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Control Panel Reference SynthEyes has the following control panels · Summary Panel · Rotoscope Control Panel · Feature Control Panel · Tracking Control Panel. · Lens Control Panel. · Solver Control Panel. · Coordinate System Control Panel. · 3-D Control Panel. · Lighting Control Panel. · Flex/Curve Control Panel. Select via the control panel selection portion of the main toolbar. The Graph Editor icon appears in the toolbar area to indicate a nominal workflow, but it launches a floating window. Additional panels are described below · Add Many Trackers Dialog · Advanced Features · Clean Up Trackers · Coalesce Nearby Trackers · Curve tracking control · Finalize Trackers · Fine-Tuning Panel · Green-screen control · Hard and Soft Lock Controls · Hold Tracker Preparation Tool · Image Preparation · Spinal Editing Control The shot-setup dialog is described in the sectionOpening the Shot. Spinners SynthEyes uses spinners, the stacked triangles on the right of the following graphic ( ), to permit easy adjustment of numeric fields on the control panels. The spinner control provides the following features · Click either triangle to increase or decrease the value in steps, · Drag within the control to smoothly increase and decrease the value, · Turns red on key frames, · Right-click to remove a key, or if none, to reset to a predefined value, · Shift-drag or -click to change the value much more rapidly, · Control-drag or -click to change the value slowly for fine-tuning. Tool Bar New, Open, Save, Undo, Redo. Buttons. Standard Windows (only). Use the Undo/Redo menu items instead to see what function will be undone or redone. (Control Panel buttons). Changes the active control panel. Forward/Backward (/). Button. Changes the current playback and tracking direction. Reset Time. Button. Resets the timebar so that the entire shot is visible. Fill. Button. The camera viewport is reset so that the entire image becomes visible. Shift-fill sets the zoom to 1 1 horizontally. Viewport Configuration Select. List box. Selects the viewport configuration. Use the viewport manager on the Window menu to modify or add configurations. Camera01. Active camera/object. Click to cycle through the cameras and objects. Play Bar Rewind Button. Rewind back to the beginning of the shot. Back Key Button. Go backwards to the previous key of the selected tracker or object. Frame Number. Numeric Field. Sequential frame number, starting at zero or at 1 if selected on thepreferences. Forward Key Button. Go forward to the next key of the selected tracker or object. To End Button. Go to the last frame of the shot. Frame Backwards. Button. Go backwards one frame. Auto-repeats. Play/Stop/. Button. Begin playing the shot, forwards or backwards, at the rate specified on the View menu. Frame Forward. Button. Go forwards one frame. Auto-repeats. Summary Panel Auto.(the big green one)Run the entire match-move process create features(blips), generate trackers, and solve. If no shot has been set up yet, you will be prompted for that first, so this is truly a one-stop button. See alsoSubmit for Batch. Motion Profile.Select one of several profiles reflecting the kinds of motion the image makes. UseCrash Panfor when the camera spins quickly, for example, to be able to keep up. Or useGentle Motionfor faster processing when the camera/image moves only slightly each frame. Green Screen.Brings up thegreen-screencontrol dialog. Zoom Lens.Check this box if the camera zooms. On Tripod.Check this box if the camera was on a tripod. Hold.Animated Button. Use to create hold regions to handle shots with amix of normal and tripod-modesections. Fine-tune.Performs an extra stage of re-tracking between the initial feature tracking and the solve. Thisfine-tuning passcan improve the sub-pixel stability of the trackers on some shots. Settings.Launches the settings panel for fine-tuning. Run Auto-tracker.Runs the automatic tracking stage, then stops. Solve.Runs the solver. Not solved.This field will show the overall scene error, in horizontal pixels, after solving. Coords(共同作用).Initiates a mode where 3 trackers can be clicked to define a coordinate system. After the third, you will have the opportunity to re-solve the scene to apply the new settings. Same as *3 on the Coordinate System panel. 3つのトラッカーが座標系を定めるためにクリックすることができるモードを始めます。 第3の後、新しいセッティングを適用するためにシーンを再解析することがあると思います。 座標系パネルの*3と同じです。 Master Solution Reset ().Clear any existing solution points and object paths. Rotoscope Control Panel The roto panel controls the assignment of a shot s blips to cameras or objects. The roto mask can also be written as an alpha channel or RGB image using the image preprocessor. Spline/Object List. An ordered list of splines and the camera or object they are assigned to. The default Spline1 is a rectangle containing the entire image. A feature is automatically assigned to the camera/object of thelastspline in the list that contains the feature. Double-click a spline to rename it as desired. Camera/Object Selector. Drop-down list. Use to set the camera/object of the spline selected in the Spline/Object List. You can also selectGarbageto set the spline as a garbage matte. Show this spline. Checkbox. Turn on and off to show or hide the selected spline. Also see the View/Only Selected Splines menu item. Key all CPs if any. Checkbox. When on, moving any control point will place a key on all control points for that frame. This can help make keyframing more predictable for some splines. Enable. Button. Animatable spline enable. Create Circle. Lets you drag out circular splines. Create Box. Lets you drag out rectangular splines. Magic Wand. Lets you click out arbitrarily-shaped splines with many control points. Delete. Deletes the currently-selected spline. Move Up. Push button. Moves the selected spline up in the Spline/Object List, making it lower priority. Move Down. Push button. Moves the selected spline down in the Spline/Object List, making it higher priority. Shot Alpha Levels. Integer spinner. Sets the number of levels in the alpha channel for the shot. For example, select 2 for an alpha channel containing only 0 or 1(255), which you can then assign to a camera or moving object. Object Alpha Level. Spinner. Sets the alpha level assigned to thecurrentcamera or object. For example, with 2 alpha levels, you might assign level 0 to the camera, and 1 to a moving object. The alpha channel is used to assign a feature only if it is not contained in any of the splines. Import Tracker to CP. Button. When activated, select a tracker then click on a spline control point. The tracker s path will be imported as keys onto the control point. Feature Control Panel Motion Profile.Select one of several profiles reflecting the kinds of motion the image makes. UseCrash Panfor when the camera spins quickly, for example, to be able to keep up. Or useGentle Motionfor faster processing when the camera/image moves only slightly each frame. Clear all blips.Clears the blips from all frames. Use to save disk space after blips have been peeled to trackers. Blips this frame. Push button. Calculates features (blips) for this frame. Blips playback range. Push button. Calculates features for the playback range of frames. Blips all frames. Push button. Calculates features for the entire shot. Displays the frame number while calculating. Once started, can’t be interrupted! Delete. Button. Clears the skip frame channel from this frame to the end of the shot, or the entire shot if Shift is down when clicked. Skip Frame. Checkbox. When set, this frame will be ignored during automatic tracking and solving. Use (sparingly) for occasional bad frames during explosions or actors blocking the entire view. Camera paths are spline interpolated on skipped frames. Advanced. Push button. Brings up a panel with additional control parameters. Link frames. Push button. Blips from each frame in the shot are linked to those on the prior frame (depending on tracking direction). Useful after changes in splines or alpha channels. Peel. Mode button. When on, clicking on a blip adds a matching tracker, which will be utilized by the solving process. Use on needed features that were not selected by the automatic tracking system. Peel All. Push button. Causes all features to be examined and possibly converted to trackers. To Golden. Push button. Marks the currently-selected trackers as “golden,” so that they won’t be deleted by the Delete Leaden button. Delete Leaden. Push button. Deletes all trackers, except those marked as “golden.” All manually-added trackers are automatically golden, plus any automatically-added ones you previously converted to golden. This button lets you strip out automatically-added trackers. Tracking Control Panel The tracker panel has two variations with different sizes for the tracker view area, and slightly different button locations. The wider version gives a better view of the interior of the panel, especially on high-resolution displays. The smaller version is a more compact layout that reduces mouse motion, and because of the reduced size, is better for use on laptops. Select the desired version using theWider tracker-view panelpreference. Tracker Interior View. Shows its interior---the inner box of the tracker.Left Mouse Drag the tracker location.Middle Scroll Advance the current frame, tracking as you go.Right Mouse Add or remove a position key at the current frame. Or, cancel a drag in progress. Create. Mode Button. When turned on, depressing the left mouse button in the camera view creates new trackers. When off, the left mouse button selects and moves trackers. Delete. Button (also Delete key). Deletes the selected tracker. Finish. Button. Brings up the finalize dialog box, allowing final filtering and gap filtering as a tracker is locked down. Lock. Button. Non-animated enable, turn on when tracker is complete; will then be locked. Tracker Type.,,,. Button. Toggles the tracker type among normal match-mode, dark spot, bright spot, or symmetric spot. Direction. Button. Configures the tracker for backwards tracking it will only track when playing or stepping backwards. Enable. Button. Animated control turns tracker on or off. Turn off when tracker gets blocked by some thing, turn back on when it becomes visible again. Contrast. Number-less spinner. Enhances contrast in the Tracker Interior View window. Bright. Number-less spinner. Turns up the Tracker Interior View brightness. Color. Rectangular swatch. Sets the display color of the tracker for the camera, perspective, and 3-D views. Now. Button. Adds a tracker position key at the present location and frame. Right-click to remove a position key. Shift-right-click to truncate, removing all following keys. Key. Spinner tells SynthEyes to automatically add a key after this many frames, to keep the tracker on track. Key Smooth. Spinner. Tracker s path will be smoothed for this many frames before each key, so there is no glitch due to re-setting a key. Name. Edit field. Adjust the tracker s name to describe what it s tracking. Pos. H and V spinners. Tracker s horizontal and vertical position, from –1 to +1. You can delete a key (border is red) by right-clicking. Shift-right-clicking will truncate the tracker after this frame. Size. Size and aspect spinners. Size and aspect ratio (horizontal divided by vertical size) of the interior portion of the tracker. Search. H and V spinners. Horizontal and vertical size of the region (excluding the actual interior) that SynthEyes will search for the tracker around its position in the preceding frame. Preceding implies lower-numbered for forward tracking, higher-numbered for backward tracking. Weight. Spinner. Defaults to 1.0. Multiplier that helps determine the weight given to the 2-D data for each frame from this tracker. Higher values cause a closer match, lower values allow a sloppier match.WARNING This control is for experts and should be used judiciously and infrequently. It is easy to use it to mathematically destabilize the solving process, so that you will not get a valid solution at all. Keep near 1. Also see ZWTs below. Exact. For use after a scene has already been solved set the tracker s 2-D position to the exact re-projected location of the tracker s 3-D position. A quick fix for spurious or missing data points, do not overuse. See the section onfiltering and filling gaps. Note applied to a zero-weighted-tracker, error will not become zero because the ZWT will re-calculate using the new 2-D position, yielding a different 3-D and then 2-D position. F n.nnnhpix.(display field, right of Exact button) Shows the distance, in horizontal pixels, between the 2-D tracker location and the re-projected 3-D tracker location. Valid only if the tracker has been solved. ZWT. When on, the tracker s weight is internally set to zero—it is a zero-weighted-tracker (ZWT), which does not affect the camera or object s path at all. As a consequence, its 3-D position can be continually calculated as you update the 2-D track or change the camera or object path, or field of view. The Weight spinner of a ZWT will be disabled, because the weight is internally forced to zero and special processing engaged. The grayed-out displayed value will be the original weight, which will be restored if ZWT mode is turned off. T n.nnnhpix.(display field, right of ZWT button) Shows the total error, in horizontal pixels, for the solved tracker. This is the same error as from the Coordinate System panel. It updates dynamically during tracking of a zero-weighted tracker. Lens Control Panel Field of View. Spinner. Field of view, in degrees, on this frame. Focal Length. Spinner. Focal length, computed using the current Back Plate Width on Scene Settings. Provided for illustration only. Add/Remove Key., Button. Add or remove a key to the field of view (focal length) track at this frame. Known. Radio Button. Field of view is already known (typically from an earlier run) and is taken from the field of view seed track. May be fixed or zooming. You will be asked if you want to copy the solved FOV track to the seed FOV track—do that if you want to lock down the solved FOV. Fixed, Unknown. Radio Button. Field of view is unknown, but did not zoom during the shot. Fixed, with Estimate. Radio Button. Camera did not zoom, and a reasonable estimate of the field of view is available and has been set into the beginning of the lens seed track. This mode can make solving slightly faster and more robust.Important verify that you know, and have entered, the correct plate size before using any on-setfocal lengthvalues. A correct on-set focal length with an incorrect plate size makes the focal length useless, and this setting harmful. Zooming, Unknown. Radio Button. Field of view zoomed during shot. Lens Distortion. Spinner. Show/change the lens distortion coefficient. Calculate Distortion. Checkbox. When checked, SynthEyes will calculate the lens distortion coefficient. You should have plenty of well-distributed trackers in your shot. Add Line. Checkbox. Adds an alignment line to the image that you can line up with a straight line in the image, adjust the lens distortion to match, and/or use it for tripod or lock-off scene alignment. Kill Line. Checkbox. Removes the selected alignment line (the delete key also does this). Control-click to delete all the alignment lines at once. Axis Type. Drop-down list. Not oriented, if the line is only there for lens distortion determination, parallel to one of the three axes, along one of the three (XYZ) axes, or along one of the three axes, with the length specified by the spinner. Configures the line for alignment. - . Button. Swaps an alignment line end for end. The direction of a line is significant and displayed only for on-axis lines. Length. Spinner. Sets the length of the line to control overall scene sizing during alignment. Only a single line, which must be on-axis, can have a length. Atnnnf.Button. Shows(not set)if no alignment lines have been configured. This button shows the (single) frame on which alignment lines have been defined and alignment will take place; clicking the button takes you to this frame. Set each time you change an alignment line, or right-click the button to set it to the current frame. Align!Button. Aligns the scene to match the alignment lines defined—on the frame given by theAt…button. Other frames are adjusted correspondingly. To sequence through all the possible solutions,control-click this button. Solver Control Panel Go!Button. Starts the solving process, after tracking is complete. Master Reset. Button. Resets all cameras/objects and the trackers on them, though all Disabled camera/objects are left untouched. Control-click to clear the seed path, and optionally the seed FOV (after confirmation). Error. Number display. Root-mean-square error, in horizontal pixels, of all trackers associated with this object or tracker. Seeding Method.Upper drop-down list controlling the way the solver begins its solving process, chosen from the following methods Auto. List Item. Selects the automatic seeding(initial estimation) process, for a camera that physically moves during the shot. Refine. List item. Resumes a previous solving cycle, generally after changes in trackers or coordinate systems. Tripod. List Item. Use when the camera pans, tilts, and zooms, but does not move. Refine Tripod. List item. Resumes a previous solving cycle, but indicates that the camera was mounted on a tripod. Indirect. List Item. Use for camera/objects which will be seeded from links to other camera/objects, for example, a DV shot indirectly seeded from digital camera stills. Individual. List Item. Use for motion capture. The object s trackers are solved individually to determine their path, using the same feature on other “Individual” objects; the corresponding trackers are linked in one direction. Points. List Item. Seed from seed points, set up from the 3-D trackers panel. Use with on-set measurement data, or afterSet Allon the Coordinate Panel. You should still configure coordinate system constraints with this mode some hard locks and/or distance constraints. Path. List Item. Uses the camera/object s seed path as a seed, for example, from a previous solution or a motion-controlled camera. Disabled. List Item. This camera/object is disabled and will not be solved for. Directional Hint. Second drop-down list. Gives a hint to speed the initial estimation process, or to help select the correct solution, or to specify camera timing for “Individual” objects. Chosen from the following for Automatic objects Automatic. List Item. In automatic seeding mode, SynthEyes can be given a hint as to the general direction of motion of the camera to save time. With the automatic button checked, it doesn’t need such a hint. Left. List Item. The camera moved generally to its left. Right. List Item. The camera moved generally to its right. Up. List Item. The camera moved generally upwards. Down. List Item. The camera moved generally downwards. Push In. List Item. The camera moved forward (different than zooming in!). Pull Back. List Item. The camera moved backwards (different than zooming out!). Camera Timing Setting. The following items are displayed when “Individual” is selected as the object solving mode. They actually apply to the entire shot, not just the particular object. Sync Locked. List Item. The shot is either the main timing reference, or is locked to it (ie, gen-locked video camera). Crystal Sync. List Item. The camera has a crystal-controlled frame rate (ie a video camera at exactly 29.97 Hz), but it may be up to a frame out of synchronization because it is not actually locked. Loosely Synced. List item. The camera s frame rate may vary somewhat from nominal, and will be determined relative the reference. Notably, a mechanical film camera. Slow but sure. Checkbox. When checked, SynthEyes looks especially hard (and longer) for the best initial solution. Constrain. Checkbox for experts. When on, constraints set up using the coordinate system panel are applied rigorously, modifying the tracker positions. When off, constraints are used to position, size, and orient the solution, without deforming it. Seealignment vs constraints. Hold.Animated Button. Use to create hold regions to handle shots with amix of normal and tripod-modesections. Begin. Spinner and checkbox. Numeric display shows an initial frame used by SynthEyes during automatic estimation. With the checkbox checked, you can override the begin frame solution. Either manually or automatically, the camera should have panned or tilted only about 30 degrees. If the camera does something wild between the automatically-selected frames, or if their data is particularly unreliable for some reason, you can manually select the frames instead. The selected frame will be selected as you adjust this, and the number of frames in common shown on the status line. End. Spinner and checkbox. Numeric display shows a final frame used by SynthEyes during automatic estimation. With the checkbox checked, you can override the end frame solution. World size. Spinner. Rough estimate of the size of the scene, including the trackers and motion of the camera. Transition Frms. Spinner. When trackers first become usable or are about to become unusable, SynthEyes gradually reduces their impact on the solution, to maintain an undetectable transition. The value specifies how many frames to spread the transition over. Filter Frms. Spinner. Controls post-solving path filtering. If this control is set to 3, say, then each frame s camera position is a (weighted) average of its position within 3 frames earlier and 3 frames later in the sequence. A larger number creates a smoother path, butincreaseserrors. Overall Weight. Spinner. Defaults to 1.0. Multiplier that helps determine the weight given to the data for each frame from this object s trackers. Lower values allow a sloppier match, higher values cause a closer match, for example, on a high-resolution calibration sequence consisting of only a few frames.WARNING This control is for experts and should be used judiciously and infrequently. It is easy to use it to mathematically destabilize the solving process, so that you will not get a valid solution at all. Keep near 1. More. Button. Brings up or takes down the Hard and Soft Lock Controls dialog. Axis Locks. 7 Buttons. When enabled, the corresponding axis of the current camera or object is constrained to match the corresponding value from the seed path. These constraints are enforced either loosely after solving, with Constrain off, or tightly during solving, with Constrain on. See the section onConstraining Camera or Object Position. Animated. Right-click to remove a key on the current frame. L/R. Left/right axis (ie X) F/B. Front/back axis (Y or Z) U/D. Up/down axis (Z in Z-up or Y in Y-up) FOV. Camera field of view (available/relevant only for Zoom cameras) Pan. Pan angle around ground plane Tilt. Tilt angle up or down from ground plane Roll. Roll angle from vertical Never convert to Far.Normally, SynthEyes monitors trackers during 3-D solves, and automatically converts trackers to Far if they are found to be too far away. This strategy backfires if the shot has very little perspective to start with, as most trackers can be converted to far. Use this checkbox if you wish to try obtaining a 3-D solve for your nearly-a-tripod shot. Coordinate System Control Panel Tracker Name. Edit. Shows the name of selected tracker, or change it to describe what it is tracking. Camera/Object. Drop-down list. Shows what object or camera the tracker is associated with; change it to move the tracker to a different object or camera on the same shot (or, you can clone it there for special situations). Entries beginning with asterisk(*) are on a different shot with the same aspect and length; trackers may be moved there, though this may adversely affect constraints, lights, etc. *3. Button. Starts and controls three-point coordinate setup mode. Click it once to begin, then click on origin, on-axis, and on-plane trackers in the camera view, 3-D viewports, or perspective window. The button will sequence through Or, LR, FB, and Pl to indicate which tracker should be clicked next. Click this button to skip from LR (left/right) to FB (front/back), or to skip setting other trackers. After the third tracker, you will have the opportunity to re-solve the scene to apply the new settings. Seed Lock Group X, Y, Z.Buttons. Multi-choice buttons flip between X, X+, X-; Y, Y+, Y-; and Z, Z+,Z- respectively. These buttons control which possible coordinate-system solution is selected when there are several possibilities. Only significant when the tracker is locked on one or two axes. X, Y, Z. Spinners. An initial position used as a guess at the start of solving (if seed checkbox on), and/or a position to which the tracker is locked, depending on the Lock Type list. Seed. Mode button. When on, the X/Y/Z location will be used to help estimate camera/object position at the start of solving, if Points seeding mode is selected. Peg. Mode button. If on, and the Solver panel s Constrain checkbox is on, the tracker will be pegged exactly, as selected by the Lock Type. Otherwise, the solver may modify the constraints to minimize overall error. See documentation for details and limitations. Far. Mode button. Turn on if the tracker is far from the camera. Example If the camera moved 10 feet during the shot, turn on for any point 10,000 feet or more away. Far points are on the horizon, and their distance can not be estimated. This button states yourwish, SynthEyes may solve a tracker as far anyway, if it is determined to have too little perspective. Lock Type. Drop-down list. Has no effect if Unlocked. The other settings tell SynthEyes to force one or more tracker position coordinates to 0 or the corresponding seed axis value. Use to lock the tracker to the origin, the floor, a wall, a known measured position, etc. See the section onLock Mode Details. If you select several trackers, some with targets, some without, this list will be empty—right-click the Target Point button to clear it. Target Point. Button. Use to set up links between trackers. Select one tracker, click the Target Point button to select the target tracker by name. Or, ALT-click (Mac Command-Left-Click) the target tracker in the camera view or 3-D viewport. If the trackers are on the same camera/object, the Distance spinner activates to control the desired distance between the trackers. You can also lock one or more of their coordinates to be identical, forcing them parallel to the same axis or plane. If the trackers are on different camera/objects, you have created a link the two trackers will be forced to the same location during solving. If two trackers track the same feature, but one tracker is on a DV shot, the other on digital camera stills, use the link to make them have the same location. Right-click to remove an existing target tracker. Dist. Spinner. Sets the desired distance between two trackers on the same object. Solved. X, Y, Z numbers. After solving, the final tracker location. Error. Number. After solving, the root-mean-square error between this tracker s predicted and actual positions. If the error exceeds 1 pixel, look for tracking problems using the Tracker Graph window. [FAR]. This will show up after the error value, if the tracker has been solved as far. Set Seed. Button. After solving, sets the computed location up as the seed location for later solver passes using Points mode. All. Button. Sets up all solved trackers as seeds for subsequent passes. Exportable. Checkbox. Uncheck this box to tell savvy export scripts not to export this tracker. For example, exporting to a compositor, you may want only a half dozen of a hundred or two automatically-generated trackers to be exported and create a new layer in the compositor. Non-exportable points are shown in a different color, somewhat closer to that of the background. 3-D Control Panel Creation Mesh Type. Drop-down. Selects the type of object created by the Create Tool. Create Tool. Mode button. Clicking in a 3-D viewport creates the mesh object listed on the creation mesh type list, such as a pyramid or Earthling. Most mesh objects require two drag sequences to set the position, size, and scale. Note that mesh objects are different than objects created with the Shot Menu s Add Moving Object button. Moving objects can have trackers associated with them, but are themselves null objects. Mesh objects have a mesh, but no trackers. Often you will create a moving object and its trackers, then add a mesh object(s) to it after solving to check the track. Object name. Editable drop-down. The name of the object selected in the 3-D or camera viewports. Changeable. Delete. Button. Deletes the selected object. Lock Selection. Mode button. Locks the selection in the 3-D viewport to prevent inadvertent reselection when moving objects. World/Object. Mode button. Switches between the usual world coordinate system, and the object coordinate system where everything else is displayed relative to the current object or camera, as selected by the shot menu. Lets you add a mesh aligned to an object easily. Move Tool. Mode button. Dragging an object in the 3-D viewport moves it. Rotate Tool. Mode button. Dragging an object in the 3-D viewport rotates it about the axis coming up out of the screen. Scale Tool. Mode button. Dragging an object in the 3-D viewport scales it uniformly. Use the spinners to change each axis individually. Make/Remove Key., Button. Adds or removes a key at the current frame for the currently-selected object. Show/Hide. Button. Show or hide the selected mesh object. Object color. Color Swatch. Object color, click to change. X/Y/Z Values. Spinners. Display X, Y, or Z position, rotation or scale values, depending on the currently-selected tool. Size. Spinner. This is an overall size spinner, use it when the Scale Tool is selected to change all three axis scales in lockstep. Whole. Button. When moving a solved object, normally it moves only for the current frame, allowing you to tweak particular frames. If you turn on Whole, moving the object moves the entire path, so you can adjust your coordinate system without using locks. If you do this, you should set up some locks subsequently and switch to Point or Path seeding, or you will have to readjust the path again if you re-solve.Hint Whole mode has some rules to decide whether or not to affect meshes. To force it to include all meshes in the action, turn onWhole affects mesheson the 3-D viewport and perspective window s right-click menu. Blast. Button. Writes the entire solved history onto the object s seed path, so it can be used for path seeding mode. Reset. Button. Clears the object s solved path, exposing the seed path. Cast Shadows. (Mesh) Object should cast a shadow in the perspective window. Catch Shadows. (Mesh) Object should catch shadows in the perspective window. Back Faces. Draw the both sides of faces, not only the front. Invert Normals. Make the mesh normals point the other way from their imported values. Lighting Control Panel New Light. Button. Click to create a new light in the scene. Delete Light. Button. Delete the light in the selected-light drop-down list. Selected Light. Drop-down list. Shows the select light, and lets you change its name, or select a different one. Far-away light. When checked, light is a distant, directional, light. When off, light is a nearby spotlight or omnidirectional(point) light. Compute over frames This, All, Lock. In the (normal) This mode, the light s position is computed for each frame independently. In the All or Lock mode, the light s position is averaged over all the frames in the sequence. In the All mode, this calculation is performed repeatedly for “live updates.” In the Lock mode, the calculation occurs only when clicking the Lock button. New Ray. Button. Creates a new ray on the selected light. Delete Ray. Button. Delete the selected ray. Previous Ray ( ). Button. Switch to the previous lower-numbered ray on the selected light. Ray Number. Text field. Shows something like 1/3 to indicate ray 1 of 3 for this light. Next Ray ( ). Button. Switch to the next higher ray on the selected light. Selected Ray Source. Mode button. When lit up, click a tracker in the camera view or any 3-D view to mark it as one point on the ray. Target. Mode button. When lit up, click a tracker in the camera view or any 3-D view to mark it as one point on the ray. If the source and target trackers are the same, it is a reflected-highlight tracking setup, and the Target button will show “(highlight).” For highlight tracking to be functional, there must be a mesh object for the tracker to reflect from. Distance. Spinner. When only a single ray to a nearby light is available, use this spinner to adjust the distance to the light. Leave at zero the rest of the time. Flex/Curve Control Panel Theflex/curvecontrol panel handles both object types, which are used to determine the 3-D position/shape of a curve in 3-D, even if it has no discernable point features. If you select a curve, the parameters of its parent flex (if any) will be shown in the flex section of the dialog. New Flex. Creates and selects a new flex. Left-click successively in a 3-D view or the perspective view to lay down a series of control points. Right-click to end. Delete Flex. Deletes the selected flex (even if it was a curve that was initially clicked). Flex Name List. Lists all the flexes in the scene, allowing you to select a flex, or change its name. Moving Object List. If the flex is parented to a moving object, it is shown here. Normally, “(world)” will be listed. Show this 3-D flex. Controls whether the flex is seen in the viewports or not. Clear. Clears any existing 3-D solution for the flex, so that the flex s initial seed control points may be seen and changed. Solve. Solves for the 3-D position and shape of the flex. The control points disappear, and the solved shape becomes visible. All. Causes all the flexes to be solved simultaneously. Pixel error. Root-mean-square (~average) error in the solved flex, in horizontal pixels. Count. The number of points that will be solved for along the length of the flex. Stiffness. Controls the relative importance of keeping the flex stiff and straight versus reproducing each detail in the curves. Stretch. Relative importance of (not) being stretchy. Endiness. (yes, made this up) Relative importance of exactly meeting the end-point specification. New Curve. Begins creating a new curve—click on a series of points in the camera view. Delete. Deletes the curve. Curve NameList.Shows the currently-selected curves name among a list of all the curves attached to the current flex, or all the unconnected curves if this one is not connected. Parent Flex List.Shows the parent flex of this curve, among all of the flexes. Show.Controls whether or not the curve is shown in the viewport. Enable.Animated checkbox indicating whether the curve should be enabled or not on the current frame. For example, turn it off after the curve goes off-screen, or if the curve is occluded by something that prevents its correct position from being determined. Key all.When on, changing one control point will add a key on all of them. Rough.Select several trackers, turn this button on, then click a curve to use the trackers to roughly position the curve throughout the length of the shot. Truncate.Kills all the keys off the tracker from the current frame to the end of the shot. Tune.Snaps the curve exactly onto the edge underneath it, on the current frame. All.Brings up theCurve Tracking Controldialog, which allows this curve, or all the curves, to be tracked throughout an entire range of frames.
