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<<silently>>
<<ResetPassage "Home Cave Background 01" "Home Cave Background 02">>
<<FindResources>>
<<set $PlayerActive to false>>
<<UpdateLocation "The Cave">>
<<CheckHomeUpgrades>>
<</silently>>
!<<if $Homes[$Home].Name == "The Cave">>Home - <</if>>The Cave
---------------------------------------
You find yourself in the cave.
!!!Status & Reports
---------------------------------------
@@.discoverytext;Experience:@@ $Exp
@@.boldtext;Current Home:@@ $Homes[$Home].Name <<HomeStatus>>
@@.boldtext;Weather:@@ <<WeatherStatus>>
!!!Inventory & Supplies
---------------------------------------
[[Inventory|Inventory]] - <<if $ShowSocialStats is true>>[[Hide|Home - The Cave][$ShowSocialStats to false]]<<else>>[[Show|Home - The Cave][$ShowSocialStats to true]]<</if>>
<<nobr>>
<<EntityOutfitRatingApply $Player>>
<<RateEntityOutfit $Player>>
<br>Social Class: $EntityValues[$Player].SocialClass
<</nobr>>
!!!Main Room
---------------------------------------
Your main living area, and base of operations.
[[Quest Journal|QuestList]]
[[Activities|Activities]]
[[Reflect|Reflection][$ReflectionShowGainedTraits to false, $ReflectionIDOfInvested = 0]]
[[Manage Housing|Housing Upgrades]]
[[Search the Bookcase|The Cave - Bookcase]]
<<if $StoryStartingEquipment is false>>[[Search The Cave for anything of value|Starting Equipment]]<</if>>
<<HomeInteraction>>
<<HomeMenu>>
<<silently>>
<</silently>>
!Exploration
---------------------------------------------------
You think about what wonders and secrets the world might hide, and decide to do a little exploring.
<<ExploreMenu>>
<<ExplorationDebugPanel>>
<<silently>>
<<ResetPassage "Westdale Plains Background Pack Left" "Westdale Plains Background Pack Right">>
<<set $DayTime += 1>>
<<set $ExploreCount += 1>>
<</silently>>
!Plains of Westdale
-------------------------------------------------
You exit the cave, and find the cave entrance to be located up high by a mountain, descending down unto a rocky path leading onwards.
A fresh breeze hits you as you gaze upon endless planes covered in thick shrubby light-green grass. Almost like a tropical steppe.
<<Discover 1>>
In the distance you observe some smoke, emitting from what looks like a small village. There is a massive dark forest stretching all the way to the east, blocking the path towards the smoke.
<<Discover 2>>
Thinking about what to do next, you could continue to explore, travelling the plains of Westdale, explore the dark forest or maybe perhapes return to the cave, for further consideration?
<<if $HoverMode is false>>[[Head back to the safety of The Cave|Home - The Cave]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Head back to the safety of The Cave|Home - The Cave]]<</replace>><</if>>
<<silently>>
<<ResetPassage "Westdale Plains Background Pack Left" "Westdale Plains Background Pack Right">>
<</silently>>
!Points of Interest - Plains of Westdale
---------------------------------------
You can easily travel to points of interest and locations that you've previously discovered.
<<PlainsTravel>>
<<if $HoverMode is false>>[[Back|Points of Interest]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Back|Points of Interest]]<</replace>><</if>><<silently>>
<</silently>>
!The Cave - Bookcase
---------------------------------------
You search the bookcase and find several works that might interest you...
The Faith of Auria - [[Read|Story Book - The Faith of Auria]]
The Nine Circles of Pleasure - [[Read|Story Book - The Nine Circles of Pleasure]]
Malok Ascended - [[Read|Story Book - Malok Ascended]]
The Student of Change - [[Read|Story Book - The Student of Change]]
The Fallen Star - [[Read|Story Book - The Fallen Star]]
The Old Whispers of the South - [[Read|Story Book - The Old Whispers of the South]]
Crazy Cavern Tales #4: Westdale Caverns - [[Read|Story Book - Crazy Cavern Tales #4: Westdale Caverns]]
Nancy's Guide to Noble Etiquette - [[Read|Story Book - Nancy's Guide to Noble Etiquette]]
Bastian's Bestiary: On Chorts - [[Read|Story Book - Bastian's Bestiary: On Chorts]]
<<if $HoverMode is false>>[[Back|Home - The Cave]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Back|Home - The Cave]]<</replace>><</if>>
<<silently>>
<<if $DayTime >= 5>>
<<set $DayTime = 1>>
<<set $Day += 1>>
<<CheckRentalRooms>>
<<WeatherDiversity>>
<<DailyEntityRestoration>>
<<DailyTraitRestoration>>
<</if>>
<<set $PlayerHasWearableWorn to false>>
<<if $PlayerHasWearableWorn is false>>
<<for $i to 0; $i lt $Wearables.length; $i++>>
<<if $Wearables[$i].Equipped is true>>
<<set $PlayerHasWearableWorn to true>>
<</if>>
<</for>>
<</if>>
<<FindHome>>
<<UpdateGlobalVariables>>
<<CheckWeatherApplication>>
<<UpdateEntity $Player>>
<<if $CombatState is true>>
<<UpdateEntity $Enemy>>
<</if>>
<<StoryGlobalValues>>
<<ResetReflections>>
/*<<CheckPlayerWearingAnything>>*/
<<for $Day gte 8>><<set $Day -= 7>><</for>>
<<if $Day is 1>><<set $Daytext= "Sunday">>
<<elseif $Day is 2>><<set $Daytext = "Monday">>
<<elseif $Day is 3>><<set $Daytext = "Tuesday">>
<<elseif $Day is 4>><<set $Daytext = "Wednesday">>
<<elseif $Day is 5>><<set $Daytext = "Thursday">>
<<elseif $Day is 6>><<set $Daytext = "Friday">>
<<elseif $Day is 7>><<set $Daytext = "Saturday">>
<</if>>
<<if $Day != 2>>
<<set $MondayVendorRestocking to true>>
<</if>>
<<if $Day == 2 and $MondayVendorRestocking is true>>
<<set $MondayVendorRestocking to false>>
<<VendorRestocking>>
<</if>>
<<if $DayTime is 1>><<set $DayTimetext= "Morning">>
<<elseif $DayTime is 2>><<set $DayTimetext = "Afternoon">>
<<elseif $DayTime is 3>><<set $DayTimetext = "Evening">>
<<elseif $DayTime is 4>><<set $DayTimetext = "Night">>
<</if>>
<<if $HoverMode is false>>
<<set document.getElementById("linkbar").style.visibility = "hidden">>
<<elseif $HoverMode is true>>
<<set document.getElementById("linkbar").style.visibility = "visible">>
<</if>>
<<if $BackgroundMode is false>>
<<set document.getElementById("image-bar").style.visibility = "hidden">>
<<set document.getElementById("right-bar").style.visibility = "hidden">>
<<elseif $BackgroundMode is true>>
<<set document.getElementById("image-bar").style.visibility = "visible">>
<<set document.getElementById("right-bar").style.visibility = "visible">>
<</if>>
<</silently>>@@.boldtext;$Daytext@@
@@.boldtext;$DayTimetext@@
<table id="Info">
<tr>
<th style="color:gold;">Coins</th>
<th style="text-align:right;"> $PlayerCoins</th>
</tr>
<tr>
<th style="color:cyan;">Shards</th>
<th style="text-align:right;">$PlayerShards</th>
</tr>
<tr>
<th> </th>
<th> </th>
</tr>
<tr>
<th style="color:firebrick;">Lethality</th>
<th style="text-align:right;">$PlayerLethality</th>
</tr>
<tr>
<th style="color:grey;">Armor</th>
<th style="text-align:right;">$PlayerArmor</th>
</tr>
<tr>
<th style="color:mediumpurple;">Sorcery</th>
<th style="text-align:right;">$PlayerSorcery</th>
</tr>
<tr>
<th style="color:yellow;">Binding</th>
<th style="text-align:right;">$PlayerBinding</th>
</tr>
<tr>
<th style="color:lightpink;">Seduction</th>
<th style="text-align:right;">$PlayerSeduction</th>
</tr>
<tr>
<th style="color:darkcyan;">Depravity</th>
<th style="text-align:right;">$PlayerDepravity</th>
</tr>
<tr>
<th> </th>
<th> </th>
</tr>
<tr>
<th style="color:crimson;">Health</th>
<th style="text-align:right;">$PlayerCHealth/$PlayerTHealth</th>
</tr>
<tr>
<th style="color:darkslateblue;">Mana</th>
<th style="text-align:right;">$PlayerCMana/$PlayerTMana</th>
</tr>
<tr>
<th style="color:pink;">Lust</th>
<th style="text-align:right;">$PlayerCLust/$PlayerTLust</th>
</tr>
<tr>
<th style="color:green;">Energy</th>
<th style="text-align:right;">$PlayerCEnergy/$PlayerTEnergy</th>
</tr>
<tr>
<th style="color:darkmagenta;">Resistance</th>
<th style="text-align:right;">$PlayerCResistance/$PlayerTResistance</th>
</tr>
</table><<if $PlayerActive is false>>
[[Character|Character]]
[[Help|Help]]<</if>>
[[Settings|Settings]]
<<if $DebugMode is true>>[[Debug|Debug Menu]]<</if>><<silently>>
<<if $PCType == "Preset">>
<<replace "#image-bar">><<display "Racial Banner 1">><</replace>>
<<replace "#right-bar">><<display "Racial Banner 2">><</replace>>
<<ResetDisplayPC>>
<<else>>
<<DisplayPC>>
<<replace "#image-bar">><<display "No Image">><</replace>>
<<replace "#right-bar">><<display "No Image">><</replace>>
<</if>>
<</silently>>
!Character
---------------------------------------------
This page displays all important information related to your character.
!!Stats
---------------------------------------------
@@.lethalitytext;Lethality@@: $PlayerLethality
@@.armortext;Armor@@: $PlayerArmor
@@.sorcerytext;Sorcery@@: $PlayerSorcery
@@.bindingtext;Binding@@: $PlayerBinding
@@.seductiontext;Seduction@@: $PlayerSeduction
@@.depravitytext;Depravity@@: $PlayerDepravity
@@.criticalitytext;Criticality@@: $PlayerCriticality
@@.evasiontext;Evasion@@: $PlayerEvasion
@@.accuracytext;Accuracy@@: $PlayerAccuracy
!Traits and Skills
---------------------------------------------------
This displays all of your character traits and skills.
!!Traits
---------------------------------------------------
!!!Traits: <<DisplayPlayerTraits>>
!!Skills
---------------------------------------------------
!!!Skills: <<DisplayPlayerSkills>>
!!Reputation
---------------------------------------------
<<DisplayReputation $Player>>
!!Appearance
---------------------------------------------
Your appearance as you look to the other people and enemies of the world. This may change due to various circumstances or events.
!!!Face & Body
---------------------------------------------
<<Examine $Player>>
<<if $HoverMode is false>><<link "Return" $return>><</link>><<elseif $HoverMode is true>><<replace "#linkbar">><<link "Return" $return>><</link>><</replace>><</if>>
<<if $DebugMode is true>>
!!!Debug Stats
---------------------------------------------
<<PrintPrimaryPlayer $Player>>
<<PrintStats $Player>>
<<PrintAnatomy $Player>>
<</if>><<silently>>
<<ResetEntityStatEffects>>
<<CombatCompleteReset>>
<</silently>>
!Escape
----------------------------------
You have successfully escaped!
<<ReturnHomeContinue>><<silently>>
<<replace "#image-bar">><<display "Home Cave Background 01">><</replace>>
<<replace "#right-bar">><<display "Home Cave Background 02">><</replace>>
<</silently>>
!Your Story Begins...
---------------------------------------
<<if $CurrentBackground == 0>><<IntroCleanSlate>><<elseif $CurrentBackground == 1>><<IntroOtherworlder>><<elseif $CurrentBackground == 2>><<IntroExMercenary>><<elseif $CurrentBackground == 3>><<IntroExSlaver>><<elseif $CurrentBackground == 4>><<IntroEscapedPleasureSlave>><<elseif $CurrentBackground == 5>><<IntroEscapedTribute>><<else>>No Entry<</if>>
<<if $HoverMode is false>>[[Start|Home - The Cave]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Start|Home - The Cave]]<</replace>><</if>><<silently>>
<<set $PlayerCombatState = 0>>
<<set $EnemyCombatState = 0>>
<</silently>>
!Quests
---------------------------------------------------
This displays all of your quests.
!!!Main Quests
---------------------------------------------------
<<if $ShowMainQuests is false>>[[Show|QuestList][$ShowMainQuests to true]]<<else>>[[Hide|QuestList][$ShowMainQuests to false]]<</if>>
<<if $ShowMainQuests is true>><<DisplayMainQuests>><</if>>
!!!Exploration Quests
---------------------------------------------------
<<if $ShowExplorationQuests is false>>[[Show|QuestList][$ShowExplorationQuests to true]]<<else>>[[Hide|QuestList][$ShowExplorationQuests to false]]<</if>>
<<if $ShowExplorationQuests is true>><<DisplayExplorationQuests>><</if>>
!!!Side Quests
---------------------------------------------------
<<if $ShowSideQuests is false>>[[Show|QuestList][$ShowSideQuests to true]]<<else>>[[Hide|QuestList][$ShowSideQuests to false]]<</if>>
<<if $ShowSideQuests is true>><<DisplaySideQuests>><</if>>
!!!Completed Quests
---------------------------------------------------
<<if $ShowCompletedQuests is false>>[[Show|QuestList][$ShowCompletedQuests to true]]<<else>>[[Hide|QuestList][$ShowCompletedQuests to false]]<</if>>
<<if $ShowCompletedQuests is true>><<DisplayCompletedQuests>><</if>>
<<HomeBack>><<silently>>
<<set $PlayerCombatState = 0>>
<<set $EnemyCombatState = 0>>
<</silently>>
!Guides
!!Combat - <<if $HelpCombatShow is false>>[[Show|Help][$HelpCombatShow to true]]<<else>>[[Hide|Help][$HelpCombatShow to false]]<</if>>
----------------------------------------------------
<<if $HelpCombatShow is true>>Lethality - Your lethality is your overall capability to deal physical damage in all shapes and forms. This is mainly decided by your weapon of choice and traits. You cannot have a lethality below 0.
Armor - Your armor is your overall capability to protect against physical damage in all shapes and forms. This is mainly decided by your attire/armor/wearables of choice and some rare traits. You cannot have an armor rating below 0, and armor can be broken by armor-piercing attacks.
Sorcery - Your sorcery is your overall skill to bend, shape and cast magic, both defensive and offensive. This is mainly decided by your knowledge of the arcane arts and traits. You can have a sorcery skill below 0, in which case casting magic will have a higher miscast chance and cause unforeseen consequences or harm the caster.
Binding - Your binding is your natural and ethereal binding to this plane of existence. A higher binding will make you take less damage from magic attacks and also increase the damage of your own. However, a binding below 0, will make you very susceptible to magic attacks.
Seduction - Your seduction is your direct influence and capability to arouse your opponents and your surroundings. Every 10 point of your seduction will increase the arousal of your opponents slowly on it's own. Seduction cannot decrease below 0.
Depravity - Your depravity is your current state of sexual deviancy. It is a wild stat that may increase rapidly, but also decrease rapidly. It is directly affected by your actions, both pure and depraved, and is rarely influenced permanently. Unlike lust, it is not reset after orgasmic release and requires reflection or magic to decrease. However, if you engage in some depraved acts several times you may be afflicted by fetishes, which will increase your depravity permanently like a trait. Your depravity governs how susceptible you are to lust increasing attacks, but also how likely you are to ignore/resist them.
Criticality - Your criticality governs how likely you are to land a critical hit. Critical damage is decided by the attack itself and not influenced by this stat.
Accuracy - Your accuracy governs how likely you are to land an attack on an opponent. The opponents evasion does not counter/inhibit this stat, and is checked on it's own.
Evasion - Your evasion governs how likely you are to avoid an attack from an opponent. The opponents accuracy does not counter/inhibit this stat, and is checked on it's own.<</if>>
!!Traits and Skills Glossary
----------------------------------------------------
Core Traits - <<if $HelpCoreTraitsShow is false>>[[Show|Help][$HelpCoreTraitsShow to true]]<<else>>[[Hide|Help][$HelpCoreTraitsShow to false]]<</if>><<if $HelpCoreTraitsShow is true>><<CoreTraitsGlossary>><</if>>
Special Traits - <<if $HelpSpecialTraitsShow is false>>[[Show|Help][$HelpSpecialTraitsShow to true]]<<else>>[[Hide|Help][$HelpSpecialTraitsShow to false]]<</if>><<if $HelpSpecialTraitsShow is true>><<SpecialTraitsGlossary>><</if>>
Appearance Traits - <<if $HelpAppearanceTraitsShow is false>>[[Show|Help][$HelpAppearanceTraitsShow to true]]<<else>>[[Hide|Help][$HelpAppearanceTraitsShow to false]]<</if>><<if $HelpAppearanceTraitsShow is true>><<AppearanceTraitsGlossary>><</if>>
Temporary Traits - <<if $HelpTemporaryTraitsShow is false>>[[Show|Help][$HelpTemporaryTraitsShow to true]]<<else>>[[Hide|Help][$HelpTemporaryTraitsShow to false]]<</if>><<if $HelpTemporaryTraitsShow is true>><<TemporaryTraitsGlossary>><</if>>
<<if $HoverMode is false>><<link "Return" $return>><</link>><<elseif $HoverMode is true>><<replace "#linkbar">><<link "Return" $return>><</link>><</replace>><</if>><<widget GoblinDefeat>><<SexEnd>><<if $enemygender == 1>>You have succumbed to the might of the Goblin, and now lay before it completely defenseless and all for it's taking. The goblin eyes you up and down, as you meekly look down upon the ground in shame.
@@.goblinvoice;"You git' to taste gut' goblin meat now! You lucky lil' slut!"@@
The Goblin pulls it's loincloth to the side and takes out a huge 7 inch erect green dick. It's rigid form decorated with bumps and veins.
<<if $oral_random == 0>>You eye the green cock dangling in front of you, observing the pre-cum already leaking from the beastly cock.
Before you can react, the Goblin grabs hold of the back of your head, and plunges it's rock hard cock down your throat. Gagging and spurting from the violent intrusion, you try to fight back for a short while, but quickly give up as the Goblin overpowers you.
The Goblin keeps humping away as it rapes your face. Your throat distending unnaturally with each thrust.<<elseif $oral_random == 1>>
<<if $sex == 0>><<Normal_VaginalSex>>The Goblin pushes you on your back and frees your plump waiting pussy. Without much hesitation or foreplay, it forces it's big green goblin dick into your sluthole.
You wince at the invasion, feeling the raw meat massage your pussy walls as it forces itself further inside of you.
Shortly after grabbing your neck in a chokehold, the Goblin starts to pound away, you gasping for air with every pulse of pleasure.<<elseif $sex == 1>><<Normal_AnalSex>>The Goblin pushes you on your stomach and frees your plump waiting anus. Without much hesitation or foreplay, it forces it's big green goblin dick into your sluthole.
You wince at the invasion, feeling the raw meat stretch your asshole as it forces itself further inside of you.
Shortly after spanking you a few times, the Goblin starts to pound away, you gasping for air with every pulse of pleasure.<</if>><</if>>
After having had it's way with you for some time, the Goblin's dick begins to pulse.
The Goblin moaning in pleasure, pulls out of you and commands you to present your slutty face.
You get on your knees, opening your mouth like a wanton whore, as the Goblin covers your face in thick warm Goblin cum.
@@.goblinvoice;"Mmmh! Yes! You good Gobbo' whore! Will let others know of you! Hah!"@@
With that, the Goblin leaves you there, covered in cum and broken in.<<elseif $enemygender == 0>>You have succumbed to the might of the Human, and now lay before her completely defenseless and all for her taking. She eyes you up and down, as you meekly look down upon the ground in shame.
@@.goblinvoice;"Not every day you're presented such a slut for the taking!"@@
She pulls her loincloth to the side and flashes her dripping wet cunt.
@@.goblinvoice;"I hope you're hungry, cause you're gonna eat up!"@@
You eye the tasty snatch in front of you, observing the sweat and pussy-juice soaking it.
Before you can react, she grabs hold of the back of your head, and plunges your face into her aching cunt. Spurting in surprise, you try to fight back for a short while, but quickly give up as she overpowers you.
She rides your face soaking it in her juices, making sure you tasty every inch of her. You resolve to licking as best as you can, as you have no choice.
She continues to rape your face for some time, locking your head with her womanly, but strong thighs. Until she quivers in ecstacy, ready to come any moment.
She struggles a bit, putting her entire weight on your face as she squirms and moans deeply in pleasure.
After that she stands up, and walks off, leaving you there drenched in her juices and broken in.<</if>><</widget>><<silently>>
<<set $Damage = $PlayerLethality + random(10) + 5>>
<<set $EnemyHealth -= $Damage>>
<</silently>>
!Surprise Attack
---------------------------------------
You take the $Enemy by complete surprise and deal a total of @@.redtext;$Damage@@ damage!
<<if $HoverMode is false>>[[Continue|Combat Menu]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Continue|Combat Menu]]<</replace>><</if>>
<<silently>>
<</silently>>
!Sneaked away safely...
---------------------------------------
You lie in wait for the right moment and sneak away safely.
<<if $HoverMode is false>>You may [[Continue to explore|Exploration]] or <<HomeNoReplace>><<elseif $HoverMode is true>><<replace "#linkbar">>You may [[Continue to explore|Exploration]] or <<HomeNoReplace>><</replace>><</if>><<silently>>
<<ResetCC>>
<<UpdateBackgrounds>>
<<UpdatePlayerRace>>
<<UpdatePlayerEyes>>
<<UpdatePlayerSkin>>
<<UpdatePlayerHairColor>>
<<UpdatePlayerHairStyle>>
<<UpdatePlayerPenis>>
<<UpdatePlayerBreasts>>
<<UpdatePlayerAss>>
<<UpdatePlayerLips>>
<<if $PCType == "Preset">>
<<replace "#image-bar">><<display "Racial Banner 1">><</replace>>
<<replace "#right-bar">><<display "Racial Banner 2">><</replace>>
<<ResetDisplayPC>>
<<else>>
<<DisplayPC>>
<<replace "#image-bar">><<display "No Image">><</replace>>
<<replace "#right-bar">><<display "No Image">><</replace>>
<</if>>
<</silently>>
!Character Creation
!!Character
Portrait: <<if $PCType == "Preset">>Preset - <<if $PatreonVersion is true>>[[Change to Dynamic|Character Creation][$PCType = "Dynamic"]]<<else>>Change to Dynamic (Not Available)<</if>><<elseif $PCType == "Dynamic">>[[Change to Preset|Character Creation][$PCType = "Preset"]]<</if>>
Race: $EntityValues[$Player].Race - <<if $CurrentBackground != 1>>[[Change Race|Race Selection]]<<else>>Locked with Current Background<</if>>
Background: @@.boldtext;$Backgrounds[$CurrentBackground].Name@@ - [[Change Background|Background Selection]]
Sex: <<DisplaySexOptions>>
Eye Color: <<DisplayEyeColorOptions>>
Hair Color: <<DisplayHairColorOptions>>
Hair Style: <<DisplayHairStyleOptions>>
Skin Color: <<DisplaySkinColorOptions>>
Penis Size: <<DisplayPenisOptions>>
Breasts Size: <<DisplayBreastsOptions>>
Ass Size: <<DisplayAssOptions>>
Lips Size: <<DisplayLipsOptions>>
!!Traits and Skills
Traits define your characters core features. They might increase or decrease a stat, or unlock special options during combat, events or other scenarios. Skills on the other hand, define specialised know-how techniques, magic or knowledge that your character possess. Traits and Skills can be obtained through experience or events in-game.
Traits: <<DisplayPlayerTraits>>
Skills: <<DisplayPlayerSkills>>
Exp-Points: <<if $Exp > 0>>You have $Exp left to spend.<<elseif $Exp == 0>>You have no more points to spend.<<elseif $Exp < 0>>You're spending more Exp-points than allowed ($Exp).<</if>>
Trait Selection - [[Choose Traits|Trait Selection]]
Skill Selection - [[Choose Skills|Skill Selection]]
!!!Preferences
You may exclude specific content if you wish to do so.
[[Change Preferences|Preferences]]
!!Full Description
-----------------
<<ImExamine $Player>>
<<if $HoverMode is false>><<if $Exp > 0>>[[Begin your Journey|Story Start]] - You have Exp-Points left to spend.<<elseif $Exp == 0>>[[Begin your Journey|Story Start]]<<elseif $Exp < 0>>Begin your Journey - Locked<</if>><<elseif $HoverMode is true>><<replace "#linkbar">><<if $Exp > 0>>[[Begin your Journey|Story Start]] - You have Exp-Points left to spend.<<elseif $Exp == 0>>[[Begin your Journey|Story Start]]<<elseif $Exp < 0>>Begin your Journey - Locked<</if>><</replace>><</if>>
<<silently>>
<</silently>>
!Race Selection
---------------------------------------------------
Your race will not only determine your anatomical make-up, but also how the world receives you and reacts to your character.
---------------------------------------------------
<<DisplayRaces>>
<<if $HoverMode is false>>[[Back|Character Creation]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Back|Character Creation]]<</replace>><</if>><<silently>>
<<script>>
UIBar.unstow();
<</script>>
<<StartResetThis>>
<<StartWorld>>
<<StartBackgrounds>>
<<StartRaces>>
<<StartAppearanceOptions>>
<<StartGenitalOptions>>
<<StartCCSpecialTraits>>
<<StartCCSkills>>
<<StartCombatValues>>
<<set $ShowSocialStats to true>>
<<set $ResetCC to true>>
<<set $CustomAppSelector = 0>>
<<set $CurrentBackground = 1>>
<<set $CurrentRace = 0>>
<<set $CurrentEyes = 16>>
<<set $CurrentSkin = 8>>
<<set $CurrentHair = 0>>
<<set $CurrentStyle = 31>>
<<set $CurrentPenis = 3>>
<<set $CurrentBreasts = 8>>
<<set $CurrentAss = 18>>
<<set $CurrentLips = 23>>
<<set $CurrentWeather = 8>>
<<set $PlayerActive to true>>
<<set $ExploreIntro to true>>
<<set $ExploreCount = 0>>
<<ResetPassage "Intro Banner 01" "Intro Banner 02">>
<<StartPresets>>
<<EntityGlobalUpdate>>
<<RefreshEntity $Player>>
<<UpdateAnatomyText $Player>>
<<set $PCType = "Preset">>
<<set $PatreonVersion to true>>
<<set $TestVersion to false>>
<<if $TestVersion is true>>
<<set $DebugMode to true>>
<</if>>
<</silently>>
<<display "Title Banner">>
----------------------------------------------------
Your Adventure awaits in the wild and ravenous lands of Auria! Will you overcome the challenges and temptations of this mystical and seductive world? Or will you succumb and be the plaything of its will?
Only time will tell.
!!!@@.lightbluetext;User Interface and 3DCG@@
----------------------------------------------------
You can choose to disable or enable various 3DCG features or background art/pictures. You can also disable the Hover Menu, which will make all important choices appear at the bottom of the passage instead.
@@.boldtext;Hover Menu@@<<if $HoverMode is false>>: @@.redtext;Disabled@@ - [[Enable|Start Page][$HoverMode to true]]<<elseif $HoverMode is true>>: @@.lightgreentext;Enabled@@ - [[Disable|Start Page][$HoverMode to false]]<</if>> - Will enable or disable the hover menu.
@@.boldtext;Portraits@@<<if $PortraitMode is false>>: @@.redtext;Disabled@@ - [[Enable|Start Page][$PortraitMode to true]]<<elseif $PortraitMode is true>>: @@.lightgreentext;Enabled@@ - [[Disable|Start Page][$PortraitMode to false]]<</if>> - Will enable or disable character portraits.
@@.boldtext;Backgrounds@@<<if $BackgroundMode is false>>: @@.redtext;Disabled@@ - [[Enable|Start Page][$BackgroundMode to true]]<<elseif $BackgroundMode is true>>: @@.lightgreentext;Enabled@@ - [[Disable|Start Page][$BackgroundMode to false]]<</if>> - Will enable or disable background banners.
@@.boldtext;Scenes@@<<if $SceneMode is false>>: @@.redtext;Disabled@@ - [[Enable|Start Page][$SceneMode to true]]<<elseif $SceneMode is true>>: @@.lightgreentext;Enabled@@ - [[Disable|Start Page][$SceneMode to false]]<</if>> - Will enable or disable CG scenes.
!!!@@.crimsontext;Alpha@@ (0.45)
----------------------------------------------------
The game is currently in a stage of rapid development. New features are constantly added, whilst the bugs that follow with them are fixed. Please report any bugs you find and give feedback at the tfgamessite discussion thread.
<<if $HoverMode is false>>!!!@@.lightbluetext;Your Journey Awaits...@@
----------------------------------------------------
[[Start Character Creation|Character Creation][$CCStart to true]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Start Character Creation|Character Creation][$CCStart to true]]<</replace>><</if>>
!!!@@.pinktext;Thank you!@@
----------------------------------------------------
To my Patreons for supporting this project!
@@.depravitytext;a1a2b3@@
@@.healthtext;Hankkits@@
@@.discoverytext;MoiLovely@@
@@.lightbluetext;StarSlinger@@
@@.boldtext;kaitlyn@@
@@.energytext;Hkaa@@
@@.accuracytext;swaginator@@
@@.resistancetext;TodayIThaw@@
@@.manatext;daemonmaster@@
@@.discoverytext;Judaius@@
@@.healthtext;Nisi@@
@@.energytext;Legengerry@@
(If your name is missing, I may have left it out for privacy reasons, just let me know what to write here).
And a special thanks to @@.depravitytext;snowspider@@ for his contributions!
<<if $PatreonVersion is true>>
!!!@@.graytext;Tech Options@@
----------------------------------------------------
Ignore everything below this line, unless you're playing to test the game which i hope you do.
@@.boldtext;Debug Mode@@<<if $DebugMode is false>>: @@.redtext;Disabled@@ - [[Enable|Start Page][$DebugMode to true]]<<elseif $DebugMode is true>>: @@.lightgreentext;Enabled@@ - [[Disable|Start Page][$DebugMode to false]]<</if>><</if>><<silently>>
<</silently>>
!Trait Selection
---------------------------------------------------
Traits define your characters core features, they might increase or decrease a stat, or unlock special options during combat, events or other scenarios. Traits can be obtained through experience or events in-game.
You have a select amount of trait points to spend, some may be positive and others may be negative.
A core trait is not defined on it's own if it's not a defining characteristic. Core traits have several ranks, and can go into the negative, but are not mentioned as a trait on it's own.
Traits: <<DisplayPlayerTraits>>
Exp-Points left: $Exp
[[Assign Core Traits|Core Traits Selection]]
[[Assign Appearance Traits|Appearance Traits Selection]]
[[Assign Special Traits|Special Traits Selection]]
<<if $HoverMode is false>>[[Back|Character Creation]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Back|Character Creation]]<</replace>><</if>><<silently>>
<<set $PlayerStrength = $EntityValues[$Player].RankedTraits.StrengthTraitLevel>>
<<set $PlayerDexterity = $EntityValues[$Player].RankedTraits.DexterityTraitLevel>>
<<set $PlayerIntelligence = $EntityValues[$Player].RankedTraits.IntelligenceTraitLevel>>
<<set $PlayerCharisma = $EntityValues[$Player].RankedTraits.CharismaTraitLevel>>
<<set $PlayerWillpower = $EntityValues[$Player].RankedTraits.WillpowerTraitLevel>>
<<CompletePlayerCoreTraitUpdate>>
<</silently>>
!Core Traits
---------------------------------------------------
A core trait is not described on it's own if it's not a defining characteristic. Core traits have several ranks, and can go into the negative.
Core traits govern the main aspects of your character, and all core traits are usable in all parts of the game from combat, socializing, exploration, assignments and progression.
You can not gain core traits through @@.lightbluetext;Reflection@@.
You can however change your core traits through rare events or risky behaviour in the world.
!!!@@.boldtext;Strength@@: $StrengthTrait[$PlayerStrength]
!!!@@.boldtext;Dexterity@@: $DexterityTrait[$PlayerDexterity]
!!!@@.boldtext;Intelligence@@: $IntelligenceTrait[$PlayerIntelligence]
!!!@@.boldtext;Charisma@@: $CharismaTrait[$PlayerCharisma]
!!!@@.boldtext;Willpower@@: $WillpowerTrait[$PlayerWillpower]
Exp-Points left: $Exp
---------------------------------------------------
!!!@@.lightbluetext;Strength@@
@@.boldtext;Description:@@ The physical capability of a character.
@@.boldtext;Effects:@@ +1/-1 to base Lethality, +20/-20 to base Health and will make the player more intimidating/less intimidating in general.
@@.boldtext;Strength@@: $EntityValues[$Player].RankedTraits.StrengthTraitLevel - <<if $CCLockedStrength is true>>Locked with Background.<<else>><<if $Exp <= 0>>Increase<<else>><<if $EntityValues[$Player].RankedTraits.StrengthTraitLevel == 6>>Maximum Reached<<elseif $EntityValues[$Player].RankedTraits.StrengthTraitLevel == 5>>Cost: -15p - [[Increase|Core Traits Selection][$EntityValues[$Player].RankedTraits.StrengthTraitLevel += 1, $Exp -= 15]]<<elseif $EntityValues[$Player].RankedTraits.StrengthTraitLevel == 4>>Cost: -10p - [[Increase|Core Traits Selection][$EntityValues[$Player].RankedTraits.StrengthTraitLevel += 1, $Exp -= 10]]<<elseif $EntityValues[$Player].RankedTraits.StrengthTraitLevel == 3>>Cost: -5p - [[Increase|Core Traits Selection][$EntityValues[$Player].RankedTraits.StrengthTraitLevel += 1, $Exp -= 5]]<<elseif $EntityValues[$Player].RankedTraits.StrengthTraitLevel == 2>>Cost: -5p - [[Increase|Core Traits Selection][$EntityValues[$Player].RankedTraits.StrengthTraitLevel += 1, $Exp -= 5]]<<elseif $EntityValues[$Player].RankedTraits.StrengthTraitLevel == 1>>Cost: -10p - [[Increase|Core Traits Selection][$EntityValues[$Player].RankedTraits.StrengthTraitLevel += 1, $Exp -= 10]]<<elseif $EntityValues[$Player].RankedTraits.StrengthTraitLevel == 0>>Cost: -15p - [[Increase|Core Traits Selection][$EntityValues[$Player].RankedTraits.StrengthTraitLevel += 1, $Exp -= 15]]<</if>><</if>> - <<if $EntityValues[$Player].RankedTraits.StrengthTraitLevel == 0>>Maximum Reached<<elseif $EntityValues[$Player].RankedTraits.StrengthTraitLevel == 1>>Cost: +15p - [[Decrease|Core Traits Selection][$EntityValues[$Player].RankedTraits.StrengthTraitLevel -= 1, $Exp += 15]]<<elseif $EntityValues[$Player].RankedTraits.StrengthTraitLevel == 2>>Cost: +10p - [[Decrease|Core Traits Selection][$EntityValues[$Player].RankedTraits.StrengthTraitLevel -= 1, $Exp += 10]]<<elseif $EntityValues[$Player].RankedTraits.StrengthTraitLevel == 3>>Cost: +5p - [[Decrease|Core Traits Selection][$EntityValues[$Player].RankedTraits.StrengthTraitLevel -= 1, $Exp += 5]]<<elseif $EntityValues[$Player].RankedTraits.StrengthTraitLevel == 4>>Cost: +5p - [[Decrease|Core Traits Selection][$EntityValues[$Player].RankedTraits.StrengthTraitLevel -= 1, $Exp += 5]]<<elseif $EntityValues[$Player].RankedTraits.StrengthTraitLevel == 5>>Cost: +10p - [[Decrease|Core Traits Selection][$EntityValues[$Player].RankedTraits.StrengthTraitLevel -= 1, $Exp += 10]]<<elseif $EntityValues[$Player].RankedTraits.StrengthTraitLevel == 6>>Cost: +15p - [[Decrease|Core Traits Selection][$EntityValues[$Player].RankedTraits.StrengthTraitLevel -= 1, $Exp += 15]]<</if>><</if>>
---------------------------------------------------
!!!@@.lightbluetext;Dexterity@@
@@.boldtext;Description:@@ The athletic capability of a character.
@@.boldtext;Effects:@@ +Accuracy and +Evasion, +20/-20 to base Energy and will make the player more flexible/less flexible in general.
@@.boldtext;Dexterity@@: $EntityValues[$Player].RankedTraits.DexterityTraitLevel - <<if $CCLockedDexterity is true>>Locked with Background.<<else>><<if $Exp <= 0>>Increase<<else>><<if $EntityValues[$Player].RankedTraits.DexterityTraitLevel == 6>>Maximum Reached<<elseif $EntityValues[$Player].RankedTraits.DexterityTraitLevel == 5>>Cost: -15p - [[Increase|Core Traits Selection][$EntityValues[$Player].RankedTraits.DexterityTraitLevel += 1, $Exp -= 15]]<<elseif $EntityValues[$Player].RankedTraits.DexterityTraitLevel == 4>>Cost: -10p - [[Increase|Core Traits Selection][$EntityValues[$Player].RankedTraits.DexterityTraitLevel += 1, $Exp -= 10]]<<elseif $EntityValues[$Player].RankedTraits.DexterityTraitLevel == 3>>Cost: -5p - [[Increase|Core Traits Selection][$EntityValues[$Player].RankedTraits.DexterityTraitLevel += 1, $Exp -= 5]]<<elseif $EntityValues[$Player].RankedTraits.DexterityTraitLevel == 2>>Cost: -5p - [[Increase|Core Traits Selection][$EntityValues[$Player].RankedTraits.DexterityTraitLevel += 1, $Exp -= 5]]<<elseif $EntityValues[$Player].RankedTraits.DexterityTraitLevel == 1>>Cost: -10p - [[Increase|Core Traits Selection][$EntityValues[$Player].RankedTraits.DexterityTraitLevel += 1, $Exp -= 10]]<<elseif $EntityValues[$Player].RankedTraits.DexterityTraitLevel == 0>>Cost: -15p - [[Increase|Core Traits Selection][$EntityValues[$Player].RankedTraits.DexterityTraitLevel += 1, $Exp -= 15]]<</if>><</if>> - <<if $EntityValues[$Player].RankedTraits.DexterityTraitLevel == 0>>Maximum Reached<<elseif $EntityValues[$Player].RankedTraits.DexterityTraitLevel == 1>>Cost: +15p - [[Decrease|Core Traits Selection][$EntityValues[$Player].RankedTraits.DexterityTraitLevel -= 1, $Exp += 15]]<<elseif $EntityValues[$Player].RankedTraits.DexterityTraitLevel == 2>>Cost: +10p - [[Decrease|Core Traits Selection][$EntityValues[$Player].RankedTraits.DexterityTraitLevel -= 1, $Exp += 10]]<<elseif $EntityValues[$Player].RankedTraits.DexterityTraitLevel == 3>>Cost: +5p - [[Decrease|Core Traits Selection][$EntityValues[$Player].RankedTraits.DexterityTraitLevel -= 1, $Exp += 5]]<<elseif $EntityValues[$Player].RankedTraits.DexterityTraitLevel == 4>>Cost: +5p - [[Decrease|Core Traits Selection][$EntityValues[$Player].RankedTraits.DexterityTraitLevel -= 1, $Exp += 5]]<<elseif $EntityValues[$Player].RankedTraits.DexterityTraitLevel == 5>>Cost: +10p - [[Decrease|Core Traits Selection][$EntityValues[$Player].RankedTraits.DexterityTraitLevel -= 1, $Exp += 10]]<<elseif $EntityValues[$Player].RankedTraits.DexterityTraitLevel == 6>>Cost: +15p - [[Decrease|Core Traits Selection][$EntityValues[$Player].RankedTraits.DexterityTraitLevel -= 1, $Exp += 15]]<</if>><</if>>
---------------------------------------------------
!!!@@.lightbluetext;Intelligence@@
@@.boldtext;Description:@@ The mental capability of a character.
@@.boldtext;Effects:@@ +1/-1 to Sorcery and +50/-50 to base Mana and will make the player gain Experience faster in general.
@@.boldtext;Intelligence@@: $EntityValues[$Player].RankedTraits.IntelligenceTraitLevel - <<if $CCLockedIntelligence is true>>Locked with Background.<<else>><<if $Exp <= 0>>Increase<<else>><<if $EntityValues[$Player].RankedTraits.IntelligenceTraitLevel == 6>>Maximum Reached<<elseif $EntityValues[$Player].RankedTraits.IntelligenceTraitLevel == 5>>Cost: -15p - [[Increase|Core Traits Selection][$EntityValues[$Player].RankedTraits.IntelligenceTraitLevel += 1, $Exp -= 15]]<<elseif $EntityValues[$Player].RankedTraits.IntelligenceTraitLevel == 4>>Cost: -10p - [[Increase|Core Traits Selection][$EntityValues[$Player].RankedTraits.IntelligenceTraitLevel += 1, $Exp -= 10]]<<elseif $EntityValues[$Player].RankedTraits.IntelligenceTraitLevel == 3>>Cost: -5p - [[Increase|Core Traits Selection][$EntityValues[$Player].RankedTraits.IntelligenceTraitLevel += 1, $Exp -= 5]]<<elseif $EntityValues[$Player].RankedTraits.IntelligenceTraitLevel == 2>>Cost: -5p - [[Increase|Core Traits Selection][$EntityValues[$Player].RankedTraits.IntelligenceTraitLevel += 1, $Exp -= 5]]<<elseif $EntityValues[$Player].RankedTraits.IntelligenceTraitLevel == 1>>Cost: -10p - [[Increase|Core Traits Selection][$EntityValues[$Player].RankedTraits.IntelligenceTraitLevel += 1, $Exp -= 10]]<<elseif $EntityValues[$Player].RankedTraits.IntelligenceTraitLevel == 0>>Cost: -15p - [[Increase|Core Traits Selection][$EntityValues[$Player].RankedTraits.IntelligenceTraitLevel += 1, $Exp -= 15]]<</if>><</if>> - <<if $EntityValues[$Player].RankedTraits.IntelligenceTraitLevel == 0>>Maximum Reached<<elseif $EntityValues[$Player].RankedTraits.IntelligenceTraitLevel == 1>>Cost: +15p - [[Decrease|Core Traits Selection][$EntityValues[$Player].RankedTraits.IntelligenceTraitLevel -= 1, $Exp += 15]]<<elseif $EntityValues[$Player].RankedTraits.IntelligenceTraitLevel == 2>>Cost: +10p - [[Decrease|Core Traits Selection][$EntityValues[$Player].RankedTraits.IntelligenceTraitLevel -= 1, $Exp += 10]]<<elseif $EntityValues[$Player].RankedTraits.IntelligenceTraitLevel == 3>>Cost: +5p - [[Decrease|Core Traits Selection][$EntityValues[$Player].RankedTraits.IntelligenceTraitLevel -= 1, $Exp += 5]]<<elseif $EntityValues[$Player].RankedTraits.IntelligenceTraitLevel == 4>>Cost: +5p - [[Decrease|Core Traits Selection][$EntityValues[$Player].RankedTraits.IntelligenceTraitLevel -= 1, $Exp += 5]]<<elseif $EntityValues[$Player].RankedTraits.IntelligenceTraitLevel == 5>>Cost: +10p - [[Decrease|Core Traits Selection][$EntityValues[$Player].RankedTraits.IntelligenceTraitLevel -= 1, $Exp += 10]]<<elseif $EntityValues[$Player].RankedTraits.IntelligenceTraitLevel == 6>>Cost: +15p - [[Decrease|Core Traits Selection][$EntityValues[$Player].RankedTraits.IntelligenceTraitLevel -= 1, $Exp += 15]]<</if>><</if>>
---------------------------------------------------
!!!@@.lightbluetext;Charisma@@
@@.boldtext;Description:@@ The social capability of a character.
@@.boldtext;Effects:@@ +1/-1 to base Seduction and will make the player more likable/dislikable in general.
@@.boldtext;Charisma@@: $EntityValues[$Player].RankedTraits.CharismaTraitLevel - <<if $CCLockedCharisma is true>>Locked with Background.<<else>><<if $Exp <= 0>>Increase<<else>><<if $EntityValues[$Player].RankedTraits.CharismaTraitLevel == 6>>Maximum Reached<<elseif $EntityValues[$Player].RankedTraits.CharismaTraitLevel == 5>>Cost: -15p - [[Increase|Core Traits Selection][$EntityValues[$Player].RankedTraits.CharismaTraitLevel += 1, $Exp -= 15]]<<elseif $EntityValues[$Player].RankedTraits.CharismaTraitLevel == 4>>Cost: -10p - [[Increase|Core Traits Selection][$EntityValues[$Player].RankedTraits.CharismaTraitLevel += 1, $Exp -= 10]]<<elseif $EntityValues[$Player].RankedTraits.CharismaTraitLevel == 3>>Cost: -5p - [[Increase|Core Traits Selection][$EntityValues[$Player].RankedTraits.CharismaTraitLevel += 1, $Exp -= 5]]<<elseif $EntityValues[$Player].RankedTraits.CharismaTraitLevel == 2>>Cost: -5p - [[Increase|Core Traits Selection][$EntityValues[$Player].RankedTraits.CharismaTraitLevel += 1, $Exp -= 5]]<<elseif $EntityValues[$Player].RankedTraits.CharismaTraitLevel == 1>>Cost: -10p - [[Increase|Core Traits Selection][$EntityValues[$Player].RankedTraits.CharismaTraitLevel += 1, $Exp -= 10]]<<elseif $EntityValues[$Player].RankedTraits.CharismaTraitLevel == 0>>Cost: -15p - [[Increase|Core Traits Selection][$EntityValues[$Player].RankedTraits.CharismaTraitLevel += 1, $Exp -= 15]]<</if>><</if>> - <<if $EntityValues[$Player].RankedTraits.CharismaTraitLevel == 0>>Maximum Reached<<elseif $EntityValues[$Player].RankedTraits.CharismaTraitLevel == 1>>Cost: +15p - [[Decrease|Core Traits Selection][$EntityValues[$Player].RankedTraits.CharismaTraitLevel -= 1, $Exp += 15]]<<elseif $EntityValues[$Player].RankedTraits.CharismaTraitLevel == 2>>Cost: +10p - [[Decrease|Core Traits Selection][$EntityValues[$Player].RankedTraits.CharismaTraitLevel -= 1, $Exp += 10]]<<elseif $EntityValues[$Player].RankedTraits.CharismaTraitLevel == 3>>Cost: +5p - [[Decrease|Core Traits Selection][$EntityValues[$Player].RankedTraits.CharismaTraitLevel -= 1, $Exp += 5]]<<elseif $EntityValues[$Player].RankedTraits.CharismaTraitLevel == 4>>Cost: +5p - [[Decrease|Core Traits Selection][$EntityValues[$Player].RankedTraits.CharismaTraitLevel -= 1, $Exp += 5]]<<elseif $EntityValues[$Player].RankedTraits.CharismaTraitLevel == 5>>Cost: +10p - [[Decrease|Core Traits Selection][$EntityValues[$Player].RankedTraits.CharismaTraitLevel -= 1, $Exp += 10]]<<elseif $EntityValues[$Player].RankedTraits.CharismaTraitLevel == 6>>Cost: +15p - [[Decrease|Core Traits Selection][$EntityValues[$Player].RankedTraits.CharismaTraitLevel -= 1, $Exp += 15]]<</if>><</if>>
---------------------------------------------------
!!!@@.lightbluetext;Willpower@@
@@.boldtext;Description:@@ The resolve of a character.
@@.boldtext;Effects:@@ +1/-1 to base Binding and +50/-50 to base Resistance and will increase/decrease the chance of which the player may gain special traits through Reflection.
@@.boldtext;Willpower@@: $EntityValues[$Player].RankedTraits.WillpowerTraitLevel - <<if $CCLockedWillpower is true>>Locked with Background.<<else>><<if $Exp <= 0>>Increase<<else>><<if $EntityValues[$Player].RankedTraits.WillpowerTraitLevel == 6>>Maximum Reached<<elseif $EntityValues[$Player].RankedTraits.WillpowerTraitLevel == 5>>Cost: -15p - [[Increase|Core Traits Selection][$EntityValues[$Player].RankedTraits.WillpowerTraitLevel += 1, $Exp -= 15]]<<elseif $EntityValues[$Player].RankedTraits.WillpowerTraitLevel == 4>>Cost: -10p - [[Increase|Core Traits Selection][$EntityValues[$Player].RankedTraits.WillpowerTraitLevel += 1, $Exp -= 10]]<<elseif $EntityValues[$Player].RankedTraits.WillpowerTraitLevel == 3>>Cost: -5p - [[Increase|Core Traits Selection][$EntityValues[$Player].RankedTraits.WillpowerTraitLevel += 1, $Exp -= 5]]<<elseif $EntityValues[$Player].RankedTraits.WillpowerTraitLevel == 2>>Cost: -5p - [[Increase|Core Traits Selection][$EntityValues[$Player].RankedTraits.WillpowerTraitLevel += 1, $Exp -= 5]]<<elseif $EntityValues[$Player].RankedTraits.WillpowerTraitLevel == 1>>Cost: -10p - [[Increase|Core Traits Selection][$EntityValues[$Player].RankedTraits.WillpowerTraitLevel += 1, $Exp -= 10]]<<elseif $EntityValues[$Player].RankedTraits.WillpowerTraitLevel == 0>>Cost: -15p - [[Increase|Core Traits Selection][$EntityValues[$Player].RankedTraits.WillpowerTraitLevel += 1, $Exp -= 15]]<</if>><</if>> - <<if $EntityValues[$Player].RankedTraits.WillpowerTraitLevel == 0>>Maximum Reached<<elseif $EntityValues[$Player].RankedTraits.WillpowerTraitLevel == 1>>Cost: +15p - [[Decrease|Core Traits Selection][$EntityValues[$Player].RankedTraits.WillpowerTraitLevel -= 1, $Exp += 15]]<<elseif $EntityValues[$Player].RankedTraits.WillpowerTraitLevel == 2>>Cost: +10p - [[Decrease|Core Traits Selection][$EntityValues[$Player].RankedTraits.WillpowerTraitLevel -= 1, $Exp += 10]]<<elseif $EntityValues[$Player].RankedTraits.WillpowerTraitLevel == 3>>Cost: +5p - [[Decrease|Core Traits Selection][$EntityValues[$Player].RankedTraits.WillpowerTraitLevel -= 1, $Exp += 5]]<<elseif $EntityValues[$Player].RankedTraits.WillpowerTraitLevel == 4>>Cost: +5p - [[Decrease|Core Traits Selection][$EntityValues[$Player].RankedTraits.WillpowerTraitLevel -= 1, $Exp += 5]]<<elseif $EntityValues[$Player].RankedTraits.WillpowerTraitLevel == 5>>Cost: +10p - [[Decrease|Core Traits Selection][$EntityValues[$Player].RankedTraits.WillpowerTraitLevel -= 1, $Exp += 10]]<<elseif $EntityValues[$Player].RankedTraits.WillpowerTraitLevel == 6>>Cost: +15p - [[Decrease|Core Traits Selection][$EntityValues[$Player].RankedTraits.WillpowerTraitLevel -= 1, $Exp += 15]]<</if>><</if>>
---------------------------------------------------
<<if $HoverMode is false>>[[Back|Trait Selection]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Back|Trait Selection]]<</replace>><</if>>
<<silently>>
<</silently>>
!Skill Selection
---------------------------------------------------
Skills define your characters core abillities and special knowledge. It might be the abillity to manipulate and control the arcane or a masterful expertise of swordfighting.
!!!!Note: Skills are not really considered implemented yet, so picking skills may only give you limited benefits at this point.
All Skills: <<DisplayPlayerSkills>>
Exp-Points left: $Exp
[[Assign Magical Skills|Magical Skills Selection]]
[[Assign Physical Skills|Physical Skills Selection]]
[[Assign Mental Skills|Mental Skills Selection]]
<<if $HoverMode is false>>[[Back|Character Creation]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Back|Character Creation]]<</replace>><</if>><<silently>>
<<UpdateCCSkills>>
<</silently>>
!Magical Skills
---------------------------------------------------
A magical skill typically represents a characters ability to manipulate certain schools of magic. Every school you pick will increase your base mana by 100. Spending all of your exp here is not recommended. A mage or sorceress that has run out of mana is an easy cum-receptable.
All Skills: <<DisplayPlayerSkills>>
Exp-Points left: $Exp
---------------------------------------------------
<<DisplayCCMagicalSkills>>
<<if $HoverMode is false>>[[Back|Skill Selection]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Back|Skill Selection]]<</replace>><</if>>
<<silently>>
<<UpdateCCSkills>>
<</silently>>
!Physical Skills
---------------------------------------------------
A physical skill typically represents a characters abillity to perform some kind of physically demanding skill.
All Skills: <<DisplayPlayerSkills>>
Exp-Points left: $Exp
---------------------------------------------------
<<DisplayCCPhysicalSkills>>
<<if $HoverMode is false>>[[Back|Skill Selection]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Back|Skill Selection]]<</replace>><</if>>
<<set $PortraitMode to true>>
<<set $BackgroundMode to true>>
<<set $SceneMode to true>>
<<set $HoverMode to true>>
<<set $DebugMode to false>>
<<set $AnthrosFetish to true>>
<<set $FutanariFetish to true>>
<<set $GenderBenderFetish to true>>
<<set $Day = 1>>
<<set $DayTime = 1>>
<<set $PlayerActive to false>>
<<set $ExploreCount = 0>>
<<set $ExploreIntro to true>>
<<set $ExploreCount = 2>>
<<set $ExploreIntro to false>>
<<set $HelpCombatShow to false>>
<<set $HelpCoreTraitsShow to false>>
<<set $HelpSpecialTraitsShow to false>>
<<set $HelpAppearanceTraitsShow to false>>
<<set $HelpTemporaryTraitsShow to false>>
<<set $SexPlayerOnBottom to false>>
<<set $SexPlayerOnTop to false>>
<<set $FindEntities to true>>
<<silently>>
<<ResetPassage "Gates Background 01" "Westdale City Background Pack Right">>
<</silently>>
!Westdale City - Eastern Gates (Outer)
---------------------------------------
You arrive at the massive iron-reinforced gates of the city. You see mobs of businessmen and farmers trafficking wildly and almost uncontrollably through the bottleneck that the gate is creating.
You can see the guards standing at the sides of the gates, inspecting a handful of the mob, but only picking out the most suspicious.
!!!Locations
---------------------------------------
You can see the main road leading to the western trade road and a small road leading to the outer slums.
[[Go to the Western Trade Road|Outer City - The Western Trade Road]]
[[Go to the Outer Slums|Outer City - Outer Slums]]
!!!Travel
---------------------------------------
You can travel to several points of interest from here.
[[Go to The Cave|Home - The Cave]]
<<if $HoverMode is false>>[[Walk through The Gates|City - Eastern Gate Guard]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Walk through The Gates|City - Eastern Gate Guard]]<</replace>><</if>><<silently>>
<<ResetPassage "Westdale City Background Pack Left" "Westdale City Background Pack Right">>
<</silently>>
!Westdale City - Silverwhite Square
---------------------------------------
You arrive at the Silverwhite Square, also known as the city marketplace and one of the most common gathering points.
[[Explore the Streets of Westdale|Exploration - Streets of Westdale][$EntityValues[$Player].CurrentEnergy -= 20, $DayTime += 1]] - Risk: @@.greentext;Low@@ - Energy: -20
!!!People & Interests
---------------------------------------
You see a city post with a map detailing the various shop and points of interest in the city.
[[Check City Post and Map|CITY - City Post and Map]]
<<SocialHub "Silverwhite Square">>
!!!Locations
---------------------------------------
You can see several attractions from where you're standing, a tavern
with a sign saying "Tracy's High Tavern" and a store with a similar sign saying "The Valen Clothing Store". There also seems to be a blacksmith here.
[[Go to the Westhall Square|City - Westhall Square]]
[[Enter The Westdale General Store|City - Westdale General Store]]
<<if $EntityValues[$Tracy].IsEnslaved is false>>[[Enter Tracy's High Tavern|City - Tracy's High Tavern]]<<elseif $EntityValues[$Tracy].IsEnslaved is true>>[[Enter The High Tavern|City - Tracy's High Tavern]]<</if>>
[[Enter The Valen Clothing Store|City - The Valen Clothing Store]]
[[Enter The Minoran Blacksmith|City - The Minoran Blacksmith]]
<<if $HoverMode is false>>[[Return to The Gates|Outer City - Westdale Eastern Gates]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Return to The Gates|Outer City - Westdale Eastern Gates]]<</replace>><</if>><<silently>>
<<UpdateLocation "High Tavern">>
<<ResetPassage "Tavern Background 01" "Tavern Background 02">>
<</silently>>
<<if $EntityValues[$Tracy].IsEnslaved is false>>!Tracy's High Tavern<<elseif $EntityValues[$Tracy].IsEnslaved is true>>!The High Tavern<</if>>
---------------------------------------
As you enter the tavern, you're greeted by nice classical music and the soft, but also bickering chatter of gentlemen, ladies and noble patrons in general. You see the bar located around the middle side of the room, to the left, with a bartender attending the bar and cleaning glasses and such.
<<if $StoryVisitedHighTavern is false>><<set $StoryVisitedHighTavern to true>>
You walk closer to the bar a little insecure, and not too sure where to place yourself, when you're suddenly greeted by a energetic and warm barmaid.
@@.tracyvoice;"Ahh! Look at this! A new face in my humble establishment! Please make yourself at home new patron. I'm Tracy! I own this place! Is there anything i can get you, maybe a Drusk Beer, some fine Helion Wine?.. You look like you could use a drink?"@@
Not sure what to respond, you consider your options.<<elseif $StoryVisitedHighTavern is true>>You walk closer to the bar, and take a seat near it.<</if>>
[[Purchase a Refreshment|Merchant - Main Menu][$CurrentMerchant = "High Tavern"]]
<<if $StoryRentedRoomUnlocked is false>>[[Rent a Room|Story Event - Room 03 Rental][$HighTavernRentalChoice to false]]<<else>>@@.boldtext;Rented Rooms@@: Room 03 - Debt: $Room03RentalDebt Unpaid Night: $Room03UnpaidNights - <<if $PlayerCoins >= $Room03RentalDebt>>[[Pay Rent|City - Tracy's High Tavern][$Room03UnpaidNights = 0, $PlayerCoins -= $Room03RentalDebt, $Room03RentalDebt = 0]]<<else>>Pay Rent (Not Enough Coins)<</if>><<if $Room03RentalDebt <= 0>> - [[Check out|Story Event - Room 03 Check Out]]<<else>> - Check Out (You still have debt)<</if>><</if>><<if $StoryAcquiredWaitressJob is true>>
@@.activitytext;(Activity):@@ [[Work at the High Tavern|Activity Info - High Tavern Waitress]]<</if>>
!!!People & Interests
---------------------------------------
You see several patrons in the tavern.
<<SocialHub "High Tavern">>
!!!Locations
---------------------------------------
You see a sign reading "Sleeping Quarters" pointing towards some stairs leading up towards the first floor. You also see some stairs leading down towards the basement.
[[Go to Tavern Sleeping Quarters|City - High Tavern Sleeping Quarters]]
[[Go to Tavern Cellar|City - High Tavern Cellar]]
<<if $HoverMode is false>>[[Return to The Silverwhite Square|City - Silverwhite Square]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Return to The Silverwhite Square|City - Silverwhite Square]]<</replace>><</if>>
<<silently>>
<<set $PlayerSexualTraitType = $EntityValues[$Player].RankedTraits.SexualTraitType>>
<<set $PlayerAttractiveTraitLevel = $EntityValues[$Player].RankedTraits.AttractiveTraitLevel>>
<<CompletePlayerAppearanceTraitUpdate>>
<</silently>>
!Appearance Traits
---------------------------------------------------
An appearance trait typically represents how you look and how the world perceives you. Some are leveled, whilst others are standalone.
An appearance trait is not necessarily positive or negative, they are typically both and can be situational. However, someone attractive might find themselves more liked and forcibly approached.
Traits: <<DisplayPlayerTraits>>
Exp-Points left: $Exp
---------------------------------------------------
!!!@@.lightbluetext;Sexual Appeal@@
@@.boldtext;Description:@@ The general sexual look of a character. The overall benefits or penalties are highly situational.
@@.boldtext;Trait:@@ $SexualTrait[$PlayerSexualTraitType] - <<if $EntityValues[$Player].RankedTraits.SexualTraitType == 4>>Max. Masculinity<<elseif $EntityValues[$Player].RankedTraits.SexualTraitType == 3>>Cost: -10p - [[Inc. Masculinity|Appearance Traits Selection][$EntityValues[$Player].RankedTraits.SexualTraitType += 1, $Exp -= 10]]<<elseif $EntityValues[$Player].RankedTraits.SexualTraitType == 2>>Cost: -1p - [[Inc. Masculinity|Appearance Traits Selection][$EntityValues[$Player].RankedTraits.SexualTraitType += 1, $Exp -= 1]]<<elseif $EntityValues[$Player].RankedTraits.SexualTraitType == 1>>Cost: +1p - [[Inc. Masculinity|Appearance Traits Selection][$EntityValues[$Player].RankedTraits.SexualTraitType += 1, $Exp += 1]]<<elseif $EntityValues[$Player].RankedTraits.SexualTraitType == 0>>Cost: +10p - [[Inc. Masculinity|Appearance Traits Selection][$EntityValues[$Player].RankedTraits.SexualTraitType += 1, $Exp += 10]]<</if>> - <<if $EntityValues[$Player].RankedTraits.SexualTraitType == 0>>Max. Femininity<<elseif $EntityValues[$Player].RankedTraits.SexualTraitType == 1>>Cost: -10p - [[Inc. Femininity|Appearance Traits Selection][$EntityValues[$Player].RankedTraits.SexualTraitType -= 1, $Exp -= 10]]<<elseif $EntityValues[$Player].RankedTraits.SexualTraitType == 2>>Cost: -1p - [[Inc. Femininity|Appearance Traits Selection][$EntityValues[$Player].RankedTraits.SexualTraitType -= 1, $Exp -= 1]]<<elseif $EntityValues[$Player].RankedTraits.SexualTraitType == 3>>Cost: +1p - [[Inc. Femininity|Appearance Traits Selection][$EntityValues[$Player].RankedTraits.SexualTraitType -= 1, $Exp += 1]]<<elseif $EntityValues[$Player].RankedTraits.SexualTraitType == 4>>Cost: +10p - [[Inc. Femininity|Appearance Traits Selection][$EntityValues[$Player].RankedTraits.SexualTraitType -= 1, $Exp += 10]]<</if>>
---------------------------------------------------
!!!@@.lightbluetext;Attractiveness@@
@@.boldtext;Description:@@ The general physical attractiveness of a character.
@@.boldtext;Benefits:@@ +2/-2 to base seduction and will make the player more likable/dislikable in general.
@@.boldtext;Penalties:@@ Being more likable/dislikable may not always favor the player.
@@.boldtext;Trait:@@ $AttractiveTrait[$PlayerAttractiveTraitLevel] - <<if $EntityValues[$Player].RankedTraits.AttractiveTraitLevel == 4>>Max. Attractiveness<<elseif $EntityValues[$Player].RankedTraits.AttractiveTraitLevel == 3>>Cost: -10p - [[Increase|Appearance Traits Selection][$EntityValues[$Player].RankedTraits.AttractiveTraitLevel += 1, $Exp -= 10]]<<elseif $EntityValues[$Player].RankedTraits.AttractiveTraitLevel == 2>>Cost: -5p - [[Increase|Appearance Traits Selection][$EntityValues[$Player].RankedTraits.AttractiveTraitLevel += 1, $Exp -= 5]]<<elseif $EntityValues[$Player].RankedTraits.AttractiveTraitLevel == 1>>Cost: -5p - [[Increase|Appearance Traits Selection][$EntityValues[$Player].RankedTraits.AttractiveTraitLevel += 1, $Exp -= 5]]<<elseif $EntityValues[$Player].RankedTraits.AttractiveTraitLevel == 0>>Cost: -10p - [[Increase|Appearance Traits Selection][$EntityValues[$Player].RankedTraits.AttractiveTraitLevel += 1, $Exp -= 10]]<</if>> - <<if $EntityValues[$Player].RankedTraits.AttractiveTraitLevel == 0>>Min. Attractiveness<<elseif $EntityValues[$Player].RankedTraits.AttractiveTraitLevel == 1>>Cost: +10p - [[Decrease|Appearance Traits Selection][$EntityValues[$Player].RankedTraits.AttractiveTraitLevel -= 1, $Exp += 10]]<<elseif $EntityValues[$Player].RankedTraits.AttractiveTraitLevel == 2>>Cost: +5p - [[Decrease|Appearance Traits Selection][$EntityValues[$Player].RankedTraits.AttractiveTraitLevel -= 1, $Exp += 5]]<<elseif $EntityValues[$Player].RankedTraits.AttractiveTraitLevel == 3>>Cost: +5p - [[Decrease|Appearance Traits Selection][$EntityValues[$Player].RankedTraits.AttractiveTraitLevel -= 1, $Exp += 5]]<<elseif $EntityValues[$Player].RankedTraits.AttractiveTraitLevel == 4>>Cost: +10p - [[Decrease|Appearance Traits Selection][$EntityValues[$Player].RankedTraits.AttractiveTraitLevel -= 1, $Exp += 10]]<</if>>
---------------------------------------------------
<<if $HoverMode is false>>[[Back|Trait Selection]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Back|Trait Selection]]<</replace>><</if>>
<<silently>>
<</silently>>
!The Dark Forest - Carved Rock
----------------------------------------------------------
You examine the carved rock closer, looking at the intricate and well-carved runes. You don't understand the scripture, but it's incredibly intriguing.
<<if $EntityValues[$Player].Traits.includes("Curious")>>Too curious to not touch the rock, you gently examine the rock closer, touching it directly with your palm.
<<if $HoverMode is false>>[[Continue|Curse - Carved Rock]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Continue|Curse - Carved Rock]]<</replace>><</if>><<else>><<if $HoverMode is false>>[[Touch the Carved Rock|Curse - Carved Rock]]
[[You have seen enough...|Point of Interest - Carved Rock]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Touch the Carved Rock|Curse - Carved Rock]] - [[You have seen enough...|Point of Interest - Carved Rock]]<</replace>><</if>><</if>>
<<silently>>
<<ResetPassage "Westdale City Background Pack Left" "Westdale City Background Pack Right">>
<</silently>>
!Westdale City - City Post and Map
---------------------------------------
You take a closer look at the city post and realize that the map has been torn down from the post. The post also appears to detail the common laws of the city.
[[Read more about the laws of Westdale|CITY - City Post]]
<<if $HoverMode is false>>[[Back|City - Silverwhite Square]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Back|City - Silverwhite Square]]<</replace>><</if>><<silently>>
<<ResetPassage "City Smith Background Pack Left" "City Smith Background Pack Right">>
<</silently>>
!Westdale City - Minoran Blacksmith
---------------------------------------
You enter the blacksmith, looking at the various weapons and armours decorating the interior. You hear a clanging sound, and look towards the blacksmith hammering away. The blacksmith greets you, and walks up to the front desk.
[[Browse Merchandise|Merchant - Main Menu][$CurrentMerchant = "Minoran Blacksmith"]]
!!!People & Interests
---------------------------------------
You see a desk.
<<SocialHub "Minoran Blacksmith">>
<<if $HoverMode is false>>[[Return to The Silverwhite Square|City - Silverwhite Square]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Return to The Silverwhite Square|City - Silverwhite Square]]<</replace>><</if>><<silently>>
<<ResetPassage "Westdale Plains Background Pack Left" "Westdale Plains Background Pack Right">>
<<set $DayTime += 1>>
<<set $ExploreCount += 1>>
<<set $ExploreIntro to false>>
<</silently>>
!Plains of Westdale
-------------------------------------------------
You travel The Plains of Westdale, letting the winds graze you as you take in the scenery.
You stumble upon a road, large enough to be a sort of main road. Wheel-like trenches follow along the path, suggesting that the road sees heavy use.
The road leads over a fairly high hill-top, and you quickly run along it. As you reach the top of the hill, you're greeted by the welcoming view of civilization!
<<Discover 0>>
A city can be seen in the distance, the road leading downwards towards what appears to be the main gates. Along with the city, you can see the coast, the city lying along it.
The beautiful view from the hill top, gives you a complete scenery of the city, but also feels treacherous to the city's true size.
At the base of the city's entrance is a massive marketplace, a sort of exterior center for trading.
It would take quite some time to walk towards the city now, but maybe it would be worth the effort?
<<if $HoverMode is false>>[[Walk towards The City|Outer City - Westdale Eastern Gates]] or [[Head back to The Cave|Home - The Cave]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Walk towards The City|Outer City - Westdale Eastern Gates]] or [[Head back to The Cave|Home - The Cave]]<</replace>><</if>><<silently>>
<<set $PlayerActive to true>>
<<set $CurrentExploration = "PlainsWestdale">>
<<ResetPassage "Westdale Plains Background Pack Left" "Westdale Plains Background Pack Right">>
<<set $EventRandom = random(100)>>
<<set $Point_Random = random(100)>>
<<if $EventRandom <= 33>>
<<EventTriggerPlainsWestdale>>
<<else>>
<<if $Point_Random <= 33>>
<<PointDiscoveryPlainsWestdale>>
<<else>>
<<MonsterEncounter_PlainsWestdale>>
<</if>>
<</if>>
<<set $AmbienceText_Random = random(5)>>
<</silently>>
!Plains of Westdale
-------------------------------------------------
You explore the Plains of Westdale.
The grassy hills stretch as far as you can see, occasionally covered by some mossy rocks. The landscape has a vibrant tone, very similar to a temperate steppe.
$Location_POW_Ambience_Text[$AmbienceText_Random]
$Exploration_MainEvent_Text
<<if $HoverMode is false>>$Exploration_Passage<<elseif $HoverMode is true>><<replace "#linkbar">>$Exploration_Passage<</replace>><</if>>
<<ExplorationDebugPanel>><<silently>>
<<set $DayTime += 1>>
<<set $EntityValues[$Player].CurrentEnergy -= 10>>
<</silently>>
!Masturbating...
---------------------------------------
As you feel the sexual frustration take over you, you decide to play with yourself.
<<display "Player Masturbate Image">>
You work yourself towards release, and eventually satisfy your needs in a sexual climax.
<<Satisfy $Player>>
<<HomeContinue>><<silently>>
<<ResetEntityStatEffects>>
<<CombatCompleteReset>>
<<set $SexType = "Traditional">>
<<set $PlayerEnslavedChance = random(100)>>
<<if $PlayerEnslavedChance < 200>>
<<if $EntityValues[$Enemy].Race == "Goblin">>
<<set $PlayerIsEnslaved to true>>
<</if>>
<</if>>
<</silently>>
!<<if $Submitted is true>>Submission<<else>>Defeat<</if>>
-----------------------------------------
<<if $Submitted is true>><<set $Submitted to false>>You've decided to submit to $EnemyName...<<else>>You have been defeated by $EnemyName...<</if>>
<<if $HoverMode is false>>[[Continue|Sex - Introduction][$SexPlayerOnBottom to true, $SexPlayerOnTop to false]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Continue|Sex - Introduction][$SexPlayerOnBottom to true, $SexPlayerOnTop to false]]<</replace>><</if>><<silently>>
<<LootTables>>
<<ResetEntityStatEffects>>
<<CombatCompleteReset>>
<<set $SexType = "Traditional">>
<</silently>>
!Victory
-----------------------------------------
You have defeated the $EnemySingular!
$CurrencyDropText
<<DisplayItemDrops>>
You could leave $EnemyName to their fate or abide by the sacred traditions of these lands.
<<if $HoverMode is false>><<print '[[Dominate ' + $EntityValues[$Enemy].BHimHer + '|Sex - Introduction][$SexPlayerOnTop to true, $SexPlayerOnBottom to false]]'>> - [[Return to the Cave|Home - The Cave]]<<elseif $HoverMode is true>><<replace "#linkbar">><<print '[[Dominate ' + $EntityValues[$Enemy].BHimHer + '|Sex - Introduction][$SexPlayerOnTop to true, $SexPlayerOnBottom to false]]'>> - [[Return to the Cave|Home - The Cave]]<</replace>><</if>><<widget HumanDefeat>><<SexEnd>><<if $enemygender == 1>>You have succumbed to the might of the Human, and now lay before him completely defenseless and all for his taking. He eyes you up and down, as you meekly look down upon the ground in shame.
@@.humanvoice;"Not every day you're presented such a slut for the taking!"@@
He pulls his loincloth to the side and takes out his 6 inch erect hard dick. The veins trailing along the raw cock, pulsing and ready to fill you.
<<if $oral_random == 0>>You eye the tasty meat dangling in front of you, observing the pre-cum already leaking from his cock.
Before you can react, he grabs hold of the back of your head, and plunges his rock hard cock down your throat. Gagging and spurting from the violent intrusion, you try to fight back for a short while, but quickly give up as he overpowers you.
He keeps humping away, raping your face. Your throat distending slightly with each thrust. <<elseif $oral_random == 1>><<if $sex == 0>><<Normal_VaginalSex>>He pushes you on your back and frees your plump waiting pussy. Without much hesitation or foreplay, he forces his rock-hard dick into your sluthole.
You wince at the invasion, feeling the raw meat massage your pussy walls as the cock forces itself further inside of you.
Shortly after grabbing your neck in a chokehold, he starts to pound away, you gasping for air with every pulse of pleasure.<<elseif $sex == 1>><<Normal_AnalSex>>He pushes you on your stomach and frees your plump waiting anus. Without much hesitation or foreplay, he forces his raw man-meat into your sluthole.
You wince at the invasion, feeling his dick stretch your asshole as he forces himself further inside of you.
Shortly after spanking you a few times, he starts to pound away, you gasping for air with every pulse of pleasure.<</if>><</if>>
After having had his way with you for some time, his dick begins to pulse.
He moans in pleasure and pulls out of you, whilst commanding you to present your slutty face.
You get on your knees, opening your mouth like a wanton whore, as he covers your face in thick warm cum.
@@.humanvoice;"Uhh! Fuck yes! You're a good little whore aren't ya?"@@
With that, he leaves you there, covered in cum and broken in.<<elseif $enemygender == 0>>You have succumbed to the might of the Human, and now lay before her completely defenseless and all for her taking. She eyes you up and down, as you meekly look down upon the ground in shame.
@@.humanvoice;"Not every day you're presented such a slut for the taking!"@@
She pulls her loincloth to the side and flashes her dripping wet cunt.
@@.humanvoice;"I hope you're hungry, cause you're gonna eat up!"@@
You eye the tasty snatch in front of you, observing the sweat and pussy-juice soaking it.
Before you can react, she grabs hold of the back of your head, and plunges your face into her aching cunt. Spurting in surprise, you try to fight back for a short while, but quickly give up as she overpowers you.
She rides your face soaking it in her juices, making sure you tasty every inch of her. You resolve to licking as best as you can, as you have no choice.
She continues to rape your face for some time, locking your head with her womanly, but strong thighs. Until she quivers in ecstacy, ready to come any moment.
She struggles a bit, putting her entire weight on your face as she squirms and moans deeply in pleasure.
After that she stands up, and walks off, leaving you there drenched in her juices and broken in.<<elseif $enemygender == 2>>You have succumbed to the might of the Human, and now lay before her completely defenseless and all for her taking. She eyes you up and down, as you meekly look down upon the ground in shame.
@@.humanvoice;"Not every day you're presented such a slut for the taking!"@@
He pulls her loincloth to the side and takes out her 6 inch erect hard dick. The veins trailing along the raw cock, pulsing and ready to fill you.
<<if $oral_random == 0>>You eye the tasty meat dangling in front of you, observing the pre-cum already leaking from her cock.
Before you can react, she grabs hold of the back of your head, and plunges her rock hard cock down your throat. Gagging and spurting from the violent intrusion, you try to fight back for a short while, but quickly give up as she overpowers you.
He keeps humping away, raping your face. Your throat distending slightly with each thrust. <<elseif $oral_random == 1>><<if $sex == 0>>He pushes you on your back and frees your plump waiting pussy. Without much hesitation or foreplay, she forces her rock-hard dick into your sluthole.
You wince at the invasion, feeling the raw meat massage your pussy walls as the cock forces itself further inside of you.
Shortly after grabbing your neck in a chokehold, she starts to pound away, you gasping for air with every pulse of pleasure.<<elseif $sex == 1>>He pushes you on your stomach and frees your plump waiting anus. Without much hesitation or foreplay, she forces her raw man-meat into your sluthole.
You wince at the invasion, feeling her dick stretch your asshole as she forces herself further inside of you.
Shortly after spanking you a few times, she starts to pound away, you gasping for air with every pulse of pleasure.<</if>><</if>>
After having had her way with you for some time, her dick begins to pulse.
He moans in pleasure and pulls out of you, whilst commanding you to present your slutty face.
You get on your knees, opening your mouth like a wanton whore, as she covers your face in thick warm cum.
@@.humanvoice;"Uhh! Fuck yes! You're a good little whore aren't ya?"@@
With that, she leaves you there, covered in cum and broken in.<</if>><</widget>><<widget ImpDefeat>><<SexEnd>>You have succumbed to the power of the Imp, and now lay before it completely defenseless, mind broken and all for it's taking. The imp's eyes burn with lust and a hot need to breed.
@@.impvoice;"Raagh-na! Kra-ka-kron! Sreeran-shu!"@@
The Imp's hellfire cock pointing straight towards you in total depraved lust. It's shredded form decorated with rills and unholy veins.
You eye the demonic cock dangling in front of you, observing the fiery pre-cum already leaking from the unholy dick.
The Imp conjures dark magical energies and blasts your mind with it.
You feel your thoughts turn into depraved pictures of yourself getting taken by all sorts of dark lustful creatures. You instinctively open your drooling mouth as your mind melts away in a heat of debauched thoughts.
The Imp cackling away at your depraved situation, takes the advantage to invade your mouth with it's unholy member. However, you being too far gone in thought, to realize the invasion.
The creatures in your thoughts rape you in every conceivable way, and in every sluthole you possess.
After what seems like several hours, you calmly wake up in a puddle of demonic cum. Your face covered in splooge and your sluthole filled to the brim, slowly leaking cum. Which makes you question the reality of your mind-break.
The Imp having abandoned your sorry state quite some time ago...
<</widget>><<widget SuccubusDefeat>><<SexEnd>>You have succumbed to the overpowering will of the Succubus, and now lay before it completely defenseless, now to become it's wanton plaything. It's demonic eyes inspecting you, as you meekly look down upon the ground in shame.
@@.succubusvoice;"What a pathetic little creature we have here! I shall take quite the pleasure in devouring your lusted soul!"@@
The Succubus walks closer to you, it's high heels clacking and tacking seductively with each step.
With a flick of her fingers, she conjures a mass of demonic energies that manifest around your body. You feel yourself drawn into a heat of lust, as you're aroused to depraved and unimagineable levels. <<if $sex == 0>>Your pussy becoming incredibly wet.<<elseif $sex == 1>>Your penis becoming rock hard.<</if>>
@@.succubusvoice;"Already so lustful! Hah!"@@
The Succubus sucks her finger seductively, as you freeze in place, forced to observe her ever so suggestive moves, driving you further into sexual frustration.
She whispers some dark words, beyond your comprehension and begins to extract your lustful energy.
You feel your body turn on, as if flicked like a switch, being massaged all over. The tingling sensation making an orgasm feel as a complete whole body experience.
The light's go out, and you pass out giving the Succubus all the time in the world to harvest your lustful energies.
After several hours and many tormenting and depraved dreams after, you wake up in a puddle of sweat and your own cum.
The Succubus having left you there.
<</widget>><<silently>>
<<set $PlayerSatisfaction = 0>>
<<set $PartnerSatisfaction = 0>>
<<FindPartner>>
<<PartnerIntroduction>>
<<SexReset>>
<<SexOptionsText>>
<<StartSexText>>
<<StartSexOptions>>
<<StartPlayerClimaxText>>
<<StartPartnerClimaxText>>
<<set $SexFound to false>>
<<set $PartnerIsDone to false>>
<</silently>>
!$SexTitle
-----------------------------------------
$StartSexText
$StartForeplayText
$StartOptionsText
<<if $HoverMode is false>><<SexOptionsList>><<SexualFinish>><<elseif $HoverMode is true>><<replace "#linkbar">><<SexOptionsList>><<SexualFinish>><</replace>><</if>>
<<SexDebugPanel>>You open your eyes and squirm as your entire body is aching in pain.
You attempt to gather your thoughts... what happened? where are you? am i naked? ... i'm naked...
You appear to be lying bare on the cold floor of a musty, dark but strangely cozy looking cave. You don't remember much of what happened to you, but this strange cave surely gives you the eerie feeling that something happened.
You sit up and try to remember... ah! You were travelling by caravan, from the eastern lands of Dul'Anos. You don't remember too much though, as most of it appears to be behind a hazy cloud or memories. However, that may have something to do with the terrible aching pain from the back of your head.
Why are you here? Who brought you here?... Too many questions, and nobody around to answer you. You get up and look around the cave, but it appears to be abandoned.
You sit down by a chair and think to yourself. You definitely remember why you were travelling from the eastern lands, or more likely... fleeing. Giving the cave an extra look, you decide that it will serve as a nice temporary means of shelter.<<silently>>
<<ResetPassage "Westdale City Background Pack Left" "Westdale City Background Pack Right">>
<</silently>>
!Westdale City - Lawpost
---------------------------------------
!!!Law of Westdale
Applies for Travelers and Commoners Only
1. Thou shalt not be naked!
2. Thou shalt do as commanded by the guards.
3. Thou shalt not bathe, swim or wash thy filthy self in the fountains.
4. Thou shalt not steal.
5. Thou shalt not attack, cause harm or kill.
666. Thou shalt not refuse thy overlord demons, for they be thy masters!
7. Thou shalt obey the demonic law above all other laws!
Signed by King Grimworth.
@@.silvertext;Witnessed by Noble Sylar Silverwhite, Noble Tilkorn Silverblack and Grand Merchant Gilbert Minorantyre.@@
<<if $HoverMode is false>>[[Back|CITY - City Post and Map]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Back|CITY - City Post and Map]]<</replace>><</if>><<silently>>
<<ResetPassage "City Shop Background Pack Left" "City Shop Background Pack Right">>
<</silently>>
!The Valen Clothing Store
---------------------------------------
You enter the clothing store, looking at the various clothes and all of their various colors and other fabric materials decorating the interior.
[[Browse Merchandise|Merchant - Main Menu][$CurrentMerchant = "Valen Clothing Store"]]
!!!People & Interests
---------------------------------------
You see a desk.
<<SocialHub "Valen Clothing Store">>
<<if $HoverMode is false>>[[Return to The Silverwhite Square|City - Silverwhite Square]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Return to The Silverwhite Square|City - Silverwhite Square]]<</replace>><</if>><<silently>>
<<ResetPassage "Westdale City Background Pack Left" "Westdale City Background Pack Right">>
<</silently>>
!Westdale City - Silverblack Barracks
---------------------------------------
You enter the barracks courtyard, although you're not too sure if you should be here...
!!!People & Interests
---------------------------------------
You see a collection of training dummies and some guards chatting.
<<SocialHub "Silverblack Barracks">>
<<if $HoverMode is false>>[[Return to The Gates|Inner City - Westdale Eastern Gates]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Return to The Gates|Inner City - Westdale Eastern Gates]]<</replace>><</if>><<widget StartInsults>>
<<set $Insults = [
{
ID: 0,
Insulter: "Human",
Insulted: "Orc",
IsSexual: false,
SmallTextline: "orc filth",
CapitalizedTextline: "Orc filth",
Rate: 25
},
{
ID: 1,
Insulter: "Human",
Insulted: "Orc",
IsSexual: false,
SmallTextline: "savage",
CapitalizedTextline: "Savage",
Rate: 25
},
{
ID: 2,
Insulter: "Human",
Insulted: "Orc",
IsSexual: false,
SmallTextline: "greenskin pig",
CapitalizedTextline: "Greenskin pig",
Rate: 25
},
{
ID: 3,
Insulter: "Human",
Insulted: "High Elf",
IsSexual: false,
SmallTextline: "stupid elf",
CapitalizedTextline: "Stupid elf",
Rate: 25
},
{
ID: 4,
Insulter: "Human",
Insulted: "High Elf",
IsSexual: false,
SmallTextline: "knife-ears",
CapitalizedTextline: "Knife-ears",
Rate: 25
},
{
ID: 5,
Insulter: "Human",
Insulted: "High Elf",
IsSexual: false,
SmallTextline: "tree-hugger",
CapitalizedTextline: "Tree-hugger",
Rate: 25
},
{
ID: 6,
Insulter: "Human",
Insulted: "Dark Elf",
IsSexual: false,
SmallTextline: "disgusting elf",
CapitalizedTextline: "Disgusting elf",
Rate: 25
},
{
ID: 7,
Insulter: "Human",
Insulted: "Dark Elf",
IsSexual: false,
SmallTextline: "knife-ears",
CapitalizedTextline: "Knife-ears",
Rate: 25
},
{
ID: 8,
Insulter: "Human",
Insulted: "Dark Elf",
IsSexual: false,
SmallTextline: "degenerate",
CapitalizedTextline: "Degenerate",
Rate: 25
},
{
ID: 9,
Insulter: "Human",
Insulted: "Orc",
IsSexual: true,
SmallTextline: "orc slut",
CapitalizedTextline: "Orc slut",
Rate: 25
},
{
ID: 10,
Insulter: "Human",
Insulted: "Orc",
IsSexual: true,
SmallTextline: "savage cumdumpster",
CapitalizedTextline: "Savage cumdumpster",
Rate: 25
},
{
ID: 11,
Insulter: "Human",
Insulted: "Orc",
IsSexual: true,
SmallTextline: "greenskin slut-pig",
CapitalizedTextline: "Greenskin slut-pig",
Rate: 25
},
{
ID: 12,
Insulter: "Human",
Insulted: "High Elf",
IsSexual: true,
SmallTextline: "knife-eared slut",
CapitalizedTextline: "Knife-eared slut",
Rate: 25
},
{
ID: 13,
Insulter: "Human",
Insulted: "High Elf",
IsSexual: true,
SmallTextline: "tree-fucker",
CapitalizedTextline: "Tree-fucker",
Rate: 25
},
{
ID: 14,
Insulter: "Human",
Insulted: "High Elf",
IsSexual: true,
SmallTextline: "elven cumhole",
CapitalizedTextline: "Elven cumhole",
Rate: 25
},
{
ID: 15,
Insulter: "Human",
Insulted: "Dark Elf",
IsSexual: true,
SmallTextline: "knife-eared slut",
CapitalizedTextline: "Knife-eared slut",
Rate: 25
},
{
ID: 16,
Insulter: "Human",
Insulted: "Dark Elf",
IsSexual: true,
SmallTextline: "elf slave",
CapitalizedTextline: "Elf slave",
Rate: 25
},
{
ID: 17,
Insulter: "Human",
Insulted: "Dark Elf",
IsSexual: true,
SmallTextline: "elven cumhole",
CapitalizedTextline: "Elven cumhole",
Rate: 25
},
{
ID: 18,
Insulter: "Orc",
Insulted: "Orc",
IsSexual: true,
SmallTextline: "trophy whore",
CapitalizedTextline: "Trophy whore",
Rate: 25
},
{
ID: 19,
Insulter: "Orc",
Insulted: "Orc",
IsSexual: true,
SmallTextline: "slut",
CapitalizedTextline: "Slut",
Rate: 25
},
{
ID: 20,
Insulter: "Orc",
Insulted: "Orc",
IsSexual: true,
SmallTextline: "whore",
CapitalizedTextline: "Whore",
Rate: 25
},
{
ID: 21,
Insulter: "Orc",
Insulted: "High Elf",
IsSexual: true,
SmallTextline: "knife-eared slut",
CapitalizedTextline: "Knife-eared slut",
Rate: 25
},
{
ID: 22,
Insulter: "Orc",
Insulted: "High Elf",
IsSexual: true,
SmallTextline: "tree-fucker",
CapitalizedTextline: "Tree-fucker",
Rate: 25
},
{
ID: 23,
Insulter: "Orc",
Insulted: "High Elf",
IsSexual: true,
SmallTextline: "elven cumhole",
CapitalizedTextline: "Elven cumhole",
Rate: 25
},
{
ID: 24,
Insulter: "Orc",
Insulted: "Dark Elf",
IsSexual: true,
SmallTextline: "knife-eared slut",
CapitalizedTextline: "Knife-eared slut",
Rate: 25
},
{
ID: 25,
Insulter: "Orc",
Insulted: "Dark Elf",
IsSexual: true,
SmallTextline: "elf slave",
CapitalizedTextline: "Elf slave",
Rate: 25
},
{
ID: 26,
Insulter: "Orc",
Insulted: "Dark Elf",
IsSexual: true,
SmallTextline: "elven cumhole",
CapitalizedTextline: "Elven cumhole",
Rate: 25
},
{
ID: 27,
Insulter: "Orc",
Insulted: "Human",
IsSexual: true,
SmallTextline: "humie slut",
CapitalizedTextline: "Humie slut",
Rate: 25
},
{
ID: 27,
Insulter: "Orc",
Insulted: "Human",
IsSexual: true,
SmallTextline: "pinkskin slut",
CapitalizedTextline: "Pinkskin slut",
Rate: 25
},
{
ID: 101,
Insulter: "All",
Insulted: "All",
IsSexual: false,
SmallTextline: "bastard",
CapitalizedTextline: "Bastard",
Rate: 75
},
{
ID: 102,
Insulter: "All",
Insulted: "All",
IsSexual: false,
SmallTextline: "wretch",
CapitalizedTextline: "Wretch",
Rate: 90
},
{
ID: 103,
Insulter: "All",
Insulted: "All",
IsSexual: false,
SmallTextline: "ingrate",
CapitalizedTextline: "ingrate",
Rate: 101
},
{
ID: 104,
Insulter: "All",
Insulted: "All",
IsSexual: true,
SmallTextline: "slut",
CapitalizedTextline: "Slut",
Rate: 25
},
{
ID: 105,
Insulter: "All",
Insulted: "All",
IsSexual: true,
SmallTextline: "whore",
CapitalizedTextline: "Whore",
Rate: 25
},
{
ID: 105,
Insulter: "All",
Insulted: "All",
IsSexual: true,
SmallTextline: "tramp",
CapitalizedTextline: "Tramp",
Rate: 25
},
{
ID: 105,
Insulter: "All",
Insulted: "All",
IsSexual: true,
SmallTextline: "cunt",
CapitalizedTextline: "Cunt",
Rate: 25
},
{
ID: 105,
Insulter: "All",
Insulted: "All",
IsSexual: true,
SmallTextline: "cum-whore",
CapitalizedTextline: "Cum-whore",
Rate: 25
},
{
ID: 105,
Insulter: "All",
Insulted: "All",
IsSexual: true,
SmallTextline: "strumpet",
CapitalizedTextline: "Strumpet",
Rate: 25
},
{
ID: 105,
Insulter: "All",
Insulted: "All",
IsSexual: true,
SmallTextline: "harlot",
CapitalizedTextline: "Harlot",
Rate: 25
},
{
ID: 106,
Insulter: "All",
Insulted: "All",
IsSexual: true,
SmallTextline: "walking fuckhole",
CapitalizedTextline: "Walking fuckhole",
Rate: 101
}
]>>
<</widget>><<silently>>
<<set $StoryStartingEquipment to true>>
<</silently>>
!Searching The Cave...
