I'll be back for the coming week."
      #"But don't worry, I'll be back for the coming week."
        *if deputy = "Zvad"
          "I knew you would be, ${kuria}," Zvad rumbles.  "And a good thing, too.  I've been trying to quell the rumor that you're starving yourself to death."
        *if deputy = "Breden"
          *if aristo and ((bred_lover < 4) and (bred_heart !=3))
            "Was I worried?" Breden says after a moment, eyes glinting.  "You just focus on recovering your strength, ${kuria} ${fname}.  I'll keep the band going until you're ready to come back."
          *if helot and ((bred_lover < 4) and (bred_heart !=3))
            "Good," Breden says shortly. "I've no bloody head for numbers.  If I keep trying to juggle all that you've been juggling, it'll put me in here with you."
          *if (bred_lover > 3) or (bred_heart =3)
            After a few moments' silence, Breden mutters to ${xhim}self, "Don't worry, ${he} says." 
            *if (bred_heart !=3)
              Then ${xhis} hands clasp your head from either side, and ${xhis} lips press fiercely against yours. 
            *if (bred_heart = 3)
              You can see in ${xhis} stare how hard it is for ${xhim} not to kiss you.
            "You almost died, you idiot.  Keep eating enough to keep yourself alive, and then perhaps I won't worry."
            *if bred_trust >= 10
              $!{xhis} eyes haven't lost the anger and hurt that have been there since you left Rim Square, but nor are those any longer the only emotions heating ${xhis} stare.
    *page_break
    *set week +1
    *return

*label caracascalc
*set followers -caracas
*set ha_foll -caracas
*set nonkids -caracas
*set morale -caracas
*set dead +caracas
*set bandead +caracas
*set caracascum +caracas
*set caracas 0
*gosub foodcalc
*return

*label armsfirst
*set armsfirst true

*if rescuer = 1
  While the band had a few maces when you arrived, this is the first time you've captured forged steel weapons.
*if rescuer = 0
  For the first time, your 
  *if aristo
    former helots
  *if helot
    Rim Square rebels 
  have weapons of forged steel, not just clubs, knives, and sharpened staves.  
If you can just get
*if rescuer = 1
  more of
them the proper training, they might actually stand up to an armored Phalangite swordsman.  
*if rescuer = 0
  Even without the training, you see a new glint in their eyes, a self-belief that wasn't there before.
*set morale +arms

*if aristo and ((mysword = 0) or (mysword = 3))
  You heft a captured sword, 
  *if com = 0
    clumsily
  try a few of the poses you learned from the Keriatou blademaster.  The broad blade lacks the finesse of the ${lname} sword you grew up with, but 
  *if com = 0
    at least with this at your side you'll look the part of a noble commander again.
  *if com > 0
    you'll be able to wield it well enough.
  *set weapon "sword"
  
  *comment endif
*return

*label soldmysword
*if arms < 11
  *set weapon "staff"
  You heft the quarterstaff which will, at least for the time being, be your weapon.
  *if com = 0
    Hopefully you won't be called on to use it.
*if arms > 10
  *set weapon "sword"
  You'll still be able to 
  *if com>0
    wield
  *if com=0
    carry
  one of the lower-caliber swords captured on a raid.

*return

*label cuthandch
*if blood = 0
  You prick your hand with your knife.
  *set consc -1
  *return
*if blood > 0
  *choice
    #I cut my hand.
      *set consc -1
      *return
    #I use one of my precious blood phials.
      *set blood -1
      *set usedblood +1
      *set phial 1
      *return

*label muledistraught
"The hegumen of the monks called down the wrath of the Angels on us when we broke through their gate.  And see you, ${kuria}, Sheran and Bolwin fell ill that very night."  The raid leader gestures at two feverish-looking outlaws who are barely sitting their mules.

"${healer} will look after them now," you say reassuringly.  "They'll recover, Angels willing—because you got these mules, Lene.  Because we'll be able to bring enough food for the
*if (kids > 2)
  children and the
sick."
                
The former
*if helot and (rescuer = 0)
  t'de Rose
helot rubs her brow with a shaky hand.  "If I'd not known how much we needed these mules to bring in enough food…in truth, ${kuria}, we were this close to driving them back up the hill and pleading for the hegumen's forgiveness.  Last thing we need is the Angels' curse atop everything else."

*if cha = 2
  "Lene, listen to me."  You clasp her hands, fix her rapidly blinking eyes with your calming gaze.  
  *if skep > 50
    "I sent you.  It's my deed.  You were just my hands.  Any punishment would justly fall on me, first and foremost.  But it hasn't, and it won't.  If any Angels heard that dried-up old hegumen, They would be scoffing.  They would know what compassion demands of us—and They'd honor us for it, not curse us."
  *if skep <= 50
    "The Angels honor compassion.  What compassion can that hegumen boast—cooped up on a mountain to think about Xthonos while others starve?  What authority can he possibly have, if he accepts the Karagonds' corruption of the Angelic revelation?  His curse was so much wind.  The Blessed Angels are with us, not with him."
  
  Your 
  *label sherbolsick
  persuasiveness serves you once again in good stead; Lene and her party slowly relax.
  *if safood < 1
    *set mulescared true
    But only until Sheran dies. Then 
    *label sherandies
    the frightened murmurs race through your band like wildfire.
    *set morale -4
    *if (safood < 0.8)
      When Bolwin also coughs her life away, your followers' despair is tangible.
      *set morale -4
    [i]The Angels have cursed us.  We stole from Their priests, and this is the consequence.[/i]
  *if safood >= 1
    And as soon as Sheran and Bolwin begin to recover, their confidence becomes firm.
    *set morale +2
    *set reassured true
  *return
*if (cha < 2) and ((bred_here) and (br_raid < week))
  Your attempts to calm them don't seem to be accomplishing much; their dread of a monk's curse is too deep-rooted.
  *if not(bredreligtick)
    *gosub bredreligion
  *choice
    #I ask Breden to reassure them.
      *set bred_lead +1
      "Aye, ${kuria}," Breden says grimly. "If any priest can shake them like this, we won't last long."
      
      Breden's
      *if (safood < 0.8)
        *set bred_lead -2
      *goto sherbolsick
    #I don't want the band looking to Breden for reassurance on this.
      *goto muledisbest
*if (cha < 2) and (not(bred_here) or (br_raid >= week))
  *label muledisbest
  You continue to do your best to dismiss the idea of a curse, but an anxiety has settled onto the band that won't easily be dispelled.
  *set mulescared true
  *set morale -2
  *if safood < 1
  
    On the day that Sheran dies,
    *goto sherandies
  *if safood >= 1
    Sheran and Bolwin's slow recovery at least keeps the fear from spreading too widely.
  *return

*label caramulenum
*if freemules > 12
  twelve mules and
  *set caramules 12
  *return
*elseif freemules > 3
  *set d2n_num freemules
  *gosub d2n
  mules and
  *set caramules freemules
  *return
*elseif freemules > 2
  three mules and
  *set caramules 3
  *return
*elseif freemules > 1
  two mules and
  *set caramules 2
  *return
*elseif freemules > 0
  one mule and
  *set caramules 1
  *return
*else
  *return

*label mulechange
*set sickmulesx sickmules
*set sickmulesnext 0
At the moment, 
*if mules = 1
  the 
  *if sickmules != 1
    band has one mule with none
  *if sickmules = 1
    band's one mule is
*if mules != 1
  of the band's 
  *set d2n_num mules
  *gosub d2n
  mules, 
  *set d2n_num sickmules
  *gosub d2n
  *if sickmules != 1
    are 
  *if sickmules = 1
    is
reserved for the sick.  You change that to a total of:
*label mulenum
*input_number sickmules 0 mules
*if (sickmules-sickmulesx) > freemules
  *set sickmulesnext sickmules
  *if freemules <= 0
    While all your mules
  *if freemules > 0
    You reallocate the band's
    *set d2n_num freemules
    *gosub d2n
    free 
    *if freemules > 1
      mules 
    *if freemules = 1
      mule
    immediately to ${healer}; others
  are currently committed elsewhere,
  *if freemules <= 0
    *set d2n_num sickmulesnext
    *gosub d2n
  *if freemules > 0 
    and
  will go to the sick from next week.
*if (sickmules > sickmulesx)
  "Thank Angels. That's a much-needed help." ${healer} manages a fleeting smile.
  *goto sickmulesres
*if (sickmules < sickmulesx) and ((recovery < 1) and (sick >= 3))
  *if sickmules = 0
    "No
  *if sickmules > 0
    "Fewer 
  mules?" ${healer}'s voice quavers between anger and utter despond.  "$!{kuria}, if we have to carry them on stretchers we'll be as slow and easy to pick off as slugs on a boulder."
*if (sickmules < sickmulesx) and ((recovery > 0) or (sick < 3))
  *if sick < 3
    "We'll do well enough, I reckon, ${kuria}," ${healer} nods. "You put those mules to use where they're needed most."
    *goto sickmulesres
  "I don't know, ${kuria}." ${healer} sounds too tired to feel any relief at all. "Yes, folk are on the mend…but all it takes would be one bout of flux and we'd need all those mules you've sent away elsewhere."

"We need to make it a priority to bring back food," you insist.  "That's the key thing for us all, especially the sick."

Your healer nods his reluctant acceptance.
*label sickmulesres
*if sickmulesnext > 0
  *set sickmules (sickmulesx+freemules)
*set freemules +(sickmulesx-sickmules)
*if freemules < 0
  *set freemules 0
*set sickmulesx 0
*return

*label yeosl
"Now they're calling us Xaos-lovers…the scourge of the peasantry," your raid leader says morosely.
            
"They were always going to call us that," you insist.
            
"The nobles were.  Were the yeomen of Shayard?"

*set yeoslur true
*return

*label cravenmad

*if mefood < 1
  "Got to feed yourself better, ${kuria}," a young outlaw chides you.
*if mefood >= 1
  "What happened, ${kuria}?" a young outlaw inquires, looking worried.
"You just toppled in the middle of that fight.  Not a finger laid on you as far as I could see."

You keep your bloodied fist clenched shut.  "Bad humors. I'll ask ${healer} to take a look at me when we return to camp."
                              
They accept your answer, but the looks you get on the journey back to camp are, at kindest, unimpressed.  No surprise, perhaps, for a raid leader who is known for holding ${him}self back from frontline fighting and finally passed out for no good reason.  [i]Xthonos, have any of them heard me mumbling or seen me cutting myself?[/i]  All you need is a reputation for being mad as well as craven.
*set morale -8
*return

*label zvadvice
"We're losing more people than we need to, ${kuria}," he observes wearily.
*if deputy = "Breden"
  "I know I'm not your deputy, and maybe it's not my place to speak up.  Don't want to step on any toes.  But I reckon you need to hear it."

"What do we need?" you ask.

"Most importantly?
*if arms < 15
  More forged arms, if we're going to keep going toe to toe with Alastors.
*if morcheck > 0
  Fewer fighters who think we're all going to die, and panic the first time someone swings a sword at them.
That would do for a start."
*set zvadsilent false
*return

*label elreason
*if elfail > 1
  "You should stop sending me as a lead, ${kuria}," she says dully, with the barest glint of resentment in her eye.  "I'm only getting folk killed who needn't be.  At some point, they'll start asking whether the problem is with the raid leader or the ${woman} who chooses raid leaders."
  *set e_rel -1
  *set morale -2
  *if el_lead > 1
    *set el_lead -1
*if elfail = 1

  When she reports back to you, she's snappish and hollow-eyed. "I know, ${kuria}.  I know we shouldn't be losing so many on a raid like this, damn it all.  It's just…I'm trying to get my head around it still, when it's more about people than terrain.  I did well enough with both in a scrum.  But this isn't a game, and I'm getting folk killed."
*if elfail = 0
  As you listen to Elery report back, you can tell she's shaken by the loss.  "What went wrong?"
  
