<i><h3>
The following game is a work of fiction. The Lost Empires is a game with a lot of erotic content.
Are you over legal age and friendly with the content of that game?</h3></i>
[[Yes->Opening and Name]]
[[No->Disclaimer]]------------------------------------------------------------------------------------------
EXPLORE
<<set $village1 = 0>>
<<set $village2 = 0>>
<<set $city1 = 0>>
<<set $city2 = 0>>
<<set $city3 = 0>>
<<set $orcish_camp1 = 0>>
<<set $ruins1 = 0>>
<<set $ruins2 = 0>>
<<set $explore_chapter0 to 0>>
------------------------------------------------------------------------------------------
MUSIC
<<set _bgm = setup.SoundPath + "Dark_Theme.mp3">>
<<cacheaudio "dark_theme" _bgm>>
<<set _bgm = setup.SoundPath + "Main_Theme.mp3">>
<<cacheaudio "main_theme" _bgm>>
<<set _bgm = setup.SoundPath + "Battle_Theme.mp3">>
<<cacheaudio "battle" _bgm>>
<<set _bgm = setup.SoundPath + "Victory_Theme.mp3">>
<<cacheaudio "victory" _bgm>>
<<set _bgm = setup.SoundPath + "Travel_Theme.mp3">>
<<cacheaudio "travel" _bgm>>
<<set _bgm = setup.SoundPath + "Storm_Theme.mp3">>
<<cacheaudio "storm" _bgm>>
<<set _bgm = setup.SoundPath + "Cave_Theme.mp3">>
<<cacheaudio "cave" _bgm>>
------------------------------------------------------------------------------------------
<<set $main_quest to 0>>
<<set $cultist_stage to 0>>
------------------------------------------------------------------------------------------
KEY CHARACTERS
<<set $high_priest to 0>>
<<set $high_priest_corruption to 0>>
<<set $high_priest_affinity to 0>>
------------------------------------------------------------------------------------------
RESOURCES
<<set $food = 0>>
<<set $stone = 0>>
<<set $wood = 0>>
<<set $herbs = 0>>
<<set $add_food = $food_gatherer + random(1, 4) * $blessing_productivity>>
<<set $add_stone = $stone_gatherer + random(1, 4) * $blessing_productivity>>
<<set $add_wood = $wood_gatherer + random(1, 4) * $blessing_productivity>>
<<set $add_herbs = $herbs_gatherer + random(1, 4) * $blessing_productivity>>
------------------------------------------------------------------------------------------
BUILDING
<<set $watchtower_lvl = 0>>
<<set $watchtower_amount = 0>>
<<set $wall_lvl = 0>>
<<set $barracks = 0>>
<<set $tavern = 0>>
<<set $temple = 0>>
<<set $defenses_lvl = 0>>
<<set $housing_lvl = 0>>
<<set $infrastructure_lvl = 0>>
------------------------------------------------------------------------------------------
FOLLOWERS SETTINGS
<<set $gathererAction to Number($gathererAction)>>
<<set $gathererAction to 0>>
<<set $followerTaskAction to Number($followerTaskAction)>>
<<set $followerTaskAction to 0>>
\\\
<<set $believers = 0>>
\\\\
<<set $blessing_productivity = 1>>
<<set $wood_gatherer = 0>>
<<set $stone_gatherer = 0>>
<<set $food_gatherer = 0>>
<<set $herbs_gatherer = 0>>
<<set $guard_duty = 0>>
<<set $training_duty = 0>>
<<set $trading_duty = 0>>
<<set $available_followers = $believers - $wood_gatherer - $stone_gatherer -$food_gatherer - $herbs_gatherer - $guard_duty - $training_duty - $trading_duty>>
<<set $seen_managment to "false">>
------------------------------------------------------------------------------------------
DEFAULT SETTINGS
<<set $pe = 0>>
<<set $p = 0>>
<<set $i = 0>>
<<set $verystart = 1>>
<<set $gender = "female">>
<<set $lewdmode to 0>>
<<set $class to "">>
<<set $divinepower = 0 >>
<<set $corruption = 0>>
<<set $divinebeast1 to "">>
------------------------------------------------------------------------------------------
DATE
<<set $previousDay to $currentDay -=1>>
<<set $currentDay to 1>>
<<set $currentYear to 1257>>
<<set $currentMonth to 1>>
<<set $monthName to "">>
------------------------------------------------------------------------------------------
GAME IN
<<set $divinebeastname1 to "">>
<<set $title to "">>
<<set $god_fame to $believers>>
<<set $map_stage to 0>>
<<set $hot_springs to 0>>
------------------------------------------------------------------------------------------
PET INFORMATIONS
