Copyediting notes:

* Depending on their national origin and degree of cosmopolitanism, characters may refer to the other provinces using the Shayardene version of their names (Errets, Nereal, Whendery) and people (Erretsins, Neres, Whends) rather than the names they give themselves (Erezza, Nyryal, Wiendrj; Erreziano, Nyr, Wiend)

* Personal pronouns ("They/Their," "It/Its") are capitalized for Angels, Xthonos, and occasionally though not consistently by helots when referring to nobles and other powerful people as a collective "Them."

* All Shayardene noble surnames either begin with the particle "de" or end in the Karagond "-atou."  The "de" is retained in all usage, not only following a first name or title.  It is capitalized when (and only when) it begins a sentence.

* The titles milady/milord and their Koine near-equivalents like kurios/kuria and hieros/hiera are never capitalized unless they begin a sentence.

* Norther, Souther, Easter, and Wester are archaic Shayardene spellings for the cardinal directions, used occasionally in geographic references.

* A ten-drachem coin is a decadrachm, not a decadrachem.

* An archonty is a province of the Hegemony, and conty (not county) is the Shayardene term for it.  Neither should be capitalized.  The Archonate refers to the office of Archon, not the geographic area over which an Archon presides, and "Archonate" is capitalized.

* "alphabeta" is the alphabet, "imprest" books are printed.

* This is a world of male "chaperons" and female "chaperones" (as it's one in which the chastity of both male and female youth is prized and all orientations are recognized)

* Other nouns always capitalized: Theurge, Goete, Koine, Hegemony, Hegemonic

* Not capitalized unless beginning a sentence: techne, koinon, kenon, telos, architectoi, omphalos.  I've tried to italicize these Karagond words the first time they're introduced but not thereafter.



For RandomTest continuity testers:

* CS can now handle consecutive page_breaks, so no need to highlight these.

* Because you're not seeing all the options in a choice, sometimes you'll miss context that's introduced through another #option which the player will have read but you don't.   Key ones that have caused a bit of confusion include:
   -  the introduction of Old Joana (she's mentioned in an earlier option in that Ch 1 choice tree)
   -  dialogue options with Breden when questioning xhim about the Rim Square betrayal
   -  the choice to move camp or not at the very beginning of Ch 2
   -  dialogue options with Horion
   -  the choice in the Breckland path of Ch 3 on whether to kill some innocent shepherds to cover your tracks, or to let them live
   -  the choice at the beginning of Ch 4 on how best to prepare for the oncoming army, and of which leaders from the band you've invited to be present

* RT doesn't display italics.  There are times when I use italics to display the MC's thoughts, which in RT can look like a sudden shift into first person or something that should have quote marks.  Feel free to question this when you see it, but bear in mind that it may well be missing italics.

* Anywhere that the player is invited to input_number, RT displays it a bit oddly.  It will usually have a rand code in the vicinity, e.g. where the player is choosing how many mules to sell it might display "bandits *rand mulesale 3," showing that the computer has picked 3 mules to sell.  (Note that anything with *rand like this in a RT version is not what actual players will see!)  RT will then display the actual choice like this: "You'll sell: Since you're using..."  A reader of the actual game would see an input_number choice between "You'll sell:" and (on the next page) "Since you're using..." but RT runs them together.  This can cause confusion.

*RT also doesn't display the stat chart at the end, after "You are popularly seen to be:"  The game reader will see a stat chart there.

* Anything in square brackets will be taken out before the final game (they're playtester notes), as will any choice that has a string of numbers after it e.g. "#We have ${inwoods} inwoods, with ${inadults} inadults and ${inkids} inkids; ${followers} followers, with ${nonkids} nonkids and ${kids} kids.  ${helcamp} in camps and ${flee} fled.  Arms ${arms}, wealth ${wealth}." (These kinds of tracking choices only display in RT; actual players won't see them, but can check the stats screen for much of this info.)