  "I tried to ambush them, but…"  She
  *if e_rel >= 10
    falls silent for a minute.
  *if e_rel < 10
    glares defensively at you.
  "It's one thing when we're out in the wild, ${kuria}.  Hills and trees, crags, streams…there are a thousand things to turn to our advantage.  When it's just us and them in a village square, it's harder to know the right thing to do."
*set elfail +1
*if el_lead > 1
  *set el_lead -1
*return

*label alnobbarn
A troop of Alastors arrived at just the wrong time, and while your outlaws managed to fight them off,
*if barncas >= 18
  it was clearly by the skin of their teeth.  The handful of survivors
  *if rescuer = 0
    cling to their families with stunned, desperate expressions.
  *if rescuer = 1
    still look amazed to be alive.
*if barncas < 18
  it was a punishing battle.

*return

*label alainetax
*if taxman = 10
  scaring off the Architelone from this district, 
*if taxman = 11
  disposing of an Architelone, 
you've also made a few friends—even if they dare not speak their names.
*return

*label smugmulecalc
*if (freemules > 6) and (freefollowers > 6)
  *set smugtick true
  *return
*if (freemules > 6) and ((freefollowers > 1) and (hc_foll > 4))
  *set smugtick true
  *return
*if freefollowers >= ((7-freemules)*7)
  *set smugtick true
*return

*label taxraidcas
*set taxcas +round((taxfoll)/10)
*if taxfoll < 38
  *set taxcas +1
*if taxfoll < 35
  *set taxcas +1
*if taxfoll < 31
  *set taxcas +1
*if taxfoll < 26
  *set taxcas +1
*if taxfoll < 23
  *set taxcas +1
*if taxfoll < 20
  *set taxcas +1
*return

*label templestrip
It takes your
*if com = 2
  shaken
followers a couple of minutes to strip the courtyard of its silver statuary, the altar of its golden bowls and daggers, and the clerics of their jeweled collars and white woolen cloaks.  Once the plunder is 
*if freemules > 1
  lashed to your mules, 
*if freemules <= 1
  stowed away in sacks,
you unbar the gates. The scandalized crowd that has formed outside instantly scatters when your archers fire notched, whistling arrows over their heads.

"Free yourselves from the grip of the Ecclesiasts!" you cry as you lead your raiding party back across the square.  "Don't give your silver to these liars—and helots, stop yielding your blood to them!  Break the Harrower!"

*return

*label merchcascalc
*set merchcas 0
*set merchcas +morcheck
*if arms < 19
  *set merchcas +randill4
*if bredpick
  *set merchcas +2            
*return

*label alascascalc
*set alascas +morcheck
*if arms < 20
  *set alascas +randill6
*if alas_el
  *set alascas -2
*if alas_rad
  *set alascas -3
*if alascas < 0
  *set alascas 0
*return

*label nobcascheck
*set nobcas +randill2
*set nobcas +morcheck
*if arms < 15
  *set nobcas +2
*return

*label muledilemma
Nobles ride horses and use oxen for draft. Helots own no animal as valuable as a mule.  Alastors and other Hegemonic authorities tend to hire mules when needed, rather than keeping any for their use.
*return

*label noblemules
The raiding party brings along
*if freemules = 1
  the band's single free mule, to bear back as much as they can.
  *set nobmules 1
  *set freemules 0
  *return
*else
  *if freemules > 10
    ten of the band's free mules.
    *set nobmules 10
    *set freemules -10
    *return
  *elseif freemules = 2
    both of the band's free mules.
    *set nobmules freemules
    *set freemules 0
    *return
  *else
    all
    *set d2n_num freemules
    *gosub d2n
    of the band's free mules.
    *set nobmules freemules
    *set freemules 0
    *return

*label aristolgbt
Incredible as it may seem, before this moment it had never occurred to you to wonder why you've never seen a helot wedding with two brides or two grooms.
*if ((male and malepref) or (female and femalepref))
  You grew up taking it utterly for granted that when the time came for your own marriage, your father would arrange something in keeping with your natural desires, that you could always adopt to preserve the family line and legacy.
*if ((male and femalepref) or (female and malepref))
  You grew up taking it utterly for granted that people's marriages were arranged in accordance with their natural desires, and that they could adopt whenever it was helpful to preserve a family line.
The idea of being forced to physically breed, and in particular to breed against the grain of nature…it's stomach-turning.
*return

*label bleysintro
your hometown's Telone Bleys, who lives with his wife and young children in a house on the agora belonging to Lord Keriatou.

You've never really spoken with Rim Square's least popular functionary yourself.  But you remember overhearing a typical trader's complaint in the winehouse: [i]That crook-backed knave told me that 'for some small consideration,' he'd do his best to keep the Architelone's eyes off my woolens.  And then he stands there, blinking and smiling, while his master scours my warehouse and digs out every last bale.  Told me afterward that he'd almost lost his own head, trying to protect me…and that if I didn't like it, he'd be round tomorrow to see what the Architelone might have missed.  Bastard.[/i]
*return

*label bred_rid
*if zvad > 1
  *set zvad +3
  As you explain, Zvad's face goes still. "$!{kuria}…when things keep going wrong around one person?  Waiting to act until you're sure only increases the damage.  If you're still able to act at all."

  You exhale slowly through your teeth.  "What would you do?"

  The big ${whend} looks melancholy but hesitates only a moment.  
*if zvad <= 1
  Zvad stares at you searchingly.  "I don't lightly speak this, ${kuria}.  But if your guts know that ${xhe}'s a traitor?  Yes. You should act."
  
  "If I did…what would you recommend?"
  *if (bred_lover > 3) or ((bred_heart = 2) or (bred_heart =3))
    Part of you can't believe you're even speaking of such things. [i]I love ${xhim}[/i], you try to remind yourself, but it rings hollow.
  
  The big ${whend} scratches his chin, looking only a bit mournful.
"Unlucky things happen out here.  
*if bredrecon
  Steep slopes, trails along cliff edges.  Rivers to ford."
  *choice
    #No. I'm just not convinced yet.
      *goto unconvinced
    #No. I think ${xhe}'s the traitor, but I can't bring myself to kill ${xhim} until there's proof.
      *goto zvgrim
    #No.  But when ${xhe} returns, I'll expel ${xhim} from the band.
      "You're a merciful ${woman}, ${kuria}."  Zvad gives a curt nod.
      *set bredkick true
      *return
    #"When ${xhe} returns…" I swallow against a dry throat, then say, "$!{xhe}'s going to be unlucky."
      "Aye, then, ${kuria}."  Zvad gives a curt nod.
      *set bredhit true
      *return
We're fording a river tomorrow, just upstream from a rough bit.  And our Breden looks a poor swimmer."
*choice
  #No. I'm just not convinced yet.
    *label unconvinced
    *if zvad > 1
      Zvad shakes his head grimly. "Might be worth deciding what level of bad luck would convince you, ${kuria}.  We may never see proof.  Not till it's too late for us all, anyhow."
      *return
    *else
      Zvad nods.  "If you say so, ${kuria}.  Don't wait till there's proof.  But wait till you know it."
      *set zvad +3
      *return
  #No. I think ${xhe}'s the traitor, but I can't bring myself to kill ${xhim} until there's proof.
    *label zvgrim
    Zvad shakes his head grimly. "If you know it in your heart, ${kuria}, I say it's best to act now.  But you have the lead."
    *if zvad < 2
      *set zvad +3
    *return
  #No. I'll kick ${xhim} out of the band instead.
    *label bredkicked
    *if bred_trust >= 10
      "A few extra guards."  All of Breden's muscles are visibly taut, but nothing moves besides ${xhis} lips. "Our enemies choose to post a few extra guards.  And for that, you're going to drive me away."
      
      "There are other options than exile," you say to ${xhim} bleakly.
      *if (bred_lover > 3) or ((bred_heart = 2) or (bred_heart = 3))
        It's hard to meet those beautiful, furious eyes and not forgive ${xhim} or beg ${xhis} forgiveness.
      "If it had been more than a few, I'd be going with one of those."
      
      *label bredfollcaus
      "I followed you because
      *if bred_heart < 10
        I…" For a moment, ${xhis} voice grows too thick for speech.  "Because
      I thought you could lead the rebellion that actually brings down the Thaumatarch,
      *if aristo
        ${kuria}
      ${fname}.  But if you're this quick to drive away someone who would fight at your side…Xthonos, I was wrong."  $!{xhe} turns and walks away.
      *if el_here
        *set e_rel -8
        
        An hour later, Elery storms into your tent and jabs a finger at you as if she wishes it were a dagger.  "Yebben has asked me to stay.  That's the only reason I'm still here, you 
        *if aristo
          glorified ass.
        *if helot
          brainless bastard.
        And I won't be the only one to feel that way."
    *if bred_trust < 10
      "${fname}…you can't mean what you're saying." Breden stares at you uncomprehending, as if expecting you to admit a joke at any moment.
      
      *if (bred_lover > 3) or ((bred_heart = 2) or (bred_heart =3))
        It's hard to meet his hurt eyes and not forgive ${xhim} or beg ${xhis} forgiveness.
      "You may not be the traitor, Breden.  But too many things have been going wrong when you're involved.  Go away for a time. You've the sense to keep yourself alive.  If we find the problems persist, we'll know it wasn't you."
      
      "You think I'll come back, ${kuria}?" Breden gives a short, hollow laugh.
      *set bred_trust 11
      *goto bredfollcaus
    *set breden +10
    *set bred_here false
    *set followers -1
    *set ha_foll -1
    *set nonkids -1
    *set morale -(bred_lead*2)
    *set bgtick true
    *return
  #I nod silently to Zvad.
    *label bredhitted
    *set breden 15
    *set followers -1
    *set ha_foll -1
    *set nonkids -1
    *set bred_here false
    The next day, Zvad stations himself at the most dangerous bit of the ford, where anyone crossing has to push through waist-deep water between two boulders.  One after another, your outlaws catch his wrist and are pulled across.  A few times, he almost loses his grip and has to lunge forward to catch them properly.
    
    Then Breden is the one forging across…and somehow ${xhis} hand not only slips from Zvad's, but when Zvad presses forward to rescue ${xhim}, Breden loses ${xhis} footing and topples into the current with a yell of terror.  $!{xhis} head bobs up once or twice; then you see ${xhim} slam into a mid-stream rock and vanish into the rapids.
    *if elezvad > 0
      *set elezvad 0
    *set e_rel -20
    *if el_here and (el_lead < week)
      Elery screams and hurls herself across the river as quickly as she can, almost losing her own footing twice on the way.  She clambers up the rocks and sprints downstream, following a dozen or so others who have already begun running and yelling for Breden.
    
    The search party rejoins you after an hour, looking exhausted.  They found no sign of Breden, living or dead.
    *if el_here and (el_lead < week)
      Elery returns a good two hours after the rest, face scratched and hair knotted with brambles, looking ready for murder.  "You killed ${xhim}," she snarls to Zvad, inches away from his craggy face.  "You bloody killed ${xhim}!"
      
