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Darklands/Revolution Storyline

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This is a sub-page of Darklands.

Revolution Storyline

A large plotline that was completely disabled. The game designer Arnold Hendrick mentioned in interviews disabling several subplots due to time constrains.


$CONSI00.MSG (Jan 1992):

You tally up the attitudes of various guilds, wealthy groups, and church leaders, then factor in the feelings of the common people. You estimate that $Number1 or more groups support the rebel cause, and $Number2 or more groups oppose it.
Overall, this suggests that the people of $PlaceName $Support the rebel cause. You begin discussing what this means....
You suggest to the leader that you all...
...review the plan for taking over the city government.
...review the final plan for arresting the rebels and ending the political difficulties in $PlaceName.
...put the plan into effect, with rebel forces mustering at this location, at $Text1 on $Text2, three days from now.
...put the plan into effect, with your forces converging on the rebel headquarters at $Text1 on $Text2, three days from now.
...not implement the plan quite yet. Instead you urge that everyone get back to work!
The rebel leader, $NamedOneName, explains the plan once more:
"At $Text1 on $Text2, all of our supporters will assemble here. Then we will march through the city, urging  people to join the procession.
"Finally, we'll finish at the $Text3, where we'll demand the resignation of the $CityLordTitle and his councilors. If they refuse, we'll let ourselves inside and detain them in the dungeons. Then we'll form a new city council, giving $PlaceName the government it really needs!"
The rebel leader, $NamedOneName, explains the plan once more:
"At $Text1 on $Text2, all of our supporters will assemble here, joining the loyal troops being furnished by $Text4, the rightful lord of $PlaceName.
"We will then march through the city to the $Text3, where we'll chase out the evil $CityLordTitle and his stooges. Then $Text4 will take his rightful place as lord and protector of this fair city!"
Quiet cheers echo in the small room.
Your leader, $NamedOneName, explains the plan once more:
"At $Text1 on $Text2, the city guard will converge on the rebel headquarters. Surprising them with this sudden move, we will arrest the ringleaders and bring them back to $VarString5. They will be held there for trial, on charges of conspiracy and treason.
"The dangerous part will be getting the ringleaders back here to $VarString5. Despite a strong escort by the city guard, we must beware of confused citizens who might try to 'rescue' these scum. Therefore, I count on all of you to help capture and guard these prisoners.
Slowly $ChosenOneName rises.
"Today the citizens of $PlaceName are behind us. Few people of influence support our opponents. The time to strike is now, before some unforeseen reverse makes our task more difficult!"
With a loud cheer, everyone else stands up and shouts their agreement. Finally, your leader rises.
Slowly $ChosenOneName rises to speak.
"The people of $PlaceName are undecided. They are confused by conflicting handbills and delegations. Nobody knows what to believe.
"It is time we showed them what to believe. By acting now we end all confusion, all delay. Now is the time to strike!"
You see heads nodding in agreement. Finally, your leader at the end of the table says, "I agree" in a loud voice, then stands up.

Quickly, $ChosenOneName rises to speak.
"The people of $PlaceName are deceived by the lies of our opponents. We must awaken the citizens with dramatic action, before our opponents exploit their position. We should march, before they march against us!"
$NamedOneName, the leader, nods in agreement and rises. "$ChosenOneName speaks the truth. This could be our last chance, before they move against us. Our task may be hard, but we must refuse to be led like a lamb to the slaughter. We must take our fate into our own hands!"
After shouts of approval, $NamedOneName continues...
Plans in place, you all quietly slip out the back door and spread out among the side streets of $PlaceName.
You all discuss this possibility, but finally $NamedOneName says, "I don't think we should try it right now. Our spies think the opposition is already planning an important move in the next few days. First we must concentrate on stopping their plan."


$POLIT00.MSG (Jan 1992) — looks like one of the terror missions mentioned below:

Watching carefully, you observe a furtive group of well-armed men approach the building. They try various doors and shutters, then set about picking a lock. You decide to...
...quietly walk over and intimidate them into leaving.
...quietly walk over and use alchemy to frighten them away.
...cry, "Thieves, thieves!" and call for the night watch.
...sneak up and make a surprise attack.
...boldly charge forward, forcing them to flee or fight.
...ignore them.
The leader of the thugs looks you up and down.
"You better get lost, quick, if you know what's good for you." He fingers his sword-hilt. "Otherwise, you're dead meat."
You quietly creep up behind them, then $ChosenOneName gives a polite cough.
Surprised, the thugs turn around to see $him casually twirling $his favorite weapon in a stunning display of skill.
"I think you boys are lost," $ChosenOneName remarks.
"Uh, yeah, I guess so, right boys?" replies the leader of the thugs nervously. "Well, we'll be going now; bye," they say as they back away.
Shocked by the potion, the thugs turn around to see you grinning, weapons drawn. Slowly they back away, then turn tail and run.
As the powder descends over the thugs, they begin to wiggle and itch. You all start chuckling. The surprised bandits whirl around, twisting and scratching.
"Just a little joke," you remark, "but next time, we'll get serious. Make sure there isn't a next time."
"Yes, SIR!" says the abashed bandit leader. In a flash they are running away down the street, hopping and scratching as they go.
You hear cheering above you!
Various guildsmen, brandishing improvised clubs, cheer your success in chasing away the thugs.
"Our saviors!" they cry, as the guildmaster himself comes out and shakes your hand, placing a half-florin piece in it as he speaks. He says his political views have changed. Now the guild members $Support changes in the city government.
You escape the battle, but that leaves the thugs to pursue their nefarious designs against the guild.
You retreat down a series of side alleys until you're safe. The thugs are free to continue their nefarious assault on the guild, but at least you have survived, even if your reputation has suffered.
You wake up in a back alley near the guild, without your weapons or armor. A quick check reveals that your belt purses are also gone, but not your better-hidden money. From the distant cries of anguish, it is obvious that the thugs accomplished their designs.
The thugs laugh at your cowardice.
"Let me just relieve you of those things you can't use," the leader of the thugs jeers, "like those weapons, or that purse!"
Then he whacks you with the flat of his sword. "Now run off, like good little girls!" Weaponless, you decide to comply and run away.
Needless to say, this isn't going to do your reputation or your cause very much good.
The thugs whirl and draw.
"Shut them up," snarls their leader, "with cold steel!"
Silently you watch the thugs climb into the windows of the guild. You wait and watch, and eventually they climb out again. As the sky begins to lighten, they slip away down a dark alley. Inside you hear cries of alarm and anguish.
Deciding that you may be mistaken for the perpetrators, you too slip away -- down a different side street!


$POLIT01.MSG (Jan 1992) — yet another revolutionary mission — spreading the word:

Walking along, you post a few more handbills. Suddenly, a group of thugs steps out from an alley. Their leader rips off a poster you placed, glances at it, and throws it away.
"No more of that, you scum," he snarls, "in fact, we're gonna watch you EAT all of them right now. Or else."
You decide to...
...snivel, grovel, and eat your handbills.
...use street smarts to talk them out of attacking.
...bribe them with $Money1 to go away.
...run away.
...use an alchemical potion to help you escape.
...call upon a saint to calm them.
...draw weapons and attack!
With the thugs disposed of, you can resume your activities. Perhaps next time they'll think twice before attacking you.
On a small side street, behind a tall gate, you all listen quietly. The thugs have lost track of you. Quickly you slip away down the back streets.
You awaken in a foul-smelling midden, with a concerned housewife asking, "Are you all right?"
Groaning, you discover you've been stripped of your armor, weapons in hand, and some other possessions.
The leader gives you a dour look. "Time to take your medicine," he says, while the thugs strip you of weapons and armor, as well as a few possessions.
They start beating you savagely with kicks and clubs, but some city guards appear and chase them off. You to stagger away, bloodied but thankful that you weren't beaten to death.
You shake your heads knowingly.
"Sorry, guys, you've got the wrong crowd." Using your street smarts, you explain to them that you're really secret agents, working for the "enemy" to uncover his plans. You draw them into conversation, ask some questions, and use their answers to convince them of your story.
Eventually they are convinced and you go on safely.
Your abilities aren't sufficient to overcome their suspicion and distrust. They decide you're really a bunch of scum. What's worse -- by now you're virtually surrounded!
With a wink, the thugs take your money and divide it among themselves.
"This buys you some time," their leader explains. "But don't hang around here any more. Meanwhile, we never met!"
The thugs disappear into a side alley.
The leader takes your money and laughs.
"Thanks," he chuckles, "now we'll take the rest!" He and his men charge forward, swinging their weapons.
Quickly you dash down a side alley, make five fast turns, leap a fence and a gate, then scramble over a low wall into yet another side street. As you pause to catch your breath, you hear the sounds of frustrated pursuit heading away in the wrong direction.
You've evaded the thugs for now, but they'll probably find you again, as long as you remain in $PlaceName during its political troubles.
You turn and run, but quickly you realize that the thugs are gaining on $ChosenOneName. Unwilling to abandon $him, you stand and fight.
You dash around a corner down an alley, pouring the potion behind you. The first pursuer pounds after you, then falls flat when the gooey mess glues his feet to the cobblestones.
Cautiously, his friends wade into the sticky ooze and rescue him. In the meantime you are long gone, escaped into the maze of back streets and alleys of $PlaceName.
With a quick motion, $ChosenOneName flings the powder into the thugs' faces. They scream in pain and claw at their eyes; you dash away down the side streets.
Almost invisibly, $ChosenOneName flicks the potion into the air. You all turn away as a bright light explodes with a loud pop.
Temporarily blinded, the thugs wail, "Lord save us, we're blinded by wizards!" You turn and quickly escape, before the Sunburst wears off.
With a cry of triumph, $ChosenOneName hurls $his vial to the ground. The thugs back away as a large cloud of smoke erupts between them and you. You take this opportunity to quietly slip around the corner, before they realize the cloud contains nothing more dangerous than sulphrous fumes!
You turn and run as $ChosenOneName casts down the vial behind you. Unfortunately, the nimble thugs see the vial coming. They cover and dodge for a second, then continue their pursuit.
Their superior agility tells here, also. Within a minute they reach striking range. To avoid being cut down from behind, you must stand and fight.
Quickly, $ChosenOneName utters a brief prayer to Saint Apollinarius, saying, "As you saved the 12th Legion from destruction, so save us!"
You hear the dulcet tones of an angelic chant, and listen transfixed. As the soul-stirring sound fades away, you see the thugs were similarly affected, and are now wandering away, quietly discussing their experience. They have forgotten entirely about their original mission.
Bowing $his head, $ChosenOneName utters $his prayer.
Suddenly you all hear a heavenly voice, irresistably pleading that you put aside differences and behave with Christian charity toward one another.
"Be not like barbarous pagans, always fighting and killing. Instead, learn to live with one another, suffering each other's foibles, as Christ suffered for us all."
You all feel chastened and humble. Ashamed, the thugs slink away to contemplate their crimes, allowing you to continue on your way.
They laugh uproariously as you kneel and slowly cram handfuls of paper into your mouth and chew.
"More, faster!" they demand and you frantically gobble the posters, gagging. Then they kick and beat you a bit, "Just so you remember," and walk off chuckling. Covered with dirt and paper shreds, you crawl to your feet, totally humiliated.


