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Violence, overcrowding, and poverty - these are the reasons you and your family fled Ireland two years ago, 1832. You had already beaten the odds once, living to the ripe age of 28 when the average age of death was only 19, but you no longer have only yourself to take care of. There are four of you in total, named:
You, age 28: <<textbox "$pc" "Samuel">>
Your Wife, age 25: <<textbox "$wife" "Margaret">>
Your Son, age 6: <<textbox "$son" "Thomas">>
Your Daughter, age 1: <<textbox "$daughter" "Caitlín">>
When you arrived in what was advertized as the 'New World', you made your way further inland until coming to Bytown, a lumber town that lured you in with the promise of steady work. You've settled in a shanty town called Corktown, built into the dirt and earth alongside the unfinished Rideau Canal. You've been hired to help finish it. Most of your countrymen are single, perhaps with a wife - and it becomes clear that it's going to become a challenge to feed your growing family. But you've spent what fortune you had coming here - there's no turning back now.
[[Begin|Corktown Hub][$gameStart to true]]<<nobr>> The year is
<<if $act is 1>>
1830,
<<elseif $act is 2>>
1832,
<<elseif $act is 3 and $week >= 25>>
1835,
<<elseif $act is 3 and $week >= 29>>
1837,
<</if>> and it is
<<if $daytime is true>>
the start of the day.
<<else>>
the end of the day.
<</if>>
<<if $act is 1>>You and your companions are still working on construction of the Rideau Canal. <<elseif $act is 2>> You are unemployed and seeking employment. <<elseif $act is 3>> You are working as a timberer for lumber baron Peter Aylen. <</if>><</nobr>>
<<nobr>>
<<if $daytime is false>>
You can't work at night.
<<elseif $strike is true>>
You are on strike.
<<elseif $act is 1>>
[[Work the Canal|Canal Work][$daytime to false]]
<<elseif $act is 2>>
[[Look for work|Look For Work]]
<<elseif $act is 3>>
[[Work for Aylen|Shiner Work][$daytime to false]]
<</if>> <</nobr>>
[[Store]]
[[Church]]
[[Cottage|Home]]
<<if $debug>>
[[(DEBUG) QuickDine|Dinner]]
[[(DEBUG) Kill wife|Corktown Hub][$wNeedsDis to 0]]
[[(DEBUG) Kill son|Corktown Hub][$sNeedsDis to 0]]
[[(DEBUG) Kill daughter|Corktown Hub][$dNeedsDis to 0]]
<</if>>
<<set $wealth to Math.clamp($wealth, 0, 100)>>
<<set $health to Math.clamp($health, 0, 100)>>
<<set $compassion to Math.clamp($compassion, 0, 100)>>
<<set $social to Math.clamp($social, 0, 100)>>
<<if $week is 25 and $eventProc is false>><<goto Choice7>><</if>>
<<if $week is 28 and $eventProc is false>><<goto Choice9>><</if>>
<<if $week is 29 and $eventProc is false>><<goto Choice10>><</if>>
<<if $week is 26 and $daytime is false and $eventProc is false>><<goto Choice8>><</if>>
<<if $week is 31 and $daytime is false and $eventProc is false>><<goto Choice11>><</if>>
/*<<if $debug>> <<set $wealth += 50>> <<set $weekFoodBuy to true>><<set $foodQuality to 4>><</if>>*/<<nobr>> Wealth:
<<if $wealth >= 75>> <<set $wr to 4>>
@@color:#15ff00;You're rather poor, but better off than your fellows.@@
<<elseif $wealth >= 50 and $wealth < 75>> <<set $wr to 3>>
@@color:#f2ff00;Your fortunes are meagre, but you can still scrape by.@@
<<elseif $wealth > 0 and $wealth < 50>> <<set $wr to 2>>
@@color:#ffaa00;You can barely afford the necessities of survival.@@
<<elseif $wealth is 0>> <<set $wr to 1>>
@@color:#ff0000;You cannot afford to live.@@
<</if>>
<</nobr>>
<<nobr>> Condition:
<<if $health >= 75>> <<set $hr to 4>>
@@color:#15ff00;You're in good physical shape.@@
<<elseif $health >=50 and $health < 75>> <<set $hr to 3>>
@@color:#f2ff00;Your health is beginning to wane.@@
<<elseif $health >=25 and $health < 50>> <<set $hr to 2>>
@@color:#ffaa00;Poor living conditions have rendered you weak, malnourished, and vulnerable.@@
<<elseif $health >=0 and $health < 25>> <<set $hr to 1>>
@@color:#ff0000;You are on death's door.@@
<</if>>
<<if $illness>> @@color:#ff0000;You have an illness.@@ <<else>> @@color:#15ff00;You are not sick.@@ <</if>>
<</nobr>>
<<nobr>>
Compassion: <<if $debug>>$compassion<</if>>
<<if $compassion >= 75>> <<set $cr to 4>>
@@color:#15ff00;You're always looking to help out where you can.@@
<<elseif $compassion >=50 and $compassion < 75>> <<set $cr to 3>>
@@color:#f2ff00;You do your best to help your fellows, but you're only human.@@
<<elseif $compassion >=25 and $compassion < 50>> <<set $cr to 2>>
@@color:#ffaa00; You focus on your self and your family first and foremost - all else comes second.@@
<<elseif $compassion >=0 and $compassion < 25>> <<set $cr to 1>>
@@color:#ff0000;You couldn't care less about the suffering of those around you.@@
<</if>>
<</nobr>>
<<nobr>> Social:
<<if $social >= 75>> <<set $sr to 4>>
@@color:#15ff00;You're a popular and familiar figure amongst the community.@@
<<elseif $social >=50 and $social < 75>> <<set $sr to 3>>
@@color:#f2ff00;You're acknowledged as a member of the flock.@@
<<elseif $social >=25 and $social < 50>> <<set $sr to 2>>
@@color:#ffaa00;Your peers are beginning to distrust you.@@
<<elseif $social >=0 and $social < 25>> <<set $sr to 1>>
@@color:#ff0000;You're a stranger to your community.@@
<</if>>
<</nobr>>
<<if $wAlive>>$wife is still alive.<<else>>$wife has died, draining the colour from the world. Your laughter rings hollow forevermore.<</if>>
<<if $sAlive>>$son is still alive.<<else>>Your only son, $son, has passed. Perhaps God is punishing you.<</if>>
<<if $dAlive>>$daughter is still alive.<<else>>Your beautiful little daughter, $daughter, is no more. You feel you've failed her.<</if>>
<<if $famAlive is false>>Your entire family has passed away, leaving you without hope and bereft of purpose.
<</if>>
\
<<nobr>> Overall Status:
<<switch $state>>
<<case 4>>
@@color:#15ff00;While it's not the easiest life to live, you can still keep your chin held high.@@
<<case 3>>
@@color:#f2ff00;Life is showing its strain, and you find yourself struggling to uphold your values, beliefs, and sense of self.@@
<<case 2>>
@@color:#ffaa00;You've grown desperate, and are finding yourself increasingly capable of actions you once found detestable.@@
<<case 1>>
@@color:#8a8a8a;You're past the point of no return. What's the point, anymore?@@
<</switch>>
<</nobr>>
Your overall state shows how desperate you are. A lower state results in higher desperation, which opens up more extreme avenues for survival.
<<back Return>>
/*
Wealth: Poor, Meagre, Destitute, Squalid
Health: Healthy, Unwell, Weak, Critical
Family: Affectionate, Amicable, Cold, Estranged
Social: Familiar, Accepted, Lonely, Alienated
State: Happy, Relaxed, Weary, Miserable, Wretched
Scale of 0-100, increments of 25
*/
The following sources were used to inform the historical basis for the plot, characters, and setting of the game.
Cross, Michael S. "The Shiners’ War: Social Violence in the Ottawa Valley in the 1830s." The Canadian Historical Review, vol. 54, no. 1, 1973, pp. 1-26.
---. "AYLEN, PETER." //Dictionary of Canadian Biography//, vol. 9, University of Toronto, 1976, http://www.biographi.ca/en/bio/aylen_peter_9E.html. Accessed October 7, 2019.
Great Britain. Parliament. //Emigration: Papers Relative to Emigration to the North American Colonies (in Continuation of Papers Presented 17th June 1853)//. vol. C. 1763;no. 9_00998;, G.E. Eyre and W. Spottiswoode, London, 1854.
Radforth, Ian W., 1952, and Laurel S. MacDowell 1947. //Canadian Working Class History: Selected Readings.// Canadian Scholars' Press, Toronto, 2000.
Taylor, John H. //Ottawa, an Illustrated History.// Lorimer, Toronto, 1986.
William N. T. Wylie. "Poverty, Distress, and Disease: Labour and the Construction of the Rideau Canal, 1826-32." //Labour / Le Travail//, vol. 11, 1983, pp. 7-29.