https://w.atwiki.jp/dreamxkiss/pages/304.html
THAT S THE WAY(ざっつざうぇい) ■作詞:Harry Casey/Richard Finch 作曲:Harry Casey/Richard Finch ■洋楽メドレーの1曲として関ジャニ8X masパーティー2003などで歌われる
https://w.atwiki.jp/warband/pages/458.html
menu_start_game_0|Welcome to Age of Arthur!! mno_continue|Continue... mno_go_back|Go back menu_start_phase_2|{s1} mno_continue_i|Continue... mno_go_back_dot|Go back. menu_start_game_3|Choose your scenario menu_tutorial|You approach a field where the locals are training with weapons. You can practice here to improve your combat skills. menu_reports|Character Renown {reg5}^Honor Rating {reg6}^Party Morale {reg8}^Party Size Limit {reg7}^ mno_resume_travelling|Resume traveling. menu_start_game_1|Welcome to Age of Arthur. menu_start_game_11|Exit? menu_custom_battle_end|The battle is over. {s1} Your side killed {reg5} enemies and lost {reg6} troops during the battle. You personally slew {reg7} men in the fighting. menu_start_game_4|You have made some choices. You will not be able to change them later after the game starts. Would you like to keep them and continue? menu_past_life_explanation|{s3} mno_view_next|{s5} menu_start_game_2|Welcome to Age of Arthur. menu_start_kinglife|So many years have past since you last saw your fathers kingdom, many sunsets since you last journeyed out from that backwater place {s6}. You were prepared to never return, yet destiny had other planes and word reaches you of your fathers passing.^^ You ride for days under blood stained skies, across deep valleys and over rivers on your journey home. On the third day your horse gives out and you continue on foot. Rising the crest of the last hill, you look down on what is now your lands. ^^ It hasn't changed since you were a child, still a small village and your fathers hunting lodge is all that makes up your kingdom; yet, it is yours. Soon the crown is upon your head and with it you vow to lead your people honorably, to take them from this backwater place of obscurity and onto glory! menu_start_kinglife_main|You've chosen to start Age of Arthur as the leader of a major faction from the era, based on your race selection you can chose any of the following kingdoms... mno_kingdom1|Kingdom of Sussex (easy) mno_kingdom2|Gewissae (challenging) mno_kingdom3|Kingdom of Linnuis (challenging) mno_kingdom4|East Angles (normal) mno_kingdom5|Kingdom of Kent (normal) mno_kingdom6|Kingdom of the Britons (normal) mno_kingdom7|Caer Celemion (challenging) mno_kingdom8|Cair Guinntguic (challenging) mno_kingdom9|Kingdom of Powys (very easy) mno_kingdom10|Kingdom of Gwynedd (easy) mno_kingdom11|Dyfed (challenging) mno_kingdom12|Kingdom of Dumnonia (normal) mno_kingdom13|Kingdom of Elmet (normal) mno_kingdom14|Kingdom of Rheged (easy) mno_kingdom15|Kingdom of Ebrauc (challenging) mno_kingdom16|Pictland (normal to challenging) mno_kingdom17|Alt Clut (normal) mno_kingdom18|Galwyddel (challenging) mno_kingdom19|Bryneich (normal) mno_kingdom20|Dal Riada (normal) mno_kingdom21|Kingdom of Mumain (normal) mno_kingdom22|Kingdom of Connacht (normal) mno_kingdom23|Kingdom of Ailech (easy) mno_kingdom24|Kingdom of Laigin (challenging) mno_kingdom25|Kingdom of Ulaid (normal) mno_kingdom26|Salian Franks (normal) mno_kingdom27|Kingdom of Francia (easy) mno_kingdom28|Germanic Franks (challenging) mno_kingdom29|Ripuarian Franks (normal) mno_kingdom30|Kingdom of Burgundians (normal) mno_kingdom31|Kingdom of Visigoths (easy) mno_kingdom32|Frisia (challenging) mno_kingdom33|None of those, let me go back and pick a different culture menu_start_knight_life|It has been years since you last saw you fathers homestead, years since you left that child's life behind and traveled out {s6}; yet now that life seems as foreign as your childhood. It is time to come home, visit your mother and be a {reg59?women man}... menu_start_training_knight|Back menu_start_phase_2x|Back menu_start_phase_2xb|Back menu_start_phase_3|{s1} menu_start_phase_3b|{s1} menu_dorcas_ship|You arrive at the place where Dorca's raiding party landed on the coast, looking down on the beach you see a small party awaiting the return of their brothers. mno_continue_1|Attack the landing... mno_leave_no_attack|Leave... menu_docra_ship_after|{s1} mno_leave_victory|Continue... mno_leave_defeat|Continue... menu_dorca_final| {s2} mno_meet_dorca|Meet with Dorca... mno_take_itv|This is a good site. I order my men to clean and ready it for expanding. mno_mylair_station_troops2|Manage the garrison. mno_lair_wait2|Wait here for some time. menu_your_home|{s2} mno_leave|Leave... menu_start_slave_life|You've been a slave for as long as you can remember, memories of being whipped and beaten, of fighting other slaves for crusts of bread - these have long since replaced any happy thoughts of your childhood. Sometimes when you close your eyes at night when its peaceful and the rumbling in your belly is quiet, you can remember glimpses of your mothers face, you can remember a few moments before the attack on your village, of playing in the fields surrounded by smiling faces. Then in a moment its gone and your back there running, hearing the sounds of screaming and seeing the smoke. For years you've been captive, no longer a child, but a {reg59?women man}.a {reg59?women man} who's had many owners, seen more places then many kings - yet has never known freedom. You're not sure what changed in you tonight, maybe it was the final beating, maybe the sight of you're last master being cut down in front of you, but tonight when the attack on your convoy happened and that cage slung open, you knew you were never going back, tonight you would die or run - but either way you would know freedom. menu_start_phase_slave|{s1} menu_start_phase_slaveb|{s1} menu_start_phase_slavec|{s1} menu_start_priest_life|For the last five years you've started the morning just the same, rising with the sun before kneeling in prayer, a light meal in the great hall surrounded by blessed men, then off to tend the fields in bare feet. You often hear tails of great love and adventurer taking place everyday just outside the walls, while also hearing stories of great cruelty and the savagery of mankind; yet... despite these stories your world never changes, you've come to know what few {reg59?women men} know, the feeling of relative peace and security. As you open your eyes this day, like every day before it, you know this feeling is worth every hour of hard work and every moment of prayer. menu_start_phase_priest|{s1} menu_start_phase_priestb|{s1} menu_start_phase_priestc|{s1} menu_start_hunter_life|For the last five years you've lived a hunters life. Rising each morning to grab your bow and head into the forests in search of deer or boar. On a good day you would find enough to not only feed yourself but also sell the access meat to a local merchant... yet some days you found nothing, and on those days your belly arched and groaned. It's been groaning too much lately; you've been hungry for a kill for days. And as you wander into the forests this day you say a silent prayer, hopeful a meal will be found there. menu_start_huntpk|{s1} menu_start_huntbb|{s1} mno_continue_kill|Kill {s6}... mno_continue_spare|Leave the man where he lays... menu_morale_report_obsolete|{s1} mno_continue_rep|Continue... menu_courtship_relations|{s1} menu_lord_relations|{s1} menu_companion_report|{s7}{s1} menu_character_report|{s9} menu_party_size_report|{s1} menu_faction_relations_report|{s1} menu_camp|You set up camp. What do you want to do? mno_camp_action|Take an action. mno_camp_wait_here|Wait here for some time. menu_camp_action_rest|Camping allows your men to rest for a while and recover from the hard life of travels. It also allows you to forage, increasing your food supplies. This is particularly helpful when campaigning in enemy territory, where it is difficult to buy supplies. menu_build_refuge_new|Your men await your orders to start building the refuge. There is enough material collected so far, and what may be missing can be purchased in nearby villages.^^Total Cost 1000 coins.^Time need 6 hours. mno_refuge_here|So order. menu_build_village_new|Your men await your orders to start building the village. There is enough material collected so far, and what might be missing can be purchased in nearby centers. ^ Note that if you are not yet part of another kingdom, or a {reg59?Queen King} already, building a village will be seen as declaring your own faction. This can be a challenge if you are not ready to rule.^^Total Cost 1000 coins.^Time need one week.^^{s2} mno_village_here|So order. mno_resume_travelling2|Back. menu_camp_cheat|Select a cheat mno_camp_cheat_find_item|Find an item... mno_camp_cheat_off|Turn off Cheats menu_cheat_testing_cheats1|Select a cheat mno_back_to_camp_menu|Back. menu_camp_action|Choose an action mno_camp_recruit_prisoners|Recruit some of your prisoners to your party. mno_action_read_book|Select a book to read. mno_action_rename_kingdom|Rename your kingdom. mno_action_retire|Retire from adventuring. mno_camp_action_4|Back to camp menu. menu_camp_recruit_prisoners|You offer your prisoners freedom if they agree to join you as soldiers. {s18} mno_camp_recruit_prisoners_accept|Take them. mno_camp_recruit_prisoners_reject|Reject them. menu_camp_no_prisoners|You have no prisoners to recruit from. menu_camp_action_read_book|Choose a book to read mno_action_read_book_1|{s1}. mno_action_read_book_2|{s1}. mno_action_read_book_3|{s1}. mno_action_read_book_4|{s1}. mno_action_read_book_5|{s1}. mno_action_read_book_6|{s1}. mno_action_read_book_7|{s1}. mno_action_read_book_8|{s1}. mno_action_read_book_9|{s1}. mno_action_read_letter|{s1}. mno_action_read_note|{s1}. mno_action_read_assasin|{s1}. menu_camp_action_read_book_start|{s1} menu_retirement_verify|You are at day {reg0}. Your current luck is {reg1}. Are you sure you want to retire? mno_retire_yes|Yes. mno_retire_no|No. menu_end_game|The decision is made, and you resolve to give up your adventurer's life and settle down. You sell off your weapons and armour, gather up all your money, and ride off into the sunset.... mno_end_game_bye|Farewell. menu_cattle_herd|You encounter a herd of cattle. mno_cattle_drive_away|Drive the cattle onward. mno_cattle_stop|Bring the herd to a stop. mno_cattle_kill|Slaughter some of the animals. menu_cattle_herd_kill|How many animals do you want to slaughter? mno_cattle_kill_1|One. mno_cattle_kill_2|Two. mno_cattle_kill_3|Three. mno_cattle_kill_4|Four. mno_cattle_kill_5|Five. menu_arena_duel_fight|You and your opponent prepare to duel. menu_simple_encounter|{s2} You have {reg10} troops fit for battle against their {reg11}^^{s7}. mno_playerambush_attack|They've fallen into our Ambush... attack! mno_ambush_attack|Ambush! mno_encounter_attack|{s7} the enemy. mno_encounter_order_attack|Order your troops to attack without you. mno_tactical_nuevo|Commander's Options. mno_encounter_leave|Leave. mno_encounter_retreat|Pull back, leaving some soldiers behind to cover your retreat. mno_encounter_surrender|Surrender. menu_encounter_retreat_confirm|As the party member with the highest tactics skill, ({reg2}), {reg3?you devise {s3} devises} a plan that will allow you and your men to escape with your lives, but you'll have to leave {reg4} soldiers behind to stop the enemy from giving chase. mno_leave_behind|Go on. The sacrifice of these men will save the rest. mno_dont_leave_behind|No. We leave no one behind. menu_encounter_retreat|You tell {reg4} of your troops to hold the enemy while you retreat with the rest of your party. menu_order_attack_begin|Your troops prepare to attack the enemy. mno_order_attack_begin|Order the attack to begin. mno_call_back|Call them back. menu_order_attack_2|{s4}^^Your casualties {s8}^^Enemy casualties {s9} mno_order_attack_continue|Order your soldiers to continue the attack. mno_order_retreat|Call your soldiers back. menu_battle_debrief|{s11}^^Your Casualties {s8}{s10}^^Enemy Casualties {s9} menu_total_victory|You shouldn't be reading this... {s9} menu_enemy_slipped_away|{s17} menu_permanent_damage|{s2} mno_s0|{s3} mno_death|continue... menu_pre_join|You come across a battle between {s2} and {s1}^. You decide to... mno_pre_join_help_attackers|Move in to help the {s2}. mno_pre_join_help_defenders|Rush to the aid of the {s1}. mno_pre_join_leave|Don't get involved. menu_join_battle|You are helping the {s2} against the {s1}. You have {reg10} troops fit for battle against the enemy's {reg11}. mno_join_wounded|You are too wounded to fight. mno_join_attack|{s7}. mno_join_order_attack|Order your troops to attack with your allies while you stay back. mno_join_leave|Leave. menu_join_order_attack|{s4}^^Your casualties {s8}^^Allies' casualties {s9}^^Enemy casualties {s10} menu_zendar|You enter the town of Zendar. mno_zendar_enter| mno_zendar_enter_door|Door to the town center. mno_zendar_tavern| mno_zendar_tavern_door|Door to the tavern. mno_zendar_merchant| mno_zendar_merchant_door|Door to the merchant. mno_zendar_arena| mno_zendar_arena_door|Door to the arena. mno_town_1_leave| menu_salt_mine|You enter the salt mine. mno_enter|Enter. menu_tin_mine|You arrive at the kingdom tin mine. For as long as Romes antiquity it has served the houses of Dumnonia, lining the pockets of the kingdoms nobility. ^^^The mine currently belongs to ^ {s6} ^^^ You currently have {reg6} slaves working here. menu_silver_mine|You arrive at the kingdom silver mine. Currently held by {s6}, the mine is lining the pockets of the kingdoms nobility.^^^ You currently have {reg6} slaves working here menu_lumber_camp|You arrive at a lumber camp. The sounds of axes and saws fill the air as a few free men work. ^^ The camp currently belongs to ^ The {s6}^^^ You currently have {reg6} slaves working here. mno_enter_lc|Enter. mno_plunder_camp|Loot and burn the place! mno_leave_lc|Leave. menu_farmstead_special|You arrive at a farmstead. Farmsteads are the source of produce and foodstuffs, so those things are cheaper here.^{s10}^^The site is currently owned by ^ the {s6}^^^ You currently have {reg6} slaves working here. mno_take_cattlefs|Take some of your cattle. mno_enter_fs|Enter. mno_plunder|Loot and burn the place! mno_leave_fs|Leave. menu_quarry1|You arrive at a quarry. The sounds of carts and picks ^ fill the air as several free men work.^^ This place is owned by ^{s6}^^^ You currently have {reg6} slaves working here. mno_enterqu|Enter. mno_leavequ|Leave. menu_four_ways_inn|You arrive at the Four Ways Inn. menu_test_scene|You enter the test scene. menu_dhorak_keep|You enter the Dhorak Keep menu_join_siege_outside|{s1} has come under siege by {s2}. mno_approach_besiegers|Approach the siege camp. mno_pass_through_siege|Pass through the siege lines and enter {s1}. menu_cut_siege_without_fight|The besiegers let you approach the gates without challenge. menu_besiegers_camp_with_allies|{s1} remains under siege. The banners of {s2} fly above the camp of the besiegers, where you and your men are welcomed. mno_talk_to_siege_commander|Request a meeting with the commander. mno_join_siege_with_allies|Join the next assault. mno_join_siege_stay_back|Order your soldiers to join the next assault without you. menu_castle_outlaws|You are outside {s2}. ^ {s11} {s3} {s4} mno_approach_gates|Approach the gates and hail the guard. mno_castle_leave|Leave. menu_castle_outside|You are outside {s2}. ^ {s11} {s3} {s4} mno_town_sneak|Disguise yourself and try to sneak into the {s7} mno_castle_start_siege|Besiege the {reg6?town castle}. menu_castle_guard|You approach the gate. The men on the walls watch you closely. mno_request_shelter|Request entry to the castle. mno_request_meeting_commander|Request a meeting with someone. mno_Take_hostile_action2|Take a hostile action. mno_guard_leave|Leave. menu_castle_entry_granted|After a brief wait, the guards open the gates for you ^ and allow your party inside. menu_castle_entry_denied|The lord of this castle has forbidden you ^ from coming inside these walls, and the guard ^ sergeant informs you that his men will ^ fire if you attempt to come any closer. menu_castle_meeting|With whom do you want to meet? mno_guard_meet_s5|{s5}. mno_forget_it|Forget it. menu_castle_meeting_selected|Your request for a meeting is relayed inside, and finally {s6} appears in the courtyard to speak with you. menu_castle_besiege|You are laying siege to {s1}. {s2} {s15}^{s17}{s18}{s19}^{s20}^{s21}{s22}^^{s16}^^{s6} mno_siege_request_meeting|Call for a meeting with the castle commander. mno_siege_warfare_p|Siege Warfare (Planning Siege). mno_siege_assault_p|Siege Warfare (Preparing Assault). mno_siege_assault_camp|Your Siege Camp. mno_wait_24_hours|Wait until tomorrow. mno_lift_siege|Abandon the siege. menu_siege_attack_meets_sally|The defenders sally out to meet your assault. menu_castle_besiege_inner_battle|{s1} menu_construct_ladders|As the party member with the highest Engineer skill ({reg2}), {reg3?you estimate {s3} estimates} that it will take {reg4} hours to build enough scaling ladders for the assault. mno_build_ladders_cont|Do it. menu_construct_siege_tower|As the party member with the highest Engineer skill ({reg2}), {reg3?you estimate {s3} estimates} that building a battering ram will take {reg4} hours. mno_build_siege_tower_cont|Start building. menu_castle_attack_walls_simulate|{s4}^^Your casualties {s8}^^Enemy casualties were {s9} menu_castle_attack_walls_with_allies_simulate|{s4}^^Your casualties {s8}^^Allies' casualties {s9}^^Enemy casualties {s10} menu_castle_taken_by_friends|Nothing to see here. menu_castle_taken|The battle for {s3} is almost over. Your troops are eager to start plundering the {reg2?town fort}.^ You may decide to forbid your troops to harm the people if you want to conquer it for your faction, but your troops may lose morale. you could also decide to devastate the place completely in order to gain as much loot as possible,{reg1? You may station troops here to defend it against enemies who may try to recapture it. Also, you can select whether you will hold the {reg2?town castle} yourself or give it to a faithful vassal... }.{reg3? You are the Roman governor, you can decide whether you want {s3} for yourself or give it to one of your serving magistrates... } mno_noallowed|Conquer the {reg2?town fort}, but forbid plundering. mno_keep_plunder|Conquer and plunder the {reg2?town fort}. mno_saqueo_normal|Plunder the {reg2?town fort} and leave. mno_saqueo_total|Sack and burn the place, then leave. menu_castle_taken_native|you shouldnt be reading this. menu_castle_taken_keepplunder|Your troops run through the streets of {s3} getting as much stuff as they can carry. The cries of women and children fill the air and the {reg2?town fort} is plundered. You have collected {reg7} coins. menu_castle_taken_plunder|The {reg2?town fort} has been plundered.{s6}You have collected {reg7} coin. menu_castle_taken_2|{s3} has fallen to your troops, and you now have full control of the {reg2?town fort}. It is time to send word to {s9} of your victory. {s5} mno_castle_taken_claim|Request that {s3} be awarded to you. mno_castle_taken_claim_2|Request that {s3} be awarded to your {reg59?husband wife}. mno_castle_taken_claim_3|Your uncle be damned, take {s3} for yourself. mno_castle_taken_rome|Take {s3} in the name of Rome! mno_castle_taken_no_claim|Ask for no rewards. menu_requested_castle_granted_to_player|You receive a message from your liege, {s3}.^^ {reg4?She He} has decided to grant {s2}{reg3? and the nearby village of {s4} } to you, with all due incomes and titles, to hold in {reg4?her his} name for as long as you maintain your oath of homage.. menu_requested_castle_granted_to_player_husband|You receive a message from your liege, {s3}.^^ {reg4?She He} has decided to grant {s2}{reg3? and the nearby village of {s4} } to your husband, {s7}. menu_requested_castle_granted_to_another|You receive a message from your monarch, {s3}.^^ 'I was most pleased to hear of your valiant efforts in the capture of {s2}. Your victory has gladdened all our hearts. You also requested me to give you ownership of the castle, but that is a favour which I fear I cannot grant, as you already hold significant estates in my realm. Instead I have sent you {reg6} coins to cover the expenses of your campaign, but {s2} I give to {s5}.' mno_accept_decision|Accept the decision. mno_leave_faction|You have been wronged! Renounce your oath to your liege! menu_requested_castle_granted_to_another_female|You receive a message from your monarch, {s3}.^^ 'I was most pleased to hear of your valiant efforts in the capture of {s2}. Your victory has gladdened all our hearts. You also requested me to give ownership of the castle to your husband, but that is a favour which I fear I cannot grant, as he already holds significant estates in my realm. Instead I have sent you {reg6} coins to cover the expenses of your campaign, but {s2} I give to {s5}.' menu_leave_faction|Renouncing your oath is a grave act. Your lord may condemn you and confiscate your lands and holdings. However, if you return them of your own free will, {reg4?She He} may let the betrayal go without a fight. mno_leave_faction_give_back|Renounce your oath and give up your holdings. mno_leave_faction_hold|Renounce your oath and rule your lands, including {s2}, in your own name. mno_leave_faction_cancel|Remain loyal and accept the decision. menu_give_center_to_player|Your lord offers to extend your fiefs! {s1} sends word that he is willing to grant {s2} to you in payment for your loyal service, adding it to your holdings. What is your answer? mno_give_center_to_player_accept|Accept the offer. mno_give_center_to_player_reject|Reject. You have no interest in holding {s2}. menu_give_center_to_player_2|With a brief ceremony, you are officially confirmed as the new lord of {s2}{reg3? and its bound village {s4} }. {reg3?They It} will make a fine part of your fiefdom. You can now claim the rents and revenues from your personal estates there, draft soldiers from the populace, and manage the lands as you see fit. However, you are also expected to defend your fief and your people from harm, as well as maintaining the rule of law and order. menu_oath_fulfilled|You had a contract with {s1} to serve him for a certain duration. Your contract has now expired. What will you do? mno_renew_oath|Renew your contract with {s1} for another month. mno_dont_renew_oath|Become free of your bond. menu_siege_started_defender|{s1} is launching an assault against the walls of {s2}. You have {reg10} troops fit for battle against the enemy's {reg11}. You decide to... mno_siege_defender_join_battle|Join the battle. mno_siege_defender_troops_join_battle|Order your men to join the battle without you. menu_siege_join_defense|{s4}^^Your casualties {s8}^^Allies' casualties {s9}^^Enemy casualties {s10} menu_enter_your_own_castle|{s10} menu_village_new|{s10} {s12}^{s11}^{s6}{s7}^^{s15} mno_visit_your_court|Visit Your Court.. mno_village_manage|Manage this village. mno_recruit_volunteers|Recruit Volunteers. mno_village_center|Go to the village center. mno_village_center_door|Door to the village center. mno_meet_leader|Meet the leader. mno_meet_leader_door|Door to the village center. mno_village_buy_food|Buy supplies from the peasants. mno_comprar_cattle|I want to buy some cattle. mno_village_attack_bandits|Attack the bandits. mno_village_wait|Wait here for some time. mno_collect_taxes_qst|{reg5?Continue collecting taxes Collect taxes}. mno_train_peasants_against_bandits_qst|Train the peasants. mno_village_hostile_action|Take a hostile action. mno_upgrade_village|Upgrade village to town. (5000 coin). mno_village_leave|Leave... menu_village_raided|The village is currently being raiding... menu_comprar_cattle2|There are {reg5} head of cattle, each for {reg6} coin. How many do you want to buy? mno_cattle_okc|One. mno_cattle_ok2c|Five. mno_cattle_ok3c|Forget it. menu_village_hostile_action|What action do you have in mind?^ (You need over 20 men.) mno_village_force_convert|Try to convert the peasants forcefully. mno_village_take_food|Force peasants to give you supplies. mno_village_steal_cattle|Steal cattle. mno_enslave_villagers|Enslave the villagers. mno_village_loot|Loot and burn this village. menu_recruit_volunteers|{s18} mno_continue_not_enough_gold|I don't have enough money... mno_recruit_them|Recruit them ({reg6} coin). menu_village_hunt_down_fugitive_defeated|A heavy blow from the fugitive sends you to the ground, and your vision spins and goes dark. Time passes. When you open your eyes again you find yourself battered and bloody, but luckily none of the wounds appear to be lethal. menu_village_infest_bandits_result|{s9} menu_village_infestation_removed|In a battle worthy of song, you and your men drive the bandits out of the village, making it safe once more. The villagers have little left in the way of wealth after their ordeal, but they offer you all they can find. mno_village_bandits_defeated_accept|Take it as your just due. mno_village_bandits_defeated_cont|Refuse, stating that they need these items more than you do. menu_village_raid_villagers_toslaves|Do you want to hunt the villagers down like animals and make them slaves? mno_villagers_slaves|Take all villagers prisoner! menu_village_force_convert_confirm|It will take you 5 hours to go through the village, pull all the heretics from their holes, and force them to recant their wrongful beliefs. mno_village_force_convert_confirm|So be it. menu_village_force_convert1|{s1} menu_village_loot_no_resist_population_flee|Most villagers ran away when they saw your army. The village is at your mercy. mno_village_lootflee|Plunder the village, then raze it. mno_take_supplies1flee|Take the supplies. mno_village_raid_leaveflee|Leave this village alone. menu_center_manage|{s19}^{reg6?^^You are currently building {s7}. The building will be completed after {reg8} day{reg9?s }. } mno_center_build_manor|Build a manor. mno_center_build_iron_mine|Build an iron mine. mno_center_build_gold_mine|Build a gold mine. mno_center_build_fish_pond|Build a mill. mno_center_build_watch_tower|Build a watch tower. mno_center_build_school|Build a school. mno_center_build_messenger_post|Build a messenger post. mno_center_build_prisoner_tower|Build a prisoner tower. mno_center_build_religion1|Build a Christian monastery (conversion factor). mno_center_build_religion2|Build a shrine to Old God's (conversion factor). mno_center_build_religion3|Build a Christian church (conversion factor). mno_center_build_religion4|Build a temple to the old gods (conversion factor). mno_center_build_herreria|Build a smithy. mno_center_build_guilds|Build a merchants' rest hall. mno_center_build_library|Build a scriptorium. mno_center_build_slavemarket|Build a slave market. mno_center_kill_slavemarket|Remove a slave market. mno_center_build_brewery|Build a brewery. mno_center_build_barracks|Build Barracks. mno_center_build_port|Build Port. menu_remove_slaves|Do you wish to remove the slave traders and forbid them from conducting their ungodly business within the boundaries of your town? Keep in mind this will reduce the tariffs of the town and its prosperity temporarily. mno_remove_slaves|Go on. menu_center_improve|{s19} As the party member with the highest engineer skill ({reg2}), {reg3?you believe {s3} believes} that building the {s4} will cost you {reg5} coins and will take {reg6} days. mno_improve_cont|Go on{s15}. mno_improve_not_enough_gold|I don't have enough money. menu_town_bandits_failed|{s4} {s5} menu_town_bandits_succeeded|The bandits fall before you as wheat to a scythe! Soon you stand alone in the streets while most of your attackers lie unconscious, dead or dying. Searching the bodies, you find a purse which must have belonged to a previous victim of these brutes. Or perhaps, it was given to them by someone who wanted to arrange a suitable ending to your life. menu_village_steal_cattle_confirm|As the party member with the highest looting skill ({reg2}), {reg3?you reckon {s1} reckons} that you can steal as many as {reg4} heads of village's cattle. mno_village_steal_cattle_confirm|Go on. menu_village_steal_cattle|{s1} menu_village_take_food_confirm|It will be difficult to force and threaten the peasants into giving their precious supplies. You think you will need at least one hour. mno_village_take_food_confirm|Go ahead. menu_village_take_food|The villagers grudgingly bring out what they have for you. mno_take_supplies|Take the supplies. mno_let_them_keep_it|Let them keep it. menu_village_start_attack|Some of the angry villagers grab their tools and prepare to resist you. It looks like you'll have a fight on your hands if you continue. mno_village_raid_attack|Charge them. mno_village_raid_leave|Leave this village alone. menu_village_loot_no_resist|The villagers here are few and frightened, and they quickly scatter and run before you. The village is at your mercy. menu_village_loot_complete|On your orders your troops sack the village, pillaging everything of any value, and then put the buildings to the torch. From the coins and valuables that are found, you get your share of {reg1} coin. menu_village_loot_defeat|Fighting with courage and determination, the villagers manage to hold together and drive off your forces. menu_village_loot_continue|Do you wish to continue looting this village? mno_disembark_yes|Yes. mno_disembark_no|No. menu_close|Nothing. menu_town|{s30} mno_castle_castle|Visit the lord's hall. mno_castle_castle_door|To the Meduseld. mno_join_tournament|Join the Competition. mno_town_castle|Visit the lord's hall. mno_town_castle_door|To the Heall. mno_town_center|Stroll through town. mno_town_center_door|To the center of town. mno_town_tavern|Visit the Tavern. mno_town_tavern_door|To the mead hall. mno_town_merchant|Speak with the merchant. mno_town_merchant_door|To the merchant. mno_town_arena|Visit the training grounds. mno_town_arena_door|To the training grounds. mno_town_dungeon|Never Enter the prison. mno_town_dungeon_door|To the prison. mno_castle_inspect|Tour the grounds. mno_castle_inspect_door|Leave. mno_town_enterprise|Visit your enterprise. mno_town_enterprise_door|To your enterprise. mno_visit_lady|Attempt to visit a lady. mno_visit_lady_door|To the garden. mno_trade_with_merchants|Trade with locals. mno_travel|Travel to another port. mno_travel_door|Outfit your party. mno_walled_center_manage|Manage this {reg0?town castle}. mno_walled_center_move_court|Move your court here. mno_castle_station_troops|Manage the garrison {s10}. mno_castle_wait|Wait here for some time. mno_castle_wait_door|Bed. mno_town_alley|Ask for potential recruits. mno_town_visit_port|Visit the port. mno_town_bank|My men deserve a symbel. Buy mead and food. mno_town_bank_door|Set sail. mno_Take_hostile_action|Take a hostile action mno_Take_hostile_action_door|Set sail. mno_town_mayor|Meet the mayor. mno_name_center|Re-Name the Place. mno_town_leave|Leave... mno_town_leave_door|Leave Area. menu_cannot_enter_court|There is a feast in progress in the lord's hall, but you are not of sufficient status to be invited inside. Perhaps increasing your renown would win you admittance -- or you might also try distinguishing yourself at a tournament while the feast is in progress... menu_lady_visit|Whom do you wish to visit? mno_visit_lady_1|Visit {s12} mno_visit_lady_2|Visit {s12} mno_visit_lady_3|Visit {s12} mno_visit_lady_3_door|Door to the garden. mno_visit_lady_4|Visit {s12} mno_visit_lady_5|Visit {s12} mno_visit_lady_6|Visit {s12} mno_visit_lady_7|Visit {s12} mno_visit_lady_8|Visit {s12} menu_town_tournament_lost|You have been eliminated from the tournament.{s8} menu_town_tournament_won|You have won the tournament of {s3}! You are filled with pride as the crowd cheers your name. In addition to honour, fame and glory, you earn a prize of {reg9} coins. {s8} menu_town_tournament_won_by_another|As the only {reg3?fighter man} to remain undefeated this day, {s1} wins the lists and the glory of this tournament. menu_town_tournament|{s1}You are at tier {reg0} of the tournament, with {reg1} participants remaining. In the next round, there will be {reg2} teams with {reg3} {reg4?fighters fighter} each. mno_tournament_view_participants|View participants. mno_tournament_bet|Place a bet on yourself. mno_tournament_join_next_fight|Fight in the next round. mno_leave_tournament|Withdraw from the tournament. menu_tournament_withdraw_verify|Are you sure you want to withdraw from the tournament? mno_tournament_withdraw_yes|Yes. This is a pointless affectation. mno_tournament_withdraw_no|No, not as long as there is a chance of victory! menu_tournament_bet|The odds against you are {reg5} to {reg6}.{reg1? You have already bet {reg1} coins on yourself, and if you win, you will earn {reg2} coin } How much do you want to bet? mno_bet_100_denars|100 coins. mno_bet_50_denars|50 coins. mno_bet_20_denars|20 coins. mno_bet_10_denars|10 coins. mno_bet_5_denars|5 denars. menu_tournament_bet_confirm|If you bet {reg1} coins, you will earn {reg2} coins if you win the tournament. Is that all right? mno_tournament_bet_accept|Go ahead. mno_tournament_bet_cancel|Forget it. menu_tournament_participants|You ask one of the criers for the names of the tournament participants. They are ^{s11} menu_collect_taxes|As the party member with the highest trade skill ({reg2}), {reg3?you expect {s1} expects} that collecting taxes from here will take {reg4} days... mno_start_collecting|Start collecting. mno_collect_later|Put it off until later. menu_collect_taxes_complete|You've collected {reg3} coins in taxes from {s3}. {s19} will be expecting you to take the money to him. menu_collect_taxes_rebels_killed|Your quick action and strong arm have successfully put down the revolt. Surely, anyone with a mind to rebel against you will think better of it after this. menu_collect_taxes_failed|You could collect only {reg3} coins as tax from {s3} before the revolt broke out. {s1} won't be happy, but some silver will placate him better than nothing at all... menu_collect_taxes_revolt_warning|The people of {s3} are outraged at your demands and decry it as nothing more than extortion. They're getting very restless, and they may react badly if you keep pressing them. mno_continue_collecting_taxes|Ignore them and continue. mno_halve_taxes|Agree to reduce your collection by half. ({s1} may be upset) menu_collect_taxes_revolt|You are interrupted while collecting the taxes at {s3}. A large band of angry {reg9?peasants townsmen} is marching nearer, shouting about the exorbitant taxes and waving torches and weapons. It looks like they aim to fight you! menu_train_peasants_against_bandits|As the party member with the highest training skill ({reg2}), {reg3?you expect {s1} expects} that getting some peasants ready for practice will take {reg4} hours. mno_make_preparation|Train them. mno_train_later|Put it off until later. menu_give_serfs|Your party currently has {reg2} slaves, {reg3} farmers, {reg4} serfs, and {reg6} peasant women. ^^ You still need to leave {reg5} people here to complete this quest... mno_give_slaves|Give them your slaves. mno_give_farmer|Give them your farmers. mno_give_serf|Give your Serfs and Refuges. mno_do_later|Put it off until later. menu_train_peasants_against_bandits_ready|You put the peasants through the basics of soldiering, discipline and obedience. You think {reg0} of them {reg1?have has} fully grasped the training and {reg1?are is} ready for some practice. mno_peasant_start_practice|Start the practice fight. menu_train_peasants_against_bandits_training_result|{s0} menu_train_peasants_against_bandits_attack|As you get ready to continue the training, a sentry from the village runs up to you, shouting alarms. The bandits have been spotted on the horizon, riding hard for {s3}. The elder begs that you organize your newly-trained militia and face them. mno_peasants_against_bandits_attack_resist|Prepare for a fight! menu_train_peasants_against_bandits_attack_result|{s9} menu_train_peasants_against_bandits_success|The bandits are broken! Those few who remain run off with their tails between their legs, terrified of the peasants and their new champion. The villagers have little left in the way of wealth after their ordeal, but they offer you all they can find to show their gratitude. menu_disembark|Do you wish to disembark? menu_ship_reembark|Do you wish to embark? mno_reembark_yes|Yes. mno_reembark_no|No. menu_center_reports|Town Name {s1}^Rent Income {reg1} coins, Tariff Income {reg2} coins, Food Stock for {reg3} days mno_to_price_and_productions|Show prices and productions. menu_price_and_production|Productions are ^(Note base/modified by raw materials/modified by materials plus prosperity)^{s1}^^Price factors are ^{s2} menu_town_trade|You head towards the marketplace. mno_assess_prices|Assess the local prices. mno_trade_with_arms_merchant|Trade with the arms merchant. mno_trade_with_armor_merchant|Trade with the armor merchant. mno_trade_with_horse_merchant|Trade with the horse merchant. mno_trade_with_goods_merchant|Trade with the goods merchant. mno_back_to_town_menu|Head back. menu_town_trade_assessment_begin|You overhear several discussions about the price of trade goods across the local area. You listen closely, trying to work out the best deals around. menu_town_trade_assessment|As the party member with the highest trade skill ({reg2}), {reg3?you try to figure out {s1} tries to figure out} the best goods to trade in. {s2} menu_sneak_into_town_suceeded|Disguised in the garments of a poor Christian pilgrim, you fool the guards and make your way into {s6}. menu_sneak_into_town_caught|As you try to sneak in, one of the guards recognizes you and raises the alarm! You must flee back through the gates before all the guards in the town come down on you! mno_sneak_caught_fight|Try to fight your way out! mno_sneak_caught_surrender|Surrender. menu_sneak_into_town_caught_dispersed_guards|You drive off the guards and cover your trail before running off, easily losing your pursuers in the maze of streets. menu_sneak_into_town_caught_ran_away|You make your way back through the gates and quickly retreat to the safety of the countryside.