$SITUA00.MSG (Jul 1991):

You decide to invest some time discovering...
...more about who supports which political faction.
...the relative power and importance of various factions
...the latest rumors about scandals and misbehavior.
...3
...4
...5
...6
...7
...8
...nothing more, you turn your attention elsewhere.
You discover that $PlaceName is full of discontent. Some people critize the city council and talk about forcing free elections. Others support the council, saying the critics are hostile infiltrators trying to take control of the city.
After judging the temper of the city, you estimate the revolt has $Text1 $Number1 $Text2 chance of success.
You find that $PlaceName is full of discontent. Many critize the decisions of $CityLordName, the $CityLordTitle. They talk about marching on the $Fortress and creating a new government. Others loudly support $CityLordName. They claim all rebels are dupes of foreign agents who seek to install a usper.
After judging the temper of the city, you estimate the revolt has $Text1 $Number1 $Text2 chance of success.
The old, wealthy burgher families $VarPhrase1 change in the city government
The $CityLord $VarPhrase2 change in the city government.
Captain $NamedOneName, leader of the city guard, $VarPhrase3 change in the city.
$NamedTwoName, abbot of $Monastery, the city monastery, $VarPhrase4 change in the city.
The noted merchant families of $PlaceName $VarPhrase5 change in the city.
Various foreign traders $VarPhrase6 change in the city.
The blacksmiths' guild $VarPhrase1 change in the government of $PlaceName.
The swordsmiths' guild $VarPhrase2 change in the city government.
The armorers' guild $VarPhrase3 change in the government.
The bowyers' and gunsmiths' guild $VarPhrase4 change in the city government.
Various artisan guilds $VarPhrase5 change in the city government.
The jewelers' guild $VarPhrase6 change in the city government.
The clothmakers' guild $VarPhrase7 change in the government.‼
The various artisan guilds $VarPhrase1 change here.
The Hanseatic League $VarPhrase2 change in the government of $PlaceName.
$NamedOneName, the leader of the local Fugger bank, $VarPhrase3 change in city government.
The Medici representative here $VarPhrase4 change in the city government.
Day-laborers and non-guild workers seem to $VarPhrase5 political change.
Normally, the most important man in $PlaceName is $NamedOneName, Captain of the City Guard. Almost equal to him are the wealthy burghers, led by $NamedTwoName and the $CityLordTitle, $CityLordName. The various merchants of $PlaceName are fairly wealthy, and almost as powerful.
Each guild is fairly influencial, and any two guilds combined are usually more potent than any other one other group.
The foreign traders are less important than a guild, as are various banking and trading concerns, such as the Hanseatic League, the Fugger Bank, and the Medici Bank.
There are rumors about $VarString2. Some people whisper that there is an uncontrolled love affair with some paramour, who has a dread disease. Any proof of this would, of course, case instant ruin.
You ponder this, and realize that threatening to reveal this secret might be very useful.
There are rumors about $VarString2. Some people whisper that this leader sells guild products which are anything but guild work. Unsuspecting customers may have ended up with shoddy, cheap, second-rate items.
Of course, proof would be the ruin of this person. Pondering this, you realize that threatening to reveal the secret might be quite handy!
There are rumors about $VarString2. Some people whisper that this person's predecessor didn't die by chance, but instead was poisoned. Revealing proof of this advancement by murder would, of course, cause an instant scandal, and undoubtedly the leader's downfall.


There are rumors about $VarString2. Some people whisper that he is really the son of a common serf, a bastard unsuitable for his high position.
Any confessions or proof of this would, of course, ruin him. Of course, to prove it, you would either need to convince his mother to confess, or find indisputable proof.
There are rumors about $VarString2. Some people whisper that this person is a secret worshipper in a dark cult that worships demons or the devil.
If this is true, and you find some proof, you could put the knowledge to good use.
There are rumors about $VarString2. Some people whisper that this person has dealings with foreign enmies of $PlaceName, receiving florins in exchange for betraying the city.
You realize this knowledge, if circulated widely with strong proof, would cause consternation and a quick replacement.
During the festival, foreign traders are the single most powerful political force in $PlaceName.
After that, the most important man in $PlaceName is $NamedOneName, Captain of the City Guard. Nearly equal to him is $NamedTwoName, spokesman of the burghers, and the $CityLordTitle, $CityLordName. The various local merchants of $PlaceName also have a large voice.
Each guild is fairly influencial, and any two guilds combined are more powerful than any one other group.
Least significant are the banking and trading concerns, such as the Hanseatic League, the Fugger Bank, and the Medici Bank.
During the this critical time, $NamedOneName, Captain of the Guard, is the undisputed leader of $PlaceName is $NamedOneName, Captain of the City Guard.
Lesser but important voices include $NamedTwoName, spokesman of the burghers, and the $CityLordTitle, $CityLordName. The various local merchants of $PlaceName also have a voice.
Each guild is fairly influencial. Any three guilds combined would be more influencial than the Captain, and two more than anyone else.
Least significant are the banking and trading concerns, such as the Hanseatic League, the Fugger Bank, and the Medici Bank.


$REVOL00.MSG (Jan 1992):

At the house of $NamedOneName you...
...talk to people on the street, learning what you can about $NamedOneName.
...politely request admittance and an interview.
...brashly proclaim your superiority, then ask what tasks need doing!
...discreetly pick a lock and sneak inside.
...distract them with an alchemical potion, then sneak inside during the confusion.
...draw weapons, kick down the door, and charge inside.
...leave and go elsewhere.
You hear nothing dramatically out of the ordinary...
"Certainly, everybody knows $NamedOneName. Born here, you know. Good family, has some business interests, pleasant enough, though a bit tight with money."
"$NamedOneName...hmmm...interested in politics, a bit too interested for some, but not enough for others."
"Well, I could tell you stories, but I'll just say this: don't ever betray a confidence or reveal a secret of $NamedOneName."
It takes a while, but you gradually figure out that this building is a political headquarters, with people coming and going at all hours. You also notice a few mercenaries loitering about, undoubtedly hired as guards.
Fortunately, you are adroit and perceptive enough to also learn a few more interesting facts. For example, $NamedOneName has suddenly begun receiving visits from masters of various guilds and leaders of various workmen around town. All these of people have one thing in common: a dislike for the policies of the current government.
Fortunately, you are adroit and perceptive enough to also learn a few more interesting facts. For example, $NamedOneName disappears or is otherwise unavailable on certain evenings. In addition, foreign traders frequently visit, while just a few months ago all business contacts were with locals.
Your reputation and charming manner eventually get you an interview with $NamedOneName, who turns around, smiles, and remarks, "Ah, bold heroes at last!"
The doormen scowl. "Mangy dogs! We have no use for you here. Begone."
They finger their weapons menacingly, and you notice crossbows aimed at you from a corner window. You decide to take their advice and step back into the street.
You wait until all is quiet behind a certain back door. $ChosenOneName uses $his artifice skill to slip the bolt, and you all quietly steal inside.
You select a likely back door, but $ChosenOneName can't seem to open it. As you start to discreetly move away, an upstairs window flies open.
"Stop, thieves!" cries the woman at the window, pointing to you. You dash around a corner, hoping you can't be identified.
The potion explodes with a most impressive effect. Up and down the street, people begin to run about, frightened and confused. You easily climb through a side window into an unoccupied room.
Although the potion explodes very nicely, you can't seem to take advantage of it. Everywhere you look people seem to be running your way. Every time you look in an open door or window, surprised occupants are looking back out at you, asking questions.
You decide that either you picked the wrong time, or you just aren't sneaky enough. Perhaps you'll have better luck another day, after people calm down.
The doormen scowl.
"Insolent scum! We have no use for surly weaklings without weapon skills. Begone."
The door slams in your face.
Fortunately, you are adroit and perceptive enough to also learn a few more interesting facts. For example, $NamedOneName has suddenly begun receiving visits from various influential patricians. All these of city leaders have one thing in common: a stake in the policies of the current government.