<<set $pet_affection to 0>>
<<set $pet_cruelty to 0>>
<<set $pet_lust to 0>>
<<set $pet_stage to 0>>
------------------------------------------------------------------------------------------
HELMS
<<set $nohelm to {"name": "No Helm", "strength": 0, "agility": 0, "willpower": 0, "armor": 0, "price": 0, "sellprice": 0, "class": "head", "ability": 0, "description": "Keeping your head unguarded is good for visibility, but not so good for protection."}>>
<<set $nohelmf to {"name": "Helmetless", "strength": 0, "agility": 0, "willpower": 0, "armor": 0, "price": 0, "sellprice": 0, "class": "head", "ability": 0, "description": "Keeping your head unguarded is good for visibility, but not so good for protection."}>>
<<set $orcishnecklace to {"name": "Orcish Necklace", "strength": 2, "agility": 2, "willpower": 3, "armor": 0, "divinepower": 10, "price": 150, "sellprice": 40, "class": "head", "ability": 0, "description": "An intricately crafted necklace adorned with crude etchings and tribal symbols, emanating a faint pulse of divine power."}>>
CHEST
<<set $simpleshirt to {"name": "Simple Shirt","strength": 0, "agility": 0, "willpower": 0, "armor": 0, "price": 10, "sellprice": 0, "class": "chest", "ability": 0, "description": "A simple shirt, purchased from an ill-mannered tailor."}>>
<<set $simplerobe to {"name": "Simple Robe","strength": 0, "agility": 0, "willpower": 0, "armor": 1, "price": 15, "sellprice": 0, "class": "chest", "ability": 0, "description": "A simple robe made of lightweight fabric. It offers minimal protection, but allows for ease of movement."}>>
GLOVES
<<set $nogloves to {"name": "No Gloves","strength": 0, "agility": 0, "willpower": 0, "armor": 0, "price": 0, "sellprice": 0, "class": "hands", "ability": 0, "description": "Callouses mark your bare hands - the telltale signs of a past rich in toil and war."}>>
LEGS
<<set $lightgreaves to {"name": "Lightweight Greaves","strength": 0, "agility": 1, "willpower": 0, "armor": 2, "price": 20, "sellprice": 0, "class": "legs", "ability": 0, "description": "Lightweight greaves made of leather and metal. They offer some protection without sacrificing mobility."}>>
<<set $simplepants to {"name": "Simple Pants","strength": 0, "agility": 0, "willpower": 0, "armor": 0, "price": 10, "sellprice": 0, "class": "legs", "ability": 0, "description": "A simple pair of pants, patched at the knees."}>>
BOOTS
<<set $simpleshoes to {"name": "Simple Shoes","strength": 0, "agility": 0, "willpower": 0, "armor": 0, "price": 10, "sellprice": 0, "class": "feet", "ability": 0, "description": "A simple pair of shoes. The laces are frayed, but the fit is good."}>>
<<set $simplesandals to {"name": "Simple Sandals","strength": 0, "agility": 1, "willpower": 0, "armor": 0, "price": 10, "sellprice": 0, "class": "feet", "ability": 0, "description": "A simple pair of sandals. They offer little protection, but are comfortable and allow for quick movement."}>>
WEAPONS
<<set $currentweapon to {"name": "Current Weapon", "strength": 0, "agility": 0, "willpower": 0, "armor": 0, "price": 0, "sellprice": 0, "class": "weapon", "mindamage": 1, "maxdamage": 2, "ability": 0, "description": "This is the blank weapon template. This description should not be seen."}>>
<<set $noweapon to {"name": "Bare Hands", "strength": 0, "agility": 0, "willpower": 0, "armor": 0, "price": 10, "sellprice": 0, "class": "weapon", "mindamage": 5, "maxdamage": 10, "ability": 0, "description": "Your bare, naked hands. Who needs a weapon when you can beat evil to death with your bare hands?"}>>
<<set $eternalstorms_stage0 to {"name": "Staff of Eternal Storms", "strength": 5, "agility": 10, "willpower": 15, "armor": 0, "price": 0, "sellprice": 0, "class": "weapon", "mindamage": 20, "maxdamage": 30, "ability": 0, "description": "A staff imbued with the power of the storm. It crackles with energy and can summon bolts of lightning to smite your enemies."}>>