<<back Return>>
<<set $choice to "">>
<<set $gameStart to false>> /* Set this to true when testing */
<<set $debug to false>>
<<set $day to 1>>
<<set $year to 1834>>
<<set $act to 1>> /* 3 acts total */
<<set $week to 1>>
<<set $daytime to true>>
<<set $eaten to false>>
<<set $foodQuality to 1>>
<<set $medQuality to 1>>
<<set $weekFoodBuy to false>>
<<set $weekMedBuy to false>>
<<set $weekPrayed to false>>
<<set $medQuantity to 0>>
<<set $strike to false>>
<<set $wages to 5>>
<<set $state to 4>>
<<set $wealth to 50>>
<<set $wr to 4>>
<<set $health to 80>>
<<set $hr to 4>>
<<set $family to 100>>
<<set $fr to 4>>
<<set $compassion to 100>>
<<set $cr to 4>>
<<set $social to 80>>
<<set $sr to 4>>
<<set $illness to false>>
<<set $pc to "Samuel">>
<<set $wife to "Margaret">>
<<set $wAlive to true>>
<<set $daughter to "Caitlín">>
<<set $dAlive to true>>
<<set $son to "William">>
<<set $sAlive to true>>
<<set $eventProc to false>>
<<set $deathFlag to false>>
<<set $famAlive to true>>
<<set $famSick to 0>>
<<set $famDead to 0>>
<<set $wNeeds to 3>>
<<set $wNeedsDis to 30>>
<<set $wHealth to 3>>
<<set $wHealthDis to 30>>
<<set $sNeeds to 3>>
<<set $sNeedsDis to 30>>
<<set $sHealth to 3>>
<<set $sHealthDis to 30>>
<<set $dNeeds to 3>>
<<set $dNeedsDis to 30>>
<<set $dHealth to 3>>
<<set $dHealthDis to 30>>
<<set $pDiseaseHit to 100>>
<<set $wDiseaseHit to 100>>
<<set $sDiseaseHit to 100>>
<<set $dDiseaseHit to 100>>
Nutritional States: Well-Fed, Hungry, Starving
Health States: Healthy, Ill, DiseasedLandmarks:
Notre-Dame Cathedral Basilica
Bytown Museum
Needed Riddles:
Choice10
<<nobr>>
<<if $famAlive is true>>It takes a moment for your eyes to adjust to the dim light as you enter the mud hovel you and your family call home.
<<switch $foodQuality>>
<<case 4>>
You can smell the savory scent of cooking stew wafting up from the cooking pot.
<<case 3>>
A few basic sandwiches are set about the dinner table, made with bread and pork.
<<case 2>>
A scruple of bread lay half-eaten on a small mat.
<<case 1>>
@@color:#ff0000;''There is no food in sight.''@@
<</switch>>
<<else>>It's quiet, empty, and cold.
<<switch $foodQuality>>
<<case 4>>
You have plenty of food. If only you could have shared it.
<<case 3>>
You have a fair amount of food, for whatever good it does you.
<<case 2>>
You have some small measure of food. No point cooking.
<<case 1>>
@@color:#ff0000;''There is no food in sight.''@@
<</switch>><</if>>
<<if $wAlive is true and $dAlive is true>>
<<switch $sr>>
<<case 4>>
$wife is having a lively conversation with a friend as she nurses $daughter,
<<case 3>>
$wife is idly chatting with a friend as she nurses $daughter,
<<case 2>>
$wife has little to say to her nearby friend as she nurses $daughter,
<<case 1>>
$wife is alone, nursing $daughter,
<</switch>>
<</if>>
<<if $wAlive is true>>
<<switch $fr>>
<<case 4>>
and she looks up and gives you a warm smile as you enter. "There you are, mo cuishle. I hope you've been well."
<<case 3>>
and she looks up and gives you a warm smile as you enter.
<<case 2>>
and she gives you a nod of acknowledgement as you enter.
<<case 1>>
and she ignores you as you enter.
<</switch>>
<</if>>
<<if $sAlive is true>> $son is out playing with the local children. <</if>> <</nobr>>
<<link "Rest for the night." "Dinner">><</link>>
[[Go Back|Corktown Hub]]<<if $gameStart>>[[Status|Stats]]
[[Family]] <</if>>
[[Sources]]You spend the next fifteen hours hard at work. Your shift seems to take forever, and you can feel your limbs growing progressively weary as you work at stone and earth with pick and shovel - only receiving a measure of respite when assisted by the wheelbarrow. Your countrymen laugh and sing during moments of energy and work in dreary silence when that energy wanes, so that the sounds of cracking, clanging, and coughing serve as your accompaniment. None complain.
<<nobr>>
When night finally falls and you are released, you are given your daily pay and sent home.
<<if $famAlive is true>>
<<switch $sr>>
<<case 4>>
Your fellow workers insist on sharing some of their earnings with you, on account of your family.
<<case 3>>
Your fellow workers donate what earnings they can spare to you, to better help you take care of your family.
<<case 2>>
A few friends offer you some of their wages to help supplement your own.
<<case 1>>
No-one steps up to offer you a portion of their wages, and you don't dare ask.
<</switch>>
<<else>>
You leave with your wages.
<</if>>
<</nobr>>
<<link "Head Home" "Corktown Hub">><<set $health -=3>>
<<if $famAlive is true>>
<<switch $sr>>
<<case 4>>
<<set $wealth += ($wages + 5)>>
<<case 3>>
<<set $wealth += ($wages + 3)>>
<<case 2>>
<<set $wealth += ($wages + 2)>>
<<case 1>>
<<set $wealth += $wages>>
<</switch>>
<<else>> <<set $wealth += $wages>> <</if>><</link>>
<<if $week is 2>><<goto Choice1>><</if>>
<<if $week is 4>><<goto Choice2>><</if>>
<<if $week is 6>><<goto Choice3>><</if>>
<<if $week is 7 or $week is 8 and $strike is false>><<goto Choice3Option2>><</if>>(Version 0.3)
This is a fictional story, but it is based on the factual lives of Irish Immigrants in nineteenth-century Ottawa. You can click 'Sources' on the menu to the left for further reading.
Some choices, shown in green, require a physicality test. To answer these riddles, you'll have to either physically travel to the locations hinted at, or you'll need to explore them online through pictures or tools like Streetview. These choices aren't necessary to complete the game, but they generally have less downsides than mundane choices. All answers are case sensitive.
Physicality tests will require you enter a certain word to progress. Try it now by entering 'begin' below, then hit enter or press 'Answer'.
<<set _choice to $choice >>
<<if _choice is "begin" or _choice is "Begin">> [[That's all there is to it.|Intro]]<<elseif _choice is "debug">>[[Debug mode activated.|Intro][$debug to true]]<<else>><<textbox "$choice" "" "Physicality" autofocus>> [[Answer|Physicality]]<</if>>
Act $act
Week $week
<<if $daytime is true>>Day<<else>>Night<</if>>
Wealth: $wealth
<<nobr>> Status:
<<switch $state>>
<<case 4>>
@@color:#15ff00;Relaxed@@
<<case 3>>
@@color:#f2ff00;Weary@@
<<case 2>>
@@color:#ffaa00;Desperate@@
<<case 1>>
@@color:#8a8a8a;Broken@@
<</switch>>
<</nobr>>
<<nobr>>
<<set $state to Math.round((($wr + $hr + $cr + $sr - 0.25) / 4) - $famDead)>> <<if $state lt 1>><<set $state to 1>><</if>>
<<set $wealth to Math.clamp($wealth, 0, 100)>>
<<set $health to Math.clamp($health, 0, 100)>>
<<set $family to Math.clamp($family, 0, 100)>>
<<set $social to Math.clamp($social, 0, 100)>>
<<set $wHealthDis to Math.clamp($wHealthDis, 0, 30)>>
<<set $wNeedsDis to Math.clamp($wNeedsDis, 0, 30)>>
<<set $dHealthDis to Math.clamp($dHealthDis, 0, 30)>>
<<set $dNeedsDis to Math.clamp($dNeedsDis, 0, 30)>>
<<set $sHealthDis to Math.clamp($sHealthDis, 0, 30)>>
<<set $sNeedsDis to Math.clamp($sNeedsDis, 0, 30)>>
<<if $wealth >= 75>>
<<set $wr to 4>>
<<elseif $wealth >=50 and $wealth < 75>>
<<set $wr to 3>>
<<elseif $wealth >=25 and $wealth < 50>>
<<set $wr to 2>>
<<elseif $wealth >=0 and $wealth < 25>>
<<set $wr to 1>>
<</if>>
<<if $health >= 75>> <<set $hr to 4>>
<<set $hr to 4>>
<<elseif $health >=50 and $health < 75>>
<<set $hr to 3>>
<<elseif $health >=25 and $health < 50>>
<<set $hr to 2>>
<<elseif $health >=0 and $health < 25>>
<<set $hr to 1>>
<</if>>
<<if $compassion >= 75>>
<<set $cr to 4>>
<<elseif $compassion >=50 and $compassion < 75>>
<<set $cr to 3>>
<<elseif $compassion >=25 and $compassion < 50>>
<<set $cr to 2>>
<<elseif $compassion >=0 and $compassion < 25>>
<<set $cr to 1>>
<</if>>
<<if $social >= 75>>
<<set $sr to 4>>
<<elseif $social >=50 and $social < 75>>
<<set $sr to 3>>
<<elseif $social >=25 and $social < 50>>
<<set $sr to 2>>
<<elseif $social >=0 and $social < 25>>
<<set $sr to 1>>
<</if>>
<<if $wHealthDis > 20>>
<<set $wHealth to 3>>
<<elseif $wHealthDis > 10>>
<<set $wHealth to 2>>
<<elseif $wHealthDis >= 1>>
<<set $wHealth to 1>>
<<else>>
<<set $wHealth to 0>>
<</if>>
<<if $wNeedsDis >= 20>>
<<set $wNeeds to 3>>
<<elseif $wNeedsDis >= 10>>
<<set $wNeeds to 2>>
<<elseif $wNeedsDis >= 1>>
<<set $wNeeds to 1>>
<<else>>
<<set $wNeeds to 0>>
<</if>>
<<if $sHealthDis > 20>>
<<set $sHealth to 3>>
<<elseif $sHealthDis > 10>>
<<set $sHealth to 2>>
<<elseif $sHealthDis >= 1>>
<<set $sHealth to 1>>
<<else>>
<<set $sHealth to 0>>
<</if>>
<<if $sNeedsDis >= 20>>
<<set $sNeeds to 3>>
<<elseif $sNeedsDis >= 10>>
<<set $sNeeds to 2>>
<<elseif $sNeedsDis >= 1>>
<<set $sNeeds to 1>>
<<else>>
<<set $sNeeds to 0>>
<</if>>
<<if $dHealthDis > 20>>
<<set $dHealth to 3>>
<<elseif $dHealthDis > 10>>
<<set $dHealth to 2>>
<<elseif $dHealthDis >= 1>>
<<set $dHealth to 1>>
<<else>>
<<set $dHealth to 0>>
<</if>>
<<if $dNeedsDis >= 20>>
<<set $dNeeds to 3>>
<<elseif $dNeedsDis >= 10>>
<<set $dNeeds to 2>>
<<elseif $dNeedsDis >= 1>>
<<set $dNeeds to 1>>
<<else>>
<<set $dNeeds to 0>>
<</if>>
<</nobr>>
<<nobr>>
<<if $foodQuality is 1>> There's nothing to eat. <<else>> You sit down at the dining table.