$REVOL01.MSG (Jan 1992):

At the house of $NamedOneName you...
...try to observe it throughout the night without being spotted.
...quietly knock on the back door and ask to speak with $NamedOneName.
...quietly pick a lock and sneak inside.
...use a potion to create a diversion, then sneak inside during the confusion.
...draw weapons, kick down the door, and charge inside.
...leave and go elsewhere.
You observe numerous comings and goings throughout the night. Many of the people are carrying away stacks of handbills. The house of $NamedOneName is clearly a political headquarters.
After examining a dropped handbill, it is clear that this groups favors a change in the government of $PlaceName. You believe this house is the headquarters of the rebel movement.  
Unfortunately, you are not very adept at keeping out of sight. Within an hour...
Eventually your knocks are answered by someone at a second story window.
"Who goes there?"
With winning words, you explain your business, and are admitted for an interview with $NamedOneName.
You knock discreetly, but when questioned about your business, you stumble badly, stuttering and appearing most untrustworthy.
You are told, "Come back tomorrow, in the daylight."
Carefully, $ChosenOneName uses $his artifice skill to unlock a storeroom entrance, then slip the inside bolt. You all quietly steal in behind $him...
Cursing softly, $ChosenOneName struggles with the lock of a side door. Suddenly there is a loud CRACK as something breaks inside the lock mechanism.
Upstairs, someone throws open and window, peers out with a lantern, and yells, "Thieves at the door! Thieves at the door!"
Instantly you dash away down a side street...
The potion produces a very dramatic effect. Shutters open and people lean out of windows all along the street. Servants open a side door and come out to investigate also.
Picking the right moment, you slip through an unwatched door and hide yourself in a room's shadows.
The potion explodes quite nicely, causing people to open their windows and leave their houses all along the street. Unfortunately, every time you try to sneak in, you run into somebody either coming or going through that door.
Finally, you get desperate and try to just dash in. However, somebody spots you coming and yells "Thieves!"
Instantly all doors shut, leaving you outside. You fade back into the shadows, trying to escape before the night watch appears...
Weapons in hand, you charge up to the house front and crash through the downstairs shutters!


$REVOL02.MSG (Jan 1992):

Looking you in the eye, $NamedOneName says, "I need some hard men or women. Some think putting up posters is easy. Well, I've had people beaten and killed for carrying these handbills. But if you believe in our cause, it's worth the risk.
"Now, why do you want this job?"
You...
...say you need the money, $Money1 per person per day.
...say the city needs new and better leadership.
...declare that the government must be protected from attack.
...admit that holy inspiration directed you here.
...pray to a saint for guidance.
...leave without taking the job.
The leader leans back thoughtfully.
"Well, normally I dislike people with a mercenary attitude. Most of us serve the cause here, not our purses.
"But then, we haven't attracted anyone famous or intrepid either. Perhaps my preferences have been incorrect. After all, with you on our side, how can we lose?
"Now, let me explain some of the details..."
Leaping up, $NamedOneName yells, "You mercenary trash! We're trying to do something important here, something honest, perhaps even holy. We aren't trying to enrich wandering thugs like you. Get out before we throw you out on the end of a pike!"
The bodyguards of $NamedOneName stand behind you with levelled and cocked crossbows. You decide to leave now.
Jumping up and clasping hands with $ChosenOneName, $NamedOneName exclaims, "Ah, a true comrade! With your aid, I'm sure that our cause will triumph over the evil schemes of our ancient enemies, who worship nothing but money!
"Now, let me explain some of the details to you...
Sitting back, $NamedOneName replies thoughtfully.
"I'd like to believe you are sincere. However, I regret to say that your manner and style are not convincing. In this cause, I cannot afford to take any chances. My men will escort you out."
You find that guards with cocked crossbows have surrounded you. In minutes you are escorted to the door.
Bowing, $NamedOneName says, "Thank you lord, for answering my prayers with these virutous ones. I see this as a sign of your support for our most just cause."
Then $NamedOneName fixes you all with a piercing look. "I thank you for your aid, with all my heart. Now let me explain the details..."
Chuckling, $NamedOneName replies, "You, directed by the Holy Spirit? I'm afraid your reputation precedes you."
At his quick gesture, you are suddenly surrounded by guards with loaded crossbows. "Show these liars to the door!" commands $NamedOneName.
In less than a minute, you are shoved ignominiously out a back door.
Quickly $NamedOneName describes the situation and your job.
"We represent the aspirations of honest workmen and merchants here in $PlaceName. We're tired of a few families dictating everything, especially when their unfair regulations make them rich and us poor.
"Soon, when our support is strongest, we all will march on $VarString1, the $VarString2, to create a new, more representative government.
"Toward that goal, we must awaken people's minds. Every day you will each report here to pick up more handbills to post, and your day's pay of $Money1."
Quickly $NamedOneName describes the situation and your job.
"I represent the $VarString1, rightful lord of this city. Soon he will return and reclaim his birthright. We must prepare the ground for this triumphant return.
"Therefore, once a day you should each report here to pick up more handbills. As you go about town, post them everywhere. My lord, the $VarString1, shows his gratitude by paying each of you $Money1 per day for your services."
Quickly $NamedOneName describes the situation and your job.
"I am a member of the Rat of $PlaceName, and represent the $CityLordName here. I seek to stop the activities of spies and traitors in our fair city, who seek to overthrow the government. Unfortunately, they have swayed some citizens, who must be enlightened and shown their errors. Then we can arrest the ringleaders with minimal bloodshed.
"Therefore, once a day you will all report here for handbills, which you will post. Your pay is $Money1 per day per person."
Suddenly, you understand exactly the sort of person that $NamedOneName seeks. Blessed with this understanding, it is easy to convince him that you are the ideal additions to his organization. In minutes you are hearing about the cause and your tasks in great detail...
Unfortunately, you neither hear nor sense any response to your prayers. You wonder whether to rely upon your own judgement, or try again...
Enlightenment suddenly bursts upon you. Although you know clearly the sort of people $NamedOneName desires, you also know that his cause is almost certainly hopeless. Inspired by this insight, you politely take your leave, rather than commit yourself to a disaster.
Furious, $NamedOneName orders his guards to throw you out.
"Knaves, wretches, untrustworthy dogs! Take your traitorous smell away before I put an end to it with cold steel!"
In the blink of an eye, you're in the street, flat on your backs.
Angry, $NamedOneName curses you long and hard for your perfidious betrayal of the cause. However, $ChosenOneName's charm and soothing words eventually reconcile him. He agrees to employ you once more, on the same terms as before.


$REVOL03.MSG (Jan 1992):

You sit down and spend some time analyzing the current situation with $NamedOneName. Among other things, you discuss...
...the current attitude of various factions.
...where to post handbills.
...how to influence a faction.
...how to find and use secrets.
...the value of a raid on enemy headquarters.
...marching on the $councilHall to replace the government.
...marching on the $fortress to replace the government.
...arresting the rebels for treason.
...actually getting to work. You leave.
First you discuss the attitudes of the influential merchants and bankers toward changes in the city government.
The local merchants $Support1 change.
The Hansards $Support2 the overthrow of the government.
The Fugger bankers $Support3 change.
The Medici representatives $Support4 the rebels. 
The foreign traders $Support5 change.
Next you consider the attitudes of clergy and the people in general.
Overall, you believe the citizens of $PlaceName $Support1 change in the city government.
The abbot of the $monastery and the monks $Support2 change. 
The clergy of the $cityChurch $Support3 change in the government.
The bishop of the $cathedral and his followers $Support4 change.
Finally you discuss the attitudes of the the guildsmen when it comes to changes in the city government.
The blacksmiths $Support change. 
The swordsmiths $Support1 change.
The armorers $Support2 change.
The bowyers and gunsmiths $Support3 changes.
The artisans and tinkers $Support4 change.
The jewellers $Support5 change.
The clothmakers $Support6 changes.
You learn that the best way to influence people is to talk to them! Sometimes people can be convinced by friendly conversation. However, you must remember that most people eventually make up their minds to support one side or the other. Once convinced, these people are almost impossible to sway back again.
Now that you have accepted their pay and received a pile of handbills, you are unavoidably obliged to post them. This isn't hard: you'll do it as you move about the city. 
However, you now risk confrontations with hired thugs from the other side. Since you're associated with a cause, the only way to avoid this danger is to leave $PlaceName until the current political confusion is resolved in favor of one side or the other.
Well, it wouldn't hurt to see who among the opposition has some embarrassing secret. Sometimes just claiming to know about it is enough, other times you need proof.
Of course, sometimes they ignore even your proof. In such a case, revealing their shame may cause their replacement. Unfortunately, there's no way to predict the opinions of the new leader.
Certainly the opposition must have a home or office that serves as their headquarters. A highly destructive raid would make them look like weaklings who can't protect themselves, much less their supporters.
Overall, the balance of opinion aligned with your side greatly outweighs that aligned with the opposition. Therefore,
now is a good time to march on the $councilHall.
now is a good time to march on the $fortress.
now is the time to arrest the traitorous rebel ringleaders.
There are widely-believed rumors that within a few days the rebels will muster their forces and march on the
$councilHall, the city hall
$fortress, the city's fortress
. Some people worry about the rebels inviting mercenaries or adventurers to help fight in their cause.
There are widely-believed rumors that within a few days the the city guard will be sent to arrest all the rebel ringleaders as traitors.