---------------------------------------
You search The Cave for anything useful that might have been left behind.
<<if $CurrentBackground == 0>><<AddWearable $Player 0 1>>
<<AddWeapon $Player 0 1>><<elseif $CurrentBackground == 1>><<AddWearable $Player 0 1>>
<<AddWeapon $Player 0 1>><<elseif $CurrentBackground == 2>><<AddWeapon $Player 1 1>>
<<AddWearable $Player 1 1>>
<<AddWearable $Player 19 1>>
<<AddWearable $Player 31 1>>
<<AddWearable $Player 36 1>><<elseif $CurrentBackground == 3>><<AddWeapon $Player 10 1>>
<<AddWearable $Player 1 1>>
<<AddWearable $Player 7 1>>
<<AddWearable $Player 36 1>><<elseif $CurrentBackground == 4>><<AddWearable $Player 0 1>>
<<AddWeapon $Player 0 1>><<elseif $CurrentBackground == 5>><<AddWearable $Player 25 1>>
<<AddWearable $Player 44 1>>
<<AddWearable $Player 37 1>><<else>>You find nothing of value...<</if>>
<<if $HoverMode is false>>[[Back|Home - The Cave]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Back|Home - The Cave]]<</replace>><</if>>!Westdale City - Silverblack Prison
---------------------------------------
You're in your prison cell.
<<PrisonSentence>>
<<if $HoverMode is false>><<if $PrisonSentence <= 0>>[[Exit Prison|Outer City - Westdale Eastern Gates]]<<else>>[[Sleep|CITY - Silverblack Prison Sleep]]<</if>><<elseif $HoverMode is true>><<replace "#linkbar">><<if $PrisonSentence <= 0>>[[Exit Prison|Outer City - Westdale Eastern Gates]]<<else>>[[Sleep|CITY - Silverblack Prison Sleep]]<</if>><</replace>><</if>>
<<silently>>
<<set $PlayerActive to true>>
<<ResetPassage "Dark Forest Background Pack Left" "Dark Forest Background Pack Right">>
<<set $EventRandom = random(100)>>
<<set $Point_Random = random(100)>>
<<if $EventRandom <= 33>>
<<EventTriggerDarkForest>>
<<else>>
<<if $Point_Random <= 33>>
<<PointDiscoveryDarkForest>>
<<else>>
<<MonsterEncounter_DarkForest>>
<</if>>
<</if>>
<<set $AmbienceText_Random = random(5)>>
<</silently>>
!The Dark Forest
-------------------------------------------------
You explore the Dark Forest.
The trees whistle as the wind soars through them, giving you a shiver and an eerie feeling in your stomach as they welcome you into the forest with their dark visage.
$Location_POW_Ambience_Text[$AmbienceText_Random]
$Exploration_MainEvent_Text
<<if $HoverMode is false>>$Exploration_Passage<<elseif $HoverMode is true>><<replace "#linkbar">>$Exploration_Passage<</replace>><</if>>
<<ExplorationDebugPanel>><<silently>>
<<ResetPassage "Dark Forest Background Pack Left" "Dark Forest Background Pack Right">>
<<set $AmbienceText_Random = random(5)>>
<</silently>>
!The Dark Forest - Mushroom Grove
----------------------------------------------------------
<<if $PointsTableDarkForest[1].Visited is false>><<set $PointsTableDarkForest[1].Visited to true>>Exploring the forest, you stumble upon a beautiful mushroom grove. The mushrooms come in multiple colors, some looking incredibly tasteful, whilst others look fairly poisonous.
!!!@@.discoverytext;You have discovered The Mushroom Grove! (Point of Interest)@@<<elseif $PointsTableDarkForest[1].Visited is true>>You return to the beautiful mushroom grove.
The mushrooms come in multiple colors, some looking incredibly tasteful, whilst others look fairly poisonous.<</if>>
$Location_POW_Ambience_Text[$AmbienceText_Random]
<span id="Search_Forest"><<click "Search your surroundings">><<set $Positive_Score = 0>><<set $Score = random(100)>><<replace "#Search_Forest">><<if $Score < 50>>You search the mushroom grove, but find nothing...<<elseif $Score >= 50>><<AddConsumable $Player 1 1>><</if>><</replace>><</click>></span>
<<Home>><<silently>>
<<ResetPassage "Dark Forest Background Pack Left" "Dark Forest Background Pack Right">>
<</silently>>
!The Dark Forest - The Witches Shack
----------------------------------------------------------
<<if $PointsTableDarkForest[2].Visited is true>>You return to the shack in the forest.<<elseif $PointsTableDarkForest[2].Visited is false>><<set $PointsTableDarkForest[2].Visited to true>>You come upon a curious trail whilst exploring the forest, and decide to follow it.
You reach an overgrown shack in the woods, which appears to be inhabited.
!!!@@.discoverytext;You have discovered The Witches Shack! (Point of Interest)@@
<</if>>
<span id="Search_Forest"><<click "Search your surroundings">><<set $Positive_Score = 0>><<set $Score = random(100)>><<replace "#Search_Forest">><<if $Score < 50>>You search the area just outside the shack, but find nothing...<<elseif $Score >= 50>><<AddConsumable $Player 1 1>><</if>><</replace>><</click>></span>
<<if $HoverMode is false>>[[Enter the Shack|The Witches Shack]] - <<HomeNoReplace>><<elseif $HoverMode is true>><<replace "#linkbar">>[[Enter the Shack|The Witches Shack]] - <<HomeNoReplace>><</replace>><</if>><<silently>>
<<ResetPassage "Dark Forest Background Pack Left" "Dark Forest Background Pack Right">>
<<set $AmbienceText_Random = random(5)>>
<<LocationUpdate "Forest Lake">>
<</silently>>
!The Dark Forest - The Forest Lake
----------------------------------------------------------
<<if $PointsTableDarkForest[0].Visited is false>><<set $PointsTableDarkForest[0].Visited to true>>Exploring the forest, you eventually veer of from the overgrown path and walk down towards a clearing. You suddenly hear some water gushing and decide to check it out.
You arrive at what appears to be a forest lake with a small waterfall. The lake continues downwards and breaks off as rapids.
!!!@@.discoverytext;You have discovered The Forest Lake! (Point of Interest)@@
There is a sort of altar here covered in moss which is slowly eaten away by the nature it is surrounded by.<<elseif $PointsTableDarkForest[0].Visited is true>>You return to the lake in forest. The lake is as beautiful as before, with it's waterfall creating a strong current continueing downwards, breaking off into the rapids.
There is a sort of altar here, covered in moss as it is slowly eaten away by the nature it is surrounded by.<</if>>
$Location_POW_Ambience_Text[$AmbienceText_Random]
<span id="Search_Forest"><<click "Search your surroundings">><<set $Positive_Score = 0>><<set $Score = random(100)>><<replace "#Search_Forest">><<if $Score < 50>>You search the area around the lake, but find nothing...<<elseif $Score >= 50>><<AddConsumable $Player 1 1>><</if>><</replace>><</click>></span>
<<HighWash "Wash yourself in the lake">>
<<Home>>
<<silently>>
<<ResetPassage "Dark Forest Background Pack Left" "Dark Forest Background Pack Right">>
<</silently>>
!The Dark Forest - Carved Rock
----------------------------------------------------------
<<if $PointsTableDarkForest[3].Visited is false>><<set $PointsTableDarkForest[3].Visited to true>>Whilst exploring the Dark Forest you discover some shimmering light penetrating the bushes ahead of you. You struggle through the bushes and wild growth, to discover that the shimmering light comes from a big runic stone lodged into the ground.
!!!@@.discoverytext;You have discovered The Carved Rock! (Point of Interest)@@<<elseif $PointsTableDarkForest[3].Visited is true>>You struggle through the bushes to return to the carved with runes. It continues to give a low shimmer of light.<</if>>
<<if $HoverMode is false>>[[Examine the Carved Rock|Examine Carved Rock]] - <<HomeNoReplace>><<elseif $HoverMode is true>><<replace "#linkbar">>[[Examine the Carved Rock|Examine Carved Rock]] - <<HomeNoReplace>><</replace>><</if>>
<<silently>>
<<set $CurseStrength = random(50) + 50>>
<</silently>>
!The Dark Forest - Carved Rock
----------------------------------------------------------
<<if $EntityValues[$Player].Traits.includes("Curious")>>A light zap jolts your palm touching the rock, as you feel the energies of something otherworldly stream through you.<<else>>You gently examine the rock closer, touching it directly with your palm. A light zap jolts your palm touching the rock, as you feel the energies of something otherworldly stream through you.<</if>>
<<Curse $Player 50 50>>
<<Home>><<widget Search_Check>>
<<if $traitTable.PerceptiveRank == 1>><<set $Positive_Score = 10 + random(20)>><</if>>
<<if $traitTable.CuriousRank == 1>><<set $Positive_Score = 10 + random(20)>><</if>>
<<if $traitTable.ImpatientRank == 1>><<set $Negative_Score = -10 - random(10)>><</if>>
<<if $traitTable.DexterityRank == 1>><<set $Core_Score = 0 - random(30)>><</if>>
<<if $traitTable.DexterityRank == 2>><<set $Core_Score = 0 - random(20)>><</if>>
<<if $traitTable.DexterityRank == 3>><<set $Core_Score = 0 - random(10)>><</if>>
<<if $traitTable.DexterityRank == 5>><<set $Core_Score = 0 + random(10)>><</if>>
<<if $traitTable.DexterityRank == 6>><<set $Core_Score = 0 + random(20)>><</if>>
<<if $traitTable.DexterityRank == 7>><<set $Core_Score = 0 + random(30)>><</if>>
<</widget>>
!Points of Interest
---------------------------------------
You can easily travel to points of interest and locations that you've previously discovered.
<<LocationTravel>>
<<LocationReturn>><<silently>>
<<ResetPassage "Dark Forest Background Pack Left" "Dark Forest Background Pack Right">>
<</silently>>
!Points of Interest - The Dark Forest
---------------------------------------
You can easily travel to points of interest and locations that you've previously discovered.
<<ForestTravel>>
<<if $HoverMode is false>>[[Back|Points of Interest]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Back|Points of Interest]]<</replace>><</if>><<silently>>
<<ResetPassage "Westdale Plains Background Pack Left" "Westdale Plains Background Pack Right">>
<<LocationUpdate "Pristine Lake">>
<</silently>>
!The Plains of Westdale - Pristine Lake
----------------------------------------------------------
<<if $PointsTablePlainsWestdale[1].Visited is false>><<set $PointsTablePlainsWestdale[1].Visited to true>>Exploring the plains you eventually reach an area cut of by some hills and large rocks. You decide to check it out a little closer, and find a lake seemingly closed off by the terrain.
!!!@@.discoverytext;You have discovered the Pristine Lake! (Point of Interest)@@
The lake is beautiful and the water impossibly clear, showing a blueish bottom reflected by the rays of light protruding the water surface.<<elseif $PointsTablePlainsWestdale[1].Visited is true>>You reach the Pristine Lake.
The lake is beautiful and the water impossibly clear, showing a blueish buttom reflected by the rays of light protruding the water surface.<</if>>
<<HighWash "Wash yourself in the lake">>
<<Home>>
<<silently>>
<<ResetPassage "Westdale Plains Background Pack Left" "Westdale Plains Background Pack Right">>
<</silently>>
!The Plains of Westdale - Abandoned Farm
----------------------------------------------------------
<<if $PointsTablePlainsWestdale[2].Visited is false>><<set $PointsTablePlainsWestdale[2].Visited to true>>Exploring the plains you eventually reach what appears to be an abandoned farm.
!!!@@.discoverytext;You have discovered The Abandoned Farm! (Point of Interest)@@
The main house is a standing ruin, and seems as if it could collapse any moment.
The crops are rotten and plagued by the wildlife, and quite likely inedible.<<elseif $PointsTablePlainsWestdale[2].Visited is true>>You reach the abandoned farm.
The main house is a standing ruin, and seems as if it could collapse any moment.
The crops are rotten and plagued by the wildlife, and quite likely inedible.<</if>>
<<if $PointsTablePlainsWestdale[2].Activated is false>><span id="Search_Farm"><<click "Search the surrounding area">><<replace "#Search_Farm">><<set $PointsTablePlainsWestdale[2].Activated to true>>You search the ruins and surrounding farm area, and find some Peasant's Clothes!
<<AddWearable $Player 2 1>>
<<AddWearable $Player 4 1>>
<<AddWearable $Player 5 1>><</replace>><</click>></span><<elseif $PointsTablePlainsWestdale[2].Activated is true>>You've already searched the farm...<</if>>
<<Home>>
<<silently>>
<<ResetPassage "Westdale Plains Background Pack Left" "Westdale Plains Background Pack Right">>
<</silently>>
!The Plains of Westdale - Tolareen Altar
----------------------------------------------------------
<<if $PointsTablePlainsWestdale[0].Visited is false>><<set $PointsTablePlainsWestdale[0].Visited to true>>Whilst exploring the plains of westdale, you discover a trail leading into a rocky area, cut off from the main road.
You decide to see where the trail leads, and discover what appears to be a sacrifical altar of sorts.
!!!@@.discoverytext;You have discovered The Tolareen Altar! (Point of Interest)@@
The altar appears to be of somewhat demonic origin, and is covered in intricate scripture and runes that you don't understand. The altar has a wheel that you think can be turned.<<elseif $PointsTablePlainsWestdale[0].Visited is true>>You reach the Tolareen Altar.
The altar appears to be of somewhat demonic origin, and is covered in intricate scripture and runes that you don't understand. The altar has a wheel that you think can be turned.<</if>>
<span id="Activate_Altar"><<click "Turn the wheel">><<replace "#Activate_Altar">><<set $StoryDemonicAltarsTolareen to true>>You turn the wheel, and the altar makes a weird eldritch sound, almost as if it roars internally and begins to give off a bluish glow from its runes and scripture. Then shortly after, the roar is followed by a deafening silence...<</replace>><</click>></span>
<<Home>><img src="images/tracy/TracyFullPose01.png" alt="tracy-main-image"><img src="images/succubus4.png" alt="succubus-image" width=320em><<silently>>
<</silently>>
!Preferences
--------------------------------------
All preferences are enabled by default.
@@.boldtext;Special Note@@: Most @@.pinktext;sex-scenes@@ can be inherently @@.redtext;avoided@@ by making the right choices, decisions, not leaving the start area and so on.
If you should find yourself to be playing a weak character, keep in mind that taking the defeated for your own sexual satisfaction post-combat is @@.depravitytext;sacred tradition@@ in the lands you're about to inhabit. The victor may or may not care if you like it up the butt or not.
@@.browntext;Anthros@@<<if $AnthrosFetish is false>>: @@.redtext;Disabled@@ - [[Enable|Preferences][$AnthrosFetish to true]]<<elseif $AnthrosFetish is true>>: @@.lightgreentext;Enabled@@ - [[Disable|Preferences][$AnthrosFetish to false]]<</if>> - Will disable all sex scenes involving anthros.
@@.purpletext;Futanari@@<<if $FutanariFetish is false>>: @@.redtext;Disabled@@ - [[Enable|Preferences][$FutanariFetish to true]]<<elseif $FutanariFetish is true>>: @@.lightgreentext;Enabled@@ - [[Disable|Preferences][$FutanariFetish to false]]<</if>> - Will remove all sex scenes involving Futanaris, whilst also making all Futanari characters inaccessible and make it impossible to grow a dick as a female without losing your snatch (No double genitals). This will alter some quests and may or may not lock you from some content if disabled. You can still grow tits as a sissy though.
@@.pinktext;Gender-Bender@@<<if $GenderBenderFetish is false>>: @@.redtext;Disabled@@ - [[Enable|Preferences][$GenderBenderFetish to true]]<<elseif $GenderBenderFetish is true>>: @@.lightgreentext;Enabled@@ - [[Disable|Preferences][$GenderBenderFetish to false]]<</if>> - Locks your sex making it impossible for the player to change it. This will alter some quests and may or may not lock you from some content if disabled. You will no longer be able to grow tits with a cock either, but your cock may still shrink to a pathetic size.
<<if $HoverMode is false>>[[Back|Character Creation]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Back|Character Creation]]<</replace>><</if>><<if $BackgroundMode is true>><img src="images/encounters/HumanFutanariFull01.png" alt="human-futanari-full-image"><</if>><<if $BackgroundMode is true>><img src="images/encounters/HumanFutanariBanner.png" alt="human-futanari-banner-image" width=100% height=92%><</if>><img src="Images/Banners/NadoraCornerBanner.png" alt="" width=100% height=92%><img src="Images/Banners/NyaraCornerBanner.png" alt="" width=100% height=92%><<if $BackgroundMode is true>>
<img src="Images/Encounters/GoblinMaleBanditEncounterBanner.png" alt="image" width=100% height=92%>
<</if>><<if $BackgroundMode is true>>
<img src="Images/Encounters/GoblinFemaleBanditEncounterBanner.png" alt="image" width=100% height=92%>
<</if>><<if $BackgroundMode is true>>
<img src="Images/Encounters/HumanMaleBanditEncounterBanner.png" alt="image" width=100% height=92%>
<</if>><<if $BackgroundMode is true>>
<img src="Images/Encounters/HumanFemaleAmazonEncounterBanner.png" alt="image" width=100% height=92%>
<</if>><<if $EntityValues[$Player].Gender == "Male" is true>>
<<if $EntityValues[$Player].Race == "Human" is true>>
<img src="Images/Banners/Racials/PlayerHumanMaleRacial1.png" alt="human-male-racial-1-image" width=100% height=92%>
<<elseif $EntityValues[$Player].Race == "Orc" is true>>
<img src="Images/Banners/Racials/PlayerOrcMaleRacial1.png" alt="orc-male-racial-1-image" width=100% height=92%>
<<elseif $EntityValues[$Player].Race == "High Elf" is true>>
<img src="Images/Banners/Racials/PlayerHighElfMaleRacial1.png" alt="highelf-male-racial-1-image" width=100% height=92%>
<<elseif $EntityValues[$Player].Race == "Dark Elf" is true>>
<img src="Images/Banners/Racials/PlayerDarkElfMaleRacial1.png" alt="darkelf-male-racial-1-image" width=100% height=92%>
<</if>>
<<elseif $EntityValues[$Player].Gender == "Female" is true>>
<<if $EntityValues[$Player].Race == "Human" is true>>
<img src="Images/Banners/Racials/PlayerHumanFemaleRacial1.png" alt="human-female-racial-1-image" width=100% height=92%>
<<elseif $EntityValues[$Player].Race == "Orc" is true>>
<img src="Images/Banners/Racials/PlayerOrcFemaleRacial1.png" alt="orc-female-racial-1-image" width=100% height=92%>
<<elseif $EntityValues[$Player].Race == "High Elf" is true>>
<img src="Images/Banners/Racials/PlayerHighElfFemaleRacial1.png" alt="highelf-female-racial-1-image" width=100% height=92%>
<<elseif $EntityValues[$Player].Race == "Dark Elf" is true>>
<img src="Images/Banners/Racials/PlayerDarkElfFemaleRacial1.png" alt="darkelf-female-racial-1-image" width=100% height=92%>
<</if>>
<<else>>
<<if $EntityValues[$Player].Race == "Human" is true>>
<img src="Images/Banners/Racials/PlayerHumanFemaleRacial1.png" alt="human-female-racial-1-image" width=100% height=92%>
<<elseif $EntityValues[$Player].Race == "Orc" is true>>
<img src="Images/Banners/Racials/PlayerOrcFemaleRacial1.png" alt="orc-female-racial-1-image" width=100% height=92%>
<<elseif $EntityValues[$Player].Race == "High Elf" is true>>
<img src="Images/Banners/Racials/PlayerHighElfFemaleRacial1.png" alt="highelf-female-racial-1-image" width=100% height=92%>
<<elseif $EntityValues[$Player].Race == "Dark Elf" is true>>
<img src="Images/Banners/Racials/PlayerDarkElfFemaleRacial1.png" alt="darkelf-female-racial-1-image" width=100% height=92%>
<</if>>
<</if>><<if $EntityValues[$Player].Gender == "Male" is true>>
<<if $EntityValues[$Player].Race == "Human" is true>>
<img src="Images/Banners/Racials/PlayerHumanMaleRacial2.png" alt="human-male-racial-2-image" width=100% height=92%>
<<elseif $EntityValues[$Player].Race == "Orc" is true>>
<img src="Images/Banners/Racials/PlayerOrcMaleRacial2.png" alt="orc-male-racial-2-image" width=100% height=92%>
<<elseif $EntityValues[$Player].Race == "High Elf" is true>>
<img src="Images/Banners/Racials/PlayerHighElfMaleRacial2.png" alt="highelf-male-racial-2-image" width=100% height=92%>
<<elseif $EntityValues[$Player].Race == "Dark Elf" is true>>
<img src="Images/Banners/Racials/PlayerDarkElfMaleRacial2.png" alt="darkelf-male-racial-2-image" width=100% height=92%>
<</if>>
<<elseif $EntityValues[$Player].Gender == "Female" is true>>
<<if $EntityValues[$Player].Race == "Human" is true>>
<img src="Images/Banners/Racials/PlayerHumanFemaleRacial2.png" alt="human-female-racial-2-image" width=100% height=92%>
<<elseif $EntityValues[$Player].Race == "Orc" is true>>
<img src="Images/Banners/Racials/PlayerOrcFemaleRacial2.png" alt="orc-female-racial-2-image" width=100% height=92%>
<<elseif $EntityValues[$Player].Race == "High Elf" is true>>
<img src="Images/Banners/Racials/PlayerHighElfFemaleRacial2.png" alt="highelf-female-racial-2-image" width=100% height=92%>
<<elseif $EntityValues[$Player].Race == "Dark Elf" is true>>
<img src="Images/Banners/Racials/PlayerDarkElfFemaleRacial2.png" alt="darkelf-female-racial-2-image" width=100% height=92%>
<</if>>
<<else>>
<<if $EntityValues[$Player].Race == "Human" is true>>
<img src="Images/Banners/Racials/PlayerHumanFemaleRacial2.png" alt="human-female-racial-2-image" width=100% height=92%>
<<elseif $EntityValues[$Player].Race == "Orc" is true>>
<img src="Images/Banners/Racials/PlayerOrcFemaleRacial2.png" alt="orc-female-racial-2-image" width=100% height=92%>
<<elseif $EntityValues[$Player].Race == "High Elf" is true>>
<img src="Images/Banners/Racials/PlayerHighElfFemaleRacial2.png" alt="highelf-female-racial-2-image" width=100% height=92%>
<<elseif $EntityValues[$Player].Race == "Dark Elf" is true>>
<img src="Images/Banners/Racials/PlayerDarkElfFemaleRacial2.png" alt="darkelf-female-racial-2-image" width=100% height=92%>
<</if>>
<</if>><<if $PortraitMode is true>><img src="images/race/portrait/PlayerPortraitHumanMale.png" alt="portrait-image" width=220em height=300em><</if>><<if $PortraitMode is true>><img src="images/race/portrait/PlayerPortraitHumanFemale.png" alt="portrait-image" width=220em height=300em><</if>><<if $PortraitMode is true>><img src="images/race/portrait/PlayerPortraitHighelfMale.png" alt="portrait-image" width=220em height=300em><</if>><<if $PortraitMode is true>><img src="images/race/portrait/PlayerPortraitHighelfFemale.png" alt="portrait-image" width=220em height=300em><</if>><<if $PortraitMode is true>><img src="images/race/portrait/PlayerPortraitDarkelfMale.png" alt="portrait-image" width=220em height=300em><</if>><<if $PortraitMode is true>><img src="images/race/portrait/PlayerPortraitDarkelfFemale.png" alt="portrait-image" width=220em height=300em><</if>><<if $PortraitMode is true>><img src="images/race/portrait/PlayerPortraitOrcMale.png" alt="portrait-image" width=220em height=300em><</if>><<if $PortraitMode is true>><img src="images/race/portrait/PlayerPortraitOrcFemale.png" alt="portrait-image" width=220em height=300em><</if>><<silently>>
<<replace "#image-bar">><<display "No Image">><</replace>>
<<replace "#right-bar">><<display "No Image">><</replace>>
<</silently>>
!Full Body
---------------------------------------------------
<<if $EntityValues[$Player].Race == "Human">><<if $PlayerSex == 0>><img src="images/race/fullbody/PlayerFullHumanFemale.png" alt="portrait-full-image"><<elseif $PlayerSex == 1>><img src="images/race/fullbody/PlayerFullHumanMale.png" alt="portrait-full-image"><</if>><<elseif $EntityValues[$Player].Race == "Orc">><<if $PlayerSex == 0>><img src="images/race/fullbody/PlayerFullOrcFemale.png" alt="portrait-full-image"><<elseif $PlayerSex == 1>><img src="images/race/fullbody/PlayerFullOrcMale.png" alt="portrait-full-image"><</if>><<elseif $EntityValues[$Player].Race == "High Elf">><<if $PlayerSex == 0>><img src="images/race/fullbody/PlayerFullHighelfFemale.png" alt="portrait-full-image"><<elseif $PlayerSex == 1>><img src="images/race/fullbody/PlayerFullHighelfMale.png" alt="portrait-full-image"><</if>><<elseif $EntityValues[$Player].Race == "Dark Elf">><<if $PlayerSex == 0>><img src="images/race/fullbody/PlayerFullDarkelfFemale.png" alt="portrait-full-image"><<elseif $PlayerSex == 1>><img src="images/race/fullbody/PlayerFullDarkelfMale.png" alt="portrait-full-image"><</if>><</if>>
<<if $HoverMode is false>>[[Back|Character Creation]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Back|Character Creation]]<</replace>><</if>><<if $BackgroundMode is true>>
<img src="Images/Backgrounds/HomeCaveBackground01.png" alt="" width=100% height=92%>
<</if>><<if $BackgroundMode is true>>
<img src="Images/Backgrounds/HomeCaveBackground02.png" alt="" width=100% height=92%>
<</if>>IMPORTANT
pic dims
425p width
1200p height
shrink select 20p
feather 20p
invert
fill with BG
fill with FG
to-do list
-
<<widget EVENT_BANDIT_GANGRAPE>><<silently>><<nobr>>
<<if $HoverMode is false>>
<<set $Exploration_Passage = "[[Submit to them|000 Plains Event - Bandit Gangrape Outcome][$EventChoice to 'Submit']]
[[Resist their advances|000 Plains Event - Bandit Gangrape Outcome][$EventChoice to 'Resist']]">>
<<elseif $HoverMode is true>>
<<set $Exploration_Passage = "[[Submit to them|000 Plains Event - Bandit Gangrape Outcome][$EventChoice to 'Submit']] or [[Resist their advances|000 Plains Event - Bandit Gangrape Outcome][$EventChoice to 'Resist']]">>
<</if>>
<</nobr>><</silently>>As you travel down the road a sense of dread takes hold of you. You look to your surroundings. Something feels wrong as it's silent, almost too silent.
You brush it off and continue, when you suddenly step in a trap! You're pulled by your ankle and dragged along the ground only to dangle upside down from a tree branch.
You immidiately struggle and try to get free, but within long you hear a voice...
<<if $EventTablePlainsWestdale[0].Triggered is true>>@@.banditvoice;"Ooooh my! it's the same <<Insult 'Human' $PlayerRace 'Sex'>> from before!?"@@
You look around and struggle some more only to dangle face first into the crotch of a standing man.
@@.banditvoice;"Oh my, $EntityValues[$Player].TPsHeShe's back for more... and so eager to begin rounds!"@@<<elseif $EventTablePlainsWestdale[0].Triggered is false>><<set $EventTablePlainsWestdale[0].Triggered to true>>@@.banditvoice;"Look at this boys! we caught ourselves a cutie!"@@
You look around and struggle some more only to dangle face first into the crotch of a standing man.
@@.banditvoice;"Oh my, $EntityValues[$Player].TPsHeShe's so eager to begin rounds!"@@<</if>>
The bandits cut you down and form a circle around you.
@@.banditvoice;"Well we dont got all day now do we? Get em' out and start claiming your prize boys!"@@
The bandits take out their cocks and penises all in varying shapes and sizes.
<</widget>><<widget EVENT_DRAGONSCOUT>><<if $EventTablePlainsWestdale[1].Triggered is false>><<set $EventTablePlainsWestdale[1].Triggered to true>>Some time later as you travel down the road, you catch a quick whiff and moist feeling in the air.
The feeling reminds you of that just before a thunderstorm. You look towards the mountains in the far distance, just about as far away as the eye can see.
The clouds in the distance looms with radiant blackness, and just for a second you see something odd in the distance, that seems to be hovering... no... actually flying around the mountain peaks....
At first, you barely believe your own eyes, but yet you swear it was real.
What looks to be the common interpretation of a 'Dragon' seems to be flying around the mountains in the distance, and if not a dragon, something huge with wings... to even be able to be seen from this distance... it must be huge!
You think to yourself in awe and slight terror, you better stay away from the mountains... that can't be safe...
Shortly after, still spooked from the experience, you decide to move on.
<<PlainsExplore>><<elseif $EventTablePlainsWestdale[1].Triggered is true>>As you travel down the road, you recall your last experience with the creature in the distance by the mountains...
You look towards the mountains... but can't seem to spot anything... maybe it's a rare sight? even in this world you wonder?
You continue walking, pondering what you saw, and think about what else this world might have in store....
Shortly after you decide to move on.
<<PlainsExplore>><</if>><</widget>><<widget EVENT_PLAINSMERCHANT>><<if $EventTablePlainsWestdale[2].Triggered is false>><<set $EventTablePlainsWestdale[2].Triggered to true>>After some time you're eventually greeted by a shadowy figure in the distance. They seem to be walking at a steady non-threatening pace.
As they come closer, you realize it's a merchant or trader of sorts, and a rather short one at that.
@@.dwarfvoice;"Aight hello~ dere! Fancy meetin' another friendly face around here! Carest to browse my wares pal?"@@
The Dwarf looked at you expectantly like he was about to make the sale of his lifetime. His words having difficulty escaping his long beard.
@@.dwarfvoice;"Finest elixirs and exotics in these lands, i dare promise ye~! Not always the same wares tho.. it varies but whatever, i'm sure i got what ye need!"@@
[[Browse Merchandise|Merchant - Main Menu][$CurrentMerchant = "Wandering Dwarf"]]
<<PlainsExplore>><<elseif $EventTablePlainsWestdale[2].Triggered is true>>After some time you're eventually greeted by a shadowy figure in the distance. They seem to be walking at a steady non-threatening pace.
As they come closer, you realize it's a merchant or trader of sorts, and a rather short one at that.
@@.dwarfvoice;"Aah! hello~ dere! Fancy meetin' ya again friend! What say ye? Carest to browse my wares pal?"@@
His words still having difficulty escaping his long beard, he looked at you expectantly.
[[Browse Merchandise|Merchant - Main Menu][$CurrentMerchant = "Wandering Dwarf"]]
<<PlainsExplore>><</if>>
<</widget>><<widget EVENT_DEMONICVICTIM>><<set $EventTablePlainsWestdale[3].Triggered to true>>As you walk down the road, you decide to head off unto the plains to see if you could find something of interest. You wander the plains in search of anything of interest, when suddenly the faint sound of something moaning loud is heard just behind a hill. You decide to sneak up on the hill, hiding below the tall grass to get a better look at what you're dealing with.
You reach the top of the hill and not far ahead of you, you spot a pack of demonic beasts surrounding an almost passed out woman. One of the beasts are holding her by the hips, forcing her unto it's massive shaft. The sound of skin slamming against each other is heard as the demon uses the woman as it's personal fleshlight.
The beasts have black darkened skin, massive bone-spikes protruding their upper backs and a sinuous tail at the base of their back. Massive horns decorate their head and their eyes glow with corruption.
The beast picks up the pace as it seems to reach its climax, its unholy breathing and moaning rhythmically following its usage of its poor victim's holes. It begins to really flex its demonic muscles, its massive stature getting even more visible as it hammers away at full strength.
With a few last thrusts, the beast lets out one last huge thrust and deep moaning scream bathed in lustful ecstacy.
The victim finally wakes up as they get pumped full of foul seed, screaming awkwardly in both pain and pleasure. The beast continues with a few last thrusts and few last moans before letting go of the poor woman, making her slowly slide off the huge shrinking demon-dong.
As gooey spunk flows out of the victim's poor abused fuckhole, she seems to attempt to crawl away. However, one of the beasts surrounding her has other plans, grabbing the woman by the hips and replacing the previous one.
You feel slightly @@.pinktext;aroused@@ by the scene you just witnessed...
<<AlterStat $Player "Lust" "Increase" 10 15>>
<<AlterStat $Player "Depravity" "Increase" 1 2>>
You hurry back home with new knowledge, that you probably shouldn't let yourself be captured by the demons that roam these lands.
<<PlainsExplore>><</widget>><<widget EVENT_FORESTWHISPERS>><<if $EventTableDarkForest[0].Triggered is false>><<set $EventTableDarkForest[0].Triggered to true>>As you explore the forest, you suddenly hear whispers among the trees. Not sure whether it's merely the wind grazing the leaves or someone or something in person, you look to your surroundings in confusion.
No one is there...
You try to continue, but eventually get a dreadful feeling, almost as if you're stripped naked by watchful eyes.
You decide it's time to leave.
<<ForestExplore>><<elseif $EventTableDarkForest[0].Triggered is true>>As you explore the forest, you suddenly hear whispers among the trees. The same whispers as before, but this time.. a little stronger.
And it's not just anything they're whispering. It seems to be moaning... and lewd remarks.
The whispers give promise of unending satisfaction and pleasure. You listen to the whispers, until you suddenly jerk back into a waking state...
How long did you stand there? You seem to have drifted away to the soothing whispers.
You decide it's best to head back home...
<<ForestExplore>><</if>><</widget>><<widget EVENT_GOBLINPATROL>><<set $EventTableDarkForest[1].Triggered to true>>As you explore the forest, you suddenly hear a ruckus of snarling voices in the distance.
You decide to quickly hide behind a rock, just for safety.
Not long after a small band of goblins passes through the area, all snickering and snarling at each other as they do.
It seems to be a kind of patrol, maybe this area isn't as safe as you thought?
You decide it's time to leave.
<<ForestExplore>><</widget>><<widget EVENT_TAINTEDPOND>><<if $EventTableDarkForest[2].Triggered is false>>As you explore the forest, you come upon a pond with a foul smell to it. You move closer to the pond.
The pond looks tar-like, filthy and corrupted. The water is a deep murky sick green with black bubbling spots by the center. The pond gives off a wrecking stench that makes your nostrils turn in on themselves.
The flora and grass closer to the pond looks dead and withered, which only confirms your assumption, that you should probably leave the pond alone, and just return home.
<<if $EntityValues[$Player].Traits.includes("Curious")>>However, your curious nature gets the better of you, and you feel like taking a closer look.
<<set $Exploration_Passage = "[[You take a closer look|102 Forest Event - Tainted Pond Outcome]]">><<else>><<if $HoverMode is false>><<set $Exploration_Passage = "[[Take a closer look anyway|102 Forest Event - Tainted Pond Outcome]]
<<HomeNoReplace>>">><<elseif $HoverMode is true>><<set $Exploration_Passage = "[[Take a closer look anyway|102 Forest Event - Tainted Pond Outcome]] or <<HomeNoReplace>>">><</if>><</if>><<elseif $EventTableDarkForest[2].Triggered is true>>As you explore the forest, you once again come upon the tainted pond. You notice that it appears that someone has been collecting the fluids, as vials lie around and boxes filled with vials containing the tainted ponds black tar-like water lie around cluttering the forest bed.
However, fully knowing the ponds vile and foul intent, you decide to leave the vials be. You do wonder however, whom could be collecting from the pond, but you don't feel like hanging around to find out and move on.
<<ForestExplore>><</if>><</widget>><<silently>>
<<replace "#image-bar">><<display "Tracy Slut Banner Image">>
<</replace>>
<</silently>>
!Tracy
---------------------------------------
<<if $sexpose == 0>><<if $Location_Tracy == 0>>You accompany Tracy to her private chambers in the Tavern.<<elseif $Location_Tracy == 1>>You decide to have some fun with Tracy.<</if>><<elseif $sexpose >= 0>><</if>>
<<if $sexpose == 0>><<if $Enslaved_Tracy == 0>>@@.tracyvoice;"Oh-oh.. gosh! I don't do this so often... go easy on me!"@@<<elseif $Enslaved_Tracy == 1>><<if $Affection_Tracy > 90>>@@.tracyvoice;"Oh yes! Fuck me please!"@@<<elseif $Affection_Tracy <= 90>>@@.tracyvoice;"Ugh! Get your hands of me!"@@<</if>><</if>><<elseif $sexpose == 1>><<if $Enslaved_Tracy == 0>>You gently lower Tracy down suggesting for her to use her mouth. She winks at you playfully.
@@.tracyvoice;"I won't go easy on you!"@@
She licks the tip of your cock, tasting the pre-cum before slowly indulging herself in your manhood.<<elseif $Enslaved_Tracy == 1>><<if $Affection_Tracy > 90>>You forcefully lower Tracy down telling her to use her mouth.
@@.tracyvoice;"Mmmmh! Cock!"@@
She sucks your cock like the greedy whore she is, enjoying every taste of pre-cum.<<elseif $Affection_Tracy <= 90>>You forcefully lower Tracy down telling her to use her mouth.
@@.tracyvoice;"Ugh.... fine..."@@
She sucks your cock reluctantly, gagging slightly with every taste of your pre-cum.<</if>><</if>><<display "Tracy Blowjob Image">><<elseif $sexpose == 2>>You put your hand on her head making her take your dick as far as she can.
She gags slightly as she keeps your dick deep in her throat.
<<display "Tracy Deepthroat Image">>
Shortly after she continues to suck your cock.<<elseif $sexpose == 3>>You feel the rush of pleasure build up in your crotch as you release a stream of cum coating Tracy's face completely.
<<display "Tracy BlowCum Image">>
You look down on your work of art before contemplating what to do next.<<elseif $sexpose == 4>>You gently lower Tracy down suggesting for her to use her mouth.
<<display "Tracy PussyLick Image">>
She licks your pussy skillfully driving you into a state of maddening lust.<<elseif $sexpose == 5>>Tracy skillfully works your pussy with her tongue pushing you over the edge, making you drool as you coat her in your lovejuices.
@@.tracyvoice;"Oh-oh.. my! So much! It tastes so good! Let's do this again some time!"@@
<<display "Tracy PussyLick Image">>
You look down on Tracy, noticing how wet she's gotten from your squirting.<<elseif $sexpose == 6>>You spread Tracy's legs and playfully prod her the entrance to her pussy, making her nice and wet with your pre-cum. Shortly after you push cock in making her squirm by the sudden intrusion.
<<display "Tracy PussyLick Image">>
You fuck her pussy relentlessly making her moan in pleasure.<<elseif $sexpose == 7>>You pick up the pace and finally fill her pussy with your seed.<<elseif $sexpose == 8>>You pick up the pace, only to pull out and cover her slutty pussy with your cum.<<elseif $sexpose == 9>>You make her take your entire length into her mouth, only to feed her your seed filling her belly completely.<<elseif $sexpose == 10>>You prod her asshole playfully, only to plunge your entire length into her pucker making her squirm in pain and pleasure. You start fucking her asshole relentlessly.<<elseif $sexpose == 11>>You cum inside her asshole filling her with your seed.<<elseif $sexpose == 12>>You cover her asshole in your cum.<</if>>
<<replace "#linkbar">><<if $sex == 0>><<if $sexpose != 4>>[[Make her lick your pussy|SEX - Tracy][$sexpose = 4, $PlayerCum = 0]] - <</if>><<if $sexpose == 4>><<if $PlayerCum == 0>>[[Coat her in your juices|SEX - Tracy][$sexpose = 5, $PlayerCum = 1]] - <</if>><</if>><<elseif $sex == 1>><<if $sexpose != 1>>[[Make her suck your dick|SEX - Tracy][$sexpose = 1, $PlayerCum = 0]] - <</if>><<if $sexpose != 6>>[[Fuck her pussy|SEX - Tracy][$sexpose = 6, $PlayerCum = 0]] - <</if>><<if $sexpose != 10>>[[Fuck her asshole|SEX - Tracy][$sexpose = 10, $PlayerCum = 0]] - <</if>><<if $sexpose == 1>>[[Make her deepthroat your dick|SEX - Tracy][$sexpose = 2, $PlayerCum = 0]] - <</if>><<if $sexpose != 0>><<if $PlayerCum == 0>>[[Cum on her face|SEX - Tracy][$sexpose = 3, $PlayerCum = 1]] - [[Cum in her mouth|SEX - Tracy][$sexpose = 9, $PlayerCum = 1]] - <<if $sexpose == 6>>[[Cum inside her pussy|SEX - Tracy][$sexpose = 7, $PlayerCum = 1]] - [[Cum on her pussy|SEX - Tracy][$sexpose = 8, $PlayerCum = 1]] - <<if $sexpose == 10>>[[Cum inside her asshole|SEX - Tracy][$sexpose = 11, $PlayerCum = 1]] - [[Cum on her asshole|SEX - Tracy][$sexpose = 12, $PlayerCum = 1]] - <</if>><</if>><</if>><</if>><</if>>[[Back|Social - Tracy]]<</replace>><<if $BackgroundMode is true>>
<img src="Images/Social/Tracy/TracyGreetingBanner.png" alt="tracy-image" width=100% height=92%>
<</if>><<if $BackgroundMode is true>>
<img src="Images/Social/Tracy/TracyDefaultBanner.png" alt="tracy-image" width=100% height=92%>
<</if>><<if $BackgroundMode is true>>
<img src="Images/Social/Tracy/TracyDisgustedBanner.png" alt="tracy-image" width=100% height=92%>
<</if>><<if $BackgroundMode is true>>
<img src="Images/Social/Tracy/TracyNudeBanner.png" alt="tracy-image" width=100% height=92%>
<</if>><<if $BackgroundMode is true>>
<img src="Images/Social/Tracy/TracyEnslavedBanner.png" alt="tracy-image" width=100% height=92%>
<</if>><<if $BackgroundMode is true>><img src="images/tracy/TracyBlowjob.png" alt="tracy-image"><</if>><<if $BackgroundMode is true>><img src="images/tracy/TracyDeepthroat.png" alt="tracy-image"><</if>><<if $BackgroundMode is true>><img src="images/tracy/TracyBlowCum.png" alt="tracy-image"><</if>><<if $BackgroundMode is true>><img src="images/tracy/TracyPussyLick.png" alt="tracy-image"><</if>><<if $BackgroundMode is true>>
<<set $BRandom = random(3)>>
<<if $BRandom == 0>>
<img src="images/backgrounds/StreetsBackground01.png" alt="" width=100% height=92%>
<<elseif $BRandom == 1>>
<img src="images/backgrounds/StreetsBackground03.png" alt="" width=100% height=92%>
<<elseif $BRandom == 2>>
<img src="images/backgrounds/StreetsBackground05.png" alt="" width=100% height=92%>
<<elseif $BRandom == 3>>
<img src="images/backgrounds/StreetsBackground07.png" alt="" width=100% height=92%>
<</if>>
<</if>><<if $BackgroundMode is true>>
<<set $BRandom = random(3)>>
<<if $BRandom == 0>>
<img src="images/backgrounds/StreetsBackground02.png" alt="" width=100% height=92%>
<<elseif $BRandom == 1>>
<img src="images/backgrounds/StreetsBackground04.png" alt="" width=100% height=92%>
<<elseif $BRandom == 2>>
<img src="images/backgrounds/StreetsBackground06.png" alt="" width=100% height=92%>
<<elseif $BRandom == 3>>
<img src="images/backgrounds/StreetsBackground08.png" alt="" width=100% height=92%>
<</if>>
<</if>><<if $BackgroundMode is true>>
<img src="images/backgrounds/TavernBackground01.png" alt="background-image" width=100% height=92%>
<</if>><<if $BackgroundMode is true>>
<<set $BRandom = random(3)>>
<<if $BRandom == 0>>
<img src="images/backgrounds/PlainsBackground01.png" alt="" width=100% height=92%>
<<elseif $BRandom == 1>>
<img src="images/backgrounds/PlainsBackground01.png" alt="" width=100% height=92%>
<<elseif $BRandom == 2>>
<img src="images/backgrounds/PlainsBackground01.png" alt="" width=100% height=92%>
<<elseif $BRandom == 3>>
<img src="images/backgrounds/PlainsBackground01.png" alt="" width=100% height=92%>
<</if>>
<</if>><<if $BackgroundMode is true>>
<<set $BRandom = random(3)>>
<<if $BRandom == 0>>
<img src="images/backgrounds/PlainsBackground02.png" alt="" width=100% height=92%>
<<elseif $BRandom == 1>>
<img src="images/backgrounds/PlainsBackground02.png" alt="" width=100% height=92%>
<<elseif $BRandom == 2>>
<img src="images/backgrounds/PlainsBackground02.png" alt="" width=100% height=92%>
<<elseif $BRandom == 3>>
<img src="images/backgrounds/PlainsBackground02.png" alt="" width=100% height=92%>
<</if>>
<</if>><<if $BackgroundMode is true>><img src="images/backgrounds/ForestBackground01.png" alt="background-image" width=100% height=92%><</if>><<if $BackgroundMode is true>><img src="images/backgrounds/ForestBackground02.png" alt="background-image" width=100% height=92%><</if>><<if $BackgroundMode is true>><img src="images/backgrounds/ClothingBackground.png" alt="background-image" width=100% height=92%><</if>><<if $BackgroundMode is true>><img src="images/backgrounds/BlacksmithBackground.png" alt="background-image" width=100% height=92%><</if>><<if $SceneMode is true>><<if $EntityValues[$Player].Gender == "Male">><img src="Images/Events/PHumanMaleGuardBlowbang.png" alt="scene-image"><<else>><img src="Images/Events/PHumanFemaleGuardBlowbang.png" alt="scene-image"><</if>><</if>><<if $SceneMode is true>><<if $EntityValues[$Player].Gender == "Male">><img src="Images/Events/PHumanMaleGuardGangbang.png" alt="scene-image"><<else>><img src="Images/Events/PHumanFemaleGuardGangbang.png" alt="scene-image"><</if>><</if>><<if $SceneMode is true>><<if $EntityValues[$Player].Gender == "Male">><img src="Images/Events/PHumanMaleGuardBlowjob.png" alt="scene-image"><<else>><img src="Images/Events/PHumanFemaleGuardBlowjob.png" alt="scene-image"><</if>><</if>><<if $SceneMode is true>><<if $EntityValues[$Player].Gender == "Male">><img src="Images/Events/PHumanMaleMasturbate.png" alt="scene-image"><<else>><img src="Images/Events/PHumanFemaleMasturbate.png" alt="scene-image"><</if>><</if>><<widget LootTables>>
<<set $DropTableText = []>>
<<if $EnemyType == "Goblin">>
<<set $CoinDropAmount = 2 + random(2)>>
<<set $ShardDropAmount = 2 + random(7)>>
<<set $PlayerCoins += $CoinDropAmount>>
<<set $PlayerShards += $ShardDropAmount>>
<<set $CurrencyDropText = "You pocket x$CoinDropAmount @@.cointext;Coins@@ and x$ShardDropAmount @@.shardtext;Shards@@ from $EnemyName.">>
<<ApplyLoot 'Goblin'>>
<<elseif $EnemyType == "Imp">>
<<set $CoinDropAmount = 0 + random(0)>>
<<set $ShardDropAmount = 2 + random(7)>>
<<set $PlayerCoins += $CoinDropAmount>>
<<set $PlayerShards += $ShardDropAmount>>
<<set $CurrencyDropText = "You pocket x$CoinDropAmount @@.cointext;Coins@@ and x$ShardDropAmount @@.shardtext;Shards@@ from the $EnemyName.">>
<<ApplyLoot 'Imp'>>
<<elseif $EnemyType == "Human">>
<<set $CoinDropAmount = 5 + random(20)>>
<<set $ShardDropAmount = 0 + random(2)>>
<<set $PlayerCoins += $CoinDropAmount>>
<<set $PlayerShards += $ShardDropAmount>>
<<set $CurrencyDropText = "You pocket x$CoinDropAmount @@.cointext;Coins@@ and x$ShardDropAmount @@.shardtext;Shards@@ from the $EnemyName.">>
<<ApplyLoot 'Human'>>
<<elseif $EnemyType == "High Elf">>
<<set $CoinDropAmount = 10 + random(30)>>
<<set $ShardDropAmount = 1 + random(3)>>
<<set $PlayerCoins += $CoinDropAmount>>
<<set $PlayerShards += $ShardDropAmount>>
<<set $CurrencyDropText = "You pocket x$CoinDropAmount @@.cointext;Coins@@ and x$ShardDropAmount @@.shardtext;Shards@@ from the $EnemyName.">>
<<ApplyLoot 'High Elf'>>
<<elseif $EnemyType == "Dark Elf">>
<<set $CoinDropAmount = 10 + random(30)>>
<<set $ShardDropAmount = 1 + random(3)>>
<<set $PlayerCoins += $CoinDropAmount>>
<<set $PlayerShards += $ShardDropAmount>>
<<set $CurrencyDropText = "You pocket x$CoinDropAmount @@.cointext;Coins@@ and x$ShardDropAmount @@.shardtext;Shards@@ from the $EnemyName.">>
<<ApplyLoot 'Dark Elf'>>
<<elseif $EnemyType == "Orc">>
<<set $CoinDropAmount = 0 + random(0)>>
<<set $ShardDropAmount = 6 + random(12)>>
<<set $PlayerCoins += $CoinDropAmount>>
<<set $PlayerShards += $ShardDropAmount>>
<<set $CurrencyDropText = "You pocket x$CoinDropAmount @@.cointext;Coins@@ and x$ShardDropAmount @@.shardtext;Shards@@ from the $EnemyName.">>
<<ApplyLoot 'Orc'>>
<<elseif $EnemyType == "Satyr">>
<<set $CoinDropAmount = 10 + random(5)>>
<<set $ShardDropAmount = 2 + random(20)>>
<<set $PlayerCoins += $CoinDropAmount>>
<<set $PlayerShards += $ShardDropAmount>>
<<set $CurrencyDropText = "You pocket x$CoinDropAmount @@.cointext;Coins@@ and x$ShardDropAmount @@.shardtext;Shards@@ from the $EnemyName.">>
<<ApplyLoot 'Satyr'>>
<<elseif $EnemyType == "Minotaur">>
<<set $CoinDropAmount = 0 + random(0)>>
<<set $ShardDropAmount = 20 + random(75)>>
<<set $PlayerCoins += $CoinDropAmount>>
<<set $PlayerShards += $ShardDropAmount>>
<<set $CurrencyDropText = "You pocket x$CoinDropAmount @@.cointext;Coins@@ and x$ShardDropAmount @@.shardtext;Shards@@ from the $EnemyName.">>
<<ApplyLoot 'Minotaur'>>
<<elseif $EnemyType == "Centaur">>
<<set $CoinDropAmount = 0 + random(0)>>
<<set $ShardDropAmount = 20 + random(75)>>
<<set $PlayerCoins += $CoinDropAmount>>
<<set $PlayerShards += $ShardDropAmount>>
<<set $CurrencyDropText = "You pocket x$CoinDropAmount @@.cointext;Coins@@ and x$ShardDropAmount @@.shardtext;Shards@@ from the $EnemyName.">>
<<ApplyLoot 'Centaur'>>
<<elseif $EnemyType == "Succubus">>
<<set $CoinDropAmount = 30 + random(30)>>
<<set $ShardDropAmount = 25 + random(75)>>
<<set $PlayerCoins += $CoinDropAmount>>
<<set $PlayerShards += $ShardDropAmount>>
<<set $CurrencyDropText = "You pocket x$CoinDropAmount @@.cointext;Coins@@ and x$ShardDropAmount @@.shardtext;Shards@@ from the $EnemyName.">>
<<ApplyLoot 'Succubus'>>
<</if>>
<</widget>>
<<widget DisplayItemDrops>>
<<if $DropTableText.length <= 0>>
<<set $LootTableDropText = "$EnemyName has nothing else of value on them.">>
<<elseif $DropTableText.length >= 1>>
<<set $LootTableDropText = "You loot ">>
<</if>>
$LootTableDropText <<for _i=0; _i<$DropTableText.length; _i++>>
$DropTableText[_i]<<set _n = _i + 1>><<if _n + 1 == $DropTableText.length>> and <<elseif _n < $DropTableText.length>>, <<elseif _n == $DropTableText.length>> from the $EnemySingular.
<</if>>
<</for>>
<</widget>><<silently>>
<<if $CreateNewEntities is true>>
<<set $CreateNewEntities to false>>
<<CreateEntity "Human" "Female">>
<<CreateEntity "Orc" "Male">>
<<CreateEntity "High Elf" "Female">>
<<CreateEntity "Dark Elf" "Female">>
<<CreateEntity "Goblin" "Male">>
<<CreateEntity "Imp" "Male">>
<<CreateEntity "Satyr" "Male">>
<<CreateEntity "Centaur" "Male">>
<<CreateEntity "Minotaur" "Male">>
<<CreateEntity "Succubus" "Female">>
<</if>>
<<PruneWilderness>>
<<EntityGlobalUpdate>>
<</silently>>
!!!Test Room
---------------------------------------
This is the test room...
Every time you press "Add New", 10 new NPC's are made and every NPC will get their stats updated.
Every time you press "Prune Wilderness", every NPC currently in the wilderness will get deleted and ID's relabelled.
[[Add New|NPC Test Room][$CreateNewEntities to true]] - [[Prune Wilderness|NPC Test Room][$PruneWilderness to true]]
Player Location: $EntityValues[$Player].Location
(Just to make sure you don't delete yourself, if it says "Wilderness"... don't press prune...)
NPC Amount: $EntityValues.length
(The total NPC amount in the game)
!!!People & Interests
---------------------------------------
You see a test room (Every NPC in the Wilderness).
<<SocialHub "Wilderness" "NoLocationUpdate">>
<<if $HoverMode is false>>[[Back|Debug Menu]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Back|Debug Menu]]<</replace>><</if>>#image-bar {
position: fixed;
z-index: 50;
background-color: rgba(0, 0, 0, 1);
width: 16%;
height: 100%;
left: 15%;
bottom: 0.25em;
top: 0.25em;
padding-top: 2em;
transition: left .2s ease-in;
}
#right-bar {
position: fixed;
z-index: 50;
background-color: rgba(0, 0, 0, 1);
width: 16%;
height: 100%;
left: 85%;
bottom: 0.25em;
top: 0.10em;
padding-top: 2em;
padding-right: 1em;
transition: left .2s ease-in;
}
min-width: 50%;
max-width: 55%;<<silently>>
<<set $PlayerCombatState = 0>>
<<set $EnemyCombatState = 0>>
<</silently>>
!Settings
---------------------------------------------------
You can configure various settings here.
!!!@@.lightbluetext;User Interface and 3DCG@@
----------------------------------------------------
You can choose to disable or enable various 3DCG features or background art/pictures. You can also disable the Hover Menu, which will make all important choices appear at the bottom of the passage instead.
@@.boldtext;Hover Menu@@<<if $HoverMode is false>>: @@.redtext;Disabled@@ - [[Enable|Settings][$HoverMode to true]]<<elseif $HoverMode is true>>: @@.lightgreentext;Enabled@@ - [[Disable|Settings][$HoverMode to false]]<</if>> - Will enable or disable the hover menu.
@@.boldtext;Portraits@@<<if $PortraitMode is false>>: @@.redtext;Disabled@@ - [[Enable|Settings][$PortraitMode to true]]<<elseif $PortraitMode is true>>: @@.lightgreentext;Enabled@@ - [[Disable|Settings][$PortraitMode to false]]<</if>> - Will enable or disable character portraits.
@@.boldtext;Backgrounds@@<<if $BackgroundMode is false>>: @@.redtext;Disabled@@ - [[Enable|Settings][$BackgroundMode to true]]<<elseif $BackgroundMode is true>>: @@.lightgreentext;Enabled@@ - [[Disable|Settings][$BackgroundMode to false]]<</if>> - Will enable or disable background banners.
@@.boldtext;Scenes@@<<if $SceneMode is false>>: @@.redtext;Disabled@@ - [[Enable|Settings][$SceneMode to true]]<<elseif $SceneMode is true>>: @@.lightgreentext;Enabled@@ - [[Disable|Settings][$SceneMode to false]]<</if>> - Will enable or disable CG scenes.
<<if $PatreonVersion is true>>
!!!@@.graytext;Tech Options@@
----------------------------------------------------
If you wish to be bothered by all manners of stats (strictly!) for testing purposes.
@@.boldtext;Debug Mode@@<<if $DebugMode is false>>: @@.redtext;Disabled@@ - [[Enable|Settings][$DebugMode to true]]<<elseif $DebugMode is true>>: @@.lightgreentext;Enabled@@ - [[Disable|Settings][$DebugMode to false]]<</if>><</if>>
!!!Preferences
--------------------------------------
Any regrets?
@@.browntext;Anthros@@<<if $AnthrosFetish is false>>: @@.redtext;Disabled@@ - [[Enable|Settings][$AnthrosFetish to true]]<<elseif $AnthrosFetish is true>>: @@.lightgreentext;Enabled@@ - [[Disable|Settings][$AnthrosFetish to false]]<</if>> - Will disable all sex scenes involving animals and anthros.
@@.purpletext;Futanari@@<<if $FutanariFetish is false>>: @@.redtext;Disabled@@ - [[Enable|Settings][$FutanariFetish to true]]<<elseif $FutanariFetish is true>>: @@.lightgreentext;Enabled@@ - [[Disable|Settings][$FutanariFetish to false]]<</if>> - Will remove all sex scenes involving Futanaris, whilst also making all Futanari characters inaccessible and make it impossible to grow a dick as a female without losing your snatch (No double genitals). This will alter some quests and may or may not lock you from some content if disabled. You can still grow tits as a sissy though.
@@.pinktext;Gender-Bender@@<<if $GenderBenderFetish is false>>: @@.redtext;Disabled@@ - [[Enable|Settings][$GenderBenderFetish to true]]<<elseif $GenderBenderFetish is true>>: @@.lightgreentext;Enabled@@ - [[Disable|Settings][$GenderBenderFetish to false]]<</if>> - Locks your sex making it impossible for the player to change it. This will alter some quests and may or may not lock you from some content if disabled. You will no longer be able to grow tits with a cock either, but your cock may still shrink to a pathetic size.
<<if $HoverMode is false>><<link "Return" $return>><</link>><<elseif $HoverMode is true>><<replace "#linkbar">><<link "Return" $return>><</link>><</replace>><</if>><<if $race == 0>><<if $sex == 0>><<display "Player Portrait Human Female">><<elseif $sex == 1>><<display "Player Portrait Human Male">><</if>><<elseif $race == 2>><<if $sex == 0>><<display "Player Portrait Highelf Female">><<elseif $sex == 1>><<display "Player Portrait Highelf Male">><</if>><<elseif $race == 3>><<if $sex == 0>><<display "Player Portrait Darkelf Female">><<elseif $sex == 1>><<display "Player Portrait Darkelf Male">><</if>><<elseif $race == 1>><<if $sex == 0>><<display "Player Portrait Orc Female">><<elseif $sex == 1>><<display "Player Portrait Orc Male">><</if>><</if>><<silently>>
<<replace "#image-bar">><<display "Witch Default Banner Image">><</replace>>
<<replace "#right-bar">><<display "No Image">><</replace>>
<</silently>>
!The Witches Shack
----------------------------------------------------------
You enter the shack, and a warm exotic smell hits you. The shacks interior is round and in the center, there is a boiling cauldron. The walls are decorated by forest ingredients, some of which look familiar too you.
<<if $StoryVisitedWitch is false>><<set $StoryVisitedWitch to true>>You hear a scrawny voice from behind the cauldron...
@@.witchvoice;"Hello?... Who's there?"@@
You're greeted by a small figure coming out of hiding from behind the cauldron.
@@.witchvoice;"Ahhhh.. A visitor.. Welcome to my home... traveler."@@
!!!People & Interests
---------------------------------------
The witch stands by the cauldron, examining various ingredients.
<<SocialHub "Witch Shack">><<elseif $StoryVisitedWitch is true>>
!!!People & Interests
---------------------------------------
<<if $StoryExposedNadora is false>>The witch stands by the cauldron, examining various ingredients.
<<SocialHub "Witch Shack">><<elseif $StoryExposedNadora is true>>There is no sign of the witch.
<<SocialHub "Witch Shack">><</if>><</if>>
<<if $HoverMode is false>>[[Exit the Shack|Point of Interest - The Witch Shack]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Exit the Shack|Point of Interest - The Witch Shack]]<</replace>><</if>>
<<if $BackgroundMode is true>>
<img src="Images/Social/Nadora/WitchDefaultBanner.png" alt="witch-image" width=100% height=92%>
<</if>><<widget AddTrait>>
<<for $i to 0; $i lt $EntityValues.length; $i++>>
<<if $EntityValues[$i].ID == $args[0]>>
<<if $EntityValues[$i].Traits.includes($args[1])>>
<<if $EntityValues[$i].IsPlayer is true>>
<<set $TextMessage = "You already have the trait @@.lightbluetext;$args[1]@@!">>
<<else>>
<<set $Stored_EntityName = $EntityValues[$i].Name>>
<<set $TextMessage = "$EntityValues[$i].Name already has the trait @@.lightbluetext;$args[1]@@!">>
<</if>>
<<else>>
<<set $EntityValues[$i].Traits.pushUnique($args[1])>>
/*Workaround*/
<<set $ResetThis.pushUnique($args[1])>>
/*End*/
<<if $EntityValues[$i].IsPlayer is true>>
<<set $TextMessage = "You have gained the trait @@.lightbluetext;$args[1]@@!">>
<<else>>
<<set $TextMessage = "$EntityValues[$i].Name has gained the trait @@.lightbluetext;$args[1]@@!">>
<</if>>
<</if>>
<<if $args[2] != "NoText">>$TextMessage<</if>>
<</if>>
<</for>>
<</widget>>
<<widget RemoveTrait>>
<<for $i to 0; $i lt $EntityValues.length; $i++>>
<<if $EntityValues[$i].ID == $args[0]>>
<<if $EntityValues[$i].Traits.includes($args[1])>>
<<set $EntityValues[$i].Traits.delete($args[1])>>
/*Workaround*/
<<set $ResetThis.pushUnique($args[1])>>
/*End*/
<<if $EntityValues[$i].IsPlayer is true>>
<<set $TextMessage = "You have lost the trait @@.lightbluetext;$args[1]@@!">>
<<else>>
<<set $Stored_EntityName = $i>>
<<set $TextMessage = "$EntityValues[$i].Name has lost the trait @@.lightbluetext;$args[1]@@!">>
<</if>>
<<else>>
<<if $EntityValues[$i].IsPlayer is true>>
<<set $TextMessage = "You don't have the trait @@.lightbluetext;$args[1]@@!">>
<<else>>
<<set $TextMessage = "$EntityValues[$i].Name doesn't have the trait @@.lightbluetext;$args[1]@@!">>
<</if>>
<</if>>
<<if $args[2] != "NoText">>$TextMessage<</if>>
<</if>>
<</for>>
<</widget>><<widget Home>>
<<if $HoverMode is false>>
<<if $Homes[$Home].Name == "The Cave">>
[[Return Home|Home - The Cave]]
<<elseif $Homes[$Home].Name == "Tracy's Room">>
[[Return Home|Home - Tracy's Room]]
<<elseif $Homes[$Home].Name == "Room 03">>
[[Return Home|Home - Room 03]]
<<else>>
@@.redtext;Error@@: [[Continue|Home - The Cave]]
<</if>>
<<elseif $HoverMode is true>>
<<replace "#linkbar">>
<<if $Homes[$Home].Name == "The Cave">>
[[Return Home|Home - The Cave]]
<<elseif $Homes[$Home].Name == "Tracy's Room">>
[[Return Home|Home - Tracy's Room]]
<<elseif $Homes[$Home].Name == "Room 03">>
[[Return Home|Home - Room 03]]
<<else>>
@@.redtext;Error@@: [[Continue|Home - The Cave]]
<</if>>
<</replace>>
<</if>>
<</widget>>
<<widget HomeNoReplace>>
<<if $Homes[$Home].Name == "The Cave">>
[[Return Home|Home - The Cave]]
<<elseif $Homes[$Home].Name == "Tracy's Room">>
[[Return Home|Home - Tracy's Room]]
<<elseif $Homes[$Home].Name == "Room 03">>
[[Return Home|Home - Room 03]]
<<else>>
@@.redtext;Error@@: [[Continue|Home - The Cave]]
<</if>>
<</widget>>
<<widget HomeBack>>
<<if $HoverMode is false>>
<<if $EntityValues[$Player].Location == "The Cave">>
[[Back|Home - The Cave]]
<<elseif $EntityValues[$Player].Location == "Tracy's Room">>
[[Back|Home - Tracy's Room]]
<<elseif $EntityValues[$Player].Location == "Room 03">>
[[Back|Home - Room 03]]
<<else>>
@@.redtext;Error@@: [[Continue|Home - The Cave]]
<</if>>
<<elseif $HoverMode is true>>
<<replace "#linkbar">>
<<if $EntityValues[$Player].Location == "The Cave">>
[[Back|Home - The Cave]]
<<elseif $EntityValues[$Player].Location == "Tracy's Room">>
[[Back|Home - Tracy's Room]]
<<elseif $EntityValues[$Player].Location == "Room 03">>
[[Back|Home - Room 03]]
<<else>>
@@.redtext;Error@@: [[Continue|Home - The Cave]]
<</if>>
<</replace>>
<</if>>
<</widget>>
<<widget HomeBackNoReplace>>
<<if $EntityValues[$Player].Location == "The Cave">>
[[Back|Home - The Cave]]
<<elseif $EntityValues[$Player].Location == "Tracy's Room">>
[[Back|Home - Tracy's Room]]
<<elseif $EntityValues[$Player].Location == "Room 03">>
[[Back|Home - Room 03]]
<<else>>
@@.redtext;Error@@: [[Continue|Home - The Cave]]
<</if>>
<</widget>>
<<widget HomeContinue>>
<<if $HoverMode is false>>
<<if $EntityValues[$Player].Location == "The Cave">>
[[Continue|Home - The Cave]]
<<elseif $EntityValues[$Player].Location == "Tracy's Room">>
[[Continue|Home - Tracy's Room]]
<<elseif $EntityValues[$Player].Location == "Room 03">>
[[Continue|Home - Room 03]]
<<else>>
@@.redtext;Error@@: [[Continue|Home - The Cave]]
<</if>>
<<elseif $HoverMode is true>>
<<replace "#linkbar">>
<<if $EntityValues[$Player].Location == "The Cave">>
[[Continue|Home - The Cave]]
<<elseif $EntityValues[$Player].Location == "Tracy's Room">>
[[Continue|Home - Tracy's Room]]
<<elseif $EntityValues[$Player].Location == "Room 03">>
[[Continue|Home - Room 03]]
<<else>>
@@.redtext;Error@@: [[Continue|Home - The Cave]]
<</if>>
<</replace>>
<</if>>
<</widget>>
<<widget ReturnHomeContinue>>
<<if $HoverMode is false>>
<<if $Homes[$Home].Name == "The Cave">>
[[Continue|Home - The Cave]]
<<elseif $Homes[$Home].Name == "Tracy's Room">>
[[Continue|Home - Tracy's Room]]
<<elseif $Homes[$Home].Name == "Room 03">>
[[Continue|Home - Room 03]]
<<else>>
@@.redtext;Error@@: [[Continue|Home - The Cave]]
<</if>>
<<elseif $HoverMode is true>>
<<replace "#linkbar">>
<<if $Homes[$Home].Name == "The Cave">>
[[Continue|Home - The Cave]]
<<elseif $Homes[$Home].Name == "Tracy's Room">>
[[Continue|Home - Tracy's Room]]
<<elseif $Homes[$Home].Name == "Room 03">>
[[Continue|Home - Room 03]]
<<else>>
@@.redtext;Error@@: [[Continue|Home - The Cave]]
<</if>>
<</replace>>
<</if>>
<</widget>>
<<widget RSContinue>>
<<set $RSTime = $args[0]>>
<<if $HoverMode is false>>
[[Continue|Resting and Sleeping][$DayTime = $RSTime]]
<<elseif $HoverMode is true>>
<<replace "#linkbar">>
[[Continue|Resting and Sleeping][$DayTime = $RSTime]]
<</replace>>
<</if>>
<</widget>>
<<widget HomeLeave>>
<<if $HoverMode is false>>
<<if $EntityValues[$Player].Location == "The Cave">>
[[Leave|Home - The Cave]]
<<elseif $EntityValues[$Player].Location == "Tracy's Room">>
[[Leave|Home - Tracy's Room]]
<<elseif $EntityValues[$Player].Location == "Room 03">>
[[Leave|Home - Room 03]]
<<else>>
@@.redtext;Error@@: [[Continue|Home - The Cave]]
<</if>>
<<elseif $HoverMode is true>>
<<replace "#linkbar">>
<<if $EntityValues[$Player].Location == "The Cave">>
[[Leave|Home - The Cave]]
<<elseif $EntityValues[$Player].Location == "Tracy's Room">>
[[Leave|Home - Tracy's Room]]
<<elseif $EntityValues[$Player].Location == "Room 03">>
[[Leave|Home - Room 03]]
<<else>>
@@.redtext;Error@@: [[Continue|Home - The Cave]]
<</if>>
<</replace>>
<</if>>
<</widget>><<silently>>
<<set $EntityValues[$Tracy].IsEnslaved to true>>
<<set $EntityValues[$Tracy].Location = "Banished">>
<</silently>>
!Enslaving Tracy
---------------------------------------
As you've gained Tracy's trust, you believe that it's about time to further your relationship. You tell her that you've found something interesting, but can't show her here.
@@.tracyvoice;"Oh my! I can't wait to see it! Is it something for me? It'll have to wait until later, since i can't leave the bar."@@
You wait for her at the bar enjoying some of the amenities until Tracy's shift comes to an end. She exits the bar and finds herself some of her more outgoing and appropiate clothes.
@@.tracyvoice;"Let's go, it's not too far out of the city is it?"@@
You tell her that it's not too far, and you continue your departure.
Not long after you hit the road, you start having a joyful conversation, which mostly consists of you trying to keep it cool.
As you make it to the cave, Tracy starts to sound a little concerned.
@@.tracyvoice;"Oh... it's in there?"@@
You assure her that everything is safe, as you both enter.
You lead her to the slave pens almost immediately and grab a club, hiding it behind your back without her knowing. Tracy quickly notices all of the various shackles, chokers and other slave gear lying around.
@@.tracyvoice;"Uhh, sorry, um, i'm not into that kind of pla-"@@
You knock her out cold before she could even react. You then proceed to undress her completely and shackle her, sealing her fate as your future slave.
<<Home>><<widget TracyQuests>>
<<if $Quests[7].Completed is false>>
<<if $Quests[7].Activated is false>>
(Quest): [[Anything i can help with around here?|Social - Main Menu][$QuestAftermath to true, $QuestMessage = $Questline_TTQ[0].Reward, $NPCTalk = $Questline_TTQ[0].Textline]]<br><br>
<<else>>
<<CheckConsumables $Player 1 5>>
<<if $Criteria is true>>
(Quest): [[I have 5 Wild Berries.|Social - Main Menu][$Quests[7].Completed to true, $NPCTalk = $Questline_TTQ[1].Textline, $QuestAftermath to true, $QuestMessage = $Questline_TTQ[1].Reward, $EntityValues[$Tracy].AffectionToPlayer += 250]]<br><br>
<<else>>
(Quest): Collect 5 Wild Berries and return them to Tracy.<br><br>
<</if>>
<</if>>
<</if>>
<<if $Quests[7].Completed is true>>
<<if $Quests[8].Completed is false>>
<<if $Quests[8].Activated is false>>
(Quest): [[Anything else i can help with around here?|Social - Main Menu][$QuestAftermath to true, $QuestMessage = $Questline_TTQ[2].Reward, $NPCTalk = $Questline_TTQ[2].Textline]]<br><br>
<<else>>
<<if $PointsTableDarkForest[2].Visited is true>>
(Quest): [[I've located the witch.|Social - Main Menu][$Quests[8].Completed to true, $NPCTalk = $Questline_TTQ[3].Textline, $QuestAftermath to true, $QuestMessage = $Questline_TTQ[3].Reward, $EntityValues[$Tracy].AffectionToPlayer += 250]]<br><br>
<<else>>
(Quest): Locate the witches shack in the forest.<br><br>
<</if>>
<</if>>
<</if>>
<</if>>
<<if $Quests[8].Completed is true>>
<<if $Quests[9].Activated is false>>
<<if $Quests[9].Completed is false>>
<<if $StoryExposedNadora is false>>
@@.redtext;(Story Quest):@@ [[Want to go on that Picnic and visit the Witch now?|Story Quest - Forest Picnic Part 1][$Quests[9].Activated to true]]<br><br>
<<else>>
@@.redtext;(Story Quest):@@ [[I'm sorry but the witch is gone...|Social - Main Menu][$NPCTalk = $Questline_TTQ[4].Textline]]<br><br>
<</if>>
<</if>>
<</if>>
<</if>>
<<if $Quests[12].Completed is false>>
<<if $Quests[12].Activated is true>>
(Quest): [[Can you tell me anything about the Helion Wine that you import?|Social - Main Menu][$NPCTalk = $Questline_OW[2].Textline, $StoryTracyWineTalk to true]]<br><br>
<</if>>
<</if>>
<</widget>>
<<widget NadoraQuests>>
<<if $Quests[4].Completed is false>>
<<if $Quests[4].Activated is false>>
(Quest): [[Anything i can help with around here?|Social - Main Menu][$QuestAftermath to true, $QuestMessage = $Questline_WAQ[1].Reward, $NPCTalk = $Questline_WAQ[1].Textline]]<br><br>
<<else>>
<<CheckConsumables $Player 0 1>>
<<if $Criteria is true>>
(Quest): [[I've found a Pink Pearl for you.|Social - Main Menu][$Quests[4].Completed to true, $NPCTalk = $Questline_WAQ[2].Textline, $QuestAftermath to true, $QuestMessage = $Questline_WAQ[2].Reward]]<br><br>
<<else>>
(Quest): Acquire a Pink Pearl.<br><br>
<</if>>
<</if>>
<</if>>
<<if $Quests[4].Completed is true>>
<<if $Quests[5].Completed is false>>
<<if $Quests[5].Activated is false>>
(Quest): [[How can i be of assistance?|Social - Main Menu][$NPCTalk = $Questline_WAQ[3].Textline, $QuestAftermath to true, $QuestMessage = $Questline_WAQ[3].Reward]]<br><br>
<<else>>
<<if $EntityValues[$Player].SocialClass == "@@.ritualtext;Ritual@@">>
(Quest): [[I've gotten the robe you asked for.|Social - Main Menu][$Quests[5].Completed to true, $NPCTalk = $Questline_WAQ[4].Textline, $QuestAftermath to true, $QuestMessage = $Questline_WAQ[4].Reward]]<br><br>
<<else>>
(Quest): Retrieve a Ritual Robe with a Ritual Hood and wear it.<br><br>
<</if>>
<</if>>
<</if>>
<</if>>
<<if $Quests[5].Completed is true>>
<<if $Quests[6].Activated is false>>
<<if $Quests[6].Completed is false>>
@@.redtext;(Story Quest):@@ [[What kind of task are we talking about?|Story Quest - A Curious Ritual Part 1][$Quests[6].Activated to true]]<br><br>
<<else>>
<</if>>
<</if>>
<</if>>
<</widget>><<silently>>
<<replace "#image-bar">><<display "Witch Default Banner Image">><</replace>>
<<replace "#right-bar">><<display "Forest Background 02">><</replace>>
<</silently>>
!A Curious Ritual
---------------------------------------
You look to the witch as she collects the ritual robes, the pink pearl and some other ingredients.
@@.witchvoice;"Ah! It be a most important task indeed. You see, i have been working tirelessly for months in these woods. The woods be sick, i tell you. Very sick indeed..."@@
The witch moves towards the door slowly, gesturing you to follow her.
@@.witchvoice;"Come with me... we have a bit of a walk ahead of us."@@
You follow her from behind, as she slowly drags her feet out of the shack and into the dark forest.
@@.witchvoice;"I do not actually live here you see, i was hired in secret by the king. He be wishing for the forest to heal you see, to lose it's... dark agenda."@@
Her voice croaked at the last sentence. You follow her along the forest path, recognizing a few landmarks on the way.
@@.witchvoice;"Healing the forest be difficult you see, especially alone. Nothing to worry about though, i will simply be needing a helping hand you see... someone to hold a few things, whilst i chant some words to renew the life-force of the forest."@@
You start hearing the flow of water as you walk along the forest path, realizing that she is leading you towards a lake of sorts.
@@.witchvoice;"Ahh... yes, the blood of this dark place, the very thing that keeps it alive... has been corrupted you see... It be the lake I talk about young one... so dangerously corrupted."@@
<<if $HoverMode is false>>[[Continue|Story Quest - A Curious Ritual Part 2]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Continue|Story Quest - A Curious Ritual Part 2]]<</replace>><</if>>
<<silently>>
<<ResetPassage "Westdale Plains Background Pack Left" "Westdale Plains Background Pack Right">>
<</silently>>
!The Plains of Westdale - Westdale Caverns
----------------------------------------------------------
<<if $PointsTablePlainsWestdale[3].Visited is false>><<set $PointsTablePlainsWestdale[3].Visited to true>>Exploring the plains, you stumble upon a close formation of rocks carving out a small mountains pass going along the steppe. After closer examination, you find an entrance to a cavernous system leading down further into the earth.
!!!@@.discoverytext;You have discovered the Westdale Caverns! (Point of Interest)@@
You suddenly realize that the pass houses many interesting entrances, and is probably part of larger bigger cavernous system, that would likely be intrigueing to explore.
!!!@@.discoverytext;You have discovered Westdale Caverns Exploration! (Activity)@@<<set $Activities[0].Activated to true>><<elseif $PointsTablePlainsWestdale[3].Visited is true>>You reach the WestdaleCaverns.
The mountainous cliff runs in a sleek pattern across the steppe, hiding away all of it's many entrances to the rocky caves beneath the plains.<</if>>
@@.activitytext;(Activity):@@ [[Westdale Caverns Exploration|Activity Info - Westdale Caverns Exploration]]
<<Home>>
<<silently>>
<<replace "#image-bar">><<display "Witch Default Banner Image">><</replace>>
<<replace "#right-bar">><<display "Forest Background 02">><</replace>>
<</silently>>
!A Curious Ritual
---------------------------------------
You reach the lake and approach an altar close by the water. The witch clears the altar from moss and gives a quick clean before placing a bowl on top of it.
After having placed various ingredients in the bowl, she finishes by adding the pink pearl that you retrieved for her. She then crushes all of the contents until it resembles a thick paste. Finally, she adds a black liquid turning the contents of the bowl into a vivid purple potion-like substance.
@@.witchvoice;"Oh yes!... this should do nicely. Now... about you in particular."@@
She looks to you, and gives you the ritual robes. As the robes are handed to you, you notice she waves some arcane gestures at you. You feel yourself suddenly more compliant, more eager to serve her.
@@.witchvoice;"Here, put this on servant, it will make the ritual more likely to succeed. Trust me."@@
<<if $HoverMode is false>>[[Comply|Story Quest - A Curious Ritual Part 3]]<<if $EntityValues[$Player].RankedTraits.WillpowerTraitLevel >= 5>>or [[Refuse|Story Quest - A Curious Ritual Part 7]]<</if>><<elseif $HoverMode is true>><<replace "#linkbar">>[[Comply|Story Quest - A Curious Ritual Part 3]]<<if $EntityValues[$Player].RankedTraits.WillpowerTraitLevel >= 5>>or [[Refuse|Story Quest - A Curious Ritual Part 7]]<</if>><</replace>><</if>><<silently>>
<<replace "#image-bar">><<display "Awakened Witch Default Banner Image">><</replace>>
<<replace "#right-bar">><<display "Forest Background 02">><</replace>>
<</silently>>
!A Curious Ritual
---------------------------------------
You take off your current attire and put on the robes. They fit snugly, but also makes you feeling slightly exposed.
@@.witchvoice;"Good... good indeed. Now, we are just about ready to begin. Take the bowl and walk slowly into the lake. I shall start chanting some words then, and when i give you the signal, take a sip and pour the rest of the contents into the lake. There is no harm done here young one. It is merely a healing potion. It should make you feel good."@@
She looks to you slightly commanding and in a bit of rush. You pick up the bowl and do as she says, walking into the lake until the water reaches knee-height.
Without hesitation, the Witch starts to chant her words.
@@.witchvoice;"Ahm-ka Zul anath-ka! Garash ak-ana zil kun kanara! Hilen-zolen!... Ahm-ka anath-Zul!"@@
As her chanting comes to a conclusion, she looks to you and nods, signaling you to proceed.
Slightly in doubt, you take a zip as told. The potion is almost tasteless, and floats on your tongue like an exotic oil. You gulp it down and pour the remaining contents into lake.
Unlike your immediate expectations, the potion-like substance sinks deep into the lake water, and almost seems as if it burrows deep into the mud and dirt at the buttom of the lake.
As you study the lake, you're suddenly interrupted by painful cramps in your stomach. You feel your body rapidly and painfully changing as you lose your footing. You look towards the witch in complete shock and confusion, but what you gaze upon is not what you expected...
<<if $HoverMode is false>>[[Continue|Story Quest - A Curious Ritual Part 4]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Continue|Story Quest - A Curious Ritual Part 4]]<</replace>><</if>>
<<silently>>
<<replace "#image-bar">><<display "Forest Background 01">><</replace>>
<<replace "#right-bar">><<display "Forest Background 02">><</replace>>
<</silently>>
!A Curious Ritual
---------------------------------------
You try to crawl away, but the writhing mass of tentacles quickly catch on to your futile attempts to escape.One of the tentacles grab hold of your ankle, and with it's electric touch, you suddenly feel incredibly submissive.
One of the incoming tentacles caress your cheek, whilst white sticky cum slowly dribbles from its cock-head. You don't resist, and the tentacled being seems to accept your submission.
Another tentacle grabs hold of your other leg, and drag you violently towards its mass of tentacles. You body splashes towards a huge surface consisting of twisting and flailing tentacles that all proceed to wrap around your limbs and prod and poke at any orifice your body possess.
They all spurt nasty liquids and slimey goo in all the wrong places, both unwillingly arousing you, lubricating you and preparing you for whatever is to come now.
The liquids seem to be absorbed by your skin and weaken your muscles. The tentacles know this, and a long thick stubbed tentacle begins to prod your mouth and glides nicely past your tongue making you lightly gag.
With no resistance in your jaw muscles and tongue, your mouth has been reduced to a mere fuckhole. The tentacle fucking your mouth begins to go deeper and deeper, and begins to enter your throat, lightly distending it. Your gag reflex appears to have been relaxed from the liquids, as such the tentacle finds no hindrances, and starts going deeper and faster.
As your mouth gets invaded, a few other meaty tentacles begins to give your asshole and pussy the attention they need.
They start by prodding, flailing wildly and spanking your buttocks.
A large and thick tentacle loses it's patience and decides to force itself in, as it prods your asshole harder and harder, until it eventually enters your anal passage. It almost immediately begins to fuck your ass without mercy.
<<Stretch $Player 5 "Asshole">>
It's stubbed and knotted dick-head drives you crazy, but the liquids keep your muscles relaxed and primed for fucking.
The tentacles go at it harder and faster, and shortly after you climax almost immediately.
However the monster is not done yet, and seems unfazed by your climax, and continues to relentlessly abuse your holes, only making your orgasm that much longer and lustfully unbearable.<<if $EntityValues[$Player].Body.Vagina.Has is true>>
<<Stretch $Player 5 "Vagina">><</if>>
Not long after, the tentacle fucking your mouth and the tentacle fucking your asshole begins to twist and vibrate, as they seem to be climaxing.
Your holes are stretched even further as big lumps of cum is passed through their members, only to be emptied into you. The tentacles exit your abused holes, pleased and no longer in need of you.
However the monster itself is far from done with you, as this is merely the beginning. The previous tentacles fucking your holes are merely replaced by new ones, sometimes two or three at once, as they vary in size and features.