<<set $divinewrath_stage0 to {"name": "Sword of Divine Wrath", "strength": 15, "agility": 5, "willpower": 10, "armor": 0, "price": 0, "sellprice": 0, "class": "weapon", "mindamage": 20, "maxdamage": 30, "ability": 0, "description": "A sword forged from the heart of a dying star. It glows with a divine light and can cut through flesh and bone with ease."}>>
ITEMS
SPECIAL ITEMS
ABILITIES
<<set $dragonbreath to {
"name": "Dragon Breath",
"widgetname": "DragonBreath",
"mana": 75,
"exp": 350,
"level": 1,
"levelexp": 400,
"levelmana": -15,
"class": "god",
"description": "Unleash the fury of your dragon's breath upon your foe. If the enemy has armor, the breath melts it away. Otherwise, it deals direct damage.",
"leveldescription": "Decreases the divine power cost"
}>>
<<set $divinestrike to {
"name": "Divine Strike",
"widgetname": "DivineStrike",
"mana": 50,
"exp": 100,
"level": 1,
"levelexp": 200,
"levelmana": 15,
"class": "god",
"description": "You unleash a powerful strike upon your foe.",
"leveldescription": "Increases the damage, but increase divine power cost"
}>>
<<set $earthshaker to {
"name": "Earthshaker",
"widgetname": "Earthshaker",
"mana": 0,
"exp": 300,
"level": 1,
"levelexp": 350,
"levelmana": 0,
"class": "god",
"description": "Unleash the raw power of the earth beneath your feet, causing seismic upheaval to engulf your enemies. Enemies caught in the tremor suffer damage equal to your strength, and are knocked prone for one turn.",
"leveldescription": "Increases the damage dealt, but increase divine power cost"
}>>
<<set $godabilityinventory = []>>
<<set $godabilityinventory.push()>>
<<set $basedivinepower = 3>>
<<set $basestrength = 10>>
<<set $baseagility = 10>>
<<set $basewillpower = 10>>
<<set $baseevadescore = 50>>
<<set $basearmor = 0>>
<<set $timesincreasedstrength = 0>>
<<set $timesincreasedagility = 0>>
<<set $timesincreasedwillpower = 0>>
<<set $headdivinepower = 0>>
<<set $headstrength = 0>>
<<set $headagility = 0>>
<<set $headwillpower = 0>>
<<set $headarmor = 0>>
<<set $headability = 0>>
<<set $chestdivinepower = 0>>
<<set $cheststrength = 0>>
<<set $chestagility = 0>>
<<set $chestwillpower = 0>>
<<set $chestarmor = 0>>
<<set $chestability = 0>>
<<set $handsdivinepower = 0>>
<<set $handsstrength = 0>>
<<set $handsagility = 0>>
<<set $handswillpower = 0>>
<<set $handsarmor = 0>>
<<set $handsability = 0>>
<<set $legsdivinepower = 0>>
<<set $legsstrength = 0>>
<<set $legsagility = 0>>
<<set $legswillpower = 0>>
<<set $legsarmor = 0>>
<<set $legsability = 0>>
<<set $feetdivinepower = 0>>
<<set $feetstrength = 0>>
<<set $feetagility = 0>>
<<set $feetwillpower = 0>>
<<set $feetarmor = 0>>
<<set $feetability = 0>>
<<set $weapondivinepower = 0>>
<<set $weaponstrength = 0>>
<<set $weaponagility = 0>>
<<set $weaponwillpower = 0>>
<<set $weaponwillpower = 0>>
<<set $weaponarmor = 0>>
<<set $weaponability = 0>>
<<set $specialstrength = 0>>
<<set $specialagility = 0>>
<<set $specialwillpower = 0>>
<<set $specialarmor = 0>>
<<set $specialevadescore = 0>>
<<set $equipmentstrength = $headstrength + $cheststrength + $handsstrength + $legsstrength + $feetstrength>>
<<set $equipmentagility = $headagility + $chestagility + $handsagility + $legsagility + $feetagility>>
<<set $equipmentwillpower = $headwillpower + $chestwillpower + $handswillpower + $legswillpower + $feetwillpower>>
<<set $equipmentdivinepower = $headwillpower + $chestwillpower + $handswillpower + $legswillpower + $feetwillpower>>
<<set $armor = $headdivinepower + $chestdivinepower + $handsdivinepower + $legsdivinepower + $feetdivinepower + $weapondivinepower>>
<<set $strength = $basestrength + $equipmentstrength + $weaponstrength>>
<<set $agility = $baseagility + $equipmentagility + $weaponagility>>
<<set $willpower = $basewillpower + $equipmentwillpower + $weaponwillpower>>
<<set $maxmana = 0>>
<<set $currentmana = 0>>
<<set $maxlust = 10>>
<<set $currentlust = 0>>
<<set $abilitymana = 0>>
<<set $gold = 100>>
<<set $exp = 0>>
<<set $event = 0>>
<<set $headinventory = []>>
<<set $chestinventory = []>>