{s11} menu_enemy_offer_ransom_for_prisoner|{s2} offers you a sum of {reg12} coins in silver if you are willing to sell him {s1}. mno_ransom_accept|Accept the offer. mno_ransom_reject|Reject the offer. menu_training_ground|You approach a training field where you can practice your martial skills. What kind of training do you want to do? mno_camp_trainer|Speak with the trainer. mno_camp_train_melee|Sparring practice. mno_camp_train_archery|Ranged weapon practice. mno_camp_train_mounted|Horseback practice. menu_training_ground_selection_details_melee_1|How many opponents will you go against? mno_camp_train_melee_num_men_1|One. mno_camp_train_melee_num_men_2|Two. mno_camp_train_melee_num_men_3|Three. mno_camp_train_melee_num_men_4|Four. menu_training_ground_selection_details_melee_2|Choose your opponent #{reg1} mno_training_ground_selection_details_melee_random|Choose randomly. menu_training_ground_selection_details_mounted|What kind of weapon do you want to train with? mno_camp_train_mounted_details_1|One handed weapon. mno_camp_train_mounted_details_2|Polearm. mno_camp_train_mounted_details_3|Bow. mno_camp_train_mounted_details_4|Thrown weapon. menu_training_ground_selection_details_ranged_1|What kind of ranged weapon do you want to train with? mno_camp_train_ranged_weapon_bow|Bow and arrows. mno_camp_train_ranged_weapon_crossbow|Crossbow. mno_camp_train_ranged_weapon_thrown|Throwing Knives. menu_training_ground_selection_details_ranged_2|What range do you want to practice at? mno_camp_train_ranged_details_1|10 yards. mno_camp_train_ranged_details_2|20 yards. mno_camp_train_ranged_details_3|30 yards. mno_camp_train_ranged_details_4|40 yards. mno_camp_train_ranged_details_5|50 yards. mno_camp_train_ranged_details_6|60 yards. mno_camp_train_ranged_details_7|70 yards. menu_training_ground_description|{s0} menu_training_ground_training_result|{s7}{s2} menu_marshall_selection_candidate_ask|{s15} will soon select a new marshall for {s23}. Some of the lords have suggested your name as a likely candidate. mno_marshall_candidate_accept|Let {s15} learn that you are willing to serve as marshall. mno_marshall_candidate_reject|Tell everyone that you are too busy these days. menu_captivity_avoid_wilderness|Suddenly all the world goes black around you. Many hours later you regain your consciousness and find yourself at the spot you fell. Your enemies must have taken you up for dead and left you there. However, it seems that none of your wound were lethal, and although you feel awful, you find out that can still walk. You get up and try to look for any other survivors from your party. menu_captivity_start_wilderness|Stub menu_captivity_start_wilderness_surrender|Stub menu_captivity_start_wilderness_defeat|Your enemies take you prisoner. menu_captivity_start_castle_surrender|Stub menu_captivity_start_castle_defeat|Stub menu_captivity_start_under_siege_defeat|Your enemies take you prisoner. menu_captivity_wilderness_taken_prisoner|{s2} mno_continue1|Continue... menu_captivity_wilderness_check|stub menu_captivity_end_wilderness_escape|After painful days of being dragged about as a prisoner, you find a chance to escape your captors! menu_captivity_castle_taken_prisoner|You are quickly surrounded by guards who take away your weapons. With curses and insults, they throw you into the dungeon where you must while away the miserable days of your captivity. menu_captivity_rescue_lord_taken_prisoner|You remain in disguise for as long as possible before revealing yourself. The guards are outraged and beat you savagely before throwing you back into the cell for God knows how long... menu_captivity_castle_check|stub menu_captivity_end_exchanged_with_prisoner|After days of imprisonment, you are finally set free when your captors exchange you with another prisoner. menu_captivity_end_propose_ransom|You spend long hours in the sunless dank of the dungeon, more than you can count. Suddenly one of your captors enters your cell with an offer; he proposes to free you in return for {reg5} coins of your hidden wealth. You decide to... mno_captivity_end_ransom_accept|Accept the offer. mno_captivity_end_ransom_deny|Refuse him, wait for something better. menu_captivity_castle_remain|More days pass in the darkness of your cell. You get through them as best you can, enduring the kicks and curses of the guards, watching your underfed body waste away more and more... menu_kingdom_army_quest_report_to_army|{s8} sends word that he wishes you to join {reg4?her his} new military campaign. You need to bring at least {reg13} troops to the army, and are instructed to raise more men with all due haste if you do not have enough. menu_kingdom_army_quest_messenger|{s8} sends word that he wishes to speak with you about a task he needs performed. He requests you to come and see him as soon as possible. menu_kingdom_army_quest_join_siege_order|{s8} sends word that you are to join the siege of {s9} in preparation for a full assault. Your troops are to take {s9} at all costs. menu_kingdom_army_follow_failed|You have failed to follow {s8}. The marshal assumes that you were otherwise engaged, but would have appreciated your support. menu_invite_player_to_faction_without_center|You receive an offer of vassalage!^^ {s8} of the {s9} has sent a royal herald to bring you an invitation in {reg4?her his} own hand. You would be granted the honour of becoming a vassal {lord/lady} of {s9}, and in return {s8} asks you to swear an oath of homage to {reg4?her him} and fight in {reg4?her his} military campaigns, although {reg4?she he} offers you no lands or titles. {reg4?She He} will surely be offended if you do not take the offer... mno_faction_accept|Accept! mno_faction_reject|Decline the invitation. menu_invite_player_to_faction|You receive an offer of vassalage!^^ {s8} of the {s9} has sent a royal herald to bring you an invitation in {reg4?her his} own hand. You would be granted the honour of becoming a vassal {lord/lady} of the {s9}, and in return {s8} asks you to swear an oath of homage to {reg4?her him} and fight in {reg4?her his} military campaigns, offering you the fief of {s2} for your loyal service. {reg4?She He} will surely be offended if you do not take the offer... menu_invite_player_to_faction_accepted|In order to become a vassal, you must swear an oath of homage to {s3}. You shall have to find {reg4?her him} and give {reg4?her him} your oath in person. {s5} menu_question_peace_offer|You Receive a Peace Offer^^The {s1} offers you a peace agreement. What is your answer? mno_peace_offer_accept|Accept mno_peace_offer_reject|Reject menu_notification_truce_expired|Truce Has Expired^^The truce between {s1} and {s2} has expired. menu_notification_alliance_expired|Alliance Has Expired^^The truce between {s1} and {s2} has expired and both kingdoms are weaker as a result. menu_notification_feast_quest_expired|{s10} menu_notification_sortie_possible|Enemy Sighted Enemies have been sighted outside the walls of {s4}, and {s5} and others are preparing for a sortie. You may join them if you wish. menu_notification_casus_belli_expired|Kingdom Fails to Respond The {s1} ignores {s2}'s provocations, and {s3} suffers a loss of face among {reg4?her his} more bellicose subjects...^ menu_notification_lord_defects|Defection {s4} has abandoned the {s5} and joined the {s7}, taking {reg4?her his} fiefs with them menu_notification_treason_indictment|Treason Indictment^^{s9} menu_notification_border_incident|Border incident^^Word reaches you that {s9}. Though you don't know whether or not the rumors are true, you do know one thing -- this seemingly minor incident has raised passions among the {s4}, making it easier for them to go to war against the {s3}, if they want it... menu_notification_player_faction_active|You now possess land in your name, without being tied to any kingdom. This makes you a monarch in your own right, with your court temporarily located at {s12}. However, the other kings will at first consider you a threat, for if any upstart warlord can grab a throne, then their own legitimacy is called into question.^^You may find it desirable at this time to pledge yourself to an existing kingdom. If you want to continue as a sovereign monarch, then your first priority should be to establish an independent right to rule. You can establish your right to rule through several means -- marrying into a high-born family, recruiting new lords, governing your lands, treating with other kings, or dispatching your companions on missions.^^At any rate, your first step should be to appoint a chief minister from among your companions, to handle affairs of state. Different companions have different capabilities.^You may appoint new ministers from time to time. You may also change the location of your court, by speaking to the minister. mno_appoint_spouse|Appoint your {reg0?wife husband}, {s10}... mno_appoint_npc1|Appoint {s10} mno_appoint_npc2|Appoint {s10} mno_appoint_npc3|Appoint {s10} mno_appoint_npc4|Appoint {s10} mno_appoint_npc5|Appoint {s10} mno_appoint_npc6|Appoint {s10} mno_appoint_npc7|Appoint {s10} mno_appoint_npc8|Appoint {s10} mno_appoint_npc9|Appoint {s10} mno_appoint_npc10|Appoint {s10} mno_appoint_npc11|Appoint {s10} mno_appoint_npc12|Appoint {s10} mno_appoint_npc13|Appoint {s10} mno_appoint_npc14|Appoint {s10} mno_appoint_npc15|Appoint {s10} mno_appoint_npc16|Appoint {s10} mno_appoint_default|Appoint a prominent citizen from the area... menu_minister_confirm|{s9}can be found at your court in {s12}. You should consult periodically, to avoid the accumulation of unresolved issues that may sap your authority... menu_notification_court_lost|{s12} menu_notification_player_faction_deactive|Your kingdom no longer holds any land. menu_troop_trial|It is a dark day in your capital, not just the sky's, but the mood itself. You watch from the great hall as {s8} is brought {s10} in irons. There is already a mob forming outside the place arranged for trial. The shouts of many voices speak in a chorus of accusations, each claiming to be victims of torment under {s8}'s rule. Today no children play in the streets as you make your way through the mob and step inside the trial place... menu_lord_exicuted|It is done, {s8} has been beheaded. Before their body hit the floor you made sure to glance about the room to see the expression on those gathered. Some turned away, some smiled, and others gasped...yet in the eyes of every one - fear....^^Your authority is secure. menu_notification_player_wedding_day|{s8} wishes to inform you that preparations for your wedding at {s10} have been complete, and that your presence is expected imminently . menu_notification_player_kingdom_holds_feast|{s11} menu_notification_center_under_siege|{s1} has been besieged by {s2} of the {s3}! menu_notification_village_raided|Enemies have Laid Waste to a Fief^^{s1} has been raided by {s2} of the {s3}! menu_notification_village_raid_started|Your Village is under Attack!^^{s2} of the {s3} is laying waste to {s1}. menu_notification_one_faction_left|All the Isles have Conquered by One Kingdom^^{s1} has defeated all rivals and stands as the sole kingdom. menu_notification_oath_renounced_faction_defeated|Your Old Faction was Defeated^^You won the battle against {s1}! This ends your struggle which started after you renounced your oath to them. menu_notification_center_lost|An Estate was Lost^^You have lost {s1} to {s2}. menu_notification_troop_left_players_faction|Betrayal!^^{s1} has left {s2} and joined {s3}. menu_notification_troop_joined_players_faction|Good news!^^ {s1} has left {s2} and joined {s3}. menu_notification_war_declared|Declaration of War^^{s3} declared war against {s2}!^{s57}^^Blacksmiths have stopped manufacturing plows to forge swords and spears. menu_notification_peace_declared|Peace Agreement^^{s1} and {s2} have made peace!^{s57}^^These two peoples have stopped fighting. It may only be a temporary truce that some of them take to prepare for another war, or perhaps peace is sincere and lasting. menu_notification_alliance_declared|Alliance Agreement^^The {s1} and the {s2} have entered into an alliance!^{s57}^^Both kingdoms have joined their fate and are certainly stronger now. menu_notification_trade_declared|Trade Agreement^^The {s1} and the {s2} have entered into a trade treaty!^{s57}^^Both kingdoms have enjoyed a boost to prosperity and are certainly stronger now. menu_notification_nonaggression_declared|Non aggression Pact^^The {s1} and the {s2} have entered into a non aggression pact!^{s57}^^Both kingdoms have committed to a lasting peace...for now. menu_notification_alliance_offer|The {s1} offers to enter into an alliance with you. What is your answer? mno_offer_accept|Accept mno_offer_reject|Reject menu_question_trade_offer|The {s1} offers to enter into a trade treaty with you. What is your answer? menu_question_nonaggression|The {s1} offers a non aggression treaty with you. What is your answer? menu_notification_faction_defeated|Faction Eliminated^^{s1} is no more! menu_notification_faction_destroyed|Faction Eliminated^^{s1} is no more! ^{s6} has died without an heir, and their remaining lands have plunged into chaos menu_notification_rebels_switched_to_faction|Rebellion Success^^ Your rebellion is victorious! Your faction now has the sole claim to the title of the {s11}, with {s12} as the single ruler. menu_notification_player_should_consult|Your minister send words that there are problems brewing in the realm which, if left untreated, could sap your authority. You should consult with him at your earliest convenience menu_notification_player_feast_in_progress|Feast in Preparation^^Your wife has started preparations for a feast in your hall in {s11} menu_notification_lady_requests_visit|An elderly woman approaches your party and passes one of your men a letter, sealed in plain wax. It is addressed to you. When you break the seal, you see it is from {s15}. It reads, 'I so enjoyed your last visit. {s14} I am currently in {s10}.{s12}' menu_garden|{s12} mno_nurse|Go with the nurse menu_kill_local_merchant_begin|You spot your victim and follow him, observing as he turns a corner into a dark alley. This will surely be your best opportunity to attack him. menu_debug_alert_from_s65|DEBUG ALERT {s65} menu_auto_return_to_map|stub menu_auto_return_to_map_from_town|stub menu_bandit_lair|{s3} menu_notification_player_faction_political_issue_resolved|After consulting with the peers of the realm, {s10} has decided to confer {s11} on {s12}. menu_notification_player_faction_political_issue_leader_takes_command|After a disappointing Marshal performance by {s12}, {s10} has decided to go against their lords advice and has taken command of {reg2?her his} armies personally. For now the crown carries the Kingdom's banners. menu_notification_son_rises|This is a dark day, you've received word the Bastard son you turned away and left for dead is not only alive, but has risen a large army determined to destroy you.{s6}Who knew a simple affair would cause so much pain? menu_notification_player_faction_political_issue_resolved_for_player|After consulting with the peers of the realm, {s10} has decided to confer {s11} on you. You may decline the honor, but it will probably mean that you will not receive other awards for a little while.{s12} mno_accept|Accept the honor mno_decline|Decline the honor menu_lost_tavern_duel|{s11} menu_establish_court|To establish {s4} as your court will require a small refurbishment. In particular, you will need a set of tools and a bolt of velvet. it may also take a short while for some of your followers to relocate here. Do you wish to proceed? mno_establish|Establish {s4} as your court menu_notification_relieved_as_marshal|{s4} wishes to inform you that your services as marshal are no longer required. In honor of valiant efforts on behalf of the realm over the last {reg4} days, however, {reg8?she he} offers you a purse of {reg5} coins. menu_season_change|{s1} menu_troop_camp|You establish a small camp...^^ Here you can leave troops for a short time.^^^(Select the troops you wish to leave in this camp and press the Give button to transfer them.) mno_station_troops|Take a look at the troops. menu_port_visit|You shouldn't be reading this... mno_visit_port|Visit the port. menu_port_master|You shouldnt be reading this... menu_landing_point_encounter_as_marshal|You are currently marshal. You attempt to disembark. {s1} {s2}^^Do you want to disembark now or wait? mno_disembark_yeslp|Disembark. mno_disembark_nolp|Wait. menu_landet_ships_encounter_as_marshal|You are currently marshal. You attempt to embark. {s1} {s2}^^Do you want to embark now or wait? mno_reembark_yesls|Embark. mno_reembark_nols|Wait. menu_landing_point_encounter|Do you wish to disembark? menu_landet_ships_encounter|Do you wish to embark? menu_ferry_encounter|A local ferry men will carry you to the other side for {reg7} coins. mno_back|Back. menu_port_encounter|You encounter the port of {s2}. ^^ {s3} mno_attack|Attack. mno_merge|Merge the fleets. menu_camp_on_sea|You stop your ships in the sea. What do you want to do?^^{s1} mno_camp_fishing|Try to catch some fish. menu_hostile|Your war band gathers outside the walls.You feel trepidation rising like the breeze against your face. ^^Reluctantly the defenders send out a delegation to meet you. mno_demand_tribute|Demand Tribute! mno_besiege_pary|Besiege the {reg6?town castle}!! mno_slaughter_deligation|Slaughter the delegation and launch a surprise attack!!! mno_apologise_back|^Apologize for the misunderstanding and ^ leave. menu_small_offer|The delegation throws a small bag of coins to the ^ ground and asks that you to leave quickly mno_accept_their_offer|Accept their offer... mno_reject_offer|Reject and attack!! menu_large_offer|The delegation bows their heads and scurries back insideafter a moment they return with a large chest of gold. mno_accept_offering|Accept their generous offer... menu_tribute_meets_sally|One of the delegates raises his arm and a horn sounds from inside the walls. menu_child_born|You receive word your child has been born. Even more a miracle, your wife is safe and has survived the birth! Horns will sound for the birth of your baby {s7} menu_wife_death|You receive word your child has been born. Unfortunately, your wife did not survive the birth and one life replaces another. Your new {s7} will never know the warmth of their mothers love. menu_wife_death_player|You watch the first moments of your child's life. His entire soul seems to wink at you from behind his fresh eyes. And as it does, you feel your own soul begin to slip away and into the darkness... menu_child_born_player|You watch the first breaths of your child's life. A miracle that both the child and you are safe and strong. Horns will sound for the birth of your new baby {s7}! menu_child_grows|You were there to watch the first moments of your child's life. Their first steps however, happened while you were on campaign, their first words heard only by the mid-wives and servants, it seems you've missed many moments; time marching faster then the charging war-bands. Yet no one can go back, and your child is old enough to deserve a name and place at court. menu_activate_bastard|You shouldn't be reading this. menu_bastard_born|Your Bastard son has been born into the world! You should keep them close and protect them while they grow. menu_activate_child|You shouldn't be reading this. menu_dplmc_domestic_policy|You can now shape the domestic policy of your sovereignty. Do you want to change your policy now? mno_dplmc_yes|Yes, I want to change the domestic policy. mno_dplmc_no|No, I don't want to change the domestic policy. menu_ship_capture|You are able to capture one of the enemy's ships. It's a {s2}, but due to the fight, the '{s1}' is in a bad condition. Do you want to add this ship to your fleet nevertheless? mno_capture|Add the ship to your fleet. menu_monasterio_visit|You arrive at a monastery. Even though the place was recently built, it still has an old feeling. There is a simple stone church, still nicer then the smaller ones often found in the big cities. Several other smaller buildings, rooms for the monks and their servants to live, and a large garden with livestock pens. This place certainly holds a treasure of wealth!^^{s13} mno_enter_interiorm|Visit the abbot. mno_enter_interiorm_door|To the Abbot. mno_entermo|Visit the monastery. mno_entermo_door|Leave. mno_monasterio_recruitm|Ask if somebody wants to join you. mno_donatemo|Make a donation to the monastery (500 coins). mno_aprender_leermo|Learn how to read (3000 coins). mno_aprender_pilram|Invest to go on a pilgrimage (4000 coins). mno_convertirmo|Convert to Christianity. mno_camp_wait_heremo|Wait here for some time. mno_pillage_monasterymo|Pillage the monastery. mno_leavemo|Leave. menu_paganholysites_visit|You arrive at {s7}. In these places, the old gods are worshiped. {s8} This place certainly holds treasures of wealth!^^{s13} mno_enter_hofho|Visit the Site. mno_enter_hofho_door|Leave. mno_hof_recruitho|Try to recruit some followers. mno_donate_hofho|Make a donation to the high priest (500 coins). mno_convertir_norsegho|Convert to the old gods. mno_camp_wait_hereho|Wait here for some time. mno_pillage_hofho|{s6}. mno_pillage_hofho2|{s6}. mno_spoils_woden|Sacrifice some monks in honor of {reg4?{s7} Odin} and keep their possessions. mno_leaveho|Leave. menu_build_church|You have cut down the sacred tree and used the wood to build a church! Your name will be forever famous to the Christian people. menu_saqueo_loot_continue|This settlement has been looted. menu_saquear_paganholysite|Blood and treasure. Those of your men with fewer scruples proceed towards {s3}, killing anyone in their path and plundering its riches. The fire and death sweeping the place are rampant. You plunder spoils of war are worth {reg3} coins.^^{s7}^^{s4}^ mno_backpa|Leave the place. menu_saquear_monasterio|Blood and treasure. Those of your men with fewer scruples proceed towards {s3}, killing anyone in their path and plundering its riches. The fire and death sweeping the place are rampant. You plunder spoils of war worth {reg3} coins.^^{s4}^ mno_backho|Leave the place. menu_refugee_recruit_troops12|There are some widows and orphans interested in joining and trying to find a new life with your soldiers. mno_acept_themmo|Hire them. (20 peningas) mno_back_to_town_menumo|Head back. menu_refugee_recruit_troops22|Nobody wants to join you. menu_refugee_recruit_troops32|There are some shepherds and farmers interested in joining your army. mno_acept_themmo2|Hire them. (60 coin) menu_refugee_recruit_troops42|There are a cleric and some young warriors interested in joining your army. mno_acept_themmo3|Hire them. (400 coins) menu_berserker_recruit_2troop|There are two old Saxon warriors who could join you. mno_acept_thempa|They are welcome! mno_back_to_town_menupa|Head back. menu_berserker_recruit_troop|There is a berserker and high priest who can join you. mno_acept_thempa2|They are welcome! mno_back_to_town_menupa2|Head back. menu_witch_recruit_troop|There is an old women who claims to be a witch, she asks to join you. mno_acept_thempa3|She is welcome, but I expect her magic to help, not hurt us mno_back_to_town_menupa3|Head back. menu_nonberserker_avaiable_troop|The berserker's don't want to join you. menu_nonberserker_renown_low|You look like a beggar, hardly a leader worth following. You need more renown ( 150) for berserker s to join your party. menu_ative_child_choice_father|Your child has grown old enough to take their place by your side. You have never been prouder to be a father mno_make_companion|I wish they join me as a companion and learn how to rule. mno_make_lord|I wish to grant them lands of their own mno_off_on_own|I wish them to journey on their own - learn the world as I have. mno_spec_lady|I wish my daughter to take her place at court. menu_ative_child_choice_mother|Your child has grown old enough to take their place at your side. You have never been prouder to be a mother menu_notification_new_lord|You receive word that a new noble has reached maturity in {s1}.^^ {s2} has finally grown up and can now be called an adult by the standard of the times. -^^ Only time will tell what kind of leader they will be... menu_notification_new_kings_child|You receive word a new noble has reached maturity in {s3}. Not just any noble, but a Monarch's child! {s2}'s boy {s1} has grown old enough to take his place at court, however it will be a few more years before they lead armies... menu_notification_new_kings_girl|You receive word a new noble has reached maturity in {s3}. Not just any noble, but a Monarch's child! {s2}'s girl {s1} has grown old enough to take her place at court, however it will be a few more years before she courts suitors... menu_notification_new_riot|You receive word the peasants of the {s5} are rioting! The skies above {s6} are black with smoke, and cries of death fill the air only time will tell if this is the beginning of open revolt... menu_notification_player_riot|You receive word the peasants of the {s1} are rioting! The skies above {s1} are black with smoke, and cries of death fill the air only time will tell if this is the beginning of open revolt... menu_notification_riot_stoped|You receive word the peasants of the {s1} have stopped rioting. Only time will tell if this new peace will hold... menu_notification_new_revolt|You receive word the peasants of the {s1} are revolting! Black smoke fill the Kingdom's sky's, and death is in the air. Surely {s2} will be praying to whatever God they believe in.... menu_notification_revolt_success|You receive ghastly news! The rebels in {s1} have overthrown the government and {s12} has been beheaded in the public square! This should be a lesson to all monarchs on the importance of kingdom moral... menu_notification_revolt_ended|You receive news the rebels in {s1} have been put down, and {s2} can again sleep peacefully. This should still be a lesson to all monarchs on the importance of kingdom moral. menu_notification_civil_war|You receive {reg4?horrible strange} news, it seems a number of lords in {s1} are trying to overthrown {reg4?you the government}! {s2} seems to have sights on the thrown itself! Worse, they have convinced others to join in this betrayal. It is a dark day for all true Monarchs. menu_notification_civil_war_lost|You receive word the nobles of the {s1} have successfully overthrown their one true King! rumors abound if the former Monarch is really dead or simply in hiding, but for now, {s1} has a new leader... menu_notification_civil_war_over|You receive word the noble lords in {s1} have successfully been put down, {s2} was beheaded in a public square, and their co-conspirators have been exiled, such is the price for breaking their oath. menu_lords_revange|You receive word that {s1} has declared their intention to bring you down! As the oldest son of {s2} they are determined to see justice done! menu_bastard_rises|You receive word {s1} has claimed to be the bastard son of {s2}. They have declared their intention to bring you down! As the only son of their now slain father, they are determined to see justice done! menu_son_killed|Searching the battle field's dead you find your son, bloody and dieing. As his tired eyes look onto yours one last time, you know you'll never see such sadness again, and as his gaze drifts towards the heavens, tears run down both your faces. menu_player_killed|In the night, assassins entered your tent - they slit your throat while you slept! ^^ Your journey is over... menu_player_killed2|You awake from the battle to find your hands bound behind your back, and {s6}'s smug smile looking down at you - the blinding sun against their back... menu_player_killed4|{s6}. mno_choose_son|Yes, I wish to continue as my son {s7} mno_choose_daughter|Yes, I wish to continue as my daughter {s8} mno_choose_next_gen|Yes, I wish to continue as my oldest child, {s8} mno_no_cont|No, I rest in peace menu_surprise_attack|Your attack totally surprises the guards of {s2}. {s3} mno_castle_lead_attack2|Lead your soldiers in the attack. mno_attack_stay_back2|Order your soldiers to attack while you stay back... mno_lift_siege2|Abandon the attack. menu_port_attack|You are attacking the port of {s1}. You have {reg10} troops fit for battle against the enemy's {reg11}. mno_lead_attack|Lead your soldiers in a coastal assault. mno_attack_stay_back|Order your soldiers to attack while you stay back... menu_character|You shouldn't be reading this. menu_dplmc_messenger|Sire, I found {s10} and delivered your message. {reg4?Her His} answer was {s11}. mno_dplmc_continue|Continue... menu_dplmc_scout|Your spy returned from {s10}^^{s11}^{s12}^{s14} menu_spy_success|To the defenders horror, your spy successfully opens the gates!!^^After a brief, but intense skirmish the enemy fall back and your army pours inside. Unfortunately your spy did not survive to see the result of his efforts menu_assasin_success|Your assassin has returned from his mission to kill {s10}, this person will trouble you no longer menu_plot_discovered|Your assassin was followed! Word is out that you were behind {s10}'s death!! menu_player_lair_menus|{s10} Your very own refuge, a hidden retreat free from enemies, where you can hide when things go badly, rest from your travels, or save your most personal of treasures. You can also upgrade this lair into your own castle.^^{s11}^^{s13} mno_banquete_refugemead|My men deserve a banquet in my refuge. mno_guarida_rename|Rename your refuge. mno_lair_interior|Go to the refuge's hall. mno_lair_interior_door|Gate to your refuge. mno_visit_tavern_lair|Go to the mead hall. mno_visit_tavern_lair_door|Door to the mead hall. mno_lair_buildings_improve|Talk to your captain. mno_lair_buildings_improve_door|Gate to your refuge. mno_hirelair_staff|Hire staff. mno_lair_inspect|Take a walk around your refuge. mno_lair_inspect_door|Go to the square. mno_mylair_station_troops|Manage the garrison. mno_demoler_lair|Demolish your personal refuge. mno_lair_wait|Wait here for some time. mno_see_ships|See the ships. mno_embarkre|Set Sail. mno_lair_leave|Leave... mno_lair_leave_door|Leave Area. menu_demoler_lairm|Are you sure you want to demolish your refuge? mno_demoler_yes|Yes ({reg1} coin). mno_demoler_no|Return. menu_banquete_moral_refuge|Order your men to leave their weapons outside and invite them to your great hall, to sit at your table by rank. The nearest and dearest sit closest to you. Some girls serve meat and mead in large quantities.^^You've spent a small fortune on this feast because your men deserve it. They are the ones who bleed with you, who have helped you conquer your domains. They are your faithful followers.^^The evening progresses. Many men are as drunk as vats. They shout and sing. Some run off to vomit and others fight like gamecocks to attract the attention of a girl. Behind you, a bard sings of your power and deeds.^^You act like a warlord. You are a warlord... a 'shepherd of men.' mno_banquete_okr|You drink, laugh and shout as they come. mno_banquete_ok2r|You stay sober, taste the drink and food, but no more than necessary. mno_banquete_ok3r|You call your men and give them rings and bracelets (2000 coins). menu_banquete_moral|You order your men to leave their weapons outside and invite them to your Great Hall, to sit at your table by rank. The nearest and dearest sit close to you.^Some girls serve meat and mead in large quantities. You've spent a lot of money on this feast because your men deserve it.^They are the ones who bleed with you, who have helped you conquer your domains. They are your faithful followers.^The evening progresses. Many men, drunk as vats, shout and sing. Some run off to vomit and others fight like gamecocks to attract the attention of a girl.^Behind you, a bard sings of your power and deeds. You act like a lord. You are a lord, a 'shepherd of men.' mno_banquete_ok|You drink, laugh and shout as they come. mno_banquete_ok2|You stay sober, taste the drink, but no more than necessary. menu_event_01|You awake in the morning to find thieves have made off with supplies in the night! You dream of a day when you will have an army large enough that no one would dare steal from you. mno_damn|Damn it! menu_event_02|You spot a poor man on the road. He looks tired. You ask him why he is in the wilderness alone. He says that men robbed him, and if he doesn't get some money soon, he will starve. He says he served in the Roman army once, and will make a loyal warrior. mno_choice_02_1nor|Life's not fair. Give him nothing. mno_choice_02_2nor|Give him enough money to eat for a day (10 coin). mno_choice_02_4nor|Give him money for several days (200 coin). mno_choice_02_5nor|Pay him and suggest he join your army. menu_event_03|I few drops of rain turns into a gailing downpour and your supply train is suddenly bogged down in the mud. You watch helplessly as one of your supply animals is caught in the flood and is washed away. mno_damn2|Damn it! menu_event_04|You come across the grave of an old forgotten warlord. mno_choice_04_1nor|Rifle it for loot! mno_choice_04_2nor|Leave the place. mno_choice_04_3nor|Tend to the grave and pay your respects. menu_event_05|You have encounter a single deer in your path. What do you want to do? mno_hunt_go|Go hunting. menu_after_hunt2|{s1} menu_event_06|You spot a poor man on the road. He has been hung upside down by his feet from a tall tree. You ask him why he is there. He says that men robbed him, and left him here to die. mno_choice_06_1nor|Life's not fair. Leave him where he is. mno_choice_06_2nor|You cut him down and give him enough to eat (10 coins). mno_choice_06_4nor| You cut him down and give him money for several days (200 coins). mno_choice_06_5nor|You offer to cut him down, but only if he joins your army. menu_event_07|You spot a poor women's body on the road. She has been hung from a tree...probably for the crime of witchcraft. menu_event_08|A local farmer stands before you blocking your path, as your soldiers start to draw their weapons a weeping girl steps out from behind him. He points his finger accusingly at one of your men, saying that he has raped his daughter and must be punished. mno_choice_13_1nor|Brand the man and cast him out of your party. mno_choice_13_3nor|It is a hard world, and a man must take what he can. mno_choice_13_4nor|The rapist shall not see another sunrise! Order the man to be hanged. menu_event_09|Your party accidentally stumbles upon a witch casting magic. Your presence interrupts her at a crucial moment and the spell is ruined. Without thinking the old women flies into a rage and curses you and your entire party! mno_damn3|Damn it! menu_event_10|One of your soldiers begins arguing with another, and before you can interject one of the men is dead at your feet. mno_choice_10_1nor|Leave the body where it is and reward your soldier for the victory. mno_choice_10_2nor|You order the soldier to be hung for murder. menu_event_11|As your men pass a local village a very young shepherd approaches asking to join your force. mno_choice_11_1nor|You agree to allow the boy to join you. mno_choice_11_2nor|You tell the boy an army is no place for children. menu_event_12|You come across a pagan gathering in the woods, recognizing the robes of the ancient druids. ^An angelic girl is tide to the stone alter. Suddenly, you realize these followers are about to offer a human sacrifice. mno_choice_12_1nj|Allow the sacrifice and stay to watch the festivities. mno_choice_12_2nj|Forbid the sacrifice and take the girl into your party for safety. mno_choice_12_3nj|This is no affair of yours. Leave and forget what you saw. menu_event_13|You are traveling through the forest and you suddenly spot a wild hare trapped in the snare. What do you do? mno_choice_13_2nor|Clench the snare and kill the animal! menu_event_14|One of your sworn men approaches you. He states his fears that, among the men, there is much dissatisfaction. Reason being that you are too placid and that there is too little gold and honour to be won in your service. mno_choice_14_1nj|Pay the men and give them rings and gold. mno_choice_14_2nj|The men are released from their oaths if they want to leave. mno_choice_14_3nj|Kill the man who approached you and state there shall be no more talk of sedition. mno_choice_14_4nj|Promise to change your leadership style. menu_event_15|Your soldiers come with an old man. After a long conversation, he admits he and his son wishes to join your party. However this may cause issues with his village. You decide to mno_choice_15_1nor|Refuse him. mno_choice_15_2nor|You could use extra men. menu_event_16|After hours, while your party rests near a village, the priest's wife comes to see you (alone) while her husband is away. mno_choice_16_1nor|You agree to meet her for the night. mno_choice_14_3nor|You refuse. menu_event_17|After hours, while your party rests near a village, a man comes (alone) to your tent, you drink with him while he talks of an unhappy marriage, suddenly his hands are touching your breasts. mno_choice_17_1nor|You spend the night together. mno_choice_17_3nor|Tell him to remove his hand, before you remove it permanently. menu_event_18|One of your men returns to camp with a bag on his back. You don't want to appear suspicious, but the man never left with such a bag. It sounds full of heavy coins. You decide to... mno_choice_18_1nor|Confiscate the bag and punish the soldier. mno_choice_18_2nor|Allow him to keep it. He risks his life for you, so he deserves it. mno_choice_18_3nor|Force him to share the benefits with the whole army. menu_event_19|A local noble has made accusations of you being nothing more then a bandit for hire, he demands you leave his lands at once. mno_choice_19_1no|Refuse to leave, but send a chest of gold to ease his worries mno_choice_19_2no|It's just talk. Stay and give them nothing. mno_choice_19_3no|Agree to leave the lords lands in peace. menu_event_20|You see a crane circling above your party. mno_choice_20_1nor|Tell your men that the crane symbolizes victory! mno_choice_20_2nor|Ignore it. mno_choice_20_3nor|The cranes signify bad fortune, but you have faith in your men! menu_event_21|Two men stop your army. They tell you that you are surrounded by five hundred warriors, ready to attack if you don't