After wave upon wave of orgasm, you can no longer believe how many times you have been driven to orgasmic exhilaration.
You slowly start to fade away as your body and soul is simply too exhausted from the rough use and abuse. The world around you begins to darken, and the last sight you see is the tentacle currently fucking your mouth, as you fade away into unconsciousness.
<<if $HoverMode is false>>[[Continue|Story Quest - A Curious Ritual Part 6]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Continue|Story Quest - A Curious Ritual Part 6]]<</replace>><</if>><<silently>>
<<replace "#image-bar">><<display "Nadora Default Banner Image">><</replace>>
<<replace "#right-bar">><<display "Forest Background 02">><</replace>>
<</silently>>
!A Curious Ritual
---------------------------------------
You're met by a grueling sight as the witch bursts into a maniacal laughter, as she transforms before your very eyes.
@@.witchvoice;"KwuahahaHA!~ Foolish mortal! How can you be so naive? Kwuahaha!~"@@
Horns bursts forth from her head as her eyes begin to burn brighter and brighter. Her robes fall to ground, revealing a large pair of intricate demonic wings. Her tits, hips and overall figure become more voluptous, but more worringly... so does yours as well?!?
You both stand there as your bodies undergo various changes, with her transforming into a succubus, and you turning more and more feminine!
<<PenisToVagina $Player>>
@@.witchvoice;"Enjoying the changes slut? Don't worry, it will all be put to good use soon!... Sooner than you might think! Kwuahaha!"@@
As she stands by the altar, the witches changes stop as she has completed her transformation, you still writhe in pain as your transformation isn't complete.
<<BendToBimbo $Player>>
@@.witchvoice;"Uuuuh! Finally! My magic restored! Tanuketh! Indulge in the sacrifice i have brought before! And remember your faithful servant as she is! Nadora!~"@@
Slightly confused as to what or who she is talking to, you turn around. Terror and shock grabs hold of you, as a massive lump of writhing tentacles have crawled forth from the deepest blackest pit of the lake.
@@.witchvoice;"See you around... soon to be tentacle-whore, hope you'll enjoy yourself! You have no choice! Kwuahahaha!~"@@
And with that, the succubus dissapears in puff of pink smoke, leaving you there to your eventual fate.
<<if $HoverMode is false>>[[Continue|Story Quest - A Curious Ritual Part 5]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Continue|Story Quest - A Curious Ritual Part 5]]<</replace>><</if>>
<<silently>>
<<replace "#image-bar">><<display "Forest Background 01">><</replace>>
<<replace "#right-bar">><<display "Forest Background 02">><</replace>>
<<set $StoryExposedNadora to true>>
<<set $StoryNadoraHasMagic to false>>
<<set $EntityValues[$Nadora].Name = "Nadora">>
<<set $EntityValues[$Nadora].FirstName = "Nadora">>
<<set $EntityValues[$Nadora].Title = "Herald of Debauchery">>
<<set $EntityValues[$Nadora].Location = "Altar of Lucira">>
<<set $DayTime = 4>>
<<set $Day += 5>>
<<set $Quests[6].Completed to true>>
<</silently>>
!A Curious Ritual
---------------------------------------
Your vision is restored every now and then, only to realize that you are still the plaything of the monster, having yet to be let go.<<if $EntityValues[$Player].Body.Vagina.Has is true>>
<<Stretch $Player 5 "Vagina">><</if>>
You are lost in time and self, and merely fade into consciousness every now and then.
<<Stretch $Player 5 "Asshole">>
Suddenly a wave of pleasure and fulfillment fills your body and soul as you climax spectacularly with the monster in unison. You wake up wide awake as spurt after splash of cum fills your fuckholes and drenches your body in thick sticky cum. The cum rain continues for minutes upon minutes as tentacle after tentacle is pleased by your body.
The tentacles all shrivel and start to lose their grasp on your body, as the complete fuck-fest has come to it's end.
You're shortly dumped by the lake bed, as the tentacle monster simply leaves you there, and submerges itself back into the deep abyss of the lake.
You black out by the lake, only to wake up a few hours later. As you drag yourself unto your two feet, large amounts of cum leak from your completely abused fuckholes.
<<CompleteQuest>>
It's not until you return home and have cleaned yourself, that you realize the true extent of your transformations...
<<Home>><<silently>>
<<replace "#image-bar">><<display "Nadora Default Banner Image">><</replace>>
<<replace "#right-bar">><<display "Forest Background 02">><</replace>>
<<set $StoryExposedNadora to true>>
<<set $StoryNadoraHasMagic to false>>
<<set $DayTime = 4>>
<<set $Quests[6].Completed to true>>
<</silently>>
!A Curious Ritual
---------------------------------------
You refuse the witches request, as you're clearly not comfortable with whatever the hell it is she want's you to commit to.
@@.witchvoice;"Wha...?! WHAT?!... YOU CANNOT REFUSE ME MORTAL? HOW DARE YOU?!?!"@@
The witch bursts into a maniacal rage, as your refusal is not taken lightly.
She violently undergoes changes, quickly turning into a Succubus.
@@.witchvoice;"Rargh! How dare you cross Nadora, Heir to the Phallus Throne! You shall know pain!"@@
As you stand there in shock and terror, only one action comes to mind. Run.
You quickly make your escape, as you're not interested to deal with a succubus unprepared. You quickly make some distance between the two of you, despite your apparent expectation.
@@.witchvoice;"Ugh! Come back! Grrrr! If only i had my magic... then you would SUFFER!"@@
You skip through the forest bushes, until the succubus' outbursts no longer can be heard. You catch your breath, believing you've escaped her.
<<CompleteQuest>>
You return back home.
<<Home>><<if $BackgroundMode is true>><img src="Images/Social/Nadora/AwakenedWitchDefaultBanner.png" alt="witch-image" width=100% height=92%><</if>><<if $BackgroundMode is true>><img src="Images/Social/Nadora/NadoraDefaultBanner.png" alt="nadora-image" width=100% height=92%><</if>><<silently>>
<<replace "#image-bar">><<display "Tracy Default Banner Image">><</replace>>
<</silently>>
!Forest Picnic
---------------------------------------
Tracy jumps in happiness and joy, almost as if a surge of happiness suddenly coarsed through.
@@.tracyvoice;"Yes! I can hardly wait anymore! Let's go! Let's go! It's gonna be so much fun! Just you and me! Hehe!"@@
You both gather your things and prepare for the long walk to the forest. Tracy seems to pack fairly lightly, whilst you go a little more prepared.
You both leave and head directly towards the forest.
@@.tracyvoice;"When are we gonna be there? Is it far? I bet it's far..."@@
You nod, and correct her in her assumptions, which put's a sweet, but slightly annoyed expression on her face.
@@.tracyvoice;"Maybe we could take a shortcut? Cut down the time it takes to go there you know?"@@
You consider your options, as you actually do know of a small shortcut on the way. Unfortunately, it would mean that you would have to leave the main road, which isn't exactly safe.
<<if $HoverMode is false>>[[Continue on the Main Road|Story Quest - Forest Picnic Part 3]] or [[Take the Shortcut.|Story Quest - Forest Picnic Part 2]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Continue on the Main Road|Story Quest - Forest Picnic Part 3]] or [[Take the Shortcut.|Story Quest - Forest Picnic Part 2]]<</replace>><</if>><<silently>>
<<replace "#image-bar">><<display "Tracy Default Banner Image">><</replace>>
<</silently>>
!Forest Picnic
---------------------------------------
You tell her that you know a small shortcut, and she jumps in excitement.
@@.tracyvoice;"Let's do this! Haha! A little adventure never hurt nobody!"@@
You walk down the road until you reach the landmark just before the shortcut. You cut off from the road crossing the steppes headed directly for the forest.
It's not until you're about halfway there that you start to sense trouble.
A mighty roar can be heard as your both ambushed by a small group of raw brutish orcs.
@@.goblinvoice;"Raaaaaargh!"@@
Tracy squeeks and runs closer to you for safety, as you're surrounded by about three to four orcs.
<<if $EntityValues[$Player].RankedTraits.StrengthTraitLevel >= 5>><<set $Affection_Tracy += 50>>You tell Tracy to stay behind you, as you take on the orcs. It's a long hard battle, but you manage to scare them away with your brute strength and might.
@@.tracyvoice;"Y-you saved me! Haha! Take that you stupid orcs!"@@
<<if $HoverMode is true>><<replace "#linkbar">>[[Continue|Story Quest - Forest Picnic Part 3]]<</replace>><<elseif $HoverMode is false>>[[Continue|Story Quest - Forest Picnic Part 3]]<</if>><<elseif $EntityValues[$Player].RankedTraits.StrengthTraitLevel < 5>>You're quite scared yourself and not sure what to do as the orcs start to assult you. You try to fight some of them of, but they're too many, even for you.
@@.tracyvoice;"H-help! Heeeelp me!"@@
You look towards Tracy as she is dragged away by two of the orcs.
@@.goblinvoice;"Hargh! We gun' turn dis slut into our wittle meathole Haha!"@@
You're unable to stop them, as you're still too busy fighting off the other two. Your ankle is injured by a blow from one of their iron clubs, which stunts your movement.
The two other orcs decide not to push their luck, and catch up to the rest of the others, leaving you to your painful ankle and the slow but steadily fainting screams of Tracy, as she is dragged away to an unknown fate.
You tend to your wounds and decide the there is no way to catch up to them now.
You return home.
<<Home>><<set $Location_Tracy = "OrcBreedingPen">><</if>>
<<silently>>
<<replace "#image-bar">><<display "Tracy Default Banner Image">><</replace>>
<<replace "#right-bar">><<display "Forest Background 02">><</replace>>
<</silently>>
!Forest Picnic
---------------------------------------
You reach the entrance of the forest. You hear the birds and the wildlife welcome you as you enter, taking the natural path towards the witches shack in the forest.
@@.tracyvoice;"This place is a little more creepy than i anticipated..."@@
On the way you reach a glade, struck by sunlight from an opening in the forest head. Tracy grabs your arm leading you both towards it.
@@.tracyvoice;"This looks like a good place for a short break don't you think?"@@
You nod, and both unpack your things at the center of the glade. You have a hearty conversation as you indulge in your packaged food that you brought with you.
@@.tracyvoice;"I really enjoy spending my time with you, we should do this more often! Hehe!"@@
You both finish eating and pack up your things to continue your journey.
Shortly after having traversed the forest path, you reach the witches shack.
You walk towards the shack and enter.
<<if $HoverMode is false>>[[Continue|Story Quest - Forest Picnic Part 4]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Continue|Story Quest - Forest Picnic Part 4]]<</replace>><</if>><<silently>>
<<replace "#image-bar">><<display "Tracy Default Banner Image">><</replace>>
<<replace "#right-bar">><<display "Witch Default Banner Image">><</replace>>
<<set $Affection_Tracy += 200>>
<<set $Quests[9].Completed to true>>
<</silently>>
!Forest Picnic
---------------------------------------
As you enter the shack, you're greeted by the witch and introduce her to Tracy.
@@.witchvoice;"Ahhh young one! It is you... and i see you've brought a friend with you this time? How can i be of service?"@@
You let Tracy and the Witch converse and discuss about the Wild Wine that she have been attempting to improve. They eagerly talk about various ingredients for about an hour in total, until Tracy turns to you.
@@.tracyvoice;"I think i've got it now! The secret ingredient that i've been needing!"@@
You nod and look to the witch. She looks back whilst fiddling with some ingredients.
@@.tracyvoice;"She gave me some mixture to cultivate my new small garden of wildberries. This is gonna be so good!"@@
You both bid the Witch farewell as you leave her and return home.
<<CompleteQuest>>
<<Home>><<widget PlainsExplore>><<set $Exploration_Passage = "<<if $EntityValues[$Player].CurrentEnergy < 20>>Continue Exploration (Not enough energy).<<elseif $EntityValues[$Player].CurrentEnergy >= 20>>[[Continue Exploration|Exploration - Plains of Westdale][$EntityValues[$Player].CurrentEnergy -= 20, $DayTime += 1]]<</if>> or <<HomeNoReplace>>">><</widget>>
<<widget PlainsExplore_NoPassage>><<if $HoverMode is false>><<if $EntityValues[$Player].CurrentEnergy < 20>>Continue Exploration (Not enough energy).<<elseif $EntityValues[$Player].CurrentEnergy >= 20>>[[Continue Exploration|Exploration - Plains of Westdale][$EntityValues[$Player].CurrentEnergy -= 20, $DayTime += 1]]<</if>> or <<HomeNoReplace>><<elseif $HoverMode is true>><<replace "#linkbar">><<if $EntityValues[$Player].CurrentEnergy < 20>>Continue Exploration (Not enough energy).<<elseif $EntityValues[$Player].CurrentEnergy >= 20>>[[Continue Exploration|Exploration - Plains of Westdale][$EntityValues[$Player].CurrentEnergy -= 20, $DayTime += 1]]<</if>> or <<HomeNoReplace>><</replace>><</if>><</widget>>
<<widget ForestExplore>><<set $Exploration_Passage = "<<if $EntityValues[$Player].CurrentEnergy < 20>>Continue Exploration (Not enough energy).<<elseif $EntityValues[$Player].CurrentEnergy >= 20>>[[Continue Exploration|Exploration - Dark Forest][$EntityValues[$Player].CurrentEnergy -= 20, $DayTime += 1]]<</if>> or <<HomeNoReplace>>">><</widget>>
<<widget ForestExplore_NoPassage>><<if $HoverMode is false>><<if $EntityValues[$Player].CurrentEnergy < 20>>Continue Exploration (Not enough energy).<<elseif $EntityValues[$Player].CurrentEnergy >= 20>>[[Continue Exploration|Exploration - Dark Forest][$EntityValues[$Player].CurrentEnergy -= 20, $DayTime += 1]]<</if>> or <<HomeNoReplace>><<elseif $HoverMode is true>><<replace "#linkbar">><<if $EntityValues[$Player].CurrentEnergy < 20>>Continue Exploration (Not enough energy).<<elseif $EntityValues[$Player].CurrentEnergy >= 20>>[[Continue Exploration|Exploration - Dark Forest][$EntityValues[$Player].CurrentEnergy -= 20, $DayTime += 1]]<</if>> or <<HomeNoReplace>><</replace>><</if>><</widget>>
<<widget RuinsExplore>><<set $Exploration_Passage = "<<if $EntityValues[$Player].CurrentEnergy < 20>>Continue Exploration (Not enough energy).<<elseif $EntityValues[$Player].CurrentEnergy >= 20>>[[Continue Exploration|Exploration - Ruins of Valendale][$EntityValues[$Player].CurrentEnergy -= 20, $DayTime += 1]]<</if>> or <<HomeNoReplace>>">><</widget>>
<<widget RuinsExplore_NoPassage>><<if $HoverMode is false>><<if $EntityValues[$Player].CurrentEnergy < 20>>Continue Exploration (Not enough energy).<<elseif $EntityValues[$Player].CurrentEnergy >= 20>>[[Continue Exploration|Exploration - Ruins of Valendale][$EntityValues[$Player].CurrentEnergy -= 20, $DayTime += 1]]<</if>> or <<HomeNoReplace>><<elseif $HoverMode is true>><<replace "#linkbar">><<if $EntityValues[$Player].CurrentEnergy < 20>>Continue Exploration (Not enough energy).<<elseif $EntityValues[$Player].CurrentEnergy >= 20>>[[Continue Exploration|Exploration - Ruins of Valendale][$EntityValues[$Player].CurrentEnergy -= 20, $DayTime += 1]]<</if>> or <<HomeNoReplace>><</replace>><</if>><</widget>>
<<widget StreetsExplore>><<set $Exploration_Passage = "<<if $EntityValues[$Player].CurrentEnergy < 20>>Continue Exploration (Not enough energy).<<elseif $EntityValues[$Player].CurrentEnergy >= 20>>[[Continue Exploration|Exploration - Streets of Westdale][$EntityValues[$Player].CurrentEnergy -= 20, $DayTime += 1]]<</if>> or <<HomeNoReplace>> or [[Go to the Silverwhite Square|City - Silverwhite Square]]">><</widget>>
<<widget StreetsExplore_NoPassage>><<if $HoverMode is false>><<if $EntityValues[$Player].CurrentEnergy < 20>>Continue Exploration (Not enough energy).<<elseif $EntityValues[$Player].CurrentEnergy >= 20>>[[Continue Exploration|Exploration - Streets of Westdale][$EntityValues[$Player].CurrentEnergy -= 20, $DayTime += 1]]<</if>> or <<HomeNoReplace>> or [[Go to the Silverwhite Square|City - Silverwhite Square]]<<elseif $HoverMode is true>><<replace "#linkbar">><<if $EntityValues[$Player].CurrentEnergy < 20>>Continue Exploration (Not enough energy).<<elseif $EntityValues[$Player].CurrentEnergy >= 20>>[[Continue Exploration|Exploration - Streets of Westdale][$EntityValues[$Player].CurrentEnergy -= 20, $DayTime += 1]]<</if>> or <<HomeNoReplace>> or [[Go to the Silverwhite Square|City - Silverwhite Square]]<</replace>><</if>><</widget>>
<<widget CraterExplore>><<set $Exploration_Passage = "<<if $EntityValues[$Player].CurrentEnergy < 20>>Continue Exploration (Not enough energy).<<elseif $EntityValues[$Player].CurrentEnergy >= 20>>[[Continue Exploration|Exploration - Crater of Corruption][$EntityValues[$Player].CurrentEnergy -= 20, $DayTime += 1]]<</if>> or <<HomeNoReplace>>">><</widget>>
<<widget CraterExplore_NoPassage>><<if $HoverMode is false>><<if $EntityValues[$Player].CurrentEnergy < 20>>Continue Exploration (Not enough energy).<<elseif $EntityValues[$Player].CurrentEnergy >= 20>>[[Continue Exploration|Exploration - Crater of Corruption][$EntityValues[$Player].CurrentEnergy -= 20, $DayTime += 1]]<</if>> or <<HomeNoReplace>><<elseif $HoverMode is true>><<replace "#linkbar">><<if $EntityValues[$Player].CurrentEnergy < 20>>Continue Exploration (Not enough energy).<<elseif $EntityValues[$Player].CurrentEnergy >= 20>>[[Continue Exploration|Exploration - Crater of Corruption][$EntityValues[$Player].CurrentEnergy -= 20, $DayTime += 1]]<</if>> or <<HomeNoReplace>><</replace>><</if>><</widget>>
<<widget TestValues>>
/*Value Injector*/
<<set $DebugMode to true>>
<<if $GetTestItems is true>>
<<set $GetTestItems to false>>
<<for $WBLG to 0; $WBLG lt $Wearables.length; $WBLG++>>
<<AddWearable $Player $Wearables[$WBLG].ID 1>>
<</for>>
<<for $WPLG to 0; $WPLG lt $Weapons.length; $WPLG++>>
<<AddWeapon $Player $Weapons[$WPLG].ID 1>>
<</for>>
<<for $CLG to 0; $CLG lt $Consumables.length; $CLG++>>
<<AddConsumable $Player $Consumables[$CLG].ID 1>>
<</for>>
<</if>>
<</widget>><<widget StartTraits>>
<<set $StrengthTrait = ["Enfeebled", "Frail", "Weak", "Average", "Strong", "Bulky", "Monstrous"]>>
<<set $DexterityTrait = ["Graceless", "Gawky", "Clumsy", "Average", "Agile", "Athletic", "Graceful"]>>
<<set $IntelligenceTrait = ["Incompetent", "Stupid", "Simple", "Average", "Cunning", "Intelligent", "Brilliant"]>>
<<set $CharismaTrait = ["Repulsive", "Unpleasant", "Impolite", "Average", "Charming", "Deceptive", "Manipulative"]>>
<<set $WillpowerTrait = ["Craven", "Wimpy", "Weak-willed", "Average", "Steadfast", "Impervious", "Bastion"]>>
<<set $SexualTrait = ["Exceptionally Feminine", "Feminine", "Androgyne", "Masculine", "Exceptionally Masculine"]>>
<<set $AttractiveTrait = ["Abominable", "Ugly", "Average", "Attractive", "Beautiful"]>>
<<set $AlcoholTrait = ["None", "Tipsy", "Drunk", "Wasted"]>>
<<set $CorruptionTrait = ["None", "Tainted", "Corrupted", "Wrecked"]>>
<<set $CorruptorTrait = ["None", "Vicious", "Impure", "Corruptor"]>>
<</widget>>
<img src="Images/Banners/LuciraMainTitleBanner-Small.png" alt="title-image" width=100% height=92%><<silently>>
<<set $EntityValues[$Tracy].IsRomanced to true>>
<</silently>>
!Love is in the Air
---------------------------------------
As you've gained Tracy's trust, you believe that it's about time to further your relationship. You tell her that you've found something interesting, but can't show her here.
@@.tracyvoice;"Oh my! I can't wait to see it! Is it something for me? It'll have to wait until later, since i can't leave the bar."@@
You wait for her at the bar enjoying some of the amenities until Tracy's shift comes to an end. She exits the bar and finds herself some of her more outgoing and appropiate clothes.
@@.tracyvoice;"Let's go, it's not too far out of the city is it?"@@
You tell her that it's not too far, and you continue your departure.
Not long after you hit the road, you start having a joyful conversation, which mostly consists of you trying to keep it cool.
As you make it to the cliff, you hear Tracy gasp in awe at the scenery.
@@.tracyvoice;"Oh my! It's so beautiful! Look at the sun going down!"@@
You take a look for yourself breathing in the raw scent of salt from the sea. You're struck with awe yourself as the sun casts a reddish tint over the water as it slowly comes down.
You look towards Tracy, take her hand and awkwardly confess your love to her.
@@.tracyvoice;"Oh my! I've been waiting so long for you to confess, i love you too!"@@
You both kiss under the sun slowly dawning, and then sit there until dark.
<<if $HoverMode is false>>[[Continue|Social - Romancing Tracy Part 2]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Continue|Social - Romancing Tracy Part 2]]<</replace>><</if>><<silently>>
<</silently>>
!Love is in the Air
---------------------------------------
You both head back under the dark, holding each others hand. When you reach the tavern, you're invited inside.
@@.tracyvoice;"I guess you'll be moving in now? Unless you have some other place we can stay? You can always stay here from now on if you want to."@@
!!!@@.discoverytext;You have acquired Tracy's High Tavern! (New Home)@@
@@.tracyvoice;"Anyway, i need to work and keep the tavern going, you're always welcome to help... but i won't mind if you still do your thing. Anyway, it's still not too late, we could have some fun if you're up for it before bedtime?"@@
<<replace "#linkbar">>[[Rock her world|Social - Sex]] or [[Not now...|Social - Main Menu]]<</replace>>
<<if $HoverMode is false>>[[Continue|Social - Romancing Tracy Part 2]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Continue|Social - Romancing Tracy Part 2]]<</replace>><</if>><<if $HoverMode is false>>linkhere<<elseif $HoverMode is true>><<replace "#linkbar">>linkhere<</replace>><</if>>
<<silently>>
<<CheckReflections>>
<</silently>>
!Reflection
---------------------------------------------------
This is were you reflect on yourself, where you can use experience points to influence your growth for better or worse in the world that you inhabit. Not all traits can be gained like this.
Traits gained from investing are gained when you sleep, rest or during special events.
Your Willpower will influence how likely you are to gain new or remove undesirable traits.
---------------------------------------------------
Experience: $Exp
Willpower: <<Willpower>>
<<if $ReflectionShowGainedTraits is false>>[[Remove Traits|Reflection][$ReflectionShowGainedTraits to true]]<<else>>[[Gain Traits|Reflection][$ReflectionShowGainedTraits to false]]<</if>>
<<DisplayReflections>>
<<LocationReturn>><<widget Willpower>>
<<if $EntityValues[$Player].RankedTraits.WillpowerTraitLevel == 0>>
Very Low
<<elseif $EntityValues[$Player].RankedTraits.WillpowerTraitLevel == 1>>
Low
<<elseif $EntityValues[$Player].RankedTraits.WillpowerTraitLevel == 2>>
Below Average
<<elseif $EntityValues[$Player].RankedTraits.WillpowerTraitLevel == 3>>
Average
<<elseif $EntityValues[$Player].RankedTraits.WillpowerTraitLevel == 4>>
Above Average
<<elseif $EntityValues[$Player].RankedTraits.WillpowerTraitLevel == 5>>
High
<<elseif $EntityValues[$Player].RankedTraits.WillpowerTraitLevel == 6>>
Very High
<</if>>
<</widget>><<widget WeatherStatus>>
$Weather[$CurrentWeather].Name
<</widget>>
<<widget WeatherDiversity>>
<<set $WeatherFound to false>>
<<for $i to 0; $i lt $Weather.length; $i++>>
<<if $WeatherFound is false>>
<<set $WeatherRandom = random(100)>>
<<if $WeatherRandom < $Weather[$i].Rate>>
<<set $WeatherFound to true>>
<<set $CurrentWeather = $Weather[$i].ID>>
<</if>>
<</if>>
<</for>>
<</widget>>
<<widget CheckWeatherApplication>>
<<set $WeatherSorceryApply = $Weather[$CurrentWeather].SorceryApply>>
<<set $WeatherBindingApply = $Weather[$CurrentWeather].BindingApply>>
<<set $WeatherSeductionApply = $Weather[$CurrentWeather].SeductionApply>>
<<set $WeatherDepravityApply = $Weather[$CurrentWeather].DepravityApply>>
<</widget>>
<<widget StartWeatherSystem>>
<<set $WeatherSorceryApply = 0>>
<<set $WeatherBindingApply = 0>>
<<set $WeatherSeductionApply = 0>>
<<set $WeatherDepravityApply = 0>>
<<set $Weather = [
{
ID: 0,
Name: "@@.sorcerytext;Binding Aurorae@@",
Rate: 5,
SorceryApply: 15,
BindingApply: 15,
SeductionApply: 0,
DepravityApply: 0
},
{
ID: 1,
Name: "@@.bindingtext;Magical Winds@@",
Rate: 10,
SorceryApply: 5,
BindingApply: 5,
SeductionApply: 0,
DepravityApply: 0
},
{
ID: 2,
Name: "@@.seductiontext;Arousing Winds@@",
Rate: 15,
SorceryApply: 0,
BindingApply: 0,
SeductionApply: 5,
DepravityApply: 0
},
{
ID: 3,
Name: "@@.exposuretext;Lustful Winds@@",
Rate: 10,
SorceryApply: 0,
BindingApply: 0,
SeductionApply: 12,
DepravityApply: 5
},
{
ID: 4,
Name: "@@.depravitytext;Depraved Silence@@",
Rate: 10,
SorceryApply: 0,
BindingApply: 0,
SeductionApply: 3,
DepravityApply: 15
},
{
ID: 5,
Name: "@@.goldtext;Thunder@@",
Rate: 15,
SorceryApply: 0,
BindingApply: 0,
SeductionApply: 0,
DepravityApply: 0
},
{
ID: 6,
Name: "@@.greytext;Cloudy@@",
Rate: 25,
SorceryApply: 0,
BindingApply: 0,
SeductionApply: 0,
DepravityApply: 0
},
{
ID: 7,
Name: "@@.manatext;Raining@@",
Rate: 25,
SorceryApply: 0,
BindingApply: 0,
SeductionApply: 0,
DepravityApply: 0
},
{
ID: 8,
Name: "@@.lightbluetext;Clear Skies@@",
Rate: 35,
SorceryApply: 0,
BindingApply: 0,
SeductionApply: 0,
DepravityApply: 0
},
{
ID: 9,
Name: "@@.discoverytext;Sunny@@",
Rate: 35,
SorceryApply: 0,
BindingApply: 0,
SeductionApply: 0,
DepravityApply: 0
}
]>>
<<WeatherDiversity>>
<</widget>><<silently>>
<<ResetPassage "Westdale City Background Pack Left" "Westdale City Background Pack Right">>
<</silently>>
!Westdale City - Eastern Gate Guard
---------------------------------------
You submit to their advances.
@@.humanvoice;"You know it's against the law to wander about naked right, <<Insult "Human" $PlayerRace "Sex">>? Hah! Take $EntityValues[$Player].TPsHimHer to the barracks! We can have some fun alright."@@
With that, the groping partially stops as you're put into chains and escorted into the city. The prying eyes of the masses judge you as you're escorted through the streets. Every now and then followed by a slur or a spit, to make sure you know your place.
You reach the barracks and are prompted to enter with a slap to your ample buttcheeks.
<<if $HoverMode is false>>[[Enter the Silverblack Barracks|Story Event - Barracks Gangbang]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Enter the Silverblack Barracks|Story Event - Barracks Gangbang]]<</replace>><</if>><<silently>>
<<ResetPassage "Westdale City Background Pack Left" "Westdale City Background Pack Right">>
<</silently>>
!Westdale City - Eastern Gate Guard
---------------------------------------
You play along looking for an opening.
@@.humanvoice;"You know it's against the law to wander about naked right, <<Insult "Human" $PlayerSex "Sex">>? Hah! Take $EntityValues[$Player].sHimHer to the barr-...!"@@
Before the guard can finish his sentence, you push him back, knocking him on his feet. The other guards stunned by the sudden resistance to their advances, have no time to react, before you make a run for it.
You run away from the city gates as fast as you can and escape into the plains of westdale.
<<Home>><<silently>>
<<ResetPassage "Tavern Background 01" "Tavern Background 02">>
<</silently>>
!High Tavern - Sleeping Quarters
-----------------------------------------
You find yourself in the hallway upstairs above from the rest of the Tavern. Several rooms fill the corridor.
@@.boldtext;Tracy's Private Quarters@@ (Room 01) - <<if $EntityValues[$Tracy].IsRomanced is false>>Enter (Locked)<<elseif $EntityValues[$Tracy].IsRomanced is true>>[[Enter|Home - Tracy's Room]]<</if>>
@@.boldtext;Room 02@@ - <<if $StoryHexRoomUnlocked is false>>Enter (Locked)<<elseif $StoryHexRoomUnlocked is true>>[[Enter|City - Room 02]]<</if>>
@@.boldtext;Room 03@@ - <<if $StoryRentedRoomUnlocked is false>>Enter (Locked)<<elseif $StoryRentedRoomUnlocked is true>>[[Enter|Home - Room 03]]<</if>>
<<if $HoverMode is false>>[[Go to High Tavern|City - Tracy's High Tavern]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Go to High Tavern|City - Tracy's High Tavern]]<</replace>><</if>><<silently>>
<<ResetPassage "Tavern Background 01" "Tavern Background 02">>
<</silently>>
!High Tavern - Cellar
-----------------------------------------
You find yourself in the High Tavern's Cellar. The Cellar is filled with various caskets and barrels of varying alcoholic beverages as well as crates filled with food.
There's not much to do here though.
<<if $HoverMode is false>>[[Go to High Tavern|City - Tracy's High Tavern]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Go to High Tavern|City - Tracy's High Tavern]]<</replace>><</if>><<silently>>
<<FindResources>>
<<set $PlayerActive to false>>
<<UpdateLocation "Tracy's Room">>
<<CheckHomeUpgrades>>
<</silently>>
!<<if $Homes[$Home].Name == "Tracy's Room">>Home - <</if>>Tracy's Room
---------------------------------------
You find yourself in Tracy's Room.
!!!Status & Reports
---------------------------------------
@@.discoverytext;Experience:@@ $Exp
@@.boldtext;Current Home:@@ $Homes[$Home].Name <<HomeStatus>>
@@.boldtext;Weather:@@ <<WeatherStatus>>
!!!Living Room
---------------------------------------
Tracy's main living area.
[[Inventory|Inventory]]
<<nobr>>
<<EntityOutfitRatingApply $Player>>
<<RateEntityOutfit $Player>>
<br>Social Class: $EntityValues[$Player].SocialClass
<</nobr>>
!!!Bedroom
---------------------------------------
A nice room filled with various furniture, most notably a queen-sized bed of fair quality in the center, just by the window... a mess as always though.
[[Quest Journal|QuestList]]
[[Activities|Activities]]
[[Reflect|Reflection][$ReflectionShowGainedTraits to false, $ReflectionIDOfInvested = 0]]
[[Exit Tracy's Room|City - High Tavern Sleeping Quarters]]
<<HomeMenu>><<silently>>
<<FindResources>>
<<set $PlayerActive to false>>
<<UpdateLocation "Room 03">>
<<CheckHomeUpgrades>>
<</silently>>
!<<if $Homes[$Home].Name == "Room 03">>Home - <</if>>Room 03
---------------------------------------
You find yourself in Room 03 in the High Tavern.
!!!Status & Reports
---------------------------------------
@@.discoverytext;Experience:@@ $Exp
@@.boldtext;Current Home:@@ $Homes[$Home].Name <<HomeStatus>>
@@.boldtext;Weather:@@ <<WeatherStatus>>
!!!Main Room
---------------------------------------
A small flimsy room filled with various used furniture, most notably a bed of fair quality in the center, just by the window.
[[Inventory|Inventory]]
<<nobr>>
<<EntityOutfitRatingApply $Player>>
<<RateEntityOutfit $Player>>
<br>Social Class: $EntityValues[$Player].SocialClass
<</nobr>>
[[Quest Journal|QuestList]]
[[Activities|Activities]]
[[Reflect|Reflection][$ReflectionShowGainedTraits to false, $ReflectionIDOfInvested = 0]]
[[Exit Room 03|City - High Tavern Sleeping Quarters]]
<<HomeMenu>><<widget PlayerEscape>>
<<set $PlayerEscape = 0>>
<<set $PlayerEscapeThreshold = 40>>
<<for $i to 0; $i lt $EntityValues.length; $i++>>
<<if $EntityValues[$i].Traits.includes("Fleet-footed")>>
<<set $PlayerEscapeThreshold = $PlayerEscapeThreshold + 35>>
<</if>>
<</for>>
<<if $PlayerEscape == 0>>
<<set $PlayerEscapeChance = random(100)>>
<<if $PlayerEscapeChance <= $PlayerEscapeThreshold>>
<<set $PlayerEscape = 2>>
<<elseif $PlayerEscapeChance >= $PlayerEscapeThreshold + 1>>
<<set $PlayerEscape = 1>>
<</if>>
<</if>>
<</widget>>
<<widget CombatStealthCheck>>
<<set $EncounterRandom = random(100)>>
<<set $PlayerStealth = 15>>
<<if $EntityValues[$Player].Traits.includes("Sneaky")>>
<<set $PlayerStealth += 45>>
<</if>>
<<if $EntityValues[$Player].Traits.includes("Curious")>>
<<set $PlayerStealth -= 10>>
<</if>>
<<if $EncounterRandom < $PlayerStealth>>
<<set $EnemyAware = 0>>
<<elseif $EncounterRandom >= $PlayerStealth>>
<<set $EnemyAware = 1>>
<</if>>
<</widget>>
<<silently>>
<</silently>>
!The Faith of Auria
---------------------------------------
The lands of Auria houses many fanatical cults, religions and faiths. However, above them all stands the true gods of the realms. Mortals or immortal beings that have ascended to godhood and now stand above all else. The Nine Circles of the Realm or recently renamed to the The Nine Circles of Pleasure, is the dominating faith of all of Oria, if not the whole world. Four circles to govern the virtues of heaven, four circles to govern the vices of hell and lastly one circle to rule them all.
Atop the main circle sits the perverted bitch-god known as Lucira. Her endless debauchery and lust lords over all the other gods, for she is truly the most depraved of all.
It is not known how Lucira ascended to godhood or how she struck down the eternal one before her, nor will it likely ever be known. For investigating such matters is known to end in fruitless disappearances. Merely whispering the name of the previous one is known to bring misfortunes the likes that could ruin lives.
To worship Lucira is to worship the very concepts of servitude, lust and debauchery. Only the most vile and depraved would ever dare to worship her out of fear for the endless amounts hypnotizing ecstacy it might bring, the kind that one does not recover from. Only the likes of demons or angels could ever wish to withstand such gifts.
<<if $HoverMode is false>>[[Back|The Cave - Bookcase]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Back|The Cave - Bookcase]]<</replace>><</if>><<silently>>
<</silently>>
!The Nine Circles of Pleasure
---------------------------------------
The First Circle of Heaven
At the first circle resides Agana, goddess of the pleasing flame. By her feet lies her eternal champion Agannon. Agana embodies fire that burns and enflames the flesh with mind-numbing pleasure, instead of pain. To worship her one must embrace the fire whilst calling her pet’s name, and hope that it listens. Her gifts is known to grant immunity to fire and the ability to please the flesh or your foes in flames of agonizing pleasure.
The Second Circle of Hell
At the second circle stands Malok, god of domination, degradation and humiliation. One of the newest additions to the circles, Malok embodies the concepts of ruling over your foes and taking their spoils for your own gain in the most humiliating of ways. To worship him as his champion is known to grant the strength to realize your true future of endless domination, whilst to worship him as his bitch is known to bring endless degradation.
The Third Circle of Heaven
At the third circle lies Arina, goddess of denial, sexual binding and chastity. Arina embodies the concepts of denying oneself true release, in the search for eternal longing and frustration. To worship her is to bind oneself in chastity unending. There are no other rewards.
The Fourth Circle of Hell
At the fourth circle lies Vera, goddess of seduction, sluttyness, exhibition and scandalousness. Vera embodies all that is profane in public display and the curious need of expression through sexuality. She also embodies unnatural beauty. Vera is the twin-sister of Varo. To worship Vera, one must "show of some skin". One will find themselves changed to become more slutty, seductive and suggestive in appearance, and may find it impossible to wear concealing clothing.
The Fifth Circle of Heaven
At the fifth circle lies Varo, god of purity, beauty, exhibition and integrity. Varo embodies all that is acceptable in public display and the curious need to pretend to be pure, only to be taken and turned into a slutty mess. He also embodies natural beauty. Varo is the twin-brother of Vera. To worship Varo, one must conceal their skin and pretend to be a prissy pure maiden of virtue. One will find themselves changed to become more cute, beautiful and pure in appearance, and may find it impossible to wear scandalously suggestive clothing.
The Sixth Circle of Hell
At the sixth circle stands Tharon, god of tentacles, phalluses and mind-breaking. One of the newest additions to the circle, Tharon embodies everything that is endlessly getting used and abused by tentacles of varying sizes and shapes. To worship Tharon as his champion, one would be able to grow tentacles or summon them to ravage their foes. To worship him as his bitch is to submit to his endless and eternal need for new orifices to defile and destroy.
The Seventh Circle of Heaven
At the seventh circle of heaven lies Helera, goddess of fertility, impregnation, milk and matrimony. Helera embodies all that is procreation in the most profane ways. To worship Helera, one must become impregnated or impregnate on a regular basis. Her followers typically enjoy gifts such as strong offspring, shorter time being pregnant and high overall fertility.
The Eighth Circle of Hell
At the eighth circle of hell lies in wait the beast also known as Felicia, goddess of the hunt, inter-species breeding and knotting. Felicia embodies all that is inhuman to breed with. To worship Felicia one must embrace the hunt and embrace natures changes. Her gifts typically include the ability to be impregnated or impregnate other species, lycanthropy and the increasing of ones senses like smell, hearing and tastes. One will also find themselves to be subject to the infamous and incredibly lustful heat cycles, where one’s judgement is clouded by unbridled need to commit depraved acts of debauchery.
The Ninth Circle of Oblivion
Above all other circles sits the one true goddess of all that is lust, debauchery, depravity, domination and submission. Lucira rules over all and embodies their collective aspects. Her very incarnation is above the lustful concepts of mere mortals. It is said that merely to hear her voice would rape ones ears with unending pleasure, to see her perfect appearance would blind you with lust eternal and to taste or touch her would render one mind-broken forever as their very thoughts are turned into a g-spot of depraved existence. You do not worship Lucira without her explicit permission and should you find yourself lucky or unlucky to be worshipped by her, know that all you will know from now on and forever is nothing but pleasure, submission and domination.
<<if $HoverMode is false>>[[Back|The Cave - Bookcase]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Back|The Cave - Bookcase]]<</replace>><</if>><<silently>>
<<set $EncounterDiversity = random(100)>>
<<if $EncounterEnemy == "Imp">>
<<CreateEntity "Imp" "Male">>
<<elseif $EncounterEnemy == "Goblin">>
<<if $EncounterDiversity < 85>>
<<CreateEntity "Goblin" "Male">>
<<else>>
<<CreateEntity "Goblin" "Female">>
<</if>>
<<elseif $EncounterEnemy == "Human">>
<<if $EncounterDiversity < 50>>
<<CreateEntity "Human" "Male">>
<<else>>
<<CreateEntity "Human" "Female">>
<</if>>
<<elseif $EncounterEnemy == "HighElf">>
<<if $EncounterDiversity < 50>>
<<CreateEntity "High Elf" "Male">>
<<else>>
<<CreateEntity "High Elf" "Female">>
<</if>>
<<elseif $EncounterEnemy == "DarkElf">>
<<if $EncounterDiversity < 50>>
<<CreateEntity "Dark Elf" "Male">>
<<else>>
<<CreateEntity "Dark Elf" "Female">>
<</if>>
<<elseif $EncounterEnemy == "Satyr">>
<<if $EncounterDiversity < 25>>
<<CreateEntity "Satyr" "Male">>
<<else>>
<<CreateEntity "Satyr" "Female">>
<</if>>
<<elseif $EncounterEnemy == "Succubus">>
<<CreateEntity "Succubus" "Female">>
<<elseif $EncounterEnemy == "Orc">>
<<if $EncounterDiversity < 50>>
<<CreateEntity "Orc" "Male">>
<<else>>
<<CreateEntity "Orc" "Female">>
<</if>>
<<elseif $EncounterEnemy == "Minotaur">>
<<CreateEntity "Minotaur" "Male">>
<<elseif $EncounterEnemy == "Centaur">>
<<if $EncounterDiversity < 50>>
<<CreateEntity "Centaur" "Male">>
<<else>>
<<CreateEntity "Centaur" "Female">>
<</if>>
<</if>>
<<set $Enemy = $CreatedID>>
<<set $EnemyType = $EntityValues[$Enemy].Race>>
<<set $EnemyName = "The " + $EntityValues[$Enemy].Title>>
<<set $EnemyRacial = "The " + $EntityValues[$Enemy].Race>>
<<set $EnemySingular = $EntityValues[$Enemy].Title>>
<<set $EnemySingularRacial = $EntityValues[$Enemy].Race>>
<<UpdateEntity $Enemy>>
<<set $PrepareEntity to true>>
<<replace "#image-bar">>$EntityValues[$Enemy].CombatBanner<</replace>>
<</silently>>
!Encounter
-------------------------------
You have encountered a $EnemySingular!
<<if $HoverMode is false>>[[Continue|Combat - Main Menu]]
<<elseif $HoverMode is true>><<replace "#linkbar">>[[Continue|Combat - Main Menu]]<</replace>><</if>>
<<silently>>
<</silently>>
!Malok Ascended
---------------------------------------
In the far reaches of the north, a student of chaos, corruption and domination would soon rise to power. His name was Malok, and he would become one of, if not the most feared in the north, for he would reign for years to come, and eventually ascend to godhood.
No one truly knows where Malok came from, most would say that he was a mere orphan of some northern marauder tribe, born into what would come to define his very existence later in life. Nonetheless, he saw a wild rise to power as he somehow united several of the northern tribes and lead them unto a series of annual raids on the southern kingdoms.
Eventually however, he grew tired of the meaningless raiding, and suddenly vanished. Although the raids never stopped, and became a sort of tradition for the tribes he left, his name quickly became a legend amongst them, and even amongst some, an idol to worship.
Years later, it came into light that Malok had acquired himself a student, Tharon. An aspiring and talented student that would sow the seeds for new unending depravity, and set in motion their rise to godhood.
They both researched and honed their magical powers in seclusion, oftentimes manipulating the marauder tribes to abduct southerners for their vile experiments.
Eventually, they grew tired of each other. A season of back stabbings, duels and bloody rivalry would come to pass, as they both competed to become the most powerful, most depraved and most favoured.
However, as their influence grew, so did their status in the north, and they would soon be observed as idols and gods to be worshipped. It was not until this turn of events, that they both set aside their differences.
They were both invited to the Halls of Ascension, where they both challenged a circle to a godly duel. They both won, and now reside in their circles, having manifested as their own godly aspects.
<<if $HoverMode is false>>[[Back|The Cave - Bookcase]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Back|The Cave - Bookcase]]<</replace>><</if>><<silently>>
<<SexStateHandling>>
<<UpdateSexOptions>>
<<PartnerSexOptionsHandling>>
<<ApplySexOption>>
<<SexCumHandling>>
<</silently>>
!$SexTitle
-----------------------------------------
<<EmergencyExit>>
$SexSceneText
$MainSexText
<<if $HoverMode is false>><<SexOptionsMenu>><<elseif $HoverMode is true>><<replace "#linkbar">><<SexOptionsMenu>><</replace>><</if>>
<<SexRefresh>>
<<SexDebugPanel>>
<<widget SexReset>>
<<set $PlayerOralOnPartnerPenis to false>>
<<set $PlayerVaginaOnPartnerPenis to false>>
<<set $PlayerAssOnPartnerPenis to false>>
<<set $PlayerPenisOnPartnerOral to false>>
<<set $PlayerPenisOnPartnerAss to false>>
<<set $PlayerPenisOnPartnerVagina to false>>
<<set $PlayerVaginaOnPartnerOral to false>>
<<set $PlayerOralOnPartnerVagina to false>>
<<set $PartnerOralOnPlayerPenis to false>>
<<set $PartnerVaginaOnPlayerPenis to false>>
<<set $PartnerAssOnPlayerPenis to false>>
<<set $PartnerPenisOnPlayerOral to false>>
<<set $PartnerPenisOnPlayerAss to false>>
<<set $PartnerPenisOnPlayerVagina to false>>
<<set $PartnerVaginaOnPlayerOral to false>>
<<set $PartnerOralOnPlayerVagina to false>>
<<set $PlayerPenisCumOnPartnerOralSwallow to false>>
<<set $PlayerPenisCumOnPartnerFacial to false>>
<<set $PlayerPenisCumOnPartnerInsidePussy to false>>
<<set $PlayerPenisCumOnPartnerOutsidePussy to false>>
<<set $PlayerPenisCumOnPartnerInsideAss to false>>
<<set $PlayerPenisCumOnPartnerOutsideAss to false>>
<<set $PlayerVaginaCumOnPartnerFacial to false>>
<<set $PlayerPenisCumDefault to false>>
<<set $PlayerVaginaCumDefault to false>>
<<set $PartnerPenisCumOnPlayerOralSwallow to false>>
<<set $PartnerPenisCumOnPlayerFacial to false>>
<<set $PartnerPenisCumOnPlayerInsidePussy to false>>
<<set $PartnerPenisCumOnPlayerOutsidePussy to false>>
<<set $PartnerPenisCumOnPlayerInsideAss to false>>
<<set $PartnerPenisCumOnPlayerOutsideAss to false>>
<<set $PartnerVaginaCumOnPlayerFacial to false>>
<<set $PartnerPenisCumDefault to false>>
<<set $PartnerVaginaCumDefault to false>>
<</widget>>
<<silently>>
<</silently>>
!The Student of Change
---------------------------------------
Of all the students of change, biological magic and magical morphology, none could ever dream of rivalling Tharon. Far to the north, deep within the frozen wastes of the coldlight ravines his lair would lie, and from this lair the twisted moaning screams of abominable creations could be heard day and night.
Tharon was no ordinary biomancer, he was the previous student of magic under Malok the Mad, and it would show in his experiments, for they knew no end to their vile complex depravity.
As the previous student and now nemesis of Malok, he sought every edge he could get over his former master for the sinister betrayal that he’d endure under his tutelage. And so he would often hire the marauding tribes in the north to go on raids in the south, west and east to acquire exotic slaves for his experiments.
Just like his former master, he would take in students of his own, and they would quickly form what is now known as the Cult of Tharon, which still exist to this very day in it’s most depraved splendour. His students just like their master, would conduct all sorts of experiments believed to be beyond the pathetic comprehension of "cattle".
During the warm winter, Tharon would finally succeed in his most ambitious of experiments of all. He succeeded in capturing a goddess in the flesh and applied his massive library of tested and tried experiments on her, to debase her, stripping her of her godhood and ascending himself.
Tharon has now taken the previous goddess place in the circles, grinning madly and continuing his previous endeavours, now unhindered and on a much grander scale. The goddess of before, now his favorite lucky test subject, sitting by his side proudly displaying his absolute power over all.
<<if $HoverMode is false>>[[Back|The Cave - Bookcase]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Back|The Cave - Bookcase]]<</replace>><</if>><<widget SexStateHandling>>
<<if $SexPlayerOnTop is true>>
<<if $PlayerOralOnPartnerPenis is true>>
<<set $PlayerSatisfaction += 0>>
<<set $PartnerSatisfaction += 25 + random(25)>>
<<if $StartSex is true>>
<<set $StartSex to false>>
<<set $SexSceneText = $StartPlayerOralPartnerPenisTextTable.random()>>
<<else>>
<<set $SexSceneText = $ContinuePlayerOralPartnerPenisTextTable.random()>>
<</if>>
<<set $MainSexText = $MainPlayerOralPartnerPenisTextTable.random()>>
<<elseif $PlayerOralOnPartnerVagina is true>>
<<set $PlayerSatisfaction += 0>>
<<set $PartnerSatisfaction += 25 + random(25)>>
<<if $StartSex is true>>
<<set $StartSex to false>>
<<set $SexSceneText = $StartPlayerOralPartnerVaginaTextTable.random()>>
<<else>>
<<set $SexSceneText = $ContinuePlayerOralPartnerVaginaTextTable.random()>>
<</if>>
<<set $MainSexText = $MainPlayerOralPartnerVaginaTextTable.random()>>
<<elseif $PlayerPenisOnPartnerOral is true>>
<<set $PlayerSatisfaction += 25 + random(25)>>
<<set $PartnerSatisfaction += 0>>
<<if $StartSex is true>>
<<set $StartSex to false>>
<<set $SexSceneText = $StartPlayerPenisPartnerOralTextTable.random()>>
<<else>>
<<set $SexSceneText = $ContinuePlayerPenisPartnerOralTextTable.random()>>
<</if>>
<<set $MainSexText = $MainPlayerPenisPartnerOralTextTable.random()>>
<<elseif $PlayerVaginaOnPartnerOral is true>>
<<set $PlayerSatisfaction += 25 + random(25)>>
<<set $PartnerSatisfaction += 0>>
<<if $StartSex is true>>
<<set $StartSex to false>>
<<set $SexSceneText = $StartPlayerVaginaPartnerOralTextTable.random()>>
<<else>>
<<set $SexSceneText = $ContinuePlayerVaginaPartnerOralTextTable.random()>>
<</if>>
<<set $MainSexText = $MainPlayerVaginaPartnerOralTextTable.random()>>
<<elseif $PlayerVaginaOnPartnerPenis is true>>
<<set $PlayerSatisfaction += 25 + random(25)>>
<<set $PartnerSatisfaction += 25 + random(25)>>
<<if $StartSex is true>>
<<set $StartSex to false>>
<<set $SexSceneText = $StartPlayerVaginaPartnerPenisTextTable.random()>>
<<else>>
<<set $SexSceneText = $ContinuePlayerVaginaPartnerPenisTextTable.random()>>
<</if>>
<<set $MainSexText = $MainPlayerVaginaPartnerPenisTextTable.random()>>
<<elseif $PlayerAssOnPartnerPenis is true>>
<<set $PlayerSatisfaction += 25 + random(25)>>
<<set $PartnerSatisfaction += 25 + random(25)>>
<<if $StartSex is true>>
<<set $StartSex to false>>
<<set $SexSceneText = $StartPlayerAssPartnerPenisTextTable.random()>>
<<else>>
<<set $SexSceneText = $ContinuePlayerAssPartnerPenisTextTable.random()>>
<</if>>
<<set $MainSexText = $MainPlayerAssPartnerPenisTextTable.random()>>
<<elseif $PlayerPenisOnPartnerVagina is true>>
<<set $PlayerSatisfaction += 25 + random(25)>>
<<set $PartnerSatisfaction += 25 + random(25)>>
<<if $StartSex is true>>
<<set $StartSex to false>>
<<set $SexSceneText = $StartPlayerPenisPartnerVaginaTextTable.random()>>
<<else>>
<<set $SexSceneText = $ContinuePlayerPenisPartnerVaginaTextTable.random()>>
<</if>>
<<set $MainSexText = $MainPlayerPenisPartnerVaginaTextTable.random()>>
<<elseif $PlayerPenisOnPartnerAss is true>>
<<set $PlayerSatisfaction += 25 + random(25)>>
<<set $PartnerSatisfaction += 25 + random(25)>>
<<if $StartSex is true>>
<<set $StartSex to false>>
<<set $SexSceneText = $StartPlayerPenisPartnerAssTextTable.random()>>
<<else>>
<<set $SexSceneText = $ContinuePlayerPenisPartnerAssTextTable.random()>>
<</if>>
<<set $MainSexText = $MainPlayerPenisPartnerAssTextTable.random()>>
<</if>>
<</if>>
<</widget>>
<<widget SexOptionsText>>
<<set $MenuPlayerOralOnPartnerPenisOption = "Suck " + $EntityValues[$Partner].sHisHer + " cock">>
<<set $MenuPlayerVaginaOnPartnerPenisOption = "Make " + $EntityValues[$Partner].sHimHer + " fuck your pussy">>
<<set $MenuPlayerAssOnPartnerPenisOption = "Make " + $EntityValues[$Partner].sHimHer + " fuck your ass">>
<<set $MenuPlayerPenisOnPartnerOralOption = "Fuck " + $EntityValues[$Partner].sHisHer + " mouth">>
<<set $MenuPlayerPenisOnPartnerVaginaOption = "Fuck " + $EntityValues[$Partner].sHisHer + " pussy">>
<<set $MenuPlayerPenisOnPartnerAssOption = "Fuck " + $EntityValues[$Partner].sHimHer + " in the ass">>
<<set $MenuPlayerOralOnPartnerVaginaOption = "Lick " + $EntityValues[$Partner].sHisHer + " pussy">>
<<set $MenuPlayerVaginaOnPartnerOralOption = "Make " + $EntityValues[$Partner].sHimHer + " lick your pussy">>
<<set $CumPlayerCumPartnerMouthOption = "Cum in " + $EntityValues[$Partner].sHisHer + " mouth">>
<<set $CumPlayerCumPartnerFaceOption = "Cum on " + $EntityValues[$Partner].sHisHer + " face">>
<<set $CumPlayerCumPartnerInsideVaginaOption = "Cum in " + $EntityValues[$Partner].sHisHer + " pussy">>
<<set $CumPlayerCumPartnerOutsideVaginaOption = "Cum on " + $EntityValues[$Partner].sHisHer + " pussy">>
<<set $CumPlayerCumPartnerInsideAssOption = "Cum in " + $EntityValues[$Partner].sHisHer + " ass">>
<<set $CumPlayerCumPartnerOutsideAssOption = "Cum on " + $EntityValues[$Partner].sHisHer + " ass">>
<<set $CumPlayerCumDefaultOption = "Cum">>
<<set $CumPartnerCumPlayerMouthOption = "Let " + $EntityValues[$Partner].sHimHer + " cum in your mouth">>
<<set $CumPartnerCumPlayerFaceOption = "Let " + $EntityValues[$Partner].sHimHer + " cum on your face">>
<<set $CumPartnerCumPlayerInsideVaginaOption = "Let " + $EntityValues[$Partner].sHimHer + " cum in your pussy">>
<<set $CumPartnerCumPlayerOutsideVaginaOption = "Let " + $EntityValues[$Partner].sHimHer + " cum on your pussy">>
<<set $CumPartnerCumPlayerInsideAssOption = "Let " + $EntityValues[$Partner].sHimHer + " cum in your ass">>
<<set $CumPartnerCumPlayerOutsideAssOption = "Let " + $EntityValues[$Partner].sHimHer + " cum on your ass">>
<<set $CumPartnerCumDefaultOption = "Let " + $EntityValues[$Partner].sHimHer + " cum">>
<</widget>>
<<widget SexOptionsContinue>>
<<if $SexState is true>>
<<if $SexPlayerOnBottom is true>>
[[Continue|Sex - Main Menu]]
<<else>>
<<if $PlayerOralOnPartnerPenis is true>>
[[Continue|Sex - Main Menu][$PlayerOralOnPartnerPenis to true, $SexState to true]]
<<elseif $PlayerOralOnPartnerVagina is true>>
[[Continue|Sex - Main Menu][$PlayerOralOnPartnerVagina to true, $SexState to true]]
<<elseif $PlayerPenisOnPartnerOral is true>>
[[Continue|Sex - Main Menu][$PlayerPenisOnPartnerOral to true, $SexState to true]]
<<elseif $PlayerVaginaOnPartnerOral is true>>
[[Continue|Sex - Main Menu][$PlayerVaginaOnPartnerOral to true, $SexState to true]]
<<elseif $PlayerVaginaOnPartnerPenis is true>>
[[Continue|Sex - Main Menu][$PlayerVaginaOnPartnerPenis to true, $SexState to true]]
<<elseif $PlayerPenisOnPartnerVagina is true>>
[[Continue|Sex - Main Menu][$PlayerPenisOnPartnerVagina to true, $SexState to true]]
<<elseif $PlayerAssOnPartnerPenis is true>>
[[Continue|Sex - Main Menu][$PlayerAssOnPartnerPenis to true, $SexState to true]]
<<elseif $PlayerPenisOnPartnerAss is true>>
[[Continue|Sex - Main Menu][$PlayerPenisOnPartnerAss to true, $SexState to true]]
<</if>>
<</if>>
<<else>>
<<if $SexType == "Traditional">>
<<if $SexPlayerOnTop is true>>
<<SexualEnslavement>>
<<else>>
$PartnerName is done with you...
<</if>>
<<elseif $SexType == "Social">>
<<SexualComfort>>
<<else>>
<<SexualComfort>>
<</if>>
<</if>>
<</widget>>
<<widget SexOptionsList>>
<<SexOptionsContinue>>
<<if $SexPlayerOnTop is true>>
<<if $EntityValues[$Partner].Body.Penis.Has is true and $PlayerOralOnPartnerPenis is false>>
- [[$MenuPlayerOralOnPartnerPenisOption|Sex - Main Menu][$PlayerOralOnPartnerPenis to true, $StartSex to true, $SexState to true]]
<</if>>
<<if $EntityValues[$Player].Body.Penis.Has is true and $PlayerPenisOnPartnerOral is false>>
- [[$MenuPlayerPenisOnPartnerOralOption|Sex - Main Menu][$PlayerPenisOnPartnerOral to true, $StartSex to true, $SexState to true]]
<</if>>
<<if $EntityValues[$Partner].Body.Vagina.Has is true and $PlayerOralOnPartnerVagina is false>>
- [[$MenuPlayerOralOnPartnerVaginaOption|Sex - Main Menu][$PlayerOralOnPartnerVagina to true, $StartSex to true, $SexState to true]]
<</if>>
<<if $EntityValues[$Player].Body.Vagina.Has is true and $PlayerVaginaOnPartnerOral is false>>
- [[$MenuPlayerVaginaOnPartnerOralOption|Sex - Main Menu][$PlayerVaginaOnPartnerOral to true, $StartSex to true, $SexState to true]]
<</if>>
<<if $EntityValues[$Player].Body.Vagina.Has is true and $EntityValues[$Partner].Body.Penis.Has is true and $PlayerVaginaOnPartnerPenis is false>>
- [[$MenuPlayerVaginaOnPartnerPenisOption|Sex - Main Menu][$PlayerVaginaOnPartnerPenis to true, $StartSex to true, $SexState to true]]
<</if>>
<<if $EntityValues[$Player].Body.Penis.Has is true and $EntityValues[$Partner].Body.Vagina.Has is true and $PlayerPenisOnPartnerVagina is false>>
- [[$MenuPlayerPenisOnPartnerVaginaOption|Sex - Main Menu][$PlayerPenisOnPartnerVagina to true, $StartSex to true, $SexState to true]]
<</if>>
<<if $EntityValues[$Partner].Body.Penis.Has is true and $PlayerAssOnPartnerPenis is false>>
- [[$MenuPlayerAssOnPartnerPenisOption|Sex - Main Menu][$PlayerAssOnPartnerPenis to true, $StartSex to true, $SexState to true]]
<</if>>
<<if $EntityValues[$Player].Body.Penis.Has is true and $PlayerPenisOnPartnerAss is false>>
- [[$MenuPlayerPenisOnPartnerAssOption|Sex - Main Menu][$PlayerPenisOnPartnerAss to true, $StartSex to true, $SexState to true]]
<</if>>
<</if>>
<</widget>>
<<widget StartPlayerClimaxText>>
<<set $PlayerCumReleaseMouthText = [
"You're pushed over the edge as you feel yourself letting go, welcoming in the release as you climax.<br><br>You groan in pleasure before shooting your thick load into $PartnerName's mouth, blissfully emptying your balls in their throat.<br><br><<Cum $Player $Partner 'Mouth' 'Inside'>><br><br>$PartnerName hungrily gulps it all down load after load as you feed $EntityValues[$Partner].sHimHer your fertile seed.<br><br><<Satisfy $Player>>"]>>
<<set $PlayerCumDomAftermathMouthText = [
"You look down on $PartnerName, letting your <<Penis>> rest in $EntityValues[$Partner].sHisHer mouth for a little while. After a moment or two, you pull back and notice in delight as your cum trail from $EntityValues[$Partner].sHisHer mouth."]>>
<<set $PlayerCumSubAftermathMouthText = [
"You look towards $PartnerName, as $EntityValues[$Partner].sHeShe lets your <<Penis>> rest in $EntityValues[$Partner].sHisHer mouth for a little while."]>>
<<set $PlayerCumReleaseFaceText = [
"You're pushed over the edge as you feel yourself letting go, welcoming in the release as you climax.<br><br>You groan in pleasure before shooting your thick load all over $PartnerName's face, completely covering $EntityValues[$Partner].sHimHer in your tasty jizz.<br><br><<Cum $Player $Partner 'Face' 'Outside'>><br><br>$PartnerName moans in pleasure as you paint them with your fertile seed.<br><br><<Satisfy $Player>>"]>>
<<set $PlayerCumDomAftermathFaceText = [
"You look down on $PartnerName, slapping your <<Penis>> on $EntityValues[$Partner].sHisHer face for a little while. After a moment or two, you pull back and notice in delight as your cum covers and trail from $EntityValues[$Partner].sHisHer face."]>>
<<set $PlayerCumSubAftermathFaceText = [
"You look towards $PartnerName, as $EntityValues[$Partner].sHeShe lets your <<Penis>> rest on $EntityValues[$Partner].sHisHer face for a little while."]>>
<<set $PlayerCumReleaseInsideVaginaText = [
"You're pushed over the edge as you feel yourself letting go, welcoming in the release as you climax.<br><br>You groan in pleasure as you shoot your cum into the $PartnerName's <<Vagina>>.<br><br><<Cum $Player $Partner 'Vagina' 'Inside'>><br><br>$PartnerName moans loudly as their fertile womb is filled to the brim by your depraved seed.<br><br><<Satisfy $Player>>"]>>
<<set $PlayerCumDomAftermathInsideVaginaText = [
"You look down on $PartnerName, slapping your <<Penis>> on $EntityValues[$Partner].sHisHer <<Vagina>> for a little while. After a moment or two you stand back up. You notice in delight as your cum oozes from $EntityValues[$Partner].sHisHer pussy."]>>
<<set $PlayerCumSubAftermathInsideVaginaText = [
"You look towards $PartnerName, as $EntityValues[$Partner].sHeShe lets your <<Penis>> rest in $EntityValues[$Partner].sHisHer pussy for a little while."]>>
<<set $PlayerCumReleaseOutsideVaginaText = [
"You're pushed over the edge as you feel yourself letting go, welcoming in the release as you climax.<br><br>You pull out and groan in pleasure as you shoot your cum all over the $PartnerName's <<Vagina>>.<br><br><<Cum $Player $Partner 'Vagina' 'Outside'>><br><br>$PartnerName moans loudly as their cunt is completely covered by your depraved seed.<br><br><<Satisfy $Player>>"]>>
<<set $PlayerCumDomAftermathOutsideVaginaText = [
"You look down on $PartnerName, slapping your <<Penis>> on $EntityValues[$Partner].sHisHer <<Vagina>> for a little while. After a moment or two you stand back up. You notice in delight how $EntityValues[$Partner].sHisHer pussy is painted by your seed."]>>
<<set $PlayerCumSubAftermathOutsideVaginaText = [
"You look towards $PartnerName, as $EntityValues[$Partner].sHeShe lets your <<Penis>> rest on $EntityValues[$Partner].sHisHer pussy for a little while."]>>
<<set $PlayerCumReleaseInsideAssText = [
"You're pushed over the edge as you feel yourself letting go, welcoming in the release as you climax.<br><br>You groan in pleasure as you shoot your cum into the $PartnerName's <<Asshole>>.<br><br><<Cum $Player $Partner 'Asshole' 'Inside'>><br><br>$PartnerName moans loudly as their ass is filled to the brim by your depraved seed.<br><br><<Satisfy $Player>>"]>>
<<set $PlayerCumDomAftermathInsideAssText = [
"You look down on $PartnerName, slapping your <<Penis>> on $EntityValues[$Partner].sHisHer <<Ass>> for a little while. After a moment or two you stand back up. You notice in delight as your cum oozes from $EntityValues[$Partner].sHisHer asshole."]>>
<<set $PlayerCumSubAftermathInsideAssText = [
"You look towards $PartnerName, as $EntityValues[$Partner].sHeShe lets your <<Penis>> rest in $EntityValues[$Partner].sHisHer ass for a little while."]>>
<<set $PlayerCumReleaseOutsideAssText = [
"You're pushed over the edge as you feel yourself letting go, welcoming in the release as you climax.<br><br>You pull out and groan in pleasure as you shoot your cum all over the $PartnerName's <<Ass>>.<br><br><<Cum $Player $Partner 'Ass' 'Outside'>><br><br>$PartnerName moans loudly as their ass is completely covered by your depraved seed.<br><br><<Satisfy $Player>>"]>>
<<set $PlayerCumDomAftermathOutsideAssText = [
"You look down on $PartnerName, slapping your <<Penis>> on $EntityValues[$Partner].sHisHer <<Asshole>> for a little while. After a moment or two you stand back up. You notice in delight how $EntityValues[$Partner].sHisHer ass is painted by your seed."]>>
<<set $PlayerCumSubAftermathOutsideAssText = [
"You look towards $PartnerName, as $EntityValues[$Partner].sHeShe lets your <<Penis>> rest on $EntityValues[$Partner].sHisHer ass for a little while."]>>
<<set $PlayerSquirtReleaseFaceText = [
"You're pushed over the edge as you feel yourself letting go, welcoming in the release as you climax.<br><br>You groan in pleasure before cumming all over $PartnerName's face, completely covering $EntityValues[$Partner].sHimHer in your tasty pussy juices.<br><br>$PartnerName gags and coughs as they try to gulp down as much as possible.<br><br><<Satisfy $Player>>"]>>
<<set $PlayerSquirtDomAftermathFaceText = [
"You look down on $PartnerName, rubbing your clitty as the last waves of pleasure hit you. After a moment or two, you pull back and notice in delight as your juices soak $EntityValues[$Partner].sHisHer face."]>>
<<set $PlayerSquirtSubAftermathFaceText = [
"You look towards $PartnerName, as $EntityValues[$Partner].sHeShe takes a few last licks."]>>
<<set $PlayerSquirtReleaseDefaultText = [
"You're pushed over the edge as you feel yourself letting go, welcoming in the release as you climax.<br><br>You groan in pleasure as you squirt your <<Vagina>> juices all over the place.<br><br>$PartnerName enjoys your lustful climax and looks on with a seductive smirk on $EntityValues[$Partner].sHisHer face.<br><br><<Satisfy $Player>>"]>>
<<set $PlayerSquirtDomAftermathDefaultText = [
"You regather yourself as the last ripples of pleasure and ecstasy roll over your body. You stand up and smile lustfully looking at $PartnerName."]>>
<<set $PlayerSquirtSubAftermathDefaultText = [
"You look towards $PartnerName, as $EntityValues[$Partner].sHeShe lets you gather your strength again."]>>
<<set $PlayerCumReleaseDefaultText = [
"You're pushed over the edge as you feel yourself letting go, welcoming in the release as you climax.<br><br>You groan in pleasure as your <<Penis>> shoots out it’s nasty spunk all over the place.<br><br>$PartnerName enjoys your lustful climax and looks on with a seductive smirk on $EntityValues[$Partner].sHisHer face.<br><br><<Satisfy $Player>>"]>>
<<set $PlayerCumDomAftermathDefaultText = [
"You regather yourself as the last ripples of pleasure and ecstasy roll over your <<Penis>>. You stand up and smile lustfully looking at $PartnerName."]>>
<<set $PlayerCumSubAftermathDefaultText = [
"You look towards $PartnerName, as $EntityValues[$Partner].sHeShe lets you gather your strength again."]>>
<</widget>>
<<widget SexDebugPanel>>
<<if $DebugMode is true>>
!Debug
---------------------------------------------
SexType : $SexType
SexPlayerOnBottom : $SexPlayerOnBottom
SexPlayerOnTop : $SexPlayerOnTop
SexState : $SexState
PlayerOralOnPartnerPenis : $PlayerOralOnPartnerPenis
PlayerVaginaOnPartnerPenis : $PlayerVaginaOnPartnerPenis
PlayerAssOnPartnerPenis : $PlayerAssOnPartnerPenis
PlayerPenisOnPartnerOral : $PlayerPenisOnPartnerOral
PlayerPenisOnPartnerAss : $PlayerPenisOnPartnerAss
PlayerPenisOnPartnerVagina : $PlayerPenisOnPartnerVagina
PlayerVaginaOnPartnerOral : $PlayerVaginaOnPartnerOral
PlayerOralOnPartnerVagina : $PlayerOralOnPartnerVagina
PartnerOralOnPlayerPenis : $PartnerOralOnPlayerPenis
PartnerVaginaOnPlayerPenis : $PartnerVaginaOnPlayerPenis
PartnerAssOnPlayerPenis : $PartnerAssOnPlayerPenis
PartnerPenisOnPlayerOral : $PartnerPenisOnPlayerOral
PartnerPenisOnPlayerAss : $PartnerPenisOnPlayerAss
PartnerPenisOnPlayerVagina : $PartnerPenisOnPlayerVagina
PartnerVaginaOnPlayerOral : $PartnerVaginaOnPlayerOral
PartnerOralOnPlayerVagina : $PartnerOralOnPlayerVagina
PlayerPenisCumOnPartnerOralSwallow : $PlayerPenisCumOnPartnerOralSwallow
PlayerPenisCumOnPartnerFacial : $PlayerPenisCumOnPartnerFacial
PlayerPenisCumOnPartnerInsidePussy : $PlayerPenisCumOnPartnerInsidePussy
PlayerPenisCumOnPartnerOutsidePussy : $PlayerPenisCumOnPartnerOutsidePussy
PlayerPenisCumOnPartnerInsideAss : $PlayerPenisCumOnPartnerInsideAss
PlayerPenisCumOnPartnerOutsideAss : $PlayerPenisCumOnPartnerOutsideAss
PlayerVaginaCumOnPartnerFacial : $PlayerVaginaCumOnPartnerFacial
PlayerPenisCumDefault : $PlayerPenisCumDefault
PlayerVaginaCumDefault : $PlayerVaginaCumDefault
PartnerPenisCumOnPlayerOralSwallow : $PartnerPenisCumOnPlayerOralSwallow
PartnerPenisCumOnPlayerFacial : $PartnerPenisCumOnPlayerFacial
PartnerPenisCumOnPlayerInsidePussy : $PartnerPenisCumOnPlayerInsidePussy
PartnerPenisCumOnPlayerOutsidePussy : $PartnerPenisCumOnPlayerOutsidePussy
PartnerPenisCumOnPlayerInsideAss : $PartnerPenisCumOnPlayerInsideAss
PartnerPenisCumOnPlayerOutsideAss : $PartnerPenisCumOnPlayerOutsideAss
PartnerVaginaCumOnPlayerFacial : $PartnerVaginaCumOnPlayerFacial
PartnerPenisCumDefault : $PartnerPenisCumDefault
PartnerVaginaCumDefault : $PartnerVaginaCumDefault
(For Submissive Only)
SexFound : $SexFound
SexInProgressID : $SexInProgressID
ApplyWasFound : $ApplyWasFound
<</if>>
<</widget>>
<<widget ValueControl>>
<<if $EntityValues[$UE].Body.Penis.Size > 7>>
<<set $EntityValues[$UE].Body.Penis.Size = 7>>
<<elseif $EntityValues[$UE].Body.Penis.Size < 0>>
<<set $EntityValues[$UE].Body.Penis.Size = 0>>
<</if>>
<<if $EntityValues[$UE].Body.Breasts.Size > 7>>
<<set $EntityValues[$UE].Body.Breasts.Size = 7>>
<<elseif $EntityValues[$UE].Body.Breasts.Size < 0>>
<<set $EntityValues[$UE].Body.Breasts.Size = 0>>
<</if>>
<<if $EntityValues[$UE].Body.Ass.Size > 5>>
<<set $EntityValues[$UE].Body.Ass.Size = 5>>
<<elseif $EntityValues[$UE].Body.Ass.Size < 0>>
<<set $EntityValues[$UE].Body.Ass.Size = 0>>
<</if>>
<<if $EntityValues[$UE].RankedTraits.StrengthTraitLevel > 6>>
<<set $EntityValues[$UE].RankedTraits.StrengthTraitLevel = 6>>
<<elseif $EntityValues[$UE].RankedTraits.StrengthTraitLevel < 0>>
<<set $EntityValues[$UE].RankedTraits.StrengthTraitLevel = 0>>
<</if>>
<<if $EntityValues[$UE].RankedTraits.DexterityTraitLevel > 6>>
<<set $EntityValues[$UE].RankedTraits.DexterityTraitLevel = 6>>
<<elseif $EntityValues[$UE].RankedTraits.DexterityTraitLevel < 0>>
<<set $EntityValues[$UE].RankedTraits.DexterityTraitLevel = 0>>
<</if>>
<<if $EntityValues[$UE].RankedTraits.IntelligenceTraitLevel > 6>>
<<set $EntityValues[$UE].RankedTraits.IntelligenceTraitLevel = 6>>
<<elseif $EntityValues[$UE].RankedTraits.IntelligenceTraitLevel < 0>>
<<set $EntityValues[$UE].RankedTraits.IntelligenceTraitLevel = 0>>
<</if>>
<<if $EntityValues[$UE].RankedTraits.WillpowerTraitLevel > 6>>
<<set $EntityValues[$UE].RankedTraits.WillpowerTraitLevel = 6>>
<<elseif $EntityValues[$UE].RankedTraits.WillpowerTraitLevel < 0>>
<<set $EntityValues[$UE].RankedTraits.WillpowerTraitLevel = 0>>
<</if>>
<<if $EntityValues[$UE].RankedTraits.CharismaTraitLevel > 6>>
<<set $EntityValues[$UE].RankedTraits.CharismaTraitLevel = 6>>
<<elseif $EntityValues[$UE].RankedTraits.CharismaTraitLevel < 0>>
<<set $EntityValues[$UE].RankedTraits.CharismaTraitLevel = 0>>
<</if>>
<<if $EntityValues[$UE].CurrentResistance < $EntityValues[$UE].MinResistance>>
<<set $EntityValues[$UE].CurrentResistance = $EntityValues[$UE].MinResistance>>
<</if>>
<<if $EntityValues[$UE].CurrentResistance > $EntityValues[$UE].MaxResistance>>
<<set $EntityValues[$UE].CurrentResistance = $EntityValues[$UE].MaxResistance>>
<</if>>
<<if $EntityValues[$UE].CurrentLust < $EntityValues[$UE].MinLust>>
<<set $EntityValues[$UE].CurrentLust = $EntityValues[$UE].MinLust>>
<</if>>
<<if $EntityValues[$UE].CurrentLust > $EntityValues[$UE].MaxLust>>
<<set $EntityValues[$UE].CurrentLust = $EntityValues[$UE].MaxLust>>
<</if>>
<<if $EntityValues[$UE].CurrentEnergy < $EntityValues[$UE].MinEnergy>>
<<set $EntityValues[$UE].CurrentEnergy = $EntityValues[$UE].MinEnergy>>
<</if>>
<<if $EntityValues[$UE].CurrentEnergy > $EntityValues[$UE].MaxEnergy>>
<<set $EntityValues[$UE].CurrentEnergy = $EntityValues[$UE].MaxEnergy>>
<</if>>
<<if $EntityValues[$UE].CurrentMana > $EntityValues[$UE].MaxMana>>
<<set $EntityValues[$UE].CurrentMana = $EntityValues[$UE].MaxMana>>
<</if>>
<<if $EntityValues[$UE].CurrentHealth < $EntityValues[$UE].MinHealth>>
<<set $EntityValues[$UE].CurrentHealth = $EntityValues[$UE].MinHealth>>
<</if>>
<<if $EntityValues[$UE].CurrentHealth > $EntityValues[$UE].MaxHealth>>
<<set $EntityValues[$UE].CurrentHealth = $EntityValues[$UE].MaxHealth>>
<</if>>
<<if $EntityValues[$UE].CurrentMana <= -1>>
<<set $EntityValues[$UE].CurrentHealth = $EntityValues[$UE].CurrentHealth + $EntityValues[$UE].CurrentMana>>
<<set $EntityValues[$UE].CurrentMana = 0>>
<</if>>
<<if $EntityValues[$UE].Lethality <= 0>>
<<set $EntityValues[$UE].Lethality = 0>>
<</if>>
<<if $EntityValues[$UE].BaseDepravity <= 0>>
<<set $EntityValues[$UE].BaseDepravity = 0>>
<</if>>
<<if $EntityValues[$UE].Obedience <= 0>>
<<set $EntityValues[$UE].Obedience = 0>>
<</if>>
<<if $EntityValues[$UE].Condition <= 0>>
<<set $EntityValues[$UE].Condition = 0>>
<</if>>
<<if $EntityValues[$UE].Mentality <= 0>>
<<set $EntityValues[$UE].Mentality = 0>>
<</if>>
<<if $EntityValues[$UE].Obedience > 9>>
<<set $EntityValues[$UE].Obedience = 9>>
<</if>>
<<if $EntityValues[$UE].Condition > 9>>
<<set $EntityValues[$UE].Condition = 9>>
<</if>>
<<if $EntityValues[$UE].Mentality > 9>>
<<set $EntityValues[$UE].Mentality = 9>>
<</if>>
<</widget>><<silently>>
<<set $EntityID = $Player>>
<<EntityEquipWeapon>>
<<EntityUnequipWeapon>>
<<EntityDropWeapon>>
<<EntityEquipWearable>>
<<EntityUnequipWearable>>
<<EntityDropWearable>>
<<EntityDropConsumable>>
<<EntityOutfitRatingApply $Player>>
<</silently>>
!Inventory
--------------------------------------------------------
<<HeadEquipped $Player>>
<<ChestEquipped $Player>>
<<HandsEquipped $Player>>
<<LegsEquipped $Player>>
<<FeetEquipped $Player>>
<<BraEquipped $Player>>
<<UnderwearEquipped $Player>>
Weapon: <<WeaponEquipped $Player>>
<<RateEntityOutfit $Player>>
Social Class: $EntityValues[$Player].SocialClass
<<ExamineItem>>
!!Weapons
--------------------------------------------------------
<<DisplayWeaponsInventory $Player>>
!!Wearables
--------------------------------------------------------
<<if $ShowWearableStats is true>>[[Hide Stats|Inventory][$ShowWearableStats to false]]<<else>>[[Show Stats|Inventory][$ShowWearableStats to true]]<</if>>
<<DisplayWearablesInventory $Player>>
!!Consumables
--------------------------------------------------------
<<DisplayConsumablesInventory $Player>>
<<HomeBack>>
<<InventoryDebugPanel>>
<<InventoryReset>><<widget StartWeapons>>
<<set $Weapons = [
{
ID: 0,
Name: "Broken Sword",
Equipped: false,
Description: "You examine the @@.lightbluetext;Broken Sword@@. The top of the sword has broken off, and what remains is a sharp tipped edge, that could be used for stabbing.",
Quantity: 0,
EquippedBy: [],
DropGroup: [],
DropRate: 5,
MerchantGroup: [],
Material: "Iron",
Modifiers: ['Broken', 'Piercing'],
Rarity: "Rare",
Value: 5
},
{
ID: 1,
Name: "Iron Shortsword",
Equipped: false,
Description: "You examine the @@.lightbluetext;Iron Shortsword@@. It feels quite balanced in your hand, sort of sharp and easy to use.",
Quantity: 0,
EquippedBy: [],
DropGroup: ['Human', 'Orc', 'High Elf', 'Dark Elf', 'Centaur'],
DropRate: 5,
MerchantGroup: ['Blacksmith'],
Material: "Iron",
Modifiers: ['Piercing', 'Sharp'],
Rarity: "Common",
Value: 150
},
{
ID: 2,
Name: "Iron Axe",
Equipped: false,
Description: "You examine the @@.lightbluetext;Iron Axe@@. It feels slightly off balance, but is sharp and could pack quite the punch.",
Quantity: 0,
EquippedBy: [],
DropGroup: ['Human', 'Orc', 'High Elf', 'Dark Elf', 'Centaur'],
DropRate: 5,
MerchantGroup: ['Blacksmith'],
Material: "Iron",
Modifiers: ['Sharp', 'Flexible'],
Rarity: "Common",
Value: 150
},
{
ID: 3,
Name: "Iron Spear",
Description: "You examine the @@.lightbluetext;Iron Spear@@. It feels well balanced, is sharp and has quite the reach.",
Quantity: 0,
EquippedBy: [],
DropGroup: ['Human', 'Orc', 'High Elf', 'Dark Elf', 'Centaur'],
DropRate: 5,
MerchantGroup: ['Blacksmith'],
Material: "Iron",
Modifiers: ['Piercing', 'Reach'],
Rarity: "Common",
Value: 150
},
{
ID: 4,
Name: "Iron Daggers",
Equipped: false,
Description: "You examine the @@.lightbluetext;Iron Daggers@@. They feel sharp and deadly, but lack the reach. Moving around with these would be easy.",
Quantity: 0,
EquippedBy: [],
DropGroup: ['Human', 'Orc', 'High Elf', 'Dark Elf', 'Centaur'],
DropRate: 5,
MerchantGroup: ['Blacksmith'],
Material: "Iron",
Modifiers: ['Piercing', 'Light'],
Rarity: "Common",
Value: 120
},
{
ID: 5,
Name: "Crude Sword",
Equipped: false,
Description: "You examine the @@.lightbluetext;Crude Sword@@. The sword is of exceptionally bad quality, rusted iron and with dents in the blade itself.",
Quantity: 0,
EquippedBy: [],
DropGroup: ['Orc', 'Goblin'],
DropRate: 10,
MerchantGroup: [],
Material: "Iron",
Modifiers: ['Piercing', 'Crude'],
Rarity: "Rare",
Value: 35
},
{
ID: 6,
Name: "Steel Shortsword",
Equipped: false,
Description: "You examine the @@.lightbluetext;Steel Shortsword@@. It feels quite balanced in your hand, very sharp and easy to use.",
Quantity: 0,
EquippedBy: [],
DropGroup: ['Minotaur', 'Succubus'],
DropRate: 5,
MerchantGroup: ['Blacksmith'],
Material: "Steel",
Modifiers: ['Piercing', 'Sharp'],
Rarity: "Common",
Value: 550
},
{
ID: 7,
Name: "Steel Axe",
Equipped: false,
Description: "You examine the @@.lightbluetext;Steel Axe@@. A sharp axe designed to deal as much damage as possible.",
Quantity: 0,
EquippedBy: [],
DropGroup: ['Minotaur', 'Succubus'],
DropRate: 5,
MerchantGroup: ['Blacksmith'],
Material: "Steel",
Modifiers: ['Sharp', 'Flexible'],
Rarity: "Common",
Value: 550
},
{
ID: 8,
Name: "Steel Spear",
Description: "You examine the @@.lightbluetext;Iron Spear@@. It feels well balanced, is very sharp and has quite the reach.",
Quantity: 0,
EquippedBy: [],
DropGroup: ['Minotaur', 'Succubus'],
DropRate: 5,
MerchantGroup: ['Blacksmith'],
Material: "Steel",
Modifiers: ['Piercing', 'Reach'],
Rarity: "Common",
Value: 550
},
{
ID: 9,
Name: "Steel Daggers",
Equipped: false,
Description: "You examine the @@.lightbluetext;Steel Daggers@@. They feel very sharp and extremely deadly, but lack the reach. Moving around with these would be easy.",
Quantity: 0,
EquippedBy: [],
DropGroup: ['Minotaur', 'Succubus'],
DropRate: 5,
MerchantGroup: ['Blacksmith'],
Material: "Steel",
Modifiers: ['Light'],
Rarity: "Common",
Value: 420
},
{
ID: 10,
Name: "Barbed Whip",
Equipped: false,
Description: "You examine the @@.lightbluetext;Barbed Whip@@. A seductive, but deadly whip with razor-sharp barbs.",
Quantity: 0,
EquippedBy: [],
DropGroup: ['Minotaur', 'Succubus'],
DropRate: 5,
MerchantGroup: ['Blacksmith'],
Material: "Steel",
Modifiers: ['Sharp', 'Reach'],
Rarity: "Common",
Value: 500
},
{
ID: 11,
Name: "Black Polearm",