<<set $handsinventory = []>>
<<set $legsinventory = []>>
<<set $feetinventory = []>>
<<set $weaponinventory = []>>
<<set $iteminventory = []>>
<<set $specialinventory = []>>
<<set $merchantweaponinventory = []>>
<<set $merchantarmorinventory = []>>
<<set $merchantiteminventory = []>>
<<set $abilityinventory = []>>
<<set $abilitycount = []>>
<<set $action = 0>>
<<set $merchantgold = 0>>
<<set $combatpoints = 0>>
<<set $enemystun = 0>>
<<set $stun = 0>>
<<set $secondwinduse = 0>>
<<set $prayercount = 0>>
<<set $aura = 0>>
<<set $startingmaxmana = 100>>
<<set $setbonus = 0>>
<<set $bought3 = 0>>
<<set $activeability = 0>>
<<set $enemyactiveability = 0>>
<<set $epilogue = 0>>\
<<set $pleasured = 0>>
<<set $enemystuncount = 0>>
<<set $enemystunlimit = 10>>
<<if $verystart eq 1>><<else>>\
<b>Name</b>: $name
<img src="Images/Character/fmc.jpg" width=200 />
<<nobr>><table class="stat-table">
<tr>
<td style="width:50%"><b>Health</b></td>
<td>$currenthealth / $maxhealth</td>
</tr>
<tr>
<td colspan="2" style="vertical-align:center"><<HealthBar>></td>
</tr>
<tr>
<td style="width:50%"><b>Divine Power</b></td>
<td>$currentmana / $maxmana</td>
</tr>
<tr>
<td colspan="2" style="vertical-align:center"><<ManaBar>></td>
</tr>
</table><</nobr>>
<table class="stat-table">
<tr>
<th colspan="2"><b>Stats</b></th>
</tr>
<tr>
<td><b>Strength</b></td>
<td>$strength</td>
</tr>
<tr>
<td><b>Agility</b></td>
<td>$agility</td>
</tr>
<tr>
<td><b>Willpower</b></td>
<td>$willpower</td>
</tr>
</table>
<b>Corruption</b>: $corruption
<b>Weapon</b>: $weapon
<<Month>>
<b>Day</b> $currentDay, $time
<b>Month</b> <<print $monthName>>
<b>Year</b> $currentYear
<b>Gold Pieces</b>: $gold
<b>Experience</b>: $exp
Volume: <<volume>>
<</if>>\
<<if $currentDay gt 30>><<set $currentMonth +=1>><<set $currentDay to 1>><</if>>
<<if $currentMonth gt 12>><<set $currentYear +=1>><<set $currentMonth to 1>><</if>>
DIALOGUE WIDGETS
<<widget "HeroTalk">>
<table class="herogirl-table">
<tr>
<th colspan="2"><b>$name $title</b></th>
</tr>
<tr>
<td style="width:10%" align="center"><img src="Images/Character/fmc.jpg" width=150 /></td>
<td>"$args[0]"</td>
</tr>
</table>
<</widget>>
<<widget "Orc1">>
<table class="stat-table">
<tr>
<th colspan="2"><b>Orc</b></th>
</tr>
<tr>
<td style="width:10%" align="center"><img src="Images/Character/orc_1.jpg" width=150 /></td>
<td>"$args[0]"</td>
</tr>
</table>
<</widget>>
<<widget "Follower">>
<table class="stat-table">
<tr>
<th colspan="2"><b>Follower</b></th>
</tr>
<tr>
<td style="width:10%" align="center"><img src="Images/Character/follower.jpg" width=150 /></td>
<td>"$args[0]"</td>
</tr>
</table>
<</widget>>
<<widget "HighPriest">>
<table class="stat-table">
<tr>
<th colspan="2"><b>$high_priest</b></th>
</tr>
<tr>
<td style="width:10%" align="center"><<if $high_priest eq "Thorne">><img src="Images/Character/Thorne.jpg" width=150 ><<elseif $high_priest eq "Seraphina">><img src="Images/Character/Seraphina.jpg" width=150><<elseif $high_priest eq "Lilith">><img src="Images/Character/Lilith.jpg" width=150 ><<elseif $high_priest eq "Cassian">><img src="Images/Character/Cassian.jpg" width=150><</if>></td>
<td>"$args[0]"</td>
</tr>
</table>
<</widget>>
<<widget "Intro_1">>
<table class="stat-table">
<tr>
<th colspan="2"><b>???</b></th>
</tr>
<tr>
<td style="width:10%" align="center"><img src="Images/Character/intro_1.jpg" width=150 /></td>
<td>"$args[0]"</td>
</tr>
</table>
<</widget>>
<<widget "BanditLeaderTalk">>
<table class="stat-table">
<tr>
<th colspan="2"><b>Bandit Leader</b></th>
</tr>
<tr>
<td style="width:10%" align="center"><img src="Images/Character/BanditLeader.jpg" width=150 /></td>
<td>"$args[0]"</td>
</tr>
</table>
<</widget>>
<<widget "VillageHead1">>
<table class="stat-table">
<tr>
<th colspan="2"><b>Village Chief</b></th>
</tr>
<tr>
<td style="width:10%" align="center"><img src="Images/Character/VillageHead1.jpg" width=150 /></td>
<td>"$args[0]"</td>
</tr>
</table>
<</widget>>
<<widget "Ezekiel">>