$REVOL04.MSG (Jan 1992) Note that several menus here use a different formatting convention from the rest of the game — instead of ellipses, the summary ends with colon and the items start with multiple spaces:

It isn't hard to find people discussing local politics. You get the overall impression that the people of $PlaceName $Support a change in government. With a little more time, you can get more detailed information. You ask about...
...the attitudes of various guilds.
...the attitudes of merchants and bankers.
...the attitudes of the clergy and the masses.
...government activities.
...rebel activities.
...nothing more; you've spent enough time gossiping.
People who spend a lot of time at the $marketplace prove your best source of information. They opine that:
     local merchants $Support changes in the city government
     the Hanseatic League members $Support1 changes
     the Fugger bankers $Support2 changes
     the Medici bank representatives $Support3 changes
     and foreign traders $Support4 changes.
Lay assistants cannot but help overhearing the casual remarks of prelates. From them, you learn that
     the priests of the $cityChurch $Support2 changes in the city government
     the bishop and clerics of the $cathedral, the cathedral, $Support3 changes
     and that the abbot and monks of the $monastery $Support1 changes.
It is also apparent that the overall public $Support changes in the government.
Many journeymen and apprentices at the guilds have loose tongues, especially when drinking. When it comes to changes in the city government
     the blacksmiths $Support changes
     the swordsmiths $Support1 changes
     the armorers $Support2 changes
     the bowyers and gunsmiths $Support3 changes
     the artisans and tinkers $Support4 changes
     and the clothmakers $Support5 changes
It is said that agents of the $CityLordTitle may make a decisive move in the next few days.
More than a few people believe that the $CityLordTitle will try to arrest certain rebels within a day. The question is, will the people stand by while the city guard takes them away in chains?
The townhouse of $NamedOneName, said to be a political organizer for $CityLordTitle, was all but destroyed in a raid. Some say this is a sign of the government's powerlessness against the rebels.
Last night the home of $NamedTwoName was raided by government agents. There was much destruction, and his family was terrorized. Those who favor the rule of $CityLordTitle say that this is just a warning, and that the government is still too tolerant of these traitorous rebels.
The city is seething with energy and activity. Rumors are rife about marches on the $VarString1, about taking the city gates. It is said the city guards are wavering, just waiting for a chance to desert.
You have the impression that some citizens of $PlaceName are nerving themselves for a general uprising against the government.
Everybody talks about the mass rally against the government, but it's unclear whether it will happen today or tomorrow. Many people $Support such a rally.
As you listen to people debate the politics of various guilds, you discover an interesting undercurrent: the senior master of the $GuildName guild has an unsavory reputation. 
As you listen to people debate $PlaceName politics, you discover an interesting pattern. Almost everyone has a very low regard for the spiritual leader of the $ChurchType. You can't tell if it's the usual complaints about venal clergymen, or something more serious.
As you listen to people debating politics, you discover an interesting undercurrent. Almost to a man, people here greatly dislike the leader of the $MerchantType. Many feel that he is especially unwholesome and dangerous.
Everyone is talking about how the city guardsmen have just arrested $NamedTwoName, a respected citizen. Some people talk about getting together and rescuing him from the guardsmen. 
The city is in a furor. There are mobs in the streets, marching to protest the policies of the $CityLordTitle. Political debates rage everywhere.
It is openly said that $NamedOneName is a political organizer for the $CityLordTitle, and is hiring lots of helpers and supporters.
Everyone knows that $NamedTwoName is the ringleader of the anti-government forces, and that he is hiring helpers. The debate is whether $NamedTwoName is a true patriot, or a treacherous traitor to the city. 
Everyone is talking about the failure of the city guardsmen to hold $NamedTwoName after he was arrested. A large group of citizens stopped the guards and their prisoner in the street, then forced them to free him. Most feel that the government of the $CityLordTitle is powerless, and unlikely to last much longer.
Everyone is talking about how city guards finally broke up the mob of protesters that recently paralyzed the city. The government of the $CityLordTitle appears strong. Many expect the rebel ringleaders to be arrested soon.
The home of $NamedOneName, the government organizer, was attacked last night. However, his loyal supporters drove off the thugs. Most feel the attack was politically motivated.
The home of $NamedTwoName, a well-known political agitator, was attacked last night. The thugs were driven off, but many feel they were government agents.


$REVOL05.MSG (Jan 1992):

Suddenly, $NamedTwoName, a messenger-girl used by the rebels, bursts in on you.
"Come quickly! The city guards have wrecked our headquarters. They've arrested $NamedOneName and are taking him to the $VarString1!"
You consider the situation and decide to...
...follow her and rescue $NamedOneName from arrest.
...shrug and cravenly abandon him to his fate.
Outraged by your betrayal, $NamedTwoName screams, "All of $PlaceName shall know of your cowardice!"
You realize that your reputation will suffer, but not too much. After all, public sentiment strongly favors the government rather than the rebel cause. Few will blame you for abandoning $NamedOneName to his fate. However, his immediate friends (and your former comrades) might exact a terrible vengeance. Commanded by this fear, you quickly pack to leave...
Outraged by your betrayal, $NamedTwoName screams, "All of $PlaceName shall know of your cowardice!"
Shamefaced, you realize that she is right. Now both the government and the rebels will hate you, so it really doesn't matter who wins.
Meanwhile, fear of immediate vengeance from your former friends now rules you. Quickly you collect your possessions...
Outraged by your betrayal, $NamedTwoName screams, "All of $PlaceName shall know of your cowardice!"
Shamefaced, you realize she is right. Worse, you realize that the rebels are likely fight off this government attack, and will certainly come looking for you! All you can think of is the vengeance they will take. Quickly, you collect things and begin running...
Suddenly you hear city guardsmen beating on the front door.
"Open in the name of the $CityLordTitle and the $CityLordName!" they shout, clearly intending to arrest $NamedOneName.
You decide to...
...heroically pull out your weapons and defend everyone from arrest.
...cravenly sneak away, abandoning him to his fate.
Grabbing your equipment, you follow $NamedTwoName, racing through side streets and back alleys.
"We'll be able to intercept them on the street up ahead, before they reach the $VarString1," she pants as you run. "If you can eliminate the guardsmen, I can free $NamedOneName!"
You nod back, answering, "Right, we'll take the guardsmen while you free $NamedOneName!"
Quickly the family of $NamedOneName cleans up after the battle, erasing all signs of the struggle.
"My loyal supporters and heroes," $NamedOneName says in thanks, "I would certainly have never survived too long in their hands!"
You all agree. In fact, this embarrassing failure by the city guard may well aid your cause. You agree to meet again soon, to compare notes about the new attitude in the city.
Quickly you rendezvous with $NamedTwoName, who is busily cutting $NamedOneName from his bonds.
"Ah, my benefactors and rescuers," he greets you, "eternal thanks. I would certainly have never survived long in their hands!"
You all agree. In fact, this embarrassing failure by the guard may well aid your cause. $NamedOneName asks you to visit his headquarters soon, to re-examine the situation and make new plans.
The laughter of the city guards echoes from the street and walls behind you.
"Run, you rabbits and traitors! Stay here in $PlaceName and you'll taste our honest steel!"
Right now, their words ring true, as blind fear rules your actions...
The guardsmen assume you are dead, and order some nearby civilians to dump your bodies in a midden outside the walls. There you awaken, a few hours later. All of your arms and armor have been taken, and most of your possessions. You crawl away from the foul heap and take stock of the situation.
Laughing, the guards say, "More food for our dungeon rats!" They remove all your arms, armor, and other obvious possessions. Then you are taken to the dungeon, to await trial for sedition and treason.


$REVOL06.MSG (Jan 1992):

Suddenly, $NamedTwoName, a messenger-girl used by $NamedOneName, bursts in.
"Come quickly! Rebel forces are in the streets, marching on the $VarString1!"
You consider the situation and decide to...
...follow her and help break up the rebel mob before it reaches the $VarString1.
...shrug and cravenly refuse to fight for either $NamedOneName or the government of the $CityLordTitle.
Outraged by your betrayal, $NamedTwoName screams, "The $CityLordName shall hear of your cowardice!" and runs off.
You realize that your reputation is ruined here in $PlaceName. Both the rebels and your former employer have reason to hate you. Regardless of who wins the upcoming battle, you are the loser. Instinctively, you begin moving...
Outraged and disgusted by your cowardice, $NamedTwoName screams, "The $CityLordName will hear of this."
Shamefaced, you realize she is right. It was foolish to betray a winning cause. When the city guards get through with the rebels, whose cause seems hopeless, they will come after you next. In a panic, you collect your possessions and seek the best way to leave $PlaceName...
Outraged by your betrayal, $NamedTwoName screams, "All of $PlaceName shall remember your cowardice!"
Soon you will have no friends here. Almost nobody supports the $CityLordTitle, so the revolt surely will succeed. The new government will probably arrest you because of your work for the old leaders! Meanwhile, the surviving partisans of the $CityLordTitle may seek their revenge. Instinctively you begin moving...
Grabbing your equipment, you follow $NamedTwoName, racing through side streets and back alleys.
"We'll be able to intercept them on the street up ahead, before they reach the $VarString1," she pants as you run. "They are just a civilian mob. Defeat one group and maybe they'll all flee. But beware -- priests, monks or alchemists may accompany them!"
Grabbing your equipment, you follow $NamedTwoName, racing through side streets and back alleys.
"We'll be able to intercept them on the street up ahead, before they reach the $VarString1," she pants as you run. "Paid mercenaries lead them. Defeat them and the civilian mob will lose heart. But beware -- priests, monks or alchemists may accompany them!"
As you lower your weapons, $NamedOneName arrives from another side street. He and his followers have battered armor and bloodstained weapons.
"That was a heroic stand," he says, clapping you on the back. "Without your loyal support, we would have been surrounded. But together we put taught those traitors a sharp lesson."
He passes you a small but weighty purse with $Money1 inside.
"Here's something for your efforts." He winks. "Stop by headquarters when you can. I think we should reconsider when to arrest the leaders of these scum."
The clash of weapons and shrieks of the dying echo off the buildings around you. Running hard down the side streets of $PlaceName, you wonder which way to leave the city.
Soon you awaken. Around you lingers the wreckage of battle. In the distance you hear the roar of a crowd, near $VarString1 perhaps.
You have come to your senses just in time. Down the street, beggars are busily stripping the wounded and dead. Fortunately, they haven't reached you yet.
Heavily, you get to your feet, sheathe your weapons, and clear your wits...
Quickly a group of rebels strips you of all weapons, armor and money, then beats you nearly senseless. They pile you on a cart with other wounded and dead defenders of the government, wheel you out the nearest gate, and dump you in a midden.
You watch, dazed, as the rebels dash back into the city, to join the crowd converging on $VarString1. Behind them, you see plumes of smoke rising from burning buildings. $PlaceName is in the grip of total madness now.
You see a large group of citizens assembling in the streets. Many carry simple weapons. Men you recognize as the traitorous rebel leaders are speaking, urging them to march on $VarString1 and chase out the $CityLordTitle. Thinking quickly, you...
...shout out "traitorous offal, die in the name of the $CityLordName!" and charge directly for the rebel leaders, weapons drawn.
...quietly steal away, abandoning your cause and letting the rebels do as they will.
...address the crowd yourself, urging them to disperse peacefully.
Impressed by the repute, charisma, and speaking skills of $ChosenOneName, the crowd melts away. Embarassed, the rebel leaders also depart. 
Satisified, you turn around and see the captain of the city guard watching you. "Good work," he says, "couldn't have done better myself!"
His praise takes a more tangible form shortly thereafter, when a messenger from the $CityLordTitle arrives, requesting you to wait upon him instantly. You follow him, confident that some reward is in store...
Enraged by your words, the crowd grows ugly and surrounds you. Then, with a roar, the mob erupts. Most of them running screaming down the streets toward $VarString1. A smaller group charges you, weapons gleaming. You prepare to fight in self-defense.