Equipped: false,
Description: "You examine the @@.lightbluetext;Black Polearm@@. A long delicate polearm made of sharp hardened black iron.",
Quantity: 0,
EquippedBy: [],
DropGroup: ['Minotaur', 'Succubus'],
DropRate: 1,
MerchantGroup: ['Blacksmith'],
Material: "Black Iron",
Modifiers: ['Sharp', 'Reach', 'Flexible'],
Rarity: "Rare",
Value: 1250
},
{
ID: 12,
Name: "Daemonic Shard",
Equipped: false,
Description: "You examine the @@.lightbluetext;Daemonic Shard@@. A small crystal-like dagger, whispering omens of destruction.",
Quantity: 0,
EquippedBy: [],
DropGroup: ['Succubus'],
DropRate: 1,
MerchantGroup: ['Blacksmith'],
Material: "Demonic Steel",
Modifiers: ['Sharp', 'Light', 'Flexible'],
Rarity: "Rare",
Value: 8750
}
]>>
<</widget>>
<<widget StartInventory>>
<<set $ShowWieldableStats to true>>
<<set $ShowWearableStats to true>>
<<StartWeapons>>
<<StartWearables>>
<<StartConsumables>>
<<StartMerchants>>
<</widget>>
<<widget StartConsumables>>
<<set $Consumables = [
{
ID: 0,
Name: "Pink Pearl",
Description: "You examine the @@.lightbluetext;Pink Pearl@@. A small pearl with a pink matte texture. It's light in weight and could easily pass for a piece of candy. However, something inside you tells you that might not be the case.",
Quantity: 0,
DropGroup: ['Satyr', 'Succubus', 'Imp'],
DropRate: 15,
MerchantGroup: [],
Type: "Edible",
Rarity: "Rare",
Giftable: true,
Effect: "Curse",
Value: 75,
Consumption: "Eat",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun examines the deep pink pearl and gives it a small lick. It's sweet taste makes it hard from them to resist. $EntityValues[$Consumer].BHeShe let's it dissolve in their mouth like $EntityValues[$Consumer].sThey would a pastille, it's sweet savory taste fizzling away on $EntityValues[$Consumer].sHisHer tongue.",
EffectsFirstTextPlayer: "You examine the deep pink pearl and give it a small lick. It's sweet taste makes it hard to resist. You let it dissolve in your mouth like you would a pastille, it's sweet savory taste fizzling away on your tongue.",
EffectsSecondText: "<<Curse $Consumer 50 50>>",
EffectsThirdText: "<<AlterStat $Consumer 'Lust' 'Increase' 15 5>>"
},
{
ID: 1,
Name: "Wild Berry",
Description: "You examine the @@.lightbluetext;Wild Berry@@. A brownish red berry. It's form is almost perfectly round.",
Quantity: 0,
DropGroup: ['Human', 'Goblin', 'Orc', 'Imp'],
DropRate: 25,
MerchantGroup: [],
Type: "Edible",
Rarity: "Common",
Giftable: true,
Effect: "Change",
Value: 5,
Consumption: "Eat",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun examines the wild berry, and decides to give it a go. $EntityValues[$Consumer].sThey eat the berry and enjoy it's wild natural taste.",
EffectsFirstTextPlayer: "You examine the wild berry, and decide to give it a go. You eat the berry and enjoy it's wild natural taste.",
EffectsSecondText: "<<Change $Consumer 20 20>>",
EffectsThirdText: "<<AlterStat $Consumer 'Lust' 'Increase' 5 5>>"
},
{
ID: 2,
Name: "Drusk Beer",
Description: "You examine the @@.lightbluetext;Drusk Beer@@. A bottled beer with no apparent label or anything to reveal about it's contents.",
Quantity: 0,
DropGroup: [],
DropRate: 15,
MerchantGroup: ['Tavern'],
Type: "Beverage",
Rarity: "Common",
Giftable: true,
Effect: "LightAlcoholic",
Value: 2,
Consumption: "Drink",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun uncorks the bottle and gulps down the bitter and frothing beer.",
EffectsFirstTextPlayer: "You uncork the bottle and gulp down the bitter and frothing beer.",
EffectsSecondText: "A daze hits $EntityValues[$Consumer].BNoun as $EntityValues[$Consumer].sThey are influenced by the drink.",
EffectsThirdText: "<<AlterTrait $Consumer 'Alcohol' 'Increase' 'High'>>"
},
{
ID: 3,
Name: "Grond Mead",
Description: "You examine the @@.lightbluetext;Grond Mead@@. A bottled mead with no apparent label or anything to reveal about it's contents.",
Quantity: 0,
DropGroup: [],
DropRate: 15,
MerchantGroup: ['Tavern'],
Type: "Beverage",
Rarity: "Common",
Giftable: true,
Effect: "MediumAlcoholic",
Value: 4,
Consumption: "Drink",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun uncorks the bottle and gulps down the sweet mead.",
EffectsFirstTextPlayer: "You uncork the bottle and gulp down the sweet mead.",
EffectsSecondText: "A daze hits $EntityValues[$Consumer].BNoun as $EntityValues[$Consumer].sThey are influenced by the drink.",
EffectsThirdText: "<<AlterTrait $Consumer 'Alcohol' 'Increase' 'High'>>"
},
{
ID: 4,
Name: "Jiz Champagne",
Description: "You examine the @@.lightbluetext;Jiz Champagne@@. A champagne in a green transluscent bottle, revealing it's white bubbly contents. It's labeled with a pin-up of a bombshell woman with an hour-glass formed body.",
Quantity: 0,
DropGroup: [],
DropRate: 15,
MerchantGroup: ['Tavern'],
Type: "Beverage",
Rarity: "Common",
Giftable: true,
Effect: "LustAlcoholic",
Value: 45,
Consumption: "Drink",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun uncorks the champagne bottle and gulps down the bubbling sweetness.",
EffectsFirstTextPlayer: "You uncork the bottle and gulp down the bubbling sweetness.",
EffectsSecondText: "A lustful daze hits $EntityValues[$Consumer].BNoun as $EntityValues[$Consumer].sThey are influenced by the drink.<br><br><<AlterTrait $Consumer 'Alcohol' 'Increase' 'High'>>",
EffectsThirdText: "<<AlterTrait $Consumer 'Attractiveness' 'Increase' 'Low'>><br><br><<AlterGenital $Consumer 'Breasts' 'Increase'>><br><br><<AlterGenital $Consumer 'Ass' 'Increase'>><br><br><<AlterStat $Consumer 'Lust' 'Increase' 5 5>>"
},
{
ID: 5,
Name: "Helion Wine",
Description: "You examine the @@.lightbluetext;Helion Wine@@. A high-quality wine in a black bottle. It's labeled with a pair of drawn horns engulfed in flames.",
Quantity: 0,
DropGroup: [],
DropRate: 15,
MerchantGroup: ['Tavern'],
Type: "Beverage",
Rarity: "Common",
Giftable: true,
Effect: "StrongAlcoholic",
Value: 25,
Consumption: "Drink",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun uncorks the bottle and gulps down the red sweet-tasting wine.",
EffectsFirstTextPlayer: "You uncork the bottle and gulp down the red sweet-tasting wine.<<if $EntityValues[$Player].Traits.includes('Otherworlder')>><<if $Quests[12].Activated is false and $Quests[12].Completed is false>> A familiar sensation takes hold of you. You've definitely tasted this wine before... from your own world. You re-examine the bottle, nothing too odd or strange, compared to anything else in this world. However, you feel like you should definitely look into this. <br><br><<AcceptQuest 12>><</if>><</if>>",
EffectsSecondText: "A daze hits $EntityValues[$Consumer].BNoun as $EntityValues[$Consumer].sThey are influenced by the drink.",
EffectsThirdText: "<<AlterTrait $Consumer 'Alcohol' 'Increase' 'High'>>"
},
{
ID: 6,
Name: "Mandari Elixir",
Description: "You examine the @@.lightbluetext;Mandari Elixir@@. A small bottle with a blue liquid inside. It's label has the male sex symbol on it.",
Quantity: 0,
DropGroup: [],
DropRate: 15,
MerchantGroup: ['Wandering Dwarf'],
Type: "Potion",
Rarity: "Rare",
Giftable: true,
Effect: "MasculineElixir",
Value: 175,
Consumption: "Drink",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun uncorks the bottle and gulps down the strange liquid inside.",
EffectsFirstTextPlayer: "You uncork the elixir and gulp down the strange-tasting liquid inside.",
EffectsSecondText: "A wicked masculine daze hits $EntityValues[$Consumer].BNoun as $EntityValues[$Consumer].sThey are changed by the elixir's effects.",
EffectsThirdText: "<<IncreaseSexuality $Consumer 'Masculinity' 'High'>><br><br><<AlterGenital $Consumer 'Penis' 'Increase'>>"
},
{
ID: 7,
Name: "Quindari Elixir",
Description: "You examine the @@.lightbluetext;Quindari Elixir@@. A small bottle with a pink liquid inside. It's label has the female sex symbol on it.",
Quantity: 0,
DropGroup: [],
DropRate: 15,
MerchantGroup: ['Wandering Dwarf'],
Type: "Potion",
Rarity: "Rare",
Giftable: true,
Effect: "FeminineElixir",
Value: 175,
Consumption: "Drink",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun uncorks the bottle and gulps down the strange liquid inside.",
EffectsFirstTextPlayer: "You uncork the elixir and gulp down the strange-tasting liquid inside.",
EffectsSecondText: "A bewitchingly feminine daze hits $EntityValues[$Consumer].BNoun as $EntityValues[$Consumer].sThey are changed by the elixir's effects.",
EffectsThirdText: "<<IncreaseSexuality $Consumer 'Femininity' 'High'>><br><br><<AlterGenital $Consumer 'Penis' 'Decrease'>><br><br><<AlterGenital $Consumer 'Breasts' 'Increase'>>"
},
{
ID: 8,
Name: "Taurox Candy",
Description: "You examine the @@.lightbluetext;Taurox Candy@@. A small piece of wrapped candy.",
Quantity: 0,
DropGroup: [],
DropRate: 15,
MerchantGroup: ['Wandering Dwarf'],
Type: "Edible",
Rarity: "Rare",
Giftable: true,
Effect: "StupidBrawn",
Value: 250,
Consumption: "Suckle",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun takes the candy out of it's wrapper and starts to suckle on it.",
EffectsFirstTextPlayer: "You take the candy out of it's wrapper and start to suckle on it.",
EffectsSecondText: "An aggressive daze hits $EntityValues[$Consumer].BNoun as $EntityValues[$Consumer].sThey are changed by the elixir's effects.",
EffectsThirdText: "<<IncreaseSexuality $Consumer 'Masculinity' 'High'>><br><br><<AlterGenital $Consumer 'Penis' 'Increase'>><br><br><<AlterGenital $Consumer 'Breasts' 'Decrease'>><br><br><<AlterTrait $Consumer 'Strength' 'Increase'>><br><br><<AlterTrait $Consumer 'Intelligence' 'Decrease'>><br><br><<AddTrait $Consumer 'Aggressive'>>"
},
{
ID: 9,
Name: "Iron Ore",
Description: "You examine the @@.lightbluetext;Iron Ore@@. A chunk of rock mixed with unrefined iron. Can either be melted into Iron or sold.",
Quantity: 0,
DropGroup: ['Human', 'Orc', 'Goblin', 'Centaur'],
DropRate: 15,
MerchantGroup: ['Blacksmith'],
Type: "Mineral",
Rarity: "Common",
Giftable: true,
Effect: "None",
Value: 70,
Consumption: "Use",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun takes the iron ore, studies it and then gives it back to you.",
EffectsFirstTextPlayer: "As you're not entirely sure what to use the Iron Ore for, you decide to inspect it instead.",
EffectsSecondText: "You examine the @@.lightbluetext;Iron Ore@@. A chunk of rock mixed with unrefined iron. Can either be melted into Iron or sold.",
EffectsThirdText: "<<AddConsumable $Player 9 1>>"
},
{
ID: 10,
Name: "Copper Ore",
Description: "You examine the @@.lightbluetext;Copper Ore@@. A chunk of rock mixed with unrefined copper. Can either be melted into Copper or sold.",
Quantity: 0,
DropGroup: ['Human', 'Orc', 'Goblin', 'Centaur'],
DropRate: 15,
MerchantGroup: ['Blacksmith'],
Type: "Mineral",
Rarity: "Common",
Giftable: true,
Effect: "None",
Value: 30,
Consumption: "Use",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun takes the copper ore, studies it and then gives it back to you.",
EffectsFirstTextPlayer: "As you're not entirely sure what to use the Copper Ore for, you decide to inspect it instead.",
EffectsSecondText: "You examine the @@.lightbluetext;Copper Ore@@. A chunk of rock mixed with unrefined copper. Can either be melted into Copper or sold.",
EffectsThirdText: "<<AddConsumable $Player 10 1>>"
},
{
ID: 11,
Name: "Raw Lucirite",
Description: "You examine the @@.lightbluetext;Raw Lucirite@@. A chunk of rock mixed with unrefined potent Lucitium. Can either be cut into Lucirite jewelry, processed into Lucitium extract or sold.",
Quantity: 0,
DropGroup: ['Succubus'],
DropRate: 15,
MerchantGroup: ['Blacksmith'],
Type: "Mineral",
Rarity: "Rare",
Giftable: true,
Effect: "None",
Value: 250,
Consumption: "Use",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun takes the raw lucirite, studies it and then gives it back to you.",
EffectsFirstTextPlayer: "As you're not entirely sure what to use the Raw Lucirite for, you decide to inspect it instead.",
EffectsSecondText: "You examine the @@.lightbluetext;Raw Lucirite@@. A chunk of rock mixed with unrefined potent Lucitium. Can either be cut into Lucirite jewelry, processed into Lucitium extract or sold.",
EffectsThirdText: "<<AddConsumable $Player 11 1>>"
},
{
ID: 12,
Name: "Depravium Ore",
Description: "You examine the @@.lightbluetext;Depravium Ore@@. A chunk of rock mixed with unrefined potent Depravium. Can either be melted into depravium jewelry or sold.",
Quantity: 0,
DropGroup: ['Succubus', 'Imp'],
DropRate: 15,
MerchantGroup: ['Blacksmith'],
Type: "Mineral",
Rarity: "Common",
Giftable: true,
Effect: "None",
Value: 140,
Consumption: "Use",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun takes the depravium ore, studies it and then gives it back to you.",
EffectsFirstTextPlayer: "As you're not entirely sure what to use the Depravium Ore for, you decide to inspect it instead.",
EffectsSecondText: "You examine the @@.lightbluetext;Depravium Ore@@. A chunk of rock mixed with unrefined potent Depravium. Can either be melted into depravium jewelry or sold.",
EffectsThirdText: "<<AddConsumable $Player 12 1>>"
},
{
ID: 13,
Name: "Gold Ore",
Description: "You examine the @@.lightbluetext;Gold Ore@@. A chunk of rock mixed with unrefined Gold. Can either be melted into gold bars, golden jewelry or sold.",
Quantity: 0,
DropGroup: ['Succubus', 'Imp', 'Human', 'Orc', 'High Elf', 'Dark Elf', 'Minotaur', 'Centaur', 'Satyr', 'Goblin'],
DropRate: 5,
MerchantGroup: ['Blacksmith'],
Type: "Mineral",
Rarity: "Common",
Giftable: true,
Effect: "None",
Value: 750,
Consumption: "Use",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun takes the gold ore, studies it and then gives it back to you.",
EffectsFirstTextPlayer: "As you're not entirely sure what to use the Gold Ore for, you decide to inspect it instead.",
EffectsSecondText: "You examine the @@.lightbluetext;Gold Ore@@. A chunk of rock mixed with unrefined Gold. Can either be melted into gold bars, golden jewelry or sold.",
EffectsThirdText: "<<AddConsumable $Player 13 1>>"
},
{
ID: 14,
Name: "Empty Flask",
Description: "You examine the @@.lightbluetext;Empty Flask@@. An empty flask that can be used to store various fluids or liquids.",
Quantity: 0,
DropGroup: ['Human', 'Orc', 'High Elf', 'Dark Elf', 'Centaur', 'Satyr', 'Goblin'],
DropRate: 25,
MerchantGroup: ['General'],
Type: "General",
Rarity: "Common",
Giftable: true,
Effect: "None",
Value: 2,
Consumption: "Use",
HasChoices: true,
EffectsFirstText: "$EntityValues[$Consumer].BNoun takes the empty flask, studies it and then gives it back to you.",
EffectsFirstTextPlayer: "<<Use_EmptyFlask>>",
EffectsSecondText: "",
EffectsThirdText: ""
},
{
ID: 15,
Name: "Flask (Human Cum)",
Description: "You examine the @@.lightbluetext;Flask (Cum)@@. A Flask filled with vile potent man-seed.",
Quantity: 0,
DropGroup: [],
DropRate: 25,
MerchantGroup: [],
Type: "Potion",
Rarity: "Rare",
Giftable: true,
Effect: "Depraved",
Value: 10,
Consumption: "Drink",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun takes the cum-filled flask, studies it and then gives it back to you with an unamused look on their face.",
EffectsFirstTextPlayer: "You uncork the flask and give it an exquisite little sniff before tasting the most delicate salty substance. You swish the cum around in your mouth, letting the umami truly soak your taste-buds. After a while you swallow with a smile, like the dirty whore you are. The man-milk slides down your throat making your spine shiver, sending a feeling of exceptional depravity and arousal through your body. You finish with a satisfied sigh, just like you would after finishing your favorite gourmet meal. Nothing like driking male ejaculate from a flask.",
EffectsSecondText: "<<AlterStat $Consumer 'Depravity' 'Increase' 5 5>>",
EffectsThirdText: "<<AlterStat $Consumer 'Lust' 'Increase' 15 5>>"
},
{
ID: 16,
Name: "Lucitium Extract",
Description: "You examine the @@.lightbluetext;Lucitium Extract@@. A pink sugar-like crystal that can be eaten.",
Quantity: 0,
DropGroup: ['Succubus', 'Imp'],
DropRate: 10,
MerchantGroup: ['Drugs'],
Type: "Ingredient",
Rarity: "Rare",
Giftable: true,
Effect: "LustDepraved",
Value: 175,
Consumption: "Eat",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun licks the fine extracted crystal and proceeds to suckle it. After some time the juices seep into their gums working it's effect's on $EntityValues[$Consumer].sHisHer mind.",
EffectsFirstTextPlayer: "You lick the fine extracted crystal and proceed to suckle it. After some time the juices seep into your gums working it's effect's on your mind.",
EffectsSecondText: "<<AlterStat $Consumer 'Lust' 'Increase' 50 25>>",
EffectsThirdText: ""
},
{
ID: 17,
Name: "Depravium Orb",
Description: "You examine the @@.lightbluetext;Depravium Orb@@. A heavy runic dark green orb that resonates with depraved energy.",
Quantity: 0,
DropGroup: ['Succubus', 'Imp'],
DropRate: 5,
MerchantGroup: ['Ingredient', 'General'],
Type: "Ingredient",
Rarity: "Rare",
Giftable: true,
Effect: "Depraved",
Value: 80,
Consumption: "Use",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun takes the orb, studies it and then gives it back to you.",
EffectsFirstTextPlayer: "As you're not entirely sure what to use the Depravium Orb for, you decide to inspect it instead.",
EffectsSecondText: "You examine the @@.lightbluetext;Depravium Orb@@. A heavy runic dark green orb that resonates with depraved energy.",
EffectsThirdText: "<<AddConsumable $Player 17 1>>"
},
{
ID: 18,
Name: "White Berry",
Description: "You examine the @@.lightbluetext;White Berry@@. A juicy white berry.",
Quantity: 0,
DropGroup: ['Goblin', 'Imp'],
DropRate: 20,
MerchantGroup: ['Ingredient'],
Type: "Edible",
Rarity: "Common",
Giftable: true,
Effect: "Lust",
Value: 0,
Consumption: "Eat",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun eats the plump berry and smiles as the juices explodes with a salty taste in their mouth.",
EffectsFirstTextPlayer: "You eat the plump berry and a tasty salty juice explodes in your mouth!",
EffectsSecondText: "<<AlterStat $Consumer 'Lust' 'Increase' 4 85>>",
EffectsThirdText: ""
},
{
ID: 19,
Name: "Mind-Blank Potion",
Description: "You examine the @@.lightbluetext;Mind-Blank Potion@@. A potion to drastically stupify the consumer or victim.",
Quantity: 0,
DropGroup: ['Succubus', 'Centaur'],
DropRate: 10,
MerchantGroup: ['Drugs'],
Type: "Potion",
Rarity: "Common",
Giftable: true,
Effect: "Mind-Blank",
Value: 100,
Consumption: "Drink",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun drinks the potion and shortly after, they just stand there staring into the abyss like a dumb slut.",
EffectsFirstTextPlayer: "You drink the potion and shortly after you feel it's intruding effects. Your mind is filled with pink bubbly dumb thoughts completely incapacitating you making anything complex incredibly hard to do or even conceive.",
EffectsSecondText: "<<AddTrait $Consumer 'Mind-Black'>>",
EffectsThirdText: ""
},
{
ID: 20,
Name: "White Candle",
Description: "You examine the @@.lightbluetext;White Candle@@. A white candle made of traditional candle wax.",
Quantity: 0,
DropGroup: ['Succubus', 'Imp', 'Goblin', 'Human', 'High Elf', 'Dark Elf'],
DropRate: 10,
MerchantGroup: ['Ingredient', 'General'],
Type: "Ingredient",
Rarity: "Common",
Giftable: true,
Effect: "None",
Value: 5,
Consumption: "Use",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun takes the candle, studies it and then gives it back to you.",
EffectsFirstTextPlayer: "As you're not entirely sure what to use the White Candle for, you decide to inspect it instead.",
EffectsSecondText: "You examine the @@.lightbluetext;Candle@@. A white candle made of traditional candle wax.",
EffectsThirdText: "<<AddConsumable $Player 20 1>>"
},
{
ID: 21,
Name: "Black Candle",
Description: "You examine the @@.lightbluetext;Black Candle@@. A black candle made of traditional candle wax.",
Quantity: 0,
DropGroup: ['Succubus', 'Imp', 'Goblin', 'Human', 'High Elf', 'Dark Elf'],
DropRate: 10,
MerchantGroup: ['Ingredient', 'General'],
Type: "Ingredient",
Rarity: "Common",
Giftable: true,
Effect: "None",
Value: 5,
Consumption: "Use",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun takes the candle, studies it and then gives it back to you.",
EffectsFirstTextPlayer: "As you're not entirely sure what to use the Black Candle for, you decide to inspect it instead.",
EffectsSecondText: "You examine the @@.lightbluetext;Black Candle@@. A white candle made of traditional candle wax.",
EffectsThirdText: "<<AddConsumable $Player 21 1>>"
},
{
ID: 22,
Name: "Unholy Skull",
Description: "You examine the @@.lightbluetext;Unholy Skull@@. The skull of some long forgotten creature.",
Quantity: 0,
DropGroup: ['Succubus', 'Dark Elf'],
DropRate: 10,
MerchantGroup: ['Ingredient', 'General'],
Type: "Ingredient",
Rarity: "Rare",
Giftable: true,
Effect: "None",
Value: 250,
Consumption: "Use",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun takes the unholy skull, studies it and then gives it back to you.",
EffectsFirstTextPlayer: "As you're not entirely sure what to use the Unholy Skull for, you decide to inspect it instead.",
EffectsSecondText: "You examine the @@.lightbluetext;Unholy Skull@@. The skull of some long forgotten creature.",
EffectsThirdText: "<<AddConsumable $Player 22 1>>"
},
{
ID: 23,
Name: "Lyrican Branch",
Description: "You examine the @@.lightbluetext;Lyrican Branch@@. A tasty branch containing all sorts of stimulating juices when chewed on.",
Quantity: 0,
DropGroup: ['Dark Elf', 'High Elf'],
DropRate: 35,
MerchantGroup: ['Ingredient', 'General'],
Type: "Ingredient",
Rarity: "Common",
Giftable: true,
Effect: "Insight",
Value: 20,
Consumption: "Chew",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun chews the Lyrican Branch for some time, letting the juices invigorate their very being.",
EffectsFirstTextPlayer: "You chew the Lyrican Branch for some time, letting the juices invigorate your very being.",
EffectsSecondText: "<<AddTrait $Consumer 'Insight'>>",
EffectsThirdText: ""
},
{
ID: 24,
Name: "Flask (Corrupt Soul)",
Description: "You examine the @@.lightbluetext;Flask (Corrupt Soul)@@. A flask containing the corrupted soul of some poor fool.",
Quantity: 0,
DropGroup: ['Succubus', 'Dark Elf', 'Satyr'],
DropRate: 10,
MerchantGroup: ['Ingredient', 'General'],
Type: "Ingredient",
Rarity: "Rare",
Giftable: true,
Effect: "None",
Value: 55,
Consumption: "Use",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun takes the flask, studies it and then gives it back to you.",
EffectsFirstTextPlayer: "As you're not entirely sure what to use the Flask (Corrupt Soul) for, you decide to inspect it instead.",
EffectsSecondText: "You examine the @@.lightbluetext;Flask (Corrupt Soul)@@. A flask containing the corrupted soul of some poor fool.",
EffectsThirdText: "<<AddConsumable $Player 24 1>>"
},
{
ID: 25,
Name: "Adevam Apple",
Description: "You examine the @@.lightbluetext;Apple@@. A glowing golden apple, that seems oddly edible.",
Quantity: 0,
DropGroup: ['Human', 'Orc', 'High Elf', 'Dark Elf', 'Goblin', 'Imp', 'Centaur', 'Minotaur', 'Satyr', 'Succubus'],
DropRate: 1,
MerchantGroup: [],
Type: "Edible",
Rarity: "Rare",
Giftable: true,
Effect: "Experience",
Value: 1500,
Consumption: "Bite",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun takes the apple and gives it a bite. They seem surprised as the golden color fades. They finish the apple with a satisfied smile. You on the other hand, feel the knowledge of lifetimes unlived fill your thoughts, as if you experience that which has not been experienced yet by you.",
EffectsFirstTextPlayer: "You take a bite and before you know it you have eaten the Adevam Apple. You feel the knowledge of lifetimes unlived fill your thoughts, as if you experience that which has not been experienced yet by you.",
EffectsSecondText: "<<set $Exp += 10>>You have gained 10 Exp.",
EffectsThirdText: ""
},
{
ID: 26,
Name: "Varo’s Salve",
Description: "You examine the @@.lightbluetext;Varo’s Salve@@. A small single use bottle containing a healing salve that you could use to ease the soreness of your holes.",
Quantity: 0,
DropGroup: ['Orc', 'Goblin'],
DropRate: 15,
MerchantGroup: ['General'],
Type: "General",
Rarity: "Common",
Giftable: true,
Effect: "HealWearTear",
Value: 20,
Consumption: "Apply",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun applies the salve to their aching love holes.",
EffectsFirstTextPlayer: "You apply the salve to your aching love holes.",
EffectsSecondText: "<<HealAsshole $Consumer>>",
EffectsThirdText: "<<HealVagina $Consumer>>"
},
{
ID: 27,
Name: "Slix",
Description: "You examine the @@.lightbluetext;Slix@@. A sparkling light green dust that you can snort to stimulate yourself and improve your performance.",
Quantity: 0,
DropGroup: ['Goblin', 'Human'],
DropRate: 15,
MerchantGroup: ['Drugs'],
Type: "Drug",
Rarity: "Common",
Giftable: true,
Effect: "Energy",
Value: 30,
Consumption: "Snort",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun makes a fine line with the green powder and snort it all in one go. The powder's effects hit them like a truck as they feel their body and their wits stimulated.",
EffectsFirstTextPlayer: "You make a fine line with the green powder and snort it all in one go. The powder's effects hit you like a truck as you feel your body and your wits stimulated.",
EffectsSecondText: "<<AlterStat $Consumer 'Energy' 'Increase' 150 50>>",
EffectsThirdText: ""
},
{
ID: 28,
Name: "Lucirine",
Description: "You examine the @@.lightbluetext;Lucirine@@. A clay-like substance that can be eaten for a good time.",
Quantity: 0,
DropGroup: ['Succubus', 'Goblin', 'Orc', 'Human'],
DropRate: 5,
MerchantGroup: ['Drugs'],
Type: "Drug",
Rarity: "Common",
Giftable: true,
Effect: "LustCurse",
Value: 60,
Consumption: "Eat",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun eats the clay-like substance and coughs as the foul taste invades their tongue. Shortly after eating it they begin to moan and touch themselves like a bitch in heat.",
EffectsFirstTextPlayer: "You eat the clay-like substance and cough as it's foul taste invades your tongue. Shortly after eating it you feel it's stimulating effects as your thoughts and body is corrupted in an ecstatic display with you moaning like a bitch in heat.",
EffectsSecondText: "<<AlterStat $Consumer 'Depravity' 'Increase' 10 10>>",
EffectsThirdText: "<<Curse $Consumer 50 50>>"
},
{
ID: 29,
Name: "Caernian Leaf",
Description: "You examine the @@.lightbluetext;Caernian Leaf@@. An infamous leaf that can be smoked in various ways.",
Quantity: 0,
DropGroup: ['Dark Elf', 'High Elf'],
DropRate: 35,
MerchantGroup: ['Drugs'],
Type: "Drug",
Rarity: "Common",
Giftable: true,
Effect: "Overflow",
Value: 25,
Consumption: "Use",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun rolls up the leaves and lights the joint. They take a few small puffs. Shortly after they look much more relaxed.",
EffectsFirstTextPlayer: "You roll up the leaves and light the joint. You take a few small puffs, feeling it's overwhelming effect's on your body as you become more in touch with the spiritual and arcane.",
EffectsSecondText: "<<AddTrait $Consumer 'Overflow'>>",
EffectsThirdText: ""
},
{
ID: 30,
Name: "Timber",
Description: "You examine the @@.lightbluetext;Timber@@. Processed wood that is prepared for use in carpentry or building.",
Quantity: 0,
DropGroup: ['Human', 'Orc', 'High Elf', 'Dark Elf', 'Goblin', 'Imp', 'Centaur', 'Minotaur', 'Satyr', 'Succubus'],
DropRate: 20,
MerchantGroup: ['Blacksmith', 'General'],
Type: "Resource",
Rarity: "Common",
Giftable: true,
Effect: "None",
Value: 10,
Consumption: "Use",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun grabs hold of the timber, studies it and then puts it back to you.",
EffectsFirstTextPlayer: "As you're not entirely sure what to use the Timber for, you decide to inspect it instead.",
EffectsSecondText: "You examine the @@.lightbluetext;Timber@@. Processed wood that is prepared for use in carpentry or building.",
EffectsThirdText: "<<AddConsumable $Player 30 1>>"
},
{
ID: 31,
Name: "Copper Bar",
Description: "You examine the @@.lightbluetext;Copper Bar@@. Processed copper that can be used for crafting or building.",
Quantity: 0,
DropGroup: ['Human', 'Orc', 'High Elf', 'Dark Elf', 'Goblin', 'Imp', 'Centaur', 'Minotaur', 'Satyr', 'Succubus'],
DropRate: 30,
MerchantGroup: ['Blacksmith'],
Type: "Resource",
Rarity: "Common",
Giftable: true,
Effect: "None",
Value: 50,
Consumption: "Use",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun takes the copper bar, studies it and then gives it back to you.",
EffectsFirstTextPlayer: "As you're not entirely sure what to use the copper bar for, you decide to inspect it instead.",
EffectsSecondText: "You examine the @@.lightbluetext;Copper Bar@@. Processed copper that can be used for crafting or building.",
EffectsThirdText: "<<AddConsumable $Player 31 1>>"
},
{
ID: 32,
Name: "Iron Bar",
Description: "You examine the @@.lightbluetext;Iron Bar@@. Processed iron that can be used for crafting or building.",
Quantity: 0,
DropGroup: ['Human', 'Orc', 'High Elf', 'Dark Elf', 'Goblin', 'Imp', 'Centaur', 'Minotaur', 'Satyr', 'Succubus'],
DropRate: 20,
MerchantGroup: ['Blacksmith'],
Type: "Resource",
Rarity: "Common",
Giftable: true,
Effect: "None",
Value: 150,
Consumption: "Use",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun takes the iron bar, studies it and then gives it back to you.",
EffectsFirstTextPlayer: "As you're not entirely sure what to use the iron bar for, you decide to inspect it instead.",
EffectsSecondText: "You examine the @@.lightbluetext;Iron Bar@@. Processed iron that can be used for crafting or building.",
EffectsThirdText: "<<AddConsumable $Player 32 1>>"
},
{
ID: 33,
Name: "Steel Bar",
Description: "You examine the @@.lightbluetext;Steel Bar@@. Processed steel that can be used for crafting or building.",
Quantity: 0,
DropGroup: ['Human', 'Orc', 'High Elf', 'Dark Elf', 'Goblin', 'Imp', 'Centaur', 'Minotaur', 'Satyr', 'Succubus'],
DropRate: 10,
MerchantGroup: ['Blacksmith'],
Type: "Resource",
Rarity: "Common",
Giftable: true,
Effect: "None",
Value: 350,
Consumption: "Use",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun takes the steel bar, studies it and then gives it back to you.",
EffectsFirstTextPlayer: "As you're not entirely sure what to use the steel bar for, you decide to inspect it instead.",
EffectsSecondText: "You examine the @@.lightbluetext;Steel Bar@@. Processed steel that can be used for crafting or building.",
EffectsThirdText: "<<AddConsumable $Player 33 1>>"
},
{
ID: 34,
Name: "Parchment",
Description: "You examine the @@.lightbluetext;Parchment@@. A blank parchment that can be used for writing on.",
Quantity: 0,
DropGroup: ['Human', 'High Elf', 'Dark Elf', 'Centaur', 'Satyr', 'Succubus'],
DropRate: 30,
MerchantGroup: ['General', 'General'],
Type: "General",
Rarity: "Common",
Giftable: true,
Effect: "None",
Value: 4,
Consumption: "Use",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun takes the parchment, studies it and then gives it back to you.",
EffectsFirstTextPlayer: "As you're not entirely sure what to use the parchment for, you decide to inspect it instead.",
EffectsSecondText: "You examine the @@.lightbluetext;Parchment@@. A blank parchment that can be used for writing on.",
EffectsThirdText: "<<AddConsumable $Player 34 1>>"
},
{
ID: 35,
Name: "Nefarious Bone",
Description: "You examine the @@.lightbluetext;Nefarious Bone@@. A bone from some long forgotten creature.",
DropGroup: ['Satyr', 'Succubus'],
DropRate: 10,
MerchantGroup: ['Ingredient', 'General'],
Quantity: 0,
Type: "Ingredient",
Rarity: "Rare",
Giftable: true,
Effect: "None",
Value: 550,
Consumption: "Use",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun takes the bone, studies it and then gives it back to you.",
EffectsFirstTextPlayer: "As you're not entirely sure what to use the bone for, you decide to inspect it instead.",
EffectsSecondText: "You examine the @@.lightbluetext;Nefarious Bone@@. A bone from some long forgotten creature.",
EffectsThirdText: "<<AddConsumable $Player 35 1>>"
},
{
ID: 36,
Name: "Health Potion",
Description: "You examine the @@.lightbluetext;Health Potion@@. A healing potion to restore the consumer’s lost health.",
Quantity: 0,
DropGroup: ['Human', 'Orc', 'High Elf', 'Dark Elf', 'Goblin', 'Imp', 'Centaur', 'Minotaur', 'Satyr', 'Succubus'],
DropRate: 40,
MerchantGroup: ['General'],
Type: "Potion",
Rarity: "Common",
Giftable: true,
Effect: "Health",
Value: 50,
Consumption: "Drink",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun takes the health potion and downs it in one go!",
EffectsFirstTextPlayer: "You take out the @@.healthtext;Health Potion@@ and down it in one go!",
EffectsSecondText: "<<AlterStat $Consumer 'Health' 'Increase' 100 50>>",
EffectsThirdText: ""
},
{
ID: 37,
Name: "Mana Potion",
Description: "You examine the @@.lightbluetext;Mana Potion@@. A mana potion to restore the consumer’s lost mana.",
Quantity: 0,
DropGroup: ['Human', 'Orc', 'High Elf', 'Dark Elf', 'Goblin', 'Imp', 'Centaur', 'Minotaur', 'Satyr', 'Succubus'],
DropRate: 40,
MerchantGroup: ['General'],
Type: "Potion",
Rarity: "Common",
Giftable: true,
Effect: "Mana",
Value: 50,
Consumption: "Drink",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun takes the mana potion and downs it in one go!",
EffectsFirstTextPlayer: "You take out the @@.manatext;Mana Potion@@ and down it in one go!",
EffectsSecondText: "<<AlterStat $Consumer 'Mana' 'Increase' 200 50>>",
EffectsThirdText: ""
},
{
ID: 38,
Name: "Energy Potion",
Description: "You examine the @@.lightbluetext;Energy Potion@@. An energizing potion to restore the consumer’s lost energy.",
Quantity: 0,
DropGroup: ['Human', 'Orc', 'High Elf', 'Dark Elf', 'Goblin', 'Imp', 'Centaur', 'Minotaur', 'Satyr', 'Succubus'],
DropRate: 40,
MerchantGroup: ['General'],
Type: "Potion",
Rarity: "Common",
Giftable: true,
Effect: "Energy",
Value: 50,
Consumption: "Drink",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun takes the energy potion and downs it in one go!",
EffectsFirstTextPlayer: "You take out the @@.energytext;Energy Potion@@ and down it in one go!",
EffectsSecondText: "<<AlterStat $Consumer 'Energy' 'Increase' 100 50>>",
EffectsThirdText: ""
},
{
ID: 39,
Name: "Resistance Potion",
Description: "You examine the @@.lightbluetext;Resistance Potion@@. A bolstering potion to restore the consumer’s lost resistance.",
Quantity: 0,
DropGroup: ['Human', 'Orc', 'High Elf', 'Dark Elf', 'Goblin', 'Imp', 'Centaur', 'Minotaur', 'Satyr', 'Succubus'],
DropRate: 40,
MerchantGroup: ['General'],
Type: "Potion",
Rarity: "Common",
Giftable: true,
Effect: "Resistance",
Value: 50,
Consumption: "Drink",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun takes the resistance potion and downs it in one go!",
EffectsFirstTextPlayer: "You take out the @@.resistancetext;Resistance Potion@@ and down it in one go!",
EffectsSecondText: "<<AlterStat $Consumer 'Resistance' 'Increase' 100 50>>",
EffectsThirdText: ""
},
{
ID: 40,
Name: "Phallus Elixir",
Description: "You examine the @@.lightbluetext;Phallus Elixir@@. An Elixir with an immature drawing of a cock on it.",
Quantity: 0,
DropGroup: ['Human', 'Orc', 'High Elf', 'Dark Elf', 'Goblin', 'Imp', 'Centaur', 'Minotaur', 'Satyr', 'Succubus'],
DropRate: 1,
MerchantGroup: ['General'],
Type: "Potion",
Rarity: "Rare",
Giftable: true,
Effect: "PenisIncrease",
Value: 50,
Consumption: "Drink",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun takes the Phallus Elixir and downs it in one go!",
EffectsFirstTextPlayer: "You take out the @@.discoverytext;Phallus Elixir@@ and down it in one go!",
EffectsSecondText: "<<AlterGenital $Consumer 'Penis' 'Increase'>>",
EffectsThirdText: ""
},
{
ID: 41,
Name: "Skeleton Key",
Description: "You examine the @@.discoverytext;Skeleton Key@@. A fairly large key, seemingly made out of bones with a skull at its end.",
Quantity: 0,
DropGroup: [],
DropRate: 0,
MerchantGroup: [],
Type: "Quest Item",
Rarity: "Artifact",
Giftable: false,
Effect: "SkeletonKey",
Value: 0,
Consumption: "Use",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun takes the @@.discoverytext;Skeleton Key@@, studies it and then gives it back to you.",
EffectsFirstTextPlayer: "As you're not entirely sure what to use the @@.discoverytext;Skeleton Key@@ for, you decide to inspect it instead.",
EffectsSecondText: "You examine the @@.discoverytext;Skeleton Key@@. A fairly large key, seemingly made out of bones with a skull at its end.",
EffectsThirdText: "<<AddConsumable $Player 41 1>>"
},
{
ID: 42,
Name: "Lorvo's Elixir",
Description: "You examine the @@.lightbluetext;Lorvo's Elixir@@. The description reads; Lorvo's solution to back problems for those with large bosoms.",
Quantity: 0,
DropGroup: ['Human', 'Orc', 'High Elf', 'Dark Elf', 'Goblin', 'Imp', 'Centaur', 'Minotaur', 'Satyr', 'Succubus'],
DropRate: 1,
MerchantGroup: ['General'],
Type: "Potion",
Rarity: "Rare",
Giftable: true,
Effect: "BreastDecrease",
Value: 50,
Consumption: "Drink",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun takes the Lorvo's Elixir and downs it in one go!",
EffectsFirstTextPlayer: "You take out the @@.discoverytext;Lorvo's Elixir@@ and down it in one go!",
EffectsSecondText: "<<AlterGenital $Consumer 'Breasts' 'Decrease'>>",
EffectsThirdText: ""
},
{
ID: 43,
Name: "Nancy's Salve",
Description: "You examine the @@.lightbluetext;Nancy's Salve@@. The description reads; The famous salve to turn those boring bee-stings into real bouncy mountains.",
Quantity: 0,
DropGroup: ['Human', 'Orc', 'High Elf', 'Dark Elf', 'Goblin', 'Imp', 'Centaur', 'Minotaur', 'Satyr', 'Succubus'],
DropRate: 1,
MerchantGroup: ['General'],
Type: "Ingredient",
Rarity: "Rare",
Giftable: true,
Effect: "BreastIncrease",
Value: 50,
Consumption: "Use",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun takes the Nancy's Salve and applies it to their breasts!",
EffectsFirstTextPlayer: "You take out the @@.discoverytext;Nancy's Salve@@ and apply it to your breasts!",
EffectsSecondText: "<<AlterGenital $Consumer 'Breasts' 'Increase'>>",
EffectsThirdText: ""
},
{
ID: 44,
Name: "License: Prostitution",
Description: "You examine the @@.lightbluetext;License: Prostitution@@. A license or permit to trade and sell one's body as a commodity.",
Quantity: 0,
DropGroup: [],
DropRate: 0,
MerchantGroup: [],
Type: "License",
Rarity: "Rare",
Giftable: false,
Effect: "",
Value: 250,
Consumption: "Use",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun takes the @@.discoverytext;License: Prostitution@@, studies it and then gives it back to you.",
EffectsFirstTextPlayer: "As you're not entirely sure what to use the @@.discoverytext;License: Prostitution@@ for, you decide to inspect it instead.",
EffectsSecondText: "You examine the @@.lightbluetext;License: Prostitution@@. A license or permit to trade and sell one's body as a commodity.",
EffectsThirdText: "<<AddConsumable $Player 44 1>>"
},
{
ID: 45,
Name: "License: Slaver",
Description: "You examine the @@.lightbluetext;License: Slaver@@. A license or permit to trade and sell the less fortunate as a commodity.",
Quantity: 0,
DropGroup: [],
DropRate: 0,
MerchantGroup: [],
Type: "License",
Rarity: "Rare",
Giftable: false,
Effect: "",
Value: 500,
Consumption: "Use",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun takes the @@.discoverytext;License: Slaver@@, studies it and then gives it back to you.",
EffectsFirstTextPlayer: "As you're not entirely sure what to use the @@.discoverytext;License: Slaver@@ for, you decide to inspect it instead.",
EffectsSecondText: "You examine the @@.lightbluetext;License: Slaver@@. A license or permit to trade and sell the less fortunate as a commodity.",
EffectsThirdText: "<<AddConsumable $Player 45 1>>"
}
]>>
<</widget>>
<<widget ExamineItem>>
<<if $ExamineWeapon is false and $ExamineWearable is false and $ExamineConsumable is false>>
You're not examining any item right now.
<<else>>
<<if $ExamineWeapon is true>>
<<set $ExamineWeapon to false>>
<<for $i to 0; $i lt $Weapons.length; $i++>>
<<if $Weapons[$i].ID == $ExamineWeaponID>>
<<set $StoredModifiers = $Weapons[$ExamineWeaponID].Modifiers>>
<<print '@@.boldtext;Name@@: ' + $Weapons[$i].Name + '<br>@@.boldtext;Description@@:' + $Weapons[$i].Description + '<br>@@.boldtext;Material@@: ' + $Weapons[$i].Material + ''>>
<</if>>
<</for>>
<br>@@.boldtext;Modifiers@@: <<for $Mod to 0; $Mod lt $Weapons[$ExamineWeaponID].Modifiers.length; $Mod++>>
@@.lightbluetext;$StoredModifiers[$Mod]@@<<set $MCount = $Mod + 1>><<if $MCount < $StoredModifiers.length>>, <<elseif $MCount == $StoredModifiers.length>>.<</if>>
<</for>>
<</if>>
<<if $ExamineWearable is true>>
<<set $ExamineWearable to false>>
<<for $i to 0; $i lt $Wearables.length; $i++>>
<<if $Wearables[$i].ID == $ExamineWearableID>>
<<print '@@.boldtext;Name@@: ' + $Wearables[$i].Name + '<br>@@.boldtext;Description@@:' + $Wearables[$i].Description + '<br>@@.boldtext;Style@@: ' + $Wearables[$i].Style + '<br>@@.boldtext;Class@@: ' + $Wearables[$i].Class + '<br>@@.boldtext;Material@@: ' + $Wearables[$i].Material + '<br>@@.boldtext;Decency@@: ' + $Wearables[$i].Decency + ''>>
<</if>>
<</for>>
<</if>>
<<if $ExamineConsumable is true>>
<<set $ExamineConsumable to false>>
<<for $i to 0; $i lt $Consumables.length; $i++>>
<<if $Consumables[$i].ID == $ExamineConsumableID>>
<<print '@@.boldtext;Name@@: ' + $Consumables[$i].Name + '<br>' + $Consumables[$i].Description + ''>>
<</if>>
<</for>>
<</if>>
<</if>>
<</widget>>
<<widget DisplaySkills>>
<<for _s to 0; _s lt $EntityValues.length; _s++>>
<<if $EntityValues[_s].ID == $args[0]>>
<<set $Stored_EntitySkills = $EntityValues[_s].Skills>>
<</if>>
<</for>>
<<for _k to 0; _k lt $Stored_EntitySkills.length; _k++>>
<<if $Stored_EntitySkills[_k] != "None">>
@@.lightbluetext;$Stored_EntitySkills[_k]@@<<set _n = _k + 1>><<if _n < $Stored_EntitySkills.length>>, <<elseif _n == $Stored_EntitySkills.length>>.<</if>><</if>><</for>>
<</widget>>
/* Old Stuff
<<widget DisplayExaminedStats>>
<<if $Player_Is_ExaminingWearable is true>>
<<for $i to 0; $i lt $Wearables.length; $i++>>
<<if $Wearables[$i].Name == $PlayerExaminedItem>>
@@.goldtext;Value@@: $Wearables[$i].Value <br>
@@.boldtext;Style@@: $Wearables[$i].Style <br>
@@.lightbluetext;Material@@: $Wearables[$i].Material <br>
@@.depravitytext;Promiscuity@@: $Wearables[$i].Promiscuity <br>
<</if>>
<</for>>
<</if>>
<<if $ExamineWeapon is true>>
<<for $i to 0; $i lt $Weapons.length; $i++>>
<<if $Weapons[$i].ID == $ExamineWeaponID>>
@@.boldtext;$Weapons[$i].Name@@<br>
@@.lightbluetext;Material@@: $Weapons[$i].Material <br>
@@.goldtext;Value@@: $Weapons[$i].Value <br>
<</if>>
<</for>>
<</if>>
<</widget>>
<<if $Wearables[$i].LethalityApply != 0>>@@.lethalitytext;Lethality@@: $Wearables[$i].LethalityApply<br><</if>>
<<if $Wearables[$i].ArmorApply != 0>>@@.armortext;Armor@@: $Wearables[$i].ArmorApply<br><</if>>
<<if $Wearables[$i].SorceryApply != 0>>@@.sorcerytext;Sorcery@@: $Wearables[$i].SorceryApply<br><</if>>
<<if $Wearables[$i].BindingApply != 0>>@@.bindingtext;Binding@@: $Wearables[$i].BindingApply<br><</if>>
<<if $Wearables[$i].SeductionApply != 0>>@@.seductiontext;Seduction@@: $Wearables[$i].SeductionApply<br><</if>>
<<if $Wearables[$i].DepravityApply != 0>>@@.depravitytext;Depravity@@: $Wearables[$i].DepravityApply<br><</if>>
<<if $Wearables[$i].CriticalityApply != 0>>@@.criticalitytext;Criticality@@: $Wearables[$i].CriticalityApply<br><</if>>
<<if $Wearables[$i].AccuracyApply != 0>>@@.accuracytext;Accuracy@@: $Wearables[$i].AccuracyApply<br><</if>>
<<if $Wearables[$i].EvasionApply != 0>>@@.evasiontext;Evasion@@: $Wearables[$i].EvasionApply<br><</if>>
<<if $Wearables[$i].HealthApply != 0>>@@.healthtext;Health@@: $Wearables[$i].HealthApply<br><</if>>
<<if $Wearables[$i].ManaApply != 0>>@@.manatext;Mana@@: $Wearables[$i].ManaApply<br><</if>>
<<if $Wearables[$i].EnergyApply != 0>>@@.energytext;Energy@@: $Wearables[$i].EnergyApply<br><</if>>
<<if $Wearables[$i].LustMinApply != 0>>@@.lusttext;Min. Lust@@: $Wearables[$i].LustMinApply<br><</if>>
<<if $Wearables[$i].LustMaxApply != 0>>@@.lusttext;Max. Lust@@: $Wearables[$i].LustMaxApply<br><</if>>
<<if $Wearables[$i].ResistanceApply != 0>>@@.resistancetext;Resistance@@: $Wearables[$i].ResistanceApply<br><</if>>
<<if $Weapons[$i].LethalityApply != 0>>@@.lethalitytext;Lethality@@: $Weapons[$i].LethalityApply<br><</if>>
<<if $Weapons[$i].ArmorApply != 0>>@@.armortext;Armor@@: $Weapons[$i].ArmorApply<br><</if>>
<<if $Weapons[$i].SorceryApply != 0>>@@.sorcerytext;Sorcery@@: $Weapons[$i].SorceryApply<br><</if>>
<<if $Weapons[$i].BindingApply != 0>>@@.bindingtext;Binding@@: $Weapons[$i].BindingApply<br><</if>>
<<if $Weapons[$i].SeductionApply != 0>>@@.seductiontext;Seduction@@: $Weapons[$i].SeductionApply<br><</if>>
<<if $Weapons[$i].DepravityApply != 0>>@@.depravitytext;Depravity@@: $Weapons[$i].DepravityApply<br><</if>>
<<if $Weapons[$i].CriticalityApply != 0>>@@.criticalitytext;Criticality@@: $Weapons[$i].CriticalityApply<br><</if>>
<<if $Weapons[$i].AccuracyApply != 0>>@@.accuracytext;Accuracy@@: $Weapons[$i].AccuracyApply<br><</if>>
<<if $Weapons[$i].EvasionApply != 0>>@@.evasiontext;Evasion@@: $Weapons[$i].EvasionApply<br><</if>>
<<if $Weapons[$i].HealthApply != 0>>@@.healthtext;Health@@: $Weapons[$i].HealthApply<br><</if>>
<<if $Weapons[$i].ManaApply != 0>>@@.manatext;Mana@@: $Weapons[$i].ManaApply<br><</if>>
<<if $Weapons[$i].EnergyApply != 0>>@@.energytext;Energy@@: $Weapons[$i].EnergyApply<br><</if>>
<<if $Weapons[$i].LustMinApply != 0>>@@.lusttext;Min. Lust@@: $Weapons[$i].LustMinApply<br><</if>>
<<if $Weapons[$i].LustMaxApply != 0>>@@.lusttext;Max. Lust@@: $Weapons[$i].LustMaxApply<br><</if>>
<<if $Weapons[$i].ResistanceApply != 0>>@@.resistancetext;Resistance@@: $Weapons[$i].ResistanceApply<br><</if>>
*/
<<widget InventoryDebugPanel>>
<<if $DebugMode is true>>
Invetory Debug Panel
-------------------------------------------
CurseWasMiss : $CurseWasMiss
CurseWasResisted : $CurseWasResisted
CurseRoll : $CurseRoll
CurseRandom : $CurseRandom
ChangeWasMiss : $ChangeWasMiss
ChangeWasResisted : $ChangeWasResisted
ChangeRoll : $ChangeRoll
ChangeRandom : $ChangeRandom
ExaminingWeapon : $ExamineWeapon
ExaminingWearable : $ExamineWearable
ExaminingConsumable : $ExamineConsumable
ExamineWeaponID : $ExamineWeaponID
ExamineWearableID : $ExamineWearableID
ExamineConsumableID : $ExamineConsumableID
<</if>><</widget>><<silently>>
<<for $i to 0; $i lt $Consumables.length; $i++>>
<<if $Consumables[$i].ID == $ConsumableEffect>>
<<set $ConsumeRandom = random(100)>>
<<set $Consumption_Text = $Consumables[$i].Consumption>>
<<set $ConsumableName = $Consumables[$i].Name>>
<<if $EntityValues[$Consumer].IsPlayer is true>>
<<set $ConsumeEffectsFirstText = $Consumables[$i].EffectsFirstTextPlayer>>
<<else>>
<<set $ConsumeEffectsFirstText = $Consumables[$i].EffectsFirstText>>
<</if>>
<<set $ConsumeEffectsSecondText = $Consumables[$i].EffectsSecondText>>
<<set $ConsumeEffectsThirdText = $Consumables[$i].EffectsThirdText>>
<</if>>
<</for>>
<</silently>>
!$Consumption_Text - $ConsumableName
---------------------------------------
$ConsumeEffectsFirstText
$ConsumeEffectsSecondText
$ConsumeEffectsThirdText
<<if $HoverMode is false>>[[Continue|Inventory]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Continue|Inventory]]<</replace>><</if>>
<<InventoryDebugPanel>>
<<widget InventoryReset>>
<<set $Consumable_Effect = 0>>
<<set $ConsumeEffectsTitle = "">>
<<set $ConsumeEffectsFirstText = "">>
<<set $ConsumeEffectsSecondText = "">>
<<set $ConsumeEffectsThirdText = "">>
<<set $Consumable_Is_Curse to false>>
<<set $Consumable_Is_Change to false>>
<<set $Consumable_Is_Alcohol to false>>
<<set $Consumable_Is_Empowering to false>>
<<set $Consumable_Is_Exhausting to false>>
<<set $Consumable_Is_Enhancing to false>>
<<set $Consumable_Is_Debilitating to false>>
<<set $Consumable_Is_Insightful to false>>
<<set $Consumable_Is_Confusing to false>>
<<set $Consumable_Is_Overflowing to false>>
<<set $Consumable_Is_Ascending to false>>
<<set $Consumable_Is_MindBlank to false>>
<<set $Consumable_Is_Corrupting to false>>
<<set $Consumable_Is_Cleansing to false>>
<<set $Consumable_IncreaseHealth to false>>
<<set $Consumable_IncreaseMana to false>>
<<set $Consumable_IncreaseEnergy to false>>
<<set $Consumable_IncreaseLust to false>>
<<set $Consumable_IncreaseResistance to false>>
<<set $Consumable_IncreaseDepravity to false>>
<<set $Consumable_IncreaseMasculinity to false>>
<<set $Consumable_IncreaseFemininity to false>>
<<set $Consumable_HealthIncreased = 0>>
<<set $Consumable_ManaIncreased = 0>>
<<set $Consumable_EnergyIncreased = 0>>
<<set $Consumable_LustIncreased = 0>>
<<set $Consumable_ResistanceIncreased = 0>>
<<set $Consumable_DepravityIncreased = 0>>
<<set $TextMessage = "">>
<<set $Consumable_FirstChoice to false>>
<<set $Consumable_SecondChoice to false>>
<<set $Consumable_ThirdChoice to false>>
<<set $PlayerInventory_Text = "You're not currently examining any item.">>
<<set $Wearables_PlayerWearFailed to false>>
<<set $Player_Is_ExaminingWeapon to false>>
<<set $Player_Is_ExaminingWearable to false>>
<<set $Player_Is_ExaminingConsumable to false>>
<</widget>><<widget PartnerSexOptionsHandling>>
<<set $PartnerSexOption = random(100)>>
<<if $SexPlayerOnBottom is true>>
<<set $PlayerHasCriteria to false>>
<<set $PartnerHasCriteria to false>>
<<for $i to 0; $i lt $SexOptions.length; $i++>>
<<if $SexFound is false>>
<<if $SexOptions[$i].IsSubmissive is true>>
<<if $PartnerSexOption < $SexOptions[$i].Rate>>
<<if $SexOptions[$i].Player.includes("Oral")>>
<<set $PlayerHasCriteria to true>>
<</if>>
<<if $SexOptions[$i].Partner.includes("Oral")>>
<<set $PartnerHasCriteria to true>>
<</if>>
<<if $SexOptions[$i].Player.includes("Ass")>>
<<set $PlayerHasCriteria to true>>
<</if>>
<<if $SexOptions[$i].Partner.includes("Ass")>>
<<set $PartnerHasCriteria to true>>
<</if>>
<<if $SexOptions[$i].Player.includes("Penis")>>
<<if $EntityValues[$Player].Body.Penis.Has is true>>
<<set $PlayerHasCriteria to true>>
<</if>>
<</if>>
<<if $SexOptions[$i].Partner.includes("Penis")>>
<<if $EntityValues[$Partner].Body.Penis.Has is true>>
<<set $PartnerHasCriteria to true>>
<</if>>
<</if>>
<<if $SexOptions[$i].Player.includes("Vagina")>>
<<if $EntityValues[$Player].Body.Vagina.Has is true>>
<<set $PlayerHasCriteria to true>>
<</if>>
<</if>>
<<if $SexOptions[$i].Partner.includes("Vagina")>>
<<if $EntityValues[$Partner].Body.Vagina.Has is true>>
<<set $PartnerHasCriteria to true>>
<</if>>
<</if>>
<<if $PlayerHasCriteria is true and $PartnerHasCriteria is true>>
<<set $SexFound to true>>
<<set $SexOptions[$i].InProgress to true>>
<<set $SexInProgressID = $SexOptions[$i].ID>>
<<else>>
<<set $PlayerHasCriteria to false>>
<<set $PartnerHasCriteria to false>>
<</if>>
<</if>>
<</if>>
<</if>>
<</for>>
<</if>>
<</widget>>
<<silently>>
<</silently>>
!Examine - $EnemyName
-------------------------
You take a closer look at $EnemyName.
<<ClothedExamine $Enemy>>
<<if $HoverMode is false>>[[Back|Combat - Main Menu][$PlayerCombatState = 0, $EnemyCombatState = 0]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Back|Combat - Main Menu][$PlayerCombatState = 0, $EnemyCombatState = 0]]<</replace>><</if>>
<<if $DebugMode is true>>
!Debug
-------------------------------------
<<PrintPrimary $Enemy>>
<<PrintStats $Enemy>>
<<PrintAnatomy $Enemy>>
<</if>>
Sets: Leather Armor, Chain Mail, Plated
Head: Helmet,
Chest: Crop Top, Blouse, Noble Dress, Dress, Shirt, Corset, Bodice, Top
Legs: Micro Skirt, Short Skirt, Leggings, Trousers, Hot Pants, Short Pants, Pants
Hands: Leather Gloves, Lace Gloves, Satin Gloves, Iron Gauntlets, Steel-Plated Gauntlets
Feet: Period Shoes, High-Heels, Shoes, Boots
Bra: Brassiere, Lace Brassiere, Balconette, Band, Pasties
Underwear: Panties, Lace Panties, Underpants, Underdress, G-String
Accessories: Lucirite, Depravium, Mordrite, Vrinerium, Zelendium, Cordrite
Westdalian: x1
Caernian: x2.5
Vrinerian: x1.5
Valendian: x4.5
Lyrica: x1.5
Poverty: x0
Regular: x1
Ritual: x1
Combat: x2
Street-walker: x1
Courtesan: x2
Nobility: x4
Knightly: x5
Statchart for Items (Armor)
Head - Cloth: +0, Leather: +1, Iron: +4, Steel: +6
Chest - Cloth: +0, Leather: +1, Iron: +4, Steel: +6
Hands - Cloth: +0, Leather: +1, Iron: +4, Steel: +6
Arms - Cloth: +0, Leather: +1, Iron: +4, Steel: +6
Legs - Cloth: +0, Leather: +1, Iron: +4, Steel: +6
Feet - Cloth: +0, Leather: +1, Iron: +4, Steel: +6
Breast - Exposed: +10 Sed / Covered: -10 Sed
Crotch - Exposed: +15 Sed / Covered: -10 Sed
Clothing - Point Dist.
Westdalian Steel: 0 pr. Piece
Westdalian Iron: 2 pr. Piece
Westdalian Leather: 3 pr. piece
Westdalian Clothing: 5 pr. piece
Vrinerian Steel: 1 pr. Piece
Vrinerian Iron: 3 pr. Piece
Vrinerian Leather: 4 pr. piece
Vrinerian Clothing: 6 pr. piece
Caernian Steel: 2 pr. Piece
Caernian Iron: 4 pr. Piece
Caernian Leather: 5 pr. piece
Caernian Clothing: 7 pr. piece
For every +5 Promiscuity, give +1 seduction
Westdalian: Known for it's durability, but sombre and black themes, the Westdalian style is a classic in the fashion world. Highly popular amongst the working class, less so in the upper echelons of society.
Vrinerian: Known for it's delicate and promiscuous approach to clothing. Clothes from Vrineria are skimpy, often done in lace or satin. Highly popular amongst courtesans and street-walkers alike, as well as nobles that like to show off skin or knights that like a more decorated armor.
Caernian: Known for being classy, business-oriented and uptight. The Caernian style is exceptionally popular amongst the nobility and the merchant class for it's sleek contrast between dark and light colors.
<<widget RateEntityOutfit>>
<<set $EntityRated = $args[0]>>
<<if $EntityValues[$EntityRated].Decency <= 0>>
<<set $OutfitRatingText = "@@.promiscuity100text;Obscene@@">>
<<elseif $EntityValues[$EntityRated].Decency < 10>>
<<set $OutfitRatingText = "@@.promiscuity90text;Wicked@@">>
<<elseif $EntityValues[$EntityRated].Decency < 20>>
<<set $OutfitRatingText = "@@.promiscuity80text;Whorish@@">>
<<elseif $EntityValues[$EntityRated].Decency < 30>>
<<set $OutfitRatingText = "@@.promiscuity70text;Vulgar@@">>
<<elseif $EntityValues[$EntityRated].Decency < 40>>
<<set $OutfitRatingText = "@@.promiscuity60text;Indecent@@">>
<<elseif $EntityValues[$EntityRated].Decency < 50>>
<<set $OutfitRatingText = "@@.promiscuity50text;Improper@@">>
<<elseif $EntityValues[$EntityRated].Decency < 60>>
<<set $OutfitRatingText = "@@.promiscuity40text;Naughty@@">>
<<elseif $EntityValues[$EntityRated].Decency < 70>>
<<set $OutfitRatingText = "@@.promiscuity30text;Risqué@@">>
<<elseif $EntityValues[$EntityRated].Decency < 80>>
<<set $OutfitRatingText = "@@.promiscuity20text;Satisfactory@@">>
<<elseif $EntityValues[$EntityRated].Decency < 90>>
<<set $OutfitRatingText = "@@.promiscuity10text;Decent@@">>
<<elseif $EntityValues[$EntityRated].Decency < 100>>
<<set $OutfitRatingText = "@@.promiscuity00text;Refined@@">>
<<elseif $EntityValues[$EntityRated].Decency >= 100>>
<<set $OutfitRatingText = "@@.promiscuity00text;Innocent@@">>
<</if>>
@@.boldtext;Outfit Rating@@($EntityValues[$EntityRated].Decency): $OutfitRatingText
<br><<if $EntityValues[$EntityRated].HasChestCovered is false>>
@@.boldtext;Chest@@: @@.exposuretext;Exposed@@ (+3 @@.seductiontext;Seduction@@)
<<else>>
@@.boldtext;Chest@@: @@.yellowtext;Covered@@ (By $OutfitChestName)
<</if>>
<br><<if $EntityValues[$EntityRated].HasCrotchCovered is false>>
@@.boldtext;Crotch@@: @@.exposuretext;Exposed@@ (+6 @@.seductiontext;Seduction@@)
<<else>>
@@.boldtext;Crotch@@: @@.yellowtext;Covered@@ (By $OutfitCrotchName)
<</if>>
<</widget>>
<<widget EntityOutfitRatingApply>>
<<set $EntityRated = $args[0]>>
<<set $EntityUnderwearIsVisible to true>>
<<set $EntityBraIsVisible to true>>
<<set $EntityValues[$EntityRated].HasChestCovered to false>>
<<set $EntityValues[$EntityRated].HasCrotchCovered to false>>
<<set $OutfitChestName = "">>
<<set $OutfitCrotchName = "">>
<<set $EntityValues[$EntityRated].Decency = 30>>
<<for $i to 0; $i lt $EntityValues[$EntityRated].WearablesEquipped.length; $i++>>
<<if $EntityValues[$EntityRated].WearablesEquipped[$i].CoversChest is true>>
<<set $OutfitChestName = $EntityValues[$EntityRated].WearablesEquipped[$i].Name>>
<<set $EntityValues[$EntityRated].HasChestCovered to true>>
<<set $EntityValues[$EntityRated].Decency += 15>>
<</if>>
<<if $EntityValues[$EntityRated].WearablesEquipped[$i].CoversCrotch is true>>
<<set $OutfitCrotchName = $EntityValues[$EntityRated].WearablesEquipped[$i].Name>>
<<set $EntityValues[$EntityRated].HasCrotchCovered to true>>
<<set $EntityValues[$EntityRated].Decency += 15>>
<</if>>
<<if $EntityValues[$EntityRated].WearablesEquipped[$i].Bra != true and $EntityValues[$EntityRated].WearablesEquipped[$i].CoversChest is true>>
<<set $OutfitChestName = $EntityValues[$EntityRated].WearablesEquipped[$i].Name>>
<<set $EntityBraIsVisible to false>>
<</if>>
<<if $EntityValues[$EntityRated].WearablesEquipped[$i].Underwear != true and $EntityValues[$EntityRated].WearablesEquipped[$i].CoversChest is true>>
<<set $OutfitChestName = $EntityValues[$EntityRated].WearablesEquipped[$i].Name>>
<<set $EntityBraIsVisible to false>>
<</if>>
<<if $EntityValues[$EntityRated].WearablesEquipped[$i].Underwear != true and $EntityValues[$EntityRated].WearablesEquipped[$i].CoversCrotch is true>>
<<set $OutfitCrotchName = $EntityValues[$EntityRated].WearablesEquipped[$i].Name>>
<<set $EntityCrotchIsVisible to false>>
<</if>>
<<if $EntityValues[$EntityRated].WearablesEquipped[$i].Underwear != true and $EntityValues[$EntityRated].WearablesEquipped[$i].Bra != true>>
<<set $EntityValues[$EntityRated].Decency += $EntityValues[$EntityRated].WearablesEquipped[$i].Decency>>
<<elseif $EntityValues[$EntityRated].WearablesEquipped[$i].Underwear == true>>
<<if $EntityUnderwearIsVisible is true>>
<<set $EntityValues[$EntityRated].Decency += $EntityValues[$EntityRated].WearablesEquipped[$i].Decency>>
<</if>>
<<elseif $EntityValues[$EntityRated].WearablesEquipped[$i].Bra == true>>
<<if $EntityUnderwearIsVisible is true>>
<<set $EntityValues[$EntityRated].Decency += $EntityValues[$EntityRated].WearablesEquipped[$i].Decency>>
<</if>>
<</if>>
<</for>>
<<EntityOutfitSocialClass $EntityRated>>
<</widget>>
<<widget SetItemValue>>
<<for $i to 0; $i lt $Wearables.length; $i++>>
<<set $ItemCoverage_Amount = 0>>
<<set $ItemMaterial_Value = 0>>
<<set $ItemStats_Value = 0>>
<<set $ItemStyle_Modifier = 0>>
<<set $ItemClass_Modifier = 0>>
<<if $Wearables[$i].LethalApply > 0>>
<<set $ItemStats_Value += 5 * $Wearables[$i].LethalApply>>
<</if>>
<<if $Wearables[$i].ArmorApply > 0>>
<<set $ItemStats_Value += 5 * $Wearables[$i].ArmorApply>>
<</if>>
<<if $Wearables[$i].SorceryApply > 0>>
<<set $ItemStats_Value += 5 * $Wearables[$i].SorceryApply>>
<</if>>
<<if $Wearables[$i].BindingApply > 0>>
<<set $ItemStats_Value += 5 * $Wearables[$i].BindingApply>>
<</if>>
<<if $Wearables[$i].SeductionApply > 0>>
<<set $ItemStats_Value += 5 * $Wearables[$i].SeductionApply>>
<</if>>
<<if $Wearables[$i].DepravityApply > 0>>
<<set $ItemStats_Value += 5 * $Wearables[$i].DepravityApply>>
<</if>>
<<if $Wearables[$i].AccuracyApply > 0>>
<<set $ItemStats_Value += 5 * $Wearables[$i].AccuracyApply>>
<</if>>
<<if $Wearables[$i].EvasionApply > 0>>
<<set $ItemStats_Value += 5 * $Wearables[$i].EvasionApply>>
<</if>>
<<if $Wearables[$i].CriticalityApply > 0>>
<<set $ItemStats_Value += 5 * $Wearables[$i].CriticalityApply>>
<</if>>
<<if $Wearables[$i].HealthApply > 0>>
<<set $ItemStats_Value += 5 * $Wearables[$i].HealthApply>>
<</if>>
<<if $Wearables[$i].ManaApply > 0>>
<<set $ItemStats_Value += 5 * $Wearables[$i].ManaApply>>
<</if>>
<<if $Wearables[$i].EnergyApply > 0>>
<<set $ItemStats_Value += 5 * $Wearables[$i].EnergyApply>>
<</if>>
<<if $Wearables[$i].LustMinApply > 0>>
<<set $ItemStats_Value += 5 * $Wearables[$i].LustMinApply>>
<</if>>
<<if $Wearables[$i].LustMaxApply > 0>>
<<set $ItemStats_Value += 5 * $Wearables[$i].LustMaxApply>>
<</if>>
<<if $Wearables[$i].ResistanceApply > 0>>
<<set $ItemStats_Value += 5 * $Wearables[$i].ResistanceApply>>
<</if>>
<<if $Wearables[$i].Head is true>>
<<set $ItemCoverage_Amount += 1>>
<</if>>
<<if $Wearables[$i].Chest is true>>
<<set $ItemCoverage_Amount += 1>>
<</if>>
<<if $Wearables[$i].Hands is true>>
<<set $ItemCoverage_Amount += 1>>
<</if>>
<<if $Wearables[$i].Legs is true>>
<<set $ItemCoverage_Amount += 1>>
<</if>>
<<if $Wearables[$i].Feet is true>>
<<set $ItemCoverage_Amount += 1>>
<</if>>
<<if $Wearables[$i].Bra is true>>
<<set $ItemCoverage_Amount += 1>>
<</if>>
<<if $Wearables[$i].Underwear is true>>
<<set $ItemCoverage_Amount += 1>>
<</if>>
<<if $Wearables[$i].Accessory is true>>
<<set $ItemCoverage_Amount += 1>>
<</if>>
<<if $Wearables[$i].Material is "Fabric">>
<<set $ItemMaterial_Value += 5>>
<<elseif $Wearables[$i].Material is "Satin">>
<<set $ItemMaterial_Value += 10>>
<<elseif $Wearables[$i].Material is "Lace">>
<<set $ItemMaterial_Value += 15>>
<<elseif $Wearables[$i].Material is "Leather">>
<<set $ItemMaterial_Value += 20>>
<<elseif $Wearables[$i].Material is "Iron">>
<<set $ItemMaterial_Value += 100>>
<<elseif $Wearables[$i].Material is "Steel">>
<<set $ItemMaterial_Value += 225>>
<<elseif $Wearables[$i].Material is "Dracura">>
<<set $ItemMaterial_Value += 175>>
<<elseif $Wearables[$i].Material is "Silk">>
<<set $ItemMaterial_Value += 75>>
<<elseif $Wearables[$i].Material is "Lydric">>
<<set $ItemMaterial_Value += 135>>
<<else>>
<<set $ItemMaterial_Value += 1>>
<</if>>
<<if $Wearables[$i].Style is "Westdalian">>
<<set $ItemStyle_Modifier += 1>>
<<elseif $Wearables[$i].Style is "Caernian">>
<<set $ItemStyle_Modifier += 3>>
<<elseif $Wearables[$i].Style is "Vrinerian">>
<<set $ItemStyle_Modifier += 2>>
<<elseif $Wearables[$i].Style is "Valendian">>
<<set $ItemStyle_Modifier += 5>>
<<elseif $Wearables[$i].Style is "Lyrica">>
<<set $ItemStyle_Modifier += 2>>
<<else>>
<<set $ItemStyle_Modifier += 1>>
<</if>>
<<if $Wearables[$i].Class is "@@.povertytext;Poverty@@">>
<<set $ItemClass_Modifier += 0>>
<<elseif $Wearables[$i].Class is "@@.regulartext;Regular@@">>
<<set $ItemClass_Modifier += 1>>
<<elseif $Wearables[$i].Class is "@@.ritualtext;Ritual@@">>
<<set $ItemClass_Modifier += 1>>
<<elseif $Wearables[$i].Class is "@@.nobilitytext;Nobility@@">>
<<set $ItemClass_Modifier += 4>>
<<elseif $Wearables[$i].Class is "@@.combattext;Combat@@">>
<<set $ItemClass_Modifier += 2>>
<<elseif $Wearables[$i].Class is "@@.streetwalkertext;Street-walker@@">>
<<set $ItemClass_Modifier += 1>>
<<elseif $Wearables[$i].Class is "@@.knightlytext;Knightly@@">>
<<set $ItemClass_Modifier += 5>>
<<elseif $Wearables[$i].Class is "@@.courtesantext;Courtesan@@">>
<<set $ItemClass_Modifier += 2>>
<<elseif $Wearables[$i].Class is "@@.merchanttext;Merchant@@">>
<<set $ItemClass_Modifier += 3>>
<</if>>
<<set $Wearables[$i].Value += $ItemMaterial_Value * $ItemCoverage_Amount * $ItemStyle_Modifier * $ItemClass_Modifier>>
<<set $Wearables[$i].Value += $ItemStats_Value>>
<</for>>
<</widget>>
<<widget EntityOutfitSocialClass>>
<<set $EntityRated = $args[0]>>
<<set $ItemClassPoverty = 0>>
<<set $ItemClassRegular = 0>>
<<set $ItemClassCombat = 0>>
<<set $ItemClassMerchant = 0>>
<<set $ItemClassStreetwalker = 0>>
<<set $ItemClassCourtesan = 0>>
<<set $ItemClassKnightly = 0>>
<<set $ItemClassNobility = 0>>
<<set $ItemClassRitual = 0>>
<<set $EntityValues[$EntityRated].SocialClass = "@@.povertytext;Poverty@@">>
<<for $i to 0; $i lt $EntityValues[$EntityRated].WearablesEquipped.length; $i++>>
<<set $WearableID = $EntityValues[$EntityRated].WearablesEquipped[$i].ID>>
<<if $EntityValues[$EntityRated].WearablesEquipped[$i].Head is true>>
<<WearableClassSet $WearableID 1>>
<</if>>
<<if $EntityValues[$EntityRated].WearablesEquipped[$i].Chest is true>>
<<WearableClassSet $WearableID 2>>
<</if>>
<<if $EntityValues[$EntityRated].WearablesEquipped[$i].Hands is true>>
<<WearableClassSet $WearableID 1>>
<</if>>
<<if $EntityValues[$EntityRated].WearablesEquipped[$i].Legs is true>>
<<WearableClassSet $WearableID 2>>
<</if>>
<<if $EntityValues[$EntityRated].WearablesEquipped[$i].Feet is true>>
<<WearableClassSet $WearableID 1>>
<</if>>
<<if $EntityValues[$EntityRated].WearablesEquipped[$i].Bra is true>>
<<if $EntityBraIsVisible is true>>
<<WearableClassSet $WearableID 1>>
<</if>>
<</if>>
<<if $EntityValues[$EntityRated].WearablesEquipped[$i].Underwear is true>>
<<if $EntityUnderwearIsVisible is true>>
<<WearableClassSet $WearableID 1>>
<</if>>
<</if>>
<</for>>
<<if $ItemClassPoverty >= 3>>
<<set $EntityValues[$EntityRated].SocialClass = "@@.povertytext;Poverty@@">>
<<elseif $ItemClassRegular >= 3>>
<<set $EntityValues[$EntityRated].SocialClass = "@@.regulartext;Regular@@">>
<<elseif $ItemClassRitual >= 2>>
<<set $EntityValues[$EntityRated].SocialClass = "@@.ritualtext;Ritual@@">>
<<elseif $ItemClassNobility >= 3>>
<<set $EntityValues[$EntityRated].SocialClass = "@@.nobilitytext;Nobility@@">>
<<elseif $ItemClassCombat >= 3>>
<<set $EntityValues[$EntityRated].SocialClass = "@@.combattext;Combat@@">>
<<elseif $ItemClassStreetwalker >= 3>>
<<set $EntityValues[$EntityRated].SocialClass = "@@.streetwalkertext;Street-walker@@">>
<<elseif $ItemClassKnightly >= 3>>
<<set $EntityValues[$EntityRated].SocialClass = "@@.knightlytext;Knightly@@">>
<<elseif $ItemClassCourtesan >= 3>>
<<set $EntityValues[$EntityRated].SocialClass = "@@.courtesantext;Courtesan@@">>
<<elseif $ItemClassMerchant >= 3>>
<<set $EntityValues[$EntityRated].SocialClass = "@@.merchanttext;Merchant@@">>
<</if>>
<</widget>>
<<widget WearableClassSet>>
<<set $WearableID = $args[0]>>
<<if $Wearables[$WearableID].Class is "@@.povertytext;Poverty@@">>
<<set $ItemClassPoverty += $args[1]>>
<<elseif $Wearables[$WearableID].Class is "@@.regulartext;Regular@@">>
<<set $ItemClassRegular += $args[1]>>
<<elseif $Wearables[$WearableID].Class is "@@.ritualtext;Ritual@@">>
<<set $ItemClassRitual += $args[1]>>
<<elseif $Wearables[$WearableID].Class is "@@.nobilitytext;Nobility@@">>
<<set $ItemClassNobility += $args[1]>>
<<elseif $Wearables[$WearableID].Class is "@@.combattext;Combat@@">>
<<set $ItemClassCombat += $args[1]>>
<<elseif $Wearables[$WearableID].Class is "@@.streetwalkertext;Street-walker@@">>
<<set $ItemClassStreetwalker += $args[1]>>
<<elseif $Wearables[$WearableID].Class is "@@.knightlytext;Knightly@@">>
<<set $ItemClassKnightly += $args[1]>>
<<elseif $Wearables[$WearableID].Class is "@@.courtesantext;Courtesan@@">>
<<set $ItemClassCourtesan += $args[1]>>
<<elseif $Wearables[$WearableID].Class is "@@.merchanttext;Merchant@@">>
<<set $ItemClassMerchant += $args[1]>>
<</if>>
<</widget>>
<<widget StartBackgrounds>>
<<set $Backgrounds = [
{
ID: 0,
Name: "Clean Slate",
Description: "Your background is shrouded in mystery, no one knows who you are or where you come from... not even yourself, the past is nothing, you remember nothing. Consider this a clean slate.",
Boons: "None.",
Drawbacks: "None.",
SpecialQuest: "None.",
StartExp: 30,
FreeTraits: "None.",
FreeSkills: "None.",
Locks: "None.",
IsBackground: false
},
{
ID: 1,
Name: "Otherworlder",
Description: "You're not originally from this world, and was due to uncertain circumstances, flung into this world. Now you must find your way home or adapt yourself to this one.",
Boons: "You're unknown in the world with no previous reputation of any kind. Consider this a clean slate as well in the world.",
Drawbacks: "None.",
SpecialQuest: "Return Home",
StartExp: 30,
FreeTraits: "None.",
FreeSkills: "None.",
Locks: "None.",
IsBackground: false
},
{
ID: 2,
Name: "Ex-Mercenary",
Description: "You're an Ex-Mercenary, and find yourself alone and hunted after a job gone wrong. You have found safety for now, and seek to start a new life, with a new identity and a new purpose.",
Boons: "You're no stranger to danger and start with some basic equipment and basic combat training.",
Drawbacks: "Your Notority is minimal in westdale, but as it increases you will be much more vulnerable to bounty hunters.",
SpecialQuest: "Settle the Score",
StartExp: 20,
FreeTraits: "None.",
FreeSkills: "Combat Training.",
Locks: "None.",
IsBackground: false
},
{
ID: 3,
Name: "Inexperienced Slaver",
Description: "You're a promising slaver, seeking to start your new lucrative business somewhere out there in the wild planes of Westdale. Though you are alone and not very experienced, you make up for in preparation.",
Boons: "You know how to properly capture and break slaves and start with basic equipment and a spiked whip.",
Drawbacks: "None",
SpecialQuest: "None",
StartExp: 20,
FreeTraits: "None.",
FreeSkills: "Slaver.",
Locks: "None.",
IsBackground: false
},
{
ID: 4,
Name: "Escaped Pleasure Slave",
Description: "You were previously a pleasure slave to a wealthy baron known as Lord Endenberg. You escaped his mansion and are now on the run. Will you remain free or will his bounty hunters inevitably return his favorite toy to his possession.",
Boons: "You're fairly skilled in the arts of seduction and quite the party pleaser.",
Drawbacks: "You're not that good in a fight. The Baron's men are actively looking for you at all times until dealt with. Your body is decorated like a common whore's.",
SpecialQuest: "End the Endenberg",
StartExp: 20,
FreeTraits: "Slutty and Seductive.",
FreeSkills: "Oral Expertise.",
Locks: "Must be Weak and cannot take any combat-related traits or skills.",
IsBackground: false
},
{
ID: 5,
Name: "Escaped Tribute",
Description: "You were the virgin daughter of an esteemed noble family that was subject to court intrigue and shamed. Your family got out by shamelessly offering you as tribute to the demon lord's harem against your will. You managed to escape, but are now a weak damsel in distress in a ferocious world looking to claim you for it's own.",
Boons: "You're charming and innocent. Remaining pure will give you a massive boost to Willpower.",
Drawbacks: "You're absolutely terrible in a fight. You may be pure now, but once you fall, you will fall harder than most and lose your Willpower bonus.",
SpecialQuest: "No! Not my Maidenhood!",
StartExp: 15,
FreeTraits: "Beautiful, Persuasive, High Willpower and Innocent.",
FreeSkills: "None.",
Locks: "Must be Female, Must be Weak and cannot take any combat-related traits or skills.",
IsBackground: false
}
]>>
<</widget>><<widget CoreTraitsGlossary>>---------------------------------------------------
@@.lightbluetext;Strength@@ - (Monstrous(6), Bulky(5), Strong(4), Weak(2), Frail(1), Enfeebled(0))
---------------------------------------------------
@@.boldtext;Description@@: The physical capability of a character.
@@.boldtext;Effects@@: +1/-1 to base Lethality, +20/-20 to base Health and will make the character more intimidating/less intimidating in general.
@@.lightbluetext;Dexterity@@ - (Graceful(6), Athletic(5), Agile(4), Clumsy(2), Gawky(1), Graceless(0))
---------------------------------------------------
@@.boldtext;Description@@: The athletic capability of a character.
@@.boldtext;Effects@@: +Accuracy and +Evasion, +20/-20 to base Energy and will make the character more flexible/less flexible in general.
@@.lightbluetext;Intelligence@@ - (Brilliant(6), Intelligent(5), Cunning(4), Simple(2), Stupid(1), Incompetent(0))
---------------------------------------------------
@@.boldtext;Description@@: The mental capability of a character.
@@.boldtext;Effects@@: +1/-1 to Sorcery and +50/-50 to base Mana and will make the character gain Experience faster in general.
@@.lightbluetext;Charisma@@ - (Manipulative(6), Deceptive(5), Charming(4), Impolite(2), Unpleasant(1), Repulsive(0))
---------------------------------------------------
@@.boldtext;Description@@: The social capability of a character.
@@.boldtext;Effects@@: +1/-1 to base Seduction and will make the character more likable/dislikable in general.
@@.lightbluetext;Willpower@@ - (Bastion(6), Impervious(5), Steadfast(4), Weak-willed(2), Wimpy(1), Craven(0))
---------------------------------------------------
@@.boldtext;Description@@: The resolve of a character.
@@.boldtext;Effects@@: +1/-1 to base Binding and +50/-50 to base Resistance and will increase/decrease the chance of which the character may gain special traits through Reflection.<</widget>>
---------------------------------------------------
<<widget SpecialTraitsGlossary>>---------------------------------------------------
@@.lightbluetext;Corruptor@@ - (Impure(1), Ruined(2), Corruptor(3))
---------------------------------------------------
@@.boldtext;Description:@@ Corruption of the character's mind.
@@.boldtext;Effects (Impure):@@
@@.boldtext;Effects (Ruined):@@
@@.boldtext;Effects (Corruptor):@@ <</widget>>
<<widget AppearanceTraitsGlossary>><</widget>>
<<widget TemporaryTraitsGlossary>>
@@.lightbluetext;Empowered@@
---------------------------------------------------
@@.boldtext;Description@@: Increases a character's physical capability.
@@.boldtext;Effects@@: +1 to base Lethality, +20 to base Health.
@@.lightbluetext;Exhausted@@
---------------------------------------------------
@@.boldtext;Description@@: Decreases a character's physical capability.
@@.boldtext;Effects@@: -1 to base Lethality, -20 to base Health.
@@.lightbluetext;Enhanced@@
---------------------------------------------------
@@.boldtext;Description@@: Increases a character's athletic capability.
@@.boldtext;Effects@@: +Accuracy and +Evasion, +20 to base Energy.
@@.lightbluetext;Debilitated@@
---------------------------------------------------
@@.boldtext;Description@@: Decreases a character's athletic capability.
@@.boldtext;Effects@@: -Accuracy and -Evasion, -20 to base Energy.
@@.lightbluetext;Insight@@
---------------------------------------------------
@@.boldtext;Description@@: Increases a character's mental capability.
@@.boldtext;Effects@@: +1 to base Sorcery, +50 to base Mana.
@@.lightbluetext;Confused@@
---------------------------------------------------
@@.boldtext;Description@@: Decreases a character's mental capability.
@@.boldtext;Effects@@: -1 to base Sorcery, -50 to base Mana.
@@.lightbluetext;Overflow@@
---------------------------------------------------
@@.boldtext;Description@@: Overflows the character with arcane energy.
@@.boldtext;Effects@@: +2 to base Sorcery and Binding, +100 to base Mana.
@@.lightbluetext;Ascended@@
---------------------------------------------------
@@.boldtext;Description@@: Ascends the character.
@@.boldtext;Effects@@: +2 to all base stats except Armor and Depravity, +100 to base Mana and Energy.
@@.lightbluetext;Mind-Blank@@
---------------------------------------------------
@@.boldtext;Description@@: Completely mind-blank's the character.
@@.boldtext;Effects@@: -10 to all base stats except Armor and Depravity, character acts as if Incompetent.
@@.lightbluetext;Alcohol@@ - (Tipsy(1), Drunk(2), Wasted(3))
---------------------------------------------------
@@.boldtext;Description:@@ Intoxicates the character.
@@.boldtext;Effects (Tipsy)@@: +2 to Seduction, +1 to Lethality, 3 to Depravity.
@@.boldtext;Effects (Drunk)@@: -5 to Seduction, +3 to Lethality, 10 to Depravity.
@@.boldtext;Effects (Wasted)@@: -15 to Seduction, -10 to Lethality, -10 to Sorcery, -10 to Binding, 20 to Depravity.
@@.lightbluetext;Corruption@@ - (Tainted(1), Corrupted(2), Wrecked(3))
---------------------------------------------------
@@.boldtext;Description:@@ Corruption of the character's body.
@@.boldtext;Effects (Tainted)@@: +5 Depravity, +2 Sorcery, -2 Binding, +100 Mana.
@@.boldtext;Effects (Corrupted)@@: +15 Depravity, +10 Sorcery, -10 Binding, +200 Mana.
@@.boldtext;Effects (Wrecked)@@: +35 Depravity, +20 Sorcery, -20 Binding, +350 Mana.