pay them 2000 coins. mno_choice_21_1nor|Pay them at once!! mno_choice_21_2nor|Attack! mno_choice_21_3nor|Go on your way. menu_event_22|A group of bandits approaches your camp. As your men reach for their weapons, the bandits put down their arms and say they come in peace. {s6}. mno_choice_22_1nor|Of course! My party always welcomes bloodthirsty men! mno_choice_22_2nor|I'm sorry. We have no room for your kind! mno_choice_22_3nor|Prove yourselves worthy by raiding a village! mno_choice_22_4nor|Kill them all! menu_event_23|As you travel, you come upon a farm. Instead of showing customary hospitality, the farmer bars all the entries and puts his slaves, armed, at the door. Still, you know they are no match for your men. mno_choice_23_1nor|Attack and burn the farm as punishment. mno_choice_23_2nor|Move on. It's not worth stopping. menu_event_24|As you travel, a man dressed in long robes approaches your party. When you grant him an audience, he says he can sell you magic beans, guaranteed to grant strength and luck to all who eat them, only 5000 coin. mno_choice_24_1nor|Buy the beans and eat them! mno_choice_24_2nor|You have no money to pay for beans. mno_choice_24_3nor|I'm not interested. menu_event_25|You encounter one of your soldiers' wives. She begs you to release her husband from his contract. The harvest was poor this year, and his wages can't feed the whole family. If he could come back and work on the field, they might survive. mno_choice_25_1no|This can't be! Here, take 200 coins. mno_choice_25_2no|You release her husband from his duties. menu_event_26|You come across unguarded cattle from a nearby village mno_choice_26_1nor|Return the animals to the village and ask for no reward. mno_choice_26_2nor|I will return the animals and demand a reward. mno_choice_26_3nor|Dinner! Round up and slaughter the animals. menu_event_27|While you camp, a delegation of people from nearby approach. They seem to have a problem with their lord and want your advice. Apparently, {s6} have ransacked the area, so they are poor now, but must still pay taxes to their lord. As their lord did not protect them from the {s6}, they ask whether they should refuse rents and prepare to fight if their lord attacks them, or whether they should pay and let their families starve. mno_choice_27_1nor|Give them 8000 coins for paying their taxes and buying food. mno_choice_27_2nor|Give them 4000 coins for paying their taxes. mno_choice_27_3nor|You tell them they should fight rather than pay. mno_choice_27_4nor|They should pay, their lord can kill more of them than hunger. mno_choice_27_5nor|Ignore them. menu_event_28|While you camp, a delegation of people from nearby approach. They say they have had a bad harvest and ask you for money to feed their children. mno_choice_28_1nor|Give them 4000 coins. mno_choice_28_2nor|Give them 1000 coins. mno_choice_28_2no|Give them nothing, life is hard. menu_event_29|You receive news that a number of women express interest in becoming camp followers. mno_choice_29_1nor|They are welcome. mno_choice_29_2nor|I do not need more mouths to feed. menu_event_30|You receive news that a group of street musicians wishes to join you as army musicians and a standard bearer. mno_choice_30_1no|They are welcome. mno_choice_30_2no|I do not need more troops. menu_event_31|You've heard that a bard has composed a song about your noble deeds. mno_choice_31_1nor|Excellent news! mno_choice_31_2nor|Reward him with 300 coins. Let this song be played across the land. menu_event_32|You receive news that a group of veteran warriors has heard of your fame and wishes to join you. However, they ask more pay than you typically pay for such troops. mno_choice_32_1nor|They are welcome. mno_choice_32_2nor|I do not need more troops. mno_choice_32_3nor|Kill them. Surely they will yield some good loot. menu_event_33|A local naysayer is spreading false rumors about you. While most of the stories are just pure nonsense, sooner or later people will start to believe them. mno_choice_33_1no|Let him say what he wants. Every man has his rights. mno_choice_33_2no|Ask him to stop. One hundred coins might help. mno_choice_33_3no|Silence him permanently. menu_duel_troop_rebelion|{s4} mno_duel_rebelion11|Accept the challenge. menu_duel_rebelion_enemyback|Frightened by your fierceness, your opponent in the end refuses to face you in duel. He withdraws while your troops tease him for his cowardice. menu_duel_rebelion_win|The duel is over. Your enemy lies on the ground, defeated by your skill with weapons. You hope that this serves as a warning to other potential rivals. Now your mission is to restore confidence and improve your army's morale. menu_event_34|You receive a strange looking letter bearing the seal of Rome! Obviously one of your contacts back home has tracked you down. mno_choice_34_1no|Open the letter... mno_choice_34_2no|Tell the messenger to return the letter, this is an old life best left forgotten. menu_event_35|{reg2?Your grand-mother's guard approaches you A messenger gallops towards you, wheels about and shouts} 'My {reg59?lady lord}! {reg2?I'm sorry to tell you I regret to inform you that} your dear {reg2?grand-mother mother} is dead! {reg2?I will arrange a funeral near her home, and ask you attend within the next few days The Priest tells me services are to be held in the next few days near her home - They ask you attend}.' mno_choice_35_1no|Send word you will attend the funeral. mno_choice_35_2no|Tell them you have no time for the dead. menu_event_36|You awaken in the middle of the night to strange sounds outside your tent. menu_event_40|You receive a message from {s7} asking you to meet and discuss a favor. mno_choice_40_1no|Agree to meet... mno_choice_40_no|Tell {s7} I have no time. menu_assasin|You killed the assassin, after searching his body you find a note presumably written by the men who hired him, it lists a time and place to meet. Should you investigate? mno_assasin1|Investigate who sent the killer... mno_assasin2|I don't have time for this! menu_village_hunt_killers_defeated|A heavy blow from the who ever hired the assassin sends you to the ground, and your vision spins and goes dark. Before your mind turns off you hear the man laughing 'who needs an assassin' menu_village_hunt_killers_player_survived|Its a miracle you're alive, yet you failed to discover who send the assassin. Maybe next time you will have better luck' menu_fight_lord_single|You shouldn't be reading this menu_duel_win|The duel is over. Your enemy lies on the ground, defeated by your skill with weapons. You hope that this serves as a warning to other potential rivals. menu_the_funeral|You arrive at the spot that shall be your mothers final resting place, a soft breeze falls across your face and in the distance, dark clouds threaten the skies.^ mno_funeral_cont|Enter... menu_players_funeral|You arrive at the spot that shall be your {s7}'s final resting place, a soft breeze falls across your face and in the distance, dark clouds threaten the skies. It is time to say goodbye to {s6} ^ menu_mothers_letter|Once out of the rain you open your mothers letter. mno_mothers_letter1|Read the letter... mno_mothers_letter2|Save for later... menu_event_37|Well camping near a river, a messenger in a dark cloak approaches and hands you a letter sealed in blood. mno_choice_37_1no|Read the letter... mno_choice_37_1no2|Turn the man away, this cloak and dagger is not for you. menu_failed_drink|{s6} is {s7} mno_failed_drink1|Continue... menu_drink_success|{s6} is gone and you awake with a splitting headache. On the table you find a note from {s6}...and a key. mno_drink_success1|Read Note... mno_drink_success2|Take note and Key... menu_drink_success2|You travel quickly to the lodge and open the chest. Inside you find the old treaty signed by Conanus, you now have the proof you need. mno_drink_success21|Continue... menu_avange_in_streets|You drive off the guards, slip into a nearby alley, and easily loss any pursuers within the maze of city streets...You've finished your mission - {s6} is dead, your father is avenged! menu_rome_returns|You have done the unthinkable and returned roman standards to Briton! Your uncle is pleased, sending more troops {s6} oversee your efforts. mno_rome_returns_cont|Continue... menu_notification_rome_arrives|You have done the unthinkable...again. Roman army standards have arrived in Briton!^ mno_rome_cont|Continue... menu_final_letter|Your Magister officiorum rides up to meet you, his eyes gleaming, and for a moment you think you see a smile dash across his otherwise stone expression. He hands you a letter sealed in wax mno_final_letter1|Open the letter... menu_event_01_kingdom|The sound of a galloping horse pierces the cold morning, and you run outside to find a watchman dismounting. He tells you that a strange ship carrying men who speak a strange language has been shipwrecked on the coast. What do you do? mno_choice_01_1nor|Send men to search for valuables. If there are any survivors, kill them. mno_choice_01_2nor|Send men to investigate. If there are any survivors, recruit them. mno_choice_01_3nor|Do nothing. menu_event_02_kingdom|{s4} mno_choice_11_msgnor|Continue. menu_event_03_kingdom|Tales of your successes spread around the country. Everywhere you go, your procession is surrounded by beggars. mno_choice_03_1nok|Allocate 200 coins to an alms fund. mno_choice_03_2nok|Ignore them. mno_choice_04_3no|Beggars? Release the hounds! menu_event_04_kingdom|A young noble in another kingdom is spreading rumors about your mother. Saying she was a whore and that you are not your fathers child. mno_choice_04_1nok|I challenge him to a duel! mno_choice_04_2nok|It's just talk. menu_event_05_kingdom|Your fame and popularity have attracted a local soothsayer to your court. They ask that you hire them as your personal advisor. mno_choice_05_1nork|Accept them. mno_choice_05_2nork|I don't need more men. menu_event_06_kingdom|On your lands, a man is brought before you. Your men inform you that he refuses to pay taxes to the kingdom, and therefore to you. The man insists that he will not pay taxes until you give him back his boys, all of them killed in a recent war. mno_choice_06_1njk|This man has already lost enough. Forgive his taxes for life. mno_choice_06_2nk|Punish this man with death if he does not pay. mno_choice_06_3njk|Pay the man a wergild for the death of his boys. menu_nobody_want_paytax|Suddenly, the room where you exercise your legal authority is crowded with people who have lost sons to war, all demanding equal treatment. mno_choice_05_2notaxj|Distribute bags of money among the people as compensation (2000 coins). mno_choice_05_3notaxj|Having no money for all these people, you order your men to disperse the crowd. menu_event_07_kingdom|The harvest this year is very bad, which means starvation this winter! Already people are reporting malnourishment. What should we do? mno_choice_07_1njk|Buy some wagons of grain from the next kingdom. (1500 coins) mno_choice_07_2nj|I do not have enough money to buy food! mno_choice_07_3nj|Serves them right for not tending to their crops properly! mno_choice_07_4nj|Buy some grain to alleviate the problem. (500 coins) mno_choice_07_5nj|I have no food, threaten our neighbors - its food or war! menu_event_08_kingdom|A woman approaches you sobbing, holding a bundle of cloth in her arms, you recognize her...she is the priests wife you bedded last year. After a moment to collect herself, she shows you your illegitimate son!^^She tells you her husband has disowned them both and asks for help raising the child, do you mno_choice_08_1nj|Take the child and women under your protection. mno_choice_08_2nj|Give the women a chest of gold and tell her to enter the monastery. mno_choice_08_3nj|Refuse. Only the legitimate can be called your son! menu_event_09_kingdom|A runner arrives at your camp, and tells you dire news. 'My {reg59?lady lord}, one of your villages{s7} is in great danger! The populace has some kind of strange sickness, they can hardly move, sweat and vomit, and the local wise-woman has no cure for it. The local leader doesn't let anyone out at the moment and is expecting your orders!' mno_choice_9_1njk|Quarantine the place, but send the best area healers to help! (500 coin) mno_choice_9_2njk|Quarantine the place! We will examine the survivors when the epidemic is over! mno_choice_9_3njk|What's a little plague? Do nothing, eventually it will disappear on its own. mno_choice_09_4njk|What! Burn the place to the ground. menu_event_10_kingdom|Your advisor, streaked with dirt and sunburned, rides out to meet you after inspecting the harvest. 'My Lord, the harvest is poor this year. If you do not reduce taxes there will be starvation this winter!' mno_choice_10_1njk|Less taxes means less soldiers. Better an empty gut than a cut throat. mno_choice_10_2njk|I will compensate them from my purse (1000 coins). menu_event_11_kingdom|A peasant from one of your villages comes to you as a supplicant. He breathlessly reports that armed men have raided his farm, carrying off women, cattle and grain. He is spattered with blood and stinks of burned thatch. mno_choice_11_1njk|Hire watchmen to guard the area (800 coins). mno_choice_11_2njk|There is nothing to be done here. Away with you, mongrel! mno_choice_11_3njk|There will be war. Take this money and rebuild your village (1500 coin). menu_event_12_kingdom|A woman from a nearby village comes to you claiming that one of your men who died recently was her husband. She asks for assistance to take care of the remains. mno_choice_12_1njk|Give her monetary assistance and send for a priest. mno_choice_12_2njk|Do nothing. This isn't my problem. mno_choice_12_3njk|Unluckily, I do not have money for this. menu_event_13_kingdom|Your chief advisor sends you a letter... ^^'My {reg59?lady lord}, would it not show your great mercy and honor to provide for those who have suffered while serving under you? ^We have dozens of maimed, lame and aged ex-warriors begging for coin in the streets and many families who have lost fathers and husbands in your battles. ^We need to reward and protect your loyal supporters, or else men might be hesitant in the future to be in your service. mno_choice_13_1njk|It isn't my fault my men don't save their wealth for their families. mno_choice_13_2njk|We should support our veterans and their families (800 coin). mno_choice_13_3njk|Open my coffers. All families shall receive support (2000 coins). mno_choice_13_4njk|I have no money for this unexpected expense. menu_event_14_kingdom|You receive a message from home, apparently while playing with another child your son murdered another boy in a fit of rage! The other child was the son of rather important citizen who is demanding justice be done. mno_choice_14_1njk|Boys will be boys, I'm sure the other child had it coming. mno_choice_14_2njk|Compensate the father, punish your son and hire him extra tutors. (1000 coin). mno_choice_14_3njk|I have no money to pay for the boys funeral, however send word my son is to be punished. menu_event_15_kingdom|A messenger arrives at your camp, he says a large group of misguided pagans have gathered outside your court at {s6}, they are demanding a return of human sacrifice! What is your answer?' mno_choice_15_1njk|Agree, we shall have the old ways again. mno_choice_15_2njk|pacify with gold instead (1000 coins). mno_choice_15_3njk|Refuse. Send guards to disperse the crowd mno_choice_15_4njk|Refuse. Send guards to exterminate these men menu_event_16_kingdom|A messenger arrives from {s6}, The letter reads ^^ 'My {reg59?Queen King}, I regret to ask you this, but I am poor from fighting your many wars and require a loan to cover my expanses. I will need 5000 coin to continue to serve your causes.' mno_choice_16_1njk|Agree to the loan and send the funds. mno_choice_16_2njk|I can only send half (2500 coins). mno_choice_16_3njk|I dont have the money to send! mno_choice_16_4njk|Refuse! I wouldn't give the money even if I had it to spare. menu_event_17_kingdom|A man approaches you while your army is at camp, he claims to be the slave of your lord {s6}, but has run away and is asking you for freedom' mno_choice_17_1njk|Grant the mans freedom, such bravery is worthy of it. mno_choice_17_2njk|Agree to his freedom, but send his lord 1000 coins in compensation. mno_choice_17_3njk|Refuse! Send the man back to his master. menu_all_slaves_want_freedom|Word reaches you that a large gathering of salves has descended on your capital! They have heard of your kind deed and are demanding their freedom as well.' mno_choice_all_slaves1|Less slaves means less profits, tell the guards to dispatch the crowd! mno_choice_all_slaves2|I agree, slavery has no place in my kingdom. menu_event_18_kingdom|A group of peasants arrive at your camp, they say your lord {s6} is mistreating them terribly, many starve, many more are beaten or raped on a regular basis. They plead with you to intervene!' mno_choice_18_1njk|What's this?!! Summon this lord to me at once!! mno_choice_18_2njk|I will compensate them from my purse to have them leave (1000 coins). mno_choice_18_3njk|I will do nothing, how dare these peasants speak against their lord! mno_choice_18_4njk|I wish I could help, but {s6} is currently a prisoner already. menu_wrongful_exused|Later you learn {s8} was innocent, the group of 'peasant' accusers being sent by one of his enemies. menu_event_19_kingdom|A group of peasants arrive at your camp, they say your lord {s6} is mistreating them terribly, many starve, many more are beaten or raped on a regular basis. They ask you to intervene!' mno_choice_19_1njk|What's this?!! Summon this lord to me at once!! mno_choice_19_2njk|I will compensate them from my purse to have them leave (1000 coins). mno_choice_19_3njk|I will do nothing, how dare these peasants speak against their lord! mno_choice_19_4njk|I wish I could help, but {s6} is currently a prisoner already. menu_event_02_juicio|My {reg59?lady lord}, we captured a murderer! This is the man who attacked one of our messengers in {s4}, who is lying seriously injured in bed. This doesn't show us in a good light, for the messenger was under your protection. However, the attacker wishes to talk to you before his execution.^^The prisoner's story 'My {reg59?lady lord}, I would have never thought of attacking your messenger, but that man wished to sleep with my young daughter at night, and this offer was refused! However, he did not accept our answer, entered my house with three friends, and raped my dear daughter, laughingly telling me all the while that you would never believe the word of a commoner. A father must protect his only child!' mno_choice_02_1nj|He was under my protection. You and your family will be executed. mno_choice_02_2nj|I will be reasonable only you will be hanged. mno_choice_02_3nj|Even though he was my servant, I would have done the same. You can go. mno_choice_02_4nj|I order him to be hanged. No one should take advantage of their position. menu_farmer_attack_lord|Not satisfied with your decision, the farmer pulls out his seax and pounces on the local leader, killing him before your men can do anything. Then he turns to you and says, 'This is justice, bastard!' Then with the same seax, he kills himself. mno_choice_03_1attackj|Continue. menu_event_09_juicio|Two proposals come before you one day. One is from a scholarly young priest called Lot, who proposes building a church in {s4}. He promises to instruct you in new knowledge that will increase your intelligence in return.^^Another man, pushes himself before you. He is a hulking, great-bearded warrior who overshadows Lot completely. He suggests the funds would be better used on a training camp, and he promises to teach you a trick to increase your physical prowess. mno_choice_09_1nj|Choose Lot's idea. You need some intelligence. mno_choice_09_2nj|Choose the warrior. You need more strength. mno_choice_09_3nj|I have enough money to build both facilities (3000 coins). mno_choice_9_4nj|Hah! You have enough intelligence already not to fall for either one. menu_event_01_juicio|Two farmers, one very tall and lanky, the other low and stocky, were presented to you to discuss the ownership of a calf. Apparently, their fields bordered each other, and the tall farmer had a bull that impregnated a cow belonging to the other. The stocky farmer said the calf was his, because it was his cow giving birth. The tall farmer claimed the calf to be his, being the offspring of his best bull. He said he should at least get stud fees. mno_choice_01_1nj|The owner of the cow is right. The calf is his, just like the cow is. mno_choice_01_2nj|The owner of the bull is right. The bull is his and the calf too. mno_choice_01_3nj|The owner of the cow keeps the calf and pays compensation to the other. mno_choice_01_4nj|Neither is right. I'll slaughter the calf for its meat and give some to my men! mno_choice_01_5nj|Neither is right. Kill the calf and give the meat to both farmers! menu_event_06_juicio|Two men come to you. Your men say they are ready to kill each other. One of them has cut some old oaks that were blocking traffic on the way, but they were actually within the borders of the estate of the other.^^'Those trees made the passage of my cart difficult!' exclaims the first one. 'We are only talking about trees. I do not understand this suit!'^^'Those trees were on my land, planted by my father, recently deceased,' shouts the other. mno_choice_06_1nj|The man who cut the trees must pay to the other in compensation. mno_choice_06_2nj|Trees hindered the way. They had to be cut. mno_choice_06_3nj|The man who cut the trees must give money to the other and to you as punishment. menu_event_14_juicio|One day, a Christian missionary arrives at your doorstep. He is very enthusiastic. 'My {reg59?lady lord}, I have splendid news! There is a merchant from Jerusalem in {s4} now, and he is willing to sell us a piece of the Holy Cross! I cannot believe that we have the opportunity to own such a famous relic! And this would help me so much to spread the word of Christ to the faithful!' menu_event_08_juicio|One of the local leaders approaches you stating that he has an illegitimate son (whom he favours) who wishes to join your captains. You agree to meet the boy, as it would be unseemly to reject a noble outright. When you meet the boy, however, it is clear that he is a homebody, certainly not warrior material. Faced with this plump, smiling youth do you menu_event_03_juicio|You summon two men to decide a dispute between them. One is a local leader, while the other is a farmer who rents the land of the leader.^^The man says his harvest was poor and cannot pay the rent, so the leader took the farmer's daughter to his own bed and as a servant in his house. The local leader is an influential figure within {s4}. mno_choice_03_1nj|Punish the farmer. He must pay rent to his lord. mno_choice_03_2nj|Punish the local leader. He has no right to take the farmer's daughter. mno_choice_03_3nj|Kill the noble and force the farmer to join your army for not paying his taxes. mno_choice_03_4nj|Compensate the noble yourself for the tribute and send the girl back. mno_choice_03_5nj|Compensate the farmer by paying wergild for daughter who was raped. menu_event_12_juicio|Two nuns approach you. 'My {reg59?lady lord}, we have a childbirth that is not going well! We tried everything we could, but it seems that the young lady is simply not suited for pregnancy. The girl is the daughter of a prominent local lord. What can we do?' menu_child_half_one|Then the woman in rags screams and says, 'No, please my {reg59?lady lord}, let the other women have the child then.'^^Then the elder near you exclaims, 'So you are the rightful mother and this child belongs to you!'^^The other woman seems uneasy, 'I can give that child a better life than always living in poverty.' mno_choice_half1pj|Give the child to the poor woman and punish the rich woman for lying. mno_choice_half2pj|Give the child to the poor woman and the rich woman to the crowd. mno_choice_half3pj|Give the child to the rich woman. mno_choice_half4pj|Give the child to the rich woman and poor woman to your men. menu_event_13_juicio|One day, a loyal noble from nearby comes to you with a strange request. 'My lord, I am in a very bad situation. I spent all my money on proper equipment and troops, so that I can serve you well. However, my first daughter is about to marry, and I cannot send a proper dowry with her to the husband.' mno_choice_13_1nj|Take this bit of silver for your faithful service (800 coins). mno_choice_13_2nj|I will help you now, but this is the last time (400 coins). mno_choice_13_3nj|No, you should have saved up the money up front! menu_event_18_juicio|A local whore is accused of witchcraft after several men using her services report pain while relieving themselves. Your advisor backs their claim, and you suspect he has the same complaint but knows better than to air it publicly. mno_choice_18_1nj|Banish the women, exiling her to another place. mno_choice_18_2nj|Pay the witch to help counteract the spread of Christianity. mno_choice_18_3nj|Where there's one, there's many! Kill anyone else reported for witchcraft. menu_event_15_juicio|You are having a feast with your companions when a messenger comes to your attention, 'My {reg59?lady lord}, there is a situation in {s4} that needs your counsel.' Excusing yourself, you step outside.^^A crowd has gathered there, arguing, but when you appear, it quickly falls silent. An elder bows to you and asks permission to speak, which you give. He speaks 'My {reg59?lady lord}, we need your wisdom. Two women claim to be the mother of this child. Neither will defer.'^Two women are presented. One is in fine clothes and the other in rags. mno_choice_15_1nj|Give the child to the poor woman. mno_choice_15_2nj|Give the child to the rich woman. mno_choice_15_3nj|Order to cut the child in half and give each half to one of the women. menu_event_19_juicio|A missionary comes upon you and tells you of one of your villages where he was introducing God's grace. When he and his followers wanted to fell an ancient tree important to the pagans, most of the inhabitants took up arms and drove them out. mno_choice_19_1nj|This missionary is right cut down this heretical tree. mno_choice_19_2nj|This missionary is wrong. Have him and his followers burn for the gods. mno_choice_19_3nj|This missionary is wrong. Have those Christians abandon this village in peace. menu_event_22_juicio|A seemingly straightforward case is brought before you. Yesterday, the accused man broke into the victim's house and removed large amounts of wealth. Many people saw him, and the missing items were discovered in his house. The victim is an influential supporter of the previous lord, had actually served as a councilor and was known to be of doubtful loyalty. The accused, on the other hand, happens to be one of your most vocal supporters and a major donor to your cause. mno_choice_22_1nj|Ignoring the evidence, you settle in your man's favor. mno_choice_22_2nj|The evidence is clear, and the accused is found guilty. mno_choice_22_3nj|Both parties are in the wrong. You exile them and confiscate all material. menu_riots_01|Your relation with {s4} is very bad. As you walk its streets, people look at you hatefully and make gestures behind your back. You get beyond a corner, and you're safe -- until several people begin to emerge. Ordinary citizens are tired of your government and begin to insult you. Finally, someone becomes bold enough to pull a knife and attack you. mno_deffend_yr|Defend yourself. menu_riots_02|An angry mob insulted your name, blamed a group of your warriors walking the streets for all their ills, and attacked and killed them all. You should improve your relations with {s4} as soon as possible. mno_deffend_01ri|Order your men to kill the perpetrators and seize their possessions. mno_deffend_02ri|I will not rule by fear. I have to improve relations by other means. mno_deffend_03ri|Exterminate the population of the entire city and repopulate it with people that are more loyal. menu_new_years|As the controversy of the recent religious holidays come to close, both Pagan and Christian sit together at the same table, sharing a mug of Ale, each hopeful of the the New Year ahead of them. This is truly a time for celebration. mno_new_years_cont|Continue. menu_imbolc|As spring approaches the people of your kingdom wish to celebrate {s6} as is tradition, however this leaves with you a choice- do you officially support {s6} the local and original Pagan event or, ^ take this opportunity to Christianize the holiday by supporting Candlemas? mno_choice_1imbolc|Support {s6} mno_choice_imbolc_2|Support Candlemas and forbid the Pagan festival! menu_saints_day|Christians are making their preparation for All Saints day held April 20th, they have come to you to bless their ceremony and give support. mno_saints_day_1|Support the holiday, donate 500 coins and invite mass to your homestead. mno_saints_day_2|Allow the event to take place, but give no official support mno_saints_day_3|Forbid this holiday from taking place! menu_beltane|As May approaches the people of your kingdom wish to celebrate the arrival of spring as is tradition, however this leaves with you a choice- do you officially support {s6}, the local and original Pagan event or, take this opportunity to Christianize the holiday, perhaps call the whole thing... Maypole? mno_beltane_1|Support {s6}, Bring out the cows! mno_beltane_2|Support Maypole and ban Pagan sacrifice menu_midsummer|As {s6} approaches, pagans everywhere are making preparations, soon the great bonfires will be lit and the witches summoned for protection against evil spirits - should you officially support {s6}, the local and original Pagan event or, Take this opportunity to Christianize the holiday by supporting Feast day? mno_midsummer_1|Support traditional Midsummer festivals mno_midsummer_2|Support Feast Day. menu_lammas|The blessed {s6} of harvesting season is finally here, a chance to thank the Gods for the bounty of the year and celebrate the wheat harvest. It is also the time for peasants to honor their lords with gifts of bread and feasting! mno_lammas_1|Who am I to argue with tradition, bring me my bread! mno_lammas_2|Allow the feasting, but forbid the Pagan elements. menu_samhain|The holy day of Samhain is almost here, a chance to honor the dead and celebrate the end of harvesting season. Cattle is brought in from pasture and bonfires burn to keep spirits away. It is also an opportunity to Christianize this traditional Pagan event! mno_samhain_1|Honor Samhain with the Pagans mno_samhain_2|Spend the night honoring dead saints at Hallowmas . menu_yule|As {s6} and Christmastide approaches, the people of your kingdom wish to celebrate as is tradition, however this leaves you with a choice- do you officially support {s6} the local and original Pagan event or, take this opportunity to Christianize the holiday by supporting Christmastide? mno_yule_1|Support {s6} mno_yule_2|Support Christmastide menu_random_normal_events|Events menu_random_normal_events2|Events menu_riot_event|Events menu_town_recruit|{s18}. mno_accept_1|Hire them. ({reg6} coin) mno_back_to_town|Head back. menu_need_permission|Events menu_town_recruit_special|{s18}. menu_cam_castle|{s10}^ {s11}{s12}{s13}{s15} menu_dplmc_notification_appoint_chamberlain|As a lord of a fief you can now appoint a chamberlain who resides at you court for a weekly salary of 15 coins. He will handle all financial affairs like collecting and determining taxes, paying wages and managing your estate. In addition he supervises money transfers between sovereigns giving you more diplomatic options. mno_dplmc_appoint_default|Appoint a prominent nobleman from the area. menu_dplmc_chamberlain_confirm|Your chamberlain can be found at your court. You should consult him if you want to give him any financial advice or you need greater amounts of money. You should always make sure that there is enough money in the treasury to pay for political affairs. menu_dplmc_notification_appoint_constable|As a lord of a fief you can now appoint a constable who resides at you court for a weekly salary of 15 coins. He will recruit new troops and provide information about your army. menu_dplmc_constable_confirm|Your constable can be found at your court. You should consult him if you want to recruit new troops or get detailed information about your standing army. menu_dplmc_notification_appoint_chancellor|As a lord of a fief you can now appoint a chancellor who resides at you court for a weekly salary of 20 coins. He will be the keeper of your seal and conduct the correspondence between you and other important persons. menu_dplmc_chancellor_confirm|Your chancellor can be found at your court. You should consult him if you want to send messages or gifts. menu_night_time|It's late at night, and men need rest. Come back in the morning. mno_choice_01assault_3d|Continue. menu_work_start|Before long, your limbs tire of the monotonous ^ work, but, as agreed, you work for an ^ entire day. menu_work_end|Content, you look back on a day of honest labour, but then, looking at your wages, you think that a life of honest labour seems to be a rather meager existence.^^{s7} mno_steal|You found opportunity to steal... menu_hunting|You have encountered {s1}. What do you want to do? menu_after_hunt|{s1} menu_notification_player_coruler_dead|Your beloved spouse is dead! You now are the sole ruler of the {s11} menu_notification_new_ruler_son|The leader of the {s11} is dead. Their body had barely been laid to rest before their son and heir, {s6} was crowned in their place. menu_kingdoms_unite|The leader of the {s11} is dead. As their {reg3?daughter son} and heir is also your {reg59?husband wife} {s6}, your two kingdoms have united under a single crown! Your power grows and other rulers are starting to notice. menu_notification_new_ruler_brother|The leader of the {s11} is dead!^^ Although without a direct male heir, their brother {s6} from the {s8} has been crowned the new leader. menu_notification_new_ruler_daughter|The leader of the {s11} is dead!^^ Without any male heir, their daughter {s6} is about to be crowned the new leader... ^^ All hail the queen! menu_notification_daughter_overpowered|Disaster!! Just as the she was about to take her fathers crown, her husband {s6} locked her away and took the lands by force. Her father's wishes (and blood-line) shall be ignored. menu_notification_new_ruler_lord|The leader of the {s11} is dead!^^ Although without a male heir, brother, or even daughter to carry on the blood-line, the leading lord {s6} has been crowned the new leader! menu_notification_new_ruler_pretender|The leader of the {s11} is dead!!^^ Without a male heir, brother, or even daughter to carry on the blood-line, and no leading lord to stand in their way {s6} has returned from exile and been crowned the new leader! menu_loot_options|The battle is over. What do you want to do with the loot? mno_loot_0|Share the loot, and bury the dead. mno_loot_1|Take first claim on all the loot, then bury the dead. mno_loot_2|Leave all the loot for your men, bury the dead mno_loot_3|Leave the loot, but use the time to bury the dead. mno_loot_4|Leave the loot, and the dead to rot. menu_notification_invastion|{s6}Cerdic of Gewissae {reg4?had has} summoned more invaders to his aid! An army in three ships has landed... under the payment of this former Briton magistrate{s7}! menu_notification_invastion2|{s6}Cerdic of Gewissae has traveled the lands of the Saxon's and out of exile summoned more invaders to his aid! An army in three ships has landed... And the kingdom is reborn from the ashes! menu_notification_invastion3|{s6}Cerdic of Gewissae had summoned more invaders to his aid! An army in three ships has landed... originally wowed by promises of riches and glory, they now also burn with revenge for their lost lord! menu_notification_invastion_special|Working tirelessly in the shadows you have managed to summon more invaders to your aid! An army in three ships has landed... fresh from Saxlands. Wowed by the promise of new lands to turn red, and tresure to plunder! menu_random_juice_events|Events mno_leave_jui|Leave. menu_event_invastion|you shouldn't be reading this! mno_damn_in|Damn it! menu_siege_plan|You meet with your advisers to plan the siege and try to conquer {s4} with the least possible casualties. Your strategy could be to reduce the place by famine and demoralization.^^{s15} {s17} {s18} {s19} {s20} mno_build_circunvalation|Blockade build checkpoints around {s4}. mno_close_circunvalation|Checkpoints are finished. Now order active watching. mno_town_investigar|Investigate the defenses try to sneak inside. (Tracking) mno_traicion_interna|Find a traitor within the defenses of {s4}. mno_traicion_interna3|Any news from the men sent in search of a traitor? mno_infiltracion_interna|Send some men to raid the place. mno_infiltracion_interna3|Any news from the men sent to infiltrate? mno_build_varios|Order the construction of sanitation to prevent disease. mno_destruir_campos_a|Pillage farms to replenish our stocks and harm the enemy. mno_destruir_campos_b|Any news from the men I sent to pillage farms? mno_spy_open_gates|Send word to your spy, attempt to open the gates menu_siege_assault|Time is of essence, and you fear the arrival of support force for the place. Assaulting will mean heavy casualties, but you have made up your mind.^^{s17} {s18} {s19} mno_scout_investigar|Call the scouts for a report on {s4}. mno_poniendo_elementos_mantles|Order the vanguard to place the mantlets. mno_poniendo_elementos|Order the vanguard to prepare the assault. mno_castle_lead_attack|The hour has arrived. Lead your soldiers in assault! mno_build_mantlet|Build mantlets. mno_build_ladders|Build ladders and clear the ground for assault. mno_build_siege_tower|Build a battering ram and other equipment to assault the fortress. menu_build_mantles2|The mantlets help protect your men when they have to use assault equipment. They save many lives. As the party member with the highest Engineer skill, ({reg2}), {reg3?you estimate {s3} estimates} that it will take {reg4} hours to build mantlets. mno_build_mantles|Do it. menu_nofood_siege_defenders_sally|The lack of food forces the desperate defenders of {s4} to sally out in an attempt to break the siege. menu_surrender_siege_defenders_starved|The defenders of {s4} can hold out no longer. Lack of food has debilitated them. Already the weakest have died of starvation, and in some cases, the need has led to cannibalism.