<table class="stat-table">
<tr>
<th colspan="2"><b>Ezekiel</b></th>
</tr>
<tr>
<td style="width:10%" align="center"><img src="Images/Character/village1_priest.jpg" width=150 /></td>
<td>"$args[0]"</td>
</tr>
</table>
<</widget>>
<<widget "Ezekiel1">>
<table class="stat-table">
<tr>
<th colspan="2"><b>Ezekiel</b></th>
</tr>
<tr>
<td style="width:10%" align="center"><img src="Images/Character/village1_priestE.jpg" width=150 /></td>
<td>"$args[0]"</td>
</tr>
</table>
<</widget>>
<<widget "InsaneVillager">>
<table class="stat-table">
<tr>
<th colspan="2"><b>Insane Villager</b></th>
</tr>
<tr>
<td style="width:10%" align="center"><img src="Images/Character/village1_beg.jpg" width=150 /></td>
<td>"$args[0]"</td>
</tr>
</table>
<</widget>>
COMBAT WIDGETS
<<widget "EnemyBattleTable">>
<table class="armory-table">
<tr><b>$enemyname</b></tr>
<tr>
<td>Health: $enemycurrenthealth / $enemymaxhealth</td>
<td>Agility: $enemyagility</td>
<td>Strength: $enemystrength</td>
<td>Armor: $enemyarmor</td>
</tr>
<tr>
<td>
<<if $enemycurrenthealth eq $enemymaxhealth>>
<img src="Images/Icons/health10.png" width=200 />
<<elseif $enemycurrenthealth gte ($enemymaxhealth*0.9)>>
<img src="Images/Icons/health9.png" width=200 />
<<elseif $enemycurrenthealth gte ($enemymaxhealth*0.8)>>
<img src="Images/Icons/health8.png" width=200 />
<<elseif $enemycurrenthealth gte ($enemymaxhealth*0.7)>>
<img src="Images/Icons/health7.png" width=200 />
<<elseif $enemycurrenthealth gte ($enemymaxhealth*0.6)>>
<img src="Images/Icons/health6.png" width=200 />
<<elseif $enemycurrenthealth gte ($enemymaxhealth*0.5)>>
<img src="Images/Icons/health5.png" width=200 />
<<elseif $enemycurrenthealth gte ($enemymaxhealth*0.4)>>
<img src="Images/Icons/health4.png" width=200 />
<<elseif $enemycurrenthealth gte ($enemymaxhealth*0.3)>>
<img src="Images/Icons/health3.png" width=200 />
<<elseif $enemycurrenthealth gte ($enemymaxhealth*0.2)>>
<img src="Images/Icons/health2.png" width=200 />
<<elseif $enemycurrenthealth gte ($enemymaxhealth*0.1)>>
<img src="Images/Icons/health1.png" width=200 />
<<else>>
<img src="Images/Icons/health0.png" width=200 />
<</if>>
</td>
<td> Base Evasion: $enemybaseevade </td>
<td> Willpower: $enemywillpower </td>
<td> Stun: $enemystuncount / $enemystunlimit </td>
</tr>
<tr>
<td>Lust: $enemycurrentlust / $enemymaxlust</td>
<td colspan="3">
<<if $enemycurrentlust eq $enemymaxlust>>
💕💕💕💕💕💕💕💕💕💕
<<elseif $enemycurrentlust gte ($enemymaxlust*0.9)>>
💕💕💕💕💕💕💕💕💕
<<elseif $enemycurrentlust gte ($enemymaxlust*0.8)>>
💕💕💕💕💕💕💕💕
<<elseif $enemycurrentlust gte ($enemymaxlust*0.7)>>
💕💕💕💕💕💕💕
<<elseif $enemycurrentlust gte ($enemymaxlust*0.6)>>
💕💕💕💕💕💕
<<elseif $enemycurrentlust gte ($enemymaxlust*0.5)>>
💕💕💕💕💕
<<elseif $enemycurrentlust gte ($enemymaxlust*0.4)>>
💕💕💕💕
<<elseif $enemycurrentlust gte ($enemymaxlust*0.3)>>
💕💕💕
<<elseif $enemycurrentlust gte ($enemymaxlust*0.2)>>
💕💕
<<elseif $enemycurrentlust gte ($enemymaxlust*0.1)>>
💕
<<else>>
💔
<</if>>
</td>
</tr>
</table>
<</widget>>
<<widget "AllyBattleTable">>
<table class="armory-table">
<tr><b>$allyname</b></tr>
<tr>
<td>Health: $allycurrenthealth / $allymaxhealth</td>
<td>Agility: $allyagility</td>
<td>Strength: $allystrength</td>
<td>Armor: $allyarmor</td>
</tr>
<tr>
<td>
<<if $allycurrenthealth eq $allymaxhealth>>
<img src="Images/Icons/health10.png" width=200 />
<<elseif $allycurrenthealth gte ($allymaxhealth*0.9)>>
<img src="Images/Icons/health9.png" width=200 />
<<elseif $allycurrenthealth gte ($allymaxhealth*0.8)>>
<img src="Images/Icons/health8.png" width=200 />
<<elseif $allycurrenthealth gte ($allymaxhealth*0.7)>>
<img src="Images/Icons/health7.png" width=200 />
<<elseif $allycurrenthealth gte ($allymaxhealth*0.6)>>
<img src="Images/Icons/health6.png" width=200 />
<<elseif $allycurrenthealth gte ($allymaxhealth*0.5)>>
<img src="Images/Icons/health5.png" width=200 />
<<elseif $allycurrenthealth gte ($allymaxhealth*0.4)>>
<img src="Images/Icons/health4.png" width=200 />
<<elseif $allycurrenthealth gte ($allymaxhealth*0.3)>>