<<if $famAlive is true>>
<<switch $foodQuality>>
<<case 4>>
There's enough for everyone to eat.
<<case 3>>
There's barely enough for everyone.
<<case 2>>
There's not enough for everyone. You'll have to choose who goes hungry.
<</switch>>
<<else>>
There's enough.<</if>>
<</if>>
<</nobr>>
<<if $famAlive is true>>\
<<switch $foodQuality>>\
<<case 4>>\
<<set $foodQuality to 1>>\
<<link "Eat together." "Sleep">><<set $wNeedsDis += 6>><<set $dNeedsDis += 4>><<set $sNeedsDis +=5>><<set $health +=15>><</link>>
\
<<case 3>>\
<<set $foodQuality to 1>>\
<<link "Eat together." "Sleep">><<set $wNeedsDis += 4>><<set $dNeedsDis += 2>><<set $sNeedsDis +=3>><<set $health +=8>><</link>>
\
<<case 2>>\
<<set $foodQuality to 1>>\
<<link "You go hungry." "Sleep">><<set $wNeedsDis += 4>><<set $dNeedsDis += 2>><<set $sNeedsDis +=3>><<set $health -= 15>><</link>>
<<if $wAlive is true>><<link "$wife goes hungry." "Sleep">><<set $wNeedsDis -= 5>><<set $dNeedsDis -= 6>><<set $sNeedsDis +=3>><<set $health += 8>><</link>><</if>>
<<if $sAlive is true>><<link "$son goes hungry." "Sleep">><<set $sNeedsDis -= 6>><<set $wNeedsDis += 4>><<set $dNeedsDis += 2>><<set $health += 8>><</link>><</if>>
\
<<case 1>>\
<<set $foodQuality to 1>>\
<<link "You all go hungry." "Sleep">><<set $dNeedsDis -= 6>><<set $sNeedsDis -=6>><<set $health -= 15>><<set $wNeedsDis -= 5>><</link>>
<</switch>>
<<else>>\
<<switch $foodQuality>>\
<<case 4>>\
<<link "Eat alone." "Sleep">><<set $health +=15>><</link>>
<<case 3>>\
<<link "Eat alone." "Sleep">><<set $health +=10>><</link>>
<<case 2>>\
<<link "Eat alone." "Sleep">><<set $health +=8>><</link>>
<<case 1>>\
<<set $foodQuality to 1>>\
<<link "You go hungry." "Sleep">><<set $health -= 15>><</link>>
<</switch>>
<</if>>
/* Disease */
<<set $pDiseaseHit to random(100)>> <<set $wDiseaseHit to random(100)>> <<set $sDiseaseHit to random(100)>> <<set $dDiseaseHit to random(100)>><<if $wAlive>>$wife: <<switch $wNeeds>><<case 3>>@@color:#15ff00;Well-Fed@@<<case 2>>@@color:#f2ff00;Hungry@@<<case 1>>@@color:#ff0000;Starving@@<<case 0>>@@color:#606060;Critical@@<</switch>>, <<switch $wHealth>><<case 3>>@@color:#15ff00;Healthy@@<<case 2>>@@color:#f2ff00;Sick@@<<case 1>>@@color:#ff0000;Diseased@@<<case 0>>@@color:#606060;Critical@@<</switch>><<else>>$wife is gone.<</if>>
\
<<if $sAlive>>$son: <<switch $sNeeds>><<case 3>>@@color:#15ff00;Well-Fed@@<<case 2>>@@color:#f2ff00;Hungry@@<<case 1>>@@color:#ff0000;Starving@@<<case 0>>@@color:#606060;Critical@@<</switch>>, <<switch $sHealth>><<case 3>>@@color:#15ff00;Healthy@@<<case 2>>@@color:#f2ff00;Sick@@<<case 1>>@@color:#ff0000;Diseased@@<<case 0>>@@color:#606060;Critical@@<</switch>><<else>>$son is gone.<</if>>
\
<<if $dAlive>>$daughter: <<switch $dNeeds>><<case 3>>@@color:#15ff00;Well-Fed@@<<case 2>>@@color:#f2ff00;Hungry@@<<case 1>>@@color:#ff0000;Starving@@<<case 0>>@@color:#606060;Critical@@<</switch>>, <<switch $dHealth>><<case 3>>@@color:#15ff00;Healthy@@<<case 2>>@@color:#f2ff00;Sick@@<<case 1>>@@color:#ff0000;Diseased@@<<case 0>>@@color:#606060;Critical@@<</switch>><<else>>$daughter is gone.<</if>>
<<back Return>><<nobr>>
You lay your head down and go to sleep, <<if $wAlive is true and $fr gte 3>> with your wife curled up next to you. <<else>> alone. <</if>> <</nobr>>
<<nobr>>
<<if $wAlive is true and $wHealth is 0 or $wAlive is true and $wNeeds is 0>>
<<set $deathFlag to true>> <</if>>
<<if $sAlive is true and $sHealth is 0 or $sAlive is true and $sNeeds is 0>>
<<set $deathFlag to true>> <</if>>
<<if $dAlive is true and $dHealth is 0 or $dAlive is true and $dNeeds is 0>>
<<set $deathFlag to true>> <</if>>
<<switch $medQuality>>
<<case 8>>
<<set _medPower to 65>>
<<case 7>>
<<set _medPower to 60>>
<<case 5>>
<<set _medPower to 45>>
<<case 4>>
<<set _medPower to 40>>
<<case 2>>
<<set _medPower to 5>>
<<case 1>>
<<set _medPower to 0>>
<</switch>>
/* PLAYER ILLNESS */
<<if $pDiseaseHit <= 5 and $illness is false>>
You have fallen ill. <<set $famSick += 1>> <<set $illness to true>>
<<elseif $pDiseaseHit >= (85 - (_medPower / 2)) and $illness is true>> <<set $illness to false>> You are no longer sick. <<set $famSick -= 1>><</if>>
/* WIFE ILLNESS */
<<if $wAlive and $wDiseaseHit <= 5 and $wHealth is 3>>
$wife has fallen ill. <<set $famSick += 1>> <<set $wHealthDis -= 10>>
<<elseif $wAlive and $wDiseaseHit <= (5 - (_medPower / 5))>> $wife's condition worsens. <<set $wHealthDis -= 5>>
<<elseif $wAlive and $wDiseaseHit >= (95 - _medPower) and $wHealth isnot 3>> <<set $wHealthDis += 10>> <<if $wHealthDis > 20>> $wife is no longer sick. <<set $famSick -= 1>> <<else>> $wife's condition improves. <</if>> <</if>>
/* SON ILLNESS */
<<if $sAlive and $sDiseaseHit <= 5 and $sHealth is 3>>
$son has fallen ill. <<set $famSick += 1>> <<set $sHealthDis -= 10>>
<<elseif $sAlive and $sDiseaseHit <= (5 - (_medPower / 5))>> $son's condition worsens. <<set $sHealthDis -= 5>>
<<elseif $sAlive and $sDiseaseHit >= (95 - _medPower) and $sHealth isnot 3>> <<set $sHealthDis += 10>> <<if $sHealthDis > 20>> $son is no longer sick. <<set $famSick -= 1>> <<else>> $son's condition improves. <</if>> <</if>>
/* DAUGHTER ILLNESS */
<<if $dAlive and $dDiseaseHit <= 5 and $dHealth is 3>>
$daughter has fallen ill. <<set $famSick += 1>> <<set $dHealthDis -= 10>>
<<elseif $dAlive and $dDiseaseHit <= (5 - (_medPower / 5))>> $daughter's condition worsens. <<set $dHealthDis -= 5>>
<<elseif $dAlive and $dDiseaseHit >= (95 - _medPower) and $dHealth isnot 3>> <<set $dHealthDis += 10>> <<if $dHealthDis > 20>> $daughter is no longer sick. <<set $famSick -= 1>> <<else>> $daughter's condition improves. <</if>> <</if>>
<<if $famSick is 0>> Everyone's health remains stable. <<elseif $famSick is 1>> $famSick of you is sick. <<else>> $famSick of you are sick. <</if>>
<<if $illness>> <<set $health -= 10>> <</if>>
<</nobr>>
<<if $health gt 0>>
<<if $deathFlag>>[[Something's wrong...|Family Death]]
<<elseif $week is 8>>[[Get up.|Strike End]]
<<elseif $week is 13>>[[Get up.|End of Act 1]]
<<elseif $week is 24>>[[Get up.|End of Act 2]]
<<else>>[[Get up.|Corktown Hub]]
<</if>>
<<set $daytime to true>>
<<set $week += 1>>
<<set $weekFoodBuy to false>>
<<set $weekMedBuy to false>>
<<set $weekPrayed to false>>
<<set $medQuality to 1>>
<<set $eventProc to false>>
<<else>>\
[[You don't wake up.|Player Death]]<</if>>You enter the local store, erected by your contractor to provide for the needs of the members of your community. The shopkeep gives you a welcoming smile.