^{s4} is ready to surrender... menu_castle_attack_walls_simulate2|{s4}^^Your casualties {s8}^^Enemy casualties {s10} menu_sneak_into_town_suceeded2|Disguised and under the cover of darkness, you infiltrate {s4}. It's time to scout out their defenses. menu_construct_saneamiento|Sanitation is important for preventing rats and disease. It is possible to construct latrines and pipelines to prevent the accumulation ^of mud and filth from the rain, and dig a reservoir to have an available water supply.^^ Do you want to do it?^^It will take 4 hours. mno_build_saneamiento|Do it. menu_construct_circunvalation|Blockading a place protects your troops during the siege, helps to avoid some enemy skirmishers, and prevents the entry of food and reinforcements. It also lowers enemy's morale and helps you negotiate the surrender of the place.^^As the party member with the highest Engineer skill, ({reg2}), {reg3?you estimate {s3} estimates} that building the blockade around the place will take {reg4} hours. mno_build_circun_cont|Do it. menu_traicion_interna2|Your siege works begin to demoralize the defenders. Some of your soldiers are willing to contact the garrison or the inhabitants at {s4} and probe if someone would be willing to commit treason and facilitate the conquest. They need 500 coins for the job. mno_intentar_traicion|Allow these men to seek out a traitor. menu_traicion_resultado1|They returned without news. No one is willing to become a traitor. mno_back_behind|Well, bad luck. menu_traicion_resultado2|Sir! Our men have been discovered near the wall. They are fighting their way out of {s4}. Look over there at the sally port. They are trying to flee, but are surrounded... mno_ayudar_infiltrados|Order send an additional group of men to their aid. mno_leave_men|Leave the men to their fate. They knew the risks. menu_traicion_resultado3|Your men have returned. A traitor within the place has set barns ablaze and will soon flee {s4} and join your army. The enemy will lose much of their food stock because of that. mno_back_to_siege|Well done. menu_traicion_resultado4|Your men have returned. They report there is a traitor who knows the routines of the garrison, and he is willing to lead a small force to ambush the enemy when they come to the water supplies, a nearby stream outside the walls... mno_atacar_emboscada_player|Go yourself with your closest companions. mno_atacar_emboscada|Order send a group of men with the traitor to carry out the ambush. menu_emboscada_player|Moving through the vegetation, you have taken your enemies by surprise and have given a good account of yourselves. Now the garrison will think twice before sending men out. mno_emboscada_playerok|Victory! menu_emboscada_nada|Your men move under the cover of the vegetation, away from the watchful eyes on the wall, but when they come to the meeting point, there is nobody. The alleged traitor has been discovered or has repented. Your men return disappointed. mno_emboscada_nanai|Do not worry. There will be another chance. menu_emboscada_lose|Alarm! Treason! The alleged traitor led your men into an ambush. They are fighting desperately, leaving many men on the field. mno_regreso_lucha|Your worst fears have come true. menu_emboscada_victory|The traitor leads your men through the night to a hill that controls the path to a well. Your men take up positions in the vegetation, in silence, their faces stained black. At daybreak, your men spot a large group of enemies by the water.^^A battle cry fills the valley as your soldiers fall like a tide of death on the enemy... killing many. menu_traicion_resultado5|When your men come back, they tell you they have contacted a man who is in control of rations, and he has promised to raise the price of food to his fellow citizens to sow discontent, making them more likely to abandon the fortress. mno_traicion_moral|Perfect! menu_traicion_lucha|Your men and the enemy fight to the death at the foot of the wall, where everything is unfavorable to your troops. You watch them fighting and retreating towards you. Many bodies are left behind. ^^Your casualties {s8}^^Enemy casualties {s10} mno_regreso_luchar|Well, no one gets left behind. menu_infiltracion_resultado1|They returned without news. They were unable to enter the settlement. mno_back_behindi|Just bad luck, I guess. menu_infiltracion_resultado2|Sir! Our men have been discovered in {s4}. Unfortunately, none have returned. They were all killed or captured. mno_muertos_infiltrado|Terrible news. menu_infiltracion_resultado3|Victory! They have managed to burn several food stores. The enemy is demoralized. Perhaps it is time to request their surrender. mno_back_to_siegei|Well, give them a barrel of mead. menu_infiltracion_resultado3_c|Victory! They killed many cattle and contaminated the water reserves. The enemy is demoralized and their lord has lost some renown. Perhaps it is time to request their surrender. mno_back_to_siegein|Well, give them a barrel of mead. menu_infiltracion_resultado4|Your men have returned. They said they have killed many warriors, and even taken prisoners. Such a daring raid has lowered the moral of the enemy. mno_aceptar_si|Welcome back brave men. menu_infiltracion_resultado4_c|Your men have returned. They said that they poisoned the water of some wells and nearby streams. This should sicken many in the garrison. mno_aceptar_oki|That's good news. It will leave fewer men to defend the wall. menu_infiltracion_resultado5|Oh, sir. The enemy has sent a bag with the heads of your men. Some of our soldiers have seen it, and fear runs through the camp. mno_infiltracion_morali|Cowards! How can a couple of heads sink the morale of an army? Are they cattle or men? menu_campos_cercanos1|{reg59?Lady Sir}, crops and farms were burned, but since this is not the harvest season, it wasn't possible to get food. mno_back_behind_d|Well done, do not worry. menu_campos_cercanos2|{reg59?Lady Sir}, crops and farms were burned, and as it is the harvest season, we found an abundance of food. mno_back_behind_c|Well done, food is always welcome. menu_campos_cercanos2_c|{reg59?Lady Sir}, crops and farms were burned. The grain is still green, but edible. We found an abundance of food. mno_back_behind_cc|Well done, food always is welcome. menu_campos_cercanos3|{reg59?Lady Sir}, we burned the fields, but as it is after the harvest time, there was no grain left. However, the farmers have left some of their cattle behind. mno_back_behind_bc|Food is always welcome. menu_campos_cercanos4|We have encountered problems. The fields were burned, but the farmers struck back with support from some members of the garrison.^^Your casualties {s8}^^Enemy casualties {s10} mno_back_behind_ac|Terrible news! menu_poner_escaleras|Your vanguard advances, bringing ladders, shovels and other useful siege equipment... A display of men armed with ranged weapons goes forth, attracting the enemy's missiles. Your heart races in its bony cage. Somehow, all battles seem to be the first.^The thrill, terror and sweat are there, always. Your men make a shield formation to protect themselves...^^Your casualties {s8}^^Enemy casualties {s10} mno_back_behind_esc1|Your men have met the enemy. It is your turn... menu_poner_escaleras_mantlets|Your vanguard advances, bringing ladders, mantlets, shovels and other useful siege equipment... A display of men armed with ranged weapons goes forth, guarded by mantlets, attracting the enemy's missiles. Your heart races in its bony cage. Somehow, all battles seem to be the first.^The thrill, terror and sweat are there, always. Your men make a shield formation to protect themselves, and using the mantlets saves still more lives. ^^Your casualties {s8}^^Enemy casualties {s10} mno_back_behind_esc2|Your men have met the enemy. It is your time... menu_informacion_ciudad|A scout appears before you ^ '{s11}^{s12}{s1}{s5}{s17}' mno_regreso_luchain|Thank you. Your information is important! menu_event_siege_01|One of your advisers tells you that he has found rats in the provisions that your men are eating. This could have been prevented with sanitation! mno_choice_01_1a|That is terrible! Destroy the contaminated supplies. mno_choice_01_2a|My men must eat. Kill as many rats as you can. menu_ratas_siege|Before all the rats are exterminated, many of your men fall sick and die.^^Your casualties {s8} mno_back_to_siegea|Done. menu_event_siege_02|Poor hygiene in your camp has led to dysentery. The men start dying all around you. This could have been prevented with sanitation! mno_choice_02_1b|Hire a physician to try to help the sick (1000 coins). mno_choice_02_2b|There is nothing I can do. mno_choice_02_3b|Pray to your god. mno_choice_02_4b|I or my companions can cure them. menu_enfermedad_siege|Death governs your camp. Many of your men are sick and dying.^^Your casualties {s8} mno_back_to_siegeb|Damn. menu_enfermedad2_siege|Some men die from the disease, but most manage to ^ recover thanks to the physician you hired.^^Your casualties {s8} menu_enfermedad3_siege|Death governs your camp. Many of your men ^ are sick and dying. Perhaps your god has ^ saved some lives.^^Your casualties {s8} mno_back_to_sieged|Done. menu_enfermedad4_siege|Thanks to your healing abilities, you manage to save many men, but some still die.^^Your casualties {s8} mno_back_to_siegees|Back to siege. menu_event_siege_03|There is so much garbage, vermin and other nasty things that your camp seems to be more of a pigsty. Your men are unhappy. This could have been prevented with sanitation! mno_choice_03_4c|I will give an inspiring speech to gain time. mno_choice_03_2c|I will see what I can do. menu_event_siege_04|Some enemies have managed to infiltrate at night and burn some of your supplies. Part of your food was destroyed. mno_choice_04_1d|Punish the men who were on duty that night. mno_choice_04_2d|No, do nothing! menu_event_siege_05|During the night, your men captured and executed a group of enemies who tried to infiltrate and burn supplies.^^Enemy casualties {s8} mno_choice_05_1e|Congratulate them for doing their job well. mno_choice_05_2e|Reward each with a warrior bracelet (300 coin). mno_choice_05_3e|Reward them with a night off with pay (200 coin). mno_choice_05_4e|Do nothing. You are a stern leader. menu_event_siege_06|{reg59?Lady Sir}, our food supply routes may be in danger. Our scouts have discovered enemy raiders behind our lines.^^We could avoid such problems by blockading the place.^^Do you want to send men to protect the routes and pursue the enemy? mno_choice_06_1f|Send men. mno_choice_06_2f|Send messengers to pay them off (500 peningas). mno_choice_06_3f|Do nothing. menu_encuentro_avituallamiento|You dispatch a group of men to protect and pursue the enemies that plague your supply routes. Your men attempt to corner the enemy to force him to fight until death. There are some losses, but your men manage to win the battle and secure the supply routes.^^Your casualties {s8}^^Enemy casualties {s10} mno_back_to_siegeg2|Well done. menu_encuentro_avituallamiento2|{s4} mno_back_to_siegeg3|Very well. menu_event_siege_07|Our scouts have found that the defenders have poisoned the water with dead animals. Do you want to buy water and ask the merchants to bring it via our supply route? mno_choice_07_1g|Yes (600 coin). mno_choice_07_2g|No. Ration water and dig wells. mno_choice_07_3g|Without water, we cannot continue. Abandon the siege. menu_sed_siege|Water is running out, and your men weaken. Driven by the madness of thirst, some of them drink poisoned water and die. Finally, a well is completed and you get water for the time being. You can continue the siege.^^Your casualties from poisoned water {s8} mno_back_to_siegeh|Fate is inexorable. menu_event_siege_08|Bad news one of our men has deserted to the enemy. It may be because of his low morale or because they have offered him money. Whatever it is, the enemy may know our plans. mno_choice_08_1h|Offer 400 coin. I don't want more desertions. mno_choice_08_2h|Offer 800 coins to minimize temptation. mno_choice_08_3h|Do not worry. I can always change plans. menu_event_siege_09|A deserter from the enemy has joined our ranks. He has informed us that {s2}. mno_choice_09_1i|He is welcome to our ranks. mno_choice_09_2i|I do not want deserters among my men. Kill him. mno_choice_09_3i|I'm sure he's a spy. Return him to the enemy. menu_event_siege_10|Our men and the enemy do not insult each other as much any more, and sometimes talk to each other. This can affect their fighting spirit when we attack.^^ What shall we do? mno_choice_10_1j|Allow it. The enemy is affected also. mno_choice_10_2j|What? Forbid it and punish the offenders. menu_event_siege_11|The cold of winter always takes its toll when it comes. Some men have died of cold, flu and other minor illnesses.^^Your casualties {s8} mno_choice_11_1j|Requiescat in pace. menu_event_siege_12|A farmer comes to you and says that one of your men has raped his daughter, who lives in a village near your siege camp. The farmer desires wergild (compensation) of 100 coins. What do you do? mno_choice_12_1j|Pay the wergild. mno_choice_12_2j|Pay the wergild and punish your warrior. mno_choice_12_3j|Refuse to pay for damage done to the Enemy. mno_choice_12_4j|Kill the farmer and his daughter. menu_no_paymentandkill|In revenge, the men of the nearby villages joined together and attacked your foraging parties.^^Your casualties {s8} mno_choice_nppayment_2j|Damn! menu_event_siege_13|A group of enemies attacked our men by surprise and then quickly withdrew.^^Your casualties {s8}^^Enemy casualties {s10} mno_choice_13_1b|Be more cautious (Solution blockade the place). menu_event_siege_14|While foraging, a group of enemies encountered a group of our men.^^Your casualties {s8}^^Enemy casualties {s10} mno_choice_14_1b|Be more cautious (Solution blockade the place). menu_event_siege_15|We were attacked by an enemy force while raiding neighboring villages. The villagers joined the enemy, causing us many casualties.^^Your casualties {s8}^^Enemy casualties {s10} mno_choice_15_1b|Be more cautious (Solution blockade the place). menu_event_siege_16|The enemy and our men came upon each other near a river, and the fight for water caused numerous casualties on both sides.^^Your casualties {s8}^^Enemy casualties {s10} mno_choice_16_1b|Be more cautious (Solution blockade the place). menu_event_siege_17|The enemy sallied out through a secret passage, attacking us before swiftly retreating back to the protection of their walls.^^Your casualties {s8}^^Enemy casualties {s10} mno_choice_17_1b|Be more cautious (Solution blockade the place). menu_event_siege_18|Some of your men have abducted women from the surrounding villages and brought them to the siege camp for fun. mno_choice_18_1b|You allow it and ask for the most beautiful woman. mno_choice_18_2b|Order the release of the women and punish the kidnappers. menu_event_siege_19|The enemy is trying to break our blockade, and our men are trying to contain them.^^Your casualties {s8}^^Enemy casualties {s10} mno_choice_19_1b|Send some men while I take others to force them to withdraw. mno_choice_19_2b|Send all the men to protect that part of the circumvallation. mno_choice_19_3b|Do not worry. Our wall is strong. menu_no_defendiendo|The enemy has overcome our defenses and burned our camps and checkpoints, breaking our blockade.^^Your casualties {s8}^^Enemy casualties {s10} mno_defendiendo_1bnd|We must build the blockade again. menu_defendiendo_circunvallation|We have managed to repel the enemy, who returned to the protection of his walls...^^Your casualties {s8}^^Enemy casualties {s10} mno_defendiendo_1dcir|Well done. menu_defendiendo_mal|Another group of enemies took advantage of our troops being here and set fire to another part of our blockade.^^Your casualties {s8}^^Enemy casualties {s10} mno_defendiendo_1mal|Damn! menu_event_siege_20|The enemy is trying to burn our assault equipment.^^Your casualties {s8}^^Enemy casualties {s10} mno_choice_20_1b|Send some men while I take others to force them to withdraw. mno_choice_20_2b|Quickly. Send all men to protect the equipment. mno_choice_20_3b|Do not worry. Our men will guard it. menu_no_defendiendo_equip|The enemy has overcome our defenses and burned down our equipment.^^Your casualties {s8}^^Enemy casualties {s10} mno_defendiendo_1bnde|We must begin construction again. menu_defendiendo_equip|We have managed to repel the enemy, who returned to the protection of his walls.^^Your casualties {s8}^^Enemy casualties {s10} mno_defendiendo_1heq|Well done. menu_defendiendo_mal_equip|Another group of enemies has surrounded our positions and burned down our siege equipment on the other side.^^Your casualties {s8}^^Enemy casualties {s10} mno_defendiendo_1vmal|Damn! menu_event_siege_21|Your guards discovered several men trying to sneak out at night to escape your blockade. mno_choice_21_1b|Allow them to escape. mno_choice_21_2b|Kill them. menu_event_siege_22|At night, your guards report that they observed a group of enemies dressed in sheepskins heading to a nearby stream. Right now, they are filling leather sacks with water to bring back to the settlement. mno_atacar_emboscada_player2|Go there with any companions who want to join. mno_choice_22_1b|Send men to ambush the enemy in sheepskins. mno_choice_22_2b|Do nothing. menu_victoria_ovejas|Your soldiers surrounded the enemy in sheepskins and fell upon them by surprise, spreading death.^^Your casualties {s8}^^Enemy casualties {s10} mno_defendiendo_1lovej|Perfect! menu_derrota_ovejas|It's a trap! {reg59?Lady Sir}, the men dressed in sheepskins were a decoy to bring out our men and ambush them. Many were killed before returning to the protection of our circumvallation.^^Your casualties {s8}^^Enemy casualties {s10} mno_defendiendo_1poveja|That is terrible. menu_tablas_ovejas|Your soldiers were deployed to surround the enemy, but they were too slow and noisy. The men in sheepskins sensed the threat and returned to the settlement quickly. mno_defendiendo_1oveja2|Well, next time. menu_event_siege_23|Today a mercenary who wants to join our ranks came to our camp. He says he is an exile from the place that we are besieging, and he wants revenge. mno_choice_23_1b|Accept him. mno_choice_23_2b|I don't need more men. menu_event_siege_24|We have accumulated the heads of enemies and dead peasants. Do you want to launch them over the walls to undermine the morale of the enemy and cause disease? mno_choice_24_1b|What? You're a crazy maniac. Do not do that! mno_choice_24_2b|Sure, it will be useful when negotiating their surrender. menu_cabezas_moral|The heads are launched into the settlement. From the outside, you hear the cries and tears of the citizens when they recognize a loved one. War is merciless, and you've proven you're the most terrible of foes. mno_defendiendo_1q|This will help them give up... or die... menu_event_siege_25|A merchant offers a group of dancers to entertain your men during the night. mno_choice_25_1b|This will just distract and tire my men. mno_choice_25_2b|Hire dancers just for yourself (100 coin). mno_choice_25_3b|Hire dancers for your men (500 coin). menu_event_siege_26|A group of bandits approaches your camp. As your men reach for their arms, the bandits put down their weapons and say they come in peace. The leader of the bandits steps forward and asks if they may join you. mno_choice_26_1b|Of course! Such promising men are always welcome! mno_choice_26_2b|I'm sorry. We have no room for your kind! mno_choice_26_3b|Prove yourselves worthy by raiding a village. mno_choice_26_4b|Kill them all! menu_sanguinario_p|After two hours, the bandits return with some loot and someone's head... menu_event_siege_27|Several merchants approach you wanting to sell goods in the camp that has formed close to yours with the wives of the soldiers, prostitutes, refugees, children and other followers of the army. mno_choice_27_1b|They (and their money) are welcome. mno_choice_27_2b|There are enough merchants already. mno_choice_27_3b|Kill them and steal their money. menu_event_siege_28|To make the food last longer, the defenders threw out their women, children and elderly. You can see them moving towards your circumvallation, begging for food. mno_choice_28_1b|Send soldiers to kill the children and elderly^, take the women. mno_choice_28_2b|Buy food for them (1000 coin). Then^ let them leave. mno_choice_28_3b|Do not give them anything. Let them starve. menu_event_siege_29|One of your soldiers, angered by the long siege, rapes the wife of one of your officers. mno_choice_29_1b|Ignore the situation. mno_choice_29_2b|Punish the soldier. mno_choice_29_3b|Execute the soldier. mno_choice_29_4b|Pay wergild (compensation) to the officer (1000 coin). menu_lucha_oficial|Your officer kills the soldier and there is a brawl between some friends of the soldier and those loyal to your officer, leaving some dead. mno_defendiendo_1z|That is terrible. menu_single_hostile|You stand alone outside the walls for hours, obviously the men inside don't see a threat and no one has the slightest idea what you're doing. mno_defend_none|How embarrassing... menu_start_sea_travel|You are starting a sea travel. menu_rescue_brother|You arrive at the kidnappers hideout, no one is expecting an attack and you've caught them by surprise. You should begin at once! menu_saxon_camp_final|You arrive at the Saxons siege camp, for days you have fought these men around Lundien, and each day has brought you closer to this final assault. Just one more battle you tell your men...just one more. menu_roman_fort|Following the path, you approach the ruins of some ancient Roman villa, much larger then those found in other parts of Britannia. mno_enter_romanfort|Investigate. menu_witch_house|Following the path through the dark forest you arrive at the witches house. mno_enter_house|Go inside... menu_deywr_mercs|You arrive at the Laeti's chief mercenary camp - Deywr. You've heard stories of the fierceness, bravery and skill of the laeti mercenary. ^^ While you look on at the large force in training, one of the captains rides out to meet you. mno_speak_with_cap|Talk with the captain... menu_dozmarypool|You arrive at Dozmary Pool, a small lake carved out by God thousands of years ago. The Lady must be here somewhere menu_joseph|You arrive at the spot the old monk marked on your map - the final resting place of Joseph of Arimathea! menu_glass_tower|You arrive at the glass tower, an old Roman watching post on the road to Pictavis menu_giant_hut|You arrive at the home of Dyrnwch the Giant, after a short exchange with his men, the guards let you inside menu_tor|You arrive at the Tor! A heavy fog blankets the ground and covers your sight - yet you push on up the hill{s3}. menu_peartoc|You wounder the dark forests for hours searching for any sign of Peartoc, finally, just as the sun begins to set you see light in the clearing ahead... menu_wolf_attack|Queen Mab seems to have turned nature itself against you! While scouting ahead with a group of followers, a hungry pack of wolves attack your party menu_animal_ambush_success|The wolves fall before you as wheat to a scythe! Soon all your attackers lie on the ground, wounded or dead. mno_repeat|DEBUG Repeat... menu_player_falls_riot|As you fall, several of the town guards rush out to save you. They carry you back outside the gates. menu_patarn_meet|You meet Saint Patarn on the road... menu_marshal_selection_candidate_ask|{s15} will soon select a new marshal for the {s23}. Some of the lords have suggested your name as a likely candidate. mno_marshal_candidate_accept|Let {s15} know that you are willing to serve as marshal. mno_marshal_candidate_reject|Tell everyone that you are too busy these days. menu_village_hunt_music_defeated|A heavy blow from the rogue guard sends you to the ground, and your vision spins and goes dark. Time passes. When you open your eyes again, you find yourself battered and bloody, but luckily none of the wounds appear to be lethal. But the guard has disappeared, you will have to keep hunting for him. menu_horn_got_away|Upon leaving the village you notice fresh tracks leading away into the country-side, they match the guard who stole the Horn of Bran. The tracks seem to lead towards {s10}. You must have just missed him!! Head that way! menu_auto_intro_cerimony|stub menu_cerimony_begin|You gather at Dozmary pool and Merlin prepares for the ceremony...^^ A hush falls over the crowds as Merlin begins his chanting... You watch with fascination. menu_mab_battle|Mab's surprise attack leaves many dead and wounded, you look about the field to see the lady of the lake fall. Merlin is wounded too, yet attempts to rise. With sad eyes he motions you to approach. menu_mab_battle2|stub menu_mab_final|With Mab's army defeated you spot the Queen beginning to flee, with the last of your strength you mount a nearby stead and ride after her... menu_mab_final2|With Mab finally dead a peace rushes over you. Yet it comes at a high cost, both Merlin and the Lady are dead, and somehow the world feels a little less magical. menu_start_warning_battle|stub menu_wolf_attack22|While scouting ahead with a group of followers, a hungry pack of wolves attack your party menu_start_drinking|stub menu_setup_revange|stub menu_panel_comandante|Before the battle begins... mno_choice_1comm|Impassion your men with a rousing speech. mno_choice_2comm|Call your enemy forward for a duel of honour. mno_choice_3comm|Skirmishers Send your men to hinder the enemy's advance. mno_choice_4comm|Make a sacrifice to the gods. mno_choice_5comm|Do nothing. menu_discurso_1|You inspect the troops and move among them. While speaking to them, you look each man in the eye, seeking to convey the significance of the moment ^^'When the young men and beautiful women of your village ask you where you got your battle scars, you can tell them, 'under arms in the greatest army, with the greatest general that Britannia, Gaul, and Hibernia have ever seen!' mno_defendiendo_1_cd|Excelent speech. Back. menu_discurso_2|You inspect the troops and move among them. While speaking to them, you look each man in the eye, seeking to convey the significance of the moment ^^'When the young men and beautiful women of your village ask you where you got your battle scars, you can tell them, 'under arms in this rabble army, with the greatest general that Britannia and Hibernia have ever seen!' mno_defendiendo_1_dd|Normal speech. Back. menu_discurso_3|You inspect the troops and move among them. While speaking to them, you look each man in the eye, seeking to convey the significance of the moment ^^'And to think that right now, across Bryten, cowards and old men are herding their goats, tending their crops, toiling and sweating for nothing! Yet here we freemen stand. Our own toil is about to begin. Our own sweat and blood are poised to run. For what? For honor! For glory! For wealth!' mno_defendiendo_1_ed|Good speech. Back. menu_discurso_4|You inspect the troops and move among them. While speaking to them, you look each man in the eye, seeking to convey the significance of the moment ^^'From all across this land we have travelled to meet our destinies on this field of battle, at this moment in time. Long after we have all expired, men will sing our names in their songs. They will sing of the greatness we shall find here in these fields!' mno_defendiendo_1_fd|Good speech. Back. menu_discurso_5|You inspect the troops and move among them. While speaking to them, you look each man in the eye, seeking to convey the significance of the moment ^^'Brothers! Once you were born; later, you grew into men. Yesterday we marched; today we fight! Today we spill the blood of the host of our enemies and bring them to ruin. Today we smash their shields. All the days of your lives have led to this. Today we conquer together as brothers. Tonight we feast at the table of the enemy!' mno_defendiendo_1_gd|Good speech. Back. menu_discurso_6|You inspect the troops and move among them. While speaking to them, you look each man in the eye, seeking to convey the significance of the moment ^^'Men! My brothers! Lo, we have marched these many days. Your prize yet waits! The prize, glory, comes from the groans of your enemy! Now go! Go to your destiny! Take your prize! Fight! Fight! Fight!' mno_defendiendo_1_hd|Back. menu_discurso_7|You inspect the troops and move among them. While speaking to them, you look each man in the eye, seeking to convey the significance of the moment ^^'Friends! Hear me! Now is the day when the songs of our hearths are written with the blood of our foes! You are free men! None can assault our lands and stand to tell the tale. The host before us is great. They do not fight to defend their homes but to plunder yours. They will fall! Ready your spears! Hold fast, and never yield! No man will yield his land or his glory to the cowards in the rabble before us. Fight! Die, but never yield! Never, never, never!' mno_defendiendo_1_id|Good speech. Back. menu_discurso_8|You inspect the troops and move among them. While speaking to them, you look each man in the eye, seeking to convey the significance of the moment ^^'Men, we stand before our enemy, ready for battle. Draw your sword! Take hold of your spear! This shield wall is our home, so let us welcome our enemy! Let him come! Let the shield walls strive one against the other! All that is needed is your own arm and your own heart. Within this shield wall you shall stand, my brothers. I know that within the breast of each man here is a fire so bright that I say these walls protect our foes and not us! Our fate is glory! No man can take that unless you give it to him.' mno_defendiendo_1_jd|Good speech. Back. menu_discurso_9|You inspect the troops and move among them. While speaking to them, you look each man in the eye, seeking to convey the significance of the moment ^^'Come, men! Let us go forth and face our foe on the field of battle! With men like you, our shield wall will never break or fall to those craven dogs who come against us here! Like the heroes of old, let us go and make a slaughter, every man a hero, every man a true man! This day, we will make gluttons of the ravens!' mno_defendiendo_1_kd|Good speech. Back. menu_discurso_10|You inspect the troops and move among them. While speaking to them, you look each man in the eye, seeking to convey the significance of the moment ^^'Remember your children and your wives. Remember your homes and your ancestors. Remember your gods and everything for which we fight today. We are here to build a better world! These men facing us know it, and fear our determination. They are so afraid, they piss their pants and shake like leaves, unable to hold their spears. Men! I am with you, with my sword and my shield, bleeding and sweating, proud to stand shoulder to shoulder with such titans. Men, our fate awaits us. It's time for us to seize it!' mno_defendiendo_1_l|Good speech. Back. menu_discurso_11|You inspect the troops and move among them. While speaking to them, you look each man in the eye, seeking to convey the significance of the moment ^^'Let us go out from this burning place into the open and stand up to our enemies. He who dies shall be with our god. He who dies not, his name will be honoured. I go first, and what I do, you do. May God be my witness, I will never leave you, my brothers and fellow knights!' mno_defendiendo_1_ll|Back. menu_discurso_12|You inspect the troops and move among them. While speaking to them, you look each man in the eye, seeking to convey the significance of the moment ^^'The sun will set on our enemy this evening, but we shall shine as the rays of the sun on a spring day. You may be nervous and trembling now, but your shaking hands are nothing compared to theirs. They are but autumn leaves in the wind; we are the howling storm that will scatter them across the meadows, never to be seen again. Brandish your spears. Be the thunder that topples their tree. This land is ours -- these woods, these hills, these fields -- and so shall it be season after season, year after year, forever and ever!' mno_defendiendo_1_m|Excellent speech. Back. menu_discurso_off|You also step forward and try to make condescending remarks, but it's not convincing. Your nerves betray you, and you are unable to articulate a single word. mno_defendiendo_1_bd|Back. menu_lucha_1_p|The chief of your enemies stands out in front of his army and points towards you, inviting you to a duel. Unfortunately your nerves fail you and you withdraw your challenge. mno_defendiendo_8e|Back. menu_lucha_1_d|An enemy warrior moves towards your army and stops a stone's throw away. He takes a lamb skin filled with mead from around his neck and throws it to the ground. You see him jump to warm up his muscles. He casts aside his cloak, removes his robe and boots and stands naked, equipped only with spear and shield. He is their champion, and he points to your army challenging your men to face him.^^Before you can speak, a boy runs out from the ranks. He isn't a veteran or the most capable of your troops, but he's certainly brave.^^Your warrior, your champion, advances to the enemy. They circle each other, studying each other's moves. Your warrior's nerves fail, and he gives a jab with his spear, lowering his shield. The enemy champion seizes the opportunity and swiftly plunges the blade of his spear into the heart of your warrior...^^You have lost the duel. mno_defendiendo_5e|Back. menu_lucha_2_v|One of your men breaks away from the ranks and saunters towards the enemy, then turns, pulls his coat halfway up, and shows his ass. An enemy champion runs towards him, enraged, and tosses a javelin. It is a wild shot that falls a few feet from your warrior. The enemy then draws his sword and charges with a cry.^^Your man quickly prepares himself and stands his ground, waiting with a spear rocking in his hand. Each champion batters the other's shield in an effort to hit home.^^Watching closely, you observe the first blood spilled, and then the last as your champion thrusts his spear through the mouth of his opponent. After catching his breath, your champion turns around and shouts to your men 'I was too big a mouthful!'^^You have won the duel. mno_defendiendo_6e|Back. menu_lucha_2_no|There seems to be no one willing to duel. mno_defendiendo_4e|Back. menu_escaramuza_1|{reg59?Lady Sir}, the enemy commander overcame your tactical skills. Before we were prepared, we were surprised by enemy missile troops. They caused numerous casualties.^^Your casualties {s8} mno_defendiendo_1e|Damn! menu_escaramuza_2|Our men were deployed in time and closed with the enemy, causing them heavy casualties, before returning.^^Enemy casualties {s8} mno_defendiendo_2e|Well done. menu_escaramuza_3|Upon approaching the enemy, our men found the enemy commander had deployed missile troops to protect his army's advance. To avoid losing men, your soldiers did not attack and returned. mno_defendiendo_3e|Right. menu_sacrificio_1|The viscera of the slaughtered animals are full of worms a bad omen.^^Maybe you should not fight today. mno_sacri_1s2|Back. menu_sacrificio_2|As you look down at the blood of the slaughtered animal, one of your men points to the horizon where an eagle takes flight with a snake in its claws. A good omen indeed.^^The time is ripe to attack the enemy. mno_sacri_1s3|Back. menu_sacrificio_3|As you thrust the sacrificial knife into the neck of the animal, it escapes from your hands and runs a few yards before collapsing, facing the enemy. It can only be a bad omen.^^Maybe you should not fight today. mno_sacri_1s4|Back. menu_sacrificio_4|Digging into the intestines of the slaughtered animal, you discover a silver pendant ring. It can only be a good omen.^^You're ready for battle. mno_sacri_1s5|Back. menu_sacrificio_off|The gods remain mute to your prayers and sacrifices. mno_sacri_1s|Back. menu_breakin|{s1}{s6} mno_breakingo|Step inside the house. mno_breakfight|Fight your way out. mno_breakfightsurr|Surrender. mno_breakback|Back. menu_failed_steal|Merlin awoke during the attempted theft, yet luckily it was too dark to recognize you. You'll have to try again another night. menu_caves|Following a path through the mountains you arrive at the cave of Hermits. mno_enter_cave|Go inside... mno_leave2|Leave. menu_merlin_battlelast|stub menu_merlin_final|With Merlin dead, the remaining forces of good start to break apart and fall back; the field is yours! Although a victory, somehow the world feels a little less magical. menu_mother_killed|The bandits that knew your mother's location have been killed by another. Days pass without direction until a passing merchant mentions he heard of your mother's rape and murder!{s10}You vow to leave your old homestead behind and never return to the place you were born. Anger burns inside you against all bandits and their ilk. menu_choosenew_trait|Although you're already known as a great {s6}, sometimes you wonder what life could have been like had you focused on other skills. Now is the time to find out! You can now select a different special trait (provided you've met the requirements). Once selected this will be your trait for the remainder of your life... choose wisely. mno_choice_new1|I wish to develop my word-craft mno_choice_new2|I wish to learn how to win at all costs. mno_choice_new3|I wish to practice my music and be a great bard. mno_choice_new4|I wish to practice the dark arts. mno_choice_new5|I'm happy with my current trait. menu_m_farm_visit|{s4} mno_mailbresail_attack|Attack the Farm! mno_enter_maelbresailhall|Fight! mno_leave_bresail_farm|Leave. menu_castle_hunt|The great lords have gathered for a hunt, anticipation rises in the air with boasts and laughter. The men gather outside the castle walls to embark. {s1} menu_hunt_refused|It appears the hunts host, {s6} doesn't like you enough to be invited on the hunt; in fact they've outright barred you from the event. menu_after_castle_hunt| {s7} menu_challenge_dorca|You are brought in front of Dorca and there make your challenge. Immediately the men around you begin to shout, Dorcas eyes dash over you - he grabs his war-hammer and rushes towards you. menu_become_bandit|You drop Dorca to the ground and finish him with one final blow. Quickly silence falls around the men until one steps forward to let out a mighty cheer. A wooden crown is placed upon your head and you are a bandit {reg59?queen king}! menu_banditcaught_gotaway|You make your way back through the gates and quickly retreat to the safety of the countryside.