$REVOL07.MSG (Jan 1992):

Although in a state of mindless panic, you dimly steer a course toward...
...the nearest city gate.
...the nearest section of city wall.
...the docks and wharves.


$REVOL08.MSG (Jan 1992):

The sergeant of the city guard meets you with his men, ready to help arrest the rebels. They reluctantly surround the building, while a crowd of onlookers forms. You realize that an incorrect act could turn this situation into a disaster. Therefore you...
...make a speech urging the crowd to storm the rebel hideout.
...make a speech asking the rebel leader to surrender.
...ask a saint to convince the rebels to surrender.
...storm the building.
...fade into the shadows and let the guardsmen deal with it.
As $ChosenOneName addresses the crowd, they become more and more restless. Finally, they begin pelting you with tomatoes and other rotten fruit. You take cover and decide to...
...make a speech urging the crowd to storm the rebel hideout.
...make a speech urging the rebel leader to surrender.
...ask a saint to calm the crowd and induce the rebels to surrender peacefully.
...storm the building immediately, before the crowd attacks you.
...fade into the shadows and let the guardsmen deal with the situation.
When $ChosenOneName addresses the crowd, they listen. Soon $he delivers a ringing call for action and the people respond with a roar of approval.
In minutes, the door is battered in and the people surge into the building. Then wild cheering breaks out as some burly citizens drag the now-bloodied rebel leaders from the building and dump them at your feet.
Soon the guardsmen have the rebels trussed up. You then lead a triumphant parade of prisoners, guards and citizens to the city dungeon.
In answer, the rebels defiantly hurl a potion from the upper story window. The vial explodes harmlessly in the street, but you note that they either have the aid of an alchemist, or are uncommonly well-equipped.
In a convincing speech, $ChosenOneName promises the rebels a fair trial and no harm to their family or property.
One of the rebels emerges under a flag of truce. After a discussion of terms, they agree to let you escort them to the $VarString1, where they will be held until the trial.
You are relieved that their arrest did not require bloodshed.
Boldly, $ChosenTwoName steps forward and prays.
Suddenly, bright sunlight and a heavenly chord bathes the building and surrounding streets. The crowd parts as a dazzling man in white walks silently from their midst, enters the building, and then returns, leading the rebel leaders to you.
He raises his arms and suddenly everyone's mind is filled with the same thought: "Let there be peace and justice for all here." Quickly you and guards lead the rebels away, while the citizenry disperses.
Quietly, $ChosenTwoName utters a brief prayer to Saint Valentine.
Soon, you can see the crowd becomes distracted. People take an interest in each other, or seem to act slightly drunk. At a mild suggestion from you, the sergeant of the guard enters the rebel headquarters with a few men, and comes out with the rebel leaders. They all seem engrossed in a friendly conversation. It is child's play to lead your prisoners away from the scene, but as you do, you feel the saint's powerful influence fading.
After the careful prayers of $ChosenTwoName, you suddenly see the rebel leader in an upstairs window.
"My friends," he shouts out, "forgive me, I was misguided!" He goes on to recant and repent his deeds, asking only for a fair trial and a chance to confess.
The crowd murmurs, uncertain of this strange behavior, but lets the rebel leaders leave the building. The sergeant's guardsmen tie their hands, and you lead them all away.
Unfortunately, the prayers of $ChosenTwoName are not answered. The crowd remains ugly, so your remaining options are...
...make a speech urging the crowd to storm the rebel hideout.
...make a speech asking the rebel leader to surrender.
...pray to a saint.
...storm the building.
...fade into the shadows and let the guardsmen deal with it.
You stand over the rebel leaders, quickly tie them up, and then order the guardsmen to drag them away while following you. You need to keep your weapon-hands free, in case the crowd tries to interfere.
A sense of panic engulfs you. Everyone bolts down the nearest side street, with just one thought on their mind...
The rebels strip you of arms, armor and valuables. Then they kick you out the door, into the hands of the waiting mob. Dodging blows, kicks, rotten fruit, and rocks, you race away down the nearest side street.
Hours later, you awaken in a midden heap. Coughing from the stench, you find everyone has been stripped of their arms, armor and obvious valuables. But you count yourselves lucky to be alive.
You watch from a distant doorway, well concealed. The sergeant of the guard looks around desperately for you, then loudly curses you all. At that instant, the crowd surges forward and buries the guardsmen in a sea of angry humanity. Terrified of a similar fate, you quick disappear down an alley.
You watch from a distant doorway, well concealed. The sergeant of the guard looks around for you and curses. Then he steps forward to address the crowd.
"In the name of the $CityLordTitle and the $CityLordName, I am hear to arrest this list of persons for conspiracy and treason against us all!"
As the crowd growls its approval, the guardsmen break into the building and drag out the leaders. As they lead the captives away, you rejoin the sergeant, accompanying him once more.


$REVOL09.MSG (Jan 1992):

The street is beginning to fill with citizens who support your cause. $NamedOneName has just finished addressing them, but the crowd is still uncertain. You decide to...
...have $ChosenOneName make a speech to rally the crowd to the cause.
...let $NamedOneName handle things.
...fade away into a side alley and forget the whole thing.
As you arrive, $NamedOneName is address a group of citizens. Behind him stands a nervous group of mercenaries. The crowd seems uncertain, and only gives your leader a mild cheer when he finishes. You decide to...
...have $ChosenOneName make a speech that urges everybody forward.
...let $NamedOneName handle things.
...fade away into a side alley and forget the whole thing.
The street is full of citizens who support your cause. $NamedOneName has just finished addressing them when suddenly squads of city guards charge out from various side streets with a wild battle cry!
You decide to...
...have $ChosenOneName make a speech to rally the crowd to the cause.
...let $NamedOneName handle things.
...pray to a saint to avert bloodshed.
...charge forward and fight the guard before the crowd panics.
...fade away into a side alley and forget the whole thing.
Backed by a group of mercenaries, $NamedOneName steps onto a cart to address the growing cluster of armed citizens. Suddenly squads of city guards erupt from all directions. Some engage the mercenaries, while others charge the crowd.
You decide to...
...have $ChosenOneName make a speech to rally the crowd.
...let $NamedOneName handle things.
...pray to a saint to avert bloodshed.
...charge forward and fight the guard before the crowd panics.
...fade away into a side alley and forget the whole thing.
In a ringing and eloquent speech, $ChosenOneName soon has the crowd chanting revolutionary slogans. With a dramatic swing of $his $VarString2, he leaps from the cart and starts the crowd moving toward the $VarString1. $NamedOneName falls in beside $him.
The mercenaries fall in beside the front ranks of the crowd. To your practiced eye, they don't look any more reliable than the citizens themselves!
Despite $his best efforts, $ChosenOneName is unable to inspire the crowd.
With a loud command $NamedOneName has the mercenaries get into ranks. They begin marching toward $VarString1, and the crowd follows them.
Eventually the rebel forces get organized and begin moving toward the $VarString1.
Gradually the crowd drifts away again. Finally it is just $NamedOneName, yourselves, and a few loyal followers.
"I think we should postpone this attempt," $NamedOneName says. "Clearly, now is not the time."
In minutes, the street is empty.
In a clear voice, $ChosenTwoName prays. Soon, a warm light engulfs the scene. Awed, everyone looks up to see a heavenly choir singing in beautiful tones. Gradually, the angels drift to earth, each leading a group of people away by a different path. As they leave, the sound and light fade, until the street is almost empty and normal.
"Well, there goes our revolution," remarks $NamedOneName.
Sadly, you are forced to agree with him. After this, the rebel cause will lose much of its support.
The quick prayer of $ChosenTwoName has no effect. Suddenly sword-swinging guardsmen are upon you. You have no choice but to draw weapons and defend yourselves.
The guardsmen suddenly lose heart. The crowd cheers as they flee. You are hoisted onto willing shoulders, everyone begins chanting slogans, and you all move toward $VarString1.
You quickly escape the battle by running down a side street. As you pause to check for pursuit (there is none), you see guardsmen wreaking bloody havoc among the crowd. People are screaming and fleeing in all directions, while many more lie unmoving in the street.
You quickly escape the battle by running down a side street, and notice many citizens and mercenaries fleeing with you. Soon the battlefield contains nothing but triumphant guardsmen and bloody bodies.
Your followers have also lost heart. Most have run, but some have surrendered like you. The city guards quickly disarm everyone and take you to the dungeon.
A stab of pain awakens you. You have just been dumped onto a cart full of bodies. Squinting, you see battered rebels piling bodies onto other wagons under the watchful eyes of the victorious city guards.
As the wagon train moves slowly through the back streets, you wake your friends, then quietly drop off and scuttle away down an alley. Your weapons are missing, but nobody has taken the time to completely strip you of armor and valuables.
Fortunately for you, $NamedOneName is too busy to notice your departure.
Praying quickly, $ChosenTwoName looks up to see a dramatic sight. The lieutenant of the guard halts his men and withdraws them to side streets. When you look closely, you can see someone in white robes beside the lieutenant. 
You and $NamedOneName organize the nervous crowd and begin moving peacefully toward $VarString1. The guardsmen watch you depart.