\
\
<<if $weekFoodBuy is false>>
<<if $wealth gte (3 * (4 - $famDead))>>\
<<link "Buy a week's worth of plentiful, varied food. (3 Wealth each)" "Store">>\
<<set $weekFoodBuy to true>><<set $foodQuality to 4>><<set $wealth -= (3 * (4 - $famDead))>>\
<</link>>\
<<else>>\
Buy a week's worth of plentiful, varied food. (Cannot Afford)<</if>>
\
<<if $wealth gte (2 * (4 - $famDead))>>\
<<link "Buy a week's worth of basic foodstuffs. (2 Wealth each)" "Store">>\
<<set $weekFoodBuy to true>><<set $foodQuality to 3>><<set $wealth -= (2 * (4 - $famDead))>><</link>>\
<<else>>\
Buy a week's worth of basic foodstuffs. (Cannot Afford)<</if>>
\
<<if $wealth gte (1 * (4 - $famDead))>>\
<<link "Buy a few day's worth of basic foodstuffs. (1 Wealth each)" "Store">>\
<<set $weekFoodBuy to true>><<set $foodQuality to 2>><<set $wealth -= (1 * (4 - $famDead))>><</link>>\
<<else>>\
Buy a few day's worth of basic foodstuffs. (Cannot Afford) <</if>>
<<else>>
You've already bought food for the week.
<</if>>\
\
\ /* MEDICATION BELOW */
<<if $famSick is 1>> $famSick family member is sick.
<<elseif $famsick gte 2>> $famSick family members are sick.
<</if>>\
<<if $famSick gte 1>>\
<<if $weekMedBuy is false>>\
<<if $wealth gte (15 * $famSick)>>\
<<link "Buy medicine. (15 Wealth each)" "Store">>\
<<set $weekMedBuy to true>><<set $medQuality += 6>><<set $wealth -= (15 * $famSick)>>\
<</link>>\
<<else>>\
Buy medicine. (Cannot Afford) <</if>>
\
<<if $wealth gte (10 * $famSick)>>\
<<link "Buy the ingredients for simple home remedies. (8 Wealth each)" "Store">>\
<<set $weekMedBuy to true>><<set $medQuality += 3>><<set $wealth -= (8 * $famSick)>><</link>>\
<<else>>\
Buy the ingredients for simple home remedies. (Cannot Afford)<</if>>
<<else>>\
You've already bought medicine for the week.
<</if>> \
<<else>>\
You don't need medicine, as no-one in your family is sick.
<</if>>\
[[Go Back|Corktown Hub]]
<<set _medCost to 20 * $famSick>>You enter Corktown's humble catholic church. Many would call it ramshackle, but beauty is in the eye of the beholder - and it is clear more effort has gone into this one building than most of the sod huts the workers and their families live in.
<<nobr>>
<<if $famSick gte 1 and $weekPrayed is false>>\
<<link "Pray for your family's health." "Church">><<set $medQuality += 1>><<set $weekPrayed to true>><</link>><<elseif $weekPrayed is true>> You pray for a swift recovery to this illness.<<elseif $famSick is 0>>
Mercifully, no-one in your family is sick.<</if>> <</nobr>>
[[Go Back|Corktown Hub]] <<if $wAlive is true and $wHealth is 0 or $wAlive is true and $wNeeds is 0>> $wife has died. <<set $wAlive to false>><<set $famDead += 1>><<if $wHealth isnot 3>><<set $famSick -= 1>><</if>><</if>>\
<<if $sAlive is true and $sHealth is 0 or $sAlive is true and $sNeeds is 0>> $son has died. <<set $sAlive to false>><<set $famDead += 1>><<if $sHealth isnot 3>><<set $famSick -= 1>><</if>> <</if>>\
<<if $dAlive is true and $dHealth is 0 or $dAlive is true and $dNeeds is 0>> $daughter has died. <<set $dAlive to false>><<set $famDead += 1>><<if $dHealth isnot 3>><<set $famSick -= 1>><</if>> <</if>>\
<<if $wAlive is false and $sAlive is false and $dAlive is false>> <<set $famAlive to false>><</if>>
[[Eternal rest, grant unto them, O Lord...|Corktown Hub][$deathFlag to false]] [[Corktown Hub]]
<<set $act to 3>>
<<set $week to 30>>
<<set $debug to true>>
<<set $gameStart to true>>
<<set $status to 1>>You have died.
<<button "Try Again">><<script>>UI.restart()<</script>><</button>>
As you shovel away wet soil to the sound of distant thundercracks of dynamite, you notice one of your companions beginning to falter. He grows progressively more weary, until finally he vomits out a clear, whitish fluid, and collapses into a puddle of muddy water. You recognize him as one of your diseased fellows - without getting him hydrated quickly, he could die in a matter of hours. But little is known of how this disease spreads, and trying to help him yourself could put you at risk. You have to think quickly.
<a data-passage="Choice1Option3Test" class="phys"><span>Get help.</span></a>
<<if $state gte 3>><<link "Carry the worker to safety." "Choice1Option1">><</link>><<else>>(Min: Weary) Carry the worker to safety. <</if>>
[[Leave him be.|Choice1Option2]]You hurry over and throw the debilitated Irishman over your shoulders, hurrying to the local priest. That same clear, white fluid is seeping from his trousers, but you try not to pay it any mind. The priest is surprised at your sudden delivery, but grateful - he tells you that you might have saved the poor man's life. Satisfied with a job well done, you return to work - oblivious to your contamination.
<<nobr>>
When night finally falls and you are released, you are given your daily pay and sent home.
<<if $famAlive is true>>
<<switch $sr>>
<<case 4>>
Your fellow workers insist on sharing some of their earnings with you, on account of your family.
<<set $wealth += 10>>
<<case 3>>
Your fellow workers donate what earnings they can spare to you, to better help you take care of your family.
<<set $wealth += 8>>
<<case 2>>
A few friends offer you some of their wages to help supplement your own.
<<set $wealth += 6>>
<<case 1>>
No-one steps up to offer you a portion of their wages, and you don't dare ask.
<<set $wealth += 4>>
<</switch>>
<<else>>
You leave with your wages. <<set $wealth += 4>>
<</if>>
<</nobr>>
[[Head Home|Corktown Hub][$health -= 3]]
<<set $illness to 1>>\
<<set $social += 15>>\
<<set $compassion += 15>>\You ignore him. It's not worth the risk of infection, and someone will surely find him before you do - but you find your apathy has distanced you, however imperceptably, from your countrymen.
<<nobr>>
When night finally falls and you are released, you are given your daily pay and sent home.
<<if $famAlive is true>>
<<switch $sr>>
<<case 4>>
Your fellow workers insist on sharing some of their earnings with you, on account of your family.
<<set $wealth += 10>>
<<case 3>>
Your fellow workers donate what earnings they can spare to you, to better help you take care of your family.
<<set $wealth += 8>>
<<case 2>>
A few friends offer you some of their wages to help supplement your own.
<<set $wealth += 6>>
<<case 1>>
No-one steps up to offer you a portion of their wages, and you don't dare ask.
<<set $wealth += 4>>
<</switch>>
<<else>>
You leave with your wages. <<set $wealth += 4>>
<</if>>
<</nobr>>
[[Head Home|Corktown Hub][$health -= 3]]
<<set $social -= 15>>
<<set $compassion -= 15>>found on the Rideau and built to deny
i can part for your ships, or bind happy lives
damming up waters, or parting for love,
i keep what needs keeping, keys rain from above
what am i?
<<set _choice to $choice >>
<<if _choice is "lock" or _choice is "locks" or _choice is "a lock">> [[Correct|Choice1Option3]]<<else>><<textbox "$choice" "" "Choice1Option3Test" autofocus>> [[Answer|Choice1Option3Test]]<</if>>
[[Back|Choice1]]You hurry to find your companions. After finding some resting workers, you quickly explain the situation - and before you all hurry back, you find some old gloves and follow suit. Together, you bring the moaning, dehydrated Irishman to a priest. A good result - your peers are grateful for your watchfulness, and you managed to avoid contracting the disease.
<<nobr>>
When night finally falls and you are released, you are given your daily pay and sent home.
<<if $famAlive is true>>
<<switch $sr>>
<<case 4>>
Your fellow workers insist on sharing some of their earnings with you, on account of your family.
<<set $wealth += ($wages + 5)>>
<<case 3>>
Your fellow workers donate what earnings they can spare to you, to better help you take care of your family.
<<set $wealth += ($wages + 3)>>
<<case 2>>
A few friends offer you some of their wages to help supplement your own.
<<set $wealth += ($wages + 2)>>
<<case 1>>
No-one steps up to offer you a portion of their wages, and you don't dare ask.
<<set $wealth += $wages>>
<</switch>>
<<else>>
You leave with your wages. <<set $wealth += $wages>>
<</if>>
<</nobr>>
[[Head Home|Corktown Hub][$health -= 3]]
<<set $social += 15>>
<<set $compassion += 15>>As you're heading home, you're waylaid by a stout, scraggly man you quickly identify as Matthew, one of Corktown's recognizable drunkards. His usual jovial, happy demeanor - if perhaps obnoxious at times - is nowhere to be seen. Instead, he lurches up to you, grasping your sleeve with desperate eyes.
"$pc," He asks, glancing over his shoulder. "$pc, please. I need some money. I'm shamed to be asking you like this, but they kicked me out - fired me - tossed me inna dirt. I'll starve. I- I just need a little loan. Just enough to last me a week or two to find somewhere to earn my coin."
<<if $wealth gte 30>>[[(30 Wealth) Give him a generous donation.|Choice2Option1]]<<else>>(30 Wealth) Give him a generous donation.<</if>>
<<if $wealth gte 10>>[[(10 Wealth) Give him a token donation.|Choice2Option2]]<<else>>(10 Wealth) Give him a token donation.<</if>>
[[Give him nothing.|Choice2Option3]]
<<if $famAlive is true>>
<<switch $sr>>
<<case 4>>
<<set $wealth += ($wages + 5)>>
<<case 3>>
<<set $wealth += ($wages + 3)>>
<<case 2>>
<<set $wealth += ($wages + 2)>>
<<case 1>>
<<set $wealth += $wages>>
<</switch>>
<<else>> <<set $wealth += $wages>> <</if>>A new priest has begun to preach in town. The Prots of Uppertown have taken too much, he cries - and in their arrogance they turn a blind eye to our suffering, to the flickering lives of our wives and children. We are due, he swears, for a reckoning. His methods are violent and seductive, and your countrymen flock to his promises of fire and righteous punishment, leaving your more moderate minister in the dust. <<if $wAlive>>$wife urges you to keep away from the newcomer's violent rhetoric, lest you put the family at risk.<<else>>You can feel the tantalizing allure of fury spurring you and your countrymen to action, but a part of you wonders if this is really what God intended.<</if>>
[[Switch to the new, radical priest.|Choice5Option1]]
[[Stick with your moderate priest.|Choice5Option2]]
<<set $eventProc to true>>
You are swayed into the flock of the firebrand, encouraged by your peers. Your $wife disapproves, but after a few heated discussions, she lets the subject die.