      Zvad looks sadly at her. "I did."  They stare at each other for a minute, until Zvad puts a hand on her shoulder. "$!{xhis} hand slipped. I couldn't reach ${xhim} in time to help.  I'm sorry."
      
      Elery bats his hand away, whirls to you.  "And you?  What do you have to say, ${kuria}?"
      
      "It was a terrible mischance, Elery.  It does Zvad no kindness to attack him for it."
      
      "Xthonos damn you both," she whispers.  "If I thought Yebben and I had a chance anywhere else…"  She spits on the ground and stalks away.
    *fake_choice
      #As soon as I saw Breden sucked underwater, I regretted my decision.
        *if (bred_lover > 3) or ((bred_heart = 2) or (bred_heart =3))
          For all that you've tried to harden your heart against ${xhim}, you can't escape the horror of seeing ${xhim} drowned.
        Surely we could have found some other way.
      #It haunts me, but it was the quickest and simplest way to deal with a traitor.  I don't regret it.
      #I don't feel much about Breden, to be honest. I was just impressed by how deftly Zvad managed the accident.
      #I'm delighted that Breden's gone.
    *return

*label tithebblurb
the Tithe Barns of the Ecclesiasts.  At Barningday, a share of the barley harvest is due to a village or town's priest, to provide charity to the deserving poor and prevent usury by grain dealers. In practice, much of it is sold down the river, funding more temple-building and generous priestly incomes.  Much of the rest goes to feeding the local Alastor garrisons—who accordingly guard their Tithe Barn closely.
*return

*label bredrelch
Besides yourself, 
*if not(bredreligtick)
  there's only one other 
*if (bredreligtick)
  Breden is the one
leader in the band who might sustain a raiding party's morale against a furious priest.
*if not(bredreligtick)
  *gosub bredreligion
*return

*label depswitch
*if deputy = "Breden"
  *set formerdep true
  *set deputy "Zvad"
  *set dephis "his"
  *set dephe "he"
  *set zv_lead +2
*return

*label barnmulepick
*if freemules <= 0
  It's a shame you don't have any uncommitted mules this week, but your outlaws can carry back enough to feed themselves, at least.
  *return
*elseif freemules = 1
  You'll send the band's single free mule with the raiding party, to bear back as much as possible.
  *set barnmules 1
  *set freemules -1
  *return
*elseif freemules <= ((needfoodlt-foodstorelt)/162)
  You send 
  *if freemules > 2
    all 
  *if freemules = 2
    both
  of the band's free pack animals with the raiding party, to bear back as much as possible.
  *set barnmules freemules
  *set freemules 0
  *return
*else
  *set mulecap round((freemules*162)/36)
  *if hungry > 0
    *set needmules round(hungry/4.5)
    *if (needmules < (hungry/4.5)) or (needmules < 1)
      *set needmules +1
  *if (freemules > (needmules*2)) and (needmules > 0)
    *set needmules2 (needmules*2)
  *if needmules > freemules
    *set needmules freemules
  If you sent them all, your band's 
  *set d2n_num freemules
  *gosub d2n
  free mules could bring back around
  *set d2n_num mulecap
  *gosub d2n
  bushels—more than enough for your rations.  
  *if (needmules > 0) and (needmules != freemules)
    Alternately, you could send 
    *set d2n_num needmules
    *gosub d2n
    to carry back the
    *set d2n_num hungry
    *gosub d2n
    bushels you still need to feed the band this week.
  *choice
    #I'll send them all, and bring back ${mulecap} bushels.
      *set barnmules freemules
      *set freemules 0
      *label mulereset
      *set needmules 0
      *set needmules2 0
      *set mulecap 0
      *return
    *if ((needmules > 0) and (needmules != freemules)) #I'll send ${needmules} mules, to bring back enough barley for the week's rations.
      *set barnmules needmules
      *set freemules -needmules
      *goto mulereset
    *if (needmules2 > 0) #I'll send ${needmules2} mules, to bring back twice what we need to make our rations.
      *set barnmules needmules2
      *set freemules -needmules2
      *goto mulereset
    #I'll send another number.
      Of your 
      *set d2n_num freemules
      *gosub d2n
      free mules, you want to send:
      *input_number barnmules 1 freemules
      *set freemules -barnmules
      *goto mulereset

*label healthfood
*set ha_diet "a healthy diet"
*set hafood 1.5
*set hc_diet "a healthy diet"
*set hcfood 1.2
*set sa_diet "a healthy diet"
*set safood 1.5
*set sc_diet "a healthy diet"
*set scfood 1.2
*return

*label subsistfood
*set ha_diet "a subsistence diet"
*set hafood 0.8
*set hc_diet "a subsistence diet"
*set hcfood 0.6
*set sa_diet "a subsistence diet"
*set safood 0.8
*set sc_diet "a subsistence diet"
*set scfood 0.6
*return

*label mixedfood
*set ha_diet "a subsistence diet"
*set hafood 0.8
*set hc_diet "a subsistence diet"
*set hcfood 0.6
*set sa_diet "a healthy diet"
*set safood 1.5
*set sc_diet "a healthy diet"
*set scfood 1.2
*return

*label mefoodchoice
*if (hafood < 1) and (mefood = 1.4)
  *if storymode
    ${deputy} confesses that ${dephe} hasn't been able to get everyone to healthy rations.  "You're the leader, ${kuria}, but you should know that if you won't free us to raid the 
    *if nothief = 2
      Hegemony or
    nobles, we'll struggle to feed everyone well."
  With your healthy outlaws living on ${ha_diet}…
  *choice
    #I'm going to have the same as everyone else.
      *set mefood hafood
      *set solidarity 1
      Your gesture of solidarity is taken for granted by nearly everyone in the band.
      *return
    #I'm going to eat a healthy diet.  It's vital for the leader to stay well and clear-minded.
      *set mefood 1.5
      You encourage ${deputy} to do the same,
      *if deputy = "Zvad"
        and he follows your lead, though with a slight air of shame.        
      *if deputy = "Breden"
        *if bred_trust < 10
          and ${xhe} nods ${xhis} slightly reluctant agreement.
        *if bred_trust >= 10
          but ${xhe} refuses rather snappishly.  "While the rest are hungry, ${kuria}, I'm damned well not going to stuff myself."  The other bandits soon notice the difference between your diets; you see more than one approving nod at your deputy's sparse plate.
          *set bred_lead +1
      *return
    #I'm going to eat as little as possible.
      You begin to go whole days without eating anything.  Toward the end of the week, you hear one outlaw chide another for not being able to spot a bird on the horizon: "Angels, boy, can't you see it?  It's as plain as ${kuria} ${lname}'s ribs."
      *if (bred_here and (bred_heart < 10)) and (br_raid <= week)
      
        Breden is the only one who challenges you. "For Xthonos's sake, ${bfname}, the band needs a leader that's hale enough to stand up and walk."
        
        "I'm walking," you protest.  "As far and fast as any."
        
        "Aye, and we'll see how long that lasts."  When ${xhe} sees you're not about to change your mind, ${xhe} snorts and stalks away.
      *set mefood 0.2
      *set solidarity 2
      *return
*return

*label hungeradvice
*set hadvtick +1

*if hadvtick = 1  
  "Before all else, ${kuria}, we need to bring in enough food for the week's rations.
  *if (nothief = 2) and (followers > 100)
    And looking at our numbers…" ${deputy} shakes ${dephis} head bleakly. "I can't see us doing it without stealing from somebody, ${kuria}.  Don't know how else we'd bring in enough food for a small village.  See if there's any way to get more mules to sell?"
  *if (nothief = 2) and (followers < 101)
    Might be able to do that through hunting, even with the deer gone." ${deputy} clears ${dephis} throat expectantly, awaiting your order.
  *if (nothief < 2)
    Actual food—not just silver or loot." ${deputy}
    *if deputy = "Zvad"
      scratches his chin. "Could be from the barns.  Or you could see what a hunting party finds, or whether any helots are feeling friendly enough to share food with us.  But wait on anything else until you know we've got enough food."
    *if deputy != "Zvad"
      stares across the woods in the direction of the Rim.  "There are barns out there.  Or if we raided one of the market towns…it would take more planning, but they'd have plenty of grain there as well as silver."
      *if nothief = 1
        $!{dephe} shrugs.
*if (hadvtick = 2) and ((nothief != 1) or hegadvice)
  "Keep the focus on food until we've got enough, ${kuria}," ${deputy} advises.
  *if nothief > 0
    "And if we can't feed ourselves any other way?  Don't forget how much barley is out there for the taking. In the Ecclesiasts' Tithe Barns, if nothing else—it's how the priests and Alastors feed themselves. If you'd just choose to take from them."
*if ((hadvtick = 2) and (nothief = 1)) and not(hegadvice)
  *set hegadvice true
  "Raiding the Hegemonic authorities needs scouts, and it won't bring in much grain, ${kuria}.  Silver and weapons, if we win…but we can't eat that."  ${deputy} clears ${dephis} throat. "If we're not going to steal from anyone else's barns, best to 
  *if tithebarn > 0
    keep up those 
  *if tithebarn = 0
    start
  Tithe Barn raids—and also make sure we bring as many mules as we can.  Keep your eye on that until the band is healthy and morale strong."
*if ((hadvtick = 3) and (deputy = "Zvad")) and (mules < 10)
  "It'd be easier to feed ourselves if we'd got the mules for it," Zvad rumbles. "And ${healer}'s already told you we need them for the sick, too.  Good to do what we can to get them, sooner rather than later."
*return

*label otheradvice
*set othadvtick +1

*if (othadvtick = 1) and (hegadvice or (nothief != 1))
  *if (mules < 15) and (deputy = "Zvad")
    "We need more mules, ${kuria}, and we need them soon," Zvad says.  His scarred face is creased with worry.  "If we don't have enough to carry back our week's grain as well as move our sick…all it would take is one Theurge coming at the wrong time, and everyone in ${healer}'s care would be gone."
*if (othadvtick = 1) and (not(hegadvice) and (nothief = 1))
  *set hegadvice true
  "Raiding the Hegemonic authorities needs scouts, and it won't bring in much grain, ${kuria}.  Silver and weapons, if we win…but we can't eat that."  ${deputy} clears ${dephis} throat. "If we're not going to steal from anyone else's barns, best to 
  *if tithebarn > 0
    keep up those 
  *if tithebarn = 0
    start
  Tithe Barn raids—and also make sure we bring as many mules as we can.  Keep your eye on that until the band is healthy and morale strong."
*return

*label releasehuette
*set bleys 0
"Where were they heading when you left them?"

"Where did we leave them to go, ${kuria}?" $!{he} looks as if ${he} still can't believe ${his} own words.  "They fled across the Wards."

"[i]What?[/i]"  Now you understand ${his} queasy expression; it's a vestige of the horror that contorts your own face.  "Weeping Angels…she chose to take her
*if bleysfam < 20
  children
  *set bleysfam 10
*if bleysfam >= 20
  son
  *set bleysfam 11
into the 
*return

*label taxcasualties
*set followers -taxcas
*set nonkids -taxcas
*set ha_foll -taxcas
*set morale -(taxcas)
*set dead +taxcas
*set bandead +taxcas
*gosub foodcalc
*return

*label otherfostch
It seems that the helots would also be willing to foster some of your children, and you consider bringing the offer to the band.  