{s11} menu_bandit_meet_special|stub menu_love_athanagild|You've fallen in love! {s7} menu_slave_hideout|You have encountered a hideout. What do you want to do? menu_set_ambush|You've gathered your party together in {s6} - determined by the terrain, army size and your party skills. ^^ Your men await orders to set the trap... mno_no_ambush|Forget it menu_yourdaughter_overpowered|Your {s7} {s6} is dead and suddenly your entire world begins to change. Although they entrusted you as the next leader of {s8}, you were faraway and under a different monarch at the time of your {s7}'s passing, before you could gather support and take the crown, {s9} seized your {s7}'s lands and declared themselves overlord of all their hard won possessions! menu_yourdaughter_queen|Your {s7} {s6} is dead and suddenly your entire world begins to change. Being {s6}'s chosen successor of {s8}, you are crowned shortly after your {s7}'s death. All hail your people shout, 'all hail the new queen, {playername}... menu_nowyourchild|Your {s7} {s6} is dead and suddenly your entire world begins to change. Although having no kingdom to grant you, they always expected you to achieve your own greatness. So with that goal burning in your mind, you leave your old life behind you, step out into the world and declare aloud - 'I am {playername}, and I swear to the Gods I'll achieve more then my {s7} ever did!' menu_yourson_king_byrenouce|Your {s7} {s6} is dead and suddenly your entire world begins to change. Having received word your {s7} asked you receive the crown of {s10}, you immediately write to {s9} breaking your allegiance, then quickly leave the lands of {s8} behind you. You ride all day and night through a blistering storm that soaks the earth beneath your horses feet, yet as dawn breaks you reach your new kingdom Quickly you ride up the streets and those who know you cheer your name and call you King... all hail they say to you, 'all hail King {playername}' menu_yourson_king|Your {s7} {s6} is dead and suddenly your entire world begins to change. Being {s6}'s chosen successor of {s8}, you are crowned shortly after your {s7}'s funeral. As a crown is placed upon your head a large crowd has gathers outside your hall. You can hear them shouting, 'All hail' they say, 'All hail the new King, {playername}'. menu_nextgen_grows|Just like your {s6} before you, you were there to watch the first moments of your child's life. Their first steps however, happened while you were on campaign, their first words heard only by the mid-wives and servants, it seems you've missed many moments; time marching faster then the charging war-bands. Yet no one can go back.^^ You feel sadness they will never meet your {s6} {s7}, but this was not to be. And it is time to give this child a name and place at court. menu_activate_next_gen|You shouldn't be reading this. menu_notification_new_revolt_sibling|Ghastly news! You failed to heed the warnings of your {s11}s plotting and now they challenge you in open revolt! Black smoke fill the Kingdom's sky's, and death is in the air. {s2} has gathered an army of supporters and make ready to attack the kingdom.... menu_player_sibling_assassinated|You receive word the assassin you sent to your {s11} {s8}, has been successful. As the hooded man leaves your courtyard, you look up at the sky's while silently asking forgiveness. You pray to {s10} for strength, and also beg that your {s7} won't see this day from wherever their spirits may dwell. 'I had no choice', you mutter to yourself...'I had no choice'. menu_world_map_soldier|What do you need soldier? mno_join_commander_battle|Follow the commander into battle. mno_enter_town|Enter stationed town. mno_commander|Request audience with your commander. mno_revolt|Revolt against the commander! mno_desert|Desert the army.(keep equipment but lose relations) mno_report|Commander's Report mno_return_to_duty|Return to duty. menu_commander_aud|Your request for a meeting is relayed to your commander's camp, and finally {s6} appears from his tent to speak with you. mno_reject_talk_lord|No, nevermind. menu_ask_revolt|Are you sure you want to revolt? mno_confirm_revolt|Yes, {s6} will be the death of us all, it is time to act! mno_reject_revolt|No, I am loyal to {s6}. menu_revolt|Do you want to release the prisoners to help your men? mno_revolt_prisoners|Yes, I will take the risk for a greater advantage. mno_revolt_no_prisoners|No, I don't trust them. menu_revolt_duel|{s4} mno_duel_rebelion111|Accept the challenge. menu_ask_desert|Do you want to desert? mno_confirm_desert|Yes, this is pointless. mno_reject_desert|No, I am loyal to my commander. menu_desert|While in the army you've made some good friends. Some could possibly follow you. mno_desert_party|Try to convince them to follow you. mno_desert_alone|No, I have a better chance alone. menu_upgrade_path|In recognition of your excellent service, you have been promoted. mno_upgrade_path_1|{s66} mno_upgrade_path_2|{s67} menu_mutiny_start|The morale of some troops is low. They start a mutiny. menu_mutiny_end|After the mutiny, the situation calms down. menu_messenger_system|A messenger approaches, galloping. He stops in front of you, takes a breath and shouts ^^'My masters sent me to tell you that the messenger you sent was found dead on the side of the road. We're sorry to inform you that your message never reached its destination. We will be at your disposal for any other message that you need to send. You know where to find us.' mno_error_1|Continue. menu_messenger_system2|A messenger approaches, galloping. He stops in front of you, takes a breath and shouts ^^'My masters sent me to tell you that the messenger you sent to {s9} was found dead on the side of the road. We're sorry to inform you that your message never reached its destination. We will be at your disposal for any other message that you need to send. You know where to find us.' mno_finish_m|Bad luck. menu_messenger_system_res_failure|A messenger approaches, galloping. He stops in front of you, takes a breath and shouts ^^'My masters sent me to tell you that the messenger you sent was found dead on the side of the road. We're sorry to inform you that your message never reached its destination. We will be at your disposal for any other message that you need to send. You know where to find us.' mno_finish_m2|Bad luck. menu_messenger_system_res|{s4} mno_Continue_msse|Thank for your service. menu_messenger_system_follow|{s4} mno_Continue_mess2|Well. menu_messenger_system_gotoplace|{s4} mno_Continue_mess3|Well. menu_messenger_system_patrolarea|{s4} mno_Continue_mess4|Well. menu_messenger_system_besiegeplace|{s4} mno_Continue_mess5|Well. menu_messenger_system_insult|{s4} mno_Continue_mess6|Thank you for your service. menu_messenger_system_sendgift|{s4} mno_Continue_mess7|Thank you for your service. menu_messenger_system_sugalliance|{s4} mno_Continue_messeng1|Thank you for your service. menu_messenger_system_suggestpeace|{s3} mno_Continue_messeng2|Thank you for your service. menu_messenger_system_declarewar|{s3} mno_Continue_messeng3|I have my war. menu_colour_kingdom|stub menu_name_kingdom|stub menu_invasion_sea_battle|You've been at sea for days searching for the Saxon fleet, uncomfortable on a boat with so many men. There is no space for privacy and tranquility. The smell of stale sweat, urine and sebum fills the air, even above the salty scent of the sea.^But none of that matters to you the moment you spot ships on the horizon. In full sail, your boat pushes on. You see, in the distance, another fleet maneuvering to confront their attackers - it is Briton! You hear swords and shouting where the two fleets jockey for position with their oars... As soon as your ship arrives, it rows toward the battle. It's time to take control...its time to chose which side you will are helping. mno_choice_britons|Join Britons. mno_choice_saxons|Join Saxons. menu_way_to_douaranenez4|The sea has become a hell of fire, blood and death. Victory is yours, but many have been left behind, overcome by the edge of the sword, including many of the Saxon leadership.^^The naval battle was pure delirium of madness, but now your enemies flee. They are seeking to take refuge in the coastal village near Brittern-Manor, but your warriors have pursued them, sparking a new battle in the little village. It's your turn to join the fight and end the invasion before it truly begins... mno_choice_douard4|Disembark. menu_way_to_douaranenez5|The sea has become a hell of fire, blood and death. Victory is yours, but many have been left behind, overcome by the edge of the sword, including many of the Briton defense force.^^The naval battle was pure delirium of madness, but now your enemies flee. They are seeking to take refuge in the coastal village near Brittern-Manor, but your warriors have pursued them, sparking a new battle in the little village. It's your turn to join the fight and make sure the Saxon's have a safe landing place... menu_way_to_douaranenez6a|The village is not the place it was when you first arrived. Now there are only fire and death... Its inhabitants have been turned over to torment, and you doubt that someday someone would dare repopulate this cursed place.^^You hear the plaintive cry of your own injured people, and men wander past you staring into the distance, still shocked by the battle. There may no longer be a fleet from the Kingdom of Saxons, but their army have landed safety and gives you thanks. Some of your men dedicate themselves to finishing off the enemy and seizing their possessions. mno_choice_douarb15|Claim your share of the spoils. menu_way_to_douaranenez6|The village is not the place it was when you first arrived. Now there are only fire and death... Its inhabitants have been turned over to torment, and you doubt that someday someone would dare repopulate this cursed place.^^You hear the plaintive cry of your own injured people, and men wander past you staring into the distance, still shocked by the battle. There is no longer a fleet from the Kingdom of Saxons, the invasion has been stopped short before it could begin and you are hero to all Britons. Some of your men dedicate themselves to finishing off the enemy and seizing their possessions. menu_assasin_on_map|While resting at camp you hear strange sounds outside your tent... menu_player_marry_compantion_cut_scene|stub menu_continue_as_child|stub menu_sell_slaves|Your party currently has {reg2} slaves... ^^ The village elder agrees to buy them for 30 coins each. mno_sell_oneslave|Sell them one of your slaves. mno_sell_five|Sell them five of your slaves. menu_husband_invite_player_to_faction_without_center|You receive an offer of vassalage!^^ Your {reg59?husband wife}, {s7} has worked tirelessly on your behalf, convincing {s8} of the {s9} to send a royal herald offering you an invitation written in {reg4?her his} own hand. You would be granted the honour of becoming a {reg59?lady lord} of {s9}, and in return {s8} asks you to swear an oath of homage to {reg4?her him} and fight in {reg4?her his} military campaigns, although {reg4?she he} offers you no lands or titles. {reg4?She He} will surely be offended if you do not take the offer; and your {reg59?husband wife} will surely be forced to divorce you... menu_notification_player_takes_crown|As the husband of {s7}, you join her in taking her fathers crown. You are now the joint leader of {s8}! menu_call_fyrd|You finish writing the order to call out the kingdom levy. As you begin to pass the write to a messenger, your hand begins to shake; you know full well the ramifications of such an order - and they are dire. Up to half the population of every town and village will be emptied, this will lower taxes and goods being produced, prosperity will plumit, and citizens everywhere will curse your name. So serious is this order it can only be called once per year^^'Is there any other way?'^ Your messenger asks, seeing the nervous expression on your face....^^Is there? mno_defend_levy_yes|There is no other way, call the levy. mno_defend_levy_no|WAIT! Cancel this order at once. menu_angle_settlers|'The Angles are comming!'^^ It has been a common cry in the northern kingdom of Bryneich for many years, but now those simple Angle settlers and raiding parties have mobilized into their own nation. A former warleader named {s6} has captured the Briton fortress of Din Guaire! They have renamed it Caer Greu and from there have begun launching an invation of the north, calling the lands they conquer {s11}. menu_iclingas_invasion|'The Iclingas have landed!'^^ The last Angel king from the Angel's homeland's has moved his entire people to Engaland. They call him {s6} and he has built a new settelment named Tomworoig. They call the lands they occupy {s11} and have already begun attacking the remains of Britton resistance. menu_assasin_after_feast|You killed the assassin, after searching his body you find a note written by some of your very own men! It appears they are unhappy with your command and took your drunken weakness as an opportunity to remove you permanently. You should try and repair your party moral and sleep with one eye open for awhile. mno_assasin222|Those Bastards! menu_event_assasin_feast|You laugh and drink wildly to your hearts content. though it pleases most of your men, you notice some are not amussed. As the hour draws late you stumble to your tent and away from the shouts of the few men still drinking. Just as you are about to drift off to sleep, you hear a srange noise outside your tent. menu_fac_name_change|As the Gewissae continue to expand and grow their territory they have renamed their kingdom the kingdom of Wessex. It will be interesting to see where they go from here... mno_choice_cont_1no|Continue... menu_officer_meeting|stub mno_final_letter22|Continue... menu_name_bastard|stub menu_roman_letter2|stub menu_hero_killed|Your lord {s6} has fallen in battle!^^ Throughout their life enemies called them {s5}, but they will be remembered also as being {s7} - {s8}brave.^^ Their last words were recorded as they rallied their men for a final charge crying{s9}!, moments before they fell... mno_continue_funer|Prepare a state funeral for {s6}, bury them with full honor. mno_continue_funer2|I don't have the money to pay for a state funeral mno_continue_funer3|I don't honor dead people, only the living deserve rewards... menu_player_bankruptsy|{reg4?Your Kingdom is You are} Bankrupt! You will need to deal with this issue before {reg4?your vessals your liege} learn of this troubling situation. Do you? mno_money_lenders|Go to the money lenders, ask for a loan... mno_church_prop|Sieze church property and sell to the highest bidder. mno_sell_title|Offer to sell one of your titles to a vessal... mno_sell_lands|Sell some of your owned lands mno_ask_for_loan|Ask for a loan from your Liege... menu_sell_title|Which title do you wish to sell? mno_sell_titles1|Offer {s6} mno_sell_titles2|Offer {s7} mno_sell_titles1b|Offer {s9} mno_sell_non|Actually I don't want to sell anything... menu_lovers_events|{s6} mno_wife_caught|Damn it, 'there has never been anyone but you my love'... mno_wife_public|Damn it! mno_wife_sup|I'll have to be more careful mno_pay_healers|Pay for a healer and send them to {s8} mno_offer_prayers|Offer thoughts and prayers mno_week_plans1|Hide away together in a secret cottage... mno_week_plans2|Go on a romantic picnic... mno_week_plans3|Take her to an Inn... mno_spouse_or_love1|Cancel the plans with your lover and spend the evening with your {reg59?husband wife} mno_spouse_or_love2|Go ahead with your plans and spend an evening with {s8} mno_lover_gift1|Send them jewelry and bracelets mno_lover_gift2|Write them a poem from the heart mno_lover_upset|Plan a romantic dinner together mno_lover_upset2|Tell them to stop bothering you mno_lover_war|Write your lover {s8} from the battle lines mno_lover_war2|Try and put them out of your mind mno_high_honor|Break off this affair, it is beneath you. mno_high_honor2|Continue the affair mno_leige_forbids|Continue... menu_wife_meets_lover|Just as the two of you have sat down for the evening dinner, your {reg59?husband wife} walks into the hall unexpected and locks eyes on your lover {s8}! mno_wife_sees|Continue... menu_become_lovers_fem|As you enter the hall {s7} looks up at you. Their eyes seemed filled with a longing you've never witnessed from them before, they speak softly and smile, asking if you would join them alone in a quite place... mno_become_loveryes|You agree to follow them and become their lover mno_become_loverno|You refuse, tell them you can not betray your husband menu_become_lovers_male|As you enter the hall {s7} looks at you and you feel yourself filling with longing. Over the past months you have tried to fight these feelings, however now you realize how completely infatuated you've become with her^^ 'my lady...' you speak softly. menu_marrige_events|{s6} mno_marrige_event1|Try and calm your {reg59?husband wife} down mno_marrige_event1b|Have the servent executed mno_spouse_gay|Confront your spouse about suspicions... mno_spouse_gay2|Ignore your feelings mno_evil_romours1|Investigate and ask your spouse to stop mno_evil_romours2|Ignore this for now mno_spouse_misses|Agree to come {reg59?see them home} shortly send a gift mno_spouse_misses2|Ignore their complaints mno_wife_depressed|No. Tell my wife she is to return home at once! mno_wife_depressed2|Very well then mno_spouse_pois1|Try and calm your {reg59?husband wife} down mno_spouse_pois2|Ignore their crazy ramblings mno_spouse_hates1|Maybe a gift will help mno_spouse_hates|Damn it! mno_spouse_loves|Great! mno_killing_step1|What? Throw them into the dungeon for a time! mno_killing_step2|Order their execution for attempted murder! mno_killing_step3|Forgive them and let them go... mno_wife_upset_birth1|I should {reg4?take keep} the child with me for a awhile mno_wife_upset_birth2|Ignore the situation, I'm sure she'll be fine. mno_wife_lesbianlove|What? Order my wife to stop this at once! mno_wife_lesbianlove2|Ignore it, what ever makes her happy mno_bored_spouse1|Agree to go to a lake together mno_bored_spouse2|Agree to go on a picnic mno_bored_spouse3|Agree to go on a hunt mno_bored_spouse4|Agree to spend a dinner together mno_wife_ill1|Send for a healer! mno_wife_ill2|Healers cost gold, tell my wife to suck it up. mno_divorce_time1|Yes proceed, ask for the divorce... mno_divorce_time2|Wait, maybe there is still a chance to save things. mno_infertile_spouse1|Now I will never know if the child is truly mine. mno_infertile_spouse2|Approach one of your courtiers for 'help' producing an heir. mno_infertile_spouse3|I will wait and keep trying with my husband. mno_wife_olduugly1|Yes, that servant girl will do. mno_wife_olduugly2|No, I will remain loyal mno_marshal_change1|Agree to the request, {s7} is our new marshal. mno_marshal_change2|Refuse the suggestion. mno_fired_minister|Damn, I guess I'll need to hire another then... menu_battle_events|{s6} mno_losses_hand|Damn. Send my condolences mno_losses_intel|They were never very smart anyway. mno_tech_upgrade|Wonderful news!. mno_evil_marshall1|Send word to your marshal this is not how we handle things mno_evil_marshall2|Congratulate your marshal on excellent work. mno_lord_maimed|That is...horrible! menu_bastard_events|(s6) mno_daughter_bast1|Send you daughter congratulations - Ignore the rumors. mno_daughter_bast2|Order an assasin to 'remove' the child - Only the legitimate for my family. mno_daughter_bast3|It's a miracle! mno_daughter_bast4|Order an assasin to 'remove' the child - Only the legitimate for my family mno_daughter_bast5|Quickly, place my daughter in a monetary and give the child away mno_daughter_bast6|Ignore the situation for now mno_kill_bast1|Perhaps it is time to...remove them. mno_kill_bast2|Bastard or not, they are my son mno_legitimized_bas1|Yes the time has come. mno_legitimized_bas2|Now is not the time mno_new_bas1|Sell the child to a street merchant. mno_new_bas2|Agree to find a good home for the child. mno_new_bas3|Tell your daughter the child will remain in the family, bastard or not. menu_child_events|{s6} mno_gaurdian_asks1|Agree, {s7} is their gaurdian. mno_gaurdian_asks2|Refuse the offer for now mno_child_ask_god1|'Gods you mean, there are many gods'... mno_child_ask_god2|'God is love'... mno_child_ask_god3|'God is only for the brave'... mno_child_ask_god4|'God punishes children who ask too many questions'... mno_child_notalk1|Hire extra teachers and give your {s8} extra attention. mno_child_notalk2|They will speak when they're ready. mno_childdark1|Have the child locked in a dark room, they must learn how to conquer fear! mno_childdark2|Light extra candles, I'm sure they will grow out of it. mno_childdark3|Teach them fear is necessary. mno_child_fights1|Hire someone to teach them to fight mno_child_fights2|Instruct the need for discipline mno_child_fights3|Try and teach them to use their words mno_child_fights4|Send them back home, this camp is no place for them. mno_where_mom1|She is in Heaven sweet {s8} mno_where_mom2|She is with the Gods mno_where_mom3|She is gone, just gone mno_child_alone1|Teach them diplomacy the next time you see them mno_child_alone2|Use the extra time they have for sword practice mno_child_alone3|Ignore the situation mno_child_ugly1|Beauty is in the eye of the beholder mno_child_ugly2|Hmmm, have them tied to two horses, maybe we can stretch them? mno_why_rich1|Answer they are rich because they are smarter mno_why_rich2|Answer they are rich because they're not generous mno_why_rich3|Answer they are rich because only donations get you into heaven mno_why_rich4|Answer they are rich because they work harder mno_child_shy1|Tell them {s8}, think of all that wonderful food mno_child_shy2|Tell them {s8}, just go play outside during feasts mno_child_shy3|Tell them {s8}, it's not so bad if you mingle mno_child_cruel1|Answer Yes of course, but when you are older... mno_child_cruel2|Answer With great power, comes great responsibility... mno_child_cruel3|Answer The peasants follow only the strongest... mno_child_cruel4|Answer The peasants follow only if they fear us... mno_daughter_swords1|Allow it, swords are more useful anyway mno_daughter_swords2|Forbid it, my daughter won't find a husband that way mno_continue122|Good news! mno_childmonster1|Have your {s8} beaten, let them know suffering mno_childmonster2|Congratulate my {s8} on the kill mno_childmonster3|Try to reason with them mno_how_servgod1|Answer through prayer {s8} mno_how_servgod2|Answer through donations {s8} mno_how_servgod3|Answer by killing our enemies mno_first_kiss1|Good for them. mno_first_kiss2|{s8}, it goes like this... mno_playdate11|Very well, arrange the playdate for our {s8} mno_playdate12|I don't think {s7}'s child is a good fit for our {s8} mno_playdate13|Very well, arrange the playdate for our {s8} mno_playdate14|I don't like the look of that {s2} mno_continue115|Good News! mno_bookworm1|Encourage it, knowledge is power mno_bookworm2|Tell them to practice with swords instead mno_gaurdian_bad|Damn it! mno_gaurdian_good|Great news! menu_mental_break|YOU HAVE SUFFERED A MENTAL BREAK^^{s6} mno_break1|Perhaps a stiff drink will help... mno_break1b|Perhaps I can do some writing mno_break1c|Perhaps Donating gold will help mno_break1d|I must grit my teeth and bare it. mno_break2|Perhaps a different God will help mno_break2b|Some martial training will clear my mind mno_break2c|Everyone just leave me alone for awhile mno_break2d|I must bite my lip and focuse mno_break3|Leave! All of you! mno_break3b|Eat my pain, bring out the pig! mno_break3c|Torturer, give me the lash mno_break3d|Perhaps a ride will help mno_break3e|Thats it! I'll kill myself menu_health_events|{s6} mno_rats_inwalls1|Buy some cats from a merchant mno_rats_inwalls2|Try and trap them yourself mno_rats_inwalls3|Ignore them, they add character to your hall mno_fresh_good|The fresh does me good mno_stress_warn1|Good to know maybe a nice dinner will help mno_stress_warn2|Good to know maybe a walk will help... mno_stress_warn3|Good to know but I'll power through... mno_stress_lv21|Perhaps a stife drink will help mno_stress_lv22|I'll pray for strengh mno_contin22|Damn it! mno_healed1|I feel like myself again! mno_wound_infected1|Take the mushrooms mno_wound_infected2|Apply the cream mno_heargod1|Who am I to argue with Jesus? mno_heargod2|Its just stress I can ignore it. mno_heargod3|Who am I to argue with my Gods? mno_heargod4|Its just stress I can ignore it. mno_yourfat1|Go on a strict diet and exercise routine mno_yourfat2|Attempt to loss the weight gradually mno_yourfat3|I like my gut the way it is. mno_lunatic_warn1|I howl 'ohooooooo mno_lunatic_warn2|Damn it! mno_crazynow|Shhhhh, the voices in my head are talking... mno_sanityagain|I feel like my old self again! mno_lunatic_law1|I hereby decree... mno_lunatic_law2|Hearthy, hearthy... mno_lunatic_law3|I herby order... mno_lunatic_law4|This new law will surely by loved by all! mno_lunatic_event1|Where did the rat go? Have you seen it woman?! mno_lunatic_event2|Fly away birdy! Fly away! mno_doctor_orders1|The healer found a stray cat's corpse and tells me to eat its bowels, I eat it mno_doctor_orders12|The healer has made a mixture of horse urine and cow dung, I drink it mno_doctor_orders13|The healer has crushed up some beatles, I eat them mno_doctor_orders14|Get away from me you madmen! mno_heart_attack1|Go on a strict diet and exercise routine mno_heart_attack12|Attempt to loss the weight gradually mno_heart_attack13|It was only a minor heart attack, I'm fine! mno_plague11|Let us all pray! mno_plague12|Is this the end of the world? mno_plague13|Surely the gods have abandoned us... mno_plague14|Glade that's over... mno_plague15|Prepare to meet your God... mno_plague16|Fight with all your strength mno_plague17|Study survivors for clues to beat this mno_insane1|Where did the {reg59?madwomen madman} go {s8}? menu_feast_events|{s6} mno_hire_mistrals1|Of course! Bring them in mno_hire_mistrals2|I think we are fine without them mno_cookingissue1|What do I pay you for? Figure it out! mno_cookingissue2|Tell them to add more salt mno_cookingissue3|Tell them to move the pig to a skillet mno_looter_roads1|Send soldiers to patrol the roads mno_looter_roads2|Offer to compensate your guests for the loss mno_hire_witch1|Who doesn't like magic? Bring them in! mno_hire_witch2|I think the feast is magical enough mno_feast_hunt1|Agree to go, lets kill some boar! mno_feast_hunt2|I don't feel like hunting right now mno_contin668|Damn them then! mno_contin6689|I'm on my way! mno_feast_starts1|Greet your guests and give thanks mno_feast_starts2|Order another round of Ale mno_feast_stats1|I should add more items to the storehouse mno_feast_stats2|If my guests don't like it they can leave mno_feast_stats3|Good to hear! mno_feast_promis1|It was just drunken ramblings... mno_feast_promis2|Honor your word... mno_feast_dual1|There is no honor in fighting drunks! mno_feast_dual2|Very well, I'll fight you. mno_feastcheat1|Offer to take {s7} somewhere more quite mno_feastcheat2|Escort {s7} back to her husband mno_feastdrunk1|Perhaps just one more... mno_feastdrunk2|Thank them, but leave... mno_feast_promis3|Of course my lord, what ever you need... mno_feast_promis4|Refuse, those are MY lands I wont give them back. mno_feast_promis5|Who am I to refuse a liege? mno_leige_daughter1|No, you can not have her! mno_leige_daughter2|I will leave that up to her mno_leige_flirt1|You've never been prouder to be a {reg59?mother father} mno_son_mess1|This is my sons mess, not mine mno_son_mess2|Pay for compensation mno_son_mess3|Likly not the first time their daughter's honor was tarnished! menu_tournament_events|{s6} mno_cont444|Continue... menu_court_events|{s6} mno_family_hisory1|Of course {s8}, I would be honored... mno_family_hisory2|Refuse, I'm famous enough already. mno_spouse_poem1|Whatever makes them happy mno_spouse_poem2|Remind them duty comes first mno_miracle_play1|Allow it, praise God! mno_miracle_play2|Refuse for now mno_fair_go1|Very well, a fair will add prosperity to {s7} mno_fair_go2|Don't you peasants have work to do? mno_son_preg1|My {s11} is old enough to fix their own mistakes mno_son_preg2|Pay the mother to keep quiet mno_son_preg3|Arrange an 'accident' for the maid mno_marsh_change1|Agreed. {s7} is our new marshal mno_marsh_change2|Refuse. I still like {s5} mno_blackmail1|Yes contact {s7}, start the blackmail attempt mno_blackmail2|No forget what you've learned mno_murderatcourt1|Order extra gaurds be posted! mno_taxrate1|Agree, the tax rate shall now be normal mno_taxrate2|Refuse, the rate stays! mno_invest_inn1|Invest And change the name mno_invest_inn2|Invest And salt the soup mno_invest_inn3|Invest And hire more bards mno_invest_inn4|Refuse, what do I know about Inn keeping? mno_training_guard1|Rally the flank, 'hold them back' mno_training_guard12|Charge the center, split their line mno_training_guard13|Fall back, then reform and charge mno_lord_dies1|Pay for {s7}'s funeral mno_lord_dies12|Such a shame mno_theiving_serv1|Have the servant executed mno_theiving_serv12|Forgive the servent and let them go mno_palace_robbed|Punish the men gaurding your hall mno_palace_robbed2|We will have to start over mno_brothle_close1|Yes, they are stain on our Kingdom mno_brothle_close12|But then, where would men go? mno_plotter_atcourt1|Investigate the matter mno_plotter_atcourt12|Ignore this for now mno_herasy_spread1|I don't care what my people believe... mno_herasy_spread12|Order some executions to speed up conversions... mno_herasy_spread13|Hire extra priests to help spread our faith mno_fire_minister1|No, {s8} stays! mno_fire_minister12|Very well, fire {s8} mno_kill_bishop1|Kill the Bishop mno_kill_bishop12|Ask the Bishop to stop mno_kill_bishop13|Ignore this... mno_religion_debate1|Both are right, both are needed equally mno_religion_debate12|Lot is right, a mans {reg4?brave pure} heart is more important then faith mno_religion_debate13|Heart doesn't matter, only devotion to ones faith mno_close_mon1|Very well {s7} will be closed mno_close_mon12|No, the monetary stays mno_lord_rivals1|Look at evidence against {s8} mno_lord_rivals12|Indict {s8} without seeing evidence mno_lord_rivals13|Scold {s7} for wasting the courts time mno_translation1|The Holy Bible mno_translation12|The Works and ramblings of Pluto mno_translation13|This all sounds too hard! mno_road_words1|Very well, Horgert see it done. mno_road_words12|My minister {s5} will handle it. mno_road_words13|The roads were good enough for the Romans mno_cattle_find1|The village of {s6} will benefit from the herd mno_cattle_find12|The herd could be even bigger! mno_cattle_find13|Their hides will fetch a nice price mno_lords_fight1|This doesn't concern me mno_lords_fight12|Order the lords to stop! mno_lords_fight13|Offer the lords a bribe to stop fighting mno_coven_1|Sacrifice an animal to the gods mno_coven_2|Sacrifice one of your men mno_coven_3|Attempt a love spell mno_coven_4|Attempt a health spell mno_coven_5|Disband the coven mno_coven_6|Call the circle to a close mno_lord_heretic_1|What's this? Release {s7} at once! mno_lord_heretic_2|Perhaps now {s7} will see reason? mno_lord_heretic_3|I don't care what they do with {s7} mno_stone_masons_1|Let my minister handle the negotiating mno_stone_masons_2|I will negotiate with them mno_stone_masons_3|I don't need your stone mno_fish_cook_1|Yes, prepare one of these magical fish mno_fish_cook_2|Teach me the preparation mno_fish_cook_3|Burn the women for witchcraft mno_fish_cook_4|Remove the commoner from my presence menu_your_history|YOUR FAMILY HISTORY^^{s6} mno_week1|It's true {s8}, my family's founding member was a god... mno_week1b|Well {s8}, it all started on the mountain top... mno_week1c|Actually {s8}, my family started from humble beginning... mno_week2|Yes {s8}, this is important (1000 coin) mno_week2b|Bah, I'm sure its all lies anyway, I can't afford that. mno_week3|Ok lets add a little more boreing history mno_week3b|Did I mention my grand-father once defeated an army of 300 single handedly? mno_week4|Yes, {s8} I want this story to be accurate mno_week4b|But I haven't mentioned how my grand-mother killed a thousand snakes mno_week5|Just tell what happened, don't embellish things. mno_week5b|Ah, I remember that day, we defeated an army ten times our size! mno_week6|My {s5}? I really don't think about them at all... mno_week6b|{s5} was a hero! I owe them everything mno_week6c|{s5} was a fool, my greatness has far surpassed them mno_week7|Make sure you tell of my {s11}'s great adventurers mno_week7b|Don't talk about them much, you need room for me after all mno_week8|I will write honestly and from the heart... mno_week8b|I will write a tail greater then time mno_final_week1|Pay {s8} as generous as possible mno_final_week2|Refuse to pay {s8} and burn the manuscript menu_murder_events|MURDERS AT COURT^^{s6} mno_murder_dead|Glade thats over... mno_first_kill|Lets review the murder scene mno_second_kill|Give me the report on what happened. mno_third_killer|Who is this killer! mno_fourth_kill|Continue... mno_murderer_found1|You will die for your crimes! mno_murderer_found3|It must be boreing committing these acts alone... menu_ready_to_accuse|{s6} mno_accuse1|I accuse {s8} mno_accuse2|I accuse {s5} mno_accuse3|I accuse {s8} mno_accuse4|I accuse {s7} mno_accuse5|I accuse {s8} mno_accuse6|I accuse {s9} mno_accuse7|I accuse {s8} mno_accuse8|On second thought, I need more evidence... menu_prisoner_events|{s6} mno_prisonescepe1|Maybe we should let them go mno_prisonescepe2|Have {s8} beaten! mno_prisonescepe3|Just watch them closer mno_betterlogging1|This isn't a Inn! mno_betterlogging2|Ok move them to the 'nicer' dungeon' mno_prisonerdies1|Such a waste... menu_friend_events|{s6} mno_friendadvice1|Just be yourself mno_friendadvice2|{reg59?Lovers Ladies} like fancy things mno_friendadvice3|The important thing is to lie often mno_friendgift1|Thank you {s8} mno_sendfgifts1|Send a large chest of gold (5000 coins) mno_sendfgifts2|Send a chest of gold (2000 coins) mno_sendfgifts3|Send a small chest of gold (500 coins) mno_sendfgifts4|I can't afford to send anything mno_friendwar1|Gold is nice, but I'll fight this war alone! mno_friendwar2|Yes thank you {s8}, together we will crush the {s7} mno_friendwar3|Thank {s8}, gold is always nice mno_friendfeast1|Tell {s8} I'll try to make it. menu_rival_events|{s6} mno_rival_basished1|This is a good day! mno_rival_rumor1|Let me help pass these rumors around mno_rival_rumor2|This is beneath me mno_rival_treason1|Warn {s7}, their life is in danger! mno_rival_treason2|Ignore this. mno_end_feud1|I have no interest in ending our feud! mno_end_feud2|Very well, peace be with you. mno_daughter_kidnapped1|Very well! return her now! (5000 coins) mno_daughter_kidnapped12|I can not afford that! menu_knight_events|{s6} mno_knightev1|They are welcome! mno_knightev12|I have enough men as it is. mno_knightev13|Offer to pay the knight off. mno_knightev14|Order these knights to leave your lands mno_knightev15|Resolve the issue with coin mno_knightev16|Ignore the request menu_lady_send_poem|POEM RECIEVED^^{s6} mno_nice1|That was...lovely. menu_man_send_poem|POEM RECIEVED^^{s6} menu_npc_pilgramage|{s6} mno_lord_nude1|How...strange! mno_lord_robbed1|Better them then me menu_player_pilramevents|{s6} mno_pilramevents1|Bastards! mno_pilramevents12|This trip was a waste of time mno_pilramevents13|His holiness is so wise! mno_pilramevents14|I hope it lasts mno_pilramevents15|So many wonders to be seen! menu_daughter_poisend|{s6} mno_daughter_sick1|This is retribution for my sins... mno_daughter_sick12|The gods are angry at me! mno_daughter_sick13|Everyone, pray for my child! menu_player_final_dream|{s6} mno_death_dream1|Continue... mno_death_dream12|Continue... menu_translating_book|THE TRANSLATION^^{s6} menu_the_road|THE ROAD^^{s6} menu_decisions|Personal Decisions^^{s6} mno_do_journal1|Do Some Journaling (reduces stress at a cost of time and renown) mno_do_huntl1|Call a Great Hunt (500 coins)... mno_do_coven1|Found a Coven... mno_do_nickname1|Ask your people for a nick-name... mno_do_empire1|Found Empire of Engaland... mno_do_empire12|Found Country of Ireland... mno_do_empire13|Found the Empire of Britons... mno_do_empire14|Found Nation of Wales... mno_do_empire15|Found Great Kingdom of Alba... mno_do_empire16|Found Kingdom of France... mno_do_sell1|Sell a title... mno_do_hiremercs1|Hire a Merc Company (10,000 coins)... mno_do_murders1|Murder a member of your dynasty... mno_visit_brothel1|Visit a Brothel (100 coin)... mno_do_killself1|Commit Suicide... mno_do_non1|Never-mind menu_commit_suicide|stub menu_murder_child|Too many heirs? Which family member do you wish to kill? Please note your involvement in their death will likely not be kept secret for long and will severely damage your relationships with your surviving family... mno_murder1|Murder your {s10} {s6} mno_murder12|Murder your {s12} {s7} mno_murder13|Murder your {s14} {s8} mno_murder14|Murder your {s11} {s9} mno_murder1non|Actually I don't want to kill anyone... menu_archer_ambush|While scouting ahead of your party, looking for a better path through these dark woods, the sound of a soft whisle pierces the silence, then a dozen arrows begin to fall upon you. You have fallen into an assasins trap!!