<img src="Images/Icons/health3.png" width=200 />
<<elseif $allycurrenthealth gte ($allymaxhealth*0.2)>>
<img src="Images/Icons/health2.png" width=200 />
<<elseif $allycurrenthealth gte ($allymaxhealth*0.1)>>
<img src="Images/Icons/health1.png" width=200 />
<<else>>
<img src="Images/Icons/health0.png" width=200 />
<</if>>
</td>
<td> Base Evasion: $allybaseevade </td>
<td> Willpower: $allywillpower </td>
<td> </td>
</tr>
</table>
<</widget>>
<<widget "EnemyAllyBattleTable">>
<table class="armory-table">
<tr><b>$enemyallyname</b></tr>
<tr>
<td>Health: $enemyallycurrenthealth / $enemyallymaxhealth</td>
<td>Agility: $enemyallyagility</td>
<td>Strength: $enemyallystrength</td>
<td>Armor: $enemyallyarmor</td>
</tr>
<tr>
<td>
<<if $enemyallycurrenthealth eq $enemyallymaxhealth>>
<img src="Images/Icons/health10.png" width=200 />
<<elseif $enemyallycurrenthealth gte ($enemyallymaxhealth*0.9)>>
<img src="Images/Icons/health9.png" width=200 />
<<elseif $enemyallycurrenthealth gte ($enemyallymaxhealth*0.8)>>
<img src="Images/Icons/health8.png" width=200 />
<<elseif $enemyallycurrenthealth gte ($enemyallymaxhealth*0.7)>>
<img src="Images/Icons/health7.png" width=200 />
<<elseif $enemyallycurrenthealth gte ($enemyallymaxhealth*0.6)>>
<img src="Images/Icons/health6.png" width=200 />
<<elseif $enemyallycurrenthealth gte ($enemyallymaxhealth*0.5)>>
<img src="Images/Icons/health5.png" width=200 />
<<elseif $enemyallycurrenthealth gte ($enemyallymaxhealth*0.4)>>
<img src="Images/Icons/health4.png" width=200 />
<<elseif $enemyallycurrenthealth gte ($enemyallymaxhealth*0.3)>>
<img src="Images/Icons/health3.png" width=200 />
<<elseif $enemyallycurrenthealth gte ($enemyallymaxhealth*0.2)>>
<img src="Images/Icons/health2.png" width=200 />
<<elseif $enemyallycurrenthealth gte ($enemyallymaxhealth*0.1)>>
<img src="Images/Icons/health1.png" width=200 />
<<else>>
<img src="Images/Icons/health0.png" width=200 />
<</if>>
</td>
<td> Base Evasion: $enemyallybaseevade </td>
<td> Willpower: $enemyallywillpower </td>
<td> </td>
</tr>
</table>
<</widget>>
<<widget "AttackAttempt">>
<<set $attackroll = random(1,100)>>
<<set $attackrolltotal = $attackroll + $strength + $agility>>
You rolled $attackroll, which then added to your strength ($strength) and agility ($agility) for an attack roll total of $attackrolltotal <br>
<<if $attackrolltotal gte $enemyevadescore>>Your attack roll total ($attackrolltotal) is greater than your enemy's evade score ($enemyevadescore) - you hit the $enemyname <<set $action = "attack success">><br>
<<else>> Your attack roll total ($attackrolltotal) is less than your enemy's evade score ($enemyevadescore) - you miss the $enemyname <<set $action = "attack failure">><br><</if>>
<</widget>>
<<widget "AttackDamage">>
<<set $damageroll = random($mindamage,$maxdamage)>>
<<set $damagerolltotal = $damageroll + ($strength/2)>>
You rolled $damageroll, which then added to your half your strength ($strength) for a damage roll total of $damagerolltotal <br>
<<set $damagetoenemy = $damagerolltotal - $enemyarmor>>
<<if $damagetoenemy lt 0>> <<set $damagetoenemy = 0>><</if>>
The armor of the $enemyname blocked $enemyarmor damage - you deal a total of $damagetoenemy damage to the $enemyname! <br>
<<set $enemycurrenthealth -= $damagetoenemy>>
<</widget>>
<<widget "AllyAttackAttempt">>
<<set $attackroll = random(1,100)>>
<<set $attackrolltotal = $attackroll + $allystrength + $allyagility>>
$allyname rolled $attackroll, which then added to $allyname's strength ($allystrength) and agility ($allyagility) for an attack roll total of $attackrolltotal <br>
<<if $attackrolltotal gte $enemyevadescore>>$allyname's attack roll total ($attackrolltotal) is greater than the enemy's evade score ($enemyevadescore) - $allyname hit $enemyname <<set $allyaction = "attack success">><br>
<<else>> $allyname's attack roll total ($attackrolltotal) is less than the enemy's evade score ($enemyevadescore) - $allyname misses $enemyname <<set $allyaction = "attack failure">><br><</if>>