The children would likely be safer there. 
*if skepreal > 50
  And of course
*if skepreal <= 50
  Angels know
you'd welcome fewer mouths to feed.  But in the camps, there's no guarantee that the children wouldn't be sold. And you imagine that 
*if aristo
  helots
*if helot
  folk
who've lived their whole lives with the fear of losing their sons and daughters won't be keen to let them go now.
*choice
  #I try to convince the band to send their children to safety.
    *gosub fosterchoice
    *return
  #Absolutely not.  No one should have to give up their children.
    *set fundrkids 0
    *set fosterage 1
    *return
  *if morale < followers
    #My authority over the band isn't entirely secure.  I don't want to call for something this unpopular.
      *set fundrkids 0
      *set fosterage 1
      *return
  *if morale >= followers
    #I don't want to call for something that will inevitably turn some of my followers against me.
      *set fundrkids 0
      *set fosterage 1
      *return

*label huettexaos
Xaos-lands?  And…and you let her?"

Ciels
*if ciels >= 10
  stares coldly at you.
*if ciels < 10
  shakes ${his} head.
"She wouldn't go back to the Rim, ${kuria}.  Said it would be sure death—said they'd have a better chance among the condemned and the monsters.  And I couldn't gainsay her.  My choice was to kill them…or give them a few days' food."

"$!{oath}," you breathe, still trying to get your mind around it.  "Not much of a difference."

"It's bloody ugly, ${kuria}," Ciels says, curt-voiced.  
*if taxman > 9
  "But it brought down the Architelone.  That's the main thing, isn't it?"
*if taxman <= 9
  "And what do we have to show for it?  Best think about that next time before we go to kidnap children."
*return

*label demercy_1
*set cred_h -10
*set cred_a -10
*set anarchy -2
*set notoriety +5
You lay your hand firmly on Ora's shoulder as you call down the passageway.  "You've got it exactly wrong, de Merre.  You brought this night's work on yourselves.  You've treated your helots like animals, and you deserve the sentence Ora just rendered.  But we're not beasts."

Ora turns to you, her single good eye widening in protest, but you cut her off.  "We're going to let you live, de Merre.  We're claiming your wealth to feed your former helots this winter—that's a debt you owe.  But 
*return
          
*label demercy_2

*if cha = 2
  Your followers stare at you in amazement.  Thanks to your charisma, their hunger for revenge has been overtaken by your vision of a far greater rebellion.
  *if nobrad = "Radmar"
    Even Radmar, to your own surprise, doesn't protest your decision; his snarl subsides into a scowl, and he steps away from the de Merre.
  
  Only Ora remains unmoved, shaking her head in urgent denial.
  *return
*else
  *set morale -5
  Your bandits gaze at you in astonishment, with more than a few mutinous mutters breaking out across the group.
  *if nobrad = "Radmar"
    Radmar snarls something wordless and spits into a corner of the hallway.
  None of them openly challenges you, but they all plainly think you're mad.
  
  Ora shakes her head, looking as if she's going to weep. 
  *return
          
*label demercy_3
"You chose the wrong family for this game, ${kuria}," she breathes furiously in your ear.  "They won't thank you.  They won't tell their friends of your meekness and mercy.  They'll call you a weakling and a monster at the same time, and they won't rest till they've had their revenge on you."

Memnon de Merre's tremulous voice echoes out of the darkness again.  "Who are you, rebel?"

"${fname} ${lname}—leader of the Whendward Band," you answer, glaring sternly at Ora.

*if helot
  "Your name is known in these parts," Memnon calls.
  *if cred_a > 100
    "And it is said you are less wantonly destructive than other rebel helots.  So take what you intend to take and leave us."
  *if (cred_a <= 100) and (cred_a > 80)
    "We do not parley with rebel helots.  Destroy whatever you have come to destroy, take what you intend to take, and leave us."
  *if cred_a <= 80
    "As a bloody-handed murderer and servant of Xaos.  Do not toy with us or pretend at mercy.  No true-born noble would trust someone of your behavior."

    You push down your anger.  "Were I the sort of ${woman} you think, de Merre, such words would cost your life.  Perhaps you'll reconsider when we've gone."
*if aristo
  "The ${lname} were a worthy house, and I knew your father," Memnon calls.
  *if cred_a > 205
    "If you indeed remain a ${woman} of your word, take what you intend to take and leave us."
  *if (cred_a <= 205) and (cred_a > 175)
    "Your rebellion has broken many things that are of worth, yet I can still believe that you are a ${woman} of your word.  Take what you intend to take and leave us."
  *if cred_a <= 175
    "But you are well known as a bloody-handed murderer and servant of Xaos.  Do not toy with us or pretend at mercy.  No true-born noble would trust someone of your behavior."

    You push down your anger.  "Were I the sort of ${woman} you think, de Merre, such words would cost your life.  Perhaps you'll reconsider when we've gone."
*return

*label thekuria
*if (kuria = "milord")
  young lord
  *return
*elseif (kuria = "milady")
  lady
  *return
*else
  ${kuria}
  *return
  
*label whynot
*if whynothief = 0
  The true reason you've been determined not to steal from anyone
  *if nothief = 1
    but the servants of the Hegemony
  is:
  *choice
    *if (nothief = 2) #The Thaumatarchy is grounded in violence and the threat of violence.  I want our new order to be different.
      *set ruthreal %-40
      *goto whatitell
    *if (nothief = 1) #The Thaumatarchy is grounded in violence against ordinary, mostly innocent folk.  I want our new order to be different.
      *set ruthreal %-30
      *goto whatitell
    *if (skepreal < 55) #Theft is against the true Canon of the Angels. 
      *set skepreal %-20
      *goto whatitell
    #I'm desperate not to lose the respect of my fellow Shayardenes—such as the nobles and merchants who might one day support our rebellion—by turning to thievery.
      *goto whatitell
    #It should be possible for a rebel with enough wit to avoid stealing…and damn me if I'm going to give up on figuring out a way.
      *set ruthreal %+20
      *goto whatitell
    #It would be wrong.  That's all there is to it.
      *goto whatitell
  *label whatitell
  And you tell your angry outlaws:
  *set whynothief 3
  *choice
    *if (helot) #"I'll not force the cost of our survival onto ordinary, innocent folk.  That's how the Hegemony works.  Do we want to be like them?"
      *goto gandhichoice
    *if (aristo) #"The Hegemony works by forcing ordinary, innocent people to bear the costs of its survival.  Do we truly want to imitate them?"
      *label gandhichoice
      *set whynothief 1
      *set ruth %-30
      *if (cha < 2) and ((mefood >= 0.5) or (cred_h < 151))
        Your followers stare at you incredulously, and one shouts, "When we're dropping like flies, ${kuria}?  And those 'ordinary' folk are thriving off the Hegemony?  Yes, we bloody well do."
      *if (cha = 2) or ((mefood < 0.5) and (cred_h > 150))
        *if cha = 2
          You've returned to this theme time and time again since joining the Whendward Band—and your vision so inspired the other outlaws at the beginning of winter that even now, wounded and wretched, they can't entirely deny its power.  
        "But…we're dying, ${kuria}," one of your followers protests helplessly. "They're feasting back in the Rim while 
        *if kids > 2
          our children 
        *if kids <= 2
          we
        starve."
        
        "I know.  I see it, I feel it."  Most nights, you fall asleep half-dreaming of the trail of 
        *if kidsdead > 2
          small
        graves you've left behind you.  "But this is the heart of our rebellion against the Hegemony: at all costs, [i]we will not become them.[/i]  Anyone who can't bear that cost…I know you've nowhere else to go, in truth.  I'm sorry.  I'll do all I can to feed us—short of 
        *if nothief = 1
          violence against the innocent."
        *if nothief = 2
          theft and violence."
        
        For a long moment, you wonder whether the hot-eyed outlaws are going to kick you out of the band.
        *if (mefood < 0.5) and (cred_h > 150)
          After a moment, though, they break away—shamed by your gaunt face and raspy voice.  Your talk of bearing the cost has credibility when you're eating less than almost anyone.
        *if mefood >= 0.5
          You meet their stares with equal intensity, and after a few moments they fall back.  For now, you've persuaded them—or at least paralyzed them.
        *set morale -20
        *label breddubnoth
        *if deputy = "Breden"
        
          Breden watches them drift off, then turns ${xhis} troubled gaze back to you. "You're sure of this, ${bfname}?  You truly think we can break the Hegemony without stealing from caravans, or noble estates?"
          
          If only you didn't have doubts—but you force them from your voice.  "We won't break the Hegemony if we
          *if (whynothief = 2)
            lose the favor of the Angels.  Or if we
          have nothing more to offer than a different shade of blood on our hands."
          
          Your
          *if (bred_lover > 3)
            *if bred_trust >= 10
              estranged
            lover
          *if (bred_lover < 4)
            deputy
          exhales slowly. "You don't reckon you're just choosing to kill the folk who follow you rather than the folk who don't?"
        *page_break
      *if democ > 1
        *label callamoot
        
        "$!{a_moot}! Call ${a_moot}!" The cry starts among a handful of Shayardene bandits, but soon it's taken up by virtually the whole band.
        *if kids > 0
          Even children too young to understand the word, let alone take part, are shouting it.
        
        "If ever a decision were important enough to put to ${a_moot}, ${kuria}, this is it," 
        *if rescuer = 0
          Gillian Adze
        *if rescuer = 1
          Radmar
        grates. "This is life and death."
        *choice
          #Very well.  We'll decide who to target by ${moot}.
            Your first ${moot} takes place the next morning, bringing together everyone who's not currently out on a raid.  
            *if sa_foll > 0
              ${healer} has ensured that all but the very sickest of your bandits are there; the decision affects them more than anyone.
            *if moot = "apella"
              Even though you
              *if deputy = "Breden"
                (like Breden)
              are too young to officially take part in the apella, Zvad opens it by declaring himself a poor speaker and asking you to address the community on his behalf.
            
            Standing before the host of drawn, angry faces, making your best case for
            *if nothief = 1
              only raiding the Hegemonic forces,
            *if nothief = 2
              a rebellion that does not steal,
            you realize with a heavy heart what the outcome is going to be.
            *if cha = 2
              Your charm and eloquence have kept them (barely) tolerant of your decisions so far, but won't sway them when the power of decision is in their own hands.
            
            Within an hour, the ${moot} has overwhelmingly called for a change in the band's strategy—to begin raiding
            *if nothief = 2
              Hegemonic authorities,
            nobles and merchants.
            *choice
              #I accept the outcome of the ${moot}.
                *set nothief 0
                *set nothchange week
                *set morale +10
                Very well.  You grudgingly assure the band that from this week, you and ${deputy} will begin to send raiders after more lucrative targets.
                
                "I didn't think you were going to accept it, ${kuria}," Radmar rumbles, sounding mildly disappointed.  "Well then.  Let's see if we can't get back to actually feeding ourselves."
                *return
              #I refuse to accept it.
                *set morale -25
                *if aristo
                  *set morale -20
                *set democ 0
                The ${moot} turns into a near riot when you insist that you can't accept the band's decision.  "Why pretend at all, then, ${kuria}?" a Shayardene outlaw yells. "Why call ${a_moot} if at the end of the day, you're still going to play Archon?"
                *if week > 8
                  *return
                
                "That's not…" you begin.
                