https://w.atwiki.jp/altmcws/pages/19.html
This page explains various roles in the regular meeting. It also provides script and tips. Useful files are also available at Public Downloads. When you are assigned to a speech, be sure to bring your manuals to allow your evaluator to write a written evaluation for you. 1. Club Bylaws 2. Competent Communication Manual (Objectives) 3. Competent leadership Manual 4. Advanced Manuals (Descriptions) 5. Scripts (Timer, Vote Counter, GRAHCO) 6. Tips for Table Topics Master 7. Tips on Evaluation 8. Agenda Sample (Members Only Downloads) 9. Tips forTMOD (Members Only Downloads) 10. Glossary 11. You Can t Talk About That 12. Rules, Guidelines, Shopping - Introduction of TI Site Description 1. Club Bylaws These bylaws and constitution are used by all toastmasters club worldwide. 2. Competent Communication Manual (List of objectives) 3. Competent leadership Manual Read page 58 of your Competent Communication Manual on Communication and Leadership Tracks. This explains how to use the above two manuals includedin the new member kit. Members should bring two manuals everytime they serve a role. 4. Advanced Manuals Read page 76 of your Competent Communication Manual Upon completion of the first ten projects of Competent Communication Manual you will acquire the title CC (Competent Communicater) and be entitled to choose two manuals from 15 advanced manuals. The fees for the first two advanced manuals are included in your original payment on your application for membership. 5. Scripts Your first roles in the meeting will be invocation (Mission of the club, Thought of the day, vote counter, timer, and perhaps later GRAHCO (gra-cou). You will be requested to give an explanation of your role by TMOD (tea-mode Toastmaster Of The Day) at the start of the meeting. Feel free to modify these scripts (except for the Mission of the Club) to create your own version. When you are TMOD, and need to call a member, call the person as Toastmaster so and so - rather than TM (tea-em) so and so - even though the abbreviation may be used on the agenda. On the other hand GRAHCO and TMOD are acronyms and used as such. TMOD is preferably called Toastmaster or Madam Toastmaster typically at the start or end of a speech. Toastmaster of the Day is also used for this purpose. 6. Tips for Tabletopics Master To make your session most exciting. 7. Tips on Evaluation For a positive and effective evaluation. 8. Agenda Sample This file is at the Members Only Downloads. * This sample can be used for overwriting when you are TMOD 9. Tips for TMOD This file is at the Members Only Downloads. Please find * TMOD_duties_as_of_909.pdf . 10. Glossary 11. You Can t Talk About That! Members often tell us that other Toastmasters have told them that speeches concerning politics, religion and sex are forbidden by Toastmasters International because such controversial subjects are not appropriate. This is not true. Toastmasters International does not prohibit any speech topic, content or language. Toastmasters International recognizes club members may learn much about the world around them from listening to others’speeches on a variety of subjects. This variety can add interest to club meetings and stimulate thoughts and ideas. For these reasons, Toastmasters International does not place restrictions on topics, content, or language of any speeches. It also recognizesthat a club is a diverse group of people and recommends members be sensitive to this diversity and use good taste and responsibility when selecting speech topics, content, and language. While Toastmasters International has no restrictions, a club may guide its nembers on how to observe good taste and sensitivity in the context of that particular club. (from TIPS, toastmasters Bimonthly Magazine)
https://w.atwiki.jp/pyopyo0124/pages/44.html
CHAPTER XXIX UP CHAPTER XXXI CHAPTER XXX The Queens Class Is Organized Marilla laid her knitting on her lap and leaned back in her chair. Her eyes were tired, and she thought vaguely that she must see about having her glasses changed the next time she went to town, for her eyes had grown tired very often of late. It was nearly dark, for the full November twilight had fallen around Green Gables, and the only light in the kitchen came from the dancing red flames in the stove. Anne was curled up Turk-fashion on the hearthrug, gazing into that joyous glow where the sunshine of a hundred summers was being distilled from the maple cordwood. She had been reading, but her book had slipped to the floor, and now she was dreaming, with a smile on her parted lips. Glittering castles in Spain were shaping themselves out of the mists and rainbows of her lively fancy; adventures wonderful and enthralling were happening to her in cloudland--adventures that always turned out triumphantly and never involved her in scrapes like those of actual life. Marilla looked at her with a tenderness that would never have been suffered to reveal itself in any clearer light than that soft mingling of fireshine and shadow. The lesson of a love that should display itself easily in spoken word and open look was one Marilla could never learn. But she had learned to love this slim, gray-eyed girl with an affection all the deeper and stronger from its very undemonstrativeness. Her love made her afraid of being unduly indulgent, indeed. She had an uneasy feeling that it was rather sinful to set one s heart so intensely on any human creature as she had set hers on Anne, and perhaps she performed a sort of unconscious penance for this by being stricter and more critical than if the girl had been less dear to her. Certainly Anne herself had no idea how Marilla loved her. She sometimes thought wistfully that Marilla was very hard to please and distinctly lacking in sympathy and understanding. But she always checked the thought reproachfully, remembering what she owed to Marilla. "Anne," said Marilla abruptly, "Miss Stacy was here this afternoon when you were out with Diana." Anne came back from her other world with a start and a sigh. "Was she? Oh, I m so sorry I wasn t in. Why didn t you call me, Marilla? Diana and I were only over in the Haunted Wood. It s lovely in the woods now. All the little wood things--the ferns and the satin leaves and the crackerberries--have gone to sleep, just as if somebody had tucked them away until spring under a blanket of leaves. I think it was a little gray fairy with a rainbow scarf that came tiptoeing along the last moonlight night and did it. Diana wouldn t say much about that, though. Diana has never forgotten the scolding her mother gave her about imagining ghosts into the Haunted Wood. It had a very bad effect on Diana s imagination. It blighted it. Mrs. Lynde says Myrtle Bell is a blighted being. I asked Ruby Gillis why Myrtle was blighted, and Ruby said she guessed it was because her young man had gone back on her. Ruby Gillis thinks of nothing but young men, and the older she gets the worse she is. Young men are all very well in their place, but it doesn t do to drag them into everything, does it? Diana and I are thinking seriously of promising each other that we will never marry but be nice old maids and live together forever. Diana hasn t quite made up her mind though, because she thinks perhaps it would be nobler to marry some wild, dashing, wicked young man and reform him. Diana and I talk a great deal about serious subjects now, you know. We feel that we are so much older than we used to be that it isn t becoming to talk of childish matters. It s such a solemn thing to be almost fourteen, Marilla. Miss Stacy took all us girls who are in our teens down to the brook last Wednesday, and talked to us about it. She said we couldn t be too careful what habits we formed and what ideals we acquired in our teens, because by the time we were twenty our characters would be developed and the foundation laid for our whole future life. And she said if the foundation was shaky we could never build anything really worth while on it. Diana and I talked the matter over coming home from school. We felt extremely solemn, Marilla. And we decided that we would try to be very careful indeed and form respectable habits and learn all we could and be as sensible as possible, so that by the time we were twenty our characters would be properly developed. It s perfectly appalling to think of being twenty, Marilla. It sounds so fearfully old and grown up. But why was Miss Stacy here this afternoon?" "That is what I want to tell you, Anne, if you ll ever give me a chance to get a word in edgewise. She was talking about you." "About me?" Anne looked rather scared. Then she flushed and exclaimed "Oh, I know what she was saying. I meant to tell you, Marilla, honestly I did, but I forgot. Miss Stacy caught me reading Ben Hur in school yesterday afternoon when I should have been studying my Canadian history. Jane Andrews lent it to me. I was reading it at dinner hour, and I had just got to the chariot race when school went in. I was simply wild to know how it turned out-- although I felt sure Ben Hur must win, because it wouldn t be poetical justice if he didn t--so I spread the history open on my desk lid and then tucked Ben Hur between the desk and my knee. I just looked as if I were studying Canadian history, you know, while all the while I was reveling in Ben Hur. I was so interested in it that I never noticed Miss Stacy coming down the aisle until all at once I just looked up and there she was looking down at me, so reproachful-like. I can t tell you how ashamed I felt, Marilla, especially when I heard Josie Pye giggling. Miss Stacy took Ben Hur away, but she never said a word then. She kept me in at recess and talked to me. She said I had done very wrong in two respects. First, I was wasting the time I ought to have put on my studies; and secondly, I was deceiving my teacher in trying to make it appear I was reading a history when it was a storybook instead. I had never realized until that moment, Marilla, that what I was doing was deceitful. I was shocked. I cried bitterly, and asked Miss Stacy to forgive me and I d never do such a thing again; and I offered to do penance by never so much as looking at Ben Hur for a whole week, not even to see how the chariot race turned out. But Miss Stacy said she wouldn t require that, and she forgave me freely. So I think it wasn t very kind of her to come up here to you about it after all." "Miss Stacy never mentioned such a thing to me, Anne, and its only your guilty conscience that s the matter with you. You have no business to be taking storybooks to school. You read too many novels anyhow. When I was a girl I wasn t so much as allowed to look at a novel." "Oh, how can you call Ben Hur a novel when it s really such a religious book?" protested Anne. "Of course it s a little too exciting to be proper reading for Sunday, and I only read it on weekdays. And I never read ANY book now unless either Miss Stacy or Mrs. Allan thinks it is a proper book for a girl thirteen and three-quarters to read. Miss Stacy made me promise that. She found me reading a book one day called, The Lurid Mystery of the Haunted Hall. It was one Ruby Gillis had lent me, and, oh, Marilla, it was so fascinating and creepy. It just curdled the blood in my veins. But Miss Stacy said it was a very silly, unwholesome book, and she asked me not to read any more of it or any like it. I didn t mind promising not to read any more like it, but it was AGONIZING to give back that book without knowing how it turned out. But my love for Miss Stacy stood the test and I did. It s really wonderful, Marilla, what you can do when you re truly anxious to please a certain person." "Well, I guess I ll light the lamp and get to work," said Marilla. "I see plainly that you don t want to hear what Miss Stacy had to say. You re more interested in the sound of your own tongue than in anything else." "Oh, indeed, Marilla, I do want to hear it," cried Anne contritely. "I won t say another word--not one. I know I talk too much, but I am really trying to overcome it, and although I say far too much, yet if you only knew how many things I want to say and don t, you d give me some credit for it. Please tell me, Marilla." "Well, Miss Stacy wants to organize a class among her advanced students who mean to study for the entrance examination into Queen s. She intends to give them extra lessons for an hour after school. And she came to ask Matthew and me if we would like to have you join it. What do you think about it yourself, Anne? Would you like to go to Queen s and pass for a teacher?" "Oh, Marilla!" Anne straightened to her knees and clasped her hands. "It s been the dream of my life--that is, for the last six months, ever since Ruby and Jane began to talk of studying for the Entrance. But I didn t say anything about it, because I supposed it would be perfectly useless. I d love to be a teacher. But won t it be dreadfully expensive? Mr. Andrews says it cost him one hundred and fifty dollars to put Prissy through, and Prissy wasn t a dunce in geometry." "I guess you needn t worry about that part of it. When Matthew and I took you to bring up we resolved we would do the best we could for you and give you a good education. I believe in a girl being fitted to earn her own living whether she ever has to or not. You ll always have a home at Green Gables as long as Matthew and I are here, but nobody knows what is going to happen in this uncertain world, and it s just as well to be prepared. So you can join the Queen s class if you like, Anne." "Oh, Marilla, thank you." Anne flung her arms about Marilla s waist and looked up earnestly into her face. "I m extremely grateful to you and Matthew. And I ll study as hard as I can and do my very best to be a credit to you. I warn you not to expect much in geometry, but I think I can hold my own in anything else if I work hard." "I dare say you ll get along well enough. Miss Stacy says you are bright and diligent." Not for worlds would Marilla have told Anne just what Miss Stacy had said about her; that would have been to pamper vanity. "You needn t rush to any extreme of killing yourself over your books. There is no hurry. You won t be ready to try the Entrance for a year and a half yet. But it s well to begin in time and be thoroughly grounded, Miss Stacy says." "I shall take more interest than ever in my studies now," said Anne blissfully, "because I have a purpose in life. Mr. Allan says everybody should have a purpose in life and pursue it faithfully. Only he says we must first make sure that it is a worthy purpose. I would call it a worthy purpose to want to be a teacher like Miss Stacy, wouldn t you, Marilla? I think it s a very noble profession." The Queen s class was organized in due time. Gilbert Blythe, Anne Shirley, Ruby Gillis, Jane Andrews, Josie Pye, Charlie Sloane, and Moody Spurgeon MacPherson joined it. Diana Barry did not, as her parents did not intend to send her to Queen s. This seemed nothing short of a calamity to Anne. Never, since the night on which Minnie May had had the croup, had she and Diana been separated in anything. On the evening when the Queen s class first remained in school for the extra lessons and Anne saw Diana go slowly out with the others, to walk home alone through the Birch Path and Violet Vale, it was all the former could do to keep her seat and refrain from rushing impulsively after her chum. A lump came into her throat, and she hastily retired behind the pages of her uplifted Latin grammar to hide the tears in her eyes. Not for worlds would Anne have had Gilbert Blythe or Josie Pye see those tears. "But, oh, Marilla, I really felt that I had tasted the bitterness of death, as Mr. Allan said in his sermon last Sunday, when I saw Diana go out alone," she said mournfully that night. "I thought how splendid it would have been if Diana had only been going to study for the Entrance, too. But we can t have things perfect in this imperfect world, as Mrs. Lynde says. Mrs. Lynde isn t exactly a comforting person sometimes, but there s no doubt she says a great many very true things. And I think the Queen s class is going to be extremely interesting. Jane and Ruby are just going to study to be teachers. That is the height of their ambition. Ruby says she will only teach for two years after she gets through, and then she intends to be married. Jane says she will devote her whole life to teaching, and never, never marry, because you are paid a salary for teaching, but a husband won t pay you anything, and growls if you ask for a share in the egg and butter money. I expect Jane speaks from mournful experience, for Mrs. Lynde says that her father is a perfect old crank, and meaner than second skimmings. Josie Pye says she is just going to college for education s sake, because she won t have to earn her own living; she says of course it is different with orphans who are living on charity--THEY have to hustle. Moody Spurgeon is going to be a minister. Mrs. Lynde says he couldn t be anything else with a name like that to live up to. I hope it isn t wicked of me, Marilla, but really the thought of Moody Spurgeon being a minister makes me laugh. He s such a funny-looking boy with that big fat face, and his little blue eyes, and his ears sticking out like flaps. But perhaps he will be more intellectual looking when he grows up. Charlie Sloane says he s going to go into politics and be a member of Parliament, but Mrs. Lynde says he ll never succeed at that, because the Sloanes are all honest people, and it s only rascals that get on in politics nowadays." "What is Gilbert Blythe going to be?" queried Marilla, seeing that Anne was opening her Caesar. "I don t happen to know what Gilbert Blythe s ambition in life is-- if he has any," said Anne scornfully. There was open rivalry between Gilbert and Anne now. Previously the rivalry had been rather onesided, but there was no longer any doubt that Gilbert was as determined to be first in class as Anne was. He was a foeman worthy of her steel. The other members of the class tacitly acknowledged their superiority, and never dreamed of trying to compete with them. Since the day by the pond when she had refused to listen to his plea for forgiveness, Gilbert, save for the aforesaid determined rivalry, had evinced no recognition whatever of the existence of Anne Shirley. He talked and jested with the other girls, exchanged books and puzzles with them, discussed lessons and plans, sometimes walked home with one or the other of them from prayer meeting or Debating Club. But Anne Shirley he simply ignored, and Anne found out that it is not pleasant to be ignored. It was in vain that she told herself with a toss of her head that she did not care. Deep down in her wayward, feminine little heart she knew that she did care, and that if she had that chance of the Lake of Shining Waters again she would answer very differently. All at once, as it seemed, and to her secret dismay, she found that the old resentment she had cherished against him was gone--gone just when she most needed its sustaining power. It was in vain that she recalled every incident and emotion of that memorable occasion and tried to feel the old satisfying anger. That day by the pond had witnessed its last spasmodic flicker. Anne realized that she had forgiven and forgotten without knowing it. But it was too late. And at least neither Gilbert nor anybody else, not even Diana, should ever suspect how sorry she was and how much she wished she hadn t been so proud and horrid! She determined to "shroud her feelings in deepest oblivion," and it may be stated here and now that she did it, so successfully that Gilbert, who possibly was not quite so indifferent as he seemed, could not console himself with any belief that Anne felt his retaliatory scorn. The only poor comfort he had was that she snubbed Charlie Sloane, unmercifully, continually, and undeservedly. Otherwise the winter passed away in a round of pleasant duties and studies. For Anne the days slipped by like golden beads on the necklace of the year. She was happy, eager, interested; there were lessons to be learned and honor to be won; delightful books to read; new pieces to be practiced for the Sunday-school choir; pleasant Saturday afternoons at the manse with Mrs. Allan; and then, almost before Anne realized it, spring had come again to Green Gables and all the world was abloom once more. Studies palled just a wee bit then; the Queen s class, left behind in school while the others scattered to green lanes and leafy wood cuts and meadow byways, looked wistfully out of the windows and discovered that Latin verbs and French exercises had somehow lost the tang and zest they had possessed in the crisp winter months. Even Anne and Gilbert lagged and grew indifferent. Teacher and taught were alike glad when the term was ended and the glad vacation days stretched rosily before them. "But you ve done good work this past year," Miss Stacy told them on the last evening, "and you deserve a good, jolly vacation. Have the best time you can in the out-of-door world and lay in a good stock of health and vitality and ambition to carry you through next year. It will be the tug of war, you know--the last year before the Entrance." "Are you going to be back next year, Miss Stacy?" asked Josie Pye. Josie Pye never scrupled to ask questions; in this instance the rest of the class felt grateful to her; none of them would have dared to ask it of Miss Stacy, but all wanted to, for there had been alarming rumors running at large through the school for some time that Miss Stacy was not coming back the next year--that she had been offered a position in the grade school of her own home district and meant to accept. The Queen s class listened in breathless suspense for her answer. "Yes, I think I will," said Miss Stacy. "I thought of taking another school, but I have decided to come back to Avonlea. To tell the truth, I ve grown so interested in my pupils here that I found I couldn t leave them. So I ll stay and see you through." "Hurrah!" said Moody Spurgeon. Moody Spurgeon had never been so carried away by his feelings before, and he blushed uncomfortably every time he thought about it for a week. "Oh, I m so glad," said Anne, with shining eyes. "Dear Stacy, it would be perfectly dreadful if you didn t come back. I don t believe I could have the heart to go on with my studies at all if another teacher came here." When Anne got home that night she stacked all her textbooks away in an old trunk in the attic, locked it, and threw the key into the blanket box. "I m not even going to look at a schoolbook in vacation," she told Marilla. "I ve studied as hard all the term as I possibly could and I ve pored over that geometry until I know every proposition in the first book off by heart, even when the letters ARE changed. I just feel tired of everything sensible and I m going to let my imagination run riot for the summer. Oh, you needn t be alarmed, Marilla. I ll only let it run riot within reasonable limits. But I want to have a real good jolly time this summer, for maybe it s the last summer I ll be a little girl. Mrs. Lynde says that if I keep stretching out next year as I ve done this I ll have to put on longer skirts. She says I m all running to legs and eyes. And when I put on longer skirts I shall feel that I have to live up to them and be very dignified. It won t even do to believe in fairies then, I m afraid; so I m going to believe in them with all my whole heart this summer. I think we re going to have a very gay vacation. Ruby Gillis is going to have a birthday party soon and there s the Sunday school picnic and the missionary concert next month. And Mr. Barry says that some evening he ll take Diana and me over to the White Sands Hotel and have dinner there. They have dinner there in the evening, you know. Jane Andrews was over once last summer and she says it was a dazzling sight to see the electric lights and the flowers and all the lady guests in such beautiful dresses. Jane says it was her first glimpse into high life and she ll never forget it to her dying day." Mrs. Lynde came up the next afternoon to find out why Marilla had not been at the Aid meeting on Thursday. When Marilla was not at Aid meeting people knew there was something wrong at Green Gables. "Matthew had a bad spell with his heart Thursday," Marilla explained, "and I didn t feel like leaving him. Oh, yes, he s all right again now, but he takes them spells oftener than he used to and I m anxious about him. The doctor says he must be careful to avoid excitement. That s easy enough, for Matthew doesn t go about looking for excitement by any means and never did, but he s not to do any very heavy work either and you might as well tell Matthew not to breathe as not to work. Come and lay off your things, Rachel. You ll stay to tea?" "Well, seeing you re so pressing, perhaps I might as well, stay" said Mrs. Rachel, who had not the slightest intention of doing anything else. Mrs. Rachel and Marilla sat comfortably in the parlor while Anne got the tea and made hot biscuits that were light and white enough to defy even Mrs. Rachel s criticism. "I must say Anne has turned out a real smart girl," admitted Mrs. Rachel, as Marilla accompanied her to the end of the lane at sunset. "She must be a great help to you." "She is," said Marilla, "and she s real steady and reliable now. I used to be afraid she d never get over her featherbrained ways, but she has and I wouldn t be afraid to trust her in anything now." "I never would have thought she d have turned out so well that first day I was here three years ago," said Mrs. Rachel. "Lawful heart, shall I ever forget that tantrum of hers! When I went home that night I says to Thomas, says I, `Mark my words, Thomas, Marilla Cuthbert ll live to rue the step she s took. But I was mistaken and I m real glad of it. I ain t one of those kind of people, Marilla, as can never be brought to own up that they ve made a mistake. No, that never was my way, thank goodness. I did make a mistake in judging Anne, but it weren t no wonder, for an odder, unexpecteder witch of a child there never was in this world, that s what. There was no ciphering her out by the rules that worked with other children. It s nothing short of wonderful how she s improved these three years, but especially in looks. She s a real pretty girl got to be, though I can t say I m overly partial to that pale, big-eyed style myself. I like more snap and color, like Diana Barry has or Ruby Gillis. Ruby Gillis s looks are real showy. But somehow--I don t know how it is but when Anne and them are together, though she ain t half as handsome, she makes them look kind of common and overdone-- something like them white June lilies she calls narcissus alongside of the big, red peonies, that s what." CHAPTER XXIX UP CHAPTER XXXI 今日 - | 昨日 - | Total - since 05 June 2007 last update 2007-06-05 01 18 36 (Tue)
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CHAPTER IV UP CHAPTER VI CHAPTER V Anne s History "Do you know," said Anne confidentially, "I ve made up my mind to enjoy this drive. It s been my experience that you can nearly always enjoy things if you make up your mind firmly that you will. Of course, you must make it up FIRMLY. I am not going to think about going back to the asylum while we re having our drive. I m just going to think about the drive. Oh, look, there s one little early wild rose out! Isn t it lovely? Don t you think it must be glad to be a rose? Wouldn t it be nice if roses could talk? I m sure they could tell us such lovely things. And isn t pink the most bewitching color in the world? I love it, but I can t wear it. Redheaded people can t wear pink, not even in imagination. Did you ever know of anybody whose hair was red when she was young, but got to be another color when she grew up?" "No, I don t know as I ever did," said Marilla mercilessly, "and I shouldn t think it likely to happen in your case either." Anne sighed. "Well, that is another hope gone. `My life is a perfect graveyard of buried hopes. That s a sentence I read in a book once, and I say it over to comfort myself whenever I m disappointed in anything." "I don t see where the comforting comes in myself," said Marilla. "Why, because it sounds so nice and romantic, just as if I were a heroine in a book, you know. I am so fond of romantic things, and a graveyard full of buried hopes is about as romantic a thing as one can imagine isn t it? I m rather glad I have one. Are we going across the Lake of Shining Waters today?" "We re not going over Barry s pond, if that s what you mean by your Lake of Shining Waters. We re going by the shore road." "Shore road sounds nice," said Anne dreamily. "Is it as nice as it sounds? Just when you said `shore road I saw it in a picture in my mind, as quick as that! And White Sands is a pretty name, too; but I don t like it as well as Avonlea. Avonlea is a lovely name. It just sounds like music. How far is it to White Sands?" "It s five miles; and as you re evidently bent on talking you might as well talk to some purpose by telling me what you know about yourself." "Oh, what I KNOW about myself isn t really worth telling," said Anne eagerly. "If you ll only let me tell you what I IMAGINE about myself you ll think it ever so much more interesting." "No, I don t want any of your imaginings. Just you stick to bald facts. Begin at the beginning. Where were you born and how old are you?" "I was eleven last March," said Anne, resigning herself to bald facts with a little sigh. "And I was born in Bolingbroke, Nova Scotia. My father s name was Walter Shirley, and he was a teacher in the Bolingbroke High School. My mother s name was Bertha Shirley. Aren t Walter and Bertha lovely names? I m so glad my parents had nice names. It would be a real disgrace to have a father named--well, say Jedediah, wouldn t it?" "I guess it doesn t matter what a person s name is as long as he behaves himself," said Marilla, feeling herself called upon to inculcate a good and useful moral. "Well, I don t know." Anne looked thoughtful. "I read in a book once that a rose by any other name would smell as sweet, but I ve never been able to believe it. I don t believe a rose WOULD be as nice if it was called a thistle or a skunk cabbage. I suppose my father could have been a good man even if he had been called Jedediah; but I m sure it would have been a cross. Well, my mother was a teacher in the High school, too, but when she married father she gave up teaching, of course. A husband was enough responsibility. Mrs. Thomas said that they were a pair of babies and as poor as church mice. They went to live in a weeny-teeny little yellow house in Bolingbroke. I ve never seen that house, but I ve imagined it thousands of times. I think it must have had honeysuckle over the parlor window and lilacs in the front yard and lilies of the valley just inside the gate. Yes, and muslin curtains in all the windows. Muslin curtains give a house such an air. I was born in that house. Mrs. Thomas said I was the homeliest baby she ever saw, I was so scrawny and tiny and nothing but eyes, but that mother thought I was perfectly beautiful. I should think a mother would be a better judge than a poor woman who came in to scrub, wouldn t you? I m glad she was satisfied with me anyhow, I would feel so sad if I thought I was a disappointment to her--because she didn t live very long after that, you see. She died of fever when I was just three months old. I do wish she d lived long enough for me to remember calling her mother. I think it would be so sweet to say `mother, don t you? And father died four days afterwards from fever too. That left me an orphan and folks were at their wits end, so Mrs. Thomas said, what to do with me. You see, nobody wanted me even then. It seems to be my fate. Father and mother had both come from places far away and it was well known they hadn t any relatives living. Finally Mrs. Thomas said she d take me, though she was poor and had a drunken husband. She brought me up by hand. Do you know if there is anything in being brought up by hand that ought to make people who are brought up that way better than other people? Because whenever I was naughty Mrs. Thomas would ask me how I could be such a bad girl when she had brought me up by hand-- reproachful-like. "Mr. and Mrs. Thomas moved away from Bolingbroke to Marysville, and I lived with them until I was eight years old. I helped look after the Thomas children--there were four of them younger than me--and I can tell you they took a lot of looking after. Then Mr. Thomas was killed falling under a train and his mother offered to take Mrs. Thomas and the children, but she didn t want me. Mrs. Thomas was at HER wits end, so she said, what to do with me. Then Mrs. Hammond from up the river came down and said she d take me, seeing I was handy with children, and I went up the river to live with her in a little clearing among the stumps. It was a very lonesome place. I m sure I could never have lived there if I hadn t had an imagination. Mr. Hammond worked a little sawmill up there, and Mrs. Hammond had eight children. She had twins three times. I like babies in moderation, but twins three times in succession is TOO MUCH. I told Mrs. Hammond so firmly, when the last pair came. I used to get so dreadfully tired carrying them about. "I lived up river with Mrs. Hammond over two years, and then Mr. Hammond died and Mrs. Hammond broke up housekeeping. She divided her children among her relatives and went to the States. I had to go to the asylum at Hopeton, because nobody would take me. They didn t want me at the asylum, either; they said they were over- crowded as it was. But they had to take me and I was there four months until Mrs. Spencer came." Anne finished up with another sigh, of relief this time. Evidently she did not like talking about her experiences in a world that had not wanted her. "Did you ever go to school?" demanded Marilla, turning the sorrel mare down the shore road. "Not a great deal. I went a little the last year I stayed with Mrs. Thomas. When I went up river we were so far from a school that I couldn t walk it in winter and there was a vacation in summer, so I could only go in the spring and fall. But of course I went while I was at the asylum. I can read pretty well and I know ever so many pieces of poetry off by heart--`The Battle of Hohenlinden and `Edinburgh after Flodden, and `Bingen of the Rhine, and most of the `Lady of the Lake and most of `The Seasons by James Thompson. Don t you just love poetry that gives you a crinkly feeling up and down your back? There is a piece in the Fifth Reader--`The Downfall of Poland --that is just full of thrills. Of course, I wasn t in the Fifth Reader--I was only in the Fourth--but the big girls used to lend me theirs to read." "Were those women--Mrs. Thomas and Mrs. Hammond--good to you?" asked Marilla, looking at Anne out of the corner of her eye. "O-o-o-h," faltered Anne. Her sensitive little face suddenly flushed scarlet and embarrassment sat on her brow. "Oh, they MEANT to be--I know they meant to be just as good and kind as possible. And when people mean to be good to you, you don t mind very much when they re not quite--always. They had a good deal to worry them, you know. It s very trying to have a drunken husband, you see; and it must be very trying to have twins three times in succession, don t you think? But I feel sure they meant to be good to me." Marilla asked no more questions. Anne gave herself up to a silent rapture over the shore road and Marilla guided the sorrel abstractedly while she pondered deeply. Pity was suddenly stirring in her heart for the child. What a starved, unloved life she had had--a life of drudgery and poverty and neglect; for Marilla was shrewd enough to read between the lines of Anne s history and divine the truth. No wonder she had been so delighted at the prospect of a real home. It was a pity she had to be sent back. What if she, Marilla, should indulge Matthew s unaccountable whim and let her stay? He was set on it; and the child seemed a nice, teachable little thing. "She s got too much to say," thought Marilla, "but she might be trained out of that. And there s nothing rude or slangy in what she does say. She s ladylike. It s likely her people were nice folks." The shore road was "woodsy and wild and lonesome." On the right hand, scrub firs, their spirits quite unbroken by long years of tussle with the gulf winds, grew thickly. On the left were the steep red sandstone cliffs, so near the track in places that a mare of less steadiness than the sorrel might have tried the nerves of the people behind her. Down at the base of the cliffs were heaps of surf-worn rocks or little sandy coves inlaid with pebbles as with ocean jewels; beyond lay the sea, shimmering and blue, and over it soared the gulls, their pinions flashing silvery in the sunlight. "Isn t the sea wonderful?" said Anne, rousing from a long, wide-eyed silence. "Once, when I lived in Marysville, Mr. Thomas hired an express wagon and took us all to spend the day at the shore ten miles away. I enjoyed every moment of that day, even if I had to look after the children all the time. I lived it over in happy dreams for years. But this shore is nicer than the Marysville shore. Aren t those gulls splendid? Would you like to be a gull? I think I would--that is, if I couldn t be a human girl. Don t you think it would be nice to wake up at sunrise and swoop down over the water and away out over that lovely blue all day; and then at night to fly back to one s nest? Oh, I can just imagine myself doing it. What big house is that just ahead, please?" "That s the White Sands Hotel. Mr. Kirke runs it, but the season hasn t begun yet. There are heaps of Americans come there for the summer. They think this shore is just about right." "I was afraid it might be Mrs. Spencer s place," said Anne mournfully. "I don t want to get there. Somehow, it will seem like the end of everything." CHAPTER IV UP CHAPTER VI 今日 - | 昨日 - | Total - since 04 June 2007 last update 2007-06-05 01 31 52 (Tue)
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I Love To Praise Him(by Donnie McClurkin) I Love to praise Him(I Love to praise His name){x3} I Love to praise His holy name I Love to praise Him(I Love to praise His name) I Love to praise up my Lord(I love to praise His name) I Love to praise Him(I Love to praise His name) I Love to praise His holy name I Love to praise Him (I Love to praise His name) I Love to put my hands together and praise Him(I Love to praise His name) Is there any body out here feel the same tonight(I Love to praise His name) I Love to praise His holy name Verse 2 For He s my rock(He s my rock, my rock, my sword, my shield) He s my will(He s my will in the middle of he week) I know He ll never(I know He ll never, never let me down) He s just a Jewel(He s just a Jewel that I have found) Hallelujah(hallelujah) Hallelujah(hallelujah) I Love to praise His name Hallelujah(hallelujah) Hallelujah(hallelujah) I Love to praise His name Hallelujah(hallelujah) Hallelujah(hallelujah) I Love to praise His name I Love to praise His holy name Repeat Verse 2 For He s my rock(He s my rock, my rock, my sword, my shield) He s my will(He s my will in the middle of the week) I know He ll never(I know He ll never, never let me down) He s just a Jewel(He s just a Jewel that I have found) Hallelujah(hallelujah) Hallelujah(hallelujah) I Love to praise His name Hallelujah(hallelujah) Hallelujah(hallelujah) I Love to praise His name Hallelujah(hallelujah) Hallelujah(hallelujah) I Love to praise His name I Love to praise(x8) I Love to praise His holy name I Love to praise Him(I Love to praise){x3} Make me feel good to praise Him(I Love to praise) He s worthy of the praise(I Love to praise) He s worthy of the glory(I Love to praise) Everybody Love to praise Him(I Love to praise){x2} Help me say I Love (I Love){x15} I Love to praise(x8) I Love(I Love){x16} I Love to praise(x8) I Love(I Love){x16} I Love to praise