<</widget>>
<<widget "AllyAttackDamage">>
<<set $damageroll = random($allymindamage,$allymaxdamage)>>
<<set $damagerolltotal = $damageroll + ($allystrength/2)>>
$allyname rolled $damageroll, which then added to your half of $allyname's strength ($allystrength) for a damage roll total of $damagerolltotal <br>
<<set $damagetoenemy = $damagerolltotal - $enemyarmor>>
<<if $damagetoenemy lt 0>> <<set $damagetoenemy = 0>><</if>>
The armor of the $enemyname blocked $enemyarmor damage - $allyname deals a total of $damagetoenemy damage to the $enemyname! <br>
<<set $enemycurrenthealth -= $damagetoenemy>>
<</widget>>
<<widget "FleeAttempt">>
<<set $fleeroll = random(1,100)>>
<<set $fleerolltotal = $fleeroll + $agility>>
You rolled $fleeroll, which then added to your agility ($agility) for a flee roll total of $fleerolltotal <br>
<<if $fleerolltotal gte $enemyevadescore>>Your flee roll total ($fleerolltotal) is greater than your enemy's evade score ($enemyevadescore) - you escaped the $enemyname! <<set $action = "flee success">><br>
<<else>> Your flee roll total ($fleerolltotal) is less than your enemy's evade score ($enemyevadescore) - you fail to escape the $enemyname <<set $action = "flee failure">><br><</if>>
<</widget>>
<<widget "EnemyAttackAttempt">>
<<set $enemyattackroll = random(1,100)>>
<<set $enemyattackrolltotal = $enemyattackroll + $enemystrength + $enemyagility>>
The $enemyname rolled $enemyattackroll, which then added to its strength ($enemystrength) and agility ($enemyagility) for an attack roll total of $enemyattackrolltotal <br>
<<if $enemyattackrolltotal gte $evadescore>>The attack roll total of the $enemyname ($enemyattackrolltotal) is greater than your evade score ($evadescore) - you are hit by the $enemyname <<set $enemyaction = "attack success">><br>
<<else>> The attack roll total of the $enemyname ($enemyattackrolltotal) is less than your evade score ($evadescore) - you dodge the attack! <<set $enemyaction = "attack failure">><br><</if>>
<</widget>>
<<widget "EnemyAttackDamage">>
<<set $enemydamageroll = random($enemymindamage,$enemymaxdamage)>>
<<set $enemydamagerolltotal = $enemydamageroll + ($enemystrength/2)>>
The $enemyname rolled $enemydamageroll, which then added to half its strength ($enemystrength) for a damage roll total of $enemydamagerolltotal <br>
<<set $damagetoplayer = $enemydamagerolltotal - $armor>>
<<if $damagetoplayer lt 0>> <<set $damagetoplayer = 0>><</if>>
Your armor blocked $armor damage - the $enemyname deals a total of $damagetoplayer damage to you! <br>
<<set $currenthealth -= $damagetoplayer>>
<</widget>>
<<widget "ItemAbilityRun">>
<<set $itemabilityinventory = []>>
<<if ($headability eq 0) and ($chestability eq 0) and ($handsability eq 0) and ($legsability eq 0) and ($feetability eq 0) and ($weaponability eq 0)>><<else>>
<<if $headability neq 0>> <<set $itemabilityinventory.push($headability)>><</if>>
<<if $chestability neq 0>> <<set $itemabilityinventory.push($chestability)>><</if>>
<<if $handsability neq 0>> <<set $itemabilityinventory.push($handsability)>><</if>>
<<if $legsability neq 0>> <<set $itemabilityinventory.push($legsability)>><</if>>
<<if $feetability neq 0>> <<set $itemabilityinventory.push($feetability)>><</if>>
<<if $weaponability neq 0>> <<set $itemabilityinventory.push($weaponability)>><</if>>
<<for _i to 0; _i lt $itemabilityinventory.length; _i++>>
<<capture _i>>
<<ItemAbility $itemabilityinventory[_i]>><</ItemAbility>> <br>
<</capture>>
<</for>>
<</if>>
<</widget>>
<<widget "ItemUse">>
<<set $currenthealth += $itemhealth>>
<<set $currentmana += $itemmana>>
<<set $specialstrength += $itemstrength>>
<<set $specialagility += $itemagility>>
<<set $specialwillpower += $itemwillpower>>
<<set $specialarmor += $itemarmor>>
<<set $specialevadescore += $itemevadescore>>
<</widget>>
<<widget "EnemyStun">>
<<if ($enemystun gte 1) and ($enemystuncount gte $enemystunlimit)>> $enemyname can no longer be stunned!