                "You won't heed the ${moot} you bloody called?" Radmar's voice drowns yours out as he stalks to the front of the group.
                *if ha_foll > 38
                  *set ha_foll -39
                  *set followers -39
                  *set nonkids -39
                  *set desmut +39
                  *set radmut +39
                *gosub radmutiny
                *return
          *if moot = "apella"
            #I am not calling an apella that I'm still too young to join.
              *if cha < 2
                *goto mootriot
              *else
                *label nomootriot
                *set morale -5
                Ringed by hostile eyes, you make your best case that this isn't an issue for ${a_moot}—that the band chose you to lead them, and if you aren't able to choose targets as you judge fit, the band had best choose another leader.  You're betting that no one else is keen to take responsibility for
                *if kids > 2
                  all these children
                *if kids <= 2
                  the band
                in a brutally hard winter.
                
                Apparently, no one is.  The malcontents eye each other for a few minutes and then walk away, grumbling fatalistically about having to live with the leader Xthonos gave them.  Radmar's eyes flash when he hears it, and he barks, "Enough of that damned Ecclesiast talk!"  But while he seems on the verge of saying more, the crowd has mostly dissolved before he comes to the point of saying it.  
                
                Subsiding into his usual scowl, he glares at you. "Will we ever face a choice fit for a moot, ${kuria}?  How much salt to add to the soup? Or is that too important to leave to 
                *if aristo
                  a pitiful pack of
                *if helot
                  your fellow 
                helots?"
                *set r_rel -2
                *return
          *if (moot != "apella") #No, this is the wrong issue for a moot.
            *if cha < 2
              *goto mootriot
            *goto nomootriot
          #I realize now that making decisions by ${moot} is a terrible idea; as long as our lives remain under dire and immediate threat, we'll need decisive leadership.
            *set democ 0
            You declare that, "No moots will be called until after we've survived the Archon's attack," which you expect in the spring or summer.  "In an emergency, we can't waste everyone's time on arguing."
            *set morale -20
            
            *label mootriot
            This decision gets an even worse reception than you'd expected.  The band erupts in protest, and Radmar's voice rises above them all:
            *if week > 8
              "Damn it all, ${kuria}.  You expect us to sit by while you unsay your promises to us?"
              
              If the crisis had come any earlier in the winter, you realize with a shudder, your desperate followers might well have mutinied or even killed you.  For now, with some measure of hope growing, the band tolerate your abolition of ${moot}s—with very bad grace.
              *return
            *set whynothief +2
            *gosub radmutiny
            *return
      *return
    #"The Blessed Angels will punish us if we steal."
      *set morale -20
      *set whynothief 2
      *if skep > 54
        "[i]What?[/i] You, of all people, ${kuria}?  You say you want us to starve rather than steal…because of the Angels?" If they weren't so furious, you think your followers would burst out laughing.  Your reputation for skepticism is clearly working against you.
      *if democ > 1
        *goto callamoot
      *if skep < 55
        *if cha = 2
          *set skep %-30
          Your followers fall silent before your passionate conviction.  They believe, too.  Or most do, at any rate, and even the less devout won't argue as long as someone with your charisma is the Angels' advocate.
          *goto breddubnoth
        *if cha < 2
          Your followers mutter to each other, clearly unconvinced. "If the Angels can't excuse a man for stealing to feed his family…well, then a pack of rebels like us are surely all bound for Taratur anyway, ${kuria}."
          *if democ > 1
            *goto callamoot
      *return
    #"If we turn to thievery, we lose any hope we have of winning over other folk like the ones we target."
      "If we all die here, they bloody well won't join us either!" cries one outlaw.
      *if aristo
        You catch someone else muttering about "caring more for what ${his} kind thinks than for our lives…"
        *set morale -5
      *set morale -20
      *if democ > 1
        *goto callamoot
      *return
    #"We're no Xaos-loving brigands.  Theft is beneath us."
      *if helot
        "What's that supposed to mean, coming from a swiving helot?
      *if aristo
        "Maybe it's beneath you,
        *if male
          [i]milord.[/i]
        *if female
          [i]milady.[/i]
      When  
      *if kidstick > 0
        our children are
      *if kidstick = 0
        we're all
      dying, there's nothing beneath us."
      *set morale -25
      *if democ > 1
        *goto callamoot
      *return
*if (whynothief = 1) or (whynothief = 2)
  *if radmut = 0
    "For Angels' sake, ${kuria}," Radmar upbraids you. "You still think
    *if (whynothief = 1)
      robbing a few caravans will turn us into the Hegemony?"
    *if (whynothief = 2)
      the Angels are waiting to burn us if we steal?"
            
    *if cha < 2
      When your only response is a silent nod, he
    *if cha = 2
      You keep your voice steady.  "We heard all our lives that the cost of rebellion would be terrible.  Now we know it for truth.  But that cost? It's ours to bear, Radmar—not to push onto anyone else."
            
      A handful of other outlaws nod grimly, though most are still glaring at you. For his part, Radmar
    *if (deputy = "Breden") and (br_raid <= week)
      looks about to burst—but Breden interrupts him, as fierce as you've ever heard ${xhim}.
            
      "Shut your mouth, Rad, before you say anything you can't take back.  The 
      *gosub thekuria
      has got twice your courage—the courage to do things right, even when it costs us dear."
            
      Radmar whirls on the smaller, leaner youth, hands clawed as if he's about to tear ${xhim} apart.  "We're going to hear a damned thing [i]you[/i] have to say about it, Reaper?" 
            
      Breden doesn't flinch, just looks Radmar up and down before speaking with cool, precise disdain.  "Look at you.  You look like a bloody Alastor."
            
      And something in ${xhis} stance and tone, something in that moment of fearless contempt for a bully,
      *if aristo
        visibly
      resonates with every
      *if helot
        former
      helot within earshot. Radmar's fist comes in too fast for Breden to completely dodge it; ${xhe}'s thrown backward by even the glancing blow.  But a host of your other followers rush in, of all ages, catching the enraged youth and yelling at him to hold off.  Radmar bellows incoherently as a knot of outlaws bears him determinedly away.
      *page_break
      Breden regains ${xhis} feet, rubbing ${xhis} jaw gingerly.  $!{xhis} grim glance sends the handful of remaining malcontents running after Radmar. "He wanted to take a gang out and start raiding caravans, whatever you said."
            
      "And you didn't want that?"  You'd not thought Breden shared your convictions on theft.
            
      "I want this rebellion to succeed, ${bfname}."  $!{xhe} turns a bleak stare on you. "We're so weakened now that if one of our hardest fighters walks out on our leader, we'd probably be done for.  So I'll stand with you as long as I can."  Breden leans close to you, lips trembling.  "But, ${kuria}?  Your scruples are killing us.  I bloody hope you know when to change your tune."
      *set radmut -10
      *page_break
      *return
    *if week > 8
      spits, "Swiving nonsense," and stalks away.
      *set r_rel -3
      *return
    bursts out,
    *set whynothief +2
    *gosub radmutiny
    *page_break
    *return  
  *set whynothief +2
*if whynothief > 2
  *if (kidstick > 0) and not(kidsgone)
    *gosub kidsleave
    *page_break
    *return 
  *if (kidstick < 1) or (kidsgone)
    *if radmut > 0
      Another five unhappy outlaws leave to join Radmar's mutineers.
      *set followers -5
      *set nonkids -5
      *set ha_foll -5
      *set radmut +5
      *set desmut +5
      *set morale -10
      *gosub foodcalc
      *return
    Radmar  
    *if sickrebel = week
      pushes past the knife-wielding bandit and
    faces you, eyes afire.
    *if week > 8
      "We're almost through this winter, ${kuria}.  That's the only thing keeping us together here.  But don't think anyone's going to forget how much your mad choices have cost us."  He spits on the earth and stalks away.
      *return
    *gosub radmutiny
    *page_break
*return     
            
*label kidsleave
*if week > 8

  *if kidswait
    Despite their growing desperation, the band's anguished parents and childkeepers don't abandon you yet.  The hope of spring is a powerful force.
    *set morale -(kidsdead*3)
    *page_break
    *return
  The scale of casualties among the band's children is clearly devastating to your remaining parents and childkeepers.  Every day it seems you hear at least one desperate mutter about blending back into a camp in the Rim, or making a run across the high passes in search of another wilderness with better hunting.  If you weren't so close to the end of the winter, you suspect you'd have woken one morning to find them all fled.  
  
  But with warmth and rumors of venison in the air, they stay…wretched, resentful, demoralized, but unwilling to lose their chance of better days at last.
  *set morale -(kidsdead*2)
  *set kidswait true
  *page_break
  *return
*set kidsgone true
*set fosterage 0
*set fundrfood "food"

It soon becomes clear that 
*if cha = 2 
  despite your charisma, 
the steady drum of casualties has proven too much for the remaining parents and childkeepers.  "We don't care if
*if whynothief = 1
  we're just making another Hegemony,
*if whynothief != 1
  the Angels damn us, 
${kuria}," one former helot growls. "Sooner that—a thousand times sooner that!—than watch any more of our children die.  There's grain enough in the yeoman barns to keep us alive, if nothing else."  They refuse to hear any more from you and leave en masse,
*set cred_y -10
*set cred_h -10
*if arms > 10
  armed and wary,
peeling off a few other malcontents who have chafed at the direction of your leadership.
*if ha_foll > ((kids/4)+10)
  *set ha_foll -round(kids/4)
  *set nonkids -round(kids/4)
  *set followers -round(kids/4)
  *set desmut +round(kids/4)
  *goto childexodus
*else
  *set nonkids -round(ha_foll/2)
  *set followers -round(ha_foll/2)
  *set desmut +round(ha_foll/2)  
  *set ha_foll -round(ha_foll/2)
  *goto childexodus
*label childexodus
*set followers -kids
*set desmutk +kids
*set morale -round(1.5*kids)
*set hc_foll 0
*set kids 0 
*if (pin > 0) or (alless > 0)
            
  Of all the children, only 
  *if pin > 0
    loyal Pin Thatcher
    *set hc_foll +1
    *set followers +1
    *if alless > 0
      and   
  *if alless > 0
    Alless Stonehewer
    *set hc_foll +1
    *set followers +1
  *if (pin > 0) and (alless > 0)
    defy their guardians and insist
  *if alless = 0
    defies her guardian and insists
  on staying with your dwindling band.
  *set kids hc_foll
*set sc_foll 0
*gosub foodcalc
*page_break
*return     

*label radmutiny
"Then damn you, ${kuria}. I won't see one more death because you're 
*if (whynothief != 2)
  afraid to do what needs to be done."
*if (whynothief = 2)
  more afraid of being damned for theft than for letting folk starve."

You ready yourself for Radmar to attack you…but he just turns to the other dissatisfied outlaws and roars, "To the Owlscap, whoever truly wants to feed the sick and hungry!"
*if ha_foll < 30
  *set desmut +round(ha_foll/2)
  *set radmut +round(ha_foll/2)
  *set nonkids -round(ha_foll/2)
  *set followers -round(ha_foll/2)
  *set ha_foll -round(ha_foll/2)
*if ha_foll >= 30
  *set ha_foll -25
  *set followers -25
  *set nonkids -25
  *set desmut +25
  *set radmut +25
*set d2n_num radmut
*gosub d2n_np
$!{display_numb} outlaws
*if el_here 
  (including
  *if e_rel >= 10
    a slightly shamefaced
  Elery)    
  *set el_raid 13
follow him out into the woods.
*set anarchy +2
*set rad_mutiny true
*if caravan < 1
  *set notoriety +20
*gosub foodcalc
*if el_here 
  *page_break
  The next morning, you're relieved to find Yebben Skinner gathering up empty barley sacks under a supply tent.  "Who is it?" he demands desolately as you approach.
  
  *if kuria != milady
    "$!{kuria} 
  *if kuria = milady
    "${fname}
  ${lname}."
        