---------------------------------------------------<</widget>>
To Do, Roadmap:
Shave Start
Shave Quests and Story
Add Valendale
Last Shave
Release for Test
<<widget VendorRestocking>>
<<for $i to 0; $i lt $Merchants.length; $i++>>
<<set $Merchants[$i].WeaponsStock = []>>
<<for $n to 0; $n lt $Weapons.length; $n++>>
<<if $Weapons[$n].MerchantGroup.includes($Merchants[$i].MerchantGroup)>>
<<if $Weapons[$n].Rarity == "Common">>
<<set $WeaponID = $Weapons[$n].ID>>
<<set $MerchantID = $Merchants[$i].ID>>
<<set $RestockAmount = random(3)>>
<<if $RestockAmount > 0>>
<<RestockWeapon $MerchantID $WeaponID $RestockAmount>>
<</if>>
<<elseif $Weapons[$n].Rarity == "Rare">>
<<set $WeaponID = $Weapons[$n].ID>>
<<set $MerchantID = $Merchants[$i].ID>>
<<set $RestockAmount = random(1)>>
<<if $RestockAmount > 0>>
<<RestockWeapon $MerchantID $WeaponID $RestockAmount>>
<</if>>
<</if>>
<</if>>
<</for>>
<</for>>
<<for $i to 0; $i lt $Merchants.length; $i++>>
<<set $Merchants[$i].WearablesStock = []>>
<<for $n to 0; $n lt $Wearables.length; $n++>>
<<if $Wearables[$n].MerchantGroup.includes($Merchants[$i].MerchantGroup)>>
<<set $WearableID = $Wearables[$n].ID>>
<<set $MerchantID = $Merchants[$i].ID>>
<<set $RestockAmount = random(2)>>
<<if $RestockAmount > 0>>
<<RestockWearable $MerchantID $WearableID $RestockAmount>>
<</if>>
<</if>>
<</for>>
<</for>>
<<for $i to 0; $i lt $Merchants.length; $i++>>
<<set $Merchants[$i].ConsumablesStock = []>>
<<for $n to 0; $n lt $Consumables.length; $n++>>
<<if $Consumables[$n].MerchantGroup.includes($Merchants[$i].MerchantGroup)>>
<<set $ConsumableID = $Consumables[$n].ID>>
<<set $MerchantID = $Merchants[$i].ID>>
<<if $Consumables[$n].Rarity == "Common">>
<<set $ConsumableID = $Consumables[$n].ID>>
<<set $MerchantID = $Merchants[$i].ID>>
<<if $Consumables[$n].Type == "Beverage">>
<<set $RestockAmount = 10 + random(20)>>
<<elseif $Consumables[$n].Type == "Ingredient">>
<<set $RestockAmount = 15 + random(35)>>
<<elseif $Consumables[$n].Type == "Drug">>
<<set $RestockAmount = random(5)>>
<<elseif $Consumables[$n].Type == "Potion">>
<<set $RestockAmount = random(10)>>
<<else>>
<<set $RestockAmount = random(20)>>
<</if>>
<<if $RestockAmount > 0>>
<<RestockConsumable $MerchantID $ConsumableID $RestockAmount>>
<</if>>
<<elseif $Consumables[$n].Rarity == "Rare">>
<<set $ConsumableID = $Consumables[$n].ID>>
<<set $MerchantID = $Merchants[$i].ID>>
<<set $RestockAmount = random(2)>>
<<if $RestockAmount > 0>>
<<RestockConsumable $MerchantID $ConsumableID $RestockAmount>>
<</if>>
<</if>>
<</if>>
<</for>>
<</for>>
<</widget>><<silently>>
<<ResetPassage "City Shop Background Pack Left" "City Shop Background Pack Right">>
<</silently>>
!The Westdale General Store
---------------------------------------
You enter the general goods store, looking at the various useful items and oddities at display.
[[Browse Merchandise|Merchant - Main Menu][$CurrentMerchant = "Westdale General Store"]]
!!!People & Interests
---------------------------------------
You see a desk.
<<SocialHub "Westdale General Store">>
<<if $HoverMode is false>>[[Return to The Silverwhite Square|City - Silverwhite Square]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Return to The Silverwhite Square|City - Silverwhite Square]]<</replace>><</if>><<silently>>
<<ResetPassage "City Shop Background Pack Left" "City Shop Background Pack Right">>
<</silently>>
!Felicia's Footwear
---------------------------------------
You enter the store, looking at the various boots, shoes and high heels on display.
[[Browse Merchandise|Merchant - Main Menu][$CurrentMerchant = "Felicias Footwear"]]
!!!People & Interests
---------------------------------------
You see a desk.
<<SocialHub "Felicias Footwear">>
<<if $HoverMode is false>>[[Return to The Westhall Square|City - Westhall Square]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Return to The Westhall Square|City - Westhall Square]]<</replace>><</if>><<silently>>
<<ActivityReset>>
<<Activity_HTW_Check>>
<<ActivityLooksCheck>>
<<ActivityStandardCheck>>
<</silently>>
!Activity - High Tavern Waitress
---------------------------------------
You prepare yourself for a shift at the High Tavern, taking out and wearing the lucrative wench outfit.
The wench outfit is made of high quality cloth, leaving plenty of cleavage and is cut low, making you think twice before bending over.
You enter the main tavern hall and get to work.
<<Activity_HTW_Outcome>>
<<ActivityDebugPanel>><<silently>>
<</silently>>
!Activity Info - Exploration of the Westdale Caverns
---------------------------------------
Through your exploration of Westdale, you have come across some caverns, that may be worthy of exploration. The caverns are huge and it would be impossible to explore everything at once.
Risk: @@.greentext;Low@@ - Time: 1 Day - Repeat: Yes/2 Days - Cost: @@.boldtext;Nothing@@ - Requires: @@.boldtext;Nothing@@
!!!Trait and Skill Chart
This displays the traits and skills that affect this assignment.
Traits: @@.lightgreentext;Perceptive@@, @@.lightgreentext;Sneaky@@, @@.lightbluetext;Curious@@.
Skills: @@.lightgreentext;Climbing@@.
[[Explore the Westdale Caverns |Activity - Westdale Caverns Exploration]]
<<if $HoverMode is false>>[[Back|Point of Interest - Westdale Caverns]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Back|Point of Interest - Westdale Caverns]]<</replace>><</if>><<widget ActivityReset>>
<<set $ActivitySuccess = 0>>
<<set $ActivityFailure = 0>>
<<set $ActivityPostOutcome to false>>
<<set $ActivityCoinReward = 0>>
<<set $ActivityShardReward = 0>>
<<set $ActivityTipReward = 0>>
<<set $ActivityPayReward = 0>>
<</widget>>
<<widget ActivityStandardCheck>>
/*Base Check*/
<<set $ActivitySuccess += random(100)>>
<<set $ActivityFailure += random(100)>>
<<set $ActivityOutcome += random(100)>>
/*Base Trait Checks*/
<<if $EntityValues[$Player].RankedTraits.StrengthTraitLevel == 0>>
<<set $ActivityFailure += random(15)>>
<<elseif $EntityValues[$Player].RankedTraits.StrengthTraitLevel == 1>>
<<set $ActivityFailure += random(10)>>
<<elseif $EntityValues[$Player].RankedTraits.StrengthTraitLevel == 2>>
<<set $ActivityFailure += random(5)>>
<<elseif $EntityValues[$Player].RankedTraits.StrengthTraitLevel == 4>>
<<set $ActivitySuccess += random(5)>>
<<elseif $EntityValues[$Player].RankedTraits.StrengthTraitLevel == 5>>
<<set $ActivitySuccess += random(10)>>
<<elseif $EntityValues[$Player].RankedTraits.StrengthTraitLevel == 6>>
<<set $ActivitySuccess += random(15)>>
<</if>>
<<if $EntityValues[$Player].RankedTraits.DexterityTraitLevel == 0>>
<<set $ActivityFailure += random(15)>>
<<elseif $EntityValues[$Player].RankedTraits.DexterityTraitLevel == 1>>
<<set $ActivityFailure += random(10)>>
<<elseif $EntityValues[$Player].RankedTraits.DexterityTraitLevel == 2>>
<<set $ActivityFailure += random(5)>>
<<elseif $EntityValues[$Player].RankedTraits.DexterityTraitLevel == 4>>
<<set $ActivitySuccess += random(5)>>
<<elseif $EntityValues[$Player].RankedTraits.DexterityTraitLevel == 5>>
<<set $ActivitySuccess += random(10)>>
<<elseif $EntityValues[$Player].RankedTraits.DexterityTraitLevel == 6>>
<<set $ActivitySuccess += random(15)>>
<</if>>
<<if $EntityValues[$Player].RankedTraits.IntelligenceTraitLevel == 0>>
<<set $ActivityFailure += random(15)>>
<<elseif $EntityValues[$Player].RankedTraits.IntelligenceTraitLevel == 1>>
<<set $ActivityFailure += random(10)>>
<<elseif $EntityValues[$Player].RankedTraits.IntelligenceTraitLevel == 2>>
<<set $ActivityFailure += random(5)>>
<<elseif $EntityValues[$Player].RankedTraits.IntelligenceTraitLevel == 4>>
<<set $ActivitySuccess += random(5)>>
<<elseif $EntityValues[$Player].RankedTraits.IntelligenceTraitLevel == 5>>
<<set $ActivitySuccess += random(10)>>
<<elseif $EntityValues[$Player].RankedTraits.IntelligenceTraitLevel == 6>>
<<set $ActivitySuccess += random(15)>>
<</if>>
<<if $EntityValues[$Player].RankedTraits.CharismaTraitLevel == 0>>
<<set $ActivityFailure += random(15)>>
<<elseif $EntityValues[$Player].RankedTraits.CharismaTraitLevel == 1>>
<<set $ActivityFailure += random(10)>>
<<elseif $EntityValues[$Player].RankedTraits.CharismaTraitLevel == 2>>
<<set $ActivityFailure += random(5)>>
<<elseif $EntityValues[$Player].RankedTraits.CharismaTraitLevel == 4>>
<<set $ActivitySuccess += random(5)>>
<<elseif $EntityValues[$Player].RankedTraits.CharismaTraitLevel == 5>>
<<set $ActivitySuccess += random(10)>>
<<elseif $EntityValues[$Player].RankedTraits.CharismaTraitLevel == 6>>
<<set $ActivitySuccess += random(15)>>
<</if>>
<<if $EntityValues[$Player].RankedTraits.WillpowerTraitLevel == 0>>
<<set $ActivityFailure += random(15)>>
<<elseif $EntityValues[$Player].RankedTraits.WillpowerTraitLevel == 1>>
<<set $ActivityFailure += random(10)>>
<<elseif $EntityValues[$Player].RankedTraits.WillpowerTraitLevel == 2>>
<<set $ActivityFailure += random(5)>>
<<elseif $EntityValues[$Player].RankedTraits.WillpowerTraitLevel == 4>>
<<set $ActivitySuccess += random(5)>>
<<elseif $EntityValues[$Player].RankedTraits.WillpowerTraitLevel == 5>>
<<set $ActivitySuccess += random(10)>>
<<elseif $EntityValues[$Player].RankedTraits.WillpowerTraitLevel == 6>>
<<set $ActivitySuccess += random(15)>>
<</if>>
<</widget>>
<<widget ActivityLooksCheck>>
<<if $EntityValues[$Player].RankedTraits.AttractiveTraitLevel == 0>>
<<set $ActivityFailure += random(35)>>
<<elseif $EntityValues[$Player].RankedTraits.AttractiveTraitLevel == 1>>
<<set $ActivityFailure += random(15)>>
<<elseif $EntityValues[$Player].RankedTraits.AttractiveTraitLevel == 3>>
<<set $ActivitySuccess += random(15)>>
<<elseif $EntityValues[$Player].RankedTraits.AttractiveTraitLevel == 4>>
<<set $ActivitySuccess += random(35)>>
<</if>>
<</widget>>
<<silently>>
<<ActivityReset>>
<<Activity_WCE_Check>>
<<ActivityStandardCheck>>
<</silently>>
!Activity - Exploration of the Westdale Caverns
---------------------------------------
You stand at one of the many entrances to the Westdale Caverns, making a final check on your supplies, you look back and check your surroundings.
You take a deep breath before entering.
<<Activity_WCE_Outcome>>
<<ActivityDebugPanel>><<silently>>
<</silently>>
!Outcome - Westdale Caverns
---------------------------------------
<<if $ActivityPostOutcome is false>>You traverse the cavernous passages, watching every step you take with great care and precaution. As you venture deeper and deeper into the maze that is the underground, you happen to pick up a distinct sound in the distance.
The sound becomes louder as you carry on, eventually revealing itself to be the deep snoring sound of some big creature.
You follow the sound, sneaking to the best of your ability and come upon what appears to be a hidden lair.
The lair features several treasures and crudely made furniture. In the center lies what appears to be a large ogre, sleeping on it's back.
You wonder what to do, thinking that waking the damn thing would be disastrous, but obtaining some of it's wealth to be quite valuable.
<<if $HoverMode is false>>[[Attempt to steal some of the treasure|Activity Outcome - Ogre Encounter][$ActivityPostOutcome to true, $ActivityChoice to "Steal"]]
[[Sneak away whilst it's still sleeping|Activity Outcome - Ogre Encounter][$ActivityPostOutcome to true, $ActivityChoice to "Sneak"]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Attempt to steal some of the treasure|Activity Outcome - Ogre Encounter][$ActivityPostOutcome to true, $ActivityChoice to "Steal"]] or [[Sneak away whilst it's still sleeping|Activity Outcome - Ogre Encounter][$ActivityPostOutcome to true, $ActivityChoice to "Sneak"]]<</replace>><</if>>
<<elseif $ActivityPostOutcome is true>><<if $ActivityChoice is "Steal">><<if $ActivitySuccess < $ActivityFailure>>You failed to steal from the ogre's lair and were promptly captured. You were quickly overwhelmed by the ogre's monstrous strength and couldn't resist it's advances.
@@.greyvoice;"You steal from Gog-ro? I teach you lesson now!"@@
The ogre held you down making you wince as he roughly rips of your clothes.
Shortly after you feel the ogre's impressively thick cock sliding between your buttcheeks. The ogre's drool lubricates your asshole as he presses his cock towards your asshole. Without much finesse, the ogre simply plunges his cock into your asshole, making you scream in pain from the insane stretching.
<<Stretch $Player 5 "Asshole">>
The pounding goes on for what feels like hours, as your asshole is unable to accomodate and adapt to the ogres cock.
However, soon after you're filled to the brim with the ogre's cum and covered in it's stinky drool.
<<Satisfy $Player>>
@@.greyvoice;"Ahhh that was good! Hah! Now! You go!"@@
You crawl and drag youself from the lair, leaving a trail of cum and drool.
You decide to return home.
<<Home>><<else>>You skillfully sneak around and assess the various amounts of treasures and loot lying around the snoring ogre.
You carefully place the most valuable things in a small leather bag, trying to be as silent as possible.
<<ActivityTreasureReward_Medium>>
The ogre scratches it’s big belly in it’s sleep and the pattern of it’s snoring shifts from a deep heaving to a light one instead, prompting you to hurry up and leave.
You sneak out of the lair clutching your newly acquired valuables.
After some time you let out a relieved sigh, as you decide to return home.
<<Home>><</if>><<elseif $ActivityChoice is "Sneak">>You decide that stealing from such a large creature would be a very bad idea, and instead take your leave making as little noise as possible.
When you've put a fair distance between you and the lair, you make a relieved sigh, not trying to think too hard on what might have happened if it woke up.
<<Home>><</if>><</if>><<widget StartActivities>>
<<StartActivityTab>>
<<StartActivityTables>>
<<set $ActivitySuccess = 0>>
<<set $ActivityFailure = 0>>
<<set $ActivityPostOutcome to false>>
<</widget>><<widget Activity_WCE_Check>>
/*Traits and Skills Check*/
<<if $EntityValues[$Player].Traits.includes("Perceptive")>>
<<set $ActivitySuccess += random(20)>>
<</if>>
<<if $EntityValues[$Player].Traits.includes("Curious")>>
<<set $ActivitySuccess += random(10)>>
<<set $ActivityFailure += random(10)>>
<</if>>
<<if $EntityValues[$Player].Traits.includes("Sneaky")>>
<<set $ActivitySuccess += random(20)>>
<</if>>
<<if $EntityValues[$Player].Skills.includes("Climbing")>>
<<set $ActivitySuccess += random(30)>>
<</if>>
<</widget>><<widget ActivityDebugPanel>>
<<if $DebugMode is true>>
ActivitySuccess : $ActivitySuccess
ActivityFailure : $ActivityFailure
<</if>>
<</widget>><<widget Activity_WCE_Outcome>>
<<set $ActivityActivated to false>>
<<for $i to 0; $i lt $Activity_WCE_Table.length; $i++>>
<<set $Activity_WCE_Random = random(100)>>
<<if $ActivityActivated is false>>
<<if $Activity_WCE_Random < $Activity_WCE_Table[$i].Rate>>
<<set $ActivityActivated to true>>
<<if $HoverMode is false>>
$Activity_WCE_Table[$i].Entry
<<elseif $HoverMode is true>>
<<replace "#linkbar">>
$Activity_WCE_Table[$i].Entry
<</replace>>
<</if>>
<</if>>
<</if>>
<</for>>
<<if $DebugMode is true>>
<br>---------------------------------------
<br>Debug Outcomes
<br>---------------------------------------
<br>[[In Circles|Activity Outcome - In Circles]]
<br>[[Ogre Encounter|Activity Outcome - Ogre Encounter]]
<br>[[Wisp Trail|Activity Outcome - Wisp Trail]]
<br>[[Magical Spring|Activity Outcome - Magical Spring]]
<br>[[Dwarven Hoard|Activity Outcome - Dwarven Hoard]]
<br>[[Corrupted Rune|Activity Outcome - Corrupted Rune]]
<br>[[Troll Ambush|Activity Outcome - Troll Ambush]]
<br>---------------------------------------
<</if>>
<</widget>>
<<widget Activity_HTW_Outcome>>
<<set $ActivityActivated to false>>
<<for $i to 0; $i lt $Activity_HTW_Table.length; $i++>>
<<set $Activity_HTW_Random = random(100)>>
<<if $ActivityActivated is false>>
<<if $Activity_HTW_Random < $Activity_HTW_Table[$i].Rate>>
<<set $ActivityActivated to true>>
<<if $HoverMode is false>>
$Activity_HTW_Table[$i].Entry
<<elseif $HoverMode is true>>
<<replace "#linkbar">>
$Activity_HTW_Table[$i].Entry
<</replace>>
<</if>>
<</if>>
<</if>>
<</for>>
<<if $DebugMode is true>>
<br>---------------------------------------
<br>Debug Outcomes
<br>---------------------------------------
<br>[[Pleasant Evening|Activity Outcome - Pleasant Evening]]
<br>[[Transparent Surprise|Activity Outcome - Transparent Surprise]]
<br>[[Backroom Offer|Activity Outcome - Backroom Offer]]
<br>[[Loud Slap|Activity Outcome - Loud Slap]]
<br>[[Gentlemen Group Service|Activity Outcome - Gentlemen Group Service]]
<br>[[Generous Tip|Activity Outcome - Generous Tip]]
<br>[[The Bet|Activity Outcome - The Bet]]
<br>---------------------------------------
<</if>>
<</widget>>
<<widget Activity_WTR_Outcome>>
<<set $ActivityActivated to false>>
<<for $i to 0; $i lt $Activity_WTR_Table.length; $i++>>
<<set $Activity_WTR_Random = random(100)>>
<<if $ActivityActivated is false>>
<<if $Activity_WTR_Random < $Activity_WTR_Table[$i].Rate>>
<<set $ActivityActivated to true>>
<<if $HoverMode is false>>
$Activity_WTR_Table[$i].Entry
<<elseif $HoverMode is true>>
<<replace "#linkbar">>
$Activity_WTR_Table[$i].Entry
<</replace>>
<</if>>
<</if>>
<</if>>
<</for>>
<<if $DebugMode is true>>
<br>---------------------------------------
<br>Debug Outcomes
<br>---------------------------------------
<br>[[Profitable Ventures|Activity Outcome - Profitable Ventures]]
<br>[[Orc Ambush|Activity Outcome - Orc Ambush]]
<br>[[Dirty Inspection|Activity Outcome - Dirty Inspection]]
<br>[[Fake Wares|Activity Outcome - Fake Wares]]
<br>[[Haggling|Activity Outcome - Haggling]]
<br>[[Smuggler's Offer|Activity Outcome - Smuggler's Offer]]
<br>[[Bandit Blockade|Activity Outcome - Bandit Blockade]]
<br>---------------------------------------
<</if>>
<</widget>>
<<widget Activity_WTRS_Outcome>>
<<set $ActivityActivated to false>>
<<for $i to 0; $i lt $Activity_WTRS_Table.length; $i++>>
<<set $Activity_WTRS_Random = random(100)>>
<<if $ActivityActivated is false>>
<<if $Activity_WTRS_Random < $Activity_WTRS_Table[$i].Rate>>
<<set $ActivityActivated to true>>
<<if $HoverMode is false>>
$Activity_WTRS_Table[$i].Entry
<<elseif $HoverMode is true>>
<<replace "#linkbar">>
$Activity_WTRS_Table[$i].Entry
<</replace>>
<</if>>
<</if>>
<</if>>
<</for>>
<<if $DebugMode is true>>
<br>---------------------------------------
<br>Debug Outcomes
<br>---------------------------------------
<br>[[Motherload Ventures|Activity Outcome - Motherload Ventures]]
<br>[[Undercover Ambush|Activity Outcome - Undercover Ambush]]
<br>[[Tipped Inspection|Activity Outcome - Tipped Inspection]]
<br>[[Insider Job|Activity Outcome - Insider Job]]
<br>[[Bandit Den Delivery|Activity Outcome - Bandit Den Delivery]]
<br>[[Live Goods|Activity Outcome - Live Goods]]
<br>[[Risky Receivers|Activity Outcome - Risky Receivers]]
<br>---------------------------------------
<</if>>
<</widget>>
<<widget ActivitySWOutcome>>
<<set $ActivityActivated to false>>
<<for $i to 0; $i lt $Activity_SW_Table.length; $i++>>
<<set $Activity_SW_Random = random(100)>>
<<if $ActivityActivated is false>>
<<if $Activity_SW_Random < $Activity_SW_Table[$i].Rate>>
<<set $ActivityActivated to true>>
<<if $HoverMode is false>>
$Activity_SW_Table[$i].Entry
<<elseif $HoverMode is true>>
<<replace "#linkbar">>
$Activity_SW_Table[$i].Entry
<</replace>>
<</if>>
<</if>>
<</if>>
<</for>>
<<if $DebugMode is true>>
<br>---------------------------------------
<br>Debug Outcomes
<br>---------------------------------------
<br>[[No Catch|Activity Outcome - No Catch]]
<br>[[Sloppy Blowjob|Activity Outcome - Sloppy Blowjob]]
<br>[[Anal Whore|Activity Outcome - Anal Whore]]
<br>[[Vanilla Ice|Activity Outcome - Vanilla Ice]]
<br>[[Double Trouble|Activity Outcome - Double Trouble]]
<br>[[Garrison Gallery|Activity Outcome - Garrison Gallery]]
<br>[[License Check|Activity Outcome - License Check]]
<br>---------------------------------------
<</if>>
<</widget>><<widget ActivityReward>>
<<set $ActivityBaseReward = $args[1]>>
<<set $ActivityRandomReward = $args[2]>>
<<set $ActivityReward = $ActivityBaseReward + $ActivityRandomReward>>
<<set $TextMessage = "@@.redtext;Error:@@ No Reward Found.">>
<<if $args[0] == "Coin">>
<<set $PlayerCoins += $ActivityReward>>
<<set $ActivityCoinRewardText = "@@.cointext;$ActivityReward@@">>
<<set $TextMessage = "You receive $ActivityCoinRewardText Coins">>
<</if>>
$TextMessage
<</widget>>
<<widget ActivityTreasureReward_Low>>
<<set $ActivityCoinReward = 5 + random(5)>>
<<set $ActivityShardReward = 2 + random(3)>>
<<set $ActivityCoinReward_Text = "@@.cointext;$ActivityCoinReward@@">>
<<set $ActivityShardReward_Text = "@@.shardtext;$ActivityShardReward@@">>
<<set $PlayerCoins += $ActivityCoinReward>>
<<set $PlayerShards += $ActivityShardReward>>
You receive $ActivityCoinReward_Text Coins and $ActivityShardReward_Text Shards!
<</widget>>
<<widget ActivityTreasureReward_Medium>>
<<set $ActivityCoinReward = 25 + random(25)>>
<<set $ActivityShardReward = 10 + random(5)>>
<<set $ActivityCoinReward_Text = "@@.cointext;$ActivityCoinReward@@">>
<<set $ActivityShardReward_Text = "@@.shardtext;$ActivityShardReward@@">>
<<set $PlayerCoins += $ActivityCoinReward>>
<<set $PlayerShards += $ActivityShardReward>>
You receive $ActivityCoinReward_Text Coins and $ActivityShardReward_Text Shards!
<</widget>>
<<widget ActivityTreasureReward_High>>
<<set $ActivityCoinReward = 50 + random(150)>>
<<set $ActivityShardReward = 15 + random(15)>>
<<set $ActivityCoinReward_Text = "@@.cointext;$ActivityCoinReward@@">>
<<set $ActivityShardReward_Text = "@@.shardtext;$ActivityShardReward@@">>
<<set $PlayerCoins += $ActivityCoinReward>>
<<set $PlayerShards += $ActivityShardReward>>
You receive $ActivityCoinReward_Text Coins and $ActivityShardReward_Text Shards!
<</widget>>
<<widget ActivityExpReward_Low>>
<<set $ActivityExpReward = 1 + random(1)>>
<<set $ActivityExpReward_Text = "@@.experiencetext;$ActivityExpReward@@">>
<<set $Exp += $ActivityExpReward>>
You obtain $ActivityExpReward_Text Experience!
<</widget>>
<<widget ActivityExpReward_Medium>>
<<set $ActivityExpReward = 3 + random(5)>>
<<set $ActivityExpReward_Text = "@@.experiencetext;$ActivityExpReward@@">>
<<set $Exp += $ActivityExpReward>>
You obtain $ActivityExpReward_Text Experience!
<</widget>>
<<widget ActivityExpReward_High>>
<<set $ActivityExpReward = 5 + random(10)>>
<<set $ActivityExpReward_Text = "@@.experiencetext;$ActivityExpReward@@">>
<<set $Exp += $ActivityExpReward>>
You obtain $ActivityExpReward_Text Experience!
<</widget>>
<<widget ActivityWaitressReward_High>>
<<if $EntityValues[$Player].RankedTraits.AttractiveTraitLevel == 0>>
<<set $ActivityTipReward += 0>>
<<elseif $EntityValues[$Player].RankedTraits.AttractiveTraitLevel == 1>>
<<set $ActivityTipReward += random(10)>>
<<elseif $EntityValues[$Player].RankedTraits.AttractiveTraitLevel == 3>>
<<set $ActivityTipReward += 10 + random(50)>>
<<elseif $EntityValues[$Player].RankedTraits.AttractiveTraitLevel == 4>>
<<set $ActivityTipReward += 25 + random(100)>>
<</if>>
<<set $ActivityPayReward += 25>>
<<set $ActivityPayReward_Text = "@@.cointext;$ActivityPayReward@@">>
<<set $ActivityTipReward_Text = "@@.cointext;$ActivityTipReward@@">>
<<set $ActivityCoinReward = $ActivityPayReward + $ActivityTipReward>>
<<set $PlayerCoins += $ActivityCoinReward>>
You receive $ActivityTipReward_Text Coins in tips and $ActivityPayReward_Text in pay!
<</widget>>
<<widget ActivityWaitressReward_Low>>
<<if $EntityValues[$Player].RankedTraits.AttractiveTraitLevel == 0>>
<<set $ActivityTipReward += 0>>
<<elseif $EntityValues[$Player].RankedTraits.AttractiveTraitLevel == 1>>
<<set $ActivityTipReward += 0>>
<<elseif $EntityValues[$Player].RankedTraits.AttractiveTraitLevel == 3>>
<<set $ActivityTipReward += 1 + random(5)>>
<<elseif $EntityValues[$Player].RankedTraits.AttractiveTraitLevel == 4>>
<<set $ActivityTipReward += 5 + random(10)>>
<</if>>
<<set $ActivityPayReward += 25>>
<<set $ActivityPayReward_Text = "@@.cointext;$ActivityPayReward@@">>
<<set $ActivityTipReward_Text = "@@.cointext;$ActivityTipReward@@">>
<<set $ActivityCoinReward = $ActivityPayReward + $ActivityTipReward>>
<<set $PlayerCoins += $ActivityCoinReward>>
You receive $ActivityTipReward_Text Coins in tips and $ActivityPayReward_Text in pay!
<</widget>>
<<widget ActivityTradingCoinReward_Low>>
<<set $ActivityCoinReward = 100 + random(150)>>
<<set $ActivityCoinReward_Text = "@@.cointext;$ActivityCoinReward@@">>
<<set $PlayerCoins += $ActivityCoinReward>>
You receive $ActivityCoinReward_Text Coins!
<</widget>>
<<widget ActivityTradingCoinReward_Medium>>
<<set $ActivityCoinReward = 150 + random(250)>>
<<set $ActivityCoinReward_Text = "@@.cointext;$ActivityCoinReward@@">>
<<set $PlayerCoins += $ActivityCoinReward>>
You receive $ActivityCoinReward_Text Coins!
<</widget>>
<<widget ActivityTradingCoinReward_High>>
<<set $ActivityCoinReward = 200 + random(350)>>
<<set $ActivityCoinReward_Text = "@@.cointext;$ActivityCoinReward@@">>
<<set $PlayerCoins += $ActivityCoinReward>>
You receive $ActivityCoinReward_Text Coins!
<</widget>>
<<widget ActivityTradingShardReward_Low>>
<<set $ActivityShardReward = 55 + random(35)>>
<<set $ActivityShardReward_Text = "@@.shardtext;$ActivityShardReward@@">>
<<set $PlayerShards += $ActivityShardReward>>
You receive $ActivityShardReward_Text Shards!
<</widget>>
<<widget ActivityTradingShardReward_High>>
<<set $ActivityShardReward = 150 + random(35)>>
<<set $ActivityShardReward_Text = "@@.shardtext;$ActivityShardReward@@">>
<<set $PlayerShards += $ActivityShardReward>>
You receive $ActivityShardReward_Text Shards!
<</widget>>
<<widget ActivitySmugglingCoinReward_Low>>
<<set $ActivityCoinReward = 200 + random(250)>>
<<set $ActivityCoinReward_Text = "@@.cointext;$ActivityCoinReward@@">>
<<set $PlayerCoins += $ActivityCoinReward>>
You receive $ActivityCoinReward_Text Coins!
<</widget>>
<<widget ActivitySmugglingCoinReward_High>>
<<set $ActivityCoinReward = 400 + random(350)>>
<<set $ActivityCoinReward_Text = "@@.cointext;$ActivityCoinReward@@">>
<<set $PlayerCoins += $ActivityCoinReward>>
You receive $ActivityCoinReward_Text Coins!
<</widget>>
<<widget ActivitySmugglingShardReward_Low>>
<<set $ActivityShardReward = 150 + random(50)>>
<<set $ActivityShardReward_Text = "@@.shardtext;$ActivityShardReward@@">>
<<set $PlayerShards += $ActivityShardReward>>
You receive $ActivityShardReward_Text Shards!
<</widget>>
<<widget ActivitySmugglingShardReward_High>>
<<set $ActivityShardReward = 350 + random(50)>>
<<set $ActivityShardReward_Text = "@@.shardtext;$ActivityShardReward@@">>
<<set $PlayerShards += $ActivityShardReward>>
You receive $ActivityShardReward_Text Shards!
<</widget>>
<<widget ActivityCoinReward_Low>>
<<set $ActivityCoinReward = 10 + random(50)>>
<<set $ActivityCoinReward_Text = "@@.cointext;$ActivityCoinReward@@">>
<<set $PlayerCoins += $ActivityCoinReward>>
You receive $ActivityCoinReward_Text Coins!
<</widget>>
<<widget ActivityCoinLoss_Low>>
<<set $ActivityCoinLoss = 10 + random(25)>>
<<set $ActivityCoinLoss_Text = "@@.cointext;$ActivityCoinLoss@@">>
<<set $PlayerCoins -= $ActivityCoinLoss>>
You've lost $ActivityCoinLoss_Text Coins!
<</widget>>
<<widget ActivityCoinReward_Medium>>
<<set $ActivityCoinReward = 50 + random(150)>>
<<set $ActivityCoinReward_Text = "@@.cointext;$ActivityCoinReward@@">>
<<set $PlayerCoins += $ActivityCoinReward>>
You receive $ActivityCoinReward_Text Coins!
<</widget>>
<<widget ActivityCoinReward_High>>
<<set $ActivityCoinReward = 200 + random(350)>>
<<set $ActivityCoinReward_Text = "@@.cointext;$ActivityCoinReward@@">>
<<set $PlayerCoins += $ActivityCoinReward>>
You receive $ActivityCoinReward_Text Coins!
<</widget>><<silently>>
<</silently>>
!Outcome - Westdale Caverns
---------------------------------------
<<if $ActivityPostOutcome is false>>As you explore the great cavernous passages of the westdale underground, you're suddenly disturbed by whispers.
The whispers seem faint at first, but as you ventured deeper into the darkness they grew in strength. You see some light at the end of the nearby passage and approach carefully, only to discover that the light was coming from some sort of wisp, levitating in mid-air.
The whispers grow even stronger and seem to want you to follow the wisp. The whispers promise great rewards and treasure.
<<if $HoverMode is false>>[[Follow the wisp and the whispers|Activity Outcome - Wisp Trail][$ActivityPostOutcome to true, $ActivityChoice to "Follow"]]
[[Turn back|Activity Outcome - Wisp Trail][$ActivityPostOutcome to true, $ActivityChoice to "Back"]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Follow the wisp and the whispers|Activity Outcome - Wisp Trail][$ActivityPostOutcome to true, $ActivityChoice to "Follow"]] or [[Turn back|Activity Outcome - Wisp Trail][$ActivityPostOutcome to true, $ActivityChoice to "Back"]]<</replace>><</if>><<elseif $ActivityPostOutcome is true>><<if $ActivityChoice is "Follow">><<if $ActivitySuccess < $ActivityFailure>>You followed the wisp and the whispers for hours on end, but felt like you were being led nowhere. The wisp was leading you deeper and deeper into the caverns.
You suddenly felt a little lost, and just as you did, you heard a laughter from the wisp as it disapeared into thin air.
The whisper began to laugh and grin, as you stood there ridiculed by some higher mischievous power.
It took you several hours to find your way back.
You decide to return home.
<<Home>><<else>>You followed the wisp and the whispers for hours on end, but felt like you were being led nowhere. The wisp was leading you deeper and deeper into the caverns.
You suddenly felt a little lost, and just as you did, the wisp started glowing and moving faster.
You followed it, having trouble to keep up. You slipped on some slippery rocks and hit your head knocking you out.
You opened your eyes and realized you were no longer in cavernous passage in which you slipped, but in a room stacked with more treasure than you could imagine.
The massive room had been hollowed out in an oval shape and had treasure in every corner, from golden crowns, jewels to coins minted from long lost kingdoms of some forgotten age.
You somehow got the feeling that this room would be hard to find again, and decided to haul back as much as you could in one go.
<<ActivityTreasureReward_Medium>>
<<Home>><</if>><<elseif $ActivityChoice is "Back">>You decide that following some random wisp accompanied with frightingly deceptive whispers in a cave system you barely know would be a realld bad idea.
You turn around and hear a *sigh* behind you as the wisp realizes you've decided not to follow it. It vanishes in thin air, darkening the caves once again.
You decide to return home.
<<Home>><</if>><</if>><<silently>>
<</silently>>
!Outcome - Westdale Caverns
---------------------------------------
<<if $ActivityPostOutcome is false>>You walk the long cavernous passages of the Westdale Caves. You eventually discover an extra passage leading into a different part of the cave.
You take a quick look around the corner and discover that it leads to a beautiful secluded spring with pure water running through it.
You walk towards the spring and sit down by it, taking in it's beauty.
You get the sudden urge to take a quick swim.
<<if $HoverMode is false>>[[Take a quick swim|Activity Outcome - Magical Spring][$ActivityPostOutcome to true, $ActivityChoice to "Swim"]]
[[Resist the urge|Activity Outcome - Magical Spring][$ActivityPostOutcome to true, $ActivityChoice to "Resist"]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Take a quick swim|Activity Outcome - Magical Spring][$ActivityPostOutcome to true, $ActivityChoice to "Swim"]] or [[Resist the urge|Activity Outcome - Magical Spring][$ActivityPostOutcome to true, $ActivityChoice to "Resist"]]<</replace>><</if>><<elseif $ActivityPostOutcome is true>><<if $ActivityChoice is "Swim">><<if $ActivitySuccess < $ActivityFailure>>You prepare yourself for the swim and get ready, dipping your toes first, then your entire foot until you're standing in the water.
You dip down taking in the clean rejuvenating waters. However... you suddenly get the feeling that you might not be as alone as you might otherwise think.
You suddenly feel something slither around your right ankle, grabbing hold of you!
You look down and see a tentacle quickly advancing up your leg! You immediately react, trying to get the thing off of you, but are surprised by it's strength as it quickly drags you towards the center of the spring.
You realize that the tentacle comes from the spring, and that there are many more like it. The tentacles all slither about your body, constricting your movement, making it impossible to resist.
A tentacle shaped like a penis moves around your neck, covering it in thick slimey goo. It advances towards your mouth, making you instinctively close it. However, the goo covering your neck and your body, seems to have a paralyzing effect on you, making it hard to keep your mouth closed for long.
All the while your ass<<if $Player_Has_Pussy is true>> and pussy<</if>> is getting prodded and probed for penetration. Eventually you feel your body weaken too much, making it impossible to keep your mouth closed.
The penis-shaped tentacle takes notice of this, and promply invades your mouth. You feel your your ass<<if $EntityValues[$Player].Body.Vagina.Has is true>> and pussy<</if>> getting invaded as well.
<<Stretch $Player 3 "Asshole">><<if $EntityValues[$Player].Body.Vagina.Has is true>>
<<Stretch $Player 3 "Vagina">><</if>>
Not long after, you're getting fucked by tentacles of various shapes from all ends. A mysterious bliss takes hold of you, as you feel the goo excreted from the tentacles arousing you. It takes less than a few minutes for the tentacles to fill you with it's seed. However, every tentacle that is pleased is merely replaced by a new one.
You feel youself on the verge of orgasmic release yourself, but never quite reach the climax, almost as if you're being kept on edge on purpose.
After several hours, you find yourself squirming in a puddle of tentacle goo and cum. Though you're fucked beyond belief with every one of your slutholes sore. You find youself extremely aroused and aching for more.
<<AlterStat $Player "Depravity" "Increase" 5 10>>
<<AlterStat $Player "Lust" "Increase" 50 10>>
Your cum-blasted mind decides that it's time to head home and device a plan to hunt for more cock and cum.
<<Home>><<else>>You prepare yourself for the swim and get ready, dipping your toes first, then your entire foot until you're standing in the water.
You dip down taking in the clean rejuvenating waters.
You sit in the spring for what only seems like minutes until your grumbling stomach reminds you that you've probably sat here far longer than you should.
<<AlterTrait $Player "Corruption" "Decrease" "High">>
<<Home>><</if>><<elseif $ActivityChoice is "Resist">>You resist the temptation to bathe in the springs and turn back.
You decide to return home.
<<Home>><</if>><</if>><<silently>>
<</silently>>
!Outcome - Westdale Caverns
---------------------------------------
<<if $ActivityPostOutcome is false>>You traverse the cavernous passages and eventually end up at a dead end. The path being blocked by a steep ravine-like hole.
At the bottom of the hole you spot what appears to be a closed treasure chest of dwarven design.
You wonder if you should climb down there.
<<if $HoverMode is false>>[[Don't take the risk|Activity Outcome - Dwarven Hoard][$ActivityPostOutcome to true, $ActivityChoice to "Back"]]
<<if $EntityValues[$Player].Skills.includes("Climbing")>>[[Climb down there and claim the chest|Activity Outcome - Dwarven Hoard][$ActivityPostOutcome to true, $ActivityChoice to "Climb"]]<</if>><<elseif $HoverMode is true>><<replace "#linkbar">>[[Don't take the risk|Activity Outcome - Dwarven Hoard][$ActivityPostOutcome to true, $ActivityChoice to "Back"]]<<if $EntityValues[$Player].Skills.includes("Climbing")>> or [[Climb down there and claim the chest|Activity Outcome - Dwarven Hoard][$ActivityPostOutcome to true, $ActivityChoice to "Climb"]]<</if>><</replace>><</if>>
<<elseif $ActivityPostOutcome is true>><<if $ActivityChoice is "Climb">><<if $ActivitySuccess < $ActivityFailure>>You easily climb down there and open the treasure chest, only to discover that someone else came before you and have already emptied it for all of it's valuables.
You sigh in frustration and decide to return home.
<<Home>><<else>>You easily climb down there and open the treasure chest. The chest contains some coins, gems and shards, which you hastily put into your pockets.
<<ActivityTreasureReward_Low>>
You decide to return home.
<<Home>><</if>><<elseif $ActivityChoice is "Back">>You conclude that it would be far too risky to climb down there and decide to return home instead.
<<Home>><</if>><</if>><<silently>>
<<set $CurseStrength = 100 + random(100)>>
<</silently>>
!Outcome - Westdale Caverns
---------------------------------------
<<if $ActivityPostOutcome is false>>You traverse the cavernous passages and suddenly stumble upon a larger area within the caverns. A circular room, which has a standing stone in the middle of it.
You approach the standing stone, examining it. At the top center, you can see a green, glowing rune.
You wonder if you should touch it?
<<if $HoverMode is false>>[[Touch the glowing rune|Activity Outcome - Corrupted Rune][$ActivityPostOutcome to true, $ActivityChoice to "Touch"]]
[[Don't take the risk|Activity Outcome - Corrupted Rune][$ActivityPostOutcome to true, $ActivityChoice to "Back"]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Touch the glowing rune|Activity Outcome - Corrupted Rune][$ActivityPostOutcome to true, $ActivityChoice to "Touch"]] or [[Don't take the risk|Activity Outcome - Corrupted Rune][$ActivityPostOutcome to true, $ActivityChoice to "Back"]]<</replace>><</if>><<elseif $ActivityPostOutcome is true>><<if $ActivityChoice is "Touch">><<if $ActivitySuccess < $ActivityFailure>>You place your hand on the glowing rune and feel a surge of magical energy enter your body.
<<Curse $Player 150 50>>
<<AlterTrait $Player "Corruption" "Increase" "High">>
You're wrecked by the corruptive magic and take back your hand before anymore can happen to you.
You decide to leave this cursed place and return home.
<<Home>><<else>>You place your hand on the glowing rune and feel a surge of magical energy enter your body.
<<ActivityExpReward_Low>>
You decide to return home.
<<Home>><</if>><<elseif $ActivityChoice is "Back">>You conclude that it would be far too risky to touch the rune and decide to return home instead.
<<Home>><</if>><</if>><<silently>>
<</silently>>
!Outcome - Westdale Caverns
---------------------------------------
<<if $ActivityPostOutcome is false>>You traverse the cavernous passages for quite some time until you stop as a shiver runs down your spine. A silence overtakes your surroundings... almost as if it's a little too silent.
A roar can suddenly be heard as you're charged from behind! You swiftly dodge the incoming blow and retreat to asses the attacker.
As you gain some respectable distance, you eye up your opponents.
Three large trolls stand before you, equipped with clubs and... nothing else. Your eyes trail down only to catch their massive members dangling between their legs.
@@.trollvoice;"Ah! Ragh-agh! Dis one small, me club dem' good, den put thingie into hole, Agh-agh!"@@
You gulp and think of the best way to disarm or handle the situation. You're reminded by the fact that trolls are likely the dumbest creature alive that is still conscious.
<<if $HoverMode is false>><<if $EntityValues[$Player].Traits.includes("Submissive")>>[[Submit to them and let them use you|Activity Outcome - Troll Ambush][$ActivityPostOutcome to true, $ActivityChoice to "Submit"]]<</if>><<if $EntityValues[$Player].Traits.includes("Dominant")>>
[[Attempt to dominate them|Activity Outcome - Troll Ambush][$ActivityPostOutcome to true, $ActivityChoice to "Dominate"]]<</if>><<if $EntityValues[$Player].RankedTraits.StrengthTraitLevel >= 6>>
[[Charge them head on and fight them|Activity Outcome - Troll Ambush][$ActivityPostOutcome to true, $ActivityChoice to "Fightwin"]]<<else>>[[Charge them head on and fight them|Activity Outcome - Troll Ambush][$ActivityPostOutcome to true, $ActivityChoice to "Fightlose"]]<</if>><<if $EntityValues[$Player].Traits.includes("Fleet-footed")>>
[[Attempt to escape and run from them|Activity Outcome - Troll Ambush][$ActivityPostOutcome to true, $ActivityChoice to "Runwin"]]<<else>>
[[Attempt to escape and run from them|Activity Outcome - Troll Ambush][$ActivityPostOutcome to true, $ActivityChoice to "Runlose"]]<</if>><<elseif $HoverMode is true>><<if $EntityValues[$Player].Traits.includes("Submissive")>>[[Submit to them and let them use you|Activity Outcome - Troll Ambush][$ActivityPostOutcome to true, $ActivityChoice to "Submit"]]<</if>><<if $EntityValues[$Player].Traits.includes("Dominant")>>
[[Attempt to dominate them|Activity Outcome - Troll Ambush][$ActivityPostOutcome to true, $ActivityChoice to "Dominate"]]<</if>><<if $EntityValues[$Player].RankedTraits.StrengthTraitLevel >= 6>>
[[Charge them head on and fight them|Activity Outcome - Troll Ambush][$ActivityPostOutcome to true, $ActivityChoice to "Fightwin"]]<<else>>[[Charge them head on and fight them|Activity Outcome - Troll Ambush][$ActivityPostOutcome to true, $ActivityChoice to "Fightlose"]]<</if>><<replace "#linkbar">><<nobr>><<if $EntityValues[$Player].Traits.includes("Fleet-footed")>>
[[Attempt to escape and run from them|Activity Outcome - Troll Ambush][$ActivityPostOutcome to true, $ActivityChoice to "Runwin"]]<<else>>
[[Attempt to escape and run from them|Activity Outcome - Troll Ambush][$ActivityPostOutcome to true, $ActivityChoice to "Runlose"]]<</if>><</nobr>><</replace>><</if>><<elseif $ActivityPostOutcome is true>><<if $ActivityChoice is "Submit">>You sigh after having assessed the situation, and realize that resistance is futile. You just simply can't fight three hulking trolls.
You get on your knees and prepare for the inevitable, presenting yourself like some trophy to be indulged.
@@.trollvoice;"Uuuuuh... what dis one do? No fite? Ragh-agh! You submit to us?"@@
You blush and nod embarassingly.
@@.trollvoice;"Ragh-agh! Okay! Me fuck you now den!"@@
The troll grabs it's member as it steadily swells into an impressively huge and long size and walks towards you. Their foul troll stench getting stronger as all three of them surround you.
One of the trolls grabs your head from behind and pushes your head towards it's groin. You initially fight back, but quickly submit completely. Without any foreplay of any kind, the troll's oddly shaped cock is pushed down your throat making you instantly gag. The troll holds your head firmly, and begins to fuck your face at a steady pace.
@@.trollvoice;"Hey! My turn now! Me want fuck too!"@@
One of the other trolls grabs your hips and uncovers your privates. The troll lubricates your asshole with it's thick stubbed tongue, and promptly shoves his giant awkwardly bent cock into your poor asshole. You try to protest, but only a meek sob can be heard as you're choked on the other trolls cock.
<<Stretch $Player 3 "Asshole">>
<<if $EntityValues[$Player].Body.Vagina.Has is true>>The last Troll decides to take your pussy for a spin, and begins to violate that as well.
<<Stretch $Player 3 "Vagina">><<else>>The last troll stands at the side, masturbating and waiting it's turn.<</if>>
The trolls fuck you for hours, occasionally switching places and filling you repeatedly with their vile fertile seed.
<<Satisfy $Player>>
@@.trollvoice;"Ahhh! dat was gut... time to take trophy back to troll camp, others will like this slut as well."@@
You instantly attempt to protest, but only cough up copious amounts of troll jizz.
@@.trollvoice;"No! No take back to camp, dis mine! You let go now!"@@
The two trolls begin to argue, as the third one, still with it's member deeply lodged into your abused asshole makes a terrifyingly stupid scream. It's member exits your abused hole with a large plop as it charges towards the other two. A brawl of stupendous proportions ensues.
You're definitely not in the mood to end up as some camp cumdumpster for a group of trolls. You decide to take your chances and crawl away silently.
A trail of cum is left behind you as you crawl towards the exit of the caves.
<<Home>><<elseif $ActivityChoice is "Dominate">>You make yourself look big and frightening and deepen your voice as you call out to the trolls warning them of your mighty power.
You immediately catch the attention of the trolls, as your voice echoes and is amplified by the shape of the caves.
You end up sounding way more intimidating than you originally expected.
@@.trollvoice;"Oh no! Dis not right lads!"@@
<<if $ActivitySuccess < $ActivityFailure>>@@.trollvoice;"Please! No kill me! Me good troll! Dagro, bring tribute before kill us! Agh!"@@
One of the trolls brings out a small pouch that was hidden behind some rocks and tosses it at your feet. The pouch seemingly containing a small amount of coins, gems and shards.
<<ActivityTreasureReward_Low>>
<</if>>The trolls then flee in fear, too stupid to realize what actually happened.
You decide to return home.
<<Home>><<elseif $ActivityChoice is "Fightwin">>You charge them head on with a furious roar.
The trolls completely unprepared to face off against your incredible strength are caught off guard as you pick up one of them and throws them at the others.
@@.trollvoice;"Agh! Too stronk lads! Flee!"@@
You flex your muscles in a maddening display of absolute strength, making the trolls yelp and flee in terror.
<<if $ActivitySuccess < $ActivityFailure>>You realize the trolls had dropped a small pouch, containing some coins, gems and shards.
<<ActivityTreasureReward_Low>>
<</if>>You decide to return home.
<<Home>><<elseif $ActivityChoice is "Fightlose">>You charge them head on with a furious roar.
However, the trolls sporting far superior strength and a numbers advantage, quickly subdue you. You're brought to your knees in mere seconds, completely restrained and at the mercy of their unbridled lust.
@@.trollvoice;"Ragh-agh! Me fuck you now!"@@
The troll grabs it's member as it steadily swells into an impressively huge and long size and walks towards you. Their foul troll stench getting stronger as all three of them surround you.
One of the trolls grabs your head from behind and pushes your head towards it's groin. You initially fight back, but quickly submit completely. Without any foreplay of any kind, the troll's oddly shaped cock is pushed down your throat making you instantly gag. The troll holds your head firmly, and begins to fuck your face at a steady pace.
@@.trollvoice;"Hey! My turn now! Me want fuck too!"@@
One of the other trolls grabs your hips and uncovers your privates. The troll lubricates your asshole with it's thick stubbed tongue, and promptly shoves his giant awkwardly bent cock into your poor asshole. You try to protest, but only a meek sob can be heard as you're choked on the other trolls cock.
<<Stretch $Player 3 "Asshole">>
<<if $EntityValues[$Player].Body.Vagina.Has is true>>The last Troll decides to take your pussy for a spin, and begins to violate that as well.
<<Stretch $Player 3 "Vagina">><<else>>The last troll stands at the side, masturbating and waiting it's turn.<</if>>
The trolls fuck you for hours, occasionally switching places and filling you repeatedly with their vile fertile seed.
<<Satisfy $Player>>
@@.trollvoice;"Ahhh! dat was gut... time to take trophy back to troll camp, others will like this slut as well."@@
You instantly attempt to protest, but only cough up copious amounts of troll jizz.
@@.trollvoice;"No! No take back to camp, dis mine! You let go now!"@@
The two trolls begin to argue, as the third one, still with it's member deeply lodged into your abused asshole makes a terrifyingly stupid scream. It's member exits your abused hole with a large plop as it charges towards the other two. A brawl of stupendous proportions ensues.
You're definitely not in the mood to end up as some camp cumdumpster for a group of trolls. You decide to take your chances and crawl away silently.
A trail of cum is left behind you as you crawl towards the exit of the caves.
<<Home>><<elseif $ActivityChoice is "Runwin">>You waste no time and quickly dash around them, making a daring escape. You're far too fast for the trolls to even realize you're escaping before it's too late.
You run for your life as you create a sizable distance between the trolls and yourself.
You decide to return home, as you're definitely not in the mood to be ambushed by a pack of trolls again.
<<Home>><<elseif $ActivityChoice is "Runlose">>You waste no time and quickly try to make a run for it. However, the uneven flooring of cave rocks make you stumble clumsily infront of the trolls.
The pathetic display make them erupt in humiliating laughter.
@@.trollvoice;"Ahahaha! Ragh-agh! Dis one stoopid!"@@
The trolls stop laughing shortly after, walking towards you as they grab their steadily swelling cocks. Their foul troll stench getting stronger as all three of them surround you.
@@.trollvoice;"Ragh-agh! Me fuck you now!"@@
One of the trolls grabs your head from behind and pushes your head towards it's groin. You initially fight back, but quickly submit completely. Without any foreplay of any kind, the troll's oddly shaped cock is pushed down your throat making you instantly gag. The troll holds your head firmly, and begins to fuck your face at a steady pace.
@@.trollvoice;"Hey! My turn now! Me want fuck too!"@@
One of the other trolls grabs your hips and uncovers your privates. The troll lubricates your asshole with it's thick stubbed tongue, and promptly shoves his giant awkwardly bent cock into your poor asshole. You try to protest, but only a meek sob can be heard as you're choked on the other trolls cock.
<<Stretch $Player 3 "Asshole">>
<<if $EntityValues[$Player].Body.Vagina.Has is true>>The last Troll decides to take your pussy for a spin, and begins to violate that as well.
<<Stretch $Player 3 "Vagina">><<else>>The last troll stands at the side, masturbating and waiting it's turn.<</if>>
The trolls fuck you for hours, occasionally switching places and filling you repeatedly with their vile fertile seed.
<<Satisfy $Player>>
@@.trollvoice;"Ahhh! dat was gut... time to take trophy back to troll camp, others will like this slut as well."@@
You instantly attempt to protest, but only cough up copious amounts of troll jizz.
@@.trollvoice;"No! No take back to camp, dis mine! You let go now!"@@
The two trolls begin to argue, as the third one, still with it's member deeply lodged into your abused asshole makes a terrifyingly stupid scream. It's member exits your abused hole with a large plop as it charges towards the other two. A brawl of stupendous proportions ensues.
You're definitely not in the mood to end up as some camp cumdumpster for a group of trolls. You decide to take your chances and crawl away silently.
A trail of cum is left behind you as you crawl towards the exit of the caves.
<<Home>><</if>><</if>><<widget HealAsshole>>
<<for $i to 0; $i lt $EntityValues.length; $i++>>
<<if $EntityValues[$i].ID == $args[0]>>
<<if $EntityValues[$i].Body.Asshole.Size >= 1>>
<<set $EntityValues[$i].Body.Asshole.Size -= 1>>
<<set $TextMessage = "@@.pinktext;$EntityValues[$i].BrNoun <<Asshole>> recovers a bit and tightens up!@@">>
<</if>>
$TextMessage
<</if>>
<</for>>
<</widget>>
<<widget HealVagina>>
<<for $i to 0; $i lt $EntityValues.length; $i++>>
<<if $EntityValues[$i].ID == $args[0]>>
<<if $EntityValues[$i].Body.Vagina.Has is true>>
<<if $EntityValues[$i].Body.Vagina.Size >= 1>>
<<set $EntityValues[$i].Body.Vagina.Size -= 1>>
<<set $TextMessage = "@@.pinktext;$EntityValues[$i].BrNoun <<Vagina>> recovers a bit and tightens up!@@">>
<</if>>
$TextMessage
<</if>>
<</if>>
<</for>>
<</widget>>
<<widget Stretch>>
<<set $EntityID = $args[0]>>
<<set $ActiveSize = $args[1]>>
<<set $Bodypart = $args[2]>>
<<set $ActiveSizeText = ["micro","","","","large","huge","extreme", "massive"]>>
<<set $RandomText = random(3)>>
<<set $TakenText = ["taken","claimed","robbed","plundered"]>>
<<if $Bodypart == "Vagina">>
<<if $EntityValues[$EntityID].Body.Vagina.Size <= 0>>
<<set $EntityValues[$EntityID].Body.Vagina.Size = 1>>
<<set $TextMessage = "@@.stretch;$EntityValues[$EntityID].BrNoun hymen is broken in as $EntityValues[$EntityID].sHisHer virginity is $TakenText[$RandomText]!@@">>
<<elseif $EntityValues[$EntityID].Body.Vagina.Size > 0>>
<<if $ActiveSize > $EntityValues[$EntityID].Body.Vagina.Size>>
<<set $EntityValues[$EntityID].Body.Vagina.Size += 1>>
<<set $TextMessage = "@@.stretch;$EntityValues[$EntityID].BrNoun <<Vagina>> is stretched from the $ActiveSizeText[$ActiveSize] intrusion!@@">>
<<else>>
<<set $TextMessage = "@@.stretch;$EntityValues[$EntityID].BrNoun body is filled with a pleasant sensation as $EntityValues[$EntityID].sHisHer <<Vagina>> is used.@@">>
<</if>>
<</if>>
<<elseif $Bodypart == "Ass" or $Bodypart == "Asshole">>
<<if $EntityValues[$EntityID].Body.Asshole.Size <= 0>>
<<set $EntityValues[$EntityID].Body.Asshole.Size = 1>>
<<set $TextMessage = "@@.stretch;$EntityValues[$EntityID].BrNoun <<Ass>> is broken in as $EntityValues[$EntityID].sHisHer anal virginity is $TakenText[$RandomText]!@@">>
<<elseif $EntityValues[$EntityID].Body.Asshole.Size > 0>>
<<if $ActiveSize > $EntityValues[$EntityID].Body.Asshole.Size>>
<<set $EntityValues[$EntityID].Body.Asshole.Size += 1>>
<<set $TextMessage = "@@.stretch;$EntityValues[$EntityID].BrNoun <<Ass>> is stretched from the $ActiveSizeText[$ActiveSize] intrusion!@@">>
<<else>>
<<set $TextMessage = "@@.stretch;$EntityValues[$EntityID].BrNoun body is filled with a pleasant sensation as $EntityValues[$EntityID].sHisHer <<Ass>> is used.@@">>
<</if>>
<</if>>
<</if>>
$TextMessage
<</widget>>
<<widget DoubleStretch>>
<<set $EntityID = $args[0]>>
<<set $ActiveSize = $args[1]>>
<<Stretch $EntityID $ActiveSize "Asshole">>
<<if $EntityValues[$EntityID].Body.Vagina.Has is true>><<Stretch $EntityID $ActiveSize "Vagina">>
<</if>><</widget>><<silently>>
<</silently>>
!Outcome - Westdale Caverns
---------------------------------------
You traverse the cavernous passages for what seems like hours, discovering nothing of interest or out of the ordinary.
After some time you realize you've been walking in circles...
You decide to call it a day and return home.
<<Home>><<silently>>
<</silently>>
!Outcome - High Tavern Waitress
---------------------------------------
You have a pleasant evening serving the tables of the tavern. Only the occasional lewd remark or wink, followed by the regular chatter with a patron or two.
After the shift is over, you collect your tippings and return home.
<<ActivityWaitressReward_High>>
<<Home>><<silently>>
<</silently>>
!Activity Info - High Tavern Waitress
---------------------------------------
The High Tavern is always a busy place for patrons and travellers alike to come and rest, feast and drink. There is always a need for an extra pair of hands, and those hands could be yours.
Risk: @@.greentext;Low@@ - Time: 6 Hours - Repeat: Yes - Cost: @@.boldtext;Nothing@@ - Requires: @@.boldtext;Nothing@@
!!!Trait and Skill Chart
This displays the traits and skills that affect this assignment.
Traits: @@.lightgreentext;Perceptive@@, @@.lightgreentext;Persuasive@@, @@.redtext;Impatient@@.
Skills:
[[Start Your Shift |Activity - High Tavern Waitress]]
<<if $HoverMode is false>>[[Back|City - Tracy's High Tavern]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Back|City - Tracy's High Tavern]]<</replace>><</if>><<silently>>
<<set $EnemyPenis_Size = 5>>
<</silently>>
!Outcome - High Tavern Waitress
---------------------------------------
<<if $ActivityPostOutcome is false>>The Tavern is filling up and more patrons and new coming travellers are visiting than usual. The chatter and rabble rises as the mood is taking a rowdy turn and the amount of orders coming in is increased.
You struggle to keep up as you run back and forth as fast as you can, diligently dodging the casual attempt to grope your ass.
However, as a particularly drunk and raucous table of gentlemen make their orders, you carry just a tad too many mugs of beer towards their table.
An unknown patron gives you a nice firm slap to your needy booty making you lose your balance and subsequently drench yourself in alcoholic fluids.
You quickly become the center of attention as your now transparent wenches dress puts your ample bosom on display for the whole tavern to gawk at.
<<if $HoverMode is false>>[[Take charge of the situation|Activity Outcome - Transparent Surprise][$ActivityPostOutcome to true, $ActivityChoice to "Charge"]]
[[Flee in embarassment|Activity Outcome - Transparent Surprise][$ActivityPostOutcome to true, $ActivityChoice to "Flee"]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Take charge of the situation|Activity Outcome - Transparent Surprise][$ActivityPostOutcome to true, $ActivityChoice to "Charge"]] or [[Flee in embarassment|Activity Outcome - Transparent Surprise][$ActivityPostOutcome to true, $ActivityChoice to "Flee"]]<</replace>><</if>><<elseif $ActivityPostOutcome is true>><<if $ActivityChoice is "Charge">><<if $ActivitySuccess < $ActivityFailure>>The tavern bursts into laughter at your clearly slutty and ridiculous attempts to milk them dry. You end up spending the rest of the shift being called dirty names whilst being felt up left and right as you service the tables, with almost little to no extra increase in your tips.
<<ActivityWaitressReward_Low>>
After some time, you end your shift and decide to return home.
<<Home>><<else>>You quickly take charge of the situation and completely pull down your top to show off your breasts for the whole tavern. You burst out that from now on there will be topless servicing for anyone parting with a generous tip.
You end up raking in an impressive amount of tips as you shake your tits for the patrons, with the occasional option for them to feel you up for an added bonus.
<<AlterStat $Player "Depravity" "Increase" 1 4>>
<<AlterStat $Player "Lust" "Increase" 10 10>>
<<ActivityWaitressReward_High>>
After some time, you end your shift and decide to return home.
<<Home>><</if>><<elseif $ActivityChoice is "Flee">>You blush profusely as you run for cover. You get dry and change into a new dress in the backroom, with a respectable pause before coming back out. The rest of the shift being fairly uneventful.
<<ActivityWaitressReward_Low>>
After some time, your shift is over and you decide to return home.
<<Home>><</if>><</if>><<silently>>
<</silently>>
!Outcome - High Tavern Waitress
---------------------------------------
<<if $ActivityPostOutcome is false>>As you serve the various patrons their drinks and clean the tables of the tavern, you catch the eye of a group of customers sitting around a table in the corner.
You approach the table to take their orders, when you're slipped a note containing a rather discrete proposition.
@@.boldtext;What do you say about me taking that fine ass for a spin in the backroom honey? 100 gold pieces@@
You blush and look back at the table, one of the patrons wink at you.
<<if $HoverMode is false>>[[Accept the offer|Activity Outcome - Backroom Offer][$ActivityPostOutcome to true, $ActivityChoice to "Accept"]]
[[Decline the offer|Activity Outcome - Backroom Offer][$ActivityPostOutcome to true, $ActivityChoice to "Decline"]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Accept the offer|Activity Outcome - Backroom Offer][$ActivityPostOutcome to true, $ActivityChoice to "Accept"]] or [[Decline the offer|Activity Outcome - Backroom Offer][$ActivityPostOutcome to true, $ActivityChoice to "Decline"]]<</replace>><</if>>
<<elseif $ActivityPostOutcome is true>><<if $ActivityChoice is "Accept">><<if $ActivitySuccess < $ActivityFailure>>You wink towards the man and give your hot booty a little sway as you walk towards the backroom. The guy stands up and follows you.
As you both enter the backroom he kisses you as you both eagerly undress each other.
After sucking his cock for a while, he quickly penetrates your backdoor bottoming you out. He fucks you with a steady pace, whilst holding your mouth muffling your slutty moans.
<<AlterStat $Player "Depravity" "Increase" 5 20>>
<<AlterStat $Player "Lust" "Increase" 50 10>>
As you both come closer to a climax, he ups the tempo and completely fucks you silly.
With a loud groan and a warm spreading feeling in your asshole, he fills you completely with his cum.
<<Stretch $Player 3 "Asshole">>
<<Satisfy $Player>>
@@.humanvoice;"Ahh... not exactly as good as i had expected, but get's the job done... you're not getting the full hundred though."@@
He drops a few gold coins on the floor and leaves you with his cum leaking out of your used ass.
<<ActivityWaitressReward_Low>>
After some time, you clean yourself up and return to work.
You decide to return home.
<<Home>><<else>>You wink towards the man and give your hot booty a little sway as you walk towards the backroom. The guy stands up and follows you.
As you both enter the backroom he kisses you as you both eagerly undress each other.
After sucking his cock for a while, he quickly penetrates your backdoor bottoming you out. He fucks you with a steady pace, whilst holding your mouth muffling your slutty moans.
<<AlterStat $Player "Depravity" "Increase" 5 20>>
<<AlterStat $Player "Lust" "Increase" 50 10>>
As you both come closer to a climax, he ups the tempo and completely fucks you silly.
With a loud groan and a warm spreading feeling in your asshole, he fills you completely with his cum.
<<Stretch $Player 3 "Asshole">>
<<Satisfy $Player>>
@@.humanvoice;"Damn that was some good ass alright! Definitely going to use you again cutie."@@
He drops a fat pouch of gold coins on the floor and leaves you with his cum leaking out of your used ass.
<<set $ActivityTipReward += 100>><<ActivityWaitressReward_High>>
After some time, you clean yourself up and return to work.
You decide to return home.
<<Home>><</if>><<elseif $ActivityChoice is "Decline">>You rip the note into pieces infront of him whilst staring him down. He does not look amused and quickly looks away, resuming his chat with his friends.
You bring back their orders and resume working.
<<ActivityWaitressReward_High>>
After some time, your shift is over and you decide to return home.
<<Home>><</if>><</if>><<silently>>
<<set $EnemyPenis_Size = 5>>
<</silently>>
!Outcome - High Tavern Waitress
---------------------------------------
<<if $ActivityPostOutcome is false>>As you serve the various tables filled with patrons, you’re suddenly shocked as a loud slap can be heard followed with the aching sensation of a sore pliant bottom. You turn around to see a man smiling lewdly at you, almost as if he is proud, before returning to converse with his peers.
<<if $EntityValues[$Player].RankedTraits.WillpowerTraitLevel >= 6>>[[Object and give him an earful|Activity Outcome - Loud Slap][$ActivityPostOutcome to true, $ActivityChoice to "Objection!"]]<</if>>
<<if $EntityValues[$Player].Traits.includes("Submissive")>>[[Blush and laugh it off|Activity Outcome - Loud Slap][$ActivityPostOutcome to true, $ActivityChoice to "Blush"]]<</if>>
<<if $HoverMode is false>>[[Forget it and carry on|Activity Outcome - Loud Slap][$ActivityPostOutcome to true, $ActivityChoice to "Forget"]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Forget it and carry on|Activity Outcome - Loud Slap][$ActivityPostOutcome to true, $ActivityChoice to "Forget"]]<</replace>><</if>><<elseif $ActivityPostOutcome is true>><<if $ActivityChoice is "Objection!">><<if $ActivitySuccess < $ActivityFailure>>You will most certainly not stand idly by as you’re subjected to such treatment and attempt to give him an earful.
However, your complaints are met with nothing but more groping and humiliating laughter from his peers.
As they start to feel you up even more and ignore your pathetic attempts to resist, you decide to leave them and give up before they get carried away a little too much.
After some time, you end your shift and decide to return home.
<<Home>><<else>>You will most certainly not stand idly by as you’re subjected to such treatment and promptly grab his drink and pour it over him in an outburst of rage.
What quickly follows is the humorous laughter of his peers as they revel in his humiliation.
You smile at him as he sits there contemplating his choices and carry on your shift with renewed strength and respect.
<<ActivityWaitressReward_High>>
After some time, you end your shift and decide to return home.
<<Home>><</if>><<elseif $ActivityChoice is "Blush">>You lightly blush and laugh it off, looking back at the patron as he smiles seductively back at you.
You strut away swaying your booty for all to gawk at and giggle as you serve the next table.
<<AlterStat $Player "Depravity" "Increase" 1 3>>
<<AlterStat $Player "Lust" "Increase" 5 5>>
<<ActivityWaitressReward_High>>
After some time, you end your shift and decide to return home.
<<Home>><<elseif $ActivityChoice is "Forget">>You forget the incidence and simply carry on servicing the patrons of the tavern.
<<ActivityWaitressReward_Low>>
After some time, you end your shift and decide to return home.
<<Home>><</if>><</if>><<silently>>
<<set $EnemyPenis_Size = 5>>
<</silently>>
!Outcome - High Tavern Waitress
---------------------------------------
<<if $ActivityPostOutcome is false>>After some time serving the tables and the patrons of the tavern, you spot a group of about five gentlemen sitting around a round table in a secluded part of the tavern. You make your way over there to take their orders and instantly realize that they are all already fairly drunk and arguing over something. As you stand by the table, you immediately feel a firm hand grab your ass holding you tight in place as you’re almost bend over the table.
@@.humanvoice;"I swear Richard, i would make this lass scream like you never could, you got it all in yer damn mouth, ain’t that right girly?"@@
You yelp a muffled reply that is almost instantly interrupted by one of the other men.
@@.humanvoice;"Yeah right, as if. I must say i could use some exclusive service, maybe we should test it? See which one of us will de the bitch in the most eh?"@@
You slam your hand down on the table, partly to interrupt them and partly from the sexual frustration caused by the increasingly aggressive kneading of your buttcheeks.
@@.humanvoice;"Ah right, i suppose doing the lass on the table would be too public indeed, what say you, how about under eh?"@@
Your eyes glisten as he takes out a large pouch of coins and lays them flat on the table.
<<if $HoverMode is false>>[[Accept the offer|Activity Outcome - Gentlemen Group Service][$ActivityPostOutcome to true, $ActivityChoice to "Accept"]]
[[Deny the offer|Activity Outcome - Gentlemen Group Service][$ActivityPostOutcome to true, $ActivityChoice to "Decline"]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Accept the offer|Activity Outcome - Gentlemen Group Service][$ActivityPostOutcome to true, $ActivityChoice to "Accept"]] or [[Deny the offer|Activity Outcome - Gentlemen Group Service][$ActivityPostOutcome to true, $ActivityChoice to "Decline"]]<</replace>><</if>><<elseif $ActivityPostOutcome is true>><<if $ActivityChoice is "Accept">><<if $ActivitySuccess < $ActivityFailure>>You nod and submissively get down on your knees as you crawl under the table. The men around the round table chuckle and whip out their cocks to be ready to be serviced. You gulp as you approach the first cock, lightly licking your lips before sucking it.
You greedily continue suck every dick under the table, whilst trying to make as little of a mess as possible. Not long after you find your throat sore and your stomach nicely fed with jizz.
<<AlterStat $Player "Depravity" "Increase" 5 15>>
<<AlterStat $Player "Lust" "Increase" 50 10>>
Your wenches dress is also nicely decorated with cum, which is going to make an embarrassing return to the backroom for a new one.
The men take away their cocks and a nice fat pouch filled with gold is tossed underneath the table.
<<set $ActivityTipReward += 10>><<ActivityWaitressReward_High>>
The men leave as you slowly crawl out from beneath the table, collecting a few embarrassing stares with you.
After some time, you end your shift and decide to return home.
<<Home>><<else>>You nod and submissively get down on your knees as you crawl under the table. The men around the round table chuckle and whip out their cocks to be ready to be serviced. You gulp as you approach the first cock, lightly licking your lips before sucking it.
You greedily continue suck every dick under the table, whilst trying to make as little of a mess as possible. Not long after you find your throat sore and your stomach nicely fed with jizz.
<<AlterStat $Player "Depravity" "Increase" 5 15>>
<<AlterStat $Player "Lust" "Increase" 50 10>>
Your wenches dress is also nicely decorated with cum, which is going to make an embarrassing return to the backroom for a new one.
The men take away their cocks and a nice fat pouch filled with gold is tossed underneath the table.
<<set $ActivityTipReward += 50>><<ActivityWaitressReward_High>>
The men leave as you slowly crawl out from beneath the table, collecting a few embarrassing stares with you.
After some time, you end your shift and decide to return home.
<<Home>><</if>><<elseif $ActivityChoice is "Decline">>You slap away the mans hand and with a furious demeanor outright deny their foul request. You then leave the table, completely forgetting to even take their orders.
<<ActivityWaitressReward_High>>
After some time, you end your shift and decide to return home.
<<Home>><</if>><</if>><<silently>>
<<set $EnemyPenis_Size = 5>>
<</silently>>
!Outcome - High Tavern Waitress
---------------------------------------
<<if $ActivityPostOutcome is false>>After serving your last patron and the tavern preparing to close, you spot a lonely man at the end of the bar. You approach him and he looks up with a smile on his face. You let him know that you’re about to close, but he can finish his beer. He nods and takes out a small pouch of gold from his jacket and places it on the dar desk.
@@.humanvoice;"For the great service"@@
<<set $ActivityTipReward += 20>><<ActivityWaitressReward_High>>
He finishes his beer and stumbles out of the tavern, flicking his cane and adjusting his moustache.
After the shift is done, you decide to return home.
<<Home>><</if>><<silently>>
<<set $EnemyPenis_Size = 5>>
<</silently>>
!Outcome - High Tavern Waitress
---------------------------------------
<<if $ActivityPostOutcome is false>>Before you start to service the patrons of the tavern, you have a pleasant conversation with one of the other waitresses.
She boasts that by the end of both of your shifts, she’ll have earned more tips than you.
She even goes as far as wanting to bet her entire amount of tippings if it isn’t bigger than yours, on the condition that you hand over your tippings as well if it is.
<<if $HoverMode is false>>[[You accept her challenge|Activity Outcome - The Bet][$ActivityPostOutcome to true, $ActivityChoice to "Accept"]]
[[You decline her challenge|Activity Outcome - The Bet][$ActivityPostOutcome to true, $ActivityChoice to "Decline"]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[You accept her challenge|Activity Outcome - The Bet][$ActivityPostOutcome to true, $ActivityChoice to "Accept"]] or [[You decline her challenge|Activity Outcome - The Bet][$ActivityPostOutcome to true, $ActivityChoice to "Decline"]]<</replace>><</if>>
<<elseif $ActivityPostOutcome is true>><<if $ActivityChoice is "Accept">><<if $ActivitySuccess < $ActivityFailure>>You make a valiant effort to increase your tippings, but eventually realize that the other waitress is completely out of your league.
Her earnings are more than double in amount compared to yours, allowing her to lay claim to yours, forcing you to leave empty-handed.
You're forced to return home without any tippings or pay.
<<Home>><<else>>You successfully manage to combine your charismatic nature with your sex appeal as you work the tables.
You wrap every single patron around your finger and arguably rob them blind as they practically throw their money at you like a common stripper.
<<AlterStat $Player "Depravity" "Increase" 1 2>>
<<AlterStat $Player "Lust" "Increase" 10 10>>
You end up with a sizeable amount of tips and earn way more than the other waitress, allowing you to lay claim to her earnings as well.
<<set $ActivityTipReward += 150 + random(50)>><<ActivityWaitressReward_High>>
You return home with your pockets filled with coins of gold.
<<Home>><</if>><<elseif $ActivityChoice is "Decline">>You deny her challenge and simply watch as she works the tables like a champion, raking in a small fortune by being charismatic and seductive.
You swore you even saw her taking a patron out into the backroom, but that could have been for any innocent reason… right?
After some time you return home with the regular amount of tippings you usually get.
<<ActivityWaitressReward_High>>
<<Home>><</if>><</if>><<silently>>
<</silently>>
!Activity Info - Western Trade Road
---------------------------------------
The Western Trade Road is full of lucrative and well-paying opportunities. It's all about finding the right sucker to do a bargain with and then haul a pair of goods from Westdale to Sindale for a nice profit.
Risk: @@.greentext;Low@@ - Time: 2 Day(s) - Repeat: Yes - Cost: @@.boldtext;150 Coins@@ - Requires: @@.boldtext;Nothing@@
!!!Trait and Skill Chart
This displays the traits and skills that affect this assignment.
Traits: @@.lightgreentext;Perceptive@@, @@.lightgreentext;Persuasive@@, @@.redtext;Impatient@@.
Skills: @@.lightgreentext;Bartering@@.
[[Start Trading|Activity - Western Trade Road]]
<<if $HoverMode is false>>[[Back|Outer City - The Western Trade Road]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Back|Outer City - The Western Trade Road]]<</replace>><</if>><<silently>>
<<ActivityReset>>
<<Activity_WTR_Check>>
<<ActivityStandardCheck>>
<<ActivityLooksCheck>>
<</silently>>
!Activity - Western Trade Road
---------------------------------------
You enter the Western Marketplace, burghers and customers fill the streets haggling and purchasing all sorts of commodities in various quantities. You prepare your search for any valuables that would be worth the time and risk to haul to Sindale for profit.
<<Activity_WTR_Outcome>>
<<ActivityDebugPanel>><<silently>>
<</silently>>
!Outcome - Western Trade Road
---------------------------------------
<<if $ActivityPostOutcome is false>>You catch a Merchant looking to sell his goods, almost as if he is eager to get rid of his goods or simply in a hurry. The goods themselves seem to be in good quality, with the Merchant himself laying name and brand to it, as well as assuring you of it's hefty demand in Sindale.
You enter into an agreement with the Merchant and pay for a carriage to transport the goods. You make the final preparations and before the sun has set, you're already on the road to Sindale.
You travel the road and eventually have to make camp. You decide to set up camp not far from the road, to attract as little attention as possible. However, the next day, you're woken up by a terrifying roar from the distance, and before you can react, and band of orc's descend upon you!
You quickly get up and can spot at the least five or six of them coming straight at you.
<<if $HoverMode is false>>[[Run away and abandon the goods|Activity Outcome - Orc Ambush][$ActivityPostOutcome to true, $ActivityChoice to "Run"]]
[[Submit and surrender|Activity Outcome - Orc Ambush][$ActivityPostOutcome to true, $ActivityChoice to "Submit"]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Run away and abandon the goods|Activity Outcome - Orc Ambush][$ActivityPostOutcome to true, $ActivityChoice to "Run"]] or [[Submit and surrender|Activity Outcome - Orc Ambush][$ActivityPostOutcome to true, $ActivityChoice to "Submit"]]<</replace>><</if>>
<<elseif $ActivityPostOutcome is true>><<if $ActivityChoice is "Run">>There's no way these goods are worth it enough for you to stay around and just wait for them to subdue you.
You dash away and flee as fast you can, only taking your clothes and equipment with you.
Luckily, the orcs seem way more interested in your goods than your ass, letting you escape.
You decide to return home.
<<Home>><<elseif $ActivityChoice is "Submit">>You decide to submit and put down your arms. The orcs do not relent and quickly push you down on the ground whilst pillaging your goods.
@@.orcvoice;"Wut dis be eh? Dis not look like worth anythin'"@@
@@.orcvoice;"Me hear dis give many coins, me like"@@
As the orcs rummage through your goods, you lie there waiting for your fate.
@@.orcvoice;"Hahaha! Maybe i be using this one before leave? Chieftess no complain eh? Just me use ass for a little while, what you say?"@@
@@.orcvoice;"Uuuh, me guess okay, but no slaves remember? Chieftess say too much attention if take slaves, is bad... but me use too."@@
The orcs quickly undress you, completely ignoring your protests. Before you know it, you're gagging on one of the orc's massive cock, completely stretching your throat. The other orc licking your ass first, continues to merciless ram his cock into your poor asshole without any foreplay.
<<Stretch $Player 5 "Asshole">><<if $EntityValues[$Player].Body.Vagina.Has is true>>
<<Stretch $Player 6 "Vagina">>
<</if>>They all take turns on you, and after an hour or two, you're covered in their cum and completely broken in from the ruthless fucking.
<<Satisfy $Player>>
@@.orcvoice;"Ahhhh... dat feel good...!"@@
@@.orcvoice;"We should go back now, Chieftess waiting... already be too long. You be okay now you, only use you little, tell big city nothing happen, or else!"@@
<<AlterStat $Player "Depravity" "Increase" 4 9>>
You raise your cum-covered head in slight confusion and nod submissively, before slowly crawling away. The orcs take your goods and leave you.
You decide to return home.
<<Home>><</if>><</if>><<silently>>
<<set $EnemyPenis_Size = 7>>
<</silently>>
!Outcome - Western Trade Road
---------------------------------------
<<if $ActivityPostOutcome is false>>You catch a Merchant looking to sell his goods, almost as if he is eager to get rid of his goods or simply in a hurry. The goods themselves seem to be in good quality, with the Merchant himself laying name and brand to it, as well as assuring you of it's hefty demand in Sindale.
You enter into an agreement with the Merchant and pay for a carriage to transport the goods. However, just as you're about to leave for the road, you're stopped by a group of guards doing rounds of inspection.
They surround you and your goods and begin to run their inspection.
@@.humanvoice;"Hey hey now, what's this for? You trying to smuggle something illegal eh?"@@
You try to disarm the situation by showing him your papers and assuring him that the goods are genuine.
@@.humanvoice;"I don't give a rat's arse about dem' papers, i swear these were ruled illegal some time ago... Ah whatever, you know, i don't feel like making all that paperwork nor dragging you to the cells. That's of course only if you make it worth my while eh? Get what i'm saying?"@@
The other guards snickering, giving you the notion that this was part of the plan all along.
@@.humanvoice;"So what do you say pretty? Are you going to drop down on your knees and get to work or are you going to show me some coin eh?"@@
<<if $HoverMode is false>>[[Drop down on your knees|Activity Outcome - Dirty Inspection][$ActivityPostOutcome to true, $ActivityChoice to "Submit"]]
[[Attempt to give in to the bribe|Activity Outcome - Dirty Inspection][$ActivityPostOutcome to true, $ActivityChoice to "Bribe"]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Drop down on your knees|Activity Outcome - Dirty Inspection][$ActivityPostOutcome to true, $ActivityChoice to "Submit"]] or [[Attempt to give in to the bribe|Activity Outcome - Dirty Inspection][$ActivityPostOutcome to true, $ActivityChoice to "Bribe"]]<</replace>><</if>>
<<elseif $ActivityPostOutcome is true>><<if $ActivityChoice is "Bribe">><<if $ActivitySuccess < $ActivityFailure>>You attempt to give into the bribe and pay them one-hundred gold coins. Hoping that they will let you through.
@@.humanvoice;"What the shit is this eh? You take me for some kinda beggar? You gotta lose more than that to pass squirt, you better got more alright!"@@
Seeing no other option you end up paying them a total of two-hundred and fifty gold coins to pass unharmed.
You make the final preparations and before the sun has set, you're already on the road to Sindale.
The road is long and you travel for a little over a day, before a fresh breeze of sea water greets your nose.
You finally arrive at Sindale, also known as the fishing village of Westdale.
You sell your goods at their local trading post for a hefty profit, as the goods you hauled was of high value and in great demand, just as the Merchant promised.
<<ActivityCoinReward_Low>>
After collecting your earnings you decide to return home.
<<Home>><<else>>You attempt to give into the bribe and pay them one-hundred gold coins. Hoping that they will let you through.
@@.humanvoice;"Aye... suppose that will do eh... Go on.. off with ya."@@
You make the final preparations and before the sun has set, you're already on the road to Sindale.
The road is long and you travel for a little over a day, before a fresh breeze of sea water greets your nose.
You finally arrive at Sindale, also known as the fishing village of Westdale.
You sell your goods at their local trading post for a hefty profit, as the goods you hauled was of high value and in great demand, just as the Merchant promised.
<<ActivityTradingCoinReward_Low>>
After collecting your earnings you decide to return home.
<<Home>><</if>><<elseif $ActivityChoice is "Submit">>You meekly get down on your knees and open your mouth causing the group of guards to laugh hysterically.
@@.humanvoice;"Aha! Take a look at this dumb slut, they actually thought we were serious! Ah! Well.. whatever, suppose we might as well indulge now that they are offering themselves up so easily!"@@
The group of guards all get their working cocks out of their pants and quickly surround you. The first immediately resting his long dick on your face.
@@.humanvoice;"Go on then... make it worth our while."@@
You get to work and try to please them all, grabbing their dicks and lewdly jerking them off and sucking them off in the middle of the streets. The odd passerby making a humiliating comment.
<<display "Guard Blowbang Image">>
Your face and body is eventually covered in their cum.
<<AlterStat $Player "Depravity" "Increase" 4 9>>
<<AlterStat $Player "Lust" "Increase" 50 10>>
@@.humanvoice;"Ahhh... not bad squirt... alright you can pass through."@@
You make the final preparations and before the sun has set, you're already on the road to Sindale.
The road is long and you travel for a little over a day, before a fresh breeze of sea water greets your nose.
You finally arrive at Sindale, also known as the fishing village of Westdale.
You sell your goods at their local trading post for a hefty profit, as the goods you hauled was of high value and in great demand, just as the Merchant promised.
<<ActivityTradingCoinReward_High>>
After collecting your earnings you decide to return home.
<<Home>><</if>><</if>><<silently>>
<</silently>>
!Outcome - Western Trade Road
---------------------------------------
You catch a Merchant looking to sell his goods, almost as if he is eager to get rid of his goods or simply in a hurry. The goods themselves seem to be in good quality, with the Merchant himself laying name and brand to it, as well as assuring you of it's hefty demand in Sindale.
You enter into an agreement with the Merchant and pay for a carriage to transport the goods. You make the final preparations and before the sun has set, you're already on the road to Sindale.
The road is long and you travel for a little over a day, before a fresh breeze of sea water greets your nose.
You finally arrive at Sindale, also known as the fishing village of Westdale.
You sell your goods at their local trading post for a hefty profit, as the goods you hauled was of high value and in great demand, just as the Merchant promised.
<<ActivityTradingCoinReward_High>>
After collecting your earnings you decide to return home.
<<Home>><<silently>>
<</silently>>
!Outcome - Western Trade Road
---------------------------------------
You catch a Merchant looking to sell his goods, almost as if he is eager to get rid of his goods or simply in a hurry. The goods themselves seem to be in good quality, with the Merchant himself laying name and brand to it, as well as assuring you of it's hefty demand in Sindale.
You enter into an agreement with the Merchant and pay for a carriage to transport the goods. You make the final preparations and before the sun has set, you're already on the road to Sindale.
The road is long and you travel for a little over a day, before a fresh breeze of sea water greets your nose.
You finally arrive at Sindale, also known as the fishing village of Westdale.
You enter the marketplace to sell of your goods. However as you're about to make a profitable sell, the merchant scuffs at you.
@@.humanvoice;"You trying to fool me you <<Insult 'Human' $PlayerRace 'NoSex'>>? These are fake wares! Guards!"@@
You suddenly get the feeling that you're no longer welcome and quickly make a run for it. The town guards attempt to chase you down, but eventually have to give up.
You unfortunately had to abandon your wares... and return home empty-handed.
<<Home>><<silently>>
<<set $EnemyPenis_Size = 5>>
<</silently>>
!Outcome - Western Trade Road
---------------------------------------
<<if $ActivityPostOutcome is false>>You spot two Merchant’s standing by a stand with a set of crates of what looks like some exotic goods. You approach them and inquire them about the goods, realizing that they indeed are selling some fairly lucrative trade, that may or may not give you quite the profit.
However, their asking price is a little too steep for you, so you you will have to haggle. They however both look fairly experienced, so you’re not sure how to approach this correctly.
<<if $HoverMode is false>>[[You accept their asking price|Activity Outcome - Haggling][$ActivityPostOutcome to true, $ActivityChoice to "Accept"]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[You accept their asking price|Activity Outcome - Haggling][$ActivityPostOutcome to true, $ActivityChoice to "Accept"]]<</replace>><</if>>[[You try to cut the price a little|Activity Outcome - Haggling][$ActivityPostOutcome to true, $ActivityChoice to "Small"]]
[[You try to cut the price a lot|Activity Outcome - Haggling][$ActivityPostOutcome to true, $ActivityChoice to "Moderate"]]
[[You demolish their asking price|Activity Outcome - Haggling][$ActivityPostOutcome to true, $ActivityChoice to "Demolish"]]<<if $EntityValues[$Player].Traits.includes("Seductive")>>
[[You cut the price considerably and use your charms to sway them|Activity Outcome - Haggling][$ActivityPostOutcome to true, $ActivityChoice to "Charm"]]<</if>><<if $EntityValues[$Player].Traits.includes("Slutty")>>
[[Offer them to fill your holes like a whore|Activity Outcome - Haggling][$ActivityPostOutcome to true, $ActivityChoice to "Whore"]]<</if>><<elseif $ActivityPostOutcome is true>><<if $ActivityChoice is "Accept">>You accept their asking price and as a result take a huge hit to your projected profits. You pay for a carriage to transport the goods and make the final preparations. Before the sun has set, you're already on the road to Sindale.