$REVOL10.MSG (Jan 1992):

As you and the city guardsmen lead your captives toward the city dungeon, a crowd of citizens follows you. Up ahead a speaker addresses the mob, inciting them to attack and rescue the rebel leaders. You...
...have $ChosenOneName make a speech urging the crowd to let you pass.
...pray to a saint for peaceful passage.
...use alchemical potions to drive off the crowd.
...attack the mob, clearing a path for the guards and their prisoners.
...disappear into the crowd, leaving the guardsmen to their fate.
At first, your progress is peaceful. A few curious citizens watch you and the guardsmen lead the captive rebels away.
All too soon, an ugly mob again blocks the road. Now you...
...have $ChosenOneName make a speech asking them to let you pass.
...pray to a saint for peaceful passage.
...use alchemical potions to drive off the crowd.
...attack the crowd, clearing a path for the guards and their prisoners.
...disappear down an alley, leaving the guardsmen to their fate.
Finally, your party approaches the gate of the $fortress, the fortress in $PlaceName. An ugly crowd blocks your path, angry at the arrest of the rebel leaders. You...
...have $ChosenOneName make a speech urging them to disperse and avoid bloodshed.
...pray to a saint for peaceful passage.
...use alchemical potions to drive off the crowd.
...attack the crowd, clearing a path for the guardsmen and their prisoners.
...disappear down a side street, leaving the guardsmen to find their own way.
Finally your party reaches the $citySquare. An ugly crowd fills the square, blocking your path to the $councilHall. You...
...have $ChosenOneName make a speech urging them to disperse and avoid bloodshed.
...pray to a saint for peaceful passage.
...use alchemical potions to drive off the crowd.
...attack the crowd, clearing a path for the guardsmen and their prisoners.
...disappear down a side street, leaving the guardsmen to find their own way.
As $ChosenOneName addresses the crowd, the level of tension quickly decreases. With impassioned words, $he pleads with the citizens.
"Nobody questions your right to assemble and show your feelings. But we must not resort to bloodshed. If we do, soon it will be brother against brother, our fair city in flames, and no one the winner."
Gradually the crowd is convinced, letting you pass into the fortress.
Quickly $ChosenOneName climbs onto a cart and starts speaking. The mob barely listens, then starts shouting insults. Soon they are pelting $him with garbage. $He jumps down and you reconsider your plans...
Quickly, $ChosenTwoName prays.
Soon, a warm light engulfs the crowd. Awed, they look up and see a heavenly choir singing softly. Then a man in glowing white leads you through the crowd.
As you pass, the saintly image turns around, blesses and dismisses the crowd. They disperse as the white man walks in among them and disappears.
"Heaven has heeded our plea," whispers $ChosenTwoName.
As $ChosenTwoName prays, a man dressed as a beggar climbs onto a cart. In ringing tones he addresses the crowd, saying that God watches all, observes human justice, and then makes his own judgements. The crowd listens to his words, and is soon convinced that rioting against rightful authority is wrong. The beggar jumps down and leads you into the fortress. As he disappears into the crowd, you notice a halo around his head.
"That was Saint Dismas himself!" whispers $ChosenTwoName.
In a ringing voice, $ChosenTwoName prays. The prayers become a kind of speech, and the nearby mob begins to listen. Soon the entire crowd is listening, rapt, as $ChosenTwoName prays for wisdom and forebearance. Soon the guard sergeant can begin to gently push forward. The crowd parts; you pass through peacefully. 
Although the prayer is long and heartfelt, $ChosenTwoName's efforts have no effect. The crowd grows more angry by the minute.
With a mighty throw, $ChosenTwoName hurls the vial into the middle of the crowd. The effect is instant: people flee in all directions. In the confusion, you force your way through the mob.
Quickly, $ChosenTwoName hurls the vial into the middle of the crowd. There is commotion and confusion, then a roar of anger. Groups of people break off and charge toward you from all directions. If you don't stop them, the whole mob might charge and overwhelm you!
Their leaders gone, the crowd begins to melt away. With a cheer, you and the guardsmen charge for the fortress door. The remaining mob scatters in all directions before you.
You race away down a side street. The crowd converges on the guardsmen holding the rebel leaders. Instantly the guards disappear and the leaders are freed. As you watch, the mob parades their rebel heroes on their shoulders.
Hours later you awaken, bruised and bloody. Near you are the bodies of the guardsmen, as well as some trampled citizens. Everyone is stripped of arms, armor and obvious valuables. The rebel leaders are gone, of course.
You struggle to your feet and look around.
The mob roars and you are trampled by a human wave that surges over you to the guardsmen. They fling down their weapons. The rebel leaders are freed and hoisted onto triumphant shoulders. As the people celebrate, you quietly crawl away down an alleyway.
The sergeant of the guard screams "Traitors!" as you disappear into the crowd. Seconds later, he and his men are overwhelmed. The rebel leaders are freed, hoisted onto triumphant shoulders, and carried off.
The sergeant of the guard, bloodied and limping, looks at you and spits, "I'll have vengeance for this!" You realize your reputation here is ruined.
Quickly $ChosenTwoName hurls the vial into the crowd. There is commotion and confusion, but no real effect.


$REVOL11.MSG (Jan 1992):

You breathe a sigh of relief as you all pass through the gates into the $VarString1. Inside, you are met by a grateful $NamedOneName, who thanks you most profusely. Meanwhile the rebel leaders are escorted to the dungeons below.
"Your skill and bravery will be long remembered," he says. "Their trial will be speedy and just. I expect we'll see their bodies on gibbets in the $citySquare by tomorrow night. That will finally break the back of this traitorous conspiracy!
"Now, please wait so I can arrange a meeting with the $CityLordTitle."
The $CityLordTitle of $PlaceName greets you warmly. "$NamedOneName tells me you were invaluable in destroying this conspiracy against our fair city. This valuable service deserves an equally valuable reward."
"Please accept this key to the city as a token of our esteem, and this Rhinegeld as a more material reward." He hands you a ceremonial key to $PlaceName and a small chest containing $Money1.
Continuing, the $CityLord Title says, "Allow me also to offer you a boon that is within my power. Would you like...
..."one of my alchemist's rare and famous formulas, $Text2?"
..."my personal priest to tell one of you about a rarely understood Saint, $Text3?"
..."a truly noble mount from my personal stables?"
..."a suit of armor fit for a captain-general?"
..."a Letter of Recommendation sent to nearby cities?"
Bowing, the alchemist hands $ChosenOneName the fabled formula, $Text2. $He accepts it, bowing in return. The alchemist also offers a bit of his philosopher's stone, which will improve yours.
You are escorted from the chambers of the $CityLordTitle by $NamedOneName, who again thanks you. Content, you stroll out of the $VarString1 and into the $citySquare.
Bowing, the priests takes $ChosenOneName to his library, where $he learns about Saint $NamedTwoName. Meanwhile, $NamedOneName escorts the rest of you from the chambers of the $CityLordTitle and thanks you once more.
Soon you are reunited. Content, you stroll out of the $VarString1 and into the $citySquare.
You are escorted by $NamedOneName from the chambers of the $CityLordTitle to the stables, where the stablemaster gives $ChosenOneName a beautiful stallion who promises to be both fast and strong.
Delighted, you begin reorganizing your gear as you leave the stables for the main street of $PlaceName.
You are escorted by $NamedOneName to the central armory. Here the armorer quickly outfits you with a very impressive suit of plate armor. You can see it is of exceptionally high quality, and virtually new.
Delighted, you begin reorganizing your gear as you are escorted from the armory to the $citySquare, the central square of $PlaceName.
You listen as the $CityLordTitle instructs his messengers to travel to $NamedOneName, $NameTwoName, $NamedThreeName and $NamedFourName. Each will carry a letter recommending you most highly to the ruler there, and asking him to post an enclosed handbill proclaiming your valuables services to the $CityLordName and $PlaceName.


$REVOL12.MSG (Jan 1992):

Inside the $VarString1 the crowd celebrates their victory, now that the old $CityLordTitle is safely in the dungeon, along with his surviving henchmen. The leaders of the rebellion then sit in council and decide $PlaceName should be ruled by a $CityLordTitle for the $CityLordName. $NamedOneName is named the first $CityLordTitle by acclaimation. Then the celebrations continue.
Inside the $VarString1 the crowd celebrates their victory, now that the old $CityLordTitle is safely in the dungeon, along with his surviving henchmen. Soon trumpets blare and the $CityLordName arrives with his retainers. From the highest window of the $VarString1 he makes a stirring speech, pledging to the citizens an honest government and firm protection from all threats. He names $NamedOneName as his $CityLordTitle for $PlaceName. This announcement is met with loud cheers and more celebration.
During the party, $NamedOneName, the new $CityLordTitle, takes you aside into a private room.
"As long as I rule here, you will always be welcome. Without your valiant efforts, none of this could have happened. I will post handbills and send letters abroad praising you."
"I also feel that you deserve some material reward. Allow me to give you this." He hands you a heavy purse containing $Money1.
Finally he says, "I would grant you one other boon currently within my power. Please take from the...
..."stables, adequate mounts for all who lack better."
..."stables, one of the finest horses."
..."armory, brigandine for all who lack better."
..."armory, a superlative suit of plate armor."
..."armory, our finest handgun."
..."special stores in the granary, a selection of rare alchemical materials."
Gratefully, $ChosenOneName accepts the gift in the name of the entire group, knowing it can be given to the most appropriate person later. Everyone returns to the celebrations, which are full of good food, good drink and good cheer. But everything must end in time: finally you leave.
Gratefully you these generous gifts. Then everyone returns to the celebrations, which are full of good food, good drink and good cheer. But everything must end in time. Finally you leave.