  Your quartermaster's face twists as if he'd just bitten a moldy turnip.  "What do you want, ${kuria}?"
            
  It takes a moment for you to find an answer, with your mind dulled by sleeplessness and the pain of yesterday's rejection.  "I wanted to be sure you hadn't left.  With your sister.  And if you hadn't…"  Suddenly unsure of whether you want to hear the answer, you press on.  "I wanted to know why."
            
  "Why anyone with sense would follow a leader who's determined to see us all die before spring?" Yebben almost smiles, though there's no warmth in his expression.  "Ask Zvad."
            
  "Zvad?"   
            
  "She spent more time trying to convince him than she did me."  The blind youth stiffly finds his feet, picks up his willow staff.  "I might yet save some lives here, ${kuria}, which is more than I'd do in the Owlscap.  But the less you talk to me just now, the happier we'll both be."
  *page_break
*set rad_lead +8
*set rad_raid 13
*set r_rel -7
*set morale -25
*set radmutweek week
*set radsick true
*return

*label barncas_1
*set barncas (morcheck)
*gosub morcas
*if arms < 12
  *set barncas +2
  *gosub 2cas
*if randill4 > 4
  *comment Alastor attack
  *set barncas +(randill4+morcheck)
  *gosub morcas
  *gosub r4cas
  *if arms < 12
    *set barncas +2
    *gosub 2cas
*gosub foodcalc
*return

*label vanish
*if (grainmules > 1)
  The convoy of
*if (grainmules = 1)
  The single mule
*if (grainmules > 1)
  *set d2n_num grainmules
  *gosub d2n
  mules 
*if (grainmules > 0)
  and 
  *if (mulefoll = 1)
    its sole accompanying outlaw vanish
  *if (mulefoll > 1)
    *set d2n_num mulefoll
    *gosub d2n
    outlaws 
    *if grainmules > 1
      vanishes
    *if grainmules <= 1
      vanish
*if (grainmules < 1)
  *if mulefoll = 1
    A lone outlaw vanishes
  *if mulefoll > 1
    *set d2n_num mulefoll
    *gosub d2n_np
    $!{display_numb} outlaws vanish
*return

*label litjust
*if literate > 0
  *set prevlit literate
A handful know the alphabeta already, 
*if literate = 10
  and you taught the basics last summer to a few more from Breden's gang.  But
*if literate != 10
  but
there's so much more you could achieve if most of your rebels knew how to read.
*fake_choice
  #We'd be better able to communicate with each other.
    As only one example: with raiding parties constantly on the move, you've now got to station people at rendezvous points to pass on key messages and guide returning parties to the main camp.  If more of your raiders understood their letters, you could leave a coded message scratched into bark rather than keeping so many followers waiting uselessly in the woods.
  #Our fences might find it harder to take advantage of us.
    Bandits who know their numbers could get a better bargain, or at any rate recognize a bad bargain when it's offered.
  #We could leave messages to win over the folk of the Rim to our cause.
    The literate folk, anyway—the merchants, Diakon-priests, some of the better-off yeomanry, possibly even some nobles.  If most of your followers could paint messages on walls or scratch them into the dust, you could make that a part of every raid.  More people might end up using your words (rather than what they hear from the Ecclesiasts) to describe your rebellion.
  #Once my followers can read, a world of knowledge will be open to them.
    And you're convinced that rebels who know something of history, theology, politics, and trade will be far more formidable than an ignorant horde.  As long as you can bring in the books, and keep them from dissolving in the Angelsforsaken rain….
  *if theurgy > 1
    #I might want to train up more ${wisard}s one day, and this is a necessary first step.
      When you still understand so little of ${wisardry} yourself, it's hard to imagine taking an apprentice—or indeed trusting anyone enough to share such power with them.  Still, you'd never have grasped any of it without reading Hyron's [i]Stoicheia[/i], to say nothing of Ganelon's scroll, so if you're ever to have the choice to teach others, you'd best equip them for the basics now.
*if int = 0
  You're no great teacher, of course, but you reckon you'll be able to get them started.
*return

*label helotbeggin
Most of your meetings take place after midnight—by starlight if the sky is clear enough, otherwise a tiny oil lamp or two.  Crowds of shadowy helots stifle their yawns and coughs to hear you whisper.

"What are you doing, begging the poorest folk in the Rim for food, ${kuria} ${fname}?" one helot elder rasps, her eyes glinting redly in the flame. "What manner of rebels can't take what they need from the Karagonds and nobles?"
      
"Rebels who
*if whynothief = 1
  don't want to just remake the Hegemony in another form,"
*if whynothief = 2
  revere the Angels too much to steal what we can have by asking,"
*if (whynothief > 2) or (whynothief < 1)
  don't want to be mistaken for a gang of Xaos-loving brigands,"
you breathe back. "Don't reckon it as weakness, goodwoman.  The Thaumatarchy will make that mistake.  They'll spread the word that we're too feeble to spread Xaos.  
      
"But when we survive, when they fail to crush us…then the free folk of Shayard will know that we're neither weaklings nor monsters.  They'll know that this is a rebellion
*if whynothief = 1
  not just against the Hegemony, but against the idea of the Hegemony."
*if whynothief = 2
  blessed by the Angels."
*if (whynothief > 2) or (whynothief < 1)
  rather than just banditry—and they'll support the cause."

You leave the helots for the most part
*if cha = 2
  *set morale +5
  *set wealth +round(fundout/3)
  *set cred_h +5
  *if not(storymode)
    convinced.
    *if (fosterage > 1) and (kids > 0)
      *set fundrkids round((fundout/4)+randill2)
      *if fundrkids < 2
        *set fundrkids 2
      *if (fundrkids > kids)
        *set fundrkids kids
      They not only share generously from their winter stores, but offer to foster another
      *set d2n_num fundrkids
      *gosub d2n
      of your band's children.
      *set foodstorelt +round(fundout*5)
      *return
    You come back with all the barley they could spare, plus a bit more.
    *set foodstorelt +round(fundout*8)
    *return
  convinced, and bring back more barley than the previous week.
  *return
*else
  unconvinced.
  *if not(storymode)
    *if (fosterage > 1) and (kids > 0)
      *set fundrkids round((fundout/4)+randill2)
      *if fundrkids < 2
        *set fundrkids 2
      *if (fundrkids > kids)
        *set fundrkids kids
      *if (aristo and dadfund) and (randill2 > 1)
        *set foodstorelt +round(fundout)
      *set foodstorelt +round(fundout*4)
      and return with a bit of barley and offers to host another
      *set d2n_num fundrkids
      *gosub d2n
      of your band's children.
      *return
  Still, you bring back more barley than you did last week.
  *return

*label fosterchoice
"It's no easy choice we face."  As you look round the assembled outlaws, you meet and hold the wild stares of the forty-odd former helots who are parents or childkeepers. "I hate the thought of parting any of you from your children.  But 
*if ((needfoodlt+100) <= foodstorelt)
  sooner or later, the Alastors or Theurges will find us here.  And I hate the thought of the children injured or killed 
*if ((needfoodlt+100) > foodstorelt)
  in this winter…I can't promise that we can feed them.  And I hate the thought of them starving 
even more.  If they're fostered 
*if helot   
  by childkeepers 
in nearby camps, they'll not be at risk of hunger or Hegemonic attack."

*if needfoodlt > foodstorelt
  *if (nothief > 0) and (cha < 2)
    "Xthonos damn it, ${kuria}!" one mother growls.  "It's because of your qualms that we're starving here.  No easy choice, you say?  It's a swiving easy choice as far as I can see.  Start raiding where the money and grain are, and let us keep our children!"
    *choice 
      *if (nothief = 2) #All right.  I'll start raiding the Hegemonic authorities.
        *set nothief 1
        *set nothchange week
        *set combator "combat"
        *set raids "raids"
        *label mingrelfr
        A sigh of mingled relief and frustration goes up from the band.  "But don't think that will quickly bring in grain," you warn.  "And of course it will make us all the more likely to come under attack.  There's still every reason to take these helots up on their offer."
            
        Enough hungry parents agree with you that you quickly find the
        *set d2n_num fundrkids
        *gosub d2n
        children for fosterage.
        *goto sendfost
      *if (nothief > 0) #All right.  I'll consider raiding anyone who has grain or coin.
        *set nothief 0
        *set nothchange week
        *set combator "combat"
        *set raids "raids"
        *goto mingrelfr
      #No.  I'm not going to compromise my principles.
        *set morale -10
        "While there's any other way, we have to take it," you insist hoarsely.  "And fostering our children in the helot camps…"
            
        "Our children?" The mother's voice is growing shriller. "Damn you, ${girl}, you don't have any children and it's plain enough you don't care for ours."
            
        Despite the intense hostility, you hold your ground…and in the end, enough despairing
        *if aristo
          helot
        parents accede that you find the
        *set d2n_num fundrkids
        *gosub d2n
        children for fosterage.
        *goto sendfost
  *elseif (nothief > 0) and (cha = 2)
    You think you hear one or two parents mutter mutinously that if it weren't for your qualms, the band could choose targets that would keep everyone fed. But your air of authority is such that the complaints are barely audible, and no one confronts you directly. In the end, the
    *goto onlychall
  *else     
    With hunger and ague wracking all of you, and everyone still uncertain as to whether there will be enough food to go round, it's not hard to persuade your haggard bandits to send their girls and boys to safety.  The 
    *label onlychall
    only challenge is determining how to pick 
    *set d2n_num fundrkids
    *gosub d2n
    out of 
    *set d2n_num kids
    *gosub d2n
    children for fosterage in the nearby camps.
            
  *label sendfost
  You'll send them off next week under escort.  At that point, with the band moving on to a new location, you'll also be in range of new helot camps that might be willing to receive more.
  *set morale -fundrkids
  *set fosterage 2
  *return   
*elseif (needfoodlt+100) <= foodstorelt
  With hunger less acute than it was at the outset of
  *label fostwint
  winter, your outlaws look
  *if cha > 0
    dubious, but you persuade enough of them to be able to identify
    *set d2n_num fundrkids
    *gosub d2n
    children for fosterage.
            
    You'll send them off at the beginning of next week under escort.  At that point, with the band moving on to a new location, you'll also be in range of new helot camps that might be willing to receive more of your children.
    *set morale -fundrkids
  *if cha = 0
    unconvinced.  
    *label fostuncon
    *set fundrkids 0
    *set morale -2
    *set fosterage 1
    *set fundrfood "food"
    "We didn't fight those Alastors just to hand our children over to strangers, ${kuria}," a thirty-two-year-old father says bleakly.  "You've been able to feed us so far.  Let's keep fighting for more."
  *return   
*else       
  *if cha = 2
    With neither hunger nor the risk of attack feeling as imminent as they did early in the
    *goto fostwint
  *else
    While the younger outlaws look half-convinced, the ones old enough to be parents turn you down flat.
    *goto fostuncon
            
*label zvadrefuse
a deep voice cuts in from the far side of the band: "I won't have it!"  Zvad stalks out of the gathering crowd, one finger jutting toward the young helots.  "You think to ask me before you enlist me for a mutiny, you pup?"

Radmar jumps back, eyes wide above his scowl. "I…"

"The Captain picks whomever the Captain wants to be ${his} deputy.  The Captain sets the direction for the rest of us."  Zvad's bellow leaves no room for the other malcontents to protest.  "You don't like it, you make your own way…or put a new leader to the band and see what they say.  That's always been how we live.  I won't have a gang of helot boys changing that now."