The road is long and you travel for a little over a day, before a fresh breeze of sea water greets your nose.
You finally arrive at Sindale, also known as the fishing village of Westdale.
You sell your goods at their local trading post for a hefty profit, as the goods you hauled was of high value and in great demand, just as the Merchant promised.
<<ActivityTradingCoinReward_Low>>
After collecting your earnings you decide to return home.
<<Home>><<elseif $ActivityChoice is "Small">><<if $ActivitySuccess < $ActivityFailure>>You attempt to haggle their asking price, but fail and eventually accept their original price. You pay for a carriage to transport the goods and make the final preparations. Before the sun has set, you're already on the road to Sindale.
The road is long and you travel for a little over a day, before a fresh breeze of sea water greets your nose.
You finally arrive at Sindale, also known as the fishing village of Westdale.
You sell your goods at their local trading post for a hefty profit, as the goods you hauled was of high value and in great demand, just as the Merchant promised.
<<ActivityTradingCoinReward_Low>>
After collecting your earnings you decide to return home.
<<Home>><<else>>You attempt to haggle their asking price and succeed, cutting the original price a bit. You pay for a carriage to transport the goods and make the final preparations. Before the sun has set, you're already on the road to Sindale.
The road is long and you travel for a little over a day, before a fresh breeze of sea water greets your nose.
You finally arrive at Sindale, also known as the fishing village of Westdale.
You sell your goods at their local trading post for a hefty profit, as the goods you hauled was of high value and in great demand, just as the Merchant promised.
<<ActivityTradingCoinReward_Low>>
After collecting your earnings you decide to return home.
<<Home>><</if>><<elseif $ActivityChoice is "Moderate">><<if $ActivitySuccess < $ActivityFailure>>You attempt to undercut their price a fair amount, but fail and eventually accept their original price. You pay for a carriage to transport the goods and make the final preparations. Before the sun has set, you're already on the road to Sindale.
The road is long and you travel for a little over a day, before a fresh breeze of sea water greets your nose.
You finally arrive at Sindale, also known as the fishing village of Westdale.
You sell your goods at their local trading post for a hefty profit, as the goods you hauled was of high value and in great demand, just as the Merchant promised.
<<ActivityTradingCoinReward_Low>>
After collecting your earnings you decide to return home.
<<Home>><<else>>You attempt to undercut their asking price a lot and succeed, cutting the original price a bit. You pay for a carriage to transport the goods and make the final preparations. Before the sun has set, you're already on the road to Sindale.
The road is long and you travel for a little over a day, before a fresh breeze of sea water greets your nose.
You finally arrive at Sindale, also known as the fishing village of Westdale.
You sell your goods at their local trading post for a hefty profit, as the goods you hauled was of high value and in great demand, just as the Merchant promised.
<<ActivityTradingCoinReward_Medium>>
After collecting your earnings you decide to return home.
<<Home>><</if>><<elseif $ActivityChoice is "Demolish">><<if $ActivitySuccess < $ActivityFailure>>You attempt to absolutely demolish their original price, but fail spectacularly and eventually accept their original price. You pay for a carriage to transport the goods and make the final preparations. Before the sun has set, you're already on the road to Sindale.
The road is long and you travel for a little over a day, before a fresh breeze of sea water greets your nose.
You finally arrive at Sindale, also known as the fishing village of Westdale.
You sell your goods at their local trading post for a hefty profit, as the goods you hauled was of high value and in great demand, just as the Merchant promised.
<<ActivityTradingCoinReward_Low>>
After collecting your earnings you decide to return home.
<<Home>><<else>>You attempt to absolutely demolish their original price and succeed, slicing the original price in half. You pay for a carriage to transport the goods and make the final preparations. Before the sun has set, you're already on the road to Sindale.
The road is long and you travel for a little over a day, before a fresh breeze of sea water greets your nose.
You finally arrive at Sindale, also known as the fishing village of Westdale.
You sell your goods at their local trading post for a hefty profit, as the goods you hauled was of high value and in great demand, just as the Merchant promised.
<<ActivityTradingCoinReward_High>>
After collecting your earnings you decide to return home.
<<Home>><</if>><<elseif $ActivityChoice is "Charm">>You use your charms and good looks to sway them into a more reasonable price range. You pay for a carriage to transport the goods and make the final preparations. Before the sun has set, you're already on the road to Sindale.
The road is long and you travel for a little over a day, before a fresh breeze of sea water greets your nose.
You finally arrive at Sindale, also known as the fishing village of Westdale.
You sell your goods at their local trading post for a hefty profit, as the goods you hauled was of high value and in great demand, just as the Merchant promised.
<<ActivityTradingCoinReward_Low>>
After collecting your earnings you decide to return home.
<<Home>><<elseif $ActivityChoice is "Whore">>You offer them your body and they gladly oblige. After they have used your holes for two hours, you leave to pay for a carriage to transport the goods and make the final preparations. With the merchants cum still leaking from your abused hole you depart for sindale.
The road is long and you travel for a little over a day, before a fresh breeze of sea water greets your nose.
You finally arrive at Sindale, also known as the fishing village of Westdale.
You sell your goods at their local trading post for a hefty profit, as the goods you hauled was of high value and in great demand, just as the Merchant promised.
<<ActivityTradingCoinReward_High>>
After collecting your earnings you decide to return home.
<<Home>><</if>><</if>><<silently>>
<<set $EnemyPenis_Size = 7>>
<</silently>>
!Outcome - Western Trade Road
---------------------------------------
<<if $ActivityPostOutcome is false>>You catch a Merchant in distress, almost as if he is eager to get rid of his goods or simply in a hurry. Upon further examination of the goods, the Merchant simple confess that the wares are illegal, but that you could make a huge profit smuggling them to Sindale for him.
The price for the wares are ridiculously low, almost too good to be true, making you suspect that there might be something more to this. However, as the merchant truly seems to merely be down on his luck, you wonder if you should give him the benefit of doubt.
<<if $HoverMode is false>>[[Accept the offer|Activity Outcome - Smuggler's Offer][$ActivityPostOutcome to true, $ActivityChoice to "Accept"]]
[[Decline the offer|Activity Outcome - Smuggler's Offer][$ActivityPostOutcome to true, $ActivityChoice to "Decline"]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Accept the offer|Activity Outcome - Smuggler's Offer][$ActivityPostOutcome to true, $ActivityChoice to "Accept"]] or [[Decline the offer|Activity Outcome - Smuggler's Offer][$ActivityPostOutcome to true, $ActivityChoice to "Decline"]]<</replace>><</if>><<elseif $ActivityPostOutcome is true>><<if $ActivityChoice is "Accept">>You enter into an agreement with the Merchant and pay for a carriage to transport the illegal goods. You make the final preparations and before the sun has set, you're already on the road to Sindale.
The road is long and you travel for a little over a day, before a fresh breeze of sea water greets your nose.
You finally arrive at Sindale, also known as the fishing village of Westdale.
You sell the illegal goods to the local thugs of the town for a hefty profit, as the goods you hauled was of high value and in great demand, just as the Merchant promised.
<<ActivitySmugglingCoinReward_High>>
!!!@@.discoverytext;You have discovered a New Activity! (Westdale Smuggling)@@<<set $Activities[3].Activated to true>>
You decide to return home.
<<Home>><<elseif $ActivityChoice is "Decline">>You're not too keen on breaking the law and accepting a deal this good must have some kind of risk to it... or perhaps it's a trap.
You decline to the merchants great dismay and decide to return home.
<<Home>><</if>><</if>><<silently>>
<</silently>>
!Outcome - Western Trade Road
---------------------------------------
<<if $ActivityPostOutcome is false>>You catch a Merchant looking to sell his goods, almost as if he is eager to get rid of his goods or simply in a hurry. The goods themselves seem to be in good quality, with the Merchant himself laying name and brand to it, as well as assuring you of it's hefty demand in Sindale.
You enter into an agreement with the Merchant and pay for a carriage to transport the goods. You make the final preparations and before the sun has set, you're already on the road to Sindale.
As you come closer to your destination, you suddenly spot something in the distance on the road. A blockade of some kind, guarded by a respectable amount of some kind of militia. You stop infront of it and greet them.
@@.humanvoice;"Well hello there cute thing, you gotta pay the toll to pass i'm afraid, only a hundred of them' coins, and we'll let you through."@@
It's obviously a shakedown by the local gang of thugs or something. You attempt to protest and show your papers, but it's met with nothing but a sly grin.
@@.humanvoice;"Sorry luv' you gotta pay to pass, and if you don't got the coin, you better start gettin' on your knees and pay us in a more physical fashion or turn that cute ass of yours around and head back from where-ever you dragged it from."@@
<<if $HoverMode is false>>[[Pay the toll to pass|Activity Outcome - Bandit Blockade][$ActivityPostOutcome to true, $ActivityChoice to "Pay"]]
<<if $EntityValues[$Player].Traits.includes("Slutty")>>[[Offer to service the whole gang with your body|Activity Outcome - Bandit Blockade][$ActivityPostOutcome to true, $ActivityChoice to "Whore"]]<</if>><<elseif $HoverMode is true>><<replace "#linkbar">>[[Pay the toll to pass|Activity Outcome - Bandit Blockade][$ActivityPostOutcome to true, $ActivityChoice to "Pay"]]<<if $EntityValues[$Player].Traits.includes("Slutty")>> or [[Offer to service the whole gang with your body|Activity Outcome - Bandit Blockade][$ActivityPostOutcome to true, $ActivityChoice to "Whore"]]<</if>><</replace>><</if>><<elseif $ActivityPostOutcome is true>><<if $ActivityChoice is "Pay">>You pay the bandit's the toll and they let you pass. They grin slyly admiring your ass as you're let through their blockade.
The road is long and you travel for a little over a day, before a fresh breeze of sea water greets your nose.
You finally arrive at Sindale, also known as the fishing village of Westdale.
You sell your goods at their local trading post for a hefty profit, as the goods you hauled was of high value and in great demand, just as the Merchant promised.
<<ActivityTradingCoinReward_Medium>>
After collecting your earnings you decide to return home.
<<Home>><<elseif $ActivityChoice is "Whore">>You tell him that since you're not so fond on departing with coin, you'd rather show the whole lot a good time.
He looks you up and down whilst squeezing his crotch and snickers.
@@.humanvoice;"You heard $EntityValues[$Player].TPsHimHer boys, we're gonna fuckin' wreck your pretty little holes you know that don't you?"@@
You smile nervously, not entirely sure what you just agreed to.
<<Stretch $Player 5 "Asshole">><<set $EntityValues[$Player].Body.Asshole.Size += 2>><<if $EntityValues[$Player].Body.Vagina.Has is true>>
<<Stretch $Player 6 "Vagina">><<set $EntityValues[$Player].Body.Vagina.Size += 2>><</if>>
The next day, you find yourself waking up on the other side of the blockade, your horse and caravan untouched waiting just by you.
<<Satisfy $Player>>
As you stand up, a stream of cum pours out of your asshole. Your holes sore, your body layered in some fifty or sixty men's cum, you slowly start travelling down the road on horseback.
<<AlterStat $Player "Depravity" "Increase" 5 15>>
On the way to Sindale, you stop by a riverbank to wash off.
The road is long and you travel for a little over a day, before a fresh breeze of sea water greets your nose.
You finally arrive at Sindale, also known as the fishing village of Westdale.
You sell your goods at their local trading post for a hefty profit, as the goods you hauled was of high value and in great demand, just as the Merchant promised.
<<ActivityTradingCoinReward_High>>
After collecting your earnings you decide to return home.
<<Home>><</if>><</if>><<silently>>
<</silently>>
!Activity Info - Western Trade Road (Smuggling)
---------------------------------------
The Western Trade Road is full of lucrative and well-paying opportunities. Especially if one would attempt to buy and sell that which is not so legal. However, one should be content with the increased risk of course.
Risk: @@.redtext;High@@ - Time: 1 Day - Repeat: Yes - Cost: @@.boldtext;Nothing@@ - Requires: @@.boldtext;Nothing@@
!!!Trait and Skill Chart
This displays the traits and skills that affect this assignment.
Traits: @@.lightgreentext;Perceptive@@, @@.lightgreentext;Persuasive@@, @@.lightgreentext;Sneaky@@, @@.lightgreentext;Fleet-footed@@, @@.redtext;Impatient@@.
Skills: @@.lightgreentext;Bartering@@, @@.lightgreentext;Shadow Dancing@@, @@.lightgreentext;Umbramancy@@.
[[Start Smuggling|Activity - Western Trade Road (Smuggling)]]
<<if $HoverMode is false>>[[Back|Outer City - The Western Trade Road]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Back|Outer City - The Western Trade Road]]<</replace>><</if>><<silently>>
<<ActivityReset>>
<<Activity_WTR_Check>>
<<ActivityStandardCheck>>
<<ActivityLooksCheck>>
<</silently>>
!Activity - Western Trade Road (Smuggling)
---------------------------------------
You enter the Western Marketplace, burghers and customers fill the streets haggling and purchasing all sorts of commodities in various quantities. You prepare your search for any valuables that would be worth the time and risk to haul to Sindale for profit.
<<Activity_WTRS_Outcome>>
<<ActivityDebugPanel>><<silently>>
<</silently>>
!Outcome - Western Trade Road (Smuggling)
---------------------------------------
You scout the marketplace searching for the merchant that deals in illegal goods. You find him at his usual spot, dealing with some of the local cutthroats and scum. After their business, you greet him and inquire about his merchandise.
He offers you some reasonable quality goods, which would undoubtedly fetch an impressive profit. You accept and pay him, and prepare a smuggler's caravan for the journey, with your illegal goods hidden away safely. Shortly after you depart for Sindale.
The road is long and you travel for a little over a day, before a fresh breeze of sea water greets your nose.
You finally arrive at Sindale, also known as the fishing village of Westdale.
You sell the illegal goods to the local thugs of the town for a hefty profit, as the goods you hauled was of high value and in great demand.
<<ActivitySmugglingCoinReward_High>>
After collecting your earnings you decide to return home.
<<Home>><<silently>>
<<set $EnemyPenis_Size = 7>>
<</silently>>
!Outcome - Western Trade Road
---------------------------------------
You scout the marketplace searching for the merchant that deals in illegal goods. You find him at his usual spot, dealing with some of the local cutthroats and scum. After their business, you greet him and inquire about his merchandise.
He offers you some reasonable quality goods, which would undoubtedly fetch an impressive profit. However, before you're able to struck a deal, you hear a loud bang and a roar. You turn around only to discover a brigade of armed guardsmen raiding the stands uncovering illegal wares and merchandise.
You turn to look for the merchant, but he has long bailed you.
With little time to consider your options you make a run for it.
<<if $ActivitySuccess < $ActivityFailure>>You run as fast as you can, but the increasing numbers of guards make it impossible for you to find a way out of the narrow and slim alleyways.
You quickly find yourself surrounded and put into chains like the rest of the captured scum.
<<if $HoverMode is false>>[[Continue|CITY - Silverblack Prison Sentence]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Continue|CITY - Silverblack Prison Sentence]]<</replace>><</if>><<else>>You manage to outmaneuver the increasing number of guardsmen that fill the alleyways. Just having escaped the recent raid you decied that it's probably best to lay low for now and return home.
<<Home>><</if>><<silently>>
<<set $EnemyPenis_Size = 7>>
<</silently>>
!Outcome - Western Trade Road
---------------------------------------
<<if $ActivityPostOutcome is false>>You scout the marketplace searching for the merchant that deals in illegal goods. You find him at his usual spot, dealing with some of the local cutthroats and scum. After their business, you greet him and inquire about his merchandise.
He offers you some reasonable quality goods, which would undoubtedly fetch an impressive profit. You accept and pay him, and prepare a smuggler's caravan for the journey, with your illegal goods hidden away safely. However, just as you're about to leave for the road, you're stopped by a group of guards doing rounds of inspection.
They surround you and your goods and begin to run their inspection. A sweat trails along your cheek as one of the guards starts checking the exact location of the goods you're smuggling.
@@.humanvoice;"Ah-ha! Just as our informant promised, i believe we've caught ourselves a dirty little smuggler here, haven't we?"@@
With little time to consider your options, you...
<<if $HoverMode is false>>[[Accept the consequences|Activity Outcome - Tipped Inspection][$ActivityPostOutcome to true, $ActivityChoice to "Submit"]]
[[Attempt to run away|Activity Outcome - Tipped Inspection][$ActivityPostOutcome to true, $ActivityChoice to "Run"]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Accept the consequences|Activity Outcome - Tipped Inspection][$ActivityPostOutcome to true, $ActivityChoice to "Submit"]] or [[Attempt to run away|Activity Outcome - Tipped Inspection][$ActivityPostOutcome to true, $ActivityChoice to "Run"]]<</replace>><</if>><<elseif $ActivityPostOutcome is true>><<if $ActivityChoice is "Submit">>You stiffen as the guards come closer and put you in chains.
@@.humanvoice;"Time for you to meet the captain, better hope he's in a good mood or else you'll never see the light of day again! Ah-haha!"@@
<<if $HoverMode is false>>[[Continue|CITY - Silverblack Prison Sentence]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Continue|CITY - Silverblack Prison Sentence]]<</replace>><</if>><<elseif $ActivityChoice is "Run">><<if $EntityValues[$Player].Traits.includes("Fleet-footed")>>You turn around a dart off abandoning everything. The guards are caught by surprise by your incredible speed and quickly give up.
After the short chase you decide to return home to safety.
<<Home>><<else>>You turn around, but just before you manage to start sprinting a guard quickly tackles you and holds you in a chokehold.
@@.humanvoice;"Mmmh i love it when they resist.."@@
You feel his erect cock growing in his pants pushing towards your asshole.
@@.humanvoice;"I hope the captain throws you into the pit, i'll be using you every fucking day if he does... now get up, no more resisting aight?"@@
The guards puts you in chains and take you away to see their captain.
<<if $HoverMode is false>>[[Continue|CITY - Silverblack Prison Sentence]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Continue|CITY - Silverblack Prison Sentence]]<</replace>><</if>><</if>><</if>><</if>><<silently>>
<<set $EnemyPenis_Size = 7>>
<</silently>>
!Outcome - Western Trade Road
---------------------------------------
<<if $ActivityPostOutcome is false>>You scout the marketplace searching for the merchant that deals in illegal goods. You find him at his usual spot, dealing with some of the local cutthroats and scum. After their business, you greet him and inquire about his merchandise.
This time, he seems to be holding unto an especially lucrative offer, of course, with it's own additional risks. The merchant explains that one of his friends that work for the guard is interested in a highly coveted figurine. The only problem being that the figurine needs to be smuggled inside the walls and through the checkpoint.
<<if $HoverMode is false>>[[Accept the offer|Activity Outcome - Insider Job][$ActivityPostOutcome to true, $ActivityChoice to "Accept"]]
[[Decline the offer|Activity Outcome - Insider Job][$ActivityPostOutcome to true, $ActivityChoice to "Decline"]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Accept the offer|Activity Outcome - Insider Job][$ActivityPostOutcome to true, $ActivityChoice to "Accept"]] or [[Decline the offer|Activity Outcome - Insider Job][$ActivityPostOutcome to true, $ActivityChoice to "Decline"]]<</replace>><</if>><<elseif $ActivityPostOutcome is true>><<if $ActivityChoice is "Accept">><<if $ActivitySuccess < $ActivityFailure>>You accept the offer and take the figurine wrapping it in some cloth. You then acquire a small wheelcart with some potatoes to hide the figurine in.
The merchant wishes you good luck as you depart for the walls. Not long after you reach the checkpoint, and to your relief, the guards let you through without a second thought.
Once inside the inner city, you find a quiet alley to dump the wheelcart and take out the figurine. You then locate the storehouse as indicated by the merchant.
Upon arriving at the storehouse you find the marked crate that you were supposed to dump it in, only to find it void of the promised payment.
@@.humanvoice;"Well well well... what do we have here? Walked right into our set up now did we?"@@
You turn around only to see a handful of guards surround you. You put up a fight, but eventually get subdued.
@@.humanvoice;"We're taking you in."@@
<<if $HoverMode is false>>[[Continue|CITY - Silverblack Prison Sentence]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Continue|CITY - Silverblack Prison Sentence]]<</replace>><</if>><<else>>You accept the offer and take the figurine wrapping it in some cloth. You then acquire a small wheelcart with some potatoes to hide the figurine in.
The merchant wishes you good luck as you depart for the walls. Not long after you reach the checkpoint, and to your relief, the guards let you through without a second thought.
Once inside the inner city, you find a quiet alley to dump the wheelcart and take out the figurine. You then locate the storehouse as indicated by the merchant.
Upon arriving at the storehouse you find the marked crate that you were supposed to dump it in with the promised payment as well.
You grab the profits and safely store the figurine.
<<set $ActivityCoinReward += 250>>
<<ActivitySmugglingCoinReward_High>>
After a job well done, you return home.
<<Home>><</if>><<elseif $ActivityChoice is "Decline">>You decide that the risks are too great and decline the offer.
You return home.
<<Home>><</if>><</if>><<silently>>
<<set $EnemyPenis_Size = 10>>
<</silently>>
!Outcome - Western Trade Road
---------------------------------------
<<if $ActivityPostOutcome is false>>You scout the marketplace searching for the merchant that deals in illegal goods. You find him at his usual spot, dealing with some of the local cutthroats and scum. After their business, you greet him and inquire about his merchandise.
This time, he seems to be holding unto an especially lucrative offer, of course, with it's own additional risks. A local gang of bandits not far out from the city have requested a special delivery, a small package. The profit is huge, but the gang is also known for their sly tricks and slavery of couriers that dissapoint.
<<if $HoverMode is false>>[[Accept the offer|Activity Outcome - Bandit Den Delivery][$ActivityPostOutcome to true, $ActivityChoice to "Accept"]]
[[Decline the offer|Activity Outcome - Bandit Den Delivery][$ActivityPostOutcome to true, $ActivityChoice to "Decline"]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Accept the offer|Activity Outcome - Bandit Den Delivery][$ActivityPostOutcome to true, $ActivityChoice to "Accept"]] or [[Decline the offer|Activity Outcome - Bandit Den Delivery][$ActivityPostOutcome to true, $ActivityChoice to "Decline"]]<</replace>><</if>><<elseif $ActivityPostOutcome is true>><<if $ActivityChoice is "Accept">><<if $ActivitySuccess < $ActivityFailure>>You accept the offer and take the small package. You grab a horse and ride for the location of their hideout.
A few hours later you reach the landmark the merchant smuggler told you about. You approach it slowly and a few moments after, you hear a voice coming from behind a rock.
@@.humanvoice;"Halt! Who goes there?"@@
You announce that you're here to deliver a package. The whole gang, twelve strong come out from their hiding places, completely catching you offguard as they were hidden from plain sight before.
One of them approaches you expectantly and puts out his hand.
@@.humanvoice;"Alright give it 'ere"@@
You hesitate but know that you're not really in a position to bargain anyway. You reach down into your pouch for the package... only to realize that it's not there. Panic suddenly takes hold of you as you gulp in fear.
@@.humanvoice;"Anything wrong? Where's the package?"@@
You try to explain as calmly as possible that you must have dropped it or have been pickpocketed. However, the gang leader does not look amused or convinced at all.
@@.humanvoice;"Listen here you <<Insult 'Human' $PlayerRace 'Sex'>> and liste well! If you don't give me the package now, then you've lost me valuable coin. Coin that you now owe me. A dumb slut like you could only ever repay me in one way, and that's with your cunt. Alright boys! Grab $EntityValues[$Player].TPsHimHer, she's going to the pillory."@@
With little effort, the gang tosses a net over you incapacitating you. You're blindfolded and taken to their hideout. You however don't realize exactly how much you've screwed up until you start hearing the roar of audience seemingly coming from some kind of village.
@@.humanvoice;"Alright, you can take off the blindfold now."@@
What you see as the blindfold is taken off is a fairly large ring, in which in the center stands a pillory with what looks like a completely used up whore in it. Around the ring, hundreds of spectators cheer on.
@@.humanvoice;"Your debt is a around a thousand gold, should be paid by going one round if you can last that long."@@
As the previous whore is dragged out of the ring, cum trailing from her completely wrecked holes, you're promptly escorted into the ring and fastened to the pillory. You protest a bit as a ring gag is forced around your mouth preventing you from biting down.
The cheering intensifies as the show is about to start, that show being you. A small goblin takes the podium and announces the next round.
@@.goblinvoice;"Ladies and gentlemen, get ready for another wet round! How long will this bitch last? Is there a cock too big or too exotic for $EntityValues[$Player].TPsHimHer to take? Let's find out! Our first specimen to take them on is a big one! Let's not hope they're a virgin, or else it's gonna hurt alright! Give a round of applause for the magnificent Magnor the Minotaur!"@@
You yelp as a massive minotaurus leaps into the ring, his massive balls swaying as his equine bull cock gradually stiffens and becomes hard. The minotaur wastes little time as he comes closer, placing it's massive member between your buttcheeks, gliding it's cock between them. You feel the massive weight, with the only thing going on your mind being that it will never fit. However, such thoughts don't get the chance to occupy you for long, as the minotaur soon after begins to poke your asshole. At first, your proud asshole attempts to fight the poking, but soon after, the minotaurus pushes with such force that he completely pushes through the resistance, filling every nook and cranny of your poor asshole.
<<Stretch $Player 5 "Asshole">>
The minotaur roars as it's massive cock pulsates in your bottom. The equine bull-cock is then pulled out, only to be slammed in again making you scream. Suddenly you feel the pace increase and with a massive broken howl the minotaur fills you with it's vile warm seed. The crowd cheers as the minotaur takes a short sloppy rest in your ass.
<<Stretch $Player 5 "Asshole">>
<<set $EntityValues[$Player].Body.Asshole.Size += 4>>
@@.goblinvoice;"Give a loud applause to Magnor! The bitch-breaker! The anal annihilator! The ferocious fertilizer! The oral orni-ahem! Yes! Truly worthy of his many names!"@@
The crowd thunders and rumbles as the massive cock slowly shrinks and is pulled out of your wrecked backdoor. A torrent of cum shoots out of your abused ass. You're relieved for it to finally be over... until the goblin makes another announcement.
@@.goblinvoice;"That was our first champion! Nine more to go! Up next! Give a hand to Ogor! The largest Ogre you've ever seen!"@@<<if $EntityValues[$Player].Body.Vagina.Has is true>>
<<Stretch $Player 6 "Vagina">>
<<set $EntityValues[$Player].Body.Vagina.Size += 4>>
<</if>>As the evening reaches it's end, you've lost count of the various amount of creatures that you've been forced to copulate with. You find your legs to be numb and your asshole completely destroyed. The crowd had left as the show was now over. The gang leader approaches you with a wicked smirk on his face flicking a silver coin.
@@.humanvoice;"Alright, your debt is paid, you can go now slut.. A-hahaha!"@@
<<AlterStat $Player "Depravity" "Increase" 10 25>>
<<Satisfy $Player>>
They take you out of the pillory and dump you outside of the village with your things. You drag yourself back home.
<<Home>><<else>>You accept the offer and take the small package. You grab a horse and ride for the location of their hideout.
A few hours later you reach the landmark the merchant smuggler told you about. You approach it slowly and a few moments after, you hear a voice coming from behind a rock.
@@.humanvoice;"Halt! Who goes there?"@@
You announce that you're here to deliver a package. The whole gang, twelve strong come out from their hiding places, completely catching you offguard as they were hidden from plain sight before.
One of them approaches you expectantly and puts out his hand.
@@.humanvoice;"Alright give it 'ere"@@
You hesitate but know that you're not really in a position to bargain anyway. You reach down into your pouch for the package, take it and hand it over to him. He opens it to check it and he smirks.
@@.humanvoice;"That's what i'm talking about... here, your payment."@@
A fat pouch of gold is tossed at your feet as the gang slowly retreats back from whence they came.
<<set $ActivityCoinReward += 250>>
<<ActivitySmugglingCoinReward_High>>
You take the coin and return home.
<<Home>><</if>><<elseif $ActivityChoice is "Decline">>You decide that the risks are too great and decline the offer.
You return home.
<<Home>><</if>><</if>><<silently>>
<</silently>>
!Outcome - Western Trade Road
---------------------------------------
<<if $ActivityPostOutcome is false>>You scout the marketplace searching for the merchant that deals in illegal goods. You find him at his usual spot, dealing with some of the local cutthroats and scum. After their business, you greet him and inquire about his merchandise.
This time, he seems to be holding unto an especially lucrative offer, of course, with it's own additional risks. The merchant takes out a box and nods for you to come look inside as he opens it. When you look down, you’re greeted with the sight of a young woman in a white dress, ball-gagged and bound. She immediately attempts to protest and escape her bindings, but the gag muffles it all and the bindings make her writhe in a pathetic display.
The merchant explains that the woman is a so called virgin offering, now abducted and to be sold to a tribe of orcs for untold profit. Not only is the smuggling of virgins highly illegal, but there’s no guarantee the orcs will even pay for her.
<<if $HoverMode is false>>[[Accept the offer|Activity Outcome - Live Goods][$ActivityPostOutcome to true, $ActivityChoice to "Accept"]]
[[Decline the offer|Activity Outcome - Live Goods][$ActivityPostOutcome to true, $ActivityChoice to "Decline"]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Accept the offer|Activity Outcome - Live Goods][$ActivityPostOutcome to true, $ActivityChoice to "Accept"]] or [[Decline the offer|Activity Outcome - Live Goods][$ActivityPostOutcome to true, $ActivityChoice to "Decline"]]<</replace>><</if>><<elseif $ActivityPostOutcome is true>><<if $ActivityChoice is "Accept">><<if $ActivitySuccess < $ActivityFailure>>You accept the offer and close up the box silencing the cries coming from within. You grab a wagon and ride for the location of the orc's tribal dwellings.
A few hours later you reach the outskirt of the dwellings, slowing down you reach the orc outpost.
@@.orcvoice;"Halt dere! Wut you doin' here? You trader?"@@
You nod and explain that you're here to deliver the virgin as promised.
@@.orcvoice;"Okay, you go on thru den."@@
You enter the tribal dwellings, riding slowly with your wagon you spot several orc's eyeing you up and down, checking you out, some of them even grabbing their groin provokingly.
As you reach the tribal gathering point, you spot the chieftain standing in the center, waiting patiently. You stop and get off the wagon to greet him and pay your respects as the merchant told you.
@@.orcvoice;"No time for dat, let me see da wares now."@@
You nod and take out the box, showing the contents to the chieftain.
@@.orcvoice;"Aight, dis look good, you can go now."@@
You protest as you haven't been paid, but the chieftain just turns around smirking.
@@.orcvoice;"Oh, you want payment dis bad eh? Alright boyz! She want da payment come on' den!"@@
You stiffen as you watch a small group of large hunky orcs walk towards you, removing their loincloths revealing their huge green dicks. You quickly reassure the chieftain that this was all a misunderstanding and that the virgin was infact a gift.
@@.orcvoice;"Aight, you damn right it was, now get out!"@@
You quickly jump back on your wagon and leave. You return home afterwards.
<<Home>><<else>>You accept the offer and close up the box silencing the cries coming from within. You grab a wagon and ride for the location of the orc's tribal dwellings.
A few hours later you reach the outskirt of the dwellings, slowing down you reach the orc outpost.
@@.orcvoice;"Halt dere! Wut you doin' here? You trader?"@@
You nod and explain that you're here to deliver the virgin as promised.
@@.orcvoice;"Okay, you go on thru den."@@
You enter the tribal dwellings, riding slowly with your wagon you spot several orc's eyeing you up and down, checking you out, some of them even grabbing their groin provokingly.
As you reach the tribal gathering point, you spot the chieftain standing in the center, waiting patiently. You stop and get off the wagon to greet him and pay your respects as the merchant told you.
@@.orcvoice;"No time for dat, let me see da wares now."@@
You nod and take out the box, showing the contents to the chieftain.
@@.orcvoice;"Aight, dis look good. Here is payment."@@
The chieftain hands you a nice fat pouch filled with shards, much more than you initially expected. You quickly pack away the profits as you watch the virgin being unboxed and dragged away to the orc ritual pens for some unknown fate.
<<set $ActivityShardReward += 250>>
<<ActivitySmugglingShardReward_High>>
You jump on your wagon and ride back returning home.
<<Home>><</if>><<elseif $ActivityChoice is "Decline">>You decide that the risks are too great and decline the offer.
You return home.
<<Home>><</if>><</if>><<silently>>
<<set $EnemyPenis_Size = 7>>
<</silently>>
!Outcome - Western Trade Road
---------------------------------------
<<if $ActivityPostOutcome is false>>You scout the marketplace searching for the merchant that deals in illegal goods. You find him at his usual spot, dealing with some of the local cutthroats and scum. After their business, you greet him and inquire about his merchandise.
This time, he seems to be holding unto an especially lucrative offer, of course, with it's own additional risks. A local clan of ogres want a special delivery and are willing to pay a hefty amount of shards. However, dealing with ogres bring their own risks and the goods themselves look odd and smell foul.
<<if $HoverMode is false>>[[Accept the offer|Activity Outcome - Risky Receivers][$ActivityPostOutcome to true, $ActivityChoice to "Accept"]]
[[Decline the offer|Activity Outcome - Risky Receivers][$ActivityPostOutcome to true, $ActivityChoice to "Decline"]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Accept the offer|Activity Outcome - Risky Receivers][$ActivityPostOutcome to true, $ActivityChoice to "Accept"]] or [[Decline the offer|Activity Outcome - Risky Receivers][$ActivityPostOutcome to true, $ActivityChoice to "Decline"]]<</replace>><</if>><<elseif $ActivityPostOutcome is true>><<if $ActivityChoice is "Accept">><<if $ActivitySuccess < $ActivityFailure>>You accept the offer and take the stinking pouches. You grab a horse and ride for the location of the ogre's clan.
A few hours later you reach the opening to the ogre caverns. You light the blue torch as the merchant instructed you to and await for them to come out. The small pack of ogres exit the cave and give you a small wave whilst smiling with a dumb look on their faces.
@@.ogrevoice;"Ey' dere, ey brink food from hooman' ceti yah? Us got sparkli dings for ey."@@
You nod and take out the pouches, the ogre's come to claim them and almost immediately open them to inspect the supposed food in the pouches.
@@.ogrevoice;"Not bad, me tasty mmmhmm."@@
The ogre dips a finger into the pouch and inspects it's contents carefully before giving it a lick. A big smile fills his face as he looks towards you.
@@.ogrevoice;"Ah! Ey dis really goot! Ey taste too now."@@
You stiffen as you quickly realize that this was a terrible idea. There's no way you're tasting whatever the living hell that is. You decline politely.
@@.ogrevoice;"EY! YOU NO COME 'ERE N' NO TASTE!!!"@@
You quickly sense that the mood has changed as the gang of ogre's eye you up and down. You slowly walk back to your horse as they start to surround you. You jump unto your horse and ride away as fast as you can as they chase you. Luckily though, ogre's aren't known for their speed... in any department.
You decide to return home.
<<Home>><<else>>You accept the offer and take the stinking pouches. You grab a horse and ride for the location of the ogre's clan.
A few hours later you reach the opening to the ogre caverns. You light the blue torch as the merchant instructed you to and await for them to come out. The small pack of ogres exit the cave and give you a small wave whilst smiling with a dumb look on their faces.
@@.ogrevoice;"Ey' dere, ey brink food from hooman' ceti yah? Us got sparkli dings for ey."@@
You nod and take out the pouches, the ogre's come to claim them and almost immediately open them to inspect the supposed food in the pouches.
@@.ogrevoice;"Mhm... is not rotten enough, is no problem. Ey, 'ere take dis sparkli ones."@@
The ogre tosses a massive pouch of shards at your feet which you greedily claim. You nod to the ogre as they head back to their caverns.
<<set $ActivityShardReward += 250>>
<<ActivitySmugglingShardReward_High>>
You return home.
<<Home>><</if>><<elseif $ActivityChoice is "Decline">>You decide that the risks are too great and decline the offer.
You return home.
<<Home>><</if>><</if>><<widget Activity_HTW_Check>>
/*Traits and Skills Check*/
<<if $EntityValues[$Player].Traits.includes("Perceptive")>>
<<set $ActivitySuccess += random(10)>>
<</if>>
<<if $EntityValues[$Player].Traits.includes("Persuasive")>>
<<set $ActivitySuccess += random(25)>>
<</if>>
<<if $EntityValues[$Player].Traits.includes("Impatient")>>
<<set $ActivityFailure += random(25)>>
<</if>>
<</widget>><<silently>>
<<UpdateCCSkills>>
<</silently>>
!Mental Skills
---------------------------------------------------
A mental skill typically represents a characters abillity to perform some kind of knowledge-demanding skill.
All Skills: <<DisplayPlayerSkills>>
Exp-Points left: $Exp
---------------------------------------------------
<<DisplayCCMentalSkills>>
<<if $HoverMode is false>>[[Back|Skill Selection]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Back|Skill Selection]]<</replace>><</if>><<widget Activity_WTR_Check>>
/*Traits and Skills Check*/
<<if $EntityValues[$Player].Traits.includes("Perceptive")>>
<<set $ActivitySuccess += random(10)>>
<</if>>
<<if $EntityValues[$Player].Traits.includes("Persuasive")>>
<<set $ActivitySuccess += random(25)>>
<</if>>
<<if $EntityValues[$Player].Skills.includes("Bartering")>>
<<set $ActivitySuccess += random(50)>>
<</if>>
<<if $EntityValues[$Player].Traits.includes("Impatient")>>
<<set $ActivityFailure += random(25)>>
<</if>>
<</widget>><<widget Activity_WTRS_Check>>
/*Traits and Skills Check*/
<<if $EntityValues[$Player].Traits.includes("Perceptive")>>
<<set $ActivitySuccess += random(10)>>
<</if>>
<<if $EntityValues[$Player].Traits.includes("Persuasive")>>
<<set $ActivitySuccess += random(15)>>
<</if>>
<<if $EntityValues[$Player].Traits.includes("Sneaky")>>
<<set $ActivitySuccess += random(20)>>
<</if>>
<<if $EntityValues[$Player].Traits.includes("Fleet-footed")>>
<<set $ActivitySuccess += random(20)>>
<</if>>
<<if $EntityValues[$Player].Skills.includes("Bartering")>>
<<set $ActivitySuccess += random(20)>>
<</if>>
<<if $EntityValues[$Player].Skills.includes("Shadow Dancing")>>
<<set $ActivitySuccess += random(20)>>
<</if>>
<<if $EntityValues[$Player].Skills.includes("Umbramancy")>>
<<set $ActivitySuccess += random(20)>>
<</if>>
<<if $EntityValues[$Player].Traits.includes("Impatient")>>
<<set $ActivityFailure += random(25)>>
<</if>>
<</widget>><<silently>>
<<set $PrisonSentence = 7>>
<</silently>>
!Westdale City - Arrested
---------------------------------------
You're taken to the captain of the guard and as he receives the report of your crimes he eyes you up and down.
@@.humanvoice;"Tsk tsk... not much use for this one is there eh? Your crimes are fairly petty, you will get a week to think about your criminal actions... away with them."@@
You're taken to your cell and placed there to serve your sentence.
<<if $HoverMode is false>>[[Continue|City - Silverblack Prison]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Continue|City - Silverblack Prison]]<</replace>><</if>><<widget PrisonSentence>>
<<if $PrisonSentence > 1>>
There's $PrisonSentence days left of your sentence.
<<elseif $PrisonSentence == 1>>
This is your last day in prison.
<<else>>
Finally free...
<</if>>
<</widget>><<silently>>
<<set $PrisonSentence -= 1>>
<<set $PrisonSleepRandom = random(3)>>
<<if $PrisonSleepRandom == 0>>
<<set $PrisonSleepText = "Your sleep is constantly disturbed by the broken moans coming from a cell further down.">>
<<elseif $PrisonSleepRandom == 1>>
<<set $PrisonSleepText = "You have a difficult time falling asleep on the hard concrete floor, not to mention the occasional loud banging coming from one of the sealed off chambers beneath the prison.">>
<<elseif $PrisonSleepRandom == 2>>
<<set $PrisonSleepText = "You get some rest, but don't find it that fulfilling at all.">>
<<elseif $PrisonSleepRandom == 3>>
<<set $PrisonSleepText = "Your sleep is restless as you twist and turn whilst listening to the torturous devices working on their newest specimens just below the main prison.">>
<</if>>
<</silently>>
!Westdale City - Silverblack Prison
---------------------------------------
$PrisonSleepText
<<if $HoverMode is false>>[[Continue|City - Silverblack Prison]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Continue|City - Silverblack Prison]]<</replace>><</if>><<widget ExploreMenu>>
<<if $ExploreIntro is true>>
<<if $ExploreCount == 0>>
<<if $HoverMode is false>>
[[Exit The Cave and Explore|First Time Explore]] - [[Back|Home - The Cave]]
<<elseif $HoverMode is true>>
<<replace "#linkbar">>
[[Exit The Cave and Explore|First Time Explore]] - [[Back|Home - The Cave]]
<</replace>>
<</if>>
<<elseif $ExploreCount == 1>>
<<if $HoverMode is false>>
[[Exit The Cave and Explore|Second Time Explore]] - [[Back|Home - The Cave]]
<<elseif $HoverMode is true>>
<<replace "#linkbar">>
[[Exit The Cave and Explore|Second Time Explore]] - [[Back|Home - The Cave]]
<</replace>>
<</if>>
<</if>>
<<elseif $ExploreIntro is false>>
<<for $i to 0; $i lt $LocationTable.length; $i++>>
<<if $LocationTable[$i].Activated == true>>
<br>
<br>$LocationTable[$i].Entry
<</if>>
<</for>>
<br>
<br>
<br>
<br>
<br><<HomeBack>>
<</if>>
<</widget>>
<<widget StartLocationTables>>
<<set $LocationTable = [
{
ID: 0,
Activated: false,
ExploreMessage: "@@.discoverytext;You have discovered The City of Westdale! (Exploration Area)@@",
QuestMessage: "",
HasQuest: false,
Entry: "[[Explore the Streets of Westdale|Exploration - Streets of Westdale][$EntityValues[$Player].CurrentEnergy -= 20, $DayTime += 1]] - Risk: @@.greentext;Low@@ - Energy: -20",
Travel: "[[Travel to Westdale City|Outer City - Westdale Eastern Gates]]"
},
{
ID: 1,
Activated: false,
ExploreMessage: "@@.discoverytext;You have discovered The Plains of Westdale! (Exploration Area)@@",
QuestMessage: "<<AcceptQuest 0>>",
HasQuest: true,
Entry: "[[Explore the Plains of Westdale|Exploration - Plains of Westdale][$EntityValues[$Player].CurrentEnergy -= 20, $DayTime += 1]] - Risk: @@.greentext;Low@@ - Energy: -20",
Travel: "[[Travel the Westdale Plains|Points of Interest - Plains of Westdale]]"
},
{
ID: 2,
Activated: false,
ExploreMessage: "@@.discoverytext;You have discovered The Dark Forest! (Exploration Area)@@",
QuestMessage: "<<AcceptQuest 1>>",
HasQuest: true,
Entry: "[[Explore the Dark Forest|Exploration - Dark Forest][$EntityValues[$Player].CurrentEnergy -= 20, $DayTime += 1]] - Risk: @@.orangetext;Medium@@ - Energy: -20",
Travel: "[[Travel the Dark Forest|Points of Interest - The Dark Forest]]"
},
{
ID: 3,
Activated: false,
ExploreMessage: "@@.discoverytext;You have discovered The Ruins of Valendale! (Exploration Area)@@",
QuestMessage: "<<AcceptQuest 2>>",
HasQuest: true,
Entry: "[[Explore the Ruins of Valendale|Exploration - Ruins of Valendale][$EntityValues[$Player].CurrentEnergy -= 20, $DayTime += 1]] - Risk: @@.redtext;High@@ - Energy: -20",
Travel: "[[Travel the Ruins of Valendale|Points of Interest - Ruins of Valendale]]"
},
{
ID: 4,
Activated: false,
ExploreMessage: "@@.discoverytext;You have discovered The Crater of Corruption! (Exploration Area)@@",
QuestMessage: "<<AcceptQuest 3>>",
HasQuest: true,
Entry: "[[Explore the Crater of Corruption|Exploration - Crater of Corruption][$EntityValues[$Player].CurrentEnergy -= 20, $DayTime += 1]] - Risk: @@.redtext;High@@ - Energy: -20",
Travel: "[[Travel the Crater of Corruption|Points of Interest - Crater of Corruption]]"
}
]>>
<<set $Location_SOW_Ambience_Text = [
"The streets are filled with rabble, people chatting and a general ruckus of busy merchant's making their daily trades.",
"A silence moves through the streets as the general commotion empties out.",
"You see a small group of guards quickly move through the mob of commonfolk, clearly chasing down someone in the distance.",
"The sun breaks through the clouds, filling the streets with new burning light, putting a smile on the folk doing their daily chores all around.",
"The skies darken as the sun is hidden away by the clouds, filling the streets with darkness.",
"You look up into the sky as the sun just got unblinded by a cloud. The rays of light hit your face, giving you warmth."]>>
<<set $Location_SOW_MonsterEncounter_Text = [
"You walk down the streets, until you accidentally bump into the wrong person, they turn around and crack their knuckles with a grin on their face...",
"You take a wrong turn down a dark alley, however as you turn around you realize your mistake, as someone is blocking the exit into the main street...",
"As you explore the streets, you suddenly find yourself in trouble as you're approached by a less than friendly-looking individual and forced into the nearest abandoned alley."]>>
<<set $Location_POW_Ambience_Text = [
"The howling wind grazes you, and roars through the land.",
"The silence bellows through the plains.",
"The wind sends beautiful shockwaves through the grassy plains.",
"You hear the howling winds of the plains, reminding you of these strange lands you travel.",
"The silence of the plains is suddenly very prominent, it makes you a little uneasy and uncomfortable.",
"You look up into the sky as the sun just got unblinded by a cloud. The rays of light hit your face, giving you warmth."]>>
<<set $Location_POW_MonsterEncounter_Text = [
"You travel the plains of westdale, feeling the landscape, soaking in all the sounds and the atmosphere, when suddenly the quiet is disturbed by a shrieking sound in the distance!",
"As you wander the plains, you get the feeling that you might not be alone after all. The feeling holds true, as you scout something in the distance.",
"As you explore the plains, you suddenly feel tired and in need of a quick rest. You find a rock to sit on, and whilst you rest, you take in the scenery. Your rest is shortly interrupted though, as you're not alone."]>>
<<set $Location_TDF_Ambience_Text = [
"You hear the birds chipping and singing, it gives you a nice vibe and you feel slightly at ease.",
"The silence of the forest is suddenly very prominent, it makes you a little uneasy and uncomfortable.",
"You hear the tree bark crack and churn around you, as the natural sounds of nature surrounds you.",
"You look up into the sky as the sun just got unblinded by a cloud. It appears to be shining so bright, it breaches the forest grove a little.",
"You hear some birds singing in the distance, the wildlife rustling about.",
"The forest gradually becomes darker and blackened, as a cloud blinds the sun turning the already shadowed forest darker."]>>
<<set $Location_TDF_MonsterEncounter_Text = [
"You travel the lush paths within the dark forest, feeling the nature surrounding you, soaking in all the sounds and the atmosphere, when suddenly the quiet is disturbed by a curious sound in the distance.",
"As you wander the forest path, you get the feeling that you might not be alone after all. The feeling holds true, as you scout something in the distance.",
"As you explore the dark forest, you suddenly feel tired and in need of a quick rest. You find a tree stump to sit on, and whilst you rest, you admire the nature around you. Your rest is shortly interrupted though, as you're not alone."]>>
<<set $Location_ROV_Ambience_Text = [
"The streets are empty and silent, various destroyed goods lying around scattered, cluttering the streets.",
"A silence moves through the streets giving you chills and making you uneasy.",
"You hear some commotion in the distance, a shriek and a scream, reminding you of where you are.",
"The sun breaks through the clouds, filling the streets with new burning light, showing off the devastated buildings, rubble, stands and carts.",
"The skies darken as the sun is hidden away by the clouds, filling the streets with darkness.",
"You look up into the sky as the sun just got unblinded by a cloud. The rays of light hit your face, giving you warmth."]>>
<<set $Location_ROV_MonsterEncounter_Text = [
"You travel the cobbled streets within the devastated town, when suddenly the silence is disturbed by an unholy sound in the distance.",
"As you wander the town, you get the feeling that you might not be alone after all. The feeling holds true, as you spot a figure coming out from an alley.",
"The silence of the devastated town is suddenly broken, as you scout something rummaging around the rubble of a destroyed building."]>>
<<set $Location_COC_Ambience_Text = [
"The crater is suddenly silent and ominous.",
"A silence moves through the crater giving you chills and filling you with dread.",
"You hear some unholy chant in the distance, a fiendish shriek and a blasphemous scream.",
"You hear a crack and small thundering explosion followed by a croaking scream in the distance.",
"The skies grow darker and thunder with green and purple lightning of unholy origin.",
"A wind flows through the crater, whispering of dark promises and gifts of debaucherous intent."]>>
<<set $Location_COC_MonsterEncounter_Text = [
"You travel the dark-red rock within the unholy crater, when suddenly the silence is disturbed by a sinister sound in the distance.",
"As you wander the devilish crater, you get the feeling that you might not be alone after all. The feeling holds true, as you spot an unholy figure coming out from it's hiding in the cracks.",
"The silence of the bellowing crater is suddenly broken, as you scout something wandering about in the distance."]>>
<</widget>>
<<widget ExplorationDebugPanel>>
<<if $DebugMode is true>>
Debug
--------------------------------------------
ExploreIntro : $ExploreIntro
ExploreCount : $ExploreCount
Event_Random : $EventRandom
Point_Random : $Point_Random
AmbienceText_Random : $AmbienceText_Random
Event_Triggered : $EventTriggered
Discovered_Point : $Discovered_Point
Encountered_Enemy : $Encountered_Enemy
EventID_Log : $EventID_Log
PointID_Log : $PointID_Log
EnemyID_Log : $EnemyID_Log
<</if>>
<</widget>><<widget StartEncounterTables>>
<<set $EncounterTable_PlainsWestdale = [
{
ID: 0,
Type: "Goblin",
Rate: 25,
Entry: "[[You Encounter a Goblin|Encounter][$EncounterEnemy = 'Goblin']]"
},
{
ID: 1,
Type: "Imp",
Rate: 5,
Entry: "[[You Encounter a Imp|Encounter][$EncounterEnemy = 'Imp']]"
},
{
ID: 2,
Type: "Human",
Rate: 35,
Entry: "[[You Encounter a Human|Encounter][$EncounterEnemy = 'Human']]"
},
{
ID: 3,
Type: "Satyr",
Rate: 15,
Entry: "[[You Encounter a Satyr|Encounter][$EncounterEnemy = 'Satyr']]"
},
{
ID: 4,
Type: "Centaur",
Rate: 15,
Entry: "[[You Encounter a Centaur|Encounter][$EncounterEnemy = 'Centaur']]"
},
{
ID: 101,
Type: "Goblin",
Rate: 101,
Entry: "[[You Encounter a Goblin|Encounter][$EncounterEnemy = 'Goblin']]"
}
]>>
<<set $EncounterTable_DarkForest = [
{
ID: 0,
Type: "Goblin",
Rate: 35,
Entry: "[[You Encounter a Goblin|Encounter][$EncounterEnemy = 'Goblin']]"
},
{
ID: 1,
Type: "Imp",
Rate: 5,
Entry: "[[You Encounter a Imp|Encounter][$EncounterEnemy = 'Imp']]"
},
{
ID: 2,
Type: "HighElf",
Rate: 15,
Entry: "[[You Encounter a High Elf|Encounter][$EncounterEnemy = 'HighElf']]"
},
{
ID: 3,
Type: "Orc",
Rate: 25,
Entry: "[[You Encounter a Orc|Encounter][$EncounterEnemy = 'Orc']]"
},
{
ID: 101,
Type: "Goblin",
Rate: 101,
Entry: "[[You Encounter a Goblin|Encounter][$EncounterEnemy = 'Goblin']]"
}
]>>
<<set $EncounterTable_StreetsWestdale = [
{
ID: 0,
Type: "Human",
Rate: 25,
Entry: "[[You Encounter a Bandit|Encounter][$EncounterEnemy = 'Human']]"
},
{
ID: 101,
Type: "Human",
Rate: 101,
Entry: "[[You Encounter a Thug|Encounter][$EncounterEnemy = 'Human']]"
}
]>>
<<set $EncounterTable_RuinsValendale = [
{
ID: 0,
Type: "Goblin",
Rate: 35,
Entry: "[[You Encounter a Goblin|Encounter][$EncounterEnemy = 'Goblin']]"
},
{
ID: 1,
Type: "Imp",
Rate: 5,
Entry: "[[You Encounter a Imp|Encounter][$EncounterEnemy = 'Imp']]"
},
{
ID: 2,
Type: "DarkElf",
Rate: 10,
Entry: "[[You Encounter a Dark Elf|Encounter][$EncounterEnemy = 'DarkElf']]"
},
{
ID: 3,
Type: "Orc",
Rate: 25,
Entry: "[[You Encounter a Orc|Encounter][$EncounterEnemy = 'Orc']]"
},
{
ID: 101,
Type: "Goblin",
Rate: 101,
Entry: "[[You Encounter a Goblin|Encounter][$EncounterEnemy = 'Goblin']]"
}
]>>
<<set $EncounterTable_CraterCorruption = [
{
ID: 0,
Type: "Imp",
Rate: 35,
Entry: "[[You Encounter a Imp|Encounter][$EncounterEnemy = 'Imp']]"
},
{
ID: 1,
Type: "Succubus",
Rate: 45,
Entry: "[[You Encounter a Succubus|Encounter][$EncounterEnemy = 'Succubus']]"
},
{
ID: 2,
Type: "Minotaur",
Rate: 10,
Entry: "[[You Encounter a Minotaur|Encounter][$EncounterEnemy = 'Minotaur']]"
},
{
ID: 101,
Type: "Imp",
Rate: 101,
Entry: "[[You Encounter a Imp|Encounter][$EncounterEnemy = 'Imp']]"
}
]>>
<</widget>>
<<widget MonsterEncounter_PlainsWestdale>>
<<set $Encountered_Enemy to false>>
<<for $i to 0; $i lt $EncounterTable_PlainsWestdale.length; $i++>>
<<if $Encountered_Enemy is false>>
<<set $Encounter_Random = random(100)>>
<<if $Encounter_Random <= $EncounterTable_PlainsWestdale[$i].Rate>>
<<set $Encountered_Enemy to true>>
<<set $Encounter_Text_Random = random(2)>>
<<set $Exploration_MainEvent_Text = $Location_POW_MonsterEncounter_Text[$Encounter_Text_Random]>>
<<set $Exploration_Passage = $EncounterTable_PlainsWestdale[$i].Entry>>
<</if>>
<</if>>
<</for>>
<</widget>>
<<widget MonsterEncounter_DarkForest>>
<<set $Encountered_Enemy to false>>
<<for $i to 0; $i lt $EncounterTable_DarkForest.length; $i++>>
<<set $Encounter_Random = random(100)>>
<<if $Encountered_Enemy is false>>
<<if $Encounter_Random <= $EncounterTable_DarkForest[$i].Rate>>
<<set $Encountered_Enemy to true>>
<<set $Encounter_Text_Random = random(2)>>
<<set $Exploration_MainEvent_Text = $Location_TDF_MonsterEncounter_Text[$Encounter_Text_Random]>>
<<set $Exploration_Passage = $EncounterTable_DarkForest[$i].Entry>>
<</if>>
<</if>>
<</for>>
<</widget>>
<<widget MonsterEncounter_RuinsValendale>>
<<set $Encountered_Enemy to false>>
<<for $i to 0; $i lt $EncounterTable_RuinsValendale.length; $i++>>
<<set $Encounter_Random = random(100)>>
<<if $Encountered_Enemy is false>>
<<if $Encounter_Random <= $EncounterTable_RuinsValendale[$i].Rate>>
<<set $Encountered_Enemy to true>>
<<set $Encounter_Text_Random = random(2)>>
<<set $Exploration_MainEvent_Text = $Location_ROV_MonsterEncounter_Text[$Encounter_Text_Random]>>
<<set $Exploration_Passage = $EncounterTable_RuinsValendale[$i].Entry>>
<</if>>
<</if>>
<</for>>
<</widget>>
<<widget MonsterEncounter_StreetsWestdale>>
<<set $Encountered_Enemy to false>>
<<for $i to 0; $i lt $EncounterTable_StreetsWestdale.length; $i++>>
<<set $Encounter_Random = random(100)>>
<<if $Encountered_Enemy is false>>
<<if $Encounter_Random <= $EncounterTable_StreetsWestdale[$i].Rate>>
<<set $Encountered_Enemy to true>>
<<set $Encounter_Text_Random = random(2)>>
<<set $Exploration_MainEvent_Text = $Location_SOW_MonsterEncounter_Text[$Encounter_Text_Random]>>
<<set $Exploration_Passage = $EncounterTable_StreetsWestdale[$i].Entry>>
<</if>>
<</if>>
<</for>>
<</widget>>
<<widget MonsterEncounter_CraterCorruption>>
<<set $Encountered_Enemy to false>>
<<for $i to 0; $i lt $EncounterTable_CraterCorruption.length; $i++>>
<<set $Encounter_Random = random(100)>>
<<if $Encountered_Enemy is false>>
<<if $Encounter_Random <= $EncounterTable_CraterCorruption[$i].Rate>>
<<set $Encountered_Enemy to true>>
<<set $Encounter_Text_Random = random(2)>>
<<set $Exploration_MainEvent_Text = $Location_COC_MonsterEncounter_Text[$Encounter_Text_Random]>>
<<set $Exploration_Passage = $EncounterTable_CraterCorruption[$i].Entry>>
<</if>>
<</if>>
<</for>>
<</widget>><<widget StartEventTables>>
<<set $EventTablePlainsWestdale = [
{
ID: 0,
Activated: true,
Triggered: false,
Rate: 11,
Entry: "<<EVENT_BANDIT_GANGRAPE>>"
},
{
ID: 1,
Activated: true,
Triggered: false,
Rate: 15,
Entry: "<<EVENT_DRAGONSCOUT>>"
},
{
ID: 2,
Activated: true,
Triggered: false,
Rate: 11,
Entry: "<<EVENT_PLAINSMERCHANT>>"
},
{
ID: 3,
Activated: true,
Triggered: false,
Rate: 15,
Entry: "<<EVENT_DEMONICVICTIM>>"
},
{
ID: 4,
Activated: true,
Triggered: false,
Rate: 19,
Entry: "<<EVENT_UNHOLYCROSSES>>"
},
{
ID: 5,
Activated: true,
Triggered: false,
Rate: 15,
Entry: "<<EVENT_TRASHEDCARAVAN>>"
},
{
ID: 6,
Activated: true,
Triggered: false,
Rate: 15,
Entry: "<<EVENT_SATYRPARTY>>"
},
{
ID: 7,
Activated: true,
Triggered: false,
Rate: 15,
Entry: "<<EVENT_CENTAURCATTLE>>"
},
{
ID: 8,
Activated: true,
Triggered: false,
Rate: 15,
Entry: "<<EVENT_HIDDENTREASURE>>"
},
{
ID: 101,
Activated: true,
Triggered: false,
Rate: 101,
Entry: "<<EVENT_SILENTPLAINS>>"
}
]>>
<<set $EventTableDarkForest = [
{
ID: 0,
Activated: true,
Triggered: false,
Rate: 11,
Entry: "<<EVENT_FORESTWHISPERS>>"
},
{
ID: 1,
Activated: true,
Triggered: false,
Rate: 15,
Entry: "<<EVENT_GOBLINPATROL>>"
},
{
ID: 2,
Activated: true,
Triggered: false,
Rate: 15,
Entry: "<<EVENT_TAINTEDPOND>>"
},
{
ID: 3,
Activated: true,
Triggered: false,
Rate: 10,
Entry: "<<EVENT_GHOSTLYMAIDEN>>"
},
{
ID: 4,
Activated: true,
Triggered: false,
Rate: 12,
Entry: "<<EVENT_PODHOLES>>"
},
{
ID: 5,
Activated: true,
Triggered: false,
Rate: 16,
Entry: "<<EVENT_WEBBEDHORRORS>>"
},
{
ID: 6,
Activated: true,
Triggered: false,
Rate: 100,
Entry: "<<EVENT_VALENDALEROAD>>"
},
{
ID: 7,
Activated: true,
Triggered: false,
Rate: 15,
Entry: "<<EVENT_BURNINGGIFT>>"
},
{
ID: 8,
Activated: true,
Triggered: false,
Rate: 15,
Entry: "<<EVENT_GOBLINAMBUSH>>"
},
{
ID: 101,
Activated: true,
Triggered: false,
Rate: 101,
Entry: "<<EVENT_SILENTFOREST>>"
}
]>>
<<set $EventTableRuinsValendale = [
{
ID: 0,
Activated: true,
Triggered: false,
Rate: 11,
Entry: "<<EVENT_RUINEDSTANDS>>"
},
{
ID: 1,
Activated: true,
Triggered: false,
Rate: 15,
Entry: "<<EVENT_SACRIFICIALCAGES>>"
},
{
ID: 2,
Activated: true,
Triggered: false,
Timer: 0,
Rate: 15,
Entry: "<<EVENT_GOBLINTRAP>>"
},
{
ID: 101,
Activated: true,
Triggered: false,
Rate: 101,
Entry: "<<EVENT_SILENTRUINS>>"
}
]>>
<<set $EventTableCraterCorruption = [
{
ID: 0,
Activated: true,
Triggered: false,
Rate: 11,
Entry: "<<EVENT_DARKPROMISES>>"
},
{
ID: 1,
Activated: true,
Triggered: false,
Rate: 15,
Entry: "<<EVENT_SEDUCTION>>"
},
{
ID: 2,
Activated: true,
Triggered: false,
Rate: 15,
Entry: "<<EVENT_UNHOLYWINDS>>"
},
{
ID: 3,
Activated: true,
Triggered: false,
Rate: 15,
Entry: "<<EVENT_IMPGANGGALORE>>"
},
{
ID: 4,
Activated: true,
Triggered: false,
Rate: 15,
Entry: "<<EVENT_CHORTCHALLENGE>>"
},
{
ID: 101,
Activated: true,
Triggered: false,
Rate: 101,
Entry: "<<EVENT_SILENTCRATER>>"
}
]>>
<<set $EventTableStreetsWestdale = [
{
ID: 0,
Activated: true,
Triggered: false,
Rate: 15,
Entry: "<<EVENT_PICKPOCKET>>"
},
{
ID: 1,
Activated: true,
Triggered: false,
Rate: 15,
Entry: "<<EVENT_VIRGINTRIBUTE>>"
},
{
ID: 2,
Activated: true,
Triggered: false,
Rate: 15,
Entry: "<<EVENT_GUARDALLEYBLOWJOB>>"
},
{
ID: 101,
Activated: true,
Triggered: false,
Rate: 101,
Entry: "<<EVENT_SILENTSTREETS>>"
}
]>>
<</widget>>
<<widget EventTriggerPlainsWestdale>>
<<set $EventTriggered to false>>
<<for $i to 0; $i lt $EventTablePlainsWestdale.length; $i++>>
<<set $EventRandom = random(100)>>
<<if $EventTriggered is false>>
<<if $EventTablePlainsWestdale[$i].Activated is true>>
<<if $EventRandom <= $EventTablePlainsWestdale[$i].Rate>>
<<set $EventTriggered to true>>
<<set $EventID_Log = $EventTablePlainsWestdale[$i].ID>>
<<set $Exploration_MainEvent_Text = $EventTablePlainsWestdale[$i].Entry>>
<</if>>
<</if>>
<</if>>
<</for>>
<</widget>>
<<widget EventTriggerDarkForest>>
<<set $EventTriggered to false>>
<<for $i to 0; $i lt $EventTableDarkForest.length; $i++>>
<<set $EventRandom = random(100)>>
<<if $EventTriggered is false>>
<<if $EventTableDarkForest[$i].Activated is true>>
<<if $EventRandom <= $EventTableDarkForest[$i].Rate>>
<<set $EventTriggered to true>>
<<set $EventID_Log = $EventTableDarkForest[$i].ID>>
<<set $Exploration_MainEvent_Text = $EventTableDarkForest[$i].Entry>>
<</if>>
<</if>>
<</if>>
<</for>>
<</widget>>
<<widget EventTriggerRuinsValendale>>
<<set $EventTriggered to false>>
<<for $i to 0; $i lt $EventTableRuinsValendale.length; $i++>>
<<set $EventRandom = random(100)>>
<<if $EventTriggered is false>>
<<if $EventTableRuinsValendale[$i].Activated is true>>
<<if $EventRandom <= $EventTableRuinsValendale[$i].Rate>>
<<set $EventTriggered to true>>
<<set $EventID_Log = $EventTableRuinsValendale[$i].ID>>
<<set $Exploration_MainEvent_Text = $EventTableRuinsValendale[$i].Entry>>
<</if>>
<</if>>
<</if>>
<</for>>
<</widget>>
<<widget EventTriggerStreetsWestdale>>
<<set $EventTriggered to false>>
<<for $i to 0; $i lt $EventTableStreetsWestdale.length; $i++>>
<<set $EventRandom = random(100)>>
<<if $EventTriggered is false>>
<<if $EventTableStreetsWestdale[$i].Activated is true>>
<<if $EventRandom <= $EventTableStreetsWestdale[$i].Rate>>
<<set $EventTriggered to true>>
<<set $EventID_Log = $EventTableStreetsWestdale[$i].ID>>
<<set $Exploration_MainEvent_Text = $EventTableStreetsWestdale[$i].Entry>>
<</if>>
<</if>>
<</if>>
<</for>>
<</widget>>
<<widget EventTriggerCraterCorruption>>
<<set $EventTriggered to false>>
<<for $i to 0; $i lt $EventTableCraterCorruption.length; $i++>>
<<set $EventRandom = random(100)>>
<<if $EventTriggered is false>>
<<if $EventTableCraterCorruption[$i].Activated is true>>
<<if $EventRandom <= $EventTableCraterCorruption[$i].Rate>>
<<set $EventTriggered to true>>
<<set $EventID_Log = $EventTableCraterCorruption[$i].ID>>
<<set $Exploration_MainEvent_Text = $EventTableCraterCorruption[$i].Entry>>
<</if>>
<</if>>
<</if>>
<</for>>
<</widget>><<widget StartPointsTables>>
<<set $PointsTablePlainsWestdale = [
{
ID: 0,
Activated: false,
Visited: false,
Rate: 33,
Entry: "[[Continue|Point of Interest - Tolareen Altar]]",
Travel: "[[Travel to Tolareen Altar|Point of Interest - Tolareen Altar]]"
},
{
ID: 1,
Activated: false,
Visited: false,
Rate: 33,
Entry: "[[Continue|Point of Interest - Pristine Lake]]",
Travel: "[[Travel to Pristine Lake|Point of Interest - Pristine Lake]]"
},
{
ID: 2,
Activated: false,
Visited: false,
Rate: 33,
Entry: "[[Continue|Point of Interest - Abandoned Farm]]",
Travel: "[[Travel to Abandoned Farm|Point of Interest - Abandoned Farm]]"
},
{
ID: 3,
Activated: false,
Visited: false,
Rate: 33,
Entry: "[[Continue|Point of Interest - Westdale Caverns]]",
Travel: "[[Travel to Westdale Caverns|Point of Interest - Westdale Caverns]]"
},
{
ID: 101,
Activated: false,
Visited: false,
Rate: 101,
Entry: "<<EVENT_SILENTPLAINS>>"
}
]>>
<<set $PointsTableDarkForest = [
{
ID: 0,
Activated: false,
Visited: false,
Rate: 33,
Entry: "[[Continue|Point of Interest - Forest Lake]]",
Travel: "[[Travel to Forest Lake|Point of Interest - Forest Lake]]"
},
{
ID: 1,
Activated: false,
Visited: false,
Rate: 33,
Entry: "[[Continue|Point of Interest - Mushroom Grove]]",
Travel: "[[Travel to Mushroom Grove|Point of Interest - Mushroom Grove]]"
},
{
ID: 2,
Activated: false,
Visited: false,
Rate: 33,
Entry: "[[Continue|Point of Interest - The Witch Shack]]",
Travel: "[[Travel to The Witch Shack|Point of Interest - The Witch Shack]]"
},
{
ID: 3,
Activated: false,
Visited: false,
Rate: 33,
Entry: "[[Continue|Point of Interest - Carved Rock]]",
Travel: "[[Travel to Carved Rock|Point of Interest - Carved Rock]]"
},
{
ID: 4,
Activated: false,
Visited: false,
Rate: 33,
Entry: "[[Continue|Point of Interest - Banoreen Altar]]",
Travel: "[[Travel to Banoreen Altar|Point of Interest - Banoreen Altar]]"
},
{
ID: 101,
Activated: false,
Visited: false,
Rate: 101,
Entry: "<<EVENT_SILENTFOREST>>"
}
]>>
<<set $PointsTableRuinsValendale = [
{
ID: 0,
Activated: false,
Visited: false,
Rate: 33,
Entry: "[[Continue|Point of Interest - Wishing Well]]",
Travel: "[[Travel to Wishing Well|Point of Interest - Wishing Well]]"
},
{
ID: 1,
Activated: false,
Visited: false,
Rate: 33,
Entry: "[[Continue|Point of Interest - Monument of Valendale]]",
Travel: "[[Travel to Monument of Valendale|Point of Interest - Monument of Valendale]]"
},
{
ID: 2,
Activated: false,
Visited: false,
Rate: 33,
Entry: "[[Continue|Point of Interest - Abandoned Tavern]]",
Travel: "[[Travel to Abandoned Tavern|Point of Interest - Abandoned Tavern]]"
},
{
ID: 101,
Activated: false,
Visited: false,
Rate: 101,
Entry: "<<EVENT_SILENTRUINS>>"
}
]>>
<<set $PointsTableCraterCorruption = [
{
ID: 0,
Activated: false,
Visited: false,
Rate: 33,
Entry: "[[Continue|Point of Interest - Altar of Lucira]]",
Travel: "[[Travel to Altar of Lucira|Point of Interest - Altar of Lucira]]"
},
{
ID: 1,
Activated: false,
Visited: false,
Rate: 33,
Entry: "[[Continue|Point of Interest - Kalareen Altar]]",
Travel: "[[Travel to Kalareen Altar|Point of Interest - Kalareen Altar]]"
},
{
ID: 2,
Activated: false,
Visited: false,
Rate: 33,
Entry: "[[Continue|Point of Interest - The Slated Gate]]",
Travel: "<<if $AllPearlsActivated is true and $StoryARedMeeting is false>>[[Travel to The Slated Gate|Story Quest - A Red Meeting]]<<else>>[[Travel to The Slated Gate|Point of Interest - The Slated Gate]]<</if>>"
},
{
ID: 101,
Activated: false,
Visited: false,
Rate: 101,
Entry: "<<EVENT_SILENTCRATER>>"
}
]>>
<</widget>>
<<widget PointDiscoveryPlainsWestdale>>
<<set $Discovered_Point to false>>
<<for $i to 0; $i lt $PointsTablePlainsWestdale.length; $i++>>
<<set $Discovered_Random = random(100)>>
<<if $Discovered_Point is false>>
<<if $PointsTablePlainsWestdale[$i].Visited is false>>
<<if $Discovered_Random <= $PointsTablePlainsWestdale[$i].Rate>>
<<set $Discovered_Point to true>>
<<if $PointsTablePlainsWestdale[$i].ID == 101>>
<<set $Exploration_MainEvent_Text = $PointsTablePlainsWestdale[$i].Entry>>
<<else>>
<<set $Exploration_MainEvent_Text = "You've discovered a new place!">>
<<set $Exploration_Passage = $PointsTablePlainsWestdale[$i].Entry>>
<</if>>
<</if>>
<</if>>
<</if>>
<</for>>
<</widget>>
<<widget PointDiscoveryDarkForest>>
<<set $Discovered_Point to false>>
<<for $i to 0; $i lt $PointsTableDarkForest.length; $i++>>
<<set $Discovered_Random = random(100)>>
<<if $Discovered_Point is false>>
<<if $PointsTableDarkForest[$i].Visited is false>>
<<if $Discovered_Random <= $PointsTableDarkForest[$i].Rate>>
<<set $Discovered_Point to true>>
<<if $PointsTableDarkForest[$i].ID == 101>>
<<set $Exploration_MainEvent_Text = $PointsTableDarkForest[$i].Entry>>
<<else>>
<<set $Exploration_MainEvent_Text = "You've discovered a new place!">>
<<set $Exploration_Passage = $PointsTableDarkForest[$i].Entry>>
<</if>>
<</if>>
<</if>>
<</if>>
<</for>>
<</widget>>
<<widget PointDiscoveryRuinsValendale>>
<<set $Discovered_Point to false>>
<<for $i to 0; $i lt $PointsTableRuinsValendale.length; $i++>>
<<set $Discovered_Random = random(100)>>
<<if $Discovered_Point is false>>
<<if $PointsTableRuinsValendale[$i].Visited is false>>
<<if $Discovered_Random <= $PointsTableRuinsValendale[$i].Rate>>
<<set $Discovered_Point to true>>
<<if $PointsTableRuinsValendale[$i].ID == 101>>
<<set $Exploration_MainEvent_Text = $PointsTableRuinsValendale[$i].Entry>>
<<else>>
<<set $Exploration_MainEvent_Text = "You've discovered a new place!">>
<<set $Exploration_Passage = $PointsTableRuinsValendale[$i].Entry>>
<</if>>
<</if>>
<</if>>
<</if>>
<</for>>
<</widget>>
<<widget PointDiscoveryStreetsWestdale>>
<<set $Discovered_Point to false>>
<<for $i to 0; $i lt $PointsTableStreetsWestdale.length; $i++>>
<<set $Discovered_Random = random(100)>>
<<if $Discovered_Point is false>>
<<if $PointsTableStreetsWestdale[$i].Visited is false>>
<<if $Discovered_Random <= $PointsTableStreetsWestdale[$i].Rate>>
<<set $Discovered_Point to true>>
<<if $PointsTableStreetsWestdale[$i].ID == 101>>
<<set $Exploration_MainEvent_Text = $PointsTableStreetsWestdale[$i].Entry>>
<<else>>
<<set $Exploration_MainEvent_Text = "You've discovered a new place!">>
<<set $Exploration_Passage = $PointsTableStreetsWestdale[$i].Entry>>
<</if>>
<</if>>
<</if>>
<</if>>
<</for>>
<</widget>>
<<widget PointDiscoveryCraterCorruption>>
<<set $Discovered_Point to false>>
<<for $i to 0; $i lt $PointsTableCraterCorruption.length; $i++>>
<<set $Discovered_Random = random(100)>>
<<if $Discovered_Point is false>>
<<if $PointsTableCraterCorruption[$i].Visited is false>>
<<if $Discovered_Random <= $PointsTableCraterCorruption[$i].Rate>>
<<set $Discovered_Point to true>>
<<if $PointsTableCraterCorruption[$i].ID == 101>>
<<set $Exploration_MainEvent_Text = $PointsTableCraterCorruption[$i].Entry>>
<<else>>
<<set $Exploration_MainEvent_Text = "You've discovered a new place!">>
<<set $Exploration_Passage = $PointsTableCraterCorruption[$i].Entry>>
<</if>>
<</if>>
<</if>>
<</if>>
<</for>>
<</widget>>
<<widget StartExplorationTables>>
<<StartLocationTables>>
<<StartEncounterTables>>
<<StartEventTables>>
<<StartPointsTables>>
<</widget>><<silently>>
<<set $PlayerActive to true>>
<<ResetPassage "Ruins Valendale Background Pack Left" "Ruins Valendale Background Pack Right">>
<<set $EventRandom = random(100)>>
<<set $Point_Random = random(100)>>
<<if $EventRandom <= 33>>
<<EventTriggerRuinsValendale>>
<<else>>
<<if $Point_Random <= 33>>
<<PointDiscoveryRuinsValendale>>
<<else>>
<<MonsterEncounter_RuinsValendale>>
<</if>>
<</if>>
<<set $AmbienceText_Random = random(5)>>
<</silently>>
!Ruins of Valendale
-------------------------------------------------
You explore the Ruins of Valendale.
The silence overtakes you as you traverse the ruined town. The partly destroyed cobbled road making your footing uneasy as you move on. You grunt slightly after taking in the smell from the half-burnt buildings.
$Location_ROV_Ambience_Text[$AmbienceText_Random]
$Exploration_MainEvent_Text
<<if $HoverMode is false>>$Exploration_Passage<<elseif $HoverMode is true>><<replace "#linkbar">>$Exploration_Passage<</replace>><</if>>
<<ExplorationDebugPanel>><<silently>>
<<set $PlayerActive to true>>
<<ResetPassage "Crater Corruption Background Pack Left" "Crater Corruption Background Pack Right">>
<<set $EventRandom = random(100)>>
<<set $Point_Random = random(100)>>
<<if $EventRandom <= 33>>
<<EventTriggerCraterCorruption>>
<<else>>
<<if $Point_Random <= 33>>
<<PointDiscoveryCraterCorruption>>
<<else>>
<<MonsterEncounter_CraterCorruption>>
<</if>>
<</if>>
<<set $AmbienceText_Random = random(5)>>
<</silently>>
!Crater of Corruption
-------------------------------------------------
You explore the Crater of Corruption.
You're filled with dread as you explore the crater, taking in the hellish landscape of red rocks and brimstone. In the distance you hear a constant warning of damned screams of debauchery, or is it merely the corrupted winds shrieking, taking you for a fool? Nevertheless, you slide down into the unholy unknown.
$Location_COC_Ambience_Text[$AmbienceText_Random]
$Exploration_MainEvent_Text
<<if $HoverMode is false>>$Exploration_Passage<<elseif $HoverMode is true>><<replace "#linkbar">>$Exploration_Passage<</replace>><</if>>
<<ExplorationDebugPanel>><<widget EVENT_SILENTFOREST>>After having wandered the green darkness for quite some time without finding anything of note. You decide that it's time to head back home.
<<ForestExplore>><</widget>><<widget EVENT_SILENTPLAINS>>After having wandered the plains for quite some time without finding anything of note. You decide that it's time to head back home.
<<PlainsExplore>><</widget>><<silently>>
<<set $TraitGain_Random = random(100)>>
<</silently>>
!Plains of Westdale
-------------------------------------------------
<<if $EventChoice is "Submit">>They start to fondle you aggressively and cock slap your face. You too shocked and overwhelmed to resist the abuse, just accept the invasion.
The gang of bandits proceed to use you as they see fit, within long you lose count of how many cocks have entered and abused your holes, and more frightingly you seem to enjoy it a little more than you should.<<if $EntityValues[$Player].Body.Vagina.Has is true>>
<<Stretch $Player 3 "Vagina">><</if>>
<<Stretch $Player 3 "Asshole">>
You're drenched and filled with cum before they decide you've received enough pounding...
@@.banditvoice;"Okay boys, that's enough, orders are to at least leave them with enough strength to return back from wherever they came".@@<<if $TraitGain_Random >= 25>><<if $EntityValues[$Player].Traits.includes("Submissive") != false>>
<<AddTrait $Player "Submissive">><</if>><</if>>
With that they gather their things and leave you there, all abused and cum drenched... again.
<<AlterStat $Player "Depravity" "Increase" 1 4>>
You try to stand, but it's tough and you shake, and as you stand a whole load of cum falls out of your ass<<if $sex == 0>> and pussy<</if>>.
<<Satisfy $Player>>
You scurry home as you aren't exactly fit to explore anymore...
<<Home>><<elseif $EventChoice is "Resist">>However, before they get to use you, you quickly get back on your feet and punch one of them right in the face, knocking him out cold.
You make a quick run for it, before the others get anytime to react to the sudden assault.
@@.banditvoice;"Let $EntityValues[$Player].TPsHimHer go, $EntityValues[$Player].TPsHeShe's not the kind we're looking for..."@@
You quickly lose track of them.
<<PlainsExplore>>
<<if $HoverMode is false>>$Exploration_Passage<<elseif $HoverMode is true>><<replace "#linkbar">>$Exploration_Passage<</replace>><</if>><</if>><<widget EVENT_UNHOLYCROSSES>><<if $EventTablePlainsWestdale[4].Triggered is false>><<set $EventTablePlainsWestdale[4].Triggered to true>>You trail the road of the plains for quite some time, seemingly finding nothing of interest, until you feel the air around you becoming colder... filling you with a sense of dread.
In the horizon, you see what appears to be several figures in the distance. As you come closer, you realize that the road has been decorated with several crosses of @@.depravitytext;unholy@@ origin. Whomever was fastened to the crosses are long gone, escaped perhaps?
<<AlterStat $Player "Depravity" "Increase" 1 4>>
The ground has been decorated with several runes and markings, as if someone tried to summon something. Whatever happened here, it happened not too long ago.
You feel the atmosphere around the crosses filling you with fear and dread.
You decide it's best to simply move on.
<<PlainsExplore>><<elseif $EventTablePlainsWestdale[4].Triggered is true>>After having wandered the plains for quite some time without finding anything of note. You decide that it's time to head back home.
<<PlainsExplore>><</if>><</widget>><<widget EVENT_TRASHEDCARAVAN>>You take in the surrounding landscape as you walk down the main road of the plains. After some time you scout a caravan, or what's left of it, having trailed of from the main road and crashing into the ditch nearby the road.
You approach the trashed caravan, but can't seem to spot any survivors... in fact, the caravan appears abandoned.
You search the caravan, and discover a small chest containing some coin and a few shards.
You pocket the coins and shards and move on.
<<ActivityTreasureReward_Low>>
<<PlainsExplore>><</widget>><<widget EVENT_GHOSTLYMAIDEN>><<if $EventTableDarkForest[3].Triggered is false>><<set $EventTableDarkForest[3].Triggered to true>>As you navigate through the dense wild forest, you suddenly feel the air around cool down. Your stomach turns as you hear a most haunting, but beautiful voice coming from within the darkness of the forest.
A mist suddenly forms, slowly creeping between the many trees and bushes.
The song has a high, but clear pitch and as it comes closer, you stiffen as you witness a white transparent figure slowly levitate through the mist dampening the dense forest.
The ghost does not acknowledge your presence, and merely floats by you. You stand there quiet, simply letting it pass.<<if $EntityValues[$Player].Traits.includes("Perceptive")>>
The ghost appears to be a fair maiden, with long silky smooth hair, and a most beautiful face. Her bosom is quite large but hidden away by her most stylish dress, clinging to her body, accentuating her petite figure.<</if>>
As the ghost passes, you quickly decide to leave.
<<ForestExplore>><<elseif $EventTableDarkForest[3].Triggered is true>>After having wandered the green darkness for quite some time without finding anything of note. You decide that it's time to head back home.
<<ForestExplore>><</if>><</widget>><<widget EVENT_PODHOLES>><<set $EventTableDarkForest[4].Triggered to true>>As you walk down a dark path you suddenly feel your weight shift and your stomach turn as you fall down a small hole all the way up to your upper chest. You latch unto the ground with your hands, and sigh in relief. The hole must've been covered by leaves or something, for it caught you right off-guard.
As you start pulling yourself up, you feel something slither up your legs, and further up your thigh, eventually poking at your rear entrance. You frown as you realize that it's no ordinary hole you've fallen into, as several more slimey tentacles start to slither up your legs, exploring your lower torso and body.
<<set $Exploration_Passage = "<<if $EntityValues[$Player].RankedTraits.StrengthTraitLevel >= 4>>[[Attempt to pull yourself up!|104 Forest Event - Tentacle Pod Holes Outcome][$EventChoice to 'Success']]<<else>>[[Attempt to pull yourself up!|104 Forest Event - Tentacle Pod Holes Outcome][$EventChoice to 'Failure']]<</if>>">><</widget>><<silently>>
<<set $TraitGain_Random = random(100)>>
<</silently>>
!The Dark Forest
-------------------------------------------------
<<if $EventChoice is "Success">>You pull and lift with all of your strength, as the tentacles try as hard as they can to keep you where you are. A tug of war ensues, but you don't give up and you eventually manage to lift yourself out of the hole.
You then lie there not far from the hole, exhausted from the struggle.
Rightfully shaken by your experience, you decide to move on.
<<ForestExplore_NoPassage>><<elseif $EventChoice is "Failure">>You pull and lift with all of your strength, as the tentacles try as hard as they can to keep you where you are. A tug of war ensues, but the strength and sheer number of tentacles prove too many for you!
Eventually, the tentacles manage to overwhelm you, and promptly without any warning at all, begin to enter your <<if $EntityValues[$Player].Body.Vagina.Has is true>><<Vagina>> and <</if>><<Asshole>>.<<if $EntityValues[$Player].Body.Vagina.Has is true>>
<<Stretch $Player 5 "Vagina">><</if>>
<<Stretch $Player 5 "Asshole">>
The tentacles fuck you relentlessly, making you squirm and continuesly filling you with vile aphrodisiac seed, forcing you to enjoy it.
You feel yourself violated by an unknown amount of tentacles constantly replaced by a new one, not even waiting for the next to be done with you before ravaging you.
After what seems like an entire hour, the fucking finally seems to come to a halt, as you're promptly pushed out of the hole, completely filled. All you can do now is leave... and hope that you haven't been impregnated by something truly horrible...
<<Home>><</if>><<widget EVENT_WEBBEDHORRORS>><<set $EventTableDarkForest[5].Triggered to true>>You decide to take a sharp turn down a heavily forrested grove, walking down a slim path. The many trees shielding the sun, you notice your surroundings becoming darker and colder as you go along.
You then spot something odd in the distance, silky white webbings, covering the many trees. You move closer, with your wits and senses wary. You see a cocoon-like shape, and immediately feel as if you're somewhere you shouldn't be.
You look up, and realize that the very crowns of the many trees are all covered in silky white webbing as well.<<if $EntityValues[$Player].Traits.includes("Perceptive")>>
You move closer to one of the white webbed cocoons and listen closely, a soft moan can be heard from it, giving you chills down your spine.<</if>>
You're suddenly filled with dread, as you feel as if you're being watched... prayed upon even...
You quickly turn around and dart off as fast as you can, clearly having intruded on grounds that you should not have. You look back, but see no one chasing, yet you do not stop until reaching an opening in the woods where the sun shines down.
You catch your breath and move on.
<<ForestExplore>><</widget>><<widget EVENT_SATYRPARTY>><<silently>><<nobr>>
<<if $HoverMode is false>><<set $Exploration_Passage = "[[Follow him to the party|006 Plains Event - Satyr Party Outcome][$EventChoice to 'Follow']]
[[Turn around and leave him there|006 Plains Event - Satyr Party Outcome][$EventChoice to 'Leave']]">>
<<elseif $HoverMode is true>>
<<set $Exploration_Passage = "[[Follow him to the party|006 Plains Event - Satyr Party Outcome][$EventChoice to 'Follow']] or [[Turn around and leave him there|006 Plains Event - Satyr Party Outcome][$EventChoice to 'Leave']]">>
<</if>>
<</nobr>><</silently>>You explore the road ahead of you and reach a stray path leading into some tall grass. A trail of some spilt water lies before you.
You decide to check it out, and not long after you encounter a near passed out drunk satyr resting by a rock. He sees you, but doesn't come off as hostile towards you. His long cock lies flat on the ground before him, as he is what you would normally call... completely naked and blackout drunk.
@@.satyrvoice; "Yoou dere <<Insult 'All' $PlayerRace 'Sex'>>... come help me up... n parteh wit us! Is great ale!.... The parteh not far from here... *hic*.... i show you... come..."@@
The Satyr tries to stand, reaching out for you to help him up.