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CHAPTER VIII UP CHAPTER X CHAPTER IX Mrs. Rachel Lynde Is Properly Horrified Anne had been a fortnight at Green Gables before Mrs. Lynde arrived to inspect her. Mrs. Rachel, to do her justice, was not to blame for this. A severe and unseasonable attack of grippe had confined that good lady to her house ever since the occasion of her last visit to Green Gables. Mrs. Rachel was not often sick and had a well-defined contempt for people who were; but grippe, she asserted, was like no other illness on earth and could only be interpreted as one of the special visitations of Providence. As soon as her doctor allowed her to put her foot out-of-doors she hurried up to Green Gables, bursting with curiosity to see Matthew and Marilla s orphan, concerning whom all sorts of stories and suppositions had gone abroad in Avonlea. Anne had made good use of every waking moment of that fortnight. Already she was acquainted with every tree and shrub about the place. She had discovered that a lane opened out below the apple orchard and ran up through a belt of woodland; and she had explored it to its furthest end in all its delicious vagaries of brook and bridge, fir coppice and wild cherry arch, corners thick with fern, and branching byways of maple and mountain ash. She had made friends with the spring down in the hollow-- that wonderful deep, clear icy-cold spring; it was set about with smooth red sandstones and rimmed in by great palm-like clumps of water fern; and beyond it was a log bridge over the brook. That bridge led Anne s dancing feet up over a wooded hill beyond, where perpetual twilight reigned under the straight, thick-growing firs and spruces; the only flowers there were myriads of delicate "June bells," those shyest and sweetest of woodland blooms, and a few pale, aerial starflowers, like the spirits of last year s blossoms. Gossamers glimmered like threads of silver among the trees and the fir boughs and tassels seemed to utter friendly speech. All these raptured voyages of exploration were made in the odd half hours which she was allowed for play, and Anne talked Matthew and Marilla half-deaf over her discoveries. Not that Matthew complained, to be sure; he listened to it all with a wordless smile of enjoyment on his face; Marilla permitted the "chatter" until she found herself becoming too interested in it, whereupon she always promptly quenched Anne by a curt command to hold her tongue. Anne was out in the orchard when Mrs. Rachel came, wandering at her own sweet will through the lush, tremu- lous grasses splashed with ruddy evening sunshine; so that good lady had an excellent chance to talk her illness fully over, describing every ache and pulse beat with such evident enjoyment that Marilla thought even grippe must bring its compensations. When details were exhausted Mrs. Rachel introduced the real reason of her call. "I ve been hearing some surprising things about you and Matthew." "I don t suppose you are any more surprised than I am myself," said Marilla. "I m getting over my surprise now." "It was too bad there was such a mistake," said Mrs. Rachel sympathetically. "Couldn t you have sent her back?" "I suppose we could, but we decided not to. Matthew took a fancy to her. And I must say I like her myself-- although I admit she has her faults. The house seems a different place already. She s a real bright little thing." Marilla said more than she had intended to say when she began, for she read disapproval in Mrs. Rachel s expression. "It s a great responsibility you ve taken on yourself," said that lady gloomily, "especially when you ve never had any experience with children. You don t know much about her or her real disposition, I suppose, and there s no guessing how a child like that will turn out. But I don t want to discourage you I m sure, Marilla." "I m not feeling discouraged," was Marilla s dry response. "when I make up my mind to do a thing it stays made up. I suppose you d like to see Anne. I ll call her in." Anne came running in presently, her face sparkling with the delight of her orchard rovings; but, abashed at finding the delight herself in the unexpected presence of a stranger, she halted confusedly inside the door. She certainly was an odd-looking little creature in the short tight wincey dress she had worn from the asylum, below which her thin legs seemed ungracefully long. Her freckles were more numerous and obtrusive than ever; the wind had ruffled her hatless hair into over-brilliant disorder; it had never looked redder than at that moment. "Well, they didn t pick you for your looks, that s sure and certain," was Mrs. Rachel Lynde s emphatic comment. Mrs. Rachel was one of those delightful and popular people who pride themselves on speaking their mind without fear or favor. "She s terrible skinny and homely, Marilla. Come here, child, and let me have a look at you. Lawful heart, did any one ever see such freckles? And hair as red as carrots! Come here, child, I say." Anne "came there," but not exactly as Mrs. Rachel expected. With one bound she crossed the kitchen floor and stood before Mrs. Rachel, her face scarlet with anger, her lips quivering, and her whole slender form trembling from head to foot. "I hate you," she cried in a choked voice, stamping her foot on the floor. "I hate you--I hate you--I hate you--" a louder stamp with each assertion of hatred. "How dare you call me skinny and ugly? How dare you say I m freckled and redheaded? You are a rude, impolite, unfeeling woman!" "Anne!" exclaimed Marilla in consternation. But Anne continued to face Mrs. Rachel undauntedly, head up, eyes blazing, hands clenched, passionate indignation exhaling from her like an atmosphere. "How dare you say such things about me?" she repeated vehemently. "How would you like to have such things said about you? How would you like to be told that you are fat and clumsy and probably hadn t a spark of imagination in you? I don t care if I do hurt your feelings by saying so! I hope I hurt them. You have hurt mine worse than they were ever hurt before even by Mrs. Thomas intoxicated husband. And I ll NEVER forgive you for it, never, never!" Stamp! Stamp! "Did anybody ever see such a temper!" exclaimed the horrified Mrs. Rachel. "Anne go to your room and stay there until I come up," said Marilla, recovering her powers of speech with difficulty. Anne, bursting into tears, rushed to the hall door, slammed it until the tins on the porch wall outside rattled in sympathy, and fled through the hall and up the stairs like a whirlwind. A subdued slam above told that the door of the east gable had been shut with equal vehemence. "Well, I don t envy you your job bringing THAT up, Marilla," said Mrs. Rachel with unspeakable solemnity. Marilla opened her lips to say she knew not what of apology or deprecation. What she did say was a surprise to herself then and ever afterwards. "You shouldn t have twitted her about her looks, Rachel." "Marilla Cuthbert, you don t mean to say that you are upholding her in such a terrible display of temper as we ve just seen?" demanded Mrs. Rachel indignantly. "No," said Marilla slowly, "I m not trying to excuse her. She s been very naughty and I ll have to give her a talking to about it. But we must make allowances for her. She s never been taught what is right. And you WERE too hard on her, Rachel." Marilla could not help tacking on that last sentence, although she was again surprised at herself for doing it. Mrs. Rachel got up with an air of offended dignity. "Well, I see that I ll have to be very careful what I say after this, Marilla, since the fine feelings of orphans, brought from goodness knows where, have to be considered before anything else. Oh, no, I m not vexed--don t worry yourself. I m too sorry for you to leave any room for anger in my mind. You ll have your own troubles with that child. But if you ll take my advice--which I suppose you won t do, although I ve brought up ten children and buried two--you ll do that `talking to you mention with a fair- sized birch switch. I should think THAT would be the most effective language for that kind of a child. Her temper matches her hair I guess. Well, good evening, Marilla. I hope you ll come down to see me often as usual. But you can t expect me to visit here again in a hurry, if I m liable to be flown at and insulted in such a fashion. It s something new in MY experience." Whereat Mrs. Rachel swept out and away--if a fat woman who always waddled COULD be said to sweep away--and Marilla with a very solemn face betook herself to the east gable. On the way upstairs she pondered uneasily as to what she ought to do. She felt no little dismay over the scene that had just been enacted. How unfortunate that Anne should have displayed such temper before Mrs. Rachel Lynde, of all people! Then Marilla suddenly became aware of an uncomfortable and rebuking consciousness that she felt more humiliation over this than sorrow over the discovery of such a serious defect in Anne s disposition. And how was she to punish her? The amiable suggestion of the birch switch--to the efficiency of which all of Mrs. Rachel s own children could have borne smarting testimony-- did not appeal to Marilla. She did not believe she could whip a child. No, some other method of punishment must be found to bring Anne to a proper realization of the enormity of her offense. Marilla found Anne face downward on her bed, crying bitterly, quite oblivious of muddy boots on a clean counterpane. "Anne," she said not ungently. No answer. "Anne," with greater severity, "get off that bed this minute and listen to what I have to say to you." Anne squirmed off the bed and sat rigidly on a chair beside it, her face swollen and tear-stained and her eyes fixed stubbornly on the floor. "This is a nice way for you to behave. Anne! Aren t you ashamed of yourself?" "She hadn t any right to call me ugly and redheaded," retorted Anne, evasive and defiant. "You hadn t any right to fly into such a fury and talk the way you did to her, Anne. I was ashamed of you-- thoroughly ashamed of you. I wanted you to behave nicely to Mrs. Lynde, and instead of that you have disgraced me. I m sure I don t know why you should lose your temper like that just because Mrs. Lynde said you were red-haired and homely. You say it yourself often enough." "Oh, but there s such a difference between saying a thing yourself and hearing other people say it," wailed Anne. "You may know a thing is so, but you can t help hoping other people don t quite think it is. I suppose you think I have an awful temper, but I couldn t help it. When she said those things something just rose right up in me and choked me. I HAD to fly out at her." "Well, you made a fine exhibition of yourself I must say. Mrs. Lynde will have a nice story to tell about you everywhere--and she ll tell it, too. It was a dreadful thing for you to lose your temper like that, Anne." "Just imagine how you would feel if somebody told you to your face that you were skinny and ugly," pleaded Anne tearfully. An old remembrance suddenly rose up before Marilla. She had been a very small child when she had heard one aunt say of her to another, "What a pity she is such a dark, homely little thing." Marilla was every day of fifty before the sting had gone out of that memory. "I don t say that I think Mrs. Lynde was exactly right in saying what she did to you, Anne," she admitted in a softer tone. "Rachel is too outspoken. But that is no excuse for such behavior on your part. She was a stranger and an elderly person and my visitor--all three very good reasons why you should have been respectful to her. You were rude and saucy and"--Marilla had a saving inspiration of punishment--"you must go to her and tell her you are very sorry for your bad temper and ask her to forgive you." "I can never do that," said Anne determinedly and darkly. "You can punish me in any way you like, Marilla. You can shut me up in a dark, damp dungeon inhabited by snakes and toads and feed me only on bread and water and I shall not complain. But I cannot ask Mrs. Lynde to forgive me." "We re not in the habit of shutting people up in dark damp dungeons," said Marilla drily, "especially as they re rather scarce in Avonlea. But apologize to Mrs. Lynde you must and shall and you ll stay here in your room until you can tell me you re willing to do it." "I shall have to stay here forever then," said Anne mournfully, "because I can t tell Mrs. Lynde I m sorry I said those things to her. How can I? I m NOT sorry. I m sorry I ve vexed you; but I m GLAD I told her just what I did. It was a great satisfaction. I can t say I m sorry when I m not, can I? I can t even IMAGINE I m sorry." "Perhaps your imagination will be in better working order by the morning," said Marilla, rising to depart. "You ll have the night to think over your conduct in and come to a better frame of mind. You said you would try to be a very good girl if we kept you at Green Gables, but I must say it hasn t seemed very much like it this evening." Leaving this Parthian shaft to rankle in Anne s stormy bosom, Marilla descended to the kitchen, grievously troubled in mind and vexed in soul. She was as angry with herself as with Anne, because, whenever she recalled Mrs. Rachel s dumbfounded countenance her lips twitched with amusement and she felt a most reprehensible desire to laugh. CHAPTER VIII UP CHAPTER X 今日 - | 昨日 - | Total - since 05 June 2007 last update 2007-06-05 01 29 34 (Tue)
https://w.atwiki.jp/poemaster/pages/13.html
An attempt to piece together the history of Wraeclast from clues from NPC dialog, item flavour text, and other canonical sources in Path of Exile. Where possible, information is presented from an in-universe point of view, at the time the game begins. Note Because information from sources like Insider Newsletters is very likely to change before it makes it into the game, while in-game lore is relatively fixed (or at least, changes can be fairly easily tracked), only in-game lore has been consulted. If you have interesting lore from other places, though, stick it on the Discussion page! VaalTears of Maji Atziri and Doryani The End of Vaal Civilization (c. 400 BIC) The AzmeriEncountering the Vaal (c. 900-400 BIC) Imperialus Conceptus (1 IC) Light of Phrecia Maligaro The Peak The Purity Rebellion (1333 - 1st Sacrato of Phreci 1334) The Ezomytes (3rd Fiero of Dirivi 1333)The KaruiDefeat of Marcus Lioneye Shavronne and Brutus Prisoner's Gate Corruption of the Karui The Maraketh (3rd Galvano of Vitali 1333 IC) The Siege of Sarn (last day of Divini 1334 IC - 1st Sacrato of Phreci) The Reign of Voll (2nd Sacrato of Phreci 1334 - c. 1339)The Rapture Device (1336 IC) The Cataclysm (c. 1339) Oriath Modern Times (c. 1600 IC) Vaal The Vaal are the oldest known race in Wraeclast, almost completely forgotten in modern times. They built the Vaal Ruins that entombed a weird darkness, they built the Ancient Pyramid, and presumably they also built the Vaal Oversoul, or at least its mechanical frame. A number of the monsters in the Vaal-created areas are called "constructs" (Ancient Construct, Vaal Construct, Serpentine Construct) so presumably they had some biological or thaumaturgical technology. Although the Vaal civilisation was peaceful, they practiced human sacrifice. Tears of Maji The Vaal were also the first to use virtue gems, known to them as "Tears of Maji". Icius Perandus claims that "The Vaal were even more steeped in gem culture than our Emperor and his Gemlings . It s an obsession as old as civilization itself." in one of the Golden Pages. Siosa s translation of the first Golden Page also mentions that the Vaal gathered their virtue gems at "Doryani s Cradle" to ensure the Vaal civilization s future. The nature and purpose of this cradle is uncertain. Given the fact that Eramir claims it was the Vaal that began the use of virtue gems and the fact that Siosa claims that "gem culture" is as old "as civilization itself", one may assume that the Vaal were the very first civilization. Atziri and Doryani The last queen of the Vaal was named Atziri, who owned fabulous treasure. She allegedly sacrificed all those who opposed her, as Siosa s translation of the second Golden Page mentions that she "drenches her altars with the blood of those deranged enough to question her vision". She appears to have been the patron of Doryani - a thaumaturgist - similar to Chitus s patronage of Malachai. It is said that she "wished to see her likeness reflected in the still waters of history." indicating a vain personality. Siosa mentions that Doryani was a man of "divine talent and demented ambition", comparing him to Malachai. He presumably was a Vaal thaumaturgist of sorts, given the comparison to Malachai. Atziri sought immortality and eternal youth, inspired by the Vaalish noble and serial killer Zerphi. Zerphi lived for 168 years, yet "it is claimed that Zerphi did not possess the body of a 168-year old, rather that, his corpse had the physiognomy of a man twenty years, no more." It is implied that Zerphi had some method of stealing the youth of his victims. Towards reproducing this feat, Atziri sent young men and women to be "processed" by Doryani, in numbers so large that their names filled "page upon page". It is likely this quest was related to the end of the Vaal civilization. The End of Vaal Civilization (c. 400 BIC) The Vaal civilisation seems to have ended as the result of some internal event rather than external conquest. This event may be the mysterious "communion" the Vaal were seeking before their demise according to Icius Perandus as is written in one of the Golden Pages "A communion... but with what? By all accounts, it wasn t God that the Vaal were trying to reach.". Said communion took place during the harvest moon, and Doryani was at the heart of this event. Both Atziri and Doryani died in the cataclysm, as did many others. Some people also "changed" (possibly a reference to the Vaal Fallen found in the Pyramid?). On the Golden Page (Siosa s translation, not the flavour text) that mentions this, the words "sleep", "nightmare" and "the Beast" are also mentioned, and that the Vaal have "failed" themselves. This may be a reference to the Vaal Oversoul, which is also called "nightmare" in game by some of the classes. Siosa believes the end of Vaal civilization must have been very similar to the fall of Sarn. Patching this information together, it may be that the Vaal were expecting to save their civilization at a so-called "communion", which was possibly related to Doryani s "cradle" of virtue gems, and that this communion caused the cataclysm (waking the Oversoul which is defeated at the end of Act 2, and turning many Vaal people into the Vaal Fallen which are also found in the Ancient Pyramid in Act 2). The Azmeri Encountering the Vaal (c. 900-400 BIC) The Azmeri people hail from the Azmerian Mountains. They first encountered the Vaal about 500 years before the Vaal fell, or about 900 BIC. The Vaal helped the fledgling Azmeri civilization advance, but guarded their knowledge of Virtue Gems. After the Vaal fell, 3,126 Vaal refugees assimilated into the Azmeri civilization. Imperialus Conceptus (1 IC) Tarcus Veruso descended from the mountains with his eighty thousand tribesmen and women through the doomlands to Azala Vaal. There he planted his banner upon Atziri s grave and with these words founded our great and eternal empire. "The Vaal closed their eyes to flesh and stone, to blood and bronze. We are not Vaal. We are Azmeri. For now and forever, our eyes are open." Veruso build his capital upon the bones of Azala Vaal and baptized it Sarn. From there, Veruso formed the first Legions and proceeded to conquer the lands beneath the Mantle, clearing it of the mindless constructs and fierce abominations left in the wake of The Fall. True to his word, Veruso ensured that his people lived "with eyes open". The ancient Vaalish centres of learning and power were sealed and quarantined. Thaumaturgy was outlawed and those who stained themselves with Vaalish folly were burned for their sin. The Tears of the Maji, too dangerous to be destroyed, were gathered up, taken to Highgate, and buried within the bowels of the mountains. The caverns there were sealed and forgotten. A supreme effort to erase the past. A primitive reaction born of primitive times, in the opinion of this humble historian. The Ancients, Book 6 Book 6 Imperialus Conceptus Imperialus Conceptus, the founding of the Eternal Empire, occurred 400 years after the fall of the Vaal. Light of Phrecia Five years after his father s death, Emperor Caspiro, too, was dead. Although accounts of the exact details differ, one clear fact is agreed upon. Caspiro was dismembered by something referred to simply as a dark being. It was General Alano Phrecia who avenged the Emepror s death and who triumphed in driving away the pervasive darkness enveloping what would become the imperial heartlands. Though it seems fanciful to contemplate a portion of our Empire cast into perpetual night, Azmerian writers of the time are unified in their depiction. Perhaps it was caused by peculiar weather patterns or some thaumaturgical residue of The Fall. On this matter, this humble historian is left in the uncomfortable state of pure conjecture. On the first Sacrato of Lurici, 35 I.C., Alano himself wrote that "our legions drove the dark being deep into the recesses of its lair and sealed it away for eternity". Having returned the gaze of Solaris to those lands stretching from the foot of the Mantle to the Axiom Ranges, Alano Phrecia returned to Sarn. In the absence of a clear Veruso succession, Alano was crowned emperor and the Imperial heartlands were named in his honour. With the former realm of the Vaal thus tamed and settled by our Azmerian ancestors, the Eternal Empire saw a long period of peace and prosperity under an unbroken line of Phrecia emperors. "To care for this Empire with eyes open." - A traditional vow made by the High Templar upon the coronation of an Eternal Emperor. The Ancients, Book 7 Light of Phrecia Maligaro At some point in the Empire s history, there was a thaumaturgist named Maligaro (his equipment and laboratory is found in the Chamber of Sins, whose architecture resembles Lunaris Temple in Sarn). Maligaro s research centred on virtue gems and how their qualities might be transferred to humans. His main technique was to inject the "essence" of a gem via a device called Maligaro s Spike although it never seemed to work terribly well. Apart from the Spike, Maligaro created elementals and a mysterious darkness that covered the land At the end of his life he created the Baleful Gem—either a synthetic virtue gem, or a corrupted one—for an unknown purpose. The Peak We don t know how much land the Empire covered before its sudden demise, but we do know it was divided at least into the Outer Empire (the southern coast from The Prisoner s Gate down past Lioneye s Watch) and the Inner Empire (everything north and inland of Prisoner s Gate). The Empire s capital at that time was Sarn, and despite the centuries of neglect, the remaining architecture suggests the Empire was fairly prosperous. The emperor at the time was Chitus, although we don t know much about him beyond his ignorance of the forces that would destroy him. While the Empire s citizens were Azmeri, the slaves were of other races, including Ezomytes, Maraketh and Karui. It seems these other races were not native to Wraeclast, or at least not the part of Wraeclast covered by the Empire, but were separate contemporary civilisations. At the time, the leading thaumaturgist was Malachai. Like Maligaro he experimented with virtue gems, but unlike Maligaro he just surgically implanted them into his test subjects, and his efforts met with far more success than Maligaro s. Malachai had slaves mining virtue gems and Thaumetic Sulphite and a supply of test subjects from the emperor. The results of this surgical process were known as Gemlings. Emperor Chitus said "These glorious gems have brought us within spitting distance of godhood", and the Empire s defences included at least one Gemling legion. Malachai s most famous creation, however, was known as the Gemling Queen. She was originally a "favourite" of Emperor Chitus named Dialla, but annoyed him and was given to Malachai to experiment on. She fell in love with him and he reshaped her into a most impressive Gemling. The Purity Rebellion (1333 - 1st Sacrato of Phreci 1334) Righteous and devoted to both faith and country, High Templar Voll struck little hardship in gathering others to his godly cause; Sarn s own Lord Mayor Ondar and Victario, the People s Poet; Archbishop Geofri of Phrecia; Governor Kastov of Stridevolf; and Commander Adus of Highgate. Together, these Warriors of Purity forged an uprising against the Gemling thaumatocracy that Voll hoped would "Snatch this empire from the claws of devilry and return it to humanity." The Purity Chronicles, Book 1 Embers of Insurrection Meanwhile, outside the Imperial Court and thaumaturgists laboratories, discontent grew. A movement named the Purity Rebellion sought to overthrow Emperor Chitus and destroy the thaumaturgists and their Gemlings. The Purity Rebellion was led by High Templar Voll, the overall leader. Victario, the People s Poet. Lord Mayor Ondar of Sarn. Archbishop Geofri of Phrecia. Governor Kastov of Stridevolf. Commander Adus of Highgate. The Purity Rebellion sought help in many places Victario raised support among the common citizens of the Empire Victario sought help from Thane Rigwald of Ezomyr, perhaps a vassal nation. Voll sought help from King Kaom of the Karui Voll also sought help from Sekhema Deshret of the Maraketh. The Ezomytes (3rd Fiero of Dirivi 1333) High Templar Voll had Victario entreat Thane Rigwald of Ezomyr, knowing that a poet would fare far better than any politician at rousing the romantic Ezomytes to rebellion. Stirred by Victario s impassioned words, Rigwald mustered his blood-bound clans, and on the 3rd Fiero of Dirivi 1333 IC, took to the fields of Glarryn in open rebellion against Governor Gaius Sentari. Such was the colourful splendour of a thousand tartans and banners that the Ezomyte uprising became known as "The Bloody Flowers Rebellion". Though Sentari s Gemling legionnaires skew three Ezomytes for every one of their own fallen, the Bloody Flowers won the day through sheer fury-driven courage. Governor Sentari fled to Sarn, only to return in Astrali with reinforcements drawn from the capital, Vastiri, and southern garrisons. Little did Sentari know that, by so weakening those forces, he was playing right in to Voll s hands. The Purity Chronicles, Book 2 Bloody Flowers It is possible that the Battle of the Bridge was part of this campaign. The Karui Defeat of Marcus Lioneye Meanwhile, in the Outer Empire, King Kaom and a Karui war host landed on the The Coast. They attacked and defeated Marcus Lioneye s Eternal Legion, stationed at Lioneye s Watch. In a man-to-man fight on open ground, a Gemling Legion would have slaughtered Kaom s Karui warriors like so many pigs in a pen. But Kaom had no intention of engaging Lioneye in a fair fight. By absorbing some heavy losses and feigning a chaotic retreat, Kaom drew Marceus into ordering his Gemlings to abandon their tower shields so that they might pursue and rout the fleeing Karui. It was not out of recklessness that Lioneye plucked such a decision, but from the experience-born confidence that the Karui did not have archers. Traditionally, Karui warriors are forbidden from using projectile weapons of any kind. What Lioneye understandably overlooked was that this tavukai (sacred prohibition) did not extend to women. At her uncle s behest, Hyrri had traveled to Thebrus and studied archery with Voll s finest military tutors. When the legionnaires shed protection in favor of mobility, Hyrri and her bow-women broke cover and rained death upon the Gemlings from the cliffs above. A valiant Marceus Lioneye gathered his surviving legionnaires for a final stand within the walls of Lioneye s Watch. Kaom honored his bravery by wearing Marceus bejeweled head upon his belt from that day on. Having secured a safe harbour for landing reinforcements, Kaom continued his conquest of the coast, slaughtering the Eternal citizens and clearing the way for the first ever settlement of Karui on the Wraeclastian mainland. The Purity Rebellion, Book 3 Fall of a Jade Axe Shavronne and Brutus The Empire s second line of defence was a thaumaturgist named Shavronne, from a group of people or a location known as Umbra. When she realised Lioneye would fall to Kaom, Shavronne raced to the next defensible structure up the coast, Axiom Prison. She tricked or convinced the warden, Brutus, into allowing her to make him into a super-human monster capable of defeating the Karui. Brutus was never defeated by the Karui, although we don t know if they ever bothered attacking Axiom Prison. Although Karui carvings are found beyond Axiom Prison in the Coves, they might not have travelled there via Axiom; since the Karui possessed canoe technology they may have just travelled by sea up the coast. Prisoner s Gate Shavronne erected a thaumaturgical barrier as a third line of defence against the Karui, in the pass between Prisoner s Gate and the Western Forest. Whether they tried to break through it and failed, or whether they never bothered trying, the Karui ceased their advance when they reached Siren s Song Cove. Corruption of the Karui After their victory, the Karui settled on the coast. However, their good fortune was be short-lived, as they were corrupted by the Cataclysm, resulting in social unrest, raising of undead, and twisting of the wildlife. Kaom himself was eventually corrupted, likely meeting his end in Merveil s Lair. His niece Hyrri led the remaining five hundred Karui families back to the Karui homeland of Ngamakanui. The Maraketh (3rd Galvano of Vitali 1333 IC) In return for her military support in the rebellion, Voll promised Sekhema Deshret the return of the Maraketh grazing lands stolen during the imperial conquest of the Vastiri Plains. The Red Sekhema agreed on one condition, that she might have Hector Titucius skin with which to fashion a Rhoa saddle. To this end, Voll and Deshret engineered a trap for General Titucius and his Vastiri Legion. The Maraketh had long been able to predict the comings and goings of the vast and vicious dust storms that constantly plague the plains. Deshret located one such fledgling maelstrom within a day s march of Titucius camp. For his part, Voll identified a number of imperial spies amongst the Maraketh and fed them false information regarding a potential tribal uprising. Taking the bait, Titucius and his Gemling legion surround the supplied location, thus placing himself squarely in the path of Deshret s dust storm. On the third Galvano of Vitali 1333 IC, the tempest descended upon Titucius legion with blinding, deafening ferocity. Deshret s akhara, born and raised in dust and wind, swept through the legion, harvesting it like a field of ripe corn. Once storm and Maraketh fury had abated, the Vastiri Legion existed only as a multitude of dust-cloaked mounds. The Red Sekhema claimed her prize and it is said that there is no more comfortable saddle in all of Vastiri than Deshret s. The Purity Chronicles, Book 4 The Red Sekhema s Saddle The Siege of Sarn (last day of Divini 1334 IC - 1st Sacrato of Phreci) On the last day of Divini 1334 IC, High Templar Voll laid siege to Sarn. Commander Adus of Highgate soon joined him, bringing his legion and a horde of miners to bolster the Army of Purity s ranks. Thus surounded, Emperor Chitus rallied his Gemlings for a desperate defence of the capital. His efforts were cut short by Lord Mayor Ondar who, on the 2nd Kaso of Derivi, stabbed Chitus to death on the steps of the Scepter of God. With Victario s help, Ondar was able to flee through the sewers and escape to Voll s encampment. But Ondar s term as the Hero of Purity was a short one. Two weeks later he was found by Victario s men in the Sarn sewers, seated and cross-legged, with his severed head in his lap. It was later discovered that the Perandus family had hired Coralito of the Silent Brotherhood to pluck Ondar from Voll s camp and deliver their vengeance for Chitus murder. Yet despite their desperate efforts, Chitus mourners were unable to save their city. Faced with Victario s uprisings in the Slums, Docks, and Warehouse districts, and constant attacks from without, Lord Cadiro Perandus met with Voll on the 1st Sacrato of Phreci and offered Sarn s unconditional surrender. Voll and his Army of Purity marched through the gates of the capital and less than a week later Voll of Thebrus was crowned Emperor. The Purity Chronicles, Book 4 The Emperor is Dead. Long Live the Emperor. The Reign of Voll (2nd Sacrato of Phreci 1334 - c. 1339) "He soared to power on the smoke of burning witches". So the surviving Gemlings whispered of Voll of Thebrus, as he donned the Imperial crown on the 2nd Sacrato of Phreci, 1334 IC. But in truth, he was never the sort of man to set a girl alight for merely reading a palm or remedying a bout of the clap. The Purity Chronicles, Book 1 Embers of Insurrection We don t know whether the Rebellion itself fatally wounded the Empire or just injured it, but under Voll s leadership it declined rapidly. The Rapture Device (1336 IC) Voll condemned Malachai to burn before the doors of his Solaris, but it seems that Malachai s promises have saved him from the pyre. "An end to thaumaturgy," he claims. A fancy that our Emperor is willing to humor. For weeks now, Malachai has been consigned to the Solaris, forging a mechanism that will purge Wraeclast of its otherworldly vices. Today, the first Fiero of Eterni 1336 IC, Malachai and his Gemling Queen gripped each a corner of a silken mantle and unveiled his Rapture Device. Like a pit of copper snakes it writhes before the eyes. Whether it is a miracle or a monstrosity, none but Malachai can say. Yet tomorrow Voll shall lead the Highgate Legion home, conveying Malachai, Lady Dialla, and this bewildering apparatus north. North, from whence the first Gems came. From whence the nightmare of Chitus thaumatocracy was born. It is in Highgate that our Emperor Voll will finish what he started. He will burn Chitus empire from history and raise up a fresh and pure theocracy from the ashes of arrogance and corruption. God be with you, Voll of Thebrus, and with us all. The Purity Chronicles, Book 6 The Rapture Device The Cataclysm (c. 1339) Voll s reign lasted about five years. Despite the decline of the Empire after the Rebellion, it was finally killed by a separate event called the "cataclysm". This cataclysm could not have been the Rebellion, for several reasons Eramir says the Azmeri s "history" and "identity" was destroyed by the cataclysm, but the Empire was still standing (shaky and infirm but standing, Emperor and all) after the Rebellion, and it seems unlikely the Azmeri could have forgotten their identity while the Empire was still nominally alive. The Karui participated in the Rebellion, and after they took control of the southern coast, they settled there it quite happily. It wasn t until later that the Karui recorded "Black storms descend on us from the north" (that is, from the Inner Empire and Sarn) and later still "The earth of Wraeclast rejects the dead." The Karui settlement must have occurred between the Rebellion and the event that cursed Wraeclast. Very little is known about exactly what happened; as Clarissa points out, no news of the Empire reached Oriath until after the cataclysm was over and its effects drove the Karui out of Wraeclast. So what was this cataclysm that finally put an end to the Empire, and presumably cursed the Gemlings and raised the dead? Hargan says "Voll s was the shortest reign of any Eternal Emperor, about five years. The Twist saw to that." The only other mention of the Twist is when Lady Dialla says "The cockroaches will come again. They want the Twist." Apparently, the Twist is a device or artifact, and it exists (or the Ebony Legion believe it exists) somewhere in Solaris Temple under the protection of Lady Dialla, or perhaps even on her person. It s possible that Lady Dialla picked the Twist out of the wreckage of Sarn years after the cataclysm occurred, and moved it to her sanctuary in Solaris Temple for safe-keeping, but there are reasons to suspect she was directly involved in the cataclysm itself The Gemling Queen is the only Gemling known to have escaped becoming Undying. At one point, Grigor says "Then they ll have the Gemling Queen, a living embodiment of the cataclysm." Lady Dialla herself implies that at one point she had to choose between the Empire s survival and her own "Malachai begged for him, for the Empire. I chose me... selfish me. The Empire died, and I live. I live, and live, and live, and live." This raises further questions Lady Dialla says of Malachai "He gave me gems, divine jewels for his Gemling Queen." and describes her spine as a "Pretty spine, bejeweled and bountiful." Since this is Malachai we re talking about, these are presumably Virtue Gems rather than mere jewellery. Most Gemlings seem to have received only a single Gem, and yet from context Lady Dialla received many, so Malachai must have intended her for some purpose greater than the average Gemling. If this did indeed occur after the Purity Rebellion with the Empire in disarray, perhaps he intended to use her to restore the Empire much as Shavronne intended Brutus to defend it. Oriath Oriath is a small island off the south-east coast of Wraeclast. We don t know when Oriath was first colonised, but it seems to have been well-established and prosperous at the time of the Empire s fall so it must have been at least settled and under construction during the Empire s peak. In the Phrecian Forest in the Inner Empire is the Fellshrine, the ruins of an old Templar cathedral, so the Templars have a long-standing link to Wraeclast, and obviously High Templar Voll had an interest in the Empire. Presumably people from the Empire colonised Oriath and brought their religion along, and were stranded when the Empire crumbled. The capital of Oriath is Theopolis, and contains at least historical archives, duelling arenas, and the headquarters of the Ebony Legion. It also contains the Court of Divine Temperance, presided over by "the High Templar"(currently Dominus), and many of the crimes that Court prosecutes are things like "Theosophical Pride", "Public Heresy" and "resisting Templar authority", so it seems fairly likely that Oriath is some kind of theocracy run by the Templars. Even the name "Theopolis" suggests religious devotion Modern Times (c. 1600 IC) In the modern age, Wraeclast bears no civilisation, just a few disorganised descendants of the Empire and undead. It also bears a number of people from Oriath. Some were shipwrecked, but many were exiled for crimes minor or major. The current High Templar is a man named Dominus, who controls the Ebony Legion as well as the Templars. He recently acquired an interest in the history of the Empire. Dominus works in a laboratory at the top of the tower known as the Sceptre of God, but his assistants General Gravicius and Piety gather information and resources. Gravicius set up a temporary barracks in Sarn, near Lunaris Temple, and seems to be responsible for seeking out the artifact known as the Twist and perhaps the Ribbon Spool. Piety was originally named Vinia, and worked as a thaumaturgist and prostitute in Theopolis. Currently she is more of an archaeologist, roaming Wraeclast investigating the works and techinques of the Empire s most famous thaumaturgists including Shavronne and Maligaro, as well as trying to reproduce their experimental results for herself. Like Malachai, she implants Virtue Gems surgically, although judging by the detritus in the lowest floor of Lunaris Temple, she has not yet reached Malachai s level of skill.
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