There's a long silence before Radmar grates, "There are no helots here, Zvad.  And damned if any of us will take direction from anyone who keeps sending us to our deaths."

"Then you see if the band wants to take direction from you," Zvad rumbles. "Or you run off.  But leave me by Xaos out of it."

"Aye, that's clear enough now." Radmar gives a sharp nod to the others, and they head back with an ill grace to rejoin the rest of the band.

*return     

*label barnscoutdispatch
*set freefollowers -10
*set scouts +10
*set barnrecon 1
*set bsout true
*return

*label nothiefcheck
*if (bandead < (nonkids/3)) and (nonkids > (randrabb*5))
  *set followers -randrabb
  *set nonkids -randrabb
  *set ha_foll -randrabb
  *set morale -randrabb
  *set dead +randrabb
  *set bandead +randrabb
*if nothief = 1
  *set wealth +62
  *set notoriety +7
  *set anarchy +1
  *if not(nopriests)
    *set cred_p -5
  *if deputy = "Breden"
    *if (week modulo 3) = 0
      *set mules +1
    *set morale +9
    *set cred_h +3
    *set cred_y +3
  *if deputy = "Zvad"
    *if (week modulo 3) = 0
      *set mules +1
    *set morale +7
    *set cred_h +1
    *set cred_y +1
*if nothief = 0
  *set wealth +87
  *set notoriety +5
  *set anarchy +1
  *if not(nonob)
    *set cred_a -3
  *if not(nopriests)
    *set cred_p -3
  *if not(nomerch)
    *set cred_m -3
  *set wealth +90
  *if deputy = "Breden"
    *if (week modulo 2) = 0
      *set mules +1
    *set morale +12
    *set cred_h +4
    *set cred_y +4
  *if deputy = "Zvad"
    *if (week modulo 2) = 0
      *set mules +1
    *set morale +10
    *set cred_h +3
    *set cred_y +3
*return
    
*label breakcheck
Thankfully,
*if week > 8
  with the end of winter in sight, the survivors have just enough morale to stick with you rather than desert the rebellion en masse.
*if week <= 8
  morale is strong enough among the survivors that they don't blame you.
    
"Everyone knew there'd be sacrifices, ${kuria}," Hetten Halt-hand says gruffly around the fire one evening.  "It's been as hard as we reckoned.  We've lost no few of our friends and family.  But we'll come through it ready for whatever the bloody Archon has to throw at us."
*return

*label armsalechoice
*if arms = 1
  Do you want to sell your last forged steel weapon, expecting to get fifty drachems for it?
*if arms != 1
  How many of your 
  *set d2n_num arms
  *gosub d2n
  forged weapons do you want to sell—expecting to get around fifty drachems (enough for a bit more than three bushels of grain) apiece?

As a reminder, you currently have 
*set d2n_num foodstore
*gosub d2n
*if foodstore = 1
  bushel
*if foodstore != 1
  bushels 
of grain in your stocks, and enough wealth to buy
*set d2n_num afford
*gosub d2n
*if afford = 1
  bushel
*if afford != 1
  bushels 
more.  To feed everyone at your current rations will take 
*set d2n_num needfood
*gosub d2n
*if needfood = 1
  bushel.
*if needfood != 1
  bushels.
*if arms = 1
  *choice
    #Yes, I'll sell it.
      *set armsale 1
      *set arms -1
      *set loot +50
      *return
    #No, not yet.
      *return
*input_number armsale 1 arms
*set arms -armsale
*set loot +(armsale*50)
*return

*label bad_alias
That's really a remarkably poor alias.  
*label inputalias
Care to try again?
*input_text alias
*if alias = fname
  No, that will still get you killed.
  *goto inputalias                  
*return

*label muleneedsrep
*set sickmulecheck week
*set sick (sa_foll+sc_foll)
*set sickmulesx round((sick-12)/3)
*if (sick <= 13) and not(sickmuletick)
  You have few enough sick outlaws that even ${healer} accepts you don't need to dedicate more than one mule to carry them.
  *set sickmuletick true
*if sick > 13
  ${healer} 
  *if week = 1
    reminds
  *if week > 1
    informs 
  you that the 
  *set d2n_num sick
  *gosub d2n
  followers in his care
  *if sickmulesx > mules
    would
  need at least 
  *set d2n_num sickmulesx
  *gosub d2n
  or
  *set sickmulesx (sickmulesx+1)
  *set d2n_num sickmulesx
  *gosub d2n
  mules if they're to move quickly in a crisis.
  *if sickmulesx > mules
    He says it with a note of despair in his voice, knowing as well as you do that you don't have that many.

*return

*label nofollcheck
*if (ha_foll+sa_foll) != nonkids
  *set nonkids (ha_foll+sa_foll)
*if (nonkids+kids) != followers
  *set followers (nonkids+kids)
*if ha_foll < 0
  *set nofoll true
*return

*label breakup
The demoralized outlaws have lost their faith in you.  No one else stands up to claim leadership of the band in your place; if anyone had hoped to lead the rebellion, they wouldn't want to assume the role in the midst of the desperate winter that defeated you.  You remain the leader, but in name only.  

In practice, for the rest of the winter the Whendward Band 
*if rescuer = 0
  dissolves; the former helots of Rim Square scatter across the vast wilderness, or flee back onto estates where they hope to hide.
*if rescuer = 1
  splits into two or three groups.

Only when spring comes—and the first deer reappear in the forest—do some cautiously return to your side.
*if rescuer = 0
  Most of them are about your age, and still angrier at the Hegemony than they are at you.  Your band no longer looks or feels like a helot village; few of the children survived the winter, and few parents were willing to trust you again.
*set winterfail 1
*set wealth +round(foodstorelt*0.444)
*set wealth +round(loot)
*if rescuer = 0
  *set followers 42
  *set kids 1
  *if alless > 0
    *set kids +1
  *set nonkids (followers-kids)
*if rescuer = 1
  *set followers 27
  *set nonkids 27
*if radmut > 0
  *page_break
  *goto radmuback
*if (anarchy < 21) and (nothief > 0)
  *page_break
  "Every noble in the bloody Rim is laughing at us, ${kuria}," Radmar snarls after speaking to some of the returnees. "They 
  *label callusdogs
  *if violence <= 1
    call us a pack of cowering dogs who don't dare to snap at their masters.
  *if violence > 1
    barely felt our raids.  
  They don't fear us—and at this rate no one ever bloody will."
  
  Though at first you half-dismiss it, you hear the same story directly from other, less hot-headed 
  *if (radmut > 0) or (winterfail > 0)
    returnees.  
  *if (radmut <= 0) and (winterfail <= 0)
    outlaws.  
  The aristocracy have been making their scorn for you loudly known, not just within their normal circles but to their helots and yeomen clients. And from the sounds of it, not only your
  *if helot
    former
  Keriatou
  *if aristo
    cousins
  *if helot
    masters
  are mocking you, but
  *if aristo
    nearly
  every House whose name you've heard of, and many that you haven't.
  
  *if violence  = 0
    Your refusal to use violence against your enemies has left you looking desperately weak.
  The fact that you chose not to target the Shayardene nobility all through the grinding winter clearly means nothing to them.
  *if taxman >= 10
    Nor did your success in raiding the Architelone, even though it meant more than half of them escaped tax this year.
  *fake_choice
    *if helot
      #The smug bastards.  I'll show them—show the next one who falls into my hands.
        No more holding back.  They'll never respect any rebellion that they don't fear, never offer the least support to a helot-led revolt. By the summer, you'll make them eat every scornful word they've spoken of you.
    *if aristo
      #My whole life, I've suffered under their complacency and contempt.  Now I'll make sure they fear me.
        You kept a door open to them, and once again it's been slammed in your face.  Now there will be no more holding back.  When next you have the chance, you'll make the bastards eat every scornful word they've spoken of you.
    #It makes my blood boil.  I can't say what I'd do if I met one face-to-face.
      Every time you try to think clearly, an image of Hector Keriatou's laughing face clouds your mind with fury.  How can a rebellion succeed if no one in power fears it, or at least speaks respectfully of it?  [i]They'll eat their words,[/i] you vow—though still unsure how far you'll go to make that happen.
    *if winterfail > 0
      #My authority has collapsed once already.  I need to restore it by making an example of some nobles.
        How can any would-be rebels keep their spirits up if they know they're not respected, let alone feared—and how can they respect a leader who is so publicly scorned?  
      
        You hold out hope that some of the survivors who fled you in the winter will return once they see that you've changed your strategy.  Now all you need is the right opportunity to strike a noble House.
    *if winterfail = 0
      #My authority is fragile at best.  I need to restore it by making an example of some nobles.
        How can any would-be rebels keep their spirits up if they know they're not respected, let alone feared—and how can they respect a leader who is so publicly scorned?  
        *if radmut > 0
          It's all too clear now that Radmar and his mutineers will take advantage of any weakness you show.
          
          *comment endif
        For the moment, everyone needs a respite after your long ordeal.  But you'll look for the right opportunity to strike at a noble House.
    #Even if everyone mistakes my restraint for weakness, I'm determined not to take a more brutal path.
      You're no savage.  The best course for your rebellion is the one you tried to sustain through the winter, however painful it has been—and however hard it is to swallow your anger at 
      *if helot
        the aristos.
      *if aristo
        your fellow nobles.
      How could anyone respect you if you changed course now, after all the anguish the band has gone through?
*goto replaychoice
            
*label hallelujah
*page_break 
[b]The first venison of the spring[/b] arrives to delirious cheers from the surviving band.  When your hunters dragged the buck's carcase into camp, it was swiftly butchered and borne off to a
*if followers > 80
  few       
dozen tiny fires, built carefully to avoid smoke; the aroma of slowly roasting meat has suffused the air around you for hours.  Some of the outlaws tear into it when it's barely cooked.  
            
You wait until you can bear it no longer, then join them.  The smoky, gamy meat tastes better than anything you can remember.  It's the taste of survival—the taste of spring arriving at last.
     
*if nothief = 2
  *set gandhi +10     
*set kids (hc_foll+sc_foll)
*set wealth +round(foodstorelt*0.444)
*set wealth +round(loot)
*if (bleys > 9) and (taxloot > 0)
  *set wealth +4000
  Bleys has found merchants for all the loot you raided from the 
  *if protection != 1
    Architelone.
  *if protection = 1
    Architelone, as well as all the loot you can't sell to the Syntechnia.
*if (protection = 1) and (bleys > 9)
  *set morale +5
  *set wealth +round(boycottloot)
  *if taxloot <= 0
    Bleys has found new merchants for all the loot you can't sell to the Syntechnia.  
*if ((protection = 1) or (taxloot > 0)) and (bleys > 9)
  The last outlaws who questioned your decision to bring the former Telone into the band are silenced.
*if (prothaggle > 0)

  Your spirits are only slightly dampened when you receive an irate message from Alaine Leybridge: [i]Since you raid us in the passes and cannot be troubled to visit me any longer, do not expect that I or any of my associates shall work with you again.[/i]  It will sting you to lose the connection with Alaine and her friends in the Guild, but it's no longer likely to be a matter of life and death.
  *if bleys > 9
  
    Bleys has a look at her note and grins bleakly.  "I should be able to find other merchants for what we can't sell to the Syntechnia, ${kuria}.  Don't let it trouble you."
  *set protection 1
  *set alaine 20
  *set cred_m -20
  
*label radmuback
*if radmut > 0
  A few days later, Radmar's mutineers from the Owlscap Pass return—or at any rate,
  *if radmut > 34
    sixteen 
    *set followers +16
    *set nonkids +16
    *goto ofthemdo
  *elseif radmut > 24
    twelve  
    *set followers +12
    *set nonkids +12
    *goto ofthemdo
  *elseif radmut > 12
    nine    
    *set followers +9
    *set nonkids +9
    *goto ofthemdo
  *else     
    a handful
    *set followers +5
    *set nonkids +5
    *goto ofthemdo
  *label ofthemdo
  of them do, appearing one afternoon to make camp a short distance from the rest of the band.  Excitement ripples visibly through your outlaws; a few venture out to exchange low-voiced greetings with old plowmates, or to ask after old friends.
            