[[Corktown Hub]]
<<set $social += 15>>
<<set $compassion -= 15>>You elect to remain loyal to the priest that had provided you guidance and succor for these hard few years - but your fellow labourers note your absence, and begin to doubt your conviction.
[[Corktown Hub]]
<<set $social -= 15>>
<<set $compassion += 15>>You guide Matthew home, where you fish out a generous portion of your savings and offer them to him. He opens the bag, stunned, like a child on Christmas day. "All- all this? Are you sure?" he asks, hugging the purse close to his chest. "You're a saint, $pc - a saint. I'm gonna tell everyone about this. You've saved me life, you have."
[[Continue|Corktown Hub]]
<<set $social += 20>>
<<set $compassion += 15>>
<<set $wealth -= 30>>You reach into your coat and withdraw your day's earnings, and hand him half. He gives you a grateful smile as he pockets your coin. "Bless you, $pc - this should keep food in my belly for a few days at least," he says, hurrying off to waylay another labourer. You sigh - hopefully he wasn't just begging for whiskey money.
[[Continue|Corktown Hub]]
<<set $social += 10>>
<<set $compassion += 5>>
<<set $wealth -= 15>><<nobr>>
<<if $wealth gte 10>>
<<set $social -=15>>
<<set $compassion -=10>>
You shake your head and wave him off. He doesn't take the bait. "Come on, $pc, just a few coins is all I need! It's all I ask!" You figure it's so he can buy more whiskey, and as soon as the words leave your lips his desperate smile turns into a scowl.
"A heartless miser is what you are," he swears, sizing you up.
<<if $health gte 50>> Seeing as you're clearly in better shape than he is, he spits by your feet and marches off to harrass someone else. <<else>> Seeing as you're in about the same condition as he's in, he eyes your pockets, hands balling up into fists. "Don't," you murmur, narrowing your eyes. He seems to consider, for a moment, then spits by your feet and marches off to harrass someone else. <</if>>
<<else>>
<<set $social -=5>>
<<set $compassion -=5>>
You shake your head and wave him off, explaining you can barely afford to provide for your family. He doesn't take the bait. "Come on, $pc, just a few coins is all I need! It's all I ask!" You again remind him that you have nothing to spare, less you let your family starve. Though he doesn't seem to fully believe you, he at least lets you go without much more of a fuss, and starts making way to another labourer.
<</if>><</nobr>>
[[Head home|Corktown Hub]]
The canal workers have called a strike in response to poor wages and treatment. Irish or French, your fellow labourers are all making it very clear that no-one gets paid until everyone does - but that's not exactly an easy pill to swallow for everyone. You can participate in the strike, or you can work regardless - but doing so will likely damage your reputation.
<<if $state gte 2>>[[Join the strike.|Choice3Option1]]<<else>>(Min: Desperate) Join the strike.<</if>>
[[Work.|Choice3Option2]]You join the majority of your community in your strike for improved wages and better living conditions. You'll have to live off your savings for a few weeks - hopefully it will be worth it.
[[Continue|Corktown Hub]]
<<set $strike to true>>
<<set $social += 10>>You spend the next fifteen hours hard at work. Your shift seems to take forever, and you can feel your limbs growing progressively weary as you work at stone and earth with pick and shovel - only receiving a measure of respite when assisted by the wheelbarrow. You are one of the few workers still employed during the strike, and while progress has slowed to a crawl, you are at least being paid.
When night finally falls and you are released, you are given your daily pay and sent home, ignoring the spiteful looks cast by your companions.
<<link "Head Home" "Corktown Hub">><<set $health -=3>>
<<set $wealth += 4>><<set $social -= 15>><</link>>
After weeks of gruelling striking, your employers have finally elected to improve your working conditions and your pay.
<<if $strike is true>> You can finally start making money again. <<set $social += 10>> <<else>> Your fellow labourers resent you for reaping the rewards of a strike you didn't participate in. <<set $social -= 10>><</if>>
<a data-passage="Choice3StrikeTest" class="phys"><span>Large wage increase.</span></a>
<<link "Small wage increase." "Corktown Hub">><<set $wages to 6>><<set $strike to false>><</link>>
boots on earth and muskets primed
on striker eyes their sights aligned
this union jack their union cracks
and so they ask: hey, colonel, why?
what's got you anxious, Colonel _____?
<<set _choice to $choice >>\
<<if _choice is "By" or _choice is "by">><<link "Large Wage Increase" "Corktown Hub">><<set $wages to 8>><<set $strike to false>><</link>><<else>><<textbox "$choice" "" "Choice3StrikeTest" autofocus>> [[Answer|Choice3StrikeTest]]<</if>>
[[Back|Strike End]]As the weeks and months pass by, progress on the Rideau becomes increasingly noticable. In the year 1832, your hard work pays off, and the canal is complete. While this may have thrilled the planners and dreamers, it has nearly driven your town apart. Where to go? How to live? Without the canals as a source of labour, it seems the only employers willing to hire you are in the logging industry - and even then, 'willing' is being used generously.
[[A new era.|Corktown Hub]]
<<set $act to 2>><<nobr>> You spend the day looking for work, focusing your efforts on the local logging camps.
<<set _jobHunt to random(10)>>
<<if _jobHunt lte 7>>
Try as you might, you cannot find any meaningful employment - the logging companies refuse to hire an Irish worker when they can spend those wages on good French Canadian labour instead. After a day of fruitless searching, you return home, unsucessful.
<<else>>
Luckily, you manage to fill in for a sick labourer at a logging camp, and spend most of the day hard at work. You receive meagre sum at the end of the day, and can only hope you'll be able to find employment again soon.
<<set $wealth += 5>>
<</if>>
<</nobr>>
<<if $week isnot 22>>[[Continue|Corktown Hub]]<<else>>[[Continue|Choice6]]<</if>>
<<set $daytime to false>>You set out to earn a living. Honest work is hard to come by these days.
[[Look for honest work|Jobhunt]]
[[Mooch]]
<<if $state lte 3>><<link "Steal" "Steal">><</link>><<else>>(Max: Weary) Steal<</if>>
<<if $state lte 2>><<link "Rob" "Rob">><</link>><<else>>(Max: Desperate) Rob<</if>>
[[Go Back|Corktown Hub]]
<<if $week is 15 and $eventProc is false>><<goto Choice4>><</if>>
<<if $week is 19 and $eventProc is false>><<goto Choice5>><</if>><<nobr>>You make your way to Upper Town and look for marks.
<<set _mark to random(10)>> <<set $compassion -= 10>>
<<if _mark lte 1>>
Eventually, you find a solitary purse, left in an empty carriage. You jump up to swipe it, but are immediately interrupted by the cries of 'Thief' - it seems the owner had chosen that exact moment to depart from the store. You flee empty-handed, and rumors of your involvement soon spread around Corktown.
<<set $social -= 5>>
<<elseif _mark lte 5>>
Eventually, you spot a coach driver taking a quick nap, cap over his face, wallet hanging limp from his belt. Passing by, it's a small matter to encourage it out the rest of the way. It's fully of tobacco, which you quickly find a buyer for.
<<set $wealth += 5>>
<<elseif _mark gte 8>>
Eventually, you find a solitary purse, left in an empty carriage. You jump up to swipe it, and return home with a bulging wallet.
<<set $wealth += 20>>
<<elseif _mark gt 5>>
You spot a store employee stocking whiskey, and when his back is turned you discreetly make off with a case to resell. Your colleagues are happy for the drink, and neglect to ask where you got it.
<<set $wealth += 10>>
<<set $social += 5>>
<</if>>
<</nobr>>
<<if $week isnot 22>>[[Continue|Corktown Hub]]<<else>>[[Continue|Choice6]]<</if>>
<<set $daytime to false>><<nobr>>You make your way to Upper Town <<if $sr is 3 or $sr is 4>> with a few equally desperate companions <<else>> alone <</if>> to earn some money from those who you reckon have more than enough already.
<<set _mark to random(10)>> <<set $compassion -= 20>>
<<if _mark lte 1>>
<<if $sr is 3 or $sr is 4>>
You and your group corner a French Canadian, but instead of surrendering his wages all he surrenders are his fists. Unfortunately for you, he had friends, too - and more than you do. You and yours quickly scatter when you find the odds unfavourable; the money's no good to you dead.
<<else>>
You corner a French Canadian, but instead of surrendering his wages all he surrenders are his fists. Unfortunately for you, he had friends, and soon you are being beaten by all sides - battered and bloody, you can only wait for them to exhaust their malice before they spit on your prone body and march away. You drag yourself home.
<<set $health -= 15>> <</if>>
<<elseif _mark lte 5>>
You help yourself to the contents of an empty tenement house. Though the resident is hardly rich, he's also absent - which means you don't have to deal with the messy consequences of home invasion.
<<set $wealth += 12>>
<<elseif _mark gte 8>>
You eventually come across a wealthy, drunken businessman. Shocked by your luck, you hold him at knifepoint until he sobers up somewhat and hastily offers you enough money to keep you going for half a month.