<</widget>><<silently>>
<<set $TraitGain_Random = random(100)>>
<</silently>>
!Plains of Westdale
-------------------------------------------------
<<if $EventChoice is "Follow">>You reach out and help up the satyr. He lays his left arm around your shoulder supporting himself whilst drinking his ale.
@@.satyrvoice;"Das more like it <<Insult 'All' $PlayerRace 'NoSex'>>, we will hav great fun with the parteh! It's just dis way!"@@
The satyr leads you through the tall grass and you walk for about a minute or two, as music is slowly heard in the distance. It sounds like traditional medieval harp play with something that sounds like a banjo?... Maybe? You don't really know, but it sure gets a grove on.
As you reach your destination, you are led into a secluded area within the tall bushes and tall grass. You see two satyrs not far away having a go at their instruments, and a dining table in the middle with food and all sorts of drinks and beverages. You're greeted by another not so sober satyr....
@@.satyrvoice2;"Was dat you find dere buddy *BAAAH*....."@@
@@.satyrvoice;"Dis my friend, he help me find back and so so, you know i invite back to party right?"@@
@@.satyrvoice2;"*BAAH*... das one good looking humie.. ere hav some wine or ale!"@@
@@.satyrvoice;"Try the ale is good..."@@
The large satyr takes a cup from the dining table just behind it and gives it to you almost too casually. You take a sip from the cup and a nice warmth spreads throughout your body. You hear the cackling laughter of the fellow satyrs as they drink with you in unison. It's just too hard to stop drinking and you almost down the whole thing in one go. Shortly after you join them by the table and start downing whatever they have to offer you.
You finish your seventh ale almost in one go and start on your eight, as you start realising.... You're feeling.... super @@.pinktext;horny@@... oh boy!
You look around, and see that most of the satyrs are having fun and drinking together, but you catch the gaze of the satyr sitting right before you. It winks towards you, and you can't help, but smile a little, obviously heavily intoxicated with whatever it is you've actually been drinking.
The satyr stands up, it's rock hard member almost slamming the dining table too hard. It walks around the table awkwardly and sits next to you. It puts it's arm romantically around you, and you shiver as it tries to force your head down towards it's crotch.
You completely caught off guard catch a quick whiff of it's delicious pre cum, before it entering your already salivating mouth. You start bobbing your head up and down as you play your tongue towards it's long rock hard shaft.
The goatman starts moaning loud, and not long after the other party guests notice the fun. As you suck the goat penis eagerly, getting ever excited with the delicious cum slowly leaking out of it's inhuman shaft, you hear a cheering from the other guests.
@@.satyrvoice;"Suck!.. Suck!.. Suck!.. Suck!.."@@
The gathering crowd have started cheering you on as you continue to suck the goat penis. It gets you excited for getting attention, but you're worried about what happens after.
As you're caught in you're inebriated thoughts, the goatman or satyr spontanously cums, and forces your head all the way down. You try to gulp down the thick semen whilst it's pulsating shaft merely proceeds to dump it into your mouth.
When the satyr is done, it falls over the bench-chair completely exhausted. You look up at all the other rock hard party guests, as they have gathered in a circle masturbating and getting ready for their turn. You don't see any way out of this mess, and a mess you look like already... might aswell blow them all, or maybe have even more @@.pinktext;fun@@?
<<if $HoverMode is false>>[[Blow them all!|006 Plains Event - Satyr Party Outcome][$EventChoice to "Blowbang"]]
<<if $EntityValues[$Player].Depravity >= 250>>[[Fuck it, let's fuck!|006 Plains Event - Satyr Party Outcome][$EventChoice to "Gangbang"]]<</if>>
<<elseif $HoverMode is true>><<replace "#linkbar">>[[Blow them all!|006 Plains Event - Satyr Party Outcome][$EventChoice to "Blowbang"]]<<if $EntityValues[$Player].Depravity >= 250>> or [[Fuck it, let's fuck!|006 Plains Event - Satyr Party Outcome][$EventChoice to "Gangbang"]]<</if>><</replace>><</if>><<elseif $EventChoice is "Leave">>You leave the satyr in it's drunken state... no way you're getting involved with that creature...
<<PlainsExplore>><<if $HoverMode is false>>$Exploration_Passage<<elseif $HoverMode is true>><<replace "#linkbar">>$Exploration_Passage<</replace>><</if>><<elseif $EventChoice is "Blowbang">>You feel like giving out a few blowjobs... or maybe a lot really, man you feel so fucking @@.pinktext;slutty!@@
You lick your lips, the satyrs gather around you, and not before long you're blowing small goat cocks, big goat cocks, getting dickslapped, throatfucked and facially abused.
Some of them can't wait and you end up with two dicks in your mouth at once. They dump their loads into your throat and sometimes just spill it all over your face to wear instead... nevertheless... you fucking @@.pinktext;enjoy@@ it!
Being the center of attention, blowing all these nice long hard cocks! You @@.pinktext;LOVE@@ it!
Ten or was it twelve cocks later? You've given it all, as all of the guests are exhausted and done with you.
You decide that... that was @@.pinktext;fun@@!... But it's also time to go home...
<<AlterStat $Player "Depravity" "Increase" 1 9>>
You take your leave, saying goodbye to the few satyrs still awake to say farewell...
<<Home>><<elseif $EventChoice is "Gangbang">>You start to shake your hips as to signal that you're down with whatever, but the satyrs are impatient and start slapping your ass, groping you, tossing you around even, aggressively feeling you up.
The satyrs help themselves to your wanting fuckholes as they start throughly fucking you, spitroasting you, dick-slapping your sorry face and cumming all over you or where they see fit.<<if $EntityValues[$Player].Body.Vagina.Has is true>>
<<Stretch $Player 4 "Vagina">><</if>>
<<Stretch $Player 4 "Asshole">>
You @@.pinktext;enjoy@@ being the center of attention, being filled and fucking abused by a whole gang of sexy satyrs, you fucking @@.pinktext;LOVE@@ it. Being a dirty @@.pinktext;whore@@ for them... letting them fill you all up!<<if $EntityValues[$Player].Body.Vagina.Has is true>>
<<Stretch $Player 4 "Vagina">><</if>>
<<Stretch $Player 4 "Asshole">>
You climax so many times, you lose count, simply letting go, letting them fuck you whichever way they desire, giving away to the lustful @@.pinktext;pleasure@@.
<<AlterStat $Player "Depravity" "Increase" 1 9>>
Later when they are done with you, most of them have fallen asleep. You stand up, though with great difficulty as your legs shake from the aggressive fucking.
<<Satisfy $Player>>
You take your leave and head back to your home, still drunk, but throughly satisfied.
<<Home>><</if>>
<<silently>>
<<set $CurseStrength = random(50) + 50>>
<</silently>>
!The Dark Forest
-------------------------------------------------
You move even closer to the pond, examining it's many dark textures and rotten behaviour.
You spot something shiny by the edge of the pond. It appears to be a Pink Pearl of sorts. You could probably reach for it?
<<if $EventTableDarkForest[2].Triggered is false>><<if $HoverMode is false>>[[Take the Pink Pearl|102 Forest Event - Tainted Pond Outcome][$EventTableDarkForest[2].Triggered to true]] - <<HomeNoReplace>><<elseif $HoverMode is true>><<replace "#linkbar">>[[Take the Pink Pearl|102 Forest Event - Tainted Pond Outcome][$EventTableDarkForest[2].Triggered to true]] - <<HomeNoReplace>><</replace>><</if>><<elseif $EventTableDarkForest[2].Triggered is true>>You reach out to take it!
<<AddConsumable $Player 0 1>>
As you get closer, the stench and rotten atmosphere get's the better of you.
<<AlterTrait $Player "Corruption" "Increase">>
You lightly cough as the corrupted pond's vile intent takes over, and curses your body!
<<Curse $Player 50 50>>
<<ForestExplore_NoPassage>><</if>><<widget AlterStat>>
<<for $i to 0; $i lt $EntityValues.length; $i++>>
<<if $EntityValues[$i].ID == $args[0]>>
<<if $args[1] == "Depravity">>
<<if $args[2] == "Increase">>
<<set $AlteredBaseAmount = $args[3] + 1>>
<<set $AlteredRandomAmount = random($args[4]) + 1>>
<<set $AlteredTotalAmount = $AlteredBaseAmount + $AlteredRandomAmount>>
<<set $EntityValues[$i].BaseDepravity += $AlteredTotalAmount>>
<<set $TextMessage = "$EntityValues[$i].BrNoun depravity increases by @@.depravitytext;$AlteredTotalAmount@@!">>
<<elseif $args[2] == "Decrease">>
<<set $AlteredBaseAmount = $args[3] + 1>>
<<set $AlteredRandomAmount = random($args[4]) + 1>>
<<set $AlteredTotalAmount = $AlteredBaseAmount + $AlteredRandomAmount>>
<<set $EntityValues[$i].BaseDepravity -= $AlteredTotalAmount>>
<<set $TextMessage = "$EntityValues[$i].BrNoun depravity decreases by @@.depravitytext;$AlteredTotalAmount@@!">>
<</if>>
<<elseif $args[1] == "Lust">>
<<if $args[2] == "Increase">>
<<set $AlteredBaseAmount = $args[3] + 1>>
<<set $AlteredRandomAmount = random($args[4]) + 1>>
<<set $AlteredTotalAmount = $AlteredBaseAmount + $AlteredRandomAmount>>
<<set $EntityValues[$i].CurrentLust += $AlteredTotalAmount>>
<<set $TextMessage = "$EntityValues[$i].BrNoun lust increases by @@.lusttext;$AlteredTotalAmount@@!">>
<<elseif $args[2] == "Decrease">>
<<set $AlteredBaseAmount = $args[3] + 1>>
<<set $AlteredRandomAmount = random($args[4]) + 1>>
<<set $AlteredTotalAmount = $AlteredBaseAmount + $AlteredRandomAmount>>
<<set $EntityValues[$i].CurrentLust -= $AlteredTotalAmount>>
<<set $TextMessage = "$EntityValues[$i].BrNoun lust decreases by @@.lusttext;$AlteredTotalAmount@@!">>
<</if>>
<<elseif $args[1] == "Energy">>
<<if $args[2] == "Increase">>
<<set $AlteredBaseAmount = $args[3] + 1>>
<<set $AlteredRandomAmount = random($args[4]) + 1>>
<<set $AlteredTotalAmount = $AlteredBaseAmount + $AlteredRandomAmount>>
<<set $EntityValues[$i].CurrentEnergy += $AlteredTotalAmount>>
<<set $TextMessage = "$EntityValues[$i].BrNoun energy increases by @@.energytext;$AlteredTotalAmount@@!">>
<<elseif $args[2] == "Decrease">>
<<set $AlteredBaseAmount = $args[3] + 1>>
<<set $AlteredRandomAmount = random($args[4]) + 1>>
<<set $AlteredTotalAmount = $AlteredBaseAmount + $AlteredRandomAmount>>
<<set $EntityValues[$i].CurrentEnergy -= $AlteredTotalAmount>>
<<set $TextMessage = "$EntityValues[$i].BrNoun energy decreases by @@.energytext;$AlteredTotalAmount@@!">>
<</if>>
<<elseif $args[1] == "Health">>
<<if $args[2] == "Increase">>
<<set $AlteredBaseAmount = $args[3] + 1>>
<<set $AlteredRandomAmount = random($args[4]) + 1>>
<<set $AlteredTotalAmount = $AlteredBaseAmount + $AlteredRandomAmount>>
<<set $EntityValues[$i].CurrentHealth += $AlteredTotalAmount>>
<<set $TextMessage = "$EntityValues[$i].BrNoun health increases by @@.healthtext;$AlteredTotalAmount@@!">>
<<elseif $args[2] == "Decrease">>
<<set $AlteredBaseAmount = $args[3] + 1>>
<<set $AlteredRandomAmount = random($args[4]) + 1>>
<<set $AlteredTotalAmount = $AlteredBaseAmount + $AlteredRandomAmount>>
<<set $EntityValues[$i].CurrentHealth -= $AlteredTotalAmount>>
<<set $TextMessage = "$EntityValues[$i].BrNoun health decreases by @@.healthtext;$AlteredTotalAmount@@!">>
<</if>>
<<elseif $args[1] == "Mana">>
<<if $args[2] == "Increase">>
<<set $AlteredBaseAmount = $args[3] + 1>>
<<set $AlteredRandomAmount = random($args[4]) + 1>>
<<set $AlteredTotalAmount = $AlteredBaseAmount + $AlteredRandomAmount>>
<<set $EntityValues[$i].CurrentMana += $AlteredTotalAmount>>
<<set $TextMessage = "$EntityValues[$i].BrNoun mana increases by @@.manatext;$AlteredTotalAmount@@!">>
<<elseif $args[2] == "Decrease">>
<<set $AlteredBaseAmount = $args[3] + 1>>
<<set $AlteredRandomAmount = random($args[4]) + 1>>
<<set $AlteredTotalAmount = $AlteredBaseAmount + $AlteredRandomAmount>>
<<set $EntityValues[$i].CurrentMana -= $AlteredTotalAmount>>
<<set $TextMessage = "$EntityValues[$i].BrNoun mana decreases by @@.manatext;$AlteredTotalAmount@@!">>
<</if>>
<<elseif $args[1] == "Resistance">>
<<if $args[2] == "Increase">>
<<set $AlteredBaseAmount = $args[3] + 1>>
<<set $AlteredRandomAmount = random($args[4]) + 1>>
<<set $AlteredTotalAmount = $AlteredBaseAmount + $AlteredRandomAmount>>
<<set $EntityValues[$i].CurrentResistance += $AlteredTotalAmount>>
<<set $TextMessage = "$EntityValues[$i].BrNoun resistance increases by @@.resistancetext;$AlteredTotalAmount@@!">>
<<elseif $args[2] == "Decrease">>
<<set $AlteredBaseAmount = $args[3] + 1>>
<<set $AlteredRandomAmount = random($args[4]) + 1>>
<<set $AlteredTotalAmount = $AlteredBaseAmount + $AlteredRandomAmount>>
<<set $EntityValues[$i].CurrentResistance -= $AlteredTotalAmount>>
<<set $TextMessage = "$EntityValues[$i].BrNoun resistance decreases by @@.resistancetext;$AlteredTotalAmount@@!">>
<</if>>
<</if>>
<<if $args[3] != "NoText">>$TextMessage<</if>>
<</if>>
<</for>>
<</widget>><<widget LocationTravel>>
<<for $i to 0; $i lt $LocationTable.length; $i++>>
<<if $LocationTable[$i].Activated is true>>
$LocationTable[$i].Travel<br><br>
<</if>>
<</for>>
<</widget>>
<<widget PlainsTravel>>
<<for $i to 0; $i lt $PointsTablePlainsWestdale.length; $i++>>
<<if $PointsTablePlainsWestdale[$i].Visited is true>>
$PointsTablePlainsWestdale[$i].Travel<br><br>
<</if>>
<</for>>
<</widget>>
<<widget ForestTravel>>
<<for $i to 0; $i lt $PointsTableDarkForest.length; $i++>>
<<if $PointsTableDarkForest[$i].Visited is true>>
$PointsTableDarkForest[$i].Travel<br><br>
<</if>>
<</for>>
<</widget>>
<<widget RuinsTravel>>
<<for $i to 0; $i lt $PointsTableRuinsValendale.length; $i++>>
<<if $PointsTableRuinsValendale[$i].Visited is true>>
$PointsTableRuinsValendale[$i].Travel<br><br>
<</if>>
<</for>>
<</widget>>
<<widget CraterTravel>>
<<for $i to 0; $i lt $PointsTableCraterCorruption.length; $i++>>
<<if $PointsTableCraterCorruption[$i].Visited is true>>
$PointsTableCraterCorruption[$i].Travel<br><br>
<</if>>
<</for>>
<</widget>><<silently>>
<<set $PlayerActive to true>>
<<ResetPassage "Westdale City Background Pack Left" "Westdale City Background Pack Right">>
<<set $EventRandom = random(100)>>
<<set $Point_Random = random(100)>>
<<if $EventRandom <= 66>>
<<EventTriggerStreetsWestdale>>
<<else>>
<<MonsterEncounter_StreetsWestdale>>
<</if>>
<<set $AmbienceText_Random = random(5)>>
<</silently>>
!Streets of Westdale
-------------------------------------------------
You explore the Streets of Westdale.
$Location_SOW_Ambience_Text[$AmbienceText_Random]
$Exploration_MainEvent_Text
<<if $HoverMode is false>>$Exploration_Passage<<elseif $HoverMode is true>><<replace "#linkbar">>$Exploration_Passage<</replace>><</if>>
<<ExplorationDebugPanel>><<silently>>
<</silently>>
!Points of Interest - Ruins of Valendale
---------------------------------------
You can easily travel to points of interest and locations that you've previously discovered.
<<RuinsTravel>>
<<if $HoverMode is false>>[[Back|Points of Interest]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Back|Points of Interest]]<</replace>><</if>><<silently>>
<</silently>>
!Points of Interest - Crater of Corruption
---------------------------------------
You can easily travel to points of interest and locations that you've previously discovered.
<<CraterTravel>>
<<if $HoverMode is false>>[[Back|Points of Interest]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Back|Points of Interest]]<</replace>><</if>><<widget EVENT_RUINEDSTANDS>>You traverse the ruined town, moving and rummaging around the rubble. After some time you scout what appears to be a ruined merchant stand.
You move closer, only to realize, that it has yet to be completely looted.
You find a good amount of coins still hidden in the stand.
You pocket the coins and move on.
<<ActivityCoinReward_Medium>>
<<RuinsExplore>><</widget>><<widget EVENT_SACRIFICIALCAGES>><<if $EventTableRuinsValendale[1].Triggered is false>><<set $EventTableRuinsValendale[1].Triggered to true>>You wander the ruins, until you suddenly happen upon some empty cages with @@.depravitytext;unholy@@ runes edged into them.
<<AlterStat $Player "Depravity" "Increase" 1 4>>
The cages are decorated with spikes, both outwards and inwards.
Whatever the cages held, it escaped long ago, no longer around... hopefully.
Not wanting to waste too much time around a set of cages of most certainly depraved origin, you decide to move on.
<<RuinsExplore>><<elseif $EventTableRuinsValendale[1].Triggered is true>>After having explored the ruins for quite some time without finding anything of note. You decide that it's time to head back home.
<<RuinsExplore>><</if>><</widget>><<widget EVENT_GOBLINTRAP>><<if $EventTableRuinsValendale[2].Triggered is false>><<set $EventTableRuinsValendale[2].Triggered to true>>You traverse the ruined roads and spot a curious house, almost untouched by the flames and still largely intact.
You move closer to enter the house, when suddenly you lose way with your feet and you're dragged up into mid-air by a net just infront of the house.
You struggle in the net, but only worsen your situation by becoming more entangled.
<<set $Exploration_Passage = "[[You dangle for a few moments before pondering your options|202 Valendale Event - Goblin Trap Outcome][$EventChoice = 'Struggle']]">><<elseif $EventTableRuinsValendale[2].Triggered is true>>After having wandered the ruins for quite some time without finding anything of note. You decide that it's time to head back home.
<<RuinsExplore>><</if>><</widget>><<silently>>
<<ResetPassage "Ruins Valendale Background Pack Left" "Ruins Valendale Background Pack Right">>
<<set $AmbienceText_Random = random(5)>>
<</silently>>
!Ruins of Valendale - Monument of Valendale
----------------------------------------------------------
<<if $PointsTableRuinsValendale[1].Visited is false>><<set $PointsTableRuinsValendale[1].Visited to true>>Exploring and rummaging around the ruins, you come across a an avenue of sorts.
At the center of the avenue, you spot a destroyed monument of sorts, which once clearly depicted a knight on his horse in a heroic pose. Now, the statue is broken, the better half, lying defeated at the side of it's foundation.
!!!@@.discoverytext;You have discovered Monument of Valendale! (Point of Interest)@@
The statue reads; "Proud Monument of Valen the Valorous, founder of Valendale".<<elseif $PointsTableRuinsValendale[1].Visited is true>>You return to the broken Monument of Valendale.
The statue reads; "Proud Monument of Valen the Valorous, founder of Valendale".<</if>>
$Location_ROV_Ambience_Text[$AmbienceText_Random]
<span id="Pay_Respects"><<click "Pay your respects">><<replace "#Pay_Respects">><<set $PlayerCoins -= 1>>You feel a little silly as you salute the broken statue<</replace>><</click>></span>
<<Home>><<silently>>
<<ResetPassage "Ruins Valendale Background Pack Left" "Ruins Valendale Background Pack Right">>
<<set $AmbienceText_Random = random(5)>>
<</silently>>
!Ruins of Valendale - Abandoned Tavern
----------------------------------------------------------
<<if $PointsTableRuinsValendale[2].Visited is false>><<set $PointsTableRuinsValendale[2].Visited to true>>You wander the rubbled streets of the town and suddenly happen upon what appears to be an abandoned Tavern.
The Tavern's sign is burnt and unreadable, but the interior is otherwise well intact.
!!!@@.discoverytext;You have discovered Abandoned Tavern! (Point of Interest)@@
Entering the Tavern you're met by a rundown and trashed bar, with several tables and stools lying around thrown about.<<elseif $PointsTableRuinsValendale[2].Visited is true>>You return to the Abandoned Tavern.
Entering the Tavern you're met by a rundown and trashed bar, with several tables and stools lying around thrown about.<</if>>
The Tavern has an ominous silence about it and is dark with barred windows, only allowing the faintest of light to enter.
Behind the trashed bar, you spot that some of the bars wine bottles remain intact.
<span id="Search_Wine"><<click "Search the bar">><<replace "#Search_Wine">><<if $Score < 80>>You search the bar, but find nothing but empty bottles...<<elseif $Score >= 80>><<AddConsumable $Player 6 1>><</if>><</replace>><</click>></span>
<<Home>><<widget EVENT_PICKPOCKET>>You bump into someone on the streets wearing a hood. They turn around and apologize profusely before turning around and leaving at a steady pace.
You continue down the street, only to realize that your coin pouch is missing.
<<ActivityCoinLoss_Low>>
You look around for the individual you bumped into, but they're nowhere to be found.
You decide to move on.
<<StreetsExplore>><</widget>><<widget EVENT_VIRGINTRIBUTE>>A crowd abruptly gathers around something as people flock towards something in the distance. They bump into you along the way, almost forcing you towards it aswell.
You move along with the crowd towards whatever it is that attracts the crowd.
When you finally manage to push yourself forward, you notice a young woman dressed in a white transparent gown completely showing off her body. She's escorted by a handful of guards, paraded through the streets towards the main gates.
@@.humanvoice;"Aight, 'ere we go again, another tribute for them demon bullies. I swear on me hard cock, she'd do better sucking me off' first aye!".@@
You watch as the crowd reach out with their hands to grope her, but every attempt is swiftly disarmed by the guards. Loud swearing, slut-shaming and borderline dirty talk can be heard as the crowd goes wild, succumbing to herd-mentality.
Eventually, the parade exits your line of sight, and the crowd swiftly returns to whatever each and everyone were doing, as if it was a daily occurence.
You decide to move on.
<<StreetsExplore>><</widget>><<widget EVENT_GUARDALLEYBLOWJOB>>You spot a guard standing by the entrance to some dark alley. Upon further notice, you realize that he's getting his <<Penis>> sucked by some random street-walker.
The guard looks to the skies with a face full of pleasure.
He quickly notices that he's drawing some attention, and quickly grabs the whore dragging her further into the alley.
You decide to move on.
<<StreetsExplore>><</widget>><<widget EVENT_SEDUCTION>>You hear a cackling laughter from an unknown direction. A sweet, but firm voice can suddenly be heard, seemingly coming from behind some rocks.
@@.succubusvoice;"What a pretty little thing to wander into my lair, have you come to give yourself unto me? My pet?".@@
A shiver runs down your spine as voice pierces your body and soul, shifting from direction to direction, you aimlessly look around in confusion.
@@.succubusvoice;"That's right my dearest little thing, fall into my eternal embrace".@@
<<AlterStat $Player "Depravity" "Increase" 1 4>>
You feel a sudden arousal building inside of you, as you feel yourself played with from within. A seductive lustful massage of your mind and soul.
<<AlterStat $Player "Lust" "Increase" 1 9>>
@@.succubusvoice;"It won't be long now, we shall play more later".@@
The massage suddenly stops, and the voice gone.
You decide to move on.
<<CraterExplore>><</widget>><<widget EVENT_DARKPROMISES>>Your surroundings suddenly become darker, as you feel yourself fade away. Your mind is filled with deep whispers directed to your very soul, dark promises of power, domination and endless debauchery.
Your vision is disturbed by chaotic lustful imagery and dirty secrets of untold debasement.
<<AddTrait $Player "Insight">>
You feel yourself elevated to a new spiritual level.
The darkness fades away again, and you find youself lying on the hot rocky ground of the crater once again. You stand up, lightly dusting yourself off.
You decide to move on.
<<CraterExplore>><</widget>><<widget EVENT_UNHOLYWINDS>>The winds of the crater suddenly gain speed as a storm of sorts is suddenly brewing. The skies darken and crackling lightning and thunder can be heard and seen.
The skies take on a hurricane-like appearance, forming an eye. The wind becomes heavy and the air warm and strangely cold and unwelcoming at the same time.
You feel your skin become prickly with taint as you run for shelter.
<<Curse $Player 100 50>>
The storm lasts for a good while, but almost let's up as suddenly as it came about.
<<AlterTrait $Player "Corruption" "Increase">>
You feel worn out from the chaotic storm, but still decide to move on.
<<CraterExplore>><</widget>><<silently>>
<<ResetPassage "Crater Corruption Background Pack Left" "Crater Corruption Background Pack Right">>
<<set $AmbienceText_Random = random(5)>>
<</silently>>
!Crater of Corruption - Altar of Lucira
----------------------------------------------------------
<<if $PointsTableCraterCorruption[0].Visited is false>><<set $PointsTableCraterCorruption[0].Visited to true>>You traverse the rocky crater, navigating the treacherous paths and narrow passages. A sudden whisper draws you near, a power that takes hold of you leading you to take a sharp turn.
You're led to an opening, covered by many spiking rocks. In the center, an altar of sorts can be seen. The altar has a lewd statue at it's end, a woman caressing her massive chest, whilst rubbing her pussy.
!!!@@.discoverytext;You have discovered Altar of Lucira! (Point of Interest)@@
The altar is mostly black, decorated with red and pink ruby-like gems. Gold is neatly filled within the intricate design, making the altar glisten and stand out.<<elseif $PointsTableCraterCorruption[0].Visited is true>>You return to the Altar of Lucira.
The altar has a lewd statue at it's end, a woman caressing her massive chest, whilst rubbing her pussy. The altar is also mostly black, decorated with red and pink ruby-like gems. Gold is neatly filled within the intricate design, making the altar glisten and stand out.<</if>>
$Location_COC_Ambience_Text[$AmbienceText_Random]
<<if $EntityValues[$Player].Traits.includes("Insight") or $EntityValues[$Player].Depravity >= 100>><span id="Worship_Lucira"><<click "Worship the Goddess of Lust">><<replace "#Worship_Lucira">><<set $PlayerCoins -= 1>>You sit down infront of the altar and begin to touch yourself, completely letting go without a care in the world if anyone is watching.
You're filled with lust and naughty thoughts as you rub yourself to completion, ending in a spectacular display of raw lecherous release.
<<Satisfy $Player>>
You feel much better afterwards and much more worthy.
<<AlterStat $Player "Depravity" "Increase" 1 4>><</replace>><</click>></span><</if>>
<<Home>><<silently>>
<<set $EventTableRuinsValendale[2].Timer += 1>>
<<set $EventOutcome to "Failure">>
<<set $EventRandom = random(100)>>
<</silently>>
!Ruins of Valendale
-------------------------------------------------
<<if $EventChoice is "Struggle">><<if $EventRandom < 95>>You struggle as much as possible, but the net simply refuses to let you go!<<else>>You somehow manage to make the net give away! You fall down unto the ground, but quickly get back on your feet.
With yourself now free, you spare no time to get the hell out of there!<<set $EventOutcome to "Success">><</if>><<elseif $EventChoice is "Cut">><<if $EventRandom >= 75>>You successfully cut through the rope completely with your $WeaponPlayerWielded! You fall down unto the ground, but quickly get back on your feet.
With yourself now free, you spare no time to get the hell out of there!<<set $EventOutcome to "Success">><<else>>You attempt to cut through the rope with your $WeaponPlayerWielded, but the rope simply proves too strong!
You need to cut more and harder!<</if>><<elseif $EventChoice is "Break">><<if $EntityValues[$Player].RankedTraits.StrengthTraitLevel >= 5>>You successfully break the net with sheer force! You fall down unto the ground, but quickly get back on your feet.
With yourself now free, you spare no time to get the hell out of there!<<set $EventOutcome to "Success">><<else>>You attempt to break the net with sheer force but fail hooribly!
You're just not strong enough!<</if>><<elseif $EventChoice is "Burn">><<if $EventRandom >= 50>>You successfully burn through the rope completely! You fall down unto the ground, but quickly get back on your feet.
With yourself now free, you spare no time to get the hell out of there!<<set $EventOutcome to "Success">><<else>>You attempt to burn through the rope, but the net proves too strong!
You need to burn it more!<</if>><<else>>You continue to dangle in mid-air, the net seems fairly strong, and you doubt you could forcibly destroy it.<</if>>
<<nobr>><<if $EventOutcome != "Success">>
<<if $EventTableRuinsValendale[2].Timer <= 2>>
You can hear some commotion and snickering coming from one of the streets.
<<elseif $EventTableRuinsValendale[2].Timer == 3>>
The sounds and voices coming from one of the streets is getting closer by the second.
<<elseif $EventTableRuinsValendale[2].Timer == 4>>
The feral shriek and a goblin-like snicker can be heard as your captors have finally spotted you from a distance!
<<set $EventOutcome = "Enslaved">>
<</if>>
<</if>><</nobr>>
<<nobr>><<if $EventOutcome is "Failure">>
<<if $HoverMode is false>>
[[Struggle|202 Valendale Event - Goblin Trap Outcome][$EventChoice to "Struggle"]]
<br>[[Use force (Strength)|202 Valendale Event - Goblin Trap Outcome][$EventChoice to "Break"]]
<<if $EntityValues[$Player].WeaponEquipped.length > 0>>
<br>[[Cut the net (Weapon)|202 Valendale Event - Goblin Trap Outcome][$EventChoice to "Cut"]]
<</if>>
<<if $EntityValues[$Player].Skills.includes("Pyromancy")>>
<br>[[Burn the net (Pyromancy)|202 Valendale Event - Goblin Trap Outcome][$EventChoice to "Burn"]]
<</if>>
<<elseif $HoverMode is true>>
<<replace "#linkbar">>
[[Struggle|202 Valendale Event - Goblin Trap Outcome][$EventChoice to "Struggle"]] - [[Use force (Strength)|202 Valendale Event - Goblin Trap Outcome][$EventChoice to "Break"]]
<<if $EntityValues[$Player].WeaponEquipped.length > 0>> - [[Cut the net (Weapon)|202 Valendale Event - Goblin Trap Outcome][$EventChoice to "Cut"]]
<</if>>
<<if $EntityValues[$Player].Skills.includes("Pyromancy")>> - [[Burn the net (Pyromancy)|202 Valendale Event - Goblin Trap Outcome][$EventChoice to "Burn"]]
<</if>>
<</replace>>
<</if>>
<<elseif $EventOutcome is "Success">>
<<Home>>
<<elseif $EventOutcome is "Enslaved">>
<<if $HoverMode is false>>
[[Continue|Combat - Enslavement][$PartnerSlaver = "Goblin"]]
<<elseif $HoverMode is true>>
<<replace "#linkbar">>
[[Continue|Combat - Enslavement][$PartnerSlaver = "Goblin"]]
<</replace>>
<</if>>
<</if>>
<</nobr>><<widget EVENT_SILENTRUINS>>After having wandered the ruins for quite some time without finding anything of note. You decide that it's time to head back home.
<<RuinsExplore>><</widget>><<silently>>
<<ResetPassage "Ruins Valendale Background Pack Left" "Ruins Valendale Background Pack Right">>
<<set $AmbienceText_Random = random(5)>>
<</silently>>
!Ruins of Valendale - Wishing Well
----------------------------------------------------------
<<if $PointsTableRuinsValendale[0].Visited is false>><<set $PointsTableRuinsValendale[0].Visited to true>>Wandering around the ruins, you eventually enter what appears to be a fairly big square.
At the center of the town square, you spot a long wishing well, finely decorated with three bucket's to collect water with.
!!!@@.discoverytext;You have discovered The Wishing Well! (Point of Interest)@@
The well is not too worn down and seems to have luckily escaped the destruction, which makes it stand out noticeably.<<elseif $PointsTableRuinsValendale[0].Visited is true>>You return to the wishing well in the town square.
The well is not too worn down and seems to have luckily escaped the destruction, which makes it stand out noticeably.<</if>>
$Location_ROV_Ambience_Text[$AmbienceText_Random]
<span id="Pay_Tribute"><<click "Pay tribute to the well for luck">><<replace "#Pay_Tribute">><<set $PlayerCoins -= 1>>You flip a coin into the well and feel a little lucky!<</replace>><</click>></span>
<span id="Wash_Well"><<click "Wash yourself with the water from the well">><<replace "#Wash_Well">>You wash yourself and become pristinely clean!<</replace>><</click>></span>
<<Home>><<widget EVENT_SILENTCRATER>>After having wandered the crater for quite some time without finding anything of note. You decide that it's time to head back home.
<<CraterExplore>><</widget>><<widget EVENT_SILENTSTREETS>>After having wandered the streets for quite some time without finding anything of note. You decide that it's time to head back home.
<<StreetsExplore>><</widget>><<widget DisplayMainQuests>>
<<for $i to 0; $i lt $Quests.length; $i++>>
<<if $Quests[$i].Type == "Main">>
<<if $Quests[$i].Completed is false>>
<<if $Quests[$i].Activated is true>><br>
@@.discoverytext;Quest:@@ $Quests[$i].Name
<br>
Description: $Quests[$i].Description
<br>
Status: <<if $Quests[$i].Completed is true>>Completed<<else>>In
Progress<</if>>
<br>
Reward:
<<if $Quests[$i].Experience > 0>>$Quests[$i].Experience Exp / <</if>>
<<if $Quests[$i].Coins > 0>> $Quests[$i].Coins Coins / <</if>>
<<if $Quests[$i].Shards > 0>>$Quests[$i].Shards Shards /<</if>>
<</if>>
<</if>>
<</if>>
<</for>>
<</widget>>
<<widget DisplayExplorationQuests>>
<<CountExplorationQuests>>
<<for $i to 0; $i lt $Quests.length; $i++>>
<<if $Quests[$i].Type == "Exploration">>
<<if $Quests[$i].Completed is false>>
<<if $Quests[$i].Activated is true>><br>
@@.discoverytext;Quest:@@ $Quests[$i].Name
<br>
Description: $Quests[$i].Description
<br>
Status: <<EQStatus $i>>
<br>
Reward:
<<if $Quests[$i].Experience > 0>>$Quests[$i].Experience Exp / <</if>>
<<if $Quests[$i].Coins > 0>> $Quests[$i].Coins Coins / <</if>>
<<if $Quests[$i].Shards > 0>>$Quests[$i].Shards Shards /<</if>>
<</if>>
<</if>>
<</if>>
<</for>>
<</widget>>
<<widget DisplaySideQuests>>
<<for $i to 0; $i lt $Quests.length; $i++>>
<<if $Quests[$i].Type == "Side">>
<<if $Quests[$i].Completed is false>>
<<if $Quests[$i].Activated is true>><br>
@@.discoverytext;Quest:@@ $Quests[$i].Name
<br>
Description: $Quests[$i].Description
<br>
Status: <<if $Quests[$i].Completed is true>>Completed<<else>>In
Progress<</if>>
<br>
Reward:
<<if $Quests[$i].Experience > 0>>$Quests[$i].Experience Exp / <</if>>
<<if $Quests[$i].Coins > 0>> $Quests[$i].Coins Coins / <</if>>
<<if $Quests[$i].Shards > 0>>$Quests[$i].Shards Shards /<</if>>
<</if>>
<</if>>
<</if>>
<</for>>
<</widget>>
<<widget DisplayCompletedQuests>>
<<for $i to 0; $i lt $Quests.length; $i++>>
<<if $Quests[$i].Completed is true>><br>
@@.discoverytext;Quest:@@ $Quests[$i].Name
<br>
Description: $Quests[$i].Description
<br>
Status: <<if $Quests[$i].Completed is true>>Completed<<else>>In
Progress<</if>>
<br>
<</if>>
<</for>>
<</widget>>
<<widget StartQuests>>
<<set $ShowCompletedQuests to false>>
<<set $ShowMainQuests to true>>
<<set $ShowExplorationQuests to true>>
<<set $ShowSideQuests to true>>
<<set $Quests = [
{
ID: 0,
Name: "Explore the Plains of Westdale",
Description: "Discover every point of interest and location in the Plains of Westdale.",
Type: "Exploration",
Activated: false,
Completed: false,
VisitedCount: 0,
TotalCount: 0,
Progress: 0,
Experience: 12,
Coins: 0,
Shards: 0
},
{
ID: 1,
Name: "Explore the Dark Forest",
Description: "Discover every point of interest and location in the Dark Forest.",
Type: "Exploration",
Activated: false,
Completed: false,
VisitedCount: 0,
TotalCount: 0,
Progress: 0,
Experience: 12,
Coins: 0,
Shards: 0
},
{
ID: 2,
Name: "Explore the Ruins of Valendale",
Description: "Discover every point of interest and location in the Ruins of Valendale.",
Type: "Exploration",
Activated: false,
Completed: false,
VisitedCount: 0,
TotalCount: 0,
Progress: 0,
Experience: 12,
Coins: 0,
Shards: 0
},
{
ID: 3,
Name: "Explore the Crater of Corruption",
Description: "Discover every point of interest and location in the Crater of Corruption.",
Type: "Exploration",
Activated: false,
Completed: false,
VisitedCount: 0,
TotalCount: 0,
Progress: 0,
Experience: 12,
Coins: 0,
Shards: 0
},
{
ID: 4,
Name: "Pink Assistance",
Description: "Acquire a Pink Pearl and give it to the witch.",
Type: "Side",
Activated: false,
Completed: false,
Progress: 0,
Experience: 5,
Coins: 0,
Shards: 0
},
{
ID: 5,
Name: "Ritual Fashion",
Description: "Acquire Ritual Robes and give them to the witch.",
Type: "Side",
Activated: false,
Completed: false,
Progress: 0,
Experience: 10,
Coins: 0,
Shards: 50
},
{
ID: 6,
Name: "A Curious Ritual",
Description: "Meet the witch by the lake in the forest and perform the ritual.",
Type: "Side",
Activated: false,
Completed: false,
Progress: 0,
Experience: 15,
Coins: 0,
Shards: 150
},
{
ID: 7,
Name: "Wild Wine",
Description: "Acquire 5 Wild Berries and give them to Tracy.",
Type: "Side",
Activated: false,
Completed: false,
Progress: 0,
Experience: 10,
Coins: 150,
Shards: 0
},
{
ID: 8,
Name: "A Witch in the Forest",
Description: "Locate the witch in the forest and return to Tracy.",
Type: "Side",
Activated: false,
Completed: false,
Progress: 0,
Experience: 10,
Coins: 200,
Shards: 0
},
{
ID: 9,
Name: "Forest Picnic",
Description: "Escort Tracy to the witch in the forest.",
Type: "Side",
Activated: false,
Completed: false,
Progress: 0,
Experience: 10,
Coins: 250,
Shards: 0
},
{
ID: 10,
Name: "A New World",
Description: "Learn more about the world that you've been thrown into.",
Type: "Main",
Activated: false,
Completed: false,
Progress: 0,
Experience: 5,
Coins: 0,
Shards: 0
},
{
ID: 11,
Name: "A Way Home",
Description: "Find a way home.",
Type: "Main",
Activated: false,
Completed: false,
Progress: 0,
Experience: 0,
Coins: 0,
Shards: 0
},
{
ID: 12,
Name: "A Hell of a Wine",
Description: "Find out who's importing the wine and where you can find them.",
Type: "Main",
Activated: false,
Completed: false,
Progress: 0,
Experience: 0,
Coins: 0,
Shards: 0
},
{
ID: 13,
Name: "A Red Kiss",
Description: "Locate the Red Seductress in the Crater of Corruption.",
Type: "Main",
Activated: false,
Completed: false,
Progress: 0,
Experience: 0,
Coins: 0,
Shards: 0
},
{
ID: 14,
Name: "Terrible Locks and Great Keys",
Description: "Retrieve the Skeleton Key from The Red Seductress.",
Type: "Main",
Activated: false,
Completed: false,
Progress: 0,
Experience: 0,
Coins: 0,
Shards: 0
},
{
ID: 15,
Name: "A Sharp Price",
Description: "Purchase the information about the importer of the wine from Zako.",
Type: "Main",
Activated: false,
Completed: false,
Progress: 0,
Experience: 0,
Coins: 0,
Shards: 0
},
{
ID: 16,
Name: "The Slated Gate of Hellfire",
Description: "Find out how to open the gate in the crater.",
Type: "Main",
Activated: false,
Completed: false,
Progress: 0,
Experience: 0,
Coins: 0,
Shards: 0
},
{
ID: 17,
Name: "Novice Nights",
Description: "Help Halden by giving him a flask with a corrupted soul.",
Type: "Side",
Activated: false,
Completed: false,
Progress: 0,
Experience: 0,
Coins: 0,
Shards: 0
},
{
ID: 18,
Name: "Bite Me",
Description: "Meet Halden in the Slums outside the city during the Night.",
Type: "Side",
Activated: false,
Completed: false,
Progress: 0,
Experience: 0,
Coins: 0,
Shards: 0
},
{
ID: 19,
Name: "Vampire's Kiss",
Description: "Survive.",
Type: "Side",
Activated: false,
Completed: false,
Progress: 0,
Experience: 0,
Coins: 0,
Shards: 0
},
{
ID: 20,
Name: "Blood & Lust",
Description: "Learn more about the Silverblacks.",
Type: "Side",
Activated: false,
Completed: false,
Progress: 0,
Experience: 0,
Coins: 0,
Shards: 0
}
]>>
<</widget>><<widget CompleteQuest>>
<<for $i to 0; $i lt $Quests.length; $i++>>
<<if $Quests[$i].Completed is true>>
<<if $Quests[$i].Activated is true>>
<<set $Quests[$i].Activated to false>>
<<set $Exp += $Quests[$i].Experience>>
<<set $PlayerCoins += $Quests[$i].Coins>>
<<set $PlayerShards += $Quests[$i].Shards>>
@@.discoverytext;You have completed the Quest "$Quests[$i].Name"!@@
<br>
<br>
<<if $Quests[$i].Experience > 0 or $Quests[$i].Shards > 0 or $Quests[$i].Coins > 0>>@@.boldtext;You have gained <</if>>
<<if $Quests[$i].Experience > 0>>@@.experiencetext;$Quests[$i].Experience@@ Exp<<if $Quests[$i].Coins > 0 and $Quests[$i].Shards > 0>>, @@.cointext;$Quests[$i].Coins@@ Coins and @@.shardtext;$Quests[$i].Shards@@ Shards<<elseif $Quests[$i].Coins > 0>> and @@.cointext;$Quests[$i].Coins@@ Coins!<<elseif $Quests[$i].Shards > 0>> and @@.shardtext;$Quests[$i].Shards@@ Shards<</if>>
<<elseif $Quests[$i].Coins > 0>>@@.cointext;$Quests[$i].Coins@@ Coins<<if $Quests[$i].Shards > 0>> and @@.shardtext;$Quests[$i].Shards@@ Shards<</if>>
<<elseif $Quests[$i].Shards > 0>>@@.shardtext;$Quests[$i].Shards@@ Shards<</if>>
<</if>>
<</if>>
<</for>>
<</widget>><<widget StartEntityValues>>
<<set $NPC_Is_Greeting to false>>
<<set $EntityValues = [
{
ID: 0,
Name: "Player",
FirstName: "Happy",
SurName: "Tester",
Title: "The Chosen One",
Race: "Human",
Gender: "Male",
DefaultBanner: "No Image",
CombatBanner: "No Image",
EnslavedBanner: "No Image",
NudeBanner: "No Image",
GreetingBanner: "No Image",
DisgustedBanner: "No Image",
IsPerson: true,
IsPlayer: true,
IsEnslaved: false,
IsCompanion: false,
IsRomanced: false,
IsGiftable: false,
WeaponEquipped: [],
WeaponsInventory: [],
WearablesEquipped: [],
WearablesInventory: [],
Decency: 50,
SocialClass: "",
HasChestCovered: false,
HasCrotchCovered: false,
ConsumablesInventory: [],
Location: "The Cave",
Status: "Independent",
Statistics: {},
Reputation: [],
Traits: [],
RankedTraits: {},
Skills: [],
RankedSkills: {},
Body: {},
Modifiers: []
},
{
ID: 1,
Name: "Tracy",
FirstName: "Tracy",
SurName: "Brackenholme",
Title: "Tavern Owner",
Race: "High Elf",
Gender: "Female",
DefaultBanner: "<<display 'Tracy Default Banner'>>",
CombatBanner: "<<display 'Tracy Combat Banner'>>",
EnslavedBanner: "<<display 'Tracy Enslaved Banner'>>",
NudeBanner: "<<display 'Tracy Nude Banner'>>",
GreetingBanner: "<<display 'Tracy Greeting Banner'>>",
DisgustedBanner: "<<display 'Tracy Disgust Banner'>>",
IsPerson: true,
IsPlayer: false,
IsEnslaved: false,
IsCompanion: false,
IsRomanced: false,
IsGiftable: true,
WeaponEquipped: [],
WeaponsInventory: [],
WearablesEquipped: [],
WearablesInventory: [],
Decency: 50,
SocialClass: "",
HasChestCovered: false,
HasCrotchCovered: false,
ConsumablesInventory: [],
Location: "High Tavern",
Status: "Independent",
Traits: [],
RankedTraits: {},
Skills: [],
RankedSkills: {},
Body: {},
Modifiers: []
},
{
ID: 2,
Name: "The Witch",
FirstName: "The Witch",
SurName: "",
Title: "Hag",
Race: "Succubus",
Gender: "Female",
DefaultBanner: "<<display 'Witch Default Banner Image'>>",
CombatBanner: "No Image",
EnslavedBanner: "No Image",
NudeBanner: "No Image",
GreetingBanner: "No Image",
DisgustedBanner: "No Image",
IsPerson: true,
IsPlayer: false,
IsEnslaved: false,
IsCompanion: false,
IsRomanced: false,
IsGiftable: true,
WeaponEquipped: [],
WeaponsInventory: [],
WearablesEquipped: [],
WearablesInventory: [],
Decency: 50,
SocialClass: "",
HasChestCovered: false,
HasCrotchCovered: false,
ConsumablesInventory: [],
Location: "Witch Shack",
Status: "Independent",
Traits: [],
RankedTraits: {},
Skills: [],
RankedSkills: {},
Body: {},
Modifiers: []
},
{
ID: 3,
Name: "Lisa",
FirstName: "Lisa",
SurName: "Silverblack",
Title: "Noble Cum Connoisseur",
Race: "Human",
Gender: "Female",
DefaultBanner: "<<display 'Lisa Default Banner'>>",
CombatBanner: "<<display 'Lisa Combat Banner'>>",
EnslavedBanner: "<<display 'Lisa Enslaved Banner'>>",
NudeBanner: "<<display 'Lisa Nude Banner'>>",
GreetingBanner: "<<display 'Lisa Greeting Banner'>>",
DisgustedBanner: "<<display 'Lisa Disgust Banner'>>",
IsPerson: true,
IsPlayer: false,
IsEnslaved: false,
IsCompanion: false,
IsRomanced: false,
IsGiftable: true,
WeaponEquipped: [],
WeaponsInventory: [],
WearablesEquipped: [],
WearablesInventory: [],
Decency: 50,
SocialClass: "",
HasChestCovered: false,
HasCrotchCovered: false,
ConsumablesInventory: [],
Location: "High Tavern",
Status: "Independent",
Traits: [],
RankedTraits: {},
Skills: [],
RankedSkills: {},
Body: {},
Modifiers: []
},
{
ID: 4,
Name: "Leonard",
FirstName: "Leonard",
SurName: "von Vardo",
Title: "Noble Slavemaster",
Race: "Human",
Gender: "Male",
DefaultBanner: "<<display 'Leonard Default Banner'>>",
CombatBanner: "<<display 'Leonard Default Banner'>>",
EnslavedBanner: "<<display 'Leonard Default Banner'>>",
NudeBanner: "<<display 'Leonard Default Banner'>>",
GreetingBanner: "<<display 'Leonard Default Banner'>>",
DisgustedBanner: "<<display 'Leonard Default Banner'>>",
IsPerson: true,
IsPlayer: false,
IsEnslaved: false,
IsCompanion: false,
IsRomanced: false,
IsGiftable: true,
WeaponEquipped: [],
WeaponsInventory: [],
WearablesEquipped: [],
WearablesInventory: [],
Decency: 50,
SocialClass: "",
HasChestCovered: false,
HasCrotchCovered: false,
ConsumablesInventory: [],
Location: "High Tavern",
Status: "Independent",
Traits: [],
RankedTraits: {},
Skills: [],
RankedSkills: {},
Body: {},
Modifiers: []
},
{
ID: 5,
Name: "Zako",
FirstName: "Zako",
SurName: "the Shroud",
Title: "Mysterious Dealer",
Race: "Satyr",
Gender: "Male",
DefaultBanner: "<<display 'Zako Default Banner'>>",
CombatBanner: "<<display 'Zako Default Banner'>>",
EnslavedBanner: "<<display 'Zako Default Banner'>>",
NudeBanner: "<<display 'Zako Default Banner'>>",
GreetingBanner: "<<display 'Zako Default Banner'>>",
DisgustedBanner: "<<display 'Zako Default Banner'>>",
IsPerson: true,
IsPlayer: false,
IsEnslaved: false,
IsCompanion: false,
IsRomanced: false,
IsGiftable: true,
WeaponEquipped: [],
WeaponsInventory: [],
WearablesEquipped: [],
WearablesInventory: [],
Decency: 50,
SocialClass: "",
HasChestCovered: false,
HasCrotchCovered: false,
ConsumablesInventory: [],
Location: "High Tavern",
Status: "Independent",
Traits: [],
RankedTraits: {},
Skills: [],
RankedSkills: {},
Body: {},
Modifiers: []
},
{
ID: 6,
Name: "Felicia",
FirstName: "Felicia",
SurName: "Walker",
Title: "Feet Dominatrix",
Race: "Human",
Gender: "Female",
DefaultBanner: "<<display 'Felicia Default Banner'>>",
CombatBanner: "<<display 'Felicia Default Banner'>>",
EnslavedBanner: "<<display 'Felicia Default Banner'>>",
NudeBanner: "<<display 'Felicia Default Banner'>>",
GreetingBanner: "<<display 'Felicia Default Banner'>>",
DisgustedBanner: "<<display 'Felicia Default Banner'>>",
IsPerson: true,
IsPlayer: false,
IsEnslaved: false,
IsCompanion: false,
IsRomanced: false,
IsGiftable: true,
WeaponEquipped: [],
WeaponsInventory: [],
WearablesEquipped: [],
WearablesInventory: [],
Decency: 50,
SocialClass: "",
HasChestCovered: false,
HasCrotchCovered: false,
ConsumablesInventory: [],
Location: "Felicia's Footwear",
Status: "Independent",
Traits: [],
RankedTraits: {},
Skills: [],
RankedSkills: {},
Body: {},
Modifiers: []
},
{
ID: 7,
Name: "Arnold",
FirstName: "Arnold",
SurName: "Alderman",
Title: "Blacksmith",
Race: "Human",
Gender: "Male",
DefaultBanner: "<<display 'Arnold Default Banner'>>",
CombatBanner: "<<display 'Arnold Default Banner'>>",
EnslavedBanner: "<<display 'Arnold Default Banner'>>",
NudeBanner: "<<display 'Arnold Default Banner'>>",
GreetingBanner: "<<display 'Arnold Default Banner'>>",
DisgustedBanner: "<<display 'Arnold Default Banner'>>",
IsPerson: true,
IsPlayer: false,
IsEnslaved: false,
IsCompanion: false,
IsRomanced: false,
IsGiftable: true,
WeaponEquipped: [],
WeaponsInventory: [],
WearablesEquipped: [],
WearablesInventory: [],
Decency: 50,
SocialClass: "",
HasChestCovered: false,
HasCrotchCovered: false,
ConsumablesInventory: [],
Location: "Minoran Blacksmith",
Status: "Independent",
Traits: [],
RankedTraits: {},
Skills: [],
RankedSkills: {},
Body: {},
Modifiers: []
},
{
ID: 8,
Name: "Candice",
FirstName: "Candice",
SurName: "von Vardo",
Title: "Noble Slave Mistress",
Race: "Human",
Gender: "Female",
DefaultBanner: "<<display 'Candice Default Banner'>>",
CombatBanner: "<<display 'Candice Default Banner'>>",
EnslavedBanner: "<<display 'Candice Default Banner'>>",
NudeBanner: "<<display 'Candice Default Banner'>>",
GreetingBanner: "<<display 'Candice Default Banner'>>",
DisgustedBanner: "<<display 'Candice Default Banner'>>",
IsPerson: true,
IsPlayer: false,
IsEnslaved: false,
IsCompanion: false,
IsRomanced: false,
IsGiftable: true,
WeaponEquipped: [],
WeaponsInventory: [],
WearablesEquipped: [],
WearablesInventory: [],
Decency: 50,
SocialClass: "",
HasChestCovered: false,
HasCrotchCovered: false,
ConsumablesInventory: [],
Location: "Silverwhite Square",
Status: "Independent",
Traits: [],
RankedTraits: {},
Skills: [],
RankedSkills: {},
Body: {},
Modifiers: []
},
{
ID: 9,
Name: "Halden",
FirstName: "Halden",
SurName: "Hammersmith",
Title: "Vampire Hunter",
Race: "Human",
Gender: "Male",
DefaultBanner: "<<display 'Halden Default Banner'>>",
CombatBanner: "<<display 'Halden Default Banner'>>",
EnslavedBanner: "<<display 'Halden Default Banner'>>",
NudeBanner: "<<display 'Halden Default Banner'>>",
GreetingBanner: "<<display 'Halden Default Banner'>>",
DisgustedBanner: "<<display 'Halden Default Banner'>>",
IsPerson: true,
IsPlayer: false,
IsEnslaved: false,
IsCompanion: false,
IsRomanced: false,
IsGiftable: true,
WeaponEquipped: [],
WeaponsInventory: [],
WearablesEquipped: [],
WearablesInventory: [],
Decency: 50,
SocialClass: "",
HasChestCovered: false,
HasCrotchCovered: false,
ConsumablesInventory: [],
Location: "Westhall Square",
Status: "Independent",
Traits: [],
RankedTraits: {},
Skills: [],
RankedSkills: {},
Body: {},
Modifiers: []
},
{
ID: 10,
Name: "Velindra",
FirstName: "The Red Seductress",
SurName: "",
Title: "The Red Seductress",
Race: "Elder Succubus",
Gender: "Female",
DefaultBanner: "<<display 'Velindra Default Banner'>>",
CombatBanner: "<<display 'Velindra Default Banner'>>",
EnslavedBanner: "<<display 'Velindra Default Banner'>>",
NudeBanner: "<<display 'Velindra Default Banner'>>",
GreetingBanner: "<<display 'Velindra Default Banner'>>",
DisgustedBanner: "<<display 'Velindra Default Banner'>>",
IsPerson: true,
IsPlayer: false,
IsEnslaved: false,
IsCompanion: false,
IsRomanced: false,
IsGiftable: true,
WeaponEquipped: [],
WeaponsInventory: [],
WearablesEquipped: [],
WearablesInventory: [],
Decency: 50,
SocialClass: "",
HasChestCovered: false,
HasCrotchCovered: false,
ConsumablesInventory: [],
Location: "Roaring Rift",
Status: "Independent",
Traits: [],
RankedTraits: {},
Skills: [],
RankedSkills: {},
Body: {},
Modifiers: []
}
]>>
<<StartNPCValues>>
<</widget>>
<<widget StartNPCValues>>
<<for $i to 0; $i lt $EntityValues.length; $i++>>
<<if $EntityValues[$i].IsPlayer is false>>
<<set $EntityValues[$i].AffectionToPlayer = 0>>
<<set $EntityValues[$i].Obedience = 6>>
<<set $EntityValues[$i].Condition = 6>>
<<set $EntityValues[$i].Mentality = 6>>
<<set $EntityValues[$i].Value = 0>>
<</if>>
<</for>>
<</widget>>
<<widget StartStoryValues>>
<<set $StoryExposedNadora to false>>
<<set $StoryVisitedWitch to false>>
<<set $StoryNadoraHasMagic to true>>
<<set $StoryAcquiredWaitressJob to false>>
<<set $StoryVisitedHighTavern to false>>
<<set $StoryRentedRoomUnlocked to false>>
<<set $StoryHexRoomUnlocked to false>>
<<set $StoryStartingEquipment to false>>
<<set $StoryTracyWineTalk to false>>
<<set $StoryARedMeeting to false>>
<<set $StoryVisitedRoaringRift to false>>
<<set $StorySoulPledgedToVelindra to false>>
<<set $AllPearlsActivated to false>>
<<set $SkeletonKeyUsed to false>>
<<set $StoryDemonicAltarsKalareen to false>>
<<set $StoryDemonicAltarsTolareen to false>>
<<set $StoryDemonicAltarsBanoreen to false>>
<<set $StoryDemonicAltarsVanoreen to true>>
<<set $Room03RentalDebt = 0>>
<<set $Room03UnpaidNights = 0>>
<</widget>><<widget Greetings>>
<<set $Speaker = $args[0]>>
<<for $GreetCount to 0; $GreetCount lt $Greetings.length; $GreetCount++>>
<<if $NPC_Is_Greeting is true>>
<<replace "#character-bar">>$EntityValues[$Speaker].GreetingBanner<</replace>>
<<set $GreetingsRandom = random(100)>>
<<if $GreetingsRandom <= $Greetings[$GreetCount].Rate>>
<<if $Greetings[$GreetCount].Speaker == $CurrentSocial or $Greetings[$GreetCount].Speaker == "All">>
<<set $GreetLog = $Greetings[$GreetCount].ID>>
<<set $NPC_Is_Greeting to false>>
<<if $EntityValues[$Speaker].Status == "Independent">>
<<set $NPCTalk = $Greetings[$GreetCount].Independent>>
<<elseif $EntityValues[$Speaker].Status == "Recruited">>
<<set $NPCTalk = $Greetings[$GreetCount].Recruited>>
<<elseif $EntityValues[$Speaker].Status == "Enslaved">>
<<set $NPCTalk = $Greetings[$GreetCount].Enslaved>>
<<elseif $EntityValues[$Speaker].Status == "Romanced">>
<<set $NPCTalk = $Greetings[$GreetCount].Romanced>>
<<elseif $EntityValues[$Speaker].Status == "Insulted">>
<<set $NPCTalk = $Greetings[$GreetCount].Insulted>>
<<elseif $EntityValues[$Speaker].Status == "Trained">>
<<set $NPCTalk = $Greetings[$GreetCount].Trained>>
<</if>>
<</if>>
<</if>>
<</if>>
<</for>>
<</widget>>
<<widget SocialDebugPanel>>
<<if $DebugMode is true>>
!Debug
-------------------------------------
Options (Only for Debugging, i swear!)
(Sex): [[Have your way with her...|Social - Sex]]
(Stats): [[Print all NPC stats|Print NPC Stats]]
NPC_Is_Greeting : $NPC_Is_Greeting
GreetingsRandom : $GreetingsRandom
GreetCount : $GreetCount
GreetLog : $GreetLog
GiftingOpenerLog : $GiftingOpenerLog
<</if>>
<</widget>>
<<widget SocialExamineDebugPanel>>
<<if $DebugMode is true>>
!Debug
-------------------------------------
<<PrintPrimary $ExaminedSocial>>
<<PrintStats $ExaminedSocial>>
<<PrintAnatomy $ExaminedSocial>>
<</if>>
<</widget>><<widget StartMainSocial>>
<<set $MainSocial = [
{
ID: 0,
Speaker: "Tracy",
Textline: "Lovely weather today?",
Type: "Smalltalk",
Rate: 25
},
{
ID: 1,
Speaker: "Tracy",
Textline: "Uhh could you repeat that?",
Type: "Smalltalk",
Rate: 25
},
{
ID: 2,
Speaker: "Tracy",
Textline: "Ah! Now i see! That makes sense!",
Type: "Smalltalk",
Rate: 101
},
{
ID: 3,
Speaker: "Tracy",
Textline: "I don't really feel like living in a cave... sorry.",
Type: "Generic",
Rate: 25
},
ID: 0,
Speaker: "Witch",
Textline: "Ahh... Young one, I be the witch of the woods, or so i am known as.",
Type: "Generic",
Rate: 25
}
]>>
<</widget>>
<<widget SocialInteraction>>
<<if $CurrentSocial != "The Witch">>
<<if $EntityValues[$Speaker].Status != "Trained" or $EntityValues[$Speaker].Status != "Enslaved">>
<br>
<br>
(Gift): [[I've got something for you.|Social - Gifting][$HasGifted to false]]
<br>
<br>
<<else>>
<br>
<br>
(Use): [[Use something on $CurrentSocial|Social - Gifting][$HasGifted to false]]
<br>
<br>
<</if>>
<<if $EntityValues[$Speaker].Status == "Trained" or $EntityValues[$Speaker].Status == "Enslaved">>
(Sex): [[Have your way with them...|Social - Sex]]
<br>
<br>
<<elseif $EntityValues[$Speaker].Status == "Romanced">>
(Sex): [[Let's find some place more private...|Social - Sex]]
<br>
<br>
<</if>>
<<if $EntityValues[$Speaker].Status != "Trained" or $EntityValues[$Speaker].Status != "Enslaved" or $EntityValues[$Speaker].Status != "Recruited">>
(Recruit):
<<if $EntityValues[$Speaker].AffectionToPlayer < 500>>
What do you say about you and me? Travelling the world together (Requires +500 Affection)
<br>
<br>
<<elseif $EntityValues[$Speaker].AffectionToPlayer >= 500>>
[[What do you say about you and me? Travelling the world together?|Social - Recruitment]]
<br>
<br>
<</if>>
<</if>>
<<if $EntityValues[$Speaker].Status != "Trained" or $EntityValues[$Speaker].Status != "Enslaved" or $EntityValues[$Speaker].Status != "Romanced">>
(Romance):
<<if $EntityValues[$Speaker].AffectionToPlayer < 1000>>
I have something to confess to you... - Requires +1000 Affection.