  A mud-streaked
  *if el_here
    Elery   
  *if not(el_here)
    young bandit 
  approaches and asks to speak to you privately.
  *if nothief = 2
    Every eye drifts to her cloak: stained by weather and blood, but edged with rabbit fur, and of a finer wool than anything the rest of you are wearing.
            
    *comment endif
  Once you're behind canvas, she throws back her hood and runs fingers through her matted hair. "So you survived the winter, ${kuria} ${fname}.  We're glad to see it."
  *if el_here and (e_rel < 10)
    She doesn't look all that glad of it, but nor is her tone particularly hostile.
  *fake_choice
    #"We survived your mutiny as well."
      "That you did."
      *if el_here
        Elery
      *if not(el_here)
        The young bandit
      is coolly unapologetic.
    #"Fewer would have survived without the food you sent."  You don't want to endorse their thefts, but there's no point denying the truth, or antagonizing them.
      "We were glad to help."
      *if el_here
        Elery
      *if not(el_here)
        The young mutineer
      looks mildly surprised, then shrugs it off.
    #"Why are you back?"
      *if el_here
        Elery
      *if not(el_here)
        The young mutineer
      regards you silently for a few moments before saying,
    #I just stare coldly at her.
      After a few silent moments,
      *if el_here
        Elery
      *if not(el_here)
        the young mutineer
      sighs.
  "$!{kuria}…we don't see eye to eye on some matters.  You know now that we won't sit still if you're leading us to our deaths.  But we know that when the rains stop, the Archon will be throwing everything she has at us.  And if any of us are going to survive that, it'll be together.  So we've come back."
  *fake_choice
    #"Come back?" I exclaim.  "What by Xthonos makes you think we'll have you back?"
      *if el_here
        Elery's eyes narrow.
      "The way the rest of the band greeted us, ${kuria}.  They're desperate to be one again.  Try turning us away, and see how long they'll keep you as leader."
            
      Though you hate to accept it, she's right; you can't afford to turn 
      *if arrog <= 0
        them 
      *if arrog > 0
        the treacherous curs
      away, and you'd expect a universal mutiny if you did.
    #"Good of you," I say thinly.
      She's right, of course. You'll need every pair of hands to defend yourselves against the coming attack.  Plus, having seen how the rest of the band greeted the returning mutineers, you doubt you could turn them away without sparking a broader mutiny.
            
      It doesn't make it any easier to swallow.
    #I spread my hands.  "Welcome back, then."
      Whatever else you may feel, she's right: you can't afford to turn away any hands in the battle to come.  So you'd best mend the bridges that came down during the winter.  You can't entirely keep an edge from your voice when you add,
  "And Radmar? Does he want to keep playing the captain?"
            
  *if el_here
    Elery   
  *if not(el_here)
    The muddy brigand
  shrugs.  "He never had much desire to lead,
  *if el_here
    our Rad,
  save in the attack.  He'd challenge you again if he thought you were taking us to a disaster.  Any of us would.  But he'll accept your lead, otherwise."
  *if el_here
            
    "And you?"  You lower your eyebrows quizzically.  "Don't tell me you've never had that desire, Skinner."
            
    "With you making it look so easy?"
    *if e_rel >= 9
      Her mordant smile flickers out within seconds. "One day, perhaps, ${kuria}.  Or if there's no other choice.
    *if e_rel < 9
      There's a scornful edge to her smile. "I'll not grab at it till I know I'm ready.  Unlike some.
    For now…is Zvad here?"
            
    "Still with us."
            
    "Thank Angels," Elery says fervently, and makes a quick
    *if e_rel < 9
      token 
    bow before leaving your tent at a near-run.
    *set elezvad 10
            
  *set morale +20
  When Radmar walks back to the dinner circle that night…
  *fake_choice
    #It's all I can do not to throw him out.  But I manage to ignore him.
      He's almost as dour as you are.  You wonder if he had argued for staying in the Owlscap.
            
      Only once, at the end of the evening, does he speak to you.
    #I welcome him back in as warm a tone as I can manage.
      Radmar blinks at you, still scowling.  "What, ${kuria}?  We're friends now?"
            
      "Can we afford not to be?" you say, your forced smile fading.
            
      The big man's lip curls.
    #I acknowledge him, trying to be neither hostile nor cordial.
      Radmar never loses his scowl, but nor does he ever burst out with whatever's pent up behind his narrowed eyes and curled lip.
            
      At the end of the evening, he walks up to you and speaks in a low, controlled voice.
  *if (anarchy < 21) and (nothief > 0)
    "You should know that every noble in the bloody Rim is laughing at us, ${kuria}.  They
    *goto callusdogs
  "I'll fight alongside you for the spring and summer, ${kuria}.  But don't expect us to stay long after that.  Damned if I'll see another 
  *if rescuer = 0
    child   
  *if rescuer = 1
    comrade 
  starving for your decisions."
*if bandead = 0
  *achieve wintercas
*if (anarchy < 21) and (nothief > 0)
  
  Only one thing sours the joy of the new season.  "Every noble in the bloody Rim is laughing at us, ${kuria}," Radmar snarls after speaking to your last returning scouts. "They 
  *goto callusdogs
*label replaychoice
*set rollover1 sick
*set rollover2 fundraise
*set rollover4 albredrej
*if alas_bred
  *set rollover5 "Breden"
*set freemules archmules
*comment sickmules used to track helot/yeo theft
*if helbarn > 0
  *set sickmules 901
  *if barnheltot = 0
    *set sickmules 902
*if yeobarn > 0
  *set sickmules 903
  *if barnyeotot = 0
    *set sickmules 904
*finish Next
    
*label d2n_np
*set np true
*label d2n
*set display_numb ""
*set thousands 0
*set hundreds 0
*set tens 0
*set single 0
*if d2n_num = 0
    *set display_numb "zero"
    *goto finish_d2n
*if d2n_num < 0
    *set display_numb "${d2n_num}"
    *goto finish_d2n
*if d2n_num > 999
    *set display_numb "${d2n_num}"
    *goto finish_d2n
*if (d2n_num modulo 1) > 0
    *set display_numb "${d2n_num}"
    *goto finish_d2n
*if d2n_num < 10
    *set single d2n_num
    *goto single_digit
*label thousands_digit_addition_repeat
*comment leaving this here in case we want to switch the thousands back on
*if d2n_num > 999
    *set d2n_num -1000
    *set thousands +1
    *goto thousands_digit_addition_repeat
*label hundreds_digit_addition_repeat
*if d2n_num > 99
    *set d2n_num -100
    *set hundreds +1
    *goto hundreds_digit_addition_repeat
*if (d2n_num > 9) and (d2n_num < 20)
    *goto skip_tens_and_singles
*label tens_digit_addition_repeat
*if d2n_num > 9
    *set d2n_num - 10
    *set tens + 1
    *goto tens_digit_addition_repeat
*set single d2n_num
*label skip_tens_and_singles
*if thousands = 1
    *set display_numb "one thousand"
*if thousands = 2
    *set display_numb "two thousand"
*if thousands = 3
    *set display_numb "three thousand"
*if thousands = 4
    *set display_numb "four thousand"
*if thousands = 5
    *set display_numb "five thousand"
*if thousands = 6
    *set display_numb "six thousand"
*if thousands = 7
    *set display_numb "seven thousand"
*if thousands = 8
    *set display_numb "eight thousand"
*if thousands = 9
    *set display_numb "nine thousand"
*if ((thousands > 0) and ((tens > 0) or (single > 0))) and ((hundreds < 1) and (d2n_num < 10))
    *set display_numb &" and"
    *goto tens_digit
*if ((thousands > 0) and (d2n_num > 9)) and (((hundreds < 1) and (tens < 1)) and (single < 1))
    *set display_numb &" and"
    *goto tens_digit
*if ((thousands > 0) and ((tens > 1) and (single > 0))) and (hundreds < 1)
    *set display_numb &" and"
    *goto tens_digit
*if (thousands > 0) and ((hundreds > 0) and ((tens > 0) or ((single > 0) or (d2n_num > 9))))
    *set display_numb &","
*if (thousands > 0) 
  *set display_numb &" "
*if hundreds = 1
    *set display_numb &"one hundred"
*if hundreds = 2
    *set display_numb &"two hundred"
*if hundreds = 3
    *set display_numb &"three hundred"
*if hundreds = 4
    *set display_numb &"four hundred"
*if hundreds = 5
    *set display_numb &"five hundred"
*if hundreds = 6
    *set display_numb &"six hundred"
*if hundreds = 7
    *set display_numb &"seven hundred"
*if hundreds = 8
    *set display_numb &"eight hundred"
*if hundreds = 9
    *set display_numb &"nine hundred"
*if ((hundreds > 0) and (tens < 1)) and ((single > 0) or (d2n_num > 9))
    *set display_numb &" and"
*label tens_digit
*if (hundreds > 0) 
  *set display_numb &" "    
*label teens
*if d2n_num = 10
    *set display_numb &"ten"
    *goto finish_d2n
*if d2n_num = 11
    *set display_numb &"eleven"
    *goto finish_d2n
*if d2n_num = 12
    *set display_numb &"twelve"
    *goto finish_d2n
*if d2n_num = 13
    *set display_numb &"thirteen"
    *goto finish_d2n
*if d2n_num = 14
    *set display_numb &"fourteen"
    *goto finish_d2n
*if d2n_num = 15
    *set display_numb &"fifteen"
    *goto finish_d2n
*if d2n_num = 16
    *set display_numb &"sixteen"
    *goto finish_d2n
*if d2n_num = 17
    *set display_numb &"seventeen"
    *goto finish_d2n
*if d2n_num = 18
    *set display_numb &"eighteen"
    *goto finish_d2n
*if d2n_num = 19
    *set display_numb &"nineteen"
    *goto finish_d2n
*if tens = 2
    *set display_numb &"twenty"
*if tens = 3
    *set display_numb &"thirty"
*if tens = 4
    *set display_numb &"forty"
*if tens = 5
    *set display_numb &"fifty"
*if tens = 6
    *set display_numb &"sixty"
*if tens = 7
    *set display_numb &"seventy"
*if tens = 8
    *set display_numb &"eighty"
*if tens = 9
    *set display_numb &"ninety"
*if (single > 0) and (tens > 0)
    *set display_numb &"-"
*label single_digit
*if single = 1
    *set display_numb &"one"
*if single = 2
    *set display_numb &"two"
*if single = 3
    *set display_numb &"three"
*if single = 4
    *set display_numb &"four"
*if single = 5
    *set display_numb &"five"
*if single = 6
    *set display_numb &"six"
*if single = 7
    *set display_numb &"seven"
*if single = 8
    *set display_numb &"eight"
*if single = 9
    *set display_numb &"nine"
*label finish_d2n
*if not(np)
  ${display_numb}
*set np false
*return