<<set $wealth += 25>>
<<elseif _mark gt 5>>
You overhear one of the local shopkeeps, a Scottish Protestant, is out of town to visit family in the countryside. You <<if $sr is 3 or $sr is 4>> and your buddies <</if>> help yourself to his wares in the meantime. You don't even need to break any glass.
<<set $wealth += 16>>
<</if>>
<</nobr>>
<<if $week isnot 22>>[[Continue|Corktown Hub]]<<else>>[[Continue|Choice6]]<</if>>
<<set $daytime to false>><<nobr>>
<<switch $sr>>
<<case 4>>
You ask some friends for help supporting you and your family, and they happily give you some money to see you through these tough times. Be warned, the wellsprings of generosity are not infinite.
<<set $wealth += 10>> <<set $social -= 6>>
<<case 3>>
A few members of the community pitch in to help you get through these tough times, but they're not exactly rich, nor are they overeager to share what little wealth they have.
<<set $wealth += 6>> <<set $social -= 6>>
<<case 2>>
You manage to convince one or two people to spare you some money. Judging from their mutterings when they think you're out of earshot, it seems you're becoming less and less welcome within your community.
<<set $wealth += 3>> <<set $social -= 6>>
<<case 1>>
Try as you might to eke out some money from your so-called fellows, all you get are cold shoulders and harsh glares. You're on your own.
<<set $social -= 4>>
<</switch>>
<</nobr>>
<<if $week isnot 22>>[[Continue|Corktown Hub]]<<else>>[[Continue|Choice6]]<</if>>
<<set $daytime to false>>It all happens so fast - Corktown is bubbling with news, laughter, and free-flowing whiskey when you awaken. It turns out that Peter Aylen, a lumber baron, has made a proclomation that he will hire only Irish workers for his operation. Finally, a light at the end of the tunel. You and most of your fellows are quick to take him up on his offer, and sure enough, gain steady employment. With a newfound sense of hope and purpose, you are keen on repaying the debt you owe to your benefactor. His friends are your friends - his enemies, yours.
Those amongst you who share in this pledge call yourselves the Shiners.
[[A new era.|Corktown Hub]]
<<set $act to 3>>A gang of French Canadians waylays you on your way out of Corktown.
"Friend," they ask, in a very unfriendly manner. "Some of your drunks attacked one of our lumber rafts yesterday on the river. How about you tell us their names and where we can find them, so we can set the record straight?"
There's at least six of them, and it's clear from their body language that if you don't tell them what they want to hear they'll take their aggression out on the nearest Irishman they can: in this case, you.
<a data-passage="Choice4Option3Test" class="phys"><span>Defuse the situation.</span></a>
[[Give them the names.|Choice4Option1]]
[[Tell them nothing.|Choice4Option2]]
<<set $eventProc to true>>After giving them the names of those you've heard are responsible, they chat amongst themselves for a time in French, and one pats you on the shoulder. "Merci, mon ami," he says, before he and his gang start heading in the direction of the street you specified. You hope the information was vague enough that they'll be able to get away when they see the Frenchmen coming, but you can't shake your pervasive feeling of shame.
[[Corktown Hub]]
<<set $social -= 20>>"If that's the case, I guess we'll have to settle the matter with you."
The French Canadians seem to take forever, savagely beating you until you can barely see from your swollen, bloody eyes, curled up on the floor in an attempt to protect yourself from their blows. They would have taken even more time with you if a party of Irish, upon hearing the commotion, would dash in to your defense - chasing off the jeering French in the process. Your friends help you to your feet and guide you back home.
[[Corktown Hub]]
<<set $social += 20>>
<<set $health -= 20>>beside the site of lower locks,
across from the museum;
there stands a modest monument
with Irish strife revealed;
twixt the wagon, spade and axe
which instrument's concealed?
<<set _choice to $choice >>\
<<if _choice is "harp" or _choice is "Harp">><<link "Correct" "Choice4Option3">>[[Correct|Choice4Option3]]<</link>><<else>><<textbox "$choice" "" "Choice4Option3Test" autofocus>> [[Answer|Choice4Option3Test]]<</if>>
[[Back|Choice4]]You press them for info on the attack they intend to retaliate for, and, in good humour from their company, they oblige you. As you get to talking, you manage to soften them some with your humour and sympathy, though disarming them entirely seems unlikely with words alone. They seem to have come looking for a fight. So you're surprised, somewhat, when after you promise to personally find and extract appropriate justice upon those who had wronged them, they seem - if not completely convinced - at least willing to let you off without much more trouble.
"See that your friends find more appropriate reveleries next time, won't you, friend? We won't be so generous if this happens again."
Disappointed, they march off, leaving you alone and unharmed.
[[Corktown Hub]]
<<set $compassion += 15>>
<<set $social += 15>><<if $sAlive>>$son comes home just before dinner, looking surprisingly sheepish. Sensing something is amiss, you begin questioning him about his day - and it's not long before you're prying open his little hand to reveal the golden chain necklace he'd been hiding. He tells you he'd found it on the ground, but the chain is in nearly pristine condition - far more likely he was pressured into stealing it. How do you want to handle this?
[[Reprimand him and return the necklace.|Choice6Option1]]
[[Encourage him and sell the necklace.|Choice6Option2]]
<<else>> On your way home, you spot a group of children playing blind man's bluff. They seem to be around nine to eleven years old - $son's age, if he were still with you. You return home, shackled by some unseen weight. <<set $health -= 5>>
[[Continue|Corktown Hub]]
<</if>>You tell your son that you haven't raised a thief, and that he's going to come with you as you return the necklace right back where you found it. Sure enough, when you approach the location he guides you to you find a frustrated-looking couple scouring the ground beneath a carriage for something or other - and when you approach with the necklace and explain the situation, they become immediately suspicious. Though it's clear they don't trust that your son simply 'happened upon' the jewelery, they don't seem intent on raising much of a fuss once you return it to them, only grumbling and muttering as they prepare to leave.
You return home with neither wealth nor gratitude to show for your efforts, but you hope they've instilled some positive virtues in your son.
[[Continue|Corktown Hub]]
<<set $compassion += 25>>
You laugh, and pat your son on the head. He seems surprised at first, but is content enough with your praise that he raises no objections when you take the necklace from him and pocket it. You tell him that if he finds any more valuables laying about in the dirt, he should bring them to you. Any pangs of guilt you might have felt are fleeting - at least you'll be able to eat well this week.
[[Continue|Corktown Hub]]
<<set $wealth += 20>>
<<set $compassion -= 15>>
You spend the next fifteen hours hard at work. Your shift seems to take forever, but you're loathe to complain - you and our lot owe a lot to Peter Aylen, and you're not about to slack off. You work and hew away at the lush lumber of the Ottawa valley, until eventually you fulfill the day's quota.
<<nobr>>
When night finally falls and you are released, you are given your daily pay and sent home.
<<if $famAlive is true>>
<<switch $sr>>
<<case 4>>
Your fellow workers insist on sharing some of their earnings with you, on account of your family.
<<case 3>>
Your fellow workers donate what earnings they can spare to you, to better help you take care of your family.
<<case 2>>
A few friends offer you some of their wages to help supplement your own.
<<case 1>>
No-one steps up to offer you a portion of their wages, and you don't dare ask.
<</switch>>
<<else>>
You leave with your wages.
<</if>>
<</nobr>>
<<link "Head Home" "Corktown Hub">><<set $health -=3>>
<<if $famAlive is true>>
<<switch $sr>>
<<case 4>>
<<set $wealth += ($wages + 5)>>
<<case 3>>
<<set $wealth += ($wages + 3)>>
<<case 2>>
<<set $wealth += ($wages + 2)>>
<<case 1>>
<<set $wealth += $wages>>
<</switch>>
<<else>> <<set $wealth += $wages>> <</if>><</link>>
<<if $week is 26 and $eventProc is false>><<goto Choice8>><<if $famAlive is true>>
<<switch $sr>>
<<case 4>>
<<set $wealth += ($wages + 5)>>
<<case 3>>
<<set $wealth += ($wages + 3)>>
<<case 2>>
<<set $wealth += ($wages + 2)>>
<<case 1>>
<<set $wealth += $wages>>
<</switch>>
<<else>> <<set $wealth += $wages>> <</if>><</link>><</if>>
<<if $week is 29 and $eventProc is false>><<goto Choice11>><<if $famAlive is true>>
<<switch $sr>>
<<case 4>>
<<set $wealth += ($wages + 5)>>
<<case 3>>
<<set $wealth += ($wages + 3)>>
<<case 2>>
<<set $wealth += ($wages + 2)>>
<<case 1>>
<<set $wealth += $wages>>
<</switch>>
<<else>> <<set $wealth += $wages>> <</if>><</link>><</if>>You notice a crowd of young men gathered near your home. At first you suspect they're simply loitering, but soon it's made clear they've got a purpose for being hear. One waves you over.
"Hey, $pc. You remember Galipaut, right?"
Of course you remember Galipaut. Galipaut shot Peter Aylen's bodyguard, Martin Hennessey, in the eye - the Shiners have been out for his blood ever since. You give him an affirmative nod.
"Well, Matthew Power's decided to take matters into his hands. We're pooling together money to help him along - wouldn't want him going up against that French bastard with a rotten club, yeah?"
<<if $wealth gte 40>>[[(40 Wealth) Donate enough for a gun.|Choice7Option1]]<<else>>(40 Wealth) Donate enough for a gun.<</if>>
<<if $wealth gte 20>>[[(20 Wealth) Donate enough for a knife.|Choice7Option2]]<<else>>(20 Wealth) Donate enough for a knife.<</if>>
[[Donate nothing.|Choice7Option3]]
/* Try to ambush Galipaut (1835) */You're on your way home when the news hits you: Matther Power has been shot.
It seems his attempt at revenge has only earned him a matching gunshot wound to go with Hennessey's, and tonight the Shiners are gathered together in numbers in the streets of Corkdown and demanding retribution. You approach an acquaintance and ask him what, exactly, everyone is planning to do.