$REVOL13.MSG (Jan 1992):

You march through the streets shouting revolutionary slogans. Then, up ahead, you see squads of city guardsmen, weapons ready. You...
...have $ChosenOneName address the guards, asking them to let you pass.
...bribe the guards with $Money1 to let you pass.
...pray to a saint for peaceful passage.
...charge into the guardsmen and drive them off.
...try to disappear down a side street without $NamedOneName noticing, leaving him to deal with the guard.
Finally, your party approaches the gate of the $fortress, the fortress in $PlaceName. Squads of guardsmen are posted along all the streets approaching the $fortress. You...
...have $ChosenOneName address the guards, asking them to let you pass.
...bribe the guards with $Money1 to let you pass.
...pray to a saint for peaceful passage.
...charge into the guardsmen and drive them off.
...try to disappear down a side street without $NamedOneName noticing, leaving him to deal with the guard.
Finally your party reaches the $citySquare. Parties of city guardsmen are posted throughout the square, protecting the various approaches to the $councilHall, the town hall. You decide to...
...have $ChosenOneName address the guards, asking them to let you pass.
...bribe the guards with $Money1 to let you pass.
...pray to a saint for peaceful passage.
...charge into the guardsmen and drive them off.
...try to disappear down a side street without $NamedOneName noticing, leaving him to deal with the guard.
Sheathing $his weapons, $ChosenOneName walks over to the lieutenant of the guardsmen. In a quiet conversation, $he convinces the officer that it is neither in his own best interest, nor the best interest of $PlaceName, that the guardsmen attack their own citizens. 
The lieutenant is a lifelong resident of $PlaceName, like most of the officers. He sees the wisdom of this advice, and lets the crowd pass.
Sheathing $his weapons, $ChosenOneName walks over to the lieutenant of the guardsmen. $He tries to convince the officer that it is neither in his own best interest, nor the best interest of $PlaceName, that the guardsmen attack their own citizens. However, the lieutenant points out that the citizens are accompanied by foreign troops, the mercenaries.
$ChosenOneName then asks to consult with $his leaders, and returns to the crowd. $His attempt to talk your way past the guards has failed.
Adopting a friendly manner, $ChosenOneName attempts to parlay with the guards. However, their lieutenant barely listens to $his pleas before waving $him away.
"Move off and disperse," the lieutenant shouts. "We'll charge any person still on this street in one minute!"
Quickly, $ChosenTwoName prays.
Soon, a warm light engulfs the scene. Awed, everyone looks up and sees a heavenly choir singing softly. Then someone in glowing white walks out of the crowd and leads you through the guards. The lieutenant of the guards begins to protest, but the person in white walks over, says a few words, and the lieutenant falls silent.
As you pass onward, the guards silently watch you go.
Although the prayer is long and heartfelt, $ChosenTwoName's efforts have no effect.
"Disperse to your homes, before we disperse you with steel!" shouts the lieutenant of the guards.
While you dispatch the guardsmen before you, the mercenaries engage the rest, and the crowd streams forward, down the street toward the $VarString1. 
Inspired by your daring victories over the guardsmen, the crowd takes heart and overwhelms the rest. Now you lead the cheering throng toward $VarString1.
Racing down a side street to safety, you see the crowd behind breaking up also. The victorious guardsmen attack the crowd, striking anyone within reach. Screaming in terror, the people flee in all directions.
Grimly the guardsmen disarm you and those others who stayed. Local citizens are sent home, but foreigners such as you are taken to the dungeons to await trail.
The guardsmen assume you are dead. They order some surrendered civilians to dump your bodies in a midden outside the walls. There you awaken, a few hours later. All of your arms, armor and obvious valuables are gone. You crawl off the stinking heap and take stock of your situation.
The lieutenant of the guard accepts your generous donation to the defense of $PlaceName. He calls his men over and splits the money with them while the crowd moves past.
Unfortunately, everybody was looking to you for guidance. $NamedOneName sees you go and yells, "Stinking cowards and plaguey traitors! I will have my revenge!"  
You use your best stealth skills to slink away down a dark alley at just the right time. Once out of sight, you run hard for the back streets.


$REVOL14.MSG (Jan 1992):

The crowd has surrounded the $fortress, and loudly demands entrance and the surrender of $CityLordTitle. The guards on the walls appear nervous, and perhaps willing to surrender. You...
...negotiate with the sergeant at the gate to let you inside.
...bribe the sergeant with $Money1 to open a gate for you.
...ask a saint to convince the guards to desert.
...ask a saint to get you up the wall.
...have $ChosenOneName climb the wall at night with a rope, then the rest of you follow.
...use stealth and powerful alchemy to blow open the gates.
...wait.
...leave.
After some careful conversations, you arrange for the sergeant and his friends to leave by a small sally port. In return, this port will give you free entry into the fortress. He warns you that the $CityLordTitle is protected by a loyal group of personal guards, who must be overcome.
Unfortunately, your over-bold words, insulting tone and overbearing manner make the sergeant too nervous. Your efforts end in failure.
The sergeant accepts your money at a small sally port. He and his friends leave by this port while you enter the fortress. He warns you that the $CityLordTitle is protected by a loyal group of personal guards, who must be overcome.
Long and carefully does $ChosenTwoName pray. Finally, the great gate opens and the city guards come out to join their kinsmen in the crowd. However, inside you see the personal guard of the $CityLordTitle. Neither the personal guards nor the crowd wish to fight. Everyone looks at you to win through to the $CityLordTitle.
After the prayer to Saint Reinold by $ChosenTwoName, you all feel a bit strange. Suddenly you see easy handholds and footholds on the $fortress walls. Climbing to the top is mere child's play, as easy as climbing stairs. Awed, the guardsmen shy away from you, but inside, the personal guard of the $CityLordTitle still protect him.
Slowly $ChosenTwoName prays. Just as slowly, a fog rolls in. Within a minute, you can barely see your hands in front of your face. Then the fog dissipates. You find yourselves on the roof of the $fortress, while the guardsmen there find themselves down in the street, where you were.
Despite long and careful prayers, $ChosenTwoName receives no divine aid. You shrug. One's prayers are not always answered.
Demonstrating $his superb agility and stealth, $ChosenOneName quickly scales the wall, then tosses down the rope so the rest of you can follow. This is easier than expected because you find the city guardsmen have deserted their posts. Unfortunately, the personal guards of the $CityLordTitle are still inside, guarding their master.
After making a brave start, $ChosenOneName suddenly slips and falls. You rush over and find $him injured but alive.
"Alas, I'm afraid that wall is beyond my skill," $he confesses.
With great stealth $ChosenOneName creeps up to a sally door set in the main gate. $He attaches a fused pot to the hinges, lights it, and ducks around the corner. Seconds later a loud crash sends door splinters in all directions. You rush forward into the $fortress to find the city guards have fled, but the personal guards of the $CityLordTitle remain.
Potion in hand, $ChosenOneName sneaks up to a sally door set in the gate and carefully pours the potion on its hinges and locks. In minutes these are eaten away. $He lowers the door to the ground and you creep inside.
You find that the city guardsmen have already deserted, but the personal guards of the $CityLordTitle remain, guarding their master.
With a crash and a curse, $ChosenOneName stumbles while trying to sneak up to the fortress gate. The potion slips from $his hand and spills across the ground.
"Cursed! A potion wasted!" you remark, and consider what to do now...
Hard stone steps banging against your head awaken you. You are being dragged downstairs to the dungeon, still bleeding from your wounds.
"Lock them up together," says your captor to a turnkey. "We'll have plenty more of the rabble soon."
"Good," replies the turnkey, "we've more'n enough rotting room for those traitorous dogs."
Quickly you are bound and taken to the dungeon, where you are expertly disarmed of all arms, armor and valuables, with a few gratuitous kicks in the process.
"Lock them up together," says your captor to a turnkey. "We'll have plenty more of the rabble soon."
"Good," replies the turnkey, "we've more'n enough rotting room for those traitorous dogs."
Protesting, $NamedOneName pleads, "You can't go now. If you do, your example will ruin us. Everybody will doubt our cause and leave!"
You ignore this and head for the nearest side street, wondering which route is the fastest out of the city. Behind you, other people in the crowd are now drifting away. It's only a matter of hours before the $CityLordTitle retakes control and sends his guards searching for you.


$REVOL15.MSG (Jan 1992):