<br>
<br>
<<elseif $EntityValues[$Speaker].AffectionToPlayer >= 1000>>
[[I have something to confess to you...|Social - Recruitment]]
<br>
<br>
<</if>>
<</if>>
<<if $EntityValues[$Speaker].Status == "Independent">>
(Enslave):
<<if $EntityValues[$Speaker].AffectionToPlayer < 500>>
I want to show you something... (Requires +500 Affection)
<<elseif $EntityValues[$Speaker].AffectionToPlayer >= 500>>
<<if $CurrentSocial == "Tracy">>
[[I want to show you something...|Story Event - Enslaving Tracy]]
<<else>>
[[I want to show you something...|Social - Enslavement]]
<</if>>
<</if>>
<</if>>
<<if $EntityValues[$Speaker].Status != "Trained" or $EntityValues[$Speaker].Status != "Enslaved">>
<<if $CurrentSocial == "Tracy">>
<<if $StoryAcquiredWaitressJob is false>>
<br>
<br>
(Work): [[I'm looking for some work.|Story Event - High Tavern Work]]
<</if>>
<</if>>
<</if>>
<</if>>
<</widget>><<widget DisplayPlayerTraits>>
<<UpdateTraits $Player>>
<<for _t to 0; _t lt $EntityValues.length; _t++>>
<<if $EntityValues[_t].IsPlayer is true>>
<<set $Stored_EntityTraits = $EntityValues[$Player].Traits>>
<</if>>
<</for>>
<<for _k to 0; _k lt $Stored_EntityTraits.length; _k++>>
@@.lightbluetext;$Stored_EntityTraits[_k]@@<<set _n = _k + 1>><<if _n < $Stored_EntityTraits.length>>, <<elseif _n == $Stored_EntityTraits.length>>.<</if>><</for>>
<</widget>>
<<widget DisplayTraits>>
<<set $EntityID = $args[0]>>
<<UpdateTraits $EntityID>>
<<set $EntityTraits = $EntityValues[$EntityID].Traits>>
<<for $DTrait to 0; $DTrait lt $EntityTraits.length; $DTrait++>>
@@.lightbluetext;$EntityTraits[$DTrait]@@<<set _n = $DTrait + 1>><<if _n < $EntityTraits.length>>, <<elseif _n == $EntityTraits.length>>.<</if>><</for>>
<</widget>>
<<widget DisplaySkills>>
<<set $EntityID = $args[0]>>
/*<<UpdateSkills $EntityID>>*/
<<set $EntitySkills = $EntityValues[$EntityID].Skills>>
<<for $DSkill to 0; $DSkill lt $EntityTraits.length; $DSkill++>>
@@.lightbluetext;$EntitySkills[$DSkill]@@<<set _n = $DSkill + 1>><<if _n < $EntitySkills.length>>, <<elseif _n == $EntitySkills.length>>.<</if>><</for>>
<</widget>>
<<widget DisplayPlayerSkills>>
<<for _s to 0; _s lt $EntityValues.length; _s++>>
<<if $EntityValues[_s].IsPlayer is true>>
<<set $Stored_EntitySkills = $EntityValues[_s].Skills>>
<</if>>
<</for>>
<<for _k to 0; _k lt $Stored_EntitySkills.length; _k++>>
<<if $Stored_EntitySkills[_k] != "None">>
@@.lightbluetext;$Stored_EntitySkills[_k]@@<<set _n = _k + 1>><<if _n < $Stored_EntitySkills.length>>, <<elseif _n == $Stored_EntitySkills.length>>.<</if>><</if>><</for>>
<</widget>>/*Alter Trait Example <<AlterTrait $Player "Strength" "Increase" "High">>*/
<<widget AlterTrait>>
<<for $i to 0; $i lt $EntityValues.length; $i++>>
<<if $EntityValues[$i].ID == $args[0]>>
<<if $args[1] == "Strength">>
<<set $Increase_HighLimit = 6>>
<<set $Increase_LowLimit = 5>>
<<set $Decrease_HighLimit = 0>>
<<set $Decrease_LowLimit = 1>>
<<set $Stored_TraitFamily = $args[1]>>
<<set $Stored_TraitLevel = $EntityValues[$i].RankedTraits.StrengthTraitLevel>>
<<set $Stored_PreviousTrait = $StrengthTrait[$Stored_TraitLevel]>>
<<set $Stored_IncreaseTrait = $StrengthTrait[$Stored_TraitLevel + 1]>>
<<set $Stored_DecreaseTrait = $StrengthTrait[$Stored_TraitLevel - 1]>>
<<if $args[2] == "Increase">>
<<set $EntityValues[$i].Traits.delete($StrengthTrait[$EntityValues[$i].RankedTraits.StrengthTraitLevel])>>
<<if $args[3] == "High">>
<<if $EntityValues[$i].RankedTraits.StrengthTraitLevel < $Increase_HighLimit>>
<<set $EntityValues[$i].RankedTraits.StrengthTraitLevel += 1>>
<</if>>
<<elseif $args[3] == "Low">>
<<if $EntityValues[$i].RankedTraits.StrengthTraitLevel < $Increase_LowLimit>>
<<set $EntityValues[$i].RankedTraits.StrengthTraitLevel += 1>>
<</if>>
<</if>>
<<set $EntityValues[$i].Traits.pushUnique($StrengthTrait[$EntityValues[$i].RankedTraits.StrengthTraitLevel])>>
<<elseif $args[2] == "Decrease">>
<<set $EntityValues[$i].Traits.delete($StrengthTrait[$EntityValues[$i].RankedTraits.StrengthTraitLevel])>>
<<if $args[3] == "High">>
<<if $EntityValues[$i].RankedTraits.StrengthTraitLevel > $Decrease_HighLimit>>
<<set $EntityValues[$i].RankedTraits.StrengthTraitLevel -= 1>>
<</if>>
<<elseif $args[3] == "Low">>
<<if $EntityValues[$i].RankedTraits.StrengthTraitLevel > $Decrease_LowLimit>>
<<set $EntityValues[$i].RankedTraits.StrengthTraitLevel -= 1>>
<</if>>
<</if>>
<<set $EntityValues[$i].Traits.pushUnique($StrengthTrait[$EntityValues[$i].RankedTraits.StrengthTraitLevel])>>
<</if>>
<<elseif $args[1] == "Dexterity">>
<<set $Increase_HighLimit = 6>>
<<set $Increase_LowLimit = 5>>
<<set $Decrease_HighLimit = 0>>
<<set $Decrease_LowLimit = 1>>
<<set $Stored_TraitFamily = $args[1]>>
<<set $Stored_TraitLevel = $EntityValues[$i].RankedTraits.DexterityTraitLevel>>
<<set $Stored_PreviousTrait = $DexterityTrait[$Stored_TraitLevel]>>
<<set $Stored_IncreaseTrait = $DexterityTrait[$Stored_TraitLevel + 1]>>
<<set $Stored_DecreaseTrait = $DexterityTrait[$Stored_TraitLevel - 1]>>
<<if $args[2] == "Increase">>
<<set $EntityValues[$i].Traits.delete($DexterityTrait[$EntityValues[$i].RankedTraits.DexterityTraitLevel])>>
<<if $args[3] == "High">>
<<if $EntityValues[$i].RankedTraits.DexterityTraitLevel < $Increase_HighLimit>>
<<set $EntityValues[$i].RankedTraits.DexterityTraitLevel += 1>>
<</if>>
<<elseif $args[3] == "Low">>
<<if $EntityValues[$i].RankedTraits.DexterityTraitLevel < $Increase_LowLimit>>
<<set $EntityValues[$i].RankedTraits.DexterityTraitLevel += 1>>
<</if>>
<</if>>
<<set $EntityValues[$i].Traits.pushUnique($DexterityTrait[$EntityValues[$i].RankedTraits.DexterityTraitLevel])>>
<<elseif $args[2] == "Decrease">>
<<set $EntityValues[$i].Traits.delete($DexterityTrait[$EntityValues[$i].RankedTraits.DexterityTraitLevel])>>
<<if $args[3] == "High">>
<<if $EntityValues[$i].RankedTraits.DexterityTraitLevel > $Decrease_HighLimit>>
<<set $EntityValues[$i].RankedTraits.DexterityTraitLevel -= 1>>
<</if>>
<<elseif $args[3] == "Low">>
<<if $EntityValues[$i].RankedTraits.DexterityTraitLevel > $Decrease_LowLimit>>
<<set $EntityValues[$i].RankedTraits.DexterityTraitLevel -= 1>>
<</if>>
<</if>>
<<set $EntityValues[$i].Traits.pushUnique($DexterityTrait[$EntityValues[$i].RankedTraits.DexterityTraitLevel])>>
<</if>>
<<elseif $args[1] == "Intelligence">>
<<set $Increase_HighLimit = 6>>
<<set $Increase_LowLimit = 5>>
<<set $Decrease_HighLimit = 0>>
<<set $Decrease_LowLimit = 1>>
<<set $Stored_TraitFamily = $args[1]>>
<<set $Stored_TraitLevel = $EntityValues[$i].RankedTraits.IntelligenceTraitLevel>>
<<set $Stored_PreviousTrait = $IntelligenceTrait[$Stored_TraitLevel]>>
<<set $Stored_IncreaseTrait = $IntelligenceTrait[$Stored_TraitLevel + 1]>>
<<set $Stored_DecreaseTrait = $IntelligenceTrait[$Stored_TraitLevel - 1]>>
<<if $args[2] == "Increase">>
<<set $EntityValues[$i].Traits.delete($IntelligenceTrait[$EntityValues[$i].RankedTraits.IntelligenceTraitLevel])>>
<<if $args[3] == "High">>
<<if $EntityValues[$i].RankedTraits.IntelligenceTraitLevel < $Increase_HighLimit>>
<<set $EntityValues[$i].RankedTraits.IntelligenceTraitLevel += 1>>
<</if>>
<<elseif $args[3] == "Low">>
<<if $EntityValues[$i].RankedTraits.IntelligenceTraitLevel < $Increase_LowLimit>>
<<set $EntityValues[$i].RankedTraits.IntelligenceTraitLevel += 1>>
<</if>>
<</if>>
<<set $EntityValues[$i].Traits.pushUnique($IntelligenceTrait[$EntityValues[$i].RankedTraits.IntelligenceTraitLevel])>>
<<elseif $args[2] == "Decrease">>
<<set $EntityValues[$i].Traits.delete($IntelligenceTrait[$EntityValues[$i].RankedTraits.IntelligenceTraitLevel])>>
<<if $args[3] == "High">>
<<if $EntityValues[$i].RankedTraits.IntelligenceTraitLevel > $Decrease_HighLimit>>
<<set $EntityValues[$i].RankedTraits.IntelligenceTraitLevel -= 1>>
<</if>>
<<elseif $args[3] == "Low">>
<<if $EntityValues[$i].RankedTraits.IntelligenceTraitLevel > $Decrease_LowLimit>>
<<set $EntityValues[$i].RankedTraits.IntelligenceTraitLevel -= 1>>
<</if>>
<</if>>
<<set $EntityValues[$i].Traits.pushUnique($IntelligenceTrait[$EntityValues[$i].RankedTraits.IntelligenceTraitLevel])>>
<</if>>
<<elseif $args[1] == "Charisma">>
<<set $Increase_HighLimit = 6>>
<<set $Increase_LowLimit = 5>>
<<set $Decrease_HighLimit = 0>>
<<set $Decrease_LowLimit = 1>>
<<set $Stored_TraitFamily = $args[1]>>
<<set $Stored_TraitLevel = $EntityValues[$i].RankedTraits.CharismaTraitLevel>>
<<set $Stored_PreviousTrait = $CharismaTrait[$Stored_TraitLevel]>>
<<set $Stored_IncreaseTrait = $CharismaTrait[$Stored_TraitLevel + 1]>>
<<set $Stored_DecreaseTrait = $CharismaTrait[$Stored_TraitLevel - 1]>>
<<if $args[2] == "Increase">>
<<set $EntityValues[$i].Traits.delete($CharismaTrait[$EntityValues[$i].RankedTraits.CharismaTraitLevel])>>
<<if $args[3] == "High">>
<<if $EntityValues[$i].RankedTraits.CharismaTraitLevel < $Increase_HighLimit>>
<<set $EntityValues[$i].RankedTraits.CharismaTraitLevel += 1>>
<</if>>
<<elseif $args[3] == "Low">>
<<if $EntityValues[$i].RankedTraits.CharismaTraitLevel < $Increase_LowLimit>>
<<set $EntityValues[$i].RankedTraits.CharismaTraitLevel += 1>>
<</if>>
<</if>>
<<set $EntityValues[$i].Traits.pushUnique($CharismaTrait[$EntityValues[$i].RankedTraits.CharismaTraitLevel])>>
<<elseif $args[2] == "Decrease">>
<<set $EntityValues[$i].Traits.delete($CharismaTrait[$EntityValues[$i].RankedTraits.CharismaTraitLevel])>>
<<if $args[3] == "High">>
<<if $EntityValues[$i].RankedTraits.CharismaTraitLevel > $Decrease_HighLimit>>
<<set $EntityValues[$i].RankedTraits.CharismaTraitLevel -= 1>>
<</if>>
<<elseif $args[3] == "Low">>
<<if $EntityValues[$i].RankedTraits.CharismaTraitLevel > $Decrease_LowLimit>>
<<set $EntityValues[$i].RankedTraits.CharismaTraitLevel -= 1>>
<</if>>
<</if>>
<<set $EntityValues[$i].Traits.pushUnique($CharismaTrait[$EntityValues[$i].RankedTraits.CharismaTraitLevel])>>
<</if>>
<<elseif $args[1] == "Willpower">>
<<set $Increase_HighLimit = 6>>
<<set $Increase_LowLimit = 5>>
<<set $Decrease_HighLimit = 0>>
<<set $Decrease_LowLimit = 1>>
<<set $Stored_TraitFamily = $args[1]>>
<<set $Stored_TraitLevel = $EntityValues[$i].RankedTraits.WillpowerTraitLevel>>
<<set $Stored_PreviousTrait = $WillpowerTrait[$Stored_TraitLevel]>>
<<set $Stored_IncreaseTrait = $WillpowerTrait[$Stored_TraitLevel + 1]>>
<<set $Stored_DecreaseTrait = $WillpowerTrait[$Stored_TraitLevel - 1]>>
<<if $args[2] == "Increase">>
<<set $EntityValues[$i].Traits.delete($WillpowerTrait[$EntityValues[$i].RankedTraits.WillpowerTraitLevel])>>
<<if $args[3] == "High">>
<<if $EntityValues[$i].RankedTraits.WillpowerTraitLevel < $Increase_HighLimit>>
<<set $EntityValues[$i].RankedTraits.WillpowerTraitLevel += 1>>
<</if>>
<<elseif $args[3] == "Low">>
<<if $EntityValues[$i].RankedTraits.WillpowerTraitLevel < $Increase_LowLimit>>
<<set $EntityValues[$i].RankedTraits.WillpowerTraitLevel += 1>>
<</if>>
<</if>>
<<set $EntityValues[$i].Traits.pushUnique($WillpowerTrait[$EntityValues[$i].RankedTraits.WillpowerTraitLevel])>>
<<elseif $args[2] == "Decrease">>
<<set $EntityValues[$i].Traits.delete($WillpowerTrait[$EntityValues[$i].RankedTraits.WillpowerTraitLevel])>>
<<if $args[3] == "High">>
<<if $EntityValues[$i].RankedTraits.WillpowerTraitLevel > $Decrease_HighLimit>>
<<set $EntityValues[$i].RankedTraits.WillpowerTraitLevel -= 1>>
<</if>>
<<elseif $args[3] == "Low">>
<<if $EntityValues[$i].RankedTraits.WillpowerTraitLevel > $Decrease_LowLimit>>
<<set $EntityValues[$i].RankedTraits.WillpowerTraitLevel -= 1>>
<</if>>
<</if>>
<<set $EntityValues[$i].Traits.pushUnique($WillpowerTrait[$EntityValues[$i].RankedTraits.WillpowerTraitLevel])>>
<</if>>
<<elseif $args[1] == "Attractiveness">>
<<set $Increase_HighLimit = 4>>
<<set $Increase_LowLimit = 3>>
<<set $Decrease_HighLimit = 0>>
<<set $Decrease_LowLimit = 1>>
<<set $Stored_TraitFamily = $args[1]>>
<<set $Stored_TraitLevel = $EntityValues[$i].RankedTraits.AttractiveTraitLevel>>
<<set $Stored_PreviousTrait = $AttractiveTrait[$Stored_TraitLevel]>>
<<set $Stored_IncreaseTrait = $AttractiveTrait[$Stored_TraitLevel + 1]>>
<<set $Stored_DecreaseTrait = $AttractiveTrait[$Stored_TraitLevel - 1]>>
<<if $args[2] == "Increase">>
<<set $EntityValues[$i].Traits.delete($AttractiveTrait[$EntityValues[$i].RankedTraits.AttractiveTraitLevel])>>
<<if $args[3] == "High">>
<<if $EntityValues[$i].RankedTraits.AttractiveTraitLevel < $Increase_HighLimit>>
<<set $EntityValues[$i].RankedTraits.AttractiveTraitLevel += 1>>
<</if>>
<<elseif $args[3] == "Low">>
<<if $EntityValues[$i].RankedTraits.AttractiveTraitLevel < $Increase_LowLimit>>
<<set $EntityValues[$i].RankedTraits.AttractiveTraitLevel += 1>>
<</if>>
<</if>>
<<set $EntityValues[$i].Traits.pushUnique($AttractiveTrait[$EntityValues[$i].RankedTraits.AttractiveTraitLevel])>>
<<elseif $args[2] == "Decrease">>
<<set $EntityValues[$i].Traits.delete($AttractiveTrait[$EntityValues[$i].RankedTraits.AttractiveTraitLevel])>>
<<if $args[3] == "High">>
<<if $EntityValues[$i].RankedTraits.AttractiveTraitLevel > $Decrease_HighLimit>>
<<set $EntityValues[$i].RankedTraits.AttractiveTraitLevel -= 1>>
<</if>>
<<elseif $args[3] == "Low">>
<<if $EntityValues[$i].RankedTraits.AttractiveTraitLevel > $Decrease_LowLimit>>
<<set $EntityValues[$i].RankedTraits.AttractiveTraitLevel -= 1>>
<</if>>
<</if>>
<<set $EntityValues[$i].Traits.pushUnique($AttractiveTrait[$EntityValues[$i].RankedTraits.AttractiveTraitLevel])>>
<</if>>
<<elseif $args[1] == "Sexual">>
<<set $Increase_HighLimit = 4>>
<<set $Increase_LowLimit = 3>>
<<set $Decrease_HighLimit = 0>>
<<set $Decrease_LowLimit = 1>>
<<set $Stored_TraitFamily = $args[1]>>
<<set $Stored_TraitLevel = $EntityValues[$i].SexualTraitLevel>>
<<set $Stored_PreviousTrait = $SexualTrait[$Stored_TraitLevel]>>
<<set $Stored_IncreaseTrait = $SexualTrait[$Stored_TraitLevel + 1]>>
<<set $Stored_DecreaseTrait = $SexualTrait[$Stored_TraitLevel - 1]>>
<<if $args[2] == "Increase">>
<<set $EntityValues[$i].Traits.delete($SexualTrait[$EntityValues[$i].SexualTraitLevel])>>
<<if $args[3] == "High">>
<<if $EntityValues[$i].RankedTraits.SexualTraitType < $Increase_HighLimit>>
<<set $EntityValues[$i].RankedTraits.SexualTraitType += 1>>
<</if>>
<<elseif $args[3] == "Low">>
<<if $EntityValues[$i].RankedTraits.SexualTraitType < $Increase_LowLimit>>
<<set $EntityValues[$i].RankedTraits.SexualTraitType += 1>>
<</if>>
<</if>>
<<set $EntityValues[$i].Traits.pushUnique($SexualTrait[$EntityValues[$i].SexualTraitLevel])>>
<<elseif $args[2] == "Decrease">>
<<set $EntityValues[$i].Traits.delete($SexualTrait[$EntityValues[$i].SexualTraitLevel])>>
<<if $args[3] == "High">>
<<if $EntityValues[$i].RankedTraits.SexualTraitType > $Decrease_HighLimit>>
<<set $EntityValues[$i].RankedTraits.SexualTraitType -= 1>>
<</if>>
<<elseif $args[3] == "Low">>
<<if $EntityValues[$i].RankedTraits.SexualTraitType > $Decrease_LowLimit>>
<<set $EntityValues[$i].RankedTraits.SexualTraitType -= 1>>
<</if>>
<</if>>
<<set $EntityValues[$i].Traits.pushUnique($SexualTrait[$EntityValues[$i].SexualTraitLevel])>>
<</if>>
<<elseif $args[1] == "Alcohol">>
<<set $Increase_HighLimit = 3>>
<<set $Increase_LowLimit = 2>>
<<set $Decrease_HighLimit = 0>>
<<set $Decrease_LowLimit = 1>>
<<set $Stored_TraitFamily = $args[1]>>
<<set $Stored_TraitLevel = $EntityValues[$i].RankedTraits.AlcoholTraitLevel>>
<<set $Stored_PreviousTrait = $AlcoholTrait[$Stored_TraitLevel]>>
<<set $Stored_IncreaseTrait = $AlcoholTrait[$Stored_TraitLevel + 1]>>
<<set $Stored_DecreaseTrait = $AlcoholTrait[$Stored_TraitLevel - 1]>>
<<if $args[2] == "Increase">>
<<set $EntityValues[$i].Traits.delete($AlcoholTrait[$EntityValues[$i].RankedTraits.AlcoholTraitLevel])>>
<<if $args[3] == "High">>
<<if $EntityValues[$i].RankedTraits.AlcoholTraitLevel < $Increase_HighLimit>>
<<set $EntityValues[$i].RankedTraits.AlcoholTraitLevel += 1>>
<</if>>
<<elseif $args[3] == "Low">>
<<if $EntityValues[$i].RankedTraits.AlcoholTraitLevel < $Increase_LowLimit>>
<<set $EntityValues[$i].RankedTraits.AlcoholTraitLevel += 1>>
<</if>>
<</if>>
<<set $EntityValues[$i].Traits.pushUnique($AlcoholTrait[$EntityValues[$i].RankedTraits.AlcoholTraitLevel])>>
<<elseif $args[2] == "Decrease">>
<<set $EntityValues[$i].Traits.delete($AlcoholTrait[$EntityValues[$i].RankedTraits.AlcoholTraitLevel])>>
<<if $args[3] == "High">>
<<if $EntityValues[$i].RankedTraits.AlcoholTraitLevel > $Decrease_HighLimit>>
<<set $EntityValues[$i].RankedTraits.AlcoholTraitLevel -= 1>>
<</if>>
<<elseif $args[3] == "Low">>
<<if $EntityValues[$i].RankedTraits.AlcoholTraitLevel > $Decrease_LowLimit>>
<<set $EntityValues[$i].RankedTraits.AlcoholTraitLevel -= 1>>
<</if>>
<</if>>
<<set $EntityValues[$i].Traits.pushUnique($AlcoholTrait[$EntityValues[$i].RankedTraits.AlcoholTraitLevel])>>
<</if>>
<<elseif $args[1] == "Corruptor">>
<<set $Increase_HighLimit = 3>>
<<set $Increase_LowLimit = 2>>
<<set $Decrease_HighLimit = 0>>
<<set $Decrease_LowLimit = 1>>
<<set $Stored_TraitFamily = $args[1]>>
<<set $Stored_TraitLevel = $EntityValues[$i].RankedTraits.CorruptorTraitLevel>>
<<set $Stored_PreviousTrait = $CorruptorTrait[$Stored_TraitLevel]>>
<<set $Stored_IncreaseTrait = $CorruptorTrait[$Stored_TraitLevel + 1]>>
<<set $Stored_DecreaseTrait = $CorruptorTrait[$Stored_TraitLevel - 1]>>
<<if $args[2] == "Increase">>
<<set $EntityValues[$i].Traits.delete($CorruptorTrait[$EntityValues[$i].RankedTraits.CorruptorTraitLevel])>>
<<if $args[3] == "High">>
<<if $EntityValues[$i].RankedTraits.CorruptorTraitLevel < $Increase_HighLimit>>
<<set $EntityValues[$i].RankedTraits.CorruptorTraitLevel += 1>>
<</if>>
<<elseif $args[3] == "Low">>
<<if $EntityValues[$i].RankedTraits.CorruptorTraitLevel < $Increase_LowLimit>>
<<set $EntityValues[$i].RankedTraits.CorruptorTraitLevel += 1>>
<</if>>
<</if>>
<<set $EntityValues[$i].Traits.pushUnique($CorruptorTrait[$EntityValues[$i].RankedTraits.CorruptorTraitLevel])>>
<<elseif $args[2] == "Decrease">>
<<set $EntityValues[$i].Traits.delete($CorruptorTrait[$EntityValues[$i].RankedTraits.CorruptorTraitLevel])>>
<<if $args[3] == "High">>
<<if $EntityValues[$i].RankedTraits.CorruptorTraitLevel > $Decrease_HighLimit>>
<<set $EntityValues[$i].RankedTraits.CorruptorTraitLevel -= 1>>
<</if>>
<<elseif $args[3] == "Low">>
<<if $EntityValues[$i].RankedTraits.CorruptorTraitLevel > $Decrease_LowLimit>>
<<set $EntityValues[$i].RankedTraits.CorruptorTraitLevel -= 1>>
<</if>>
<</if>>
<<set $EntityValues[$i].Traits.pushUnique($CorruptorTrait[$EntityValues[$i].RankedTraits.CorruptorTraitLevel])>>
<</if>>
<<elseif $args[1] == "Corruption">>
<<set $Increase_HighLimit = 3>>
<<set $Increase_LowLimit = 2>>
<<set $Decrease_HighLimit = 0>>
<<set $Decrease_LowLimit = 1>>
<<set $Stored_TraitFamily = $args[1]>>
<<set $Stored_TraitLevel = $EntityValues[$i].RankedTraits.CorruptionTraitLevel>>
<<set $Stored_PreviousTrait = $CorruptionTrait[$Stored_TraitLevel]>>
<<set $Stored_IncreaseTrait = $CorruptionTrait[$Stored_TraitLevel + 1]>>
<<set $Stored_DecreaseTrait = $CorruptionTrait[$Stored_TraitLevel - 1]>>
<<if $args[2] == "Increase">>
<<set $EntityValues[$i].Traits.delete($CorruptionTrait[$EntityValues[$i].RankedTraits.CorruptionTraitLevel])>>
<<if $args[3] == "High">>
<<if $EntityValues[$i].RankedTraits.CorruptionTraitLevel < $Increase_HighLimit>>
<<set $EntityValues[$i].RankedTraits.CorruptionTraitLevel += 1>>
<</if>>
<<elseif $args[3] == "Low">>
<<if $EntityValues[$i].RankedTraits.CorruptionTraitLevel < $Increase_LowLimit>>
<<set $EntityValues[$i].RankedTraits.CorruptionTraitLevel += 1>>
<</if>>
<</if>>
<<set $EntityValues[$i].Traits.pushUnique($CorruptionTrait[$EntityValues[$i].RankedTraits.CorruptionTraitLevel])>>
<<elseif $args[2] == "Decrease">>
<<set $EntityValues[$i].Traits.delete($CorruptionTrait[$EntityValues[$i].RankedTraits.CorruptionTraitLevel])>>
<<if $args[3] == "High">>
<<if $EntityValues[$i].RankedTraits.CorruptionTraitLevel > $Decrease_HighLimit>>
<<set $EntityValues[$i].RankedTraits.CorruptionTraitLevel -= 1>>
<</if>>
<<elseif $args[3] == "Low">>
<<if $EntityValues[$i].RankedTraits.CorruptionTraitLevel > $Decrease_LowLimit>>
<<set $EntityValues[$i].RankedTraits.CorruptionTraitLevel -= 1>>
<</if>>
<</if>>
<<set $EntityValues[$i].Traits.pushUnique($CorruptionTrait[$EntityValues[$i].RankedTraits.CorruptionTraitLevel])>>
<</if>>
<<elseif $args[1] == "Vampirism">>
<<set $Increase_HighLimit = 4>>
<<set $Increase_LowLimit = 3>>
<<set $Decrease_HighLimit = 0>>
<<set $Decrease_LowLimit = 1>>
<<set $Stored_TraitFamily = $args[1]>>
<<set $Stored_TraitLevel = $EntityValues[$i].RankedTraits.VampirismTraitLevel>>
<<set $Stored_PreviousTrait = $VampirismTrait[$Stored_TraitLevel]>>
<<set $Stored_IncreaseTrait = $VampirismTrait[$Stored_TraitLevel + 1]>>
<<set $Stored_DecreaseTrait = $VampirismTrait[$Stored_TraitLevel - 1]>>
<<if $args[2] == "Increase">>
<<set $EntityValues[$i].Traits.delete($VampirismTrait[$EntityValues[$i].RankedTraits.VampirismTraitLevel])>>
<<if $args[3] == "High">>
<<if $EntityValues[$i].RankedTraits.VampirismTraitLevel < $Increase_HighLimit>>
<<set $EntityValues[$i].RankedTraits.VampirismTraitLevel += 1>>
<</if>>
<<elseif $args[3] == "Low">>
<<if $EntityValues[$i].RankedTraits.VampirismTraitLevel < $Increase_LowLimit>>
<<set $EntityValues[$i].RankedTraits.VampirismTraitLevel += 1>>
<</if>>
<</if>>
<<set $EntityValues[$i].Traits.pushUnique($VampirismTrait[$EntityValues[$i].RankedTraits.VampirismTraitLevel])>>
<<elseif $args[2] == "Decrease">>
<<set $EntityValues[$i].Traits.delete($VampirismTrait[$EntityValues[$i].RankedTraits.VampirismTraitLevel])>>
<<if $args[3] == "High">>
<<if $EntityValues[$i].RankedTraits.VampirismTraitLevel > $Decrease_HighLimit>>
<<set $EntityValues[$i].RankedTraits.VampirismTraitLevel -= 1>>
<</if>>
<<elseif $args[3] == "Low">>
<<if $EntityValues[$i].RankedTraits.VampirismTraitLevel > $Decrease_LowLimit>>
<<set $EntityValues[$i].RankedTraits.VampirismTraitLevel -= 1>>
<</if>>
<</if>>
<<set $EntityValues[$i].Traits.pushUnique($VampirismTrait[$EntityValues[$i].RankedTraits.VampirismTraitLevel])>>
<</if>>
<</if>>
<</if>>
<</for>>
<<if $args[2] == "Increase">>
<<if $args[3] == "High">>
<<if $Stored_TraitLevel < $Increase_HighLimit>>
<<set $TextMessage = "Your trait @@.lightbluetext;$Stored_PreviousTrait@@ has developed to @@.lightbluetext;$Stored_IncreaseTrait@@!">>
<<else>>
<<set $TextMessage = "You're already at peak $Stored_TraitFamily!">>
<</if>>
<<else>>
<<if $Stored_TraitLevel < $Increase_LowLimit>>
<<set $TextMessage = "Your trait @@.lightbluetext;$Stored_PreviousTrait@@ has developed to @@.lightbluetext;$Stored_IncreaseTrait@@!">>
<<else>>
<<set $TextMessage = "You feel your $Stored_TraitFamily increase slightly, but not enough to make any significant changes!">>
<</if>>
<</if>>
<<elseif $args[2] == "Decrease">>
<<if $args[3] == "High">>
<<if $Stored_TraitLevel > $Decrease_HighLimit>>
<<set $TextMessage = "Your trait @@.lightbluetext;$Stored_PreviousTrait@@ has developed to @@.lightbluetext;$Stored_DecreaseTrait@@!">>
<<else>>
<<set $TextMessage = "Your $Stored_TraitFamily cannot decrease further!">>
<</if>>
<<else>>
<<if $Stored_TraitLevel > $Decrease_LowLimit>>
<<set $TextMessage = "Your trait @@.lightbluetext;$Stored_PreviousTrait@@ has developed to @@.lightbluetext;$Stored_DecreaseTrait@@!">>
<<else>>
<<set $TextMessage = "You feel your $Stored_TraitFamily decrease slightly, but not enough to make any significant changes!">>
<</if>>
<</if>>
<</if>>
<<if $args[4] != "NoText">>$TextMessage<</if>>
<</widget>>/* Alter Genital Example <<AlterGenital $Player "Penis" "Decrease">> */
<<widget AlterGenital>>
<<for $i to 0; $i lt $EntityValues.length; $i++>>
<<if $EntityValues[$i].ID == $args[0]>>
<<if $args[1] == "Penis">>
<<if $args[2] == "Increase">>
<<if $EntityValues[$i].Body.Penis.Has is false>>
<<if $EntityValues[$i].Body.Appearance.DoubleGenitals is false>>
<<if $GenderBenderFetish is false>>
<<set $TextMessage = "$EntityValues[$i].BrNoun body fills with pleasure as the changeling magic attempts to grab hold of something that isn't there!">>
<<else>>
<<set $EntityValues[$i].Body.Penis.Has to true>>
<<set $EntityValues[$i].Body.Vagina.Has to false>>
<<set $EntityValues[$i].Body.Penis.Size = random(3) + 1>>
<<set $TextMessage = "$EntityValues[$i].BrNoun <<Vagina>> closes up and dissapears. Two balls pop out and a new pulsing <<Penis>> sprout forth dripping with seed and ready to be put to use!">>
<</if>>
<<else>>
<<set $EntityValues[$i].Body.Penis.Has to true>>
<<set $EntityValues[$i].Body.Penis.Size = random(3) + 1>>
<<set $TextMessage = "$EntityValues[$i].BrNoun overcome with lust as two balls pop out and a new pulsing <<Penis>> sprout forth dripping with seed and ready to be put to use!">>
<</if>>
<<else>>
<<if $EntityValues[$i].Body.Penis.Size <= 6>>
<<set $EntityValues[$i].Body.Penis.Size += 1>>
<<set $TextMessage = "$EntityValues[$i].BrNoun <<Penis>> grows before your very eyes becoming longer and thicker!">>
<<else>>
<<set $TextMessage = "$EntityValues[$i].BrNoun <<Penis>> strains with pre-cum as it tries to grow in size, but fails!">>
<</if>>
<</if>>
<<elseif $args[2] == "Decrease">>
<<if $EntityValues[$i].Body.Penis.Has is false>>
<<set $TextMessage = "$EntityValues[$i].BrNoun body fills with pleasure as the changeling magic attempts to grab hold of something that isn't there!">>
<<else>>
<<if $EntityValues[$i].Body.Penis.Size >= 2>>
<<set $EntityValues[$i].Body.Penis.Size -= 1>>
<<set $TextMessage = "$EntityValues[$i].BrNoun <<Penis>> strains with pleasure as it shrinks before your very eyes, decreasing in size!">>
<<else>>
<<if $GenderBenderFetish is false>>
<<set $TextMessage = "$EntityValues[$i].BrNoun <<Penis>> strains with pleasure as it tries to shrink in size, but fail!">>
<<else>>
<<set $EntityValues[$i].Body.Penis.Has to false>>
<<set $EntityValues[$i].Body.Penis.Size = 0>>
<<set $TextMessage = "$EntityValues[$i].BrNoun <<Penis>> strains with it's last pleasure as it shrinks into the size of a clitoris. A new virgin <<Vagina>> forms between $EntityValues[$i].sHisHer legs, dripping with new wanton desire to be filled!">>
<</if>>
<</if>>
<</if>>
<</if>>
<</if>>
<<if $args[1] == "Ass">>
<<if $args[2] == "Increase">>
<<if $EntityValues[$i].Body.Ass.Size <= 4>>
<<set $EntityValues[$i].Body.Ass.Size += 1>>
<<set $TextMessage = "$EntityValues[$i].BrNoun <<Ass>> tingles as it grows in size becoming fuller and more firm!">>
<<elseif $EntityValues[$i].Body.Ass.Size >= 5>>
<<set $TextMessage = "$EntityValues[$i].BrNoun <<Ass>> tingles with pleasure as it tries to grow larger, but it fails!">>
<</if>>
<<elseif $args[2] == "Decrease">>
<<if $EntityValues[$i].Body.Ass.Size >= 1>>
<<set $EntityValues[$i].Body.Ass.Size -= 1>>
<<set $TextMessage = "$EntityValues[$i].BrNoun <<Ass>> tingles with pleasure as it decreases in size!">>
<<elseif $EntityValues[$i].Body.Ass.Size <= 0>>
<<set $EntityValues[$i].Body.Ass.Size = 0>>
<<set $TextMessage = "$EntityValues[$i].BrNoun <<Ass>> tingles with pleasure as it tries to decrease in size, but fails!">>
<</if>>
<</if>>
<</if>>
<<if $args[1] == "Breasts">>
<<if $args[2] == "Increase">>
<<if $EntityValues[$i].Body.Breasts.Size <= 6>>
<<set $EntityValues[$i].Body.Breasts.Size += 1>>
<<set $TextMessage = "$EntityValues[$i].BrNoun <<Breasts>> tingles with pleasure as they grow larger before $EntityValues[$i].sHisHer very eyes!">>
<<elseif $EntityValues[$i].Body.Breasts.Size >= 7>>
<<set $TextMessage = "$EntityValues[$i].BrNoun <<Breasts>> tingles with pleasure as they try to grow larger, but fail!">>
<</if>>
<<elseif $args[2] == "Decrease">>
<<if $EntityValues[$i].Body.Breasts.Size >= 1>>
<<set $EntityValues[$i].Body.Breasts.Size -= 1>>
<<set $TextMessage = "$EntityValues[$i].BrNoun <<Breasts>> tingles with pleasure as they decrease in size before $EntityValues[$i].sHisHer very eyes!">>
<<elseif $EntityValues[$i].Body.Breasts.Size <= 0>>
<<set $EntityValues[$i].Body.Breasts.Size = 0>>
<<set $TextMessage = "$EntityValues[$i].BrNoun <<Breasts>> tingles with pleasure as they try to decrease in size, but fail!">>
<</if>>
<</if>>
<</if>>
<<if $args[3] != "NoText">>$TextMessage<</if>>
<</if>>
<</for>>
<</widget>>
<<widget Futarize>>
<<set $Futarized = $args[0]>>
<<if $FutanariFetish is false>>
<<set $TextMessage = "@@.redtext;Error:@@ Futanari Content is disabled. Report this error.">>
<<else>>
<<if $EntityValues[$i].Body.Appearance.DoubleGenitals is true>>
<<set $TextMessage = "$EntityValues[$i].BrNoun gasp as a strange sensation fills $EntityValues[$i].sHimHer. However, nothing permanent seems to be taking effect.">>
<<else>>
<<if $EntityValues[$i].Body.Vagina.Has is true and $EntityValues[$i].Body.Penis.Has is false>>
<<set $EntityValues[$i].Body.Appearance.DoubleGenitals to true>>
<<set $EntityValues[$i].Body.Penis.Has to true>>
<<set $EntityValues[$i].Body.Penis.Size = random(3) + 1>>
<<set $TextMessage = "$EntityValues[$i].BrNoun overcome with lust as two balls pop out and a new pulsing <<Penis>> sprout forth dripping with seed and ready to be put to use!">>
<<elseif $EntityValues[$i].Body.Vagina.Has is false and $EntityValues[$i].Body.Penis.Has is true>>
<<set $EntityValues[$i].Body.Appearance.DoubleGenitals to true>>
<<set $EntityValues[$i].Body.Vagina.Has to true>>
<<set $EntityValues[$i].Body.Vagina.Size = 0>>
<<set $TextMessage = "A new virgin <<Vagina>> forms between $EntityValues[$i].srNoun legs, dripping with new wanton desire to be filled!">>
<<else>>
<<set $TextMessage = "$EntityValues[$i].BrNoun gasp as a strange sensation fills $EntityValues[$i].sHimHer. However, nothing permanent seems to be taking effect.">>
<</if>>
<</if>>
<</if>>
<<if $args[1] != "NoText">>$TextMessage<</if>>
<</widget>><<widget Examine>>
<<set $EntityID = $args[0]>>
<<UpdateEntity $EntityID>>
$EntityValues[$EntityID].Body.Face.Text $EntityValues[$EntityID].Body.Eyes.Text
$EntityValues[$EntityID].Body.Appearance.AttractiveText
$EntityValues[$EntityID].Body.Appearance.SexualText
$EntityValues[$EntityID].Body.Hair.Text
<br><br>
$EntityValues[$EntityID].Body.Skin.Text
$EntityValues[$EntityID].Body.Appearance.MuscleText
$EntityValues[$EntityID].Body.Appearance.BuildText
$EntityValues[$EntityID].Body.Appearance.ArmsLegsText
<br><br>
$EntityValues[$EntityID].Body.Breasts.Text $EntityValues[$EntityID].Body.Penis.Text $EntityValues[$EntityID].Body.Vagina.Text $EntityValues[$EntityID].Body.Ass.Text $EntityValues[$EntityID].Body.Asshole.Text
<</widget>>
<<widget ClothedExamine>>
<<set $EntityID = $args[0]>>
<<UpdateEntity $EntityID>>
$EntityValues[$EntityID].Body.Face.Text $EntityValues[$EntityID].Body.Eyes.Text
$EntityValues[$EntityID].Body.Appearance.AttractiveText
$EntityValues[$EntityID].Body.Appearance.SexualText
$EntityValues[$EntityID].Body.Hair.Text
<br><br>
$EntityValues[$EntityID].Body.Skin.Text
$EntityValues[$EntityID].Body.Appearance.MuscleText
$EntityValues[$EntityID].Body.Appearance.BuildText
$EntityValues[$EntityID].Body.Appearance.ArmsLegsText
<</widget>><<widget DUpdateAnatomyText>>
<<if $EntityValues[$UE].PenisSize <= 0>>
<<set $EntityValues[$UE].PenisText = "$EntityValues[$UE].BHasHave a tiny almost non-existent $EntityValues[$UE].PenisTypeText clitty.">>
<<elseif $EntityValues[$UE].PenisSize == 1>>
<<set $EntityValues[$UE].PenisText = "$EntityValues[$UE].BHasHave a small $EntityValues[$UE].PenisTypeText <<Penis>>.">>
<<elseif $EntityValues[$UE].PenisSize == 2>>
<<set $EntityValues[$UE].PenisText = "$EntityValues[$UE].BHasHave a below average $EntityValues[$UE].PenisTypeText <<Penis>>.">>
<<elseif $EntityValues[$UE].PenisSize == 3>>
<<set $EntityValues[$UE].PenisText = "$EntityValues[$UE].BHasHave an above average $EntityValues[$UE].PenisTypeText <<Penis>>.">>
<<elseif $EntityValues[$UE].PenisSize == 4>>
<<set $EntityValues[$UE].PenisText = "$EntityValues[$UE].BHasHave a pretty big $EntityValues[$UE].PenisTypeText <<Penis>>.">>
<<elseif $EntityValues[$UE].PenisSize == 5>>
<<set $EntityValues[$UE].PenisText = "$EntityValues[$UE].BHasHave a well hung $EntityValues[$UE].PenisTypeText <<Penis>>.">>
<<elseif $EntityValues[$UE].PenisSize == 6>>
<<set $EntityValues[$UE].PenisText = "$EntityValues[$UE].BHasHave a huge veiny $EntityValues[$UE].PenisTypeText <<Penis>>.">>
<<elseif $EntityValues[$UE].PenisSize >= 7>>
<<set $EntityValues[$UE].PenisText = "$EntityValues[$UE].BHasHave a gigantic veiny $EntityValues[$UE].PenisTypeText <<Penis>>.">>
<</if>>
<<if $EntityValues[$UE].PenisType == "Humanoid">>
<<set $EntityValues[$UE].PenisTypeText = "">>
<<elseif $EntityValues[$UE].PenisType == "Demonic">>
<<set $EntityValues[$UE].PenisTypeText = " bulb demonic">>
<<elseif $EntityValues[$UE].PenisType == "Equine">>
<<set $EntityValues[$UE].PenisTypeText = " equine">>
<<elseif $EntityValues[$UE].PenisType == "Canine">>
<<set $EntityValues[$UE].PenisTypeText = " knotted canine">>
<<else>>
<<set $EntityValues[$UE].PenisTypeText = "">>
<</if>>
<<if $EntityValues[$UE].BreastSize <= 0>>
<<set $EntityValues[$UE].BreastText = "$EntityValues[$UE].BHisHer chest is flat and manly.">>
<<elseif $EntityValues[$UE].BreastSize == 1>>
<<set $EntityValues[$UE].BreastText = "$EntityValues[$UE].BHisHer <<Breasts>>are tiny in size and barely noticable.">>
<<elseif $EntityValues[$UE].BreastSize == 2>>
<<set $EntityValues[$UE].BreastText = "$EntityValues[$UE].BHisHer <<Breasts>>are small in size, but perky.">>
<<elseif $EntityValues[$UE].BreastSize == 3>>
<<set $EntityValues[$UE].BreastText = "$EntityValues[$UE].BHisHer <<Breasts>>are medium-sized, firm and very noticable.">>
<<elseif $EntityValues[$UE].BreastSize == 4>>
<<set $EntityValues[$UE].BreastText = "$EntityValues[$UE].BHisHer <<Breasts>>are large, bouncy and very noticable.">>
<<elseif $EntityValues[$UE].BreastSize == 5>>
<<set $EntityValues[$UE].BreastText = "$EntityValues[$UE].BHisHer <<Breasts>>are very large, voluptuos and extremely noticable.">>
<<elseif $EntityValues[$UE].BreastSize == 6>>
<<set $EntityValues[$UE].BreastText = "$EntityValues[$UE].BHisHer <<Breasts>>are huge, seductively voluptuos and turn heads everywhere.">>
<<elseif $EntityValues[$UE].BreastSize >= 7>>
<<set $EntityValues[$UE].BreastText = "$EntityValues[$UE].BHisHer <<Breasts>>are massive, seductively voluptuos with titanic weight and turn heads everywhere.">>
<</if>>
<<if $EntityValues[$UE].AssSize <= 0>>
<<set $EntityValues[$UE].AssText = "$EntityValues[$UE].BHasHave a flat non-existent <<Ass>>">>
<<elseif $EntityValues[$UE].AssSize == 1>>
<<set $EntityValues[$UE].AssText = "$EntityValues[$UE].BHasHave a small firm <<Ass>>">>
<<elseif $EntityValues[$UE].AssSize == 2>>
<<set $EntityValues[$UE].AssText = "$EntityValues[$UE].BHasHave a nice round <<Ass>>">>
<<elseif $EntityValues[$UE].AssSize == 3>>
<<set $EntityValues[$UE].AssText = "$EntityValues[$UE].BHasHave a firm juicy <<Ass>>">>
<<elseif $EntityValues[$UE].AssSize == 4>>
<<set $EntityValues[$UE].AssText = "$EntityValues[$UE].BHasHave a huge heart-shaped <<Ass>>">>
<<elseif $EntityValues[$UE].AssSize >= 5>>
<<set $EntityValues[$UE].AssText = "$EntityValues[$UE].BHasHave a voluptously round <<Ass>>">>
<</if>>
<<if $EntityValues[$UE].AssholeSize <= 0>>
<<set $EntityValues[$UE].AssholeText = "with a virgin $Asshole.">>
<<elseif $EntityValues[$UE].AssholeSize == 1>>
<<set $EntityValues[$UE].AssholeText = "with a tight $Asshole.">>
<<elseif $EntityValues[$UE].AssholeSize == 2>>
<<set $EntityValues[$UE].AssholeText = "with a slightly used $Asshole.">>
<<elseif $EntityValues[$UE].AssholeSize == 3>>
<<set $EntityValues[$UE].AssholeText = "with a well-used $Asshole.">>
<<elseif $EntityValues[$UE].AssholeSize == 4>>
<<set $EntityValues[$UE].AssholeText = "with a gaping $Asshole.">>
<<elseif $EntityValues[$UE].AssholeSize >= 5>>
<<set $EntityValues[$UE].AssholeText = "with a destroyed $Asshole.">>
<</if>>
<<if $EntityValues[$UE].VaginaSize <= 0>>
<<set $EntityValues[$UE].VaginaText = "$EntityValues[$UE].BHasHave a nice virgin $Vagina.">>
<<elseif $EntityValues[$UE].VaginaSize == 1>>
<<set $EntityValues[$UE].VaginaText = "$EntityValues[$UE].BHasHave a tight $Vagina">>
<<elseif $EntityValues[$UE].VaginaSize == 2>>
<<set $EntityValues[$UE].VaginaText = "$EntityValues[$UE].BHasHave a slightly used $Vagina.">>
<<elseif $EntityValues[$UE].VaginaSize == 3>>
<<set $EntityValues[$UE].VaginaText = "$EntityValues[$UE].BHasHave a well-used $Vagina.">>
<<elseif $EntityValues[$UE].VaginaSize == 4>>
<<set $EntityValues[$UE].VaginaText = "$EntityValues[$UE].BHasHave a gaping $Vagina.">>
<<elseif $EntityValues[$UE].VaginaSize >= 5>>
<<set $EntityValues[$UE].VaginaText = "$EntityValues[$UE].BHasHave a destroyed $Vagina.">>
<</if>>
<<if $EntityValues[$UE].LipsSize <= 0>>
<<set $EntityValues[$UE].LipsText = "thin lips.">>
<<elseif $EntityValues[$UE].LipsSize == 1>>
<<set $EntityValues[$UE].LipsText = "thick luscious lips.">>
<<elseif $EntityValues[$UE].LipsSize >= 2>>
<<set $EntityValues[$UE].LipsText = "cock-sucking lips.">>
<</if>>
<<if $EntityValues[$UE].SexualTraitType >= 4>>
<<set $EntityValues[$UE].SexualText = "with an incredibly masculine appearance.">>
<<elseif $EntityValues[$UE].SexualTraitType == 3>>
<<set $EntityValues[$UE].SexualText = "with a masculine appearance.">>
<<elseif $EntityValues[$UE].SexualTraitType == 2>>
<<set $EntityValues[$UE].SexualText = "with an androgyne appearance.">>
<<elseif $EntityValues[$UE].SexualTraitType == 1>>
<<set $EntityValues[$UE].SexualText = "with a feminine appearance.">>
<<elseif $EntityValues[$UE].SexualTraitType <= 0>>
<<set $EntityValues[$UE].SexualText = "with an incredibly feminine appearance.">>
<</if>>
<<if $EntityValues[$UE].AttractiveTraitLevel <= 0>>
<<set $EntityValues[$UE].AttractiveText = "$EntityValues[$UE].BHisHer looks are otherwise completely abominable and unlovable ">>
<<elseif $EntityValues[$UE].AttractiveTraitLevel == 1>>
<<set $EntityValues[$UE].AttractiveText = "$EntityValues[$UE].BHisHer looks are rather ugly and not too great ">>
<<elseif $EntityValues[$UE].AttractiveTraitLevel == 2>>
<<set $EntityValues[$UE].AttractiveText = "$EntityValues[$UE].BHisHer looks are fairly average and not very noteworthy ">>
<<elseif $EntityValues[$UE].AttractiveTraitLevel == 3>>
<<set $EntityValues[$UE].AttractiveText = "$EntityValues[$UE].BHisHer looks are quite attractive and turn heads ">>
<<elseif $EntityValues[$UE].AttractiveTraitLevel >= 4>>
<<set $EntityValues[$UE].AttractiveText = "$EntityValues[$UE].BHisHer looks are exceptionally beautiful, making jaws drop left and right ">>
<</if>>
<<if $EntityValues[$UE].StrengthTraitLevel <= 0>>
<<set $EntityValues[$UE].MuscleText = "$EntityValues[$UE].BHasHave almost no muscle at all, making $EntityValues[$UE].sHimHer look completely defenseless.">>
<<elseif $EntityValues[$UE].StrengthTraitLevel == 1>>
<<set $EntityValues[$UE].MuscleText = "$EntityValues[$UE].BHasHave weak girly muscles, that make $EntityValues[$UE].sHimHer look quite pathetic.">>
<<elseif $EntityValues[$UE].StrengthTraitLevel == 2>>
<<set $EntityValues[$UE].MuscleText = "$EntityValues[$UE].BHasHave below average muscles, that make $EntityValues[$UE].sHimHer look a little weak.">>
<<elseif $EntityValues[$UE].StrengthTraitLevel == 3>>
<<set $EntityValues[$UE].MuscleText = "$EntityValues[$UE].BHasHave fairly unnoticable muscles, that don't really make $EntityValues[$UE].sHimHer stand out.">>
<<elseif $EntityValues[$UE].StrengthTraitLevel == 4>>
<<set $EntityValues[$UE].MuscleText = "$EntityValues[$UE].BHasHave nice well-formed muscles, that give $EntityValues[$UE].sHimHer a slightly intimidating look.">>
<<elseif $EntityValues[$UE].StrengthTraitLevel == 5>>
<<set $EntityValues[$UE].MuscleText = "$EntityValues[$UE].BHasHave big burly muscles, that give $EntityValues[$UE].sHimHer an intimidating look.">>
<<elseif $EntityValues[$UE].StrengthTraitLevel >= 6>>
<<set $EntityValues[$UE].MuscleText = "$EntityValues[$UE].BHasHave monstrously huge muscles, that give $EntityValues[$UE].sHimHer an incredibly intimidating look.">>
<</if>>
<<if $EntityValues[$UE].DexterityTraitLevel <= 0>>
<<set $EntityValues[$UE].BuildText = "$EntityValues[$UE].BHasHave incredibly stiff limbs and move in a graceless almost comical way.">>
<<elseif $EntityValues[$UE].DexterityTraitLevel == 1>>
<<set $EntityValues[$UE].BuildText = "$EntityValues[$UE].BHasHave stiff limbs and move in a comically gawky way.">>
<<elseif $EntityValues[$UE].DexterityTraitLevel == 2>>
<<set $EntityValues[$UE].BuildText = "$EntityValues[$UE].BHasHave a below average flexibility and move in a fairly clumsy way.">>
<<elseif $EntityValues[$UE].DexterityTraitLevel == 3>>
<<set $EntityValues[$UE].BuildText = "$EntityValues[$UE].BHasHave a fairly average flexibility that isn't very noticable.">>
<<elseif $EntityValues[$UE].DexterityTraitLevel == 4>>
<<set $EntityValues[$UE].BuildText = "$EntityValues[$UE].BHasHave a quite flexible body and move with a careful, but admirable pace.">>
<<elseif $EntityValues[$UE].DexterityTraitLevel == 5>>
<<set $EntityValues[$UE].BuildText = "$EntityValues[$UE].BHasHave a very flexible body and move with a daring grace.">>
<<elseif $EntityValues[$UE].DexterityTraitLevel >= 6>>
<<set $EntityValues[$UE].BuildText = "$EntityValues[$UE].BHasHave an incredibly flexible body and move with an unmatched supernatural grace.">>
<</if>>
<<if $EntityValues[$UE].Face == "Humanoid">>
<<set $EntityValues[$UE].FaceText = "$EntityValues[$UE].BHasHave a humanoid face, with">>
<<elseif $EntityValues[$UE].Face == "Bull">>
<<set $EntityValues[$UE].FaceText = "$EntityValues[$UE].BHasHave a bull-like face and head, with">>
<<elseif $EntityValues[$UE].Face == "Generic">>
<<set $EntityValues[$UE].FaceText = "$EntityValues[$UE].BHasHave a generic face, with">>
<<else>>
<<set $EntityValues[$UE].FaceText = "$EntityValues[$UE].BHasHave a generic face, with">>
<</if>>
<<if $EntityValues[$UE].EarType == "Humanoid">>
<<set $EntityValues[$UE].EarText = "normal ears and">>
<<elseif $EntityValues[$UE].EarType == "Elvish">>
<<set $EntityValues[$UE].EarText = "long elven ears and">>
<<elseif $EntityValues[$UE].EarType == "Pointy">>
<<set $EntityValues[$UE].EarText = "long pointy ears and">>
<<elseif $EntityValues[$UE].EarType == "Cat">>
<<set $EntityValues[$UE].EarText = "pointy cat-like ear and">>
<<elseif $EntityValues[$UE].EarType == "Cow">>
<<set $EntityValues[$UE].EarText = "cow-like ears and">>
<<elseif $EntityValues[$UE].EarType == "Generic">>
<<set $EntityValues[$UE].EarText = "normal ears and">>
<<else>>
<<set $EntityValues[$UE].EarText = "normal ears and">>
<</if>>
<<if $EntityValues[$UE].EyeColor == "Blue">>
<<set $EntityValues[$UE].EyeColorText = "$EntityValues[$UE].BHisHer eyes are blue in color and">>
<<elseif $EntityValues[$UE].EyeColor == "Deep Blue">>
<<set $EntityValues[$UE].EyeColorText = "$EntityValues[$UE].BHisHer eyes are deep blue in color and">>
<<elseif $EntityValues[$UE].EyeColor == "Light Blue">>
<<set $EntityValues[$UE].EyeColorText = "$EntityValues[$UE].BHisHer eyes are light blue in color and">>
<<elseif $EntityValues[$UE].EyeColor == "Brown">>
<<set $EntityValues[$UE].EyeColorText = "$EntityValues[$UE].BHisHer eyes are brown in color and">>
<<elseif $EntityValues[$UE].EyeColor == "Hazel">>
<<set $EntityValues[$UE].EyeColorText = "$EntityValues[$UE].BHisHer eyes are hazel in color and">>
<<elseif $EntityValues[$UE].EyeColor == "Green">>
<<set $EntityValues[$UE].EyeColorText = "$EntityValues[$UE].BHisHer eyes are green in color and">>
<<elseif $EntityValues[$UE].EyeColor == "Amber">>
<<set $EntityValues[$UE].EyeColorText = "$EntityValues[$UE].BHisHer eyes are amber in color and">>
<<elseif $EntityValues[$UE].EyeColor == "Red">>
<<set $EntityValues[$UE].EyeColorText = "$EntityValues[$UE].BHisHer eyes are red in color and">>
<<elseif $EntityValues[$UE].EyeColor == "Violet">>
<<set $EntityValues[$UE].EyeColorText = "$EntityValues[$UE].BHisHer eyes are violet in color and">>
<<elseif $EntityValues[$UE].EyeColor == "Golden">>
<<set $EntityValues[$UE].EyeColorText = "$EntityValues[$UE].BHisHer eyes are golden in color and">>
<<elseif $EntityValues[$UE].EyeColor == "Scarlet">>
<<set $EntityValues[$UE].EyeColorText = "$EntityValues[$UE].BHisHer eyes are scarlet red in color and">>
<<elseif $EntityValues[$UE].EyeColor == "Crimson">>
<<set $EntityValues[$UE].EyeColorText = "$EntityValues[$UE].BHisHer eyes are crimson in color and">>
<<elseif $EntityValues[$UE].EyeColor == "Grey">>
<<set $EntityValues[$UE].EyeColorText = "$EntityValues[$UE].BHisHer eyes are grey in color and">>
<<else>>
<<set $EntityValues[$UE].EyeColorText = "$EntityValues[$UE].BHisHer eyes are grey in color and">>
<</if>>
<<if $EntityValues[$UE].EyeType == "Humanoid">>
<<set $EntityValues[$UE].EyeTypeText = " have a humanoid iris.">>
<<elseif $EntityValues[$UE].EyeType == "Elvish">>
<<set $EntityValues[$UE].EyeTypeText = " have a dim elvish iris.">>
<<elseif $EntityValues[$UE].EyeType == "Cat">>
<<set $EntityValues[$UE].EyeTypeText = " have a slitted cat-like iris.">>
<<elseif $EntityValues[$UE].EyeType == "Vampiric">>
<<set $EntityValues[$UE].EyeTypeText = " have a vampiric iris.">>
<<elseif $EntityValues[$UE].EyeType == "Corrupted">>
<<set $EntityValues[$UE].EyeTypeText = " have a corrupted glowing iris.">>
<<elseif $EntityValues[$UE].EyeType == "Generic">>
<<set $EntityValues[$UE].EyeTypeText = " have a normal iris.">>
<<else>>
<<set $EntityValues[$UE].EyeTypeText = " have a normal iris.">>
<</if>>
<<if $EntityValues[$UE].HairStyle == "Scruffy">>
<<set $EntityValues[$UE].HairStyleText = "$EntityValues[$UE].BHisHer hair is scruffy, but well-cut and">>
<<elseif $EntityValues[$UE].HairStyle == "Short">>
<<set $EntityValues[$UE].HairStyleText = "$EntityValues[$UE].BHisHer hair is short, well-cut and">>
<<elseif $EntityValues[$UE].HairStyle == "Medium">>
<<set $EntityValues[$UE].HairStyleText = "$EntityValues[$UE].BHisHer hair is shoulder-length and">>
<<elseif $EntityValues[$UE].HairStyle == "Long">>
<<set $EntityValues[$UE].HairStyleText = "$EntityValues[$UE].BHisHer hair is chest-length and">>
<<elseif $EntityValues[$UE].HairStyle == "Very Long">>
<<set $EntityValues[$UE].HairStyleText = "$EntityValues[$UE].BHisHer hair is lower-back length and">>
<<elseif $EntityValues[$UE].HairStyle == "Bald">>
<<set $EntityValues[$UE].HairStyleText = "$EntityValues[$UE].BHeShe is bald.">>
<<else>>
<<set $EntityValues[$UE].HairStyleText = "$EntityValues[$UE].BHeShe is bald.">>
<</if>>
<<if $EntityValues[$UE].HairStyle != "Bald">>
<<if $EntityValues[$UE].HairColor == "Brown">>
<<set $EntityValues[$UE].HairColorText = " brown in color.">>
<<elseif $EntityValues[$UE].HairColor == "Blonde">>
<<set $EntityValues[$UE].HairColorText = " blonde in color.">>
<<elseif $EntityValues[$UE].HairColor == "Black">>
<<set $EntityValues[$UE].HairColorText = " raven black in color.">>
<<elseif $EntityValues[$UE].HairColor == "Auburn">>
<<set $EntityValues[$UE].HairColorText = " auburn in color.">>
<<elseif $EntityValues[$UE].HairColor == "Red">>
<<set $EntityValues[$UE].HairColorText = " bright red in color.">>
<<elseif $EntityValues[$UE].HairColor == "Grey">>
<<set $EntityValues[$UE].HairColorText = " grey in color.">>
<<elseif $EntityValues[$UE].HairColor == "White">>
<<set $EntityValues[$UE].HairColorText = " white in color.">>
<<else>>
<<set $EntityValues[$UE].HairColorText = " grey in color.">>
<</if>>
<<else>>
<<set $EntityValues[$UE].HairColorText = "">>
<</if>>
<<if $EntityValues[$UE].ArmsType == "Humanoid">>
<<set $EntityValues[$UE].ArmsTypeText = "humanoid">>
<<elseif $EntityValues[$UE].ArmsType == "Generic">>
<<set $EntityValues[$UE].ArmsTypeText = "generic">>
<<else>>
<<set $EntityValues[$UE].ArmsTypeText = "generic">>
<</if>>
<<if $EntityValues[$UE].ArmsAmount == 1>>
<<set $EntityValues[$UE].ArmsAmountText = "$EntityValues[$UE].BHasHave one $EntityValues[$UE].ArmsTypeText arm ending in ">>
<<elseif $EntityValues[$UE].ArmsAmount == 2>>
<<set $EntityValues[$UE].ArmsAmountText = "$EntityValues[$UE].BHasHave two $EntityValues[$UE].ArmsTypeText arms ending in ">>
<<elseif $EntityValues[$UE].ArmsAmount == 3>>
<<set $EntityValues[$UE].ArmsAmountText = "$EntityValues[$UE].BHasHave three $EntityValues[$UE].ArmsTypeText arms ending in ">>
<<elseif $EntityValues[$UE].ArmsAmount == 4>>
<<set $EntityValues[$UE].ArmsAmountText = "$EntityValues[$UE].BHasHave four $EntityValues[$UE].ArmsTypeText arms ending in ">>
<<elseif $EntityValues[$UE].ArmsAmount == 5>>
<<set $EntityValues[$UE].ArmsAmountText = "$EntityValues[$UE].BHasHave five $EntityValues[$UE].ArmsTypeText arms ending in ">>
<<elseif $EntityValues[$UE].ArmsAmount >= 6>>
<<set $EntityValues[$UE].ArmsAmountText = "$EntityValues[$UE].BHasHave six $EntityValues[$UE].ArmsTypeText arms ending in ">>
<<else>>
<<set $EntityValues[$UE].ArmsAmountText = "$EntityValues[$UE].BHasHave two $EntityValues[$UE].ArmsTypeText arms ending in ">>
<</if>>
<<if $EntityValues[$UE].HandsType == "Humanoid">>
<<set $EntityValues[$UE].HandsTypeText = "normal hands ">>
<<elseif $EntityValues[$UE].HandsType == "Sharp">>
<<set $EntityValues[$UE].HandsTypeText = "normal hands with razor-sharp nails ">>
<<elseif $EntityValues[$UE].HandsType == "Tendril">>
<<set $EntityValues[$UE].HandsTypeText = "tendril-like hands ">>
<<elseif $EntityValues[$UE].HandsType == "Claw">>
<<set $EntityValues[$UE].HandsTypeText = "strong claws ">>
<<elseif $EntityValues[$UE].HandsType == "Generic">>
<<set $EntityValues[$UE].HandsTypeText = "normal hands ">>
<<else>>
<<set $EntityValues[$UE].HandsTypeText = "normal hands ">>
<</if>>
<<if $EntityValues[$UE].LegsType == "Humanoid">>
<<set $EntityValues[$UE].LegsTypeText = "humanoid">>
<<elseif $EntityValues[$UE].LegsType == "Fur">>
<<set $EntityValues[$UE].LegsTypeText = "heavily furried">>
<<elseif $EntityValues[$UE].LegsType == "Horseback">>
<<set $EntityValues[$UE].LegsTypeText = "horse-like">>
<<elseif $EntityValues[$UE].LegsType == "Generic">>
<<set $EntityValues[$UE].LegsTypeText = "generic">>
<<else>>
<<set $EntityValues[$UE].LegsTypeText = "generic">>
<</if>>
<<if $EntityValues[$UE].LegsAmount == 2>>
<<set $EntityValues[$UE].LegsAmountText = "and two $EntityValues[$UE].LegsTypeText legs ending in ">>
<<elseif $EntityValues[$UE].LegsAmount == 4>>
<<set $EntityValues[$UE].LegsAmountText = "and four $EntityValues[$UE].LegsTypeText legs ending in ">>
<<else>>
<<set $EntityValues[$UE].LegsAmountText = "and two $EntityValues[$UE].LegsTypeText legs ending in ">>
<</if>>
<<if $EntityValues[$UE].FeetType == "Humanoid">>
<<set $EntityValues[$UE].FeetTypeText = "normal feet.">>
<<elseif $EntityValues[$UE].FeetType == "Generic">>
<<set $EntityValues[$UE].FeetTypeText = "normal feet.">>
<<elseif $EntityValues[$UE].FeetType == "Cloven">>
<<set $EntityValues[$UE].FeetTypeText = "cloven hooves.">>
<<elseif $EntityValues[$UE].FeetType == "Demonic">>
<<set $EntityValues[$UE].FeetTypeText = "demonic high-heeled feet.">>
<<else>>
<<set $EntityValues[$UE].FeetTypeText = "normal feet.">>
<</if>>
<<if $EntityValues[$UE].SkinType == "Soft">>
<<set $EntityValues[$UE].SkinTypeText = "$EntityValues[$UE].BHisHer skin is soft and">>
<<elseif $EntityValues[$UE].SkinTypeType == "Scaly">>
<<set $EntityValues[$UE].SkinTypeText = "$EntityValues[$UE].BHisHer skin is covered in scales and">>
<<elseif $EntityValues[$UE].SkinTypeType == "Fur">>
<<set $EntityValues[$UE].SkinTypeText = "$EntityValues[$UE].BHisHer skin is covered in fur and">>
<<else>>
<<set $EntityValues[$UE].SkinTypeText = "$EntityValues[$UE].BHisHer skin is soft and">>
<</if>>
<<if $EntityValues[$UE].SkinColor == "Pale">>
<<set $EntityValues[$UE].SkinColorText = "pale in color.">>
<<elseif $EntityValues[$UE].SkinColor == "Fair">>
<<set $EntityValues[$UE].SkinColorText = "fair in color.">>
<<elseif $EntityValues[$UE].SkinColor == "Tanned">>
<<set $EntityValues[$UE].SkinColorText = "tanned in color.">>
<<elseif $EntityValues[$UE].SkinColor == "Dark">>
<<set $EntityValues[$UE].SkinColorText = "dark in color.">>
<<elseif $EntityValues[$UE].SkinColor == "Grey">>
<<set $EntityValues[$UE].SkinColorText = "deep grey in color.">>
<<elseif $EntityValues[$UE].SkinColor == "Purple">>
<<set $EntityValues[$UE].SkinColorText = "bright purple in color.">>
<<elseif $EntityValues[$UE].SkinColor == "Red">>
<<set $EntityValues[$UE].SkinColorText = "deep red in color.">>
<<elseif $EntityValues[$UE].SkinColor == "Dark Red">>
<<set $EntityValues[$UE].SkinColorText = "dark red in color.">>
<<elseif $EntityValues[$UE].SkinColor == "Deep Purple">>
<<set $EntityValues[$UE].SkinColorText = "deep purple in color.">>
<<elseif $EntityValues[$UE].SkinColor == "Light Pink">>
<<set $EntityValues[$UE].SkinColorText = "light playful pink in color.">>
<<elseif $EntityValues[$UE].SkinColor == "Green">>
<<set $EntityValues[$UE].SkinColorText = "mossy green in color.">>
<<elseif $EntityValues[$UE].SkinColor == "Rich Green">>
<<set $EntityValues[$UE].SkinColorText = "rich deep green in color.">>
<<elseif $EntityValues[$UE].SkinColor == "Dark Green">>
<<set $EntityValues[$UE].SkinColorText = "dark green in color.">>
<<elseif $EntityValues[$UE].SkinColor == "Light Green">>
<<set $EntityValues[$UE].SkinColorText = "lightish green in color.">>
<<elseif $EntityValues[$UE].SkinColor == "Blue">>
<<set $EntityValues[$UE].SkinColorText = "playfully blue in color.">>
<<elseif $EntityValues[$UE].SkinColor == "Pink">>
<<set $EntityValues[$UE].SkinColorText = "seductively pink in color.">>
<<else>>
<<set $EntityValues[$UE].SkinColorText = "fair in color.">>
<</if>>
<</widget>><<widget StartAnatomy>>
<<StartBodyParts>>
<<StartEntityModifiers>>
<<StartEntityAnatomy>>
<</widget>><<widget UpdateEntityText>>
<<if $EntityValues[$UE].IsPlayer is true>>
<<set $EntityValues[$UE].BNoun = "You">>
<<set $EntityValues[$UE].sNoun = "you">>
<<set $EntityValues[$UE].BrNoun = "Your">>
<<set $EntityValues[$UE].srNoun = "your">>
<<set $EntityValues[$UE].ProBNoun = "You">>
<<set $EntityValues[$UE].ProsNoun = "you">>
<<set $EntityValues[$UE].BHeShe = "You">>
<<set $EntityValues[$UE].sHeShe = "you">>
<<set $EntityValues[$UE].BHasHave = "You have">>
<<set $EntityValues[$UE].sHasHave = "you have">>
<<set $EntityValues[$UE].BHimHer = "You">>
<<set $EntityValues[$UE].sHimHer = "you">>
<<set $EntityValues[$UE].BHisHer = "Your">>
<<set $EntityValues[$UE].sHisHer = "your">>
<<set $EntityValues[$UE].BHimselfHerself = "Yourself">>
<<set $EntityValues[$UE].sHimselfHerself = "yourself">>
<<set $EntityValues[$UE].BThey = "You">>
<<set $EntityValues[$UE].sThey = "you">>
<<if $EntityValues[$UE].Gender == "Male">>
<<set $EntityValues[$UE].TPBHeShe = "He">>
<<set $EntityValues[$UE].TPBHimHer = "Him">>
<<set $EntityValues[$UE].TPBHisHer = "His">>
<<set $EntityValues[$UE].TPBHisHers = "His">>
<<set $EntityValues[$UE].TPBHimselfHerself = "His">>
<<set $EntityValues[$UE].TPBThey = "They">>
<<set $EntityValues[$UE].TPsHeShe = "he">>
<<set $EntityValues[$UE].TPsHimHer = "him">>
<<set $EntityValues[$UE].TPsHisHer = "his">>
<<set $EntityValues[$UE].TPsHisHers = "his">>
<<set $EntityValues[$UE].TPsHimselfHerself = "Herself">>
<<set $EntityValues[$UE].TPsThey = "they">>
<<else>>
<<set $EntityValues[$UE].TPBHeShe = "She">>
<<set $EntityValues[$UE].TPBHimHer = "Her">>
<<set $EntityValues[$UE].TPBHisHer = "Her">>
<<set $EntityValues[$UE].TPBHisHers = "Hers">>
<<set $EntityValues[$UE].TPBHimselfHerself = "Herself">>
<<set $EntityValues[$UE].TPBThey = "They">>
<<set $EntityValues[$UE].TPsHeShe = "she">>
<<set $EntityValues[$UE].TPsHimHer = "her">>
<<set $EntityValues[$UE].TPsHisHer = "her">>
<<set $EntityValues[$UE].TPsHisHers = "hers">>
<<set $EntityValues[$UE].TPsHimselfHerself = "herself">>
<<set $EntityValues[$UE].TPsThey = "they">>
<</if>>
<<else>>
<<if $EntityValues[$UE].IsPerson is false>>
<<set $EntityValues[$UE].BNoun = $EntityValues[$UE].Name>>
<<set $EntityValues[$UE].sNoun = $EntityValues[$UE].Name>>
<<set $EntityValues[$UE].BrNoun = $EntityValues[$UE].Name + "'s">>
<<set $EntityValues[$UE].srNoun = $EntityValues[$UE].Name + "'s">>
<<set $EntityValues[$UE].ProBNoun = "It">>
<<set $EntityValues[$UE].ProsNoun = "it">>
<<set $EntityValues[$UE].BHeShe = "It">>
<<set $EntityValues[$UE].sHeShe = "it">>
<<set $EntityValues[$UE].BHasHave = "It has">>
<<set $EntityValues[$UE].sHasHave = "it has">>
<<set $EntityValues[$UE].BHimHer = "Them">>
<<set $EntityValues[$UE].sHimHer = "them">>
<<set $EntityValues[$UE].BHisHer = "Their">>
<<set $EntityValues[$UE].sHisHer = "their">>
<<set $EntityValues[$UE].BHimselfHerself = "Themself">>
<<set $EntityValues[$UE].sHimselfHerself = "themself">>
<<set $EntityValues[$UE].BThey = "They">>
<<set $EntityValues[$UE].sThey = "they">>
<<set $EntityValues[$UE].TPBHeShe = "It">>
<<set $EntityValues[$UE].TPBHimHer = "Them">>
<<set $EntityValues[$UE].TPBHisHer = "Their">>
<<set $EntityValues[$UE].TPBHisHers = "Theirs">>
<<set $EntityValues[$UE].TPBHimselfHerself = "Theirself">>
<<set $EntityValues[$UE].TPBThey = "They">>
<<set $EntityValues[$UE].TPsHeShe = "it">>
<<set $EntityValues[$UE].TPsHimHer = "them">>
<<set $EntityValues[$UE].TPsHisHer = "their">>
<<set $EntityValues[$UE].TPsHisHers = "theirs">>
<<set $EntityValues[$UE].TPsHimselfHerself = "theirself">>
<<set $EntityValues[$UE].TPsThey = "they">>
<<else>>
<<if $EntityValues[$UE].Gender == "Male">>
<<set $EntityValues[$UE].BNoun = $EntityValues[$UE].Name>>
<<set $EntityValues[$UE].sNoun = $EntityValues[$UE].Name>>
<<set $EntityValues[$UE].BrNoun = $EntityValues[$UE].Name + "'s">>
<<set $EntityValues[$UE].srNoun = $EntityValues[$UE].Name + "'s">>
<<set $EntityValues[$UE].ProBNoun = "He">>
<<set $EntityValues[$UE].ProsNoun = "he">>
<<set $EntityValues[$UE].BHeShe = "He">>
<<set $EntityValues[$UE].sHeShe = "he">>
<<set $EntityValues[$UE].BHasHave = "He has">>
<<set $EntityValues[$UE].sHasHave = "he has">>
<<set $EntityValues[$UE].BHimHer = "Him">>
<<set $EntityValues[$UE].sHimHer = "him">>
<<set $EntityValues[$UE].BHisHer = "His">>
<<set $EntityValues[$UE].sHisHer = "his">>
<<set $EntityValues[$UE].BHimselfHerself = "Himself">>
<<set $EntityValues[$UE].sHimselfHerself = "himself">>
<<set $EntityValues[$UE].BThey = "They">>
<<set $EntityValues[$UE].sThey = "they">>
<<set $EntityValues[$UE].TPBHeShe = "He">>
<<set $EntityValues[$UE].TPBHimHer = "Him">>
<<set $EntityValues[$UE].TPBHisHer = "His">>
<<set $EntityValues[$UE].TPBHisHers = "His">>
<<set $EntityValues[$UE].TPBHimselfHerself = "His">>
<<set $EntityValues[$UE].TPBThey = "They">>
<<set $EntityValues[$UE].TPsHeShe = "he">>
<<set $EntityValues[$UE].TPsHimHer = "him">>
<<set $EntityValues[$UE].TPsHisHer = "his">>
<<set $EntityValues[$UE].TPsHisHers = "his">>
<<set $EntityValues[$UE].TPsHimselfHerself = "Herself">>
<<set $EntityValues[$UE].TPsThey = "they">>
<<else>>
<<set $EntityValues[$UE].BNoun = $EntityValues[$UE].Name>>
<<set $EntityValues[$UE].sNoun = $EntityValues[$UE].Name>>
<<set $EntityValues[$UE].BrNoun = $EntityValues[$UE].Name + "'s">>
<<set $EntityValues[$UE].srNoun = $EntityValues[$UE].Name + "'s">>
<<set $EntityValues[$UE].ProBNoun = "She">>
<<set $EntityValues[$UE].ProsNoun = "she">>
<<set $EntityValues[$UE].BHeShe = "She">>
<<set $EntityValues[$UE].sHeShe = "she">>
<<set $EntityValues[$UE].BHasHave = "She has">>
<<set $EntityValues[$UE].sHasHave = "She has">>
<<set $EntityValues[$UE].BHimHer = "Her">>
<<set $EntityValues[$UE].sHimHer = "her">>
<<set $EntityValues[$UE].BHimselfHerself = "Herself">>
<<set $EntityValues[$UE].sHimselfHerself = "herself">>
<<set $EntityValues[$UE].BHisHer = "Her">>
<<set $EntityValues[$UE].sHisHer = "her">>
<<set $EntityValues[$UE].BThey = "They">>
<<set $EntityValues[$UE].sThey = "they">>
<<set $EntityValues[$UE].TPBHeShe = "She">>
<<set $EntityValues[$UE].TPBHimHer = "Her">>
<<set $EntityValues[$UE].TPBHisHer = "Her">>
<<set $EntityValues[$UE].TPBHisHers = "Hers">>
<<set $EntityValues[$UE].TPBHimselfHerself = "Herself">>
<<set $EntityValues[$UE].TPBThey = "They">>
<<set $EntityValues[$UE].TPsHeShe = "she">>
<<set $EntityValues[$UE].TPsHimHer = "her">>
<<set $EntityValues[$UE].TPsHisHer = "her">>
<<set $EntityValues[$UE].TPsHisHers = "hers">>
<<set $EntityValues[$UE].TPsHimselfHerself = "herself">>
<<set $EntityValues[$UE].TPsThey = "they">>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget DStartEntityAnatomy>>
<<for $i to 0; $i lt $EntityValues.length; $i++>>
<<if $EntityValues[$i].IsPlayer is true>>
<<set $EntityValues[$i].PenisSize = 0>>
<<set $EntityValues[$i].PenisText = "">>
<<set $EntityValues[$i].PenisType = "Humanoid">>
<<set $EntityValues[$i].PenisTypeText = "">>
<<set $EntityValues[$i].AssSize = 0>>
<<set $EntityValues[$i].AssholeSize = 0>>
<<set $EntityValues[$i].AssText = "">>
<<set $EntityValues[$i].AssholeText = "">>
<<set $EntityValues[$i].BreastSize = 0>>
<<set $EntityValues[$i].BreastText = "">>
<<set $EntityValues[$i].VaginaSize = 0>>
<<set $EntityValues[$i].VaginaText = "">>
<<set $EntityValues[$i].LipsSize = 0>>
<<set $EntityValues[$i].LipsText = "">>
<<set $EntityValues[$i].DoubleGenitals to false>>
<<set $EntityValues[$i].HasPenis to true>>
<<set $EntityValues[$i].HasVagina to false>>
<<set $EntityValues[$i].Face = "Humanoid">>
<<set $EntityValues[$i].FaceText = "">>
<<set $EntityValues[$i].EyeType = "Humanoid">>
<<set $EntityValues[$i].EyeTypeText = "">>
<<set $EntityValues[$i].EyeColor = "Blue">>
<<set $EntityValues[$i].EyeColorText = "">>
<<set $EntityValues[$i].EarType = "Humanoid">>
<<set $EntityValues[$i].EarText = "">>
<<set $EntityValues[$i].HairStyle = "Scruffy">>
<<set $EntityValues[$i].HairStyleText = "">>
<<set $EntityValues[$i].HairColor = "Brown">>
<<set $EntityValues[$i].HairColorText = "">>
<<set $EntityValues[$i].SkinType = "Soft">>
<<set $EntityValues[$i].SkinTypeText = "">>
<<set $EntityValues[$i].SkinColor = "Fair">>
<<set $EntityValues[$i].SkinColorText = "">>
<<set $EntityValues[$i].ArmsType = "Humanoid">>
<<set $EntityValues[$i].ArmsAmount = 2>>
<<set $EntityValues[$i].ArmsTypeText = "">>
<<set $EntityValues[$i].ArmsAmountText = "">>
<<set $EntityValues[$i].LegsType = "Humanoid">>
<<set $EntityValues[$i].LegsAmount = 2>>
<<set $EntityValues[$i].LegsTypeText = "">>
<<set $EntityValues[$i].LegsAmountText = "">>
<<set $EntityValues[$i].HandsType = "Humanoid">>
<<set $EntityValues[$i].HandsTypeText = "">>
<<set $EntityValues[$i].FeetType = "Humanoid">>
<<set $EntityValues[$i].FeetTypeText = "">>
<<set $EntityValues[$i].MuscleText = "">>
<<set $EntityValues[$i].BuildText = "">>
<<set $EntityValues[$i].SexualText = "">>
<<set $EntityValues[$i].AttractiveText = "">>
<<else>>
<<set $EntityValues[$i].PenisSize = 3>>
<<set $EntityValues[$i].PenisText = "">>
<<set $EntityValues[$i].PenisType = "Humanoid">>
<<set $EntityValues[$i].PenisTypeText = "">>
<<set $EntityValues[$i].AssSize = 3>>
<<set $EntityValues[$i].AssholeSize = 1>>
<<set $EntityValues[$i].AssText = "">>
<<set $EntityValues[$i].AssholeText = "">>
<<set $EntityValues[$i].BreastSize = 0>>
<<set $EntityValues[$i].BreastText = "">>
<<set $EntityValues[$i].VaginaSize = 0>>
<<set $EntityValues[$i].VaginaText = "">>
<<set $EntityValues[$i].LipsSize = 0>>
<<set $EntityValues[$i].LipsText = "">>
<<set $EntityValues[$i].DoubleGenitals to false>>
<<set $EntityValues[$i].HasPenis to true>>
<<set $EntityValues[$i].HasVagina to false>>
<<set $EntityValues[$i].Face = "Humanoid">>
<<set $EntityValues[$i].FaceText = "">>
<<set $EntityValues[$i].EyeType = "Humanoid">>
<<set $EntityValues[$i].EyeTypeText = "">>
<<set $EntityValues[$i].EyeColor = "Brown">>
<<set $EntityValues[$i].EyeColorText = "">>
<<set $EntityValues[$i].EarType = "Humanoid">>
<<set $EntityValues[$i].EarText = "">>
<<set $EntityValues[$i].HairStyle = "Short">>
<<set $EntityValues[$i].HairStyleText = "">>
<<set $EntityValues[$i].HairColor = "Brown">>
<<set $EntityValues[$i].HairColorText = "">>
<<set $EntityValues[$i].SkinType = "Soft">>
<<set $EntityValues[$i].SkinTypeText = "">>
<<set $EntityValues[$i].SkinColor = "Fair">>
<<set $EntityValues[$i].SkinColorText = "">>
<<set $EntityValues[$i].ArmsType = "Humanoid">>
<<set $EntityValues[$i].ArmsAmount = 2>>
<<set $EntityValues[$i].ArmsTypeText = "">>
<<set $EntityValues[$i].ArmsAmountText = "">>
<<set $EntityValues[$i].LegsType = "Humanoid">>
<<set $EntityValues[$i].LegsAmount = 2>>
<<set $EntityValues[$i].LegsTypeText = "">>
<<set $EntityValues[$i].LegsAmountText = "">>
<<set $EntityValues[$i].HandsType = "Humanoid">>
<<set $EntityValues[$i].HandsTypeText = "">>
<<set $EntityValues[$i].FeetType = "Humanoid">>
<<set $EntityValues[$i].FeetTypeText = "">>
<<set $EntityValues[$i].MuscleText = "">>
<<set $EntityValues[$i].BuildText = "">>
<<set $EntityValues[$i].SexualText = "">>
<<set $EntityValues[$i].AttractiveText = "">>
<</if>>
<</for>>
<</widget>><<widget PrintPrimary>>
<<for $i to 0; $i lt $EntityValues.length; $i++>>
<<if $EntityValues[$i].ID == $args[0]>>
<br>ID: $EntityValues[$i].ID
<br>Name: $EntityValues[$i].Name
<br>FirstName: $EntityValues[$i].FirstName
<br>SurName: $EntityValues[$i].SurName
<br>Race: $EntityValues[$i].Race
<br>Gender: $EntityValues[$i].Gender
<br>Location: $EntityValues[$i].Location
<br>Status: $EntityValues[$i].Status
<br>Traits: <<DisplayTraits $EntityValues[$i].ID>>
<br>Skills: <<DisplaySkills $EntityValues[$i].ID>>
<br>StrengthTraitLevel: $EntityValues[$i].RankedTraits.StrengthTraitLevel
<br>DexterityTraitLevel: $EntityValues[$i].RankedTraits.DexterityTraitLevel
<br>CharismaTraitLevel: $EntityValues[$i].RankedTraits.CharismaTraitLevel
<br>IntelligenceTraitLevel: $EntityValues[$i].RankedTraits.IntelligenceTraitLevel
<br>WillpowerTraitLevel: $EntityValues[$i].RankedTraits.WillpowerTraitLevel
<br>CorruptionTraitLevel: $EntityValues[$i].RankedTraits.CorruptionTraitLevel
<br>CorruptorTraitLevel: $EntityValues[$i].RankedTraits.CorruptorTraitLevel
<br>AlcoholTraitLevel: $EntityValues[$i].RankedTraits.AlcoholTraitLevel
<br>SexualTraitType: $EntityValues[$i].RankedTraits.SexualTraitType
<br>AttractiveTraitLevel: $EntityValues[$i].RankedTraits.AttractiveTraitLevel
<</if>>
<</for>>
<</widget>>
<<widget PrintPrimaryPlayer>>
<<for $i to 0; $i lt $EntityValues.length; $i++>>
<<if $EntityValues[$i].ID == $args[0]>>
<br>ID: $EntityValues[$i].ID
<br>Name: $EntityValues[$i].Name
<br>FirstName: $EntityValues[$i].FirstName
<br>SurName: $EntityValues[$i].SurName
<br>Race: $EntityValues[$i].Race
<br>Gender: $EntityValues[$i].Gender
<br>Location: $EntityValues[$i].Location
<br>Status: $EntityValues[$i].Status
<br>Traits: <<DisplayTraits $Player>>
<br>Skills: <<DisplaySkills $Player>>
<br>StrengthTraitLevel: $EntityValues[$i].RankedTraits.StrengthTraitLevel
<br>DexterityTraitLevel: $EntityValues[$i].RankedTraits.DexterityTraitLevel
<br>CharismaTraitLevel: $EntityValues[$i].RankedTraits.CharismaTraitLevel
<br>IntelligenceTraitLevel: $EntityValues[$i].RankedTraits.IntelligenceTraitLevel
<br>WillpowerTraitLevel: $EntityValues[$i].RankedTraits.WillpowerTraitLevel
<br>CorruptionTraitLevel: $EntityValues[$i].RankedTraits.CorruptionTraitLevel
<br>CorruptorTraitLevel: $EntityValues[$i].RankedTraits.CorruptorTraitLevel
<br>AlcoholTraitLevel: $EntityValues[$i].RankedTraits.AlcoholTraitLevel
<br>SexualTraitType: $EntityValues[$i].RankedTraits.SexualTraitType
<br>AttractiveTraitLevel: $EntityValues[$i].RankedTraits.AttractiveTraitLevel
<</if>>
<</for>>
<</widget>>
<<widget PrintAnatomy>>
<<for $i to 0; $i lt $EntityValues.length; $i++>>
<<if $EntityValues[$i].ID == $args[0]>>
<br>Race: $EntityValues[$i].Race
<br>Gender: $EntityValues[$i].Gender
<br>IsPerson: $EntityValues[$i].IsPerson
<br>Body.Penis.Size: $EntityValues[$i].Body.Penis.Size
<br>PenisText: $EntityValues[$i].Body.Penis.Text
<br>Body.Ass.Size: $EntityValues[$i].Body.Ass.Size
<br>AssText: $EntityValues[$i].Body.Ass.Text
<br>Body.Asshole.Size: $EntityValues[$i].Body.Asshole.Size
<br>AssholeText: $EntityValues[$i].Body.Asshole.Text
<br>Body.Vagina.Size: $EntityValues[$i].Body.Vagina.Size
<br>VaginaText: $EntityValues[$i].Body.Vagina.Text
<br>Body.Breasts.Size: $EntityValues[$i].Body.Breasts.Size
<br>BreastText: $EntityValues[$i].Body.Breast.Text
<br>LipsSize: $EntityValues[$i].Body.Lips.Size
<br>LipsText: $EntityValues[$i].Body.Lips.Text
<br>Body.Penis.Has: $EntityValues[$i].Body.Penis.Has
<br>Body.Vagina.Has: $EntityValues[$i].Body.Vagina.Has
<br>Face: $EntityValues[$i].Body.Face
<br>EyeType: $EntityValues[$i].Body.Eyes.Group
<br>FaceText: $EntityValues[$i].Body.Face.Text
<br>EyeColor: $EntityValues[$i].Body.Eyes.Color
<br>EyeColorText: $EntityValues[$i].Body.Eyes.Text
<br>HairStyle: $EntityValues[$i].Body.Hair.Style
<br>HairStyleText: $EntityValues[$i].Body.Hair.StyleText
<br>HairColor: $EntityValues[$i].Body.Hair.Color
<br>HairColorText: $EntityValues[$i].Body.Hair.Text
<br>SkinColor: $EntityValues[$i].Body.Skin.Color
<br>SkinColorText: $EntityValues[$i].Body.Skin.Text
<br>SkinGroup: $EntityValues[$i].Body.Skin.Group
<br>ArmsText: $EntityValues[$i].Body.Arms.Text
<br>ArmsGroup: $EntityValues[$i].Body.Arms.ArmsGroup
<br>HandGroup: $EntityValues[$i].Body.Arms.HandsGroup
<br>LegsText: $EntityValues[$i].Body.Legs.Text
<br>LegsGroup: $EntityValues[$i].Body.Legs.LegsGroup
<br>FeetGroup: $EntityValues[$i].Body.Legs.FeetGroup
<br>MuscleText: $EntityValues[$i].Body.Appearance.MuscleText
<br>BuildText: $EntityValues[$i].Body.Appearance.BuildText
<br>SexualText: $EntityValues[$i].Body.Appearance.SexualText
<br>AttractiveText: $EntityValues[$i].Body.Appearance.AttractiveText
<</if>>
<</for>>
<</widget>>
<<widget PrintStats>>
<<for $i to 0; $i lt $EntityValues.length; $i++>>
<<if $EntityValues[$i].ID == $args[0]>>
<br>Lethality: $EntityValues[$i].Lethality
<br>Armor: $EntityValues[$i].Armor
<br>Sorcery: $EntityValues[$i].Sorcery
<br>Binding: $EntityValues[$i].Binding
<br>Seduction: $EntityValues[$i].Seduction
<br>Depravity: $EntityValues[$i].Depravity
<br>Statmap : Current(Minimum/Maximum)
<br>Health: $EntityValues[$i].CurrentHealth ($EntityValues[$i].MinHealth/$EntityValues[$i].MaxHealth)
<br>Mana: $EntityValues[$i].CurrentMana ($EntityValues[$i].MinMana/$EntityValues[$i].MaxMana)
<br>Energy: $EntityValues[$i].CurrentEnergy ($EntityValues[$i].MinEnergy/$EntityValues[$i].MaxEnergy)
<br>Lust: $EntityValues[$i].CurrentLust ($EntityValues[$i].MinLust/$EntityValues[$i].MaxLust)
<br>Resistance: $EntityValues[$i].CurrentResistance ($EntityValues[$i].MinResistance/$EntityValues[$i].MaxResistance)
<</if>>
<</for>>
<</widget>><<widget StartPresets>>
<<PlayerPreset>>
<<TracyPreset>>
<<NadoraPreset>>
<<LisaPreset>>
<<CandicePreset>>
<<LeonardPreset>>
<<ZakoPreset>>
<<TheWitchPreset>>
<<FeliciaPreset>>
<<HaldenPreset>>
<<ArnoldPreset>>
<<VelindraPreset>>
<</widget>>
<<widget TracyPreset>>
<<AddTrait $Tracy "Curious">>
<<AddSkill $Tracy "Dancing">>
<<set $EntityValues[$Tracy].RankedTraits.StrengthTraitLevel = 2>>
<<set $EntityValues[$Tracy].RankedTraits.DexterityTraitLevel = 5>>
<<set $EntityValues[$Tracy].RankedTraits.CharismaTraitLevel = 3>>
<<set $EntityValues[$Tracy].RankedTraits.IntelligenceTraitLevel = 2>>
<<set $EntityValues[$Tracy].RankedTraits.WillpowerTraitLevel = 4>>
<<set $EntityValues[$Tracy].RankedTraits.CorruptionTraitLevel = 0>>
<<set $EntityValues[$Tracy].RankedTraits.CorruptorTraitLevel = 0>>
<<set $EntityValues[$Tracy].RankedTraits.AlcoholTraitLevel = 0>>
<<set $EntityValues[$Tracy].RankedTraits.SexualTraitType = 1>>
<<set $EntityValues[$Tracy].RankedTraits.AttractiveTraitLevel = 3>>
<<set $EntityValues[$Tracy].Body.Penis.Size = 0>>
<<set $EntityValues[$Tracy].Body.Ass.Size = 3>>
<<set $EntityValues[$Tracy].Body.Asshole.Size = 0>>
<<set $EntityValues[$Tracy].Body.Breasts.Size = 4>>
<<set $EntityValues[$Tracy].Body.Vagina.Size = 1>>
<<set $EntityValues[$Tracy].Body.Lips.Size = 1>>
<<set $EntityValues[$Tracy].Body.Penis.Has to false>>
<<set $EntityValues[$Tracy].Body.Vagina.Has to true>>
<<set $EntityValues[$Tracy].Body.Face.Group = 0>>
<<set $EntityValues[$Tracy].Body.Eyes.Group = 0>>
<<set $EntityValues[$Tracy].Body.Eyes.Color = "Green">>
<<set $EntityValues[$Tracy].Body.Ears.Group = 1>>
<<set $EntityValues[$Tracy].Body.Hair.Style = "Long">>
<<set $EntityValues[$Tracy].Body.Hair.Color = "Blonde">>
<<set $EntityValues[$Tracy].Body.Skin.Group = 0>>
<<set $EntityValues[$Tracy].Body.Skin.Color = "Fair">>
<<set $EntityValues[$Tracy].Body.Arms.ArmsGroup = 0>>
<<set $EntityValues[$Tracy].Body.Arms.Amount = 2>>
<<set $EntityValues[$Tracy].Body.Legs.LegsGroup = 0>>
<<set $EntityValues[$Tracy].Body.Legs.Amount = 2>>
<<set $EntityValues[$Tracy].Body.Arms.HandsGroup = 0>>
<<set $EntityValues[$Tracy].Body.Legs.FeetGroup = 0>>
<</widget>>
<<widget NadoraPreset>>
<<AddTrait $Nadora "Slutty">>
<<AddTrait $Nadora "Bound">>
<<AddSkill $Nadora "Pyromancy">>
<<AddSkill $Nadora "Summoning: Portals">>
<<AddSkill $Nadora "Eromancy">>
<<AddTrait $Nadora "Corrupted Vision">>
<<AddTrait $Nadora "Elder">>
<<set $EntityValues[$Nadora].RankedTraits.StrengthTraitLevel = 4>>
<<set $EntityValues[$Nadora].RankedTraits.DexterityTraitLevel = 6>>
<<set $EntityValues[$Nadora].RankedTraits.CharismaTraitLevel = 5>>
<<set $EntityValues[$Nadora].RankedTraits.IntelligenceTraitLevel = 5>>
<<set $EntityValues[$Nadora].RankedTraits.WillpowerTraitLevel = 6>>
<<set $EntityValues[$Nadora].RankedTraits.CorruptionTraitLevel = 1>>
<<set $EntityValues[$Nadora].RankedTraits.CorruptorTraitLevel = 3>>
<<set $EntityValues[$Nadora].RankedTraits.AlcoholTraitLevel = 0>>
<<set $EntityValues[$Nadora].RankedTraits.SexualTraitType = 0>>
<<set $EntityValues[$Nadora].RankedTraits.AttractiveTraitLevel = 4>>
<<set $EntityValues[$Nadora].Body.Penis.Size = 0>>
<<set $EntityValues[$Nadora].Body.Ass.Size = 4>>
<<set $EntityValues[$Nadora].Body.Asshole.Size = 4>>
<<set $EntityValues[$Nadora].Body.Breasts.Size = 5>>
<<set $EntityValues[$Nadora].Body.Vagina.Size = 3>>
<<set $EntityValues[$Nadora].Body.Lips.Size = 1>>
<<set $EntityValues[$Nadora].Body.Penis.Has to false>>
<<set $EntityValues[$Nadora].Body.Vagina.Has to true>>
<<set $EntityValues[$Nadora].Body.Face.Group = 0>>
<<set $EntityValues[$Nadora].Body.Eyes.Group = 4>>
<<set $EntityValues[$Nadora].Body.Eyes.Color = "Golden">>
<<set $EntityValues[$Nadora].Body.Ears.Group = 2>>
<<set $EntityValues[$Nadora].Body.Hair.Style = "Medium">>
<<set $EntityValues[$Nadora].Body.Hair.Color = "Black">>
<<set $EntityValues[$Nadora].Body.Skin.Group = 0>>
<<set $EntityValues[$Nadora].Body.Skin.Color = "Red">>
<<set $EntityValues[$Nadora].Body.Arms.ArmsGroup = 0>>
<<set $EntityValues[$Nadora].Body.Arms.Amount = 2>>
<<set $EntityValues[$Nadora].Body.Legs.LegsGroup = 0>>
<<set $EntityValues[$Nadora].Body.Legs.Amount = 2>>
<<set $EntityValues[$Nadora].Body.Arms.HandsGroup = 0>>
<<set $EntityValues[$Nadora].Body.Legs.FeetGroup = 0>>
<</widget>>
<<widget TheWitchPreset>>
<<AddTrait $TheWitch "Bound">>
<<AddSkill $TheWitch "Pyromancy">>
<<AddSkill $TheWitch "Summoning: Portals">>
<<AddSkill $TheWitch "Eromancy">>
<<AddTrait $TheWitch "Corrupted Vision">>
<<AddTrait $TheWitch "Elder">>
<<set $EntityValues[$TheWitch].RankedTraits.StrengthTraitLevel = 4>>
<<set $EntityValues[$TheWitch].RankedTraits.DexterityTraitLevel = 6>>
<<set $EntityValues[$TheWitch].RankedTraits.CharismaTraitLevel = 5>>
<<set $EntityValues[$TheWitch].RankedTraits.IntelligenceTraitLevel = 5>>
<<set $EntityValues[$TheWitch].RankedTraits.WillpowerTraitLevel = 6>>
<<set $EntityValues[$TheWitch].RankedTraits.CorruptionTraitLevel = 1>>
<<set $EntityValues[$TheWitch].RankedTraits.CorruptorTraitLevel = 3>>
<<set $EntityValues[$TheWitch].RankedTraits.AlcoholTraitLevel = 0>>
<<set $EntityValues[$TheWitch].RankedTraits.SexualTraitType = 0>>
<<set $EntityValues[$TheWitch].RankedTraits.AttractiveTraitLevel = 4>>
<<set $EntityValues[$TheWitch].Body.Penis.Size = 0>>
<<set $EntityValues[$TheWitch].Body.Ass.Size = 2>>
<<set $EntityValues[$TheWitch].Body.Asshole.Size = 4>>
<<set $EntityValues[$TheWitch].Body.Breasts.Size = 2>>
<<set $EntityValues[$TheWitch].Body.Vagina.Size = 3>>
<<set $EntityValues[$TheWitch].Body.Lips.Size = 0>>
<<set $EntityValues[$TheWitch].Body.Penis.Has to false>>
<<set $EntityValues[$TheWitch].Body.Vagina.Has to true>>
<<set $EntityValues[$TheWitch].Body.Face.Group = 0>>
<<set $EntityValues[$TheWitch].Body.Eyes.Group = 4>>
<<set $EntityValues[$TheWitch].Body.Eyes.Color = "Golden">>
<<set $EntityValues[$TheWitch].Body.Ears.Group = 0>>
<<set $EntityValues[$TheWitch].Body.Hair.Style = "Medium">>
<<set $EntityValues[$TheWitch].Body.Hair.Color = "Black">>
<<set $EntityValues[$TheWitch].Body.Skin.Group = 0>>
<<set $EntityValues[$TheWitch].Body.Skin.Color = "Fair">>
<<set $EntityValues[$TheWitch].Body.Arms.ArmsGroup = 0>>
<<set $EntityValues[$TheWitch].Body.Arms.Amount = 2>>
<<set $EntityValues[$TheWitch].Body.Legs.LegsGroup = 0>>
<<set $EntityValues[$TheWitch].Body.Legs.Amount = 2>>
<<set $EntityValues[$TheWitch].Body.Arms.HandsGroup = 0>>
<<set $EntityValues[$TheWitch].Body.Legs.FeetGroup = 0>>
<</widget>>
<<widget LisaPreset>>
<<AddTrait $Lisa "Slutty">>
<<AddTrait $Lisa "Alcoholic">>
<<AddTrait $Lisa "Cum Addict">>
<<AddTrait $Lisa "Vampirism">>
<<AddTrait $Lisa "Elder">>
<<AddTrait $Lisa "Impatient">>
<<AddSkill $Lisa "Slavery">>
<<AddSkill $Lisa "Teacher">>
<<set $EntityValues[$Lisa].RankedTraits.StrengthTraitLevel = 4>>
<<set $EntityValues[$Lisa].RankedTraits.DexterityTraitLevel = 5>>
<<set $EntityValues[$Lisa].RankedTraits.CharismaTraitLevel = 6>>
<<set $EntityValues[$Lisa].RankedTraits.IntelligenceTraitLevel = 4>>
<<set $EntityValues[$Lisa].RankedTraits.WillpowerTraitLevel = 4>>
<<set $EntityValues[$Lisa].RankedTraits.CorruptionTraitLevel = 0>>
<<set $EntityValues[$Lisa].RankedTraits.CorruptorTraitLevel = 0>>
<<set $EntityValues[$Lisa].RankedTraits.AlcoholTraitLevel = 1>>
<<set $EntityValues[$Lisa].RankedTraits.SexualTraitType = 0>>
<<set $EntityValues[$Lisa].RankedTraits.AttractiveTraitLevel = 4>>
<<set $EntityValues[$Lisa].Body.Penis.Size = 6>>
<<set $EntityValues[$Lisa].Body.Ass.Size = 5>>
<<set $EntityValues[$Lisa].Body.Asshole.Size = 2>>
<<set $EntityValues[$Lisa].Body.Breasts.Size = 6>>
<<set $EntityValues[$Lisa].Body.Vagina.Size = 2>>
<<set $EntityValues[$Lisa].Body.Lips.Size = 2>>
<<set $EntityValues[$Lisa].Body.Penis.Has to true>>
<<set $EntityValues[$Lisa].Body.Vagina.Has to true>>
<<set $EntityValues[$Lisa].Body.Face.Group = 0>>
<<set $EntityValues[$Lisa].Body.Eyes.Group = 0>>
<<set $EntityValues[$Lisa].Body.Eyes.Color = "Blue">>
<<set $EntityValues[$Lisa].Body.Ears.Group = 0>>
<<set $EntityValues[$Lisa].Body.Hair.Style = "Long">>
<<set $EntityValues[$Lisa].Body.Hair.Color = "Blonde">>
<<set $EntityValues[$Lisa].Body.Skin.Group = 0>>
<<set $EntityValues[$Lisa].Body.Skin.Color = "Fair">>
<<set $EntityValues[$Lisa].Body.Arms.ArmsGroup = 0>>
<<set $EntityValues[$Lisa].Body.Arms.Amount = 2>>
<<set $EntityValues[$Lisa].Body.Legs.LegsGroup = 0>>
<<set $EntityValues[$Lisa].Body.Legs.Amount = 2>>
<<set $EntityValues[$Lisa].Body.Arms.HandsGroup = 0>>
<<set $EntityValues[$Lisa].Body.Legs.FeetGroup = 0>>
<</widget>>
<<widget VelindraPreset>>
<<AddTrait $Velindra "Seductive">>
<<AddTrait $Velindra "Perceptive">>
<<AddTrait $Velindra "Bound">>
<<AddSkill $Velindra "Pyromancy">>
<<AddSkill $Velindra "Summoning: Portals">>
<<AddSkill $Velindra "Eromancy">>
<<AddTrait $Velindra "Corrupted Vision">>
<<AddTrait $Velindra "Elder">>
<<set $EntityValues[$Velindra].RankedTraits.StrengthTraitLevel = 6>>
<<set $EntityValues[$Velindra].RankedTraits.DexterityTraitLevel = 6>>
<<set $EntityValues[$Velindra].RankedTraits.CharismaTraitLevel = 6>>
<<set $EntityValues[$Velindra].RankedTraits.IntelligenceTraitLevel = 6>>
<<set $EntityValues[$Velindra].RankedTraits.WillpowerTraitLevel = 6>>
<<set $EntityValues[$Velindra].RankedTraits.CorruptionTraitLevel = 1>>
<<set $EntityValues[$Velindra].RankedTraits.CorruptorTraitLevel = 3>>
<<set $EntityValues[$Velindra].RankedTraits.AlcoholTraitLevel = 0>>
<<set $EntityValues[$Velindra].RankedTraits.SexualTraitType = 0>>
<<set $EntityValues[$Velindra].RankedTraits.AttractiveTraitLevel = 4>>
<<set $EntityValues[$Velindra].Body.Penis.Size = 0>>
<<set $EntityValues[$Velindra].Body.Ass.Size = 5>>
<<set $EntityValues[$Velindra].Body.Asshole.Size = 4>>
<<set $EntityValues[$Velindra].Body.Breasts.Size = 7>>
<<set $EntityValues[$Velindra].Body.Vagina.Size = 3>>
<<set $EntityValues[$Velindra].Body.Lips.Size = 2>>
<<set $EntityValues[$Velindra].Body.Penis.Has to false>>
<<set $EntityValues[$Velindra].Body.Vagina.Has to true>>
<<set $EntityValues[$Velindra].Body.Face.Group = 0>>
<<set $EntityValues[$Velindra].Body.Eyes.Group = 4>>
<<set $EntityValues[$Velindra].Body.Eyes.Color = "Crimson">>
<<set $EntityValues[$Velindra].Body.Ears.Group = 0>>
<<set $EntityValues[$Velindra].Body.Hair.Style = "Long">>
<<set $EntityValues[$Velindra].Body.Hair.Color = "Black">>
<<set $EntityValues[$Velindra].Body.Skin.Group = 0>>
<<set $EntityValues[$Velindra].Body.Skin.Color = "Red">>
<<set $EntityValues[$Velindra].Body.Arms.ArmsGroup = 0>>
<<set $EntityValues[$Velindra].Body.Arms.Amount = 2>>
<<set $EntityValues[$Velindra].Body.Legs.LegsGroup = 0>>
<<set $EntityValues[$Velindra].Body.Legs.Amount = 2>>
<<set $EntityValues[$Velindra].Body.Arms.HandsGroup = 0>>
<<set $EntityValues[$Velindra].Body.Legs.FeetGroup = 0>>
<</widget>>
<<widget FeliciaPreset>>
<<AddTrait $Felicia "Persuasive">>
<<AddTrait $Felicia "Perceptive">>
<<AddTrait $Felicia "Seductive">>
<<AddSkill $Felicia "Bartering">>
<<set $EntityValues[$Felicia].RankedTraits.StrengthTraitLevel = 3>>
<<set $EntityValues[$Felicia].RankedTraits.DexterityTraitLevel = 3>>
<<set $EntityValues[$Felicia].RankedTraits.CharismaTraitLevel = 4>>
<<set $EntityValues[$Felicia].RankedTraits.IntelligenceTraitLevel = 4>>
<<set $EntityValues[$Felicia].RankedTraits.WillpowerTraitLevel = 4>>
<<set $EntityValues[$Felicia].RankedTraits.CorruptionTraitLevel = 0>>
<<set $EntityValues[$Felicia].RankedTraits.CorruptorTraitLevel = 0>>
<<set $EntityValues[$Felicia].RankedTraits.AlcoholTraitLevel = 0>>
<<set $EntityValues[$Felicia].RankedTraits.SexualTraitType = 1>>
<<set $EntityValues[$Felicia].RankedTraits.AttractiveTraitLevel = 2>>
<<set $EntityValues[$Felicia].Body.Penis.Size = 6>>
<<set $EntityValues[$Felicia].Body.Ass.Size = 4>>
<<set $EntityValues[$Felicia].Body.Asshole.Size = 1>>
<<set $EntityValues[$Felicia].Body.Breasts.Size = 5>>
<<set $EntityValues[$Felicia].Body.Vagina.Size = 2>>
<<set $EntityValues[$Felicia].Body.Lips.Size = 1>>
<<set $EntityValues[$Felicia].Body.Appearance.DoubleGenitals to true>>
<<set $EntityValues[$Felicia].Body.Penis.Has to true>>
<<set $EntityValues[$Felicia].Body.Vagina.Has to true>>
<<set $EntityValues[$Felicia].Body.Face.Group = 0>>
<<set $EntityValues[$Felicia].Body.Eyes.Group = 0>>
<<set $EntityValues[$Felicia].Body.Eyes.Color = "Amber">>
<<set $EntityValues[$Felicia].Body.Ears.Group = 0>>
<<set $EntityValues[$Felicia].Body.Hair.Style = "Very Long">>
<<set $EntityValues[$Felicia].Body.Hair.Color = "Blonde">>
<<set $EntityValues[$Felicia].Body.Skin.Group = 0>>
<<set $EntityValues[$Felicia].Body.Skin.Color = "Fair">>
<<set $EntityValues[$Felicia].Body.Arms.ArmsGroup = 0>>
<<set $EntityValues[$Felicia].Body.Arms.Amount = 2>>
<<set $EntityValues[$Felicia].Body.Legs.LegsGroup = 0>>
<<set $EntityValues[$Felicia].Body.Legs.Amount = 2>>
<<set $EntityValues[$Felicia].Body.Arms.HandsGroup = 0>>
<<set $EntityValues[$Felicia].Body.Legs.FeetGroup = 0>>
<</widget>>
<<widget CandicePreset>>
<<AddTrait $Candice "Persuasive">>
<<AddTrait $Candice "Perceptive">>
<<AddTrait $Candice "Impatient">>
<<AddSkill $Candice "Slavery">>
<<AddSkill $Candice "Archery">>
<<set $EntityValues[$Candice].RankedTraits.StrengthTraitLevel = 2>>
<<set $EntityValues[$Candice].RankedTraits.DexterityTraitLevel = 4>>
<<set $EntityValues[$Candice].RankedTraits.CharismaTraitLevel = 3>>
<<set $EntityValues[$Candice].RankedTraits.IntelligenceTraitLevel = 1>>
<<set $EntityValues[$Candice].RankedTraits.WillpowerTraitLevel = 2>>
<<set $EntityValues[$Candice].RankedTraits.CorruptionTraitLevel = 0>>
<<set $EntityValues[$Candice].RankedTraits.CorruptorTraitLevel = 2>>
<<set $EntityValues[$Candice].RankedTraits.AlcoholTraitLevel = 0>>
<<set $EntityValues[$Candice].RankedTraits.SexualTraitType = 0>>
<<set $EntityValues[$Candice