"We're gonna put that precious tavern o' theirs to the torch, that's what," he answers, grinning. "He can't shoot all of us."
You can feel the fire in the air - it's a sensation you're familiar with, having experienced your fair share of riots. This seems much the same - but far more targeted. If the Shiners get their hands on Galipaut, it will be his last night both in Bytown and on Earth.
"You're coming with us, I hope."
<a data-passage="Choice8Option3Test" class="phys"><span>Sneak away quietly.</span></a>
[[Join the mob.|Choice8Option1]]
<<if $state gte 3>>[[Refuse.|Choice8Option2]]<<else>>(Min: Wary) Refuse.<</if>>
<<set $eventProc to true>>There's been a plan in the making for a couple weeks, now, and finally it goes into action. Aylen has his eyes set on the Bathurst District Agricultural Society - a veritable hive of the Carleton gentry. They charge a dollar at the door, and once you're inside you're allowed to vote on all the gentlemanly things you like... including the election of new board members. And there are a //lot// of Shiners.
You tag along for this one. It seemed like a good laugh. And it was - you and your fellows filing in one-by-one, smiling and grinning as you pay your entry fee and pile into the establishment. By the time you've all piled in, it looks more like a Lower Town tavern than a gentleman's club. The real fun starts when the voting takes place - you and yours manage democratically to oust nearly every aristocrat from their seat, replacing each and every one with a roughshod timberer. Eventually, even you win a seat. The previous inhabitant isn't happy about it.
"This is a farce. I will //not// yield my seat to a vulgar, base creature as you!" he declares, pompously jabbing a finger in your direction. How will you respond?
<a data-passage="Choice10Option1Test" class="phys"><span>Taunt him.</span></a>
[[Punch him.|Choice10Option2]]
[[Ignore him.|Choice10Option3]]
<<set $eventProc to true>>
<<nobr>><<if $sr gte 3>>\
You're on your way back home from the lumber yard when you're waylaid by a friend.
<<elseif $sr is 2>>\
You're on your way back home from the lumber yard when you're waylaid by an acquaintance.
<<else>>\
You're on your way back home from the lumber yard when you're waylaid by an Irishman you've never met before. <</if>> <</nobr>>
It turns out, Peter Aylen himself is looking for you. He has a job. Though you can't imagine why he wants you specifically - you worry you've angered him - you follow the messenger all the way to a local tavern, where you're sheparded upstairs into a small room. There are five of you, after the messenger bows out - yourself, three strong men you recognize as Thomas Burke, Patrick O'Brien, and James McDonald. Seated at a desk is none other than Peter Aylen. You've seen him before, of course, but never have you discussed with him directly. And this time, he's looking right at you.
"Nice of you to join us, $pc. Drink? C'mon, all of you sit down, you're so damn solemn."
You and your fellow labourers take a seat, and Aylen offers you each a glass of poitín.
"I've had enough of James Johnston," he announces, once you've all made yourself comfortable. He takes a drink. "He won't take the damn hint. We've given him //plenty// of opportunitites. We've tried carrot. We've tried stick. No more carrots; no more sticks. I'd like you men to deal with him for me."
A silence falls over the room. "When you say 'deal with'," one of your countrymen begins.
"I mean dead. I want him dead."
You can't find it in you to be surprised Peter Aylen's resorting to tactics some would call 'underhanded'. The Shiners' rule had never exactly been saccharine.
"If I may ask," you begin, clearing your throat after the sting of whiskey. "Why me?"
<<nobr>><<if $sr eq 4>>\
"Why you? You're an upstanding citizen!" he laughs, raising his glass. "Everyone knows you. You can be trusted. You've got resolve. I need that for a job like this."
<<elseif $sr is 3>>\
"Why not? I've heard good things about you. You can be trusted."
<<elseif $sr is 2>>\
He shrugs. "You live on the outskirts - for a job like this, that works in your favour."
<<else>>\
He flashes you a grin. "Well, that's the question, isn't it? You're a bit of a spectre. No-one knows you, which means you're hard to track down. That's good enough for me. <</if>> <</nobr>>
He doesn't elaborate any more than that. It doesn't take long for the other Irishmen to agree - they've likely done worse in the Shiners, and who //wouldn't// vie for Aylen's favour? Eventually, you've attracted every eye in the room.
"So. Are you in? You'll be paid handsomely, of course."
[[Accept|Choice11Option1]]
<<if $cr gte 2>>[[Refuse|Choice11Option2]]<<else>>(Compassion too low) Refuse<</if>>
/*
Johnston Murder (1837)
Aylen personally asks you to assassinate Johnston?
[Hi Comp] Accept (soc++ comp--)
[Lo Comp] Decline (soc-- comp++)
*/Bytown is no longer tolerating the excesses of Shiner anarchy. Peter Aylen has left Bytown, and is rebranding himself as a model citizen in a house in the country. It is difficult to say whether the Shiner spirit left with Aylen, or if Aylen left in the absence of the Shiner spirit - but either way, you are left wondering what to do.
Corktown has quieted down, these days. You see new faces all the time, and the only folks still claiming the Shiner name are drunks and hoodlums. That sends of overwhelming, iron-forged community has faded, softened. No matter where you go, it will be a struggle to survive. But perhaps you can still exercise some freedom of choice in that struggle.
What will you do now?
[[Stay in Bytown and try to carve out a new life.|Choice12Option1]]
[[Leave Corktown and try to find a new home.|Choice12Option2]]The young men seem stunned, and then grow increasingly excited as you hand over a sack full of shillings.
"We can buy a nice piece with this! We won't be forgetting this - nobody will, after Galipaut's drownin' in his own blood. We owe you one, $pc. Let's just hope Power's not as bad a shot as he is a raftsman."
The group laughs as they hurry off towards the shops, a bounce in their step. <<if $compassion <= 49>> You can't help but feel surprised that they needed money in the first place - you would've just stolen the gun. <<else>> You can't help but feel surprised that they needed money in the first place - they could've just stolen the gun. At least they're going about murder in an honest way. <</if>>
[[Continue|Corktown Hub]]
<<set $wealth -= 40>>
<<set $compassion -= 10>>
<<set $social += 25>>
<<set $eventProc to true>>The ringleader grins at you as he accepts your coin. "That'll do us nicely - I think that makes enough to get him a nice blade, yeah. Let's hope Power's stunt goes off without a hitch, and the sod doesn't try stabbin' that bastard when he's wavin' his gun around."
The group heads off towards the shops, chatting amongst themselves as they go. <<if $compassion <= 49>> You can't help but feel surprised that they needed money in the first place - you would've just stolen the knife. <<else>> You can't help but feel surprised that they needed money in the first place - they could've just stolen the knife. At least they're going about murder in an honest way. <</if>>
[[Continue|Corktown Hub]]
<<set $wealth -= 20>>
<<set $compassion -= 10>>
<<set $social += 10>>
<<set $eventProc to true>><<if $wealth < 20>> "What? Not even a coin?"
You explain that you're barely scraping enough money to get by, and though clearly unimpressed, they accept your excuse and turn to leave.
"Just remember, you've got Peter Aylen to thank for your next payday. No-one likes a leech."
<<set $social -= 5>> <<else>> "What? Not even a coin? Don't pretend you can't spare it. You owe Aylen and the Shiners for every pence."
A few of the group begins to jeer at you, laughing at each other as they rub their fingers together.
"Well, none o' our business if you've got better stuff to spend money on than your own ken. We'll let you know if the Frenchman dies with your name on his lips."
His friends laugh, and they saunter off out of sight.
<<set $social -= 15>> <</if>>\
[[Continue|Corktown Hub]]
<<set $eventProc to true>>You move like one great animal down the streets of Bytown, many in number but one of mind. Someone tipped off Galipaut, or perhaps he simple sensed his misstep in shooting Power - when your frenzied horde arrives at his tavern, you find it dark, empty, and devoid of either the target of your fury or his family. No matter. You set the tavern to the torch, cheering as the den is consumed by the growing flames. It had been a popular destination for the local French Canadians - and now it shall serve as a reminder of their transgression. Times are changing, and no longer do the upper class or their lackeys own Bytown.
Bytown belongs to the Shiners.
[[Return home.|Corktown Hub]]
<<set $compassion -= 15>>
<<set $social += 15>>"What? You've got better things to do than get justice for your goddamned kin?"
A few faces turn to you - expressions lit up with the electric anger coarsing through the air. They're all the distraction your acquaintance needs to drive his fist into your gut.
"You a coward, or are you a traitor?" the man asks, scowling. "You owe Aylen - you owe us. If you don't stand up for your kin, your kin won't stand up for you. Remember that."
He spits on you, encouraged by the mob - who, thankfully, turn their attention from you to refocus on Galipaut, marching towards his tavern with eyes of fire.
You would later learn that Galipaut and his family had fled the tavern before it was put to the torch. It was probably for the best - seeing and feeling that rage first-hand made it easy to guess the mob's potential for cruelty.
[[Continue|Corktown Hub]]
<<set $compassion += 20>>
<<set $health -= 10>>
<<set $social -= 15>>You're passing by the perimeter of Upper Town when you overhear shouting around a street bend - something about an arrest. Curious, you investigate. You're hardly surprised when you turn the corner and observe three Shiners savagely beating what appears to be a policeman. Some passerby watch, others hurry past - not a single one dares to help, lest they face retaliation. It seems the Shiner's reign of terror is exceeding expectations, and the amateur police force is as powerless as the rest of the populace. But nevermind that - what will you do?
<<if $state gte 3>>[[Help the policeman.|Choice9Option1]]<<else>>(Min: Weary) Help the policeman.<</if>>
<<if $state lte 2>>[[Help the Shiners.|Choice9Option3]]<<else>>(Max: Desperate) Help the Shiners.<</if>>
[[Ignore it.|Choice9Option2]]
<<set $eventProc to true>>You rush over to the brawl just in time to drive your foot into the policeman's ribcage.