The crowd at the $councilHall jeers when the $CityLordTitle appears on an upstairs balcony. He replies by ordering his guards to fire on the crowd, which retreats to the other side of the $citySquare. They start a siege, so you...
...convince the city guards at the gate to abandon their posts.
...bribe the guards with $Money1 to desert.
...convince the crowd to help you storm the building.
...ask a saint to convince the guards to leave.
...sneak inside during the night.
...blast your way inside with an alchemical potion.
...wait.
...leave.
After some adroit discussion, you convince the local city guardsmen to abandon their guard on the doors and rejoin their neighbors in the crowd.
The guards sergeant warns you that the $CityLordTitle is protected by a loyal personal guard, who must be overcome.
Unfortunately, your bold words, insulting tone and overbearing manner don't help your case. The guardsmen jeer you away.
The sergeant accepts your money, then gives his men leave to join their friends in the crowd outside. He warns you that the $CityLordTitle is upstairs, defended by a loyal group of personal guards.
In a stirring and rousing address to the crowd, $ChosenOneName inspires them to fashion battering rams. With you in the lead, the crowd surges forward across the $citySquare to the main doors of the $councilHall. Crossbow quarrels whistle by, but your brave example brings the rams crashing against the doors, which splinter on the second blow.
As you batter your way through the wrecked door into the $councilHall, the rain of quarrels increases. The crowd behind you starts retreating, leaving you alone to deal with the defenders inside!
Despite $his best efforts, $ChosenOneName is unable to inspire the crowd to risk a rain of crossbow quarrels. You shrug, and settle down to consider another option...
Long and carefully does $ChosenTwoName pray. Suddenly, you notice a mysterious person in white leading some women to the gate. After a while, the guardsmen come out, join the women, and walk to the rebel lines, escorted once more by the mysterious person in white.
You overhear the guardsmen and women talking, and realize that the wives came for their men. Then you notice that the guards left the main door open! Quickly you dash for the door, before the personal guards of the $CityLordTitle realize what happened and lock it once more.
Despite long and careful prayers, $ChosenTwoName receives no divine aid. You shrug. Prayers are not always answered.
In the depths of the night, you sneak up on the rear of the $councilHall. $ChosenOneName adroitly pries open a shutter. With a crash, you smash through the window and jump into the building, weapons ready.
In the depths of the night, you sneak up on the rear of the $councilHall. Unfortunately, $ChosenOneName is unable to pry off a shutter without making lots of noise. Before you're finished, the guards are alerted.
You are instantly beset by a hail of flaming torches and crossbow quarrels. Quickly you retreat around a nearby building, frustrated.
In the depths of the night, you sneak up on the rear of the $councilHall. Unfortunately, somebody makes too much noise and the guards are alerted.
You are instantly beset by a hail of flaming torches and crossbow quarrels. Quickly you retreat around a nearby building, frustrated.
Lighted potion in hand, $ChosenOneName races to the front door and deposits $his deadly charge. $He dives under a cart as the potion goes off, blowing the door from its hinges. Instantly you are all up again, charging through the smoking hole into the $councilHall.
Waiting until the guards are distracted elsewhere, $ChosenOneName carefully sneaks up to the door and pours $his potion over the hinges and locks. At $his signal, the rest of you run for the door, which suddenly falls over with a crash. You all leap inside, weapons ready.
Dashing forward, potion in hand, $ChosenOneName is met with a hail of crossbow quarrels. $He dives aside as one grazes $his shoulder. In another second $he gains cover, but the potion lies smashed and ruined on the pavement.
Hard stone steps banging against your head awaken you. You are being dragged  down the dungeon stairs, bleeding from both old and new wounds.
"Lock them up together," says your captors to a turnkey. "Plenty more are coming soon."
"So, you've got the mob controlled?" asks the jailor.
"Child's play. Not a pfennig of courage among them all!" replies the soldier.
You are stripped, bound and hung by your heels from the upstairs balcony. When the crowd sees you, their champions, defeated, they lose heart.
A minute later, $CityLordTitle strides forth below, surrounded by his personal guard.
"People of $PlaceName," he shouts, "you have been unfairly swayed by the villains hanging above me. Disperse to your homes or forfeit your citizenship!"
Demoralized, the crowd disperses, $NamedOneName disappears, and you are dragged off to the dungeon!
Protesting, $NamedOneName pleads, "You can't go now. They will see you're gone, lose heart, and also leave!"
You ignore his remarks and head for a side street, plotting the best way to get out of the city. Behind you, other people in the crowd are already drifting away. It won't take the $CityLordTitle long to regain control. When he does, your lives won't be worth a pfennig in this city!


$REVOL16.MSG (Jan 1992):

The rebel crowd, including yourselves and $NamedOneName, besieges the $fortress, the great fortress of $PlaceName. A tense day passes. Then a runner brings word from the city gates.
"Sirs! A company of knights from the countryside has come to relieve the fortress and rescue the $CityLordName. What should be do?" $NamedOneName looks to you, so you...
...volunteer to approach the walls once more, hoping to get inside.
...suggest that everyone abandon the siege and go home.
Shaking his head slowly, $NamedOneName sadly agrees.
"Yes, I fear you are right. We cannot take the $fortress, and our supporters are not good enough to maintain this siege and hold the city walls against trained warriors attacking from without.
"I urge you to leave the city now. The $CityLordTitle will be most wroth, and will certainly have writs against you."
You agree most heartily, and immediately head for...
...the docks.
...the nearest city gate.
...the nearest stretch of city wall.
The rebel crowd, including yourselves and $NamedOneName, besieges the $fortress, the great fortress of $PlaceName. $NamedOneName leads his mercenaries in a storming attempt, and is repulsed with heavy casualties.
The next day a runner brings word from the city gates.
"Sirs! A company of knights from the countryside has come to relieve the fortress and rescue the $CityLordName. What should be do?" $NamedOneName looks to you, so you...
...volunteer to approach the walls once more, hoping to get inside.
...suggest that everyone abandon the siege and go home.
The rebel crowd, including yourselves and $NamedOneName, besieges the $councilHall from across the $citySquare. A tense day passes. Then a runner brings word from the city gates.
"Sirs! A company of knights from the countryside has come to relieve the fortress and rescue the $CityLordName. What should we do?" $NamedOneName looks to you, so you...
...volunteer to make an attempt to get inside.
...suggest that everyone abandon this cause and go home.
The rebel crowd besieges the $councilHall from across the $citySquare. $NamedOneName leads one storming attempt with his mercenaries, but heavy crossbow fire wounds him and kills many of his men. 
A day passes. Then a runner brings word from the city gates. "Sirs! A company of knights from the countryside has come to relieve the fortress and rescue the $CityLordName. What should we do?" You...
...decide to make one last attempt to get inside.
...tell everyone abandon the siege and go home now.


$REVOL17.MSG (Jan 1992):

You hear a strange sound coming from the main street. Curious, you walk toward it and meet $NamedTwoName, a messenger-girl used by $NamedOneName, your employer.
"Sirs! The rebel leaders have been arrested," she breathlessly relates, "but their supporters threaten to rescue them. Your help is needed immediately!"
Suddenly you remember that the guardsmen planned to make the big arrest today. You...
...rush to join the guardsmen and help them get the arrested leaders to the $VarString1.
...ignore her and abandon both $NamedOneName and the government by disappearing down a side street.
You see groups of common people along the main street. They are watching a party of guardsmen, who carefully move down the center of the street. The guardsmen have arrested the rebel leaders and are trying to reach the $VarString1. The citizens are forming an ugly mob to stop them.
The sergeant of the guard sees you and signals you to join him. You realize  there are just two choices now:
...join the guards and help them get the prisoners to the $VarString1.
...disappear down a side street, abandoning your job and your employer.
Outraged by your betrayal, the sergeant shouts, "Your craven cowardice will be remembered here!"
You realize that no matter which political group wins, you will lose. If the rebellion succeeds, the new government will remember your former activities and probably arrest you. If the government survives, $NamedOneName will certainly use his influence to seek revenge.
Your hear cheering and chanting. Suddenly, from around the corner, a mass of citizens marches toward you, shouting revolutionary slogans.
You dodge into an alley and watch. You could have been leading this, if you had remained loyal to the cause. Now you can only wonder about the outcome. Meanwhile, it is impossible to use the main street. You retreat to a side street and reconsider your destination...
Your hear cheering and chanting. Suddenly, from around the corner, a mass of citizens marches toward you, shouting revolutionary slogans.
You dodge into an alley and watch. You could have been trying to stop this, if you had remained loyal to your employer. Now you can only wonder about the outcome. Meanwhile, it is impossible to use the main street. You retreat to a side street and reconsider your destination...
Your hear cheering and chanting. Suddenly, from around the corner, a mass of citizens marches toward you, shouting revolutionary slogans.
You dodge into an alley and watch. You realize that involvement for or against this cause would have provided great opportunities for advancement and fame. Now you can only wonder about the outcome. Meanwhile, it is impossible to use the main street. You retreat to a side street and reconsider your destination...


$REVOL18.MSG (Jan 1992):

You hear a strange sound, something like cheering or chanting, coming from the main street. Curious, you walk toward it, and by chance bump into a messenger-girl commonly used by your rebel friends.
"Sirs! The revolution has started!" she says excitedly. "$NamedOneName asks you to come and help."
Embarassed, you remember that the rebel forces planned to march on the $VarString1 today. You decide to...
...rush down the street and join the rebels.
...ignore her message and abandon the rebel cause.
The main street of $PlaceName is full of guildsmen, tradesmen, workers, farmers and other commoners, all shouting revolutionary slogans. You suddenly remember that your rebel friends planned to march on $VarString1 today.
$NamedOneName spots you and calls out, "There you are! Come join me!"
You realize that you have only two choices:
...join $NamedOneName and help him lead the revolt.
...disappear down a side street, abandoning the rebel cause.
Angry, $NamedThreeName shouts at your retreat, "Your cowardice at the critical hour will be remembered here in $PlaceName!"
You realize that whoever wins, you will be the loser. If the government survives, it will certainly remember your rebel activites and seek your arrest. If the rebellion is successful, $NamedOneName will surely seek revenge.
You hear cheering and chanting. Suddenly, from around the corner, a great mass of citizens marches toward you, shouting revolutionary slogans. 
Ducking into an alley, you realize that you could have been leading this, if you had remained loyal to the cause. Now you can only watch and wonder about the outcome. Meanwhile, it is clearly impossible to go anywhere using the main street. You retreat to a side street and reconsider your destination...
You hear cheering and chanting. Suddenly, from around the corner, a mass of citizens march toward you, shouting revolutionary slogans. 
Retreating to an alley, you realize that you could have been trying to stop this, if you had remained loyal to your employer. Now you just watch and wonder about the outcome. Meanwhile, it is clearly impossible to use the main street. You retreat to a side street and reconsider your destination...
You hear cheering and chanting. Suddenly, from around the corner, a great mass of citizens come marching along, shouting revolutionary slogans. 
You watch from an alley and realize that your involvement for or against this cause would have provided opportunities for fame and advancement. Now it is too late. Meanwhile, it is impossible to go anywhere using the main streets. You retreat to a side street and reconsider your destination...


Support levels

DARKLANDS.EXE has only 3 strings that fit "$Support" variable:

oppose
are undecided about
support

There are no finer gradations.