"Oh, $pc!" one of the Shiners says - you recognize him as Peter Walsh, a particularily volatile young man. "Good of you to join us! This bastard tried to arrest my buddy O'Connel.
O'Connel seems to be having a wonderful time. He'd taken off his belt, and was using it to whip the cringing body between you. The rest of you take your turns serving this officer of the law reminders of who the law //was// in this town, and you leave when he's nothing but a hiccupping, pulpy mess, bruised and bloody and struggling to breathe. It's only when you're safely out of sight that the bystanders finally rush in to help him.
[[Continue|Corktown Hub]]
<<set $compassion -= 30>>
<<set $social += 20>>You rush over to lend aid to the battered policeman. You do your best to reign in your enraged countrymen, and in their enthusiasm they begin to shift their violence onto you - stopped only at the last moment when one recognizes you.
"$pc? What the hell are you doin'?" the apparent ringleader demands. You recognize him - a fellow by the name of Peter Walsh, and a particularily volatile one at that. "This here bastard was tryin' to arrest us."
"He's had enough."
"Enough? The lesson was just gettin' started! If he didn't learn not to mess with us after what happened with Galipaut, he's clearly in need of some remindin'."
One of his friends gives the policeman a sharp kick to the ribcage.
"He's had //enough//," you repeat, calmly. Walsh looks you sharply in the eye, as if sizing you up - then laughs. "Picking sides? Bad move. You think these Upper Town fucks give a rat's ass about you? You owe them nothing. You owe us //everything//. Remember that."
He rounds up his friends and marches off, leaving the officer cradling his injuries on the ground. It's then that a few of the bystanders decide to come forward. "We aught to take him to the infirmary," one woman says, checking his wounds. "We'll get a carriage. Thank you."
They seem to have things under control, here. From what you gather over the next half-hour, he had attempted to arrest one of the Shiners on account of a rape charge - and picking up on the scuffle, the other two had rushed to his aid. You return home knowing you'd done the right thing, but you can't help but worry over what the consequences may be.
[[Continue|Corktown Hub]]
<<set $compassion += 30>>
<<set $social -= 20>>You continue along as if you'd seen nothing at all. You're not about to make a scene, and while you may not find yourself eager to participate in such wanton cruelty, you don't imagine yourself dumb enough to risk making enemies of your peers. You hear the shouts and cries fade into the background noise as you pass to the next street.
[[Continue|Corktown Hub]]
<<set $compassion -= 10>><<nobr>> <<set _score to ($cr + $state) / 2>>
Against all odds, you've survived nineteenth century Ottawa<<if $famDead is 0>>, along with the rest of your family. Congratulations. <<elseif $famDead is 3>>... alone. <<elseif $famDead >= 1>>. But not all of your family did.<</if>>
<</nobr>>
<<if $wAlive>>$wife survived.<<else>>$wife is gone.<</if>>
\
<<if $sAlive>>$son survived.<<else>>$son is gone.<</if>>
\
<<if $dAlive>>$daughter survived.<<else>>$daughter is gone.<</if>>
By the end of the Shiner's era, you were <<nobr>>
<<switch $state>>
<<case 4>>
generally @@color:#15ff00;relaxed@@,
<<case 3>>
overall @@color:#f2ff00;weary@@,
<<case 2>>
overall @@color:#ffaa00;miserable@@,
<<case 1>>
@@color:#8a8a8a;broken@@,
<</switch>>
and your compassion for your fellow humans has
<<switch $cr>>
<<case 4>>
@@color:#15ff00;remained remarkably intact@@. You retained your humanity in the face of significant hardship - congratulations.
<<case 3>>
@@color:#f2ff00;endured some reasonable compromise@@. Most do, in hardship.
<<case 2>>
@@color:#ffaa00;been significantly diminished@@. You did what you had to, in order to survive... right?
<<case 1>>
@@color:#ff0000;been completely lost@@. How hard did you fight to keep it?
<</switch>>
<</nobr>>
[[This game is based on real-world events in the present-day city of Ottawa, Ontario.|Sources]]
@@.center;
THE END
@@crowds and faces
fruits and grains
this marketplace
from simpler days
<<set _choice to $choice >>\
<<if _choice is "byward market" or _choice is "Byward Market" or _choice is "ByWard Market" or _choice is "By Ward Market" or _choice is "by ward market">><<link "Correct" "Choice8Option3">><</link>><<else>><<textbox "$choice" "" "Choice8Option3Test" autofocus>> [[Answer|Choice8Option3Test]]<</if>>
[[Back|Choice8]]Pretending to agree, you slip into the mass of bodies. By the time they have sprung into action, marching to the upper streets of Bytown, you slip out just as easily - with none of your countrymen any the wiser. What difference will a single body make?
You would later learn that Galipaut and his family had fled the tavern before it was put to the torch. It was probably for the best - seeing that rage first-hand made it easy to guess the mob's potential for cruelty.
[[Continue|Corktown Hub]]
<<set $compassion += 15>>Corktown is a roughshod shanty town that has seen more than its share of death, poverty and despair... but it's still your home, and homes don't build themselves. You're not going to tear out new roots, hardly-grown. You'll give them time to flourish.
One day, Bytown will be a place worth living.
[[The End|End Screen]] It seems you're destined to the open road. From the emerald shores of Ireland to the New World, you're no stranger to changes of scenery. Corktown served as your home for seven years, but it's time to move on.
Why dream about what lies over the horizon when you can see it for yourself?
[[The End|End Screen]] His condescending scoff vanishes when your fist connects with it. There are cheers from the timberers and uproars from the outnumbered gentlemen, but it is clear by now they have no power here - what are they going to do, remove you by force? You take the vacated seat as your own as the injured aristocrat is helped up by some friends and carried out of the room.
It's only when he's out of sight that you massage your fist. What a dense jaw.
Eventually comes the election for the presidency. With almost unanimous support, Peter Aylen becomes the new chief officer of the Agricultural Society.
[[Corktown Hub]]
<<set $social += 15>>
<<set $compassion -= 5>>
<<set $health -= 5>>You wait patiently for the ousted aristocrat to yield up his seat, and the situation quickly becomes awkward as it becomes increasingly evident that he's not going to play along with the staring contest. Soon, the chorus of jeers seems to ware on him, and he begrudgingly gives up his seat and marches out of the building. You sit, though the crowd seems exasperated at your inaction.
Eventually comes the election for the presidency. With almost unanimous support, Peter Aylen becomes the new chief officer of the Agricultural Society.
[[Corktown Hub]]
<<set $social -= 10>>
<<set $compassion += 5>>by the ottawa locks
on the rideau canal
lies the oldest stone house
(commissariat shell)
and if you need learning
you'll find it in spades;
they'll teach you of Bytown
and all its old trades.
<<set _choice to $choice >>\
<<if _choice is "Bytown Museum" or _choice is "bytown museum" or _choice is "Bytown museum" or _choice is "bytown Museum">><<link "Correct" "Choice10Option1">><</link>><<else>><<textbox "$choice" "" "Choice10Option1Test" autofocus>> [[Answer|Choice10Option1Test]]<</if>>
[[Back|Choice8]]"Vulgar and base, am I? What can I say - your wife has good taste in men."
A cheap shot, but from the boisterous laughter that fills the hall you can tell it had its intended effect. You even catch Aylen smirking along. Flustered, the gentleman pushes himself off his seat and marches off as quick as his feet will carry him, cursing as he goes. You take your well-earned seat and sit back, enjoying this farce for all its worth.
Eventually comes the election for the presidency. With almost unanimous support, Peter Aylen becomes the new chief officer of the Agricultural Society.
[[Corktown Hub]]
<<set $social += 20>>The plan is simple. Four of you stand guard on Sapper's Bridge over the Rideu Canal, and you wait. The first night, Johnston manages to avoid you. The following afternoon, however... you've had time to research his movements. When he realizes what is happening, he leaps from the bridge - leaving him trapped in a deep bank of snow. A sitting duck. You and your allies launch a barrage of bullets and stones down upon him from the handrail as he cries for help, as Burke scales the edge of the bank to finish him off with a heavy whip.
Soon, however, you feel a blow upon your back - and find a cadre of citizens have come to Johnson's aid. There were far too many of them - and you and your allies are forced to flee lest you risk dying in Johnston's stead.
The next weeks are a blur, spent in hiding as your other allies go on the run - thankfully, your identity had not been exposed. You are left to watch as a palpable change overcomes your countrymen.
It is difficult to say what happened to break terror's grip on the populace, but it precipated a noticable change in the whole atmosphere of Bytown. The authorities, whose attempts at peacekeeping had hitherto been pathetically amateur, act with remarkable unity to capture the perpetrators. But it was not the government that finally brought the era of the Shiners to its knees - it was a newfound sense of confidence, a sense the peoples had been pushed too far. Gone are the rowdy, arrogant days of the Bytown Shiners. You still call yourselves as such, of course... but it doesn't mean a shadow of what it once did.
[[Continue|Choice12]]
<<set $compassion -= 30>>Aylen gives you an appraising look, then shrugs. "Guess I was wrong about you. Oh well."
He gestures towards the door, and you leave with the eyes of four men boring down on you.
You overhear, later, that the three men went on through with their mission without you - or, at least, they tried. Johnston had cried out, and to everyone's surprise, the citizenry had actually come to his aid. It is difficult to say what happened to break terror's grip on the populace, but it precipated a noticable change in the whole atmosphere of Bytown.
It is difficult to say what happened to break terror's grip on the populace, but it precipated a noticable change in the whole atmosphere of Bytown. The authorities, whose attempts at peacekeeping had hitherto been pathetically amateur, act with remarkable unity to capture the perpetrators. But it was not the government that finally brought the era of the Shiners to its knees - it was a newfound sense of confidence, a sense the peoples had been pushed too far. Gone are the rowdy, arrogant days of the Bytown Shiners. You still call yourselves as such, of course... but it doesn't mean a shadow of what it once did.
[[Continue|Choice12]]