<<set $enemystun = 0>>
<<set $enemyaction = $enemyability.pluck()>>
<<set $enemyability.push($enemyaction)>>
<<elseif $enemystun gte 1>>
<<set $enemyaction = "stun">><<set $enemystun -= 1>><<set $enemystuncount += 1>>The $enemyname is stunned, and cannot take action! <<if $enemystun eq 0>>The $enemyname is recovering from its stunned state and will take action next turn.<<else>>The $enemyname will still be stunned next turn, unless its stun limit has been reached.<</if>>
<<else>><<set $enemyaction = $enemyability.pluck()>>
<<set $enemyability.push($enemyaction)>><</if>>
<</widget>>
<<widget "BattleEnd">>
<<set $specialstrength = 0>>
<<set $specialagility = 0>>
<<set $specialwillpower = 0>>
<<set $specialarmor = 0>>
<<set $specialevadescore = 0>>
<<set $stun = 0>>
<<set $enemyname = "0">>
<<set $enemymaxhealth = 0>>
<<set $enemycurrenthealth = 0>>
<<set $enemystrength = 0>>
<<set $enemyagility = 0>>
<<set $enemywillpower = 0>>
<<set $enemybaseevade = 0>>
<<set $enemyevadescore = 0>>
<<set $enemyarmor = 0>>
<<set $enemymindamage = 0>>
<<set $enemymaxdamage = 0>>
<<set $enemystun = 0>>
<<set $enemymingold = 0>>
<<set $enemymaxgold = 0>>
<<set $enemyminexp = 0>>
<<set $enemymaxexp = 0>>
<<set $damagetoplayer = 0>>
<<set $enemyaction = "none">>
<<set $allyname = "0">>
<<set $allymaxhealth = 0>>
<<set $allycurrenthealth = 0>>
<<set $allystrength = 0>>
<<set $allyagility = 0>>
<<set $allywillpower = 0>>
<<set $allybaseevade = 0>>
<<set $allyevadescore = 0>>
<<set $allyarmor = 0>>
<<set $allymindamage = 0>>
<<set $allymaxdamage = 0>>
<<set $allystun = 0>>
<<set $allymingold = 0>>
<<set $allymaxgold = 0>>
<<set $allyminexp = 0>>
<<set $allymaxexp = 0>>
<<set $enemyallyname = "0">>
<<set $enemyallymaxhealth = 0>>
<<set $enemyallycurrenthealth = 0>>
<<set $enemyallystrength = 0>>
<<set $enemyallyagility = 0>>
<<set $enemyallywillpower = 0>>
<<set $enemyallybaseevade = 0>>
<<set $enemyallyevadescore = $enemyallyagility + $enemyallybaseevade>>
<<set $enemyallyarmor = 0>>
<<set $enemyallymindamage = 0>>
<<set $enemyallymaxdamage = 0>>
<<set $enemyallymingold = 0>>
<<set $enemyallymaxgold = 0>>
<<set $enemyallyminexp = 0>>
<<set $enemyallymaxexp = 0>>
<<set $enemyallyregion = "0">>
<<set $enemyallyimage = "0">>
<<set $enemyallyability = []>>
<<set $enemyallyaction = "none">>
<<set $allyaction = "none">>
<<set $action = "none">>
<<set $secondwinduse = 0>>
<<set $prayercount = 0>>
<<set $aura = 0>>
<<set $momentumcount = 0>>
<<set $momentumcheck = 0>>
<<set $combatpoints = 0>>
<<set $abilitycount = []>>
<<set $itemabilitycount = []>>
<<set $itemability = 0>>
<<set $potioncount = 0>>
<<set $enemycombatpoints = 0>>
<<set $activeability = 0>>
<<set $enemyactiveability = 0>>
<<set $enemystuncount = 0>>
<</widget>>
<<widget "AgilityCheck">>
<<set $attackroll = random(1,100)>>
<<set $attackrolltotal = $attackroll + $agility>>
You rolled $attackroll, which then added to your agility ($agility) for a total of $attackrolltotal <br>
<<if $attackrolltotal gte $args[0]>>Your roll total ($attackrolltotal) is greater than the skill check difficulty ($args[0]) - success! <<set $action = "success">><br>
<<else>> Your roll total ($attackrolltotal) is less than the skill check difficulty ($args[0]) - failure! <<set $action = "failure">><br><</if>>
<</widget>>
<<widget "StrengthCheck">>
<<set $attackroll = random(1,100)>>
<<set $attackrolltotal = $attackroll + $strength>>
You rolled $attackroll, which then added to your strength ($strength) for a total of $attackrolltotal <br>
<<if $attackrolltotal gte $args[0]>>Your roll total ($attackrolltotal) is greater than the skill check difficulty ($args[0]) - success! <<set $action = "success">><br>
<<else>> Your roll total ($attackrolltotal) is less than the skill check difficulty ($args[0]) - failure! <<set $action = "failure">><br><</if>>
<</widget>>
<<widget "WillpowerCheck">>
<<set $attackroll = random(1,100)>>
<<set $attackrolltotal = $attackroll + $willpower>>
You rolled $attackroll, which then added to your willpower ($willpower) for a total of $attackrolltotal <br>
<<if $attackrolltotal gte $args[0]>>Your roll total ($attackrolltotal) is greater than the skill check difficulty ($args[0]) - success! <<set $action = "success">><br>
<<else>> Your roll total ($attackrolltotal) is less than the skill check difficulty ($args[0]) - failure! <<set $action = "failure">><br><</if>>
<</widget>>
DISPLAY WIDGETS
<<widget "HealthBar">>
<<if $currenthealth eq $maxhealth>><img src="Images/Icons/health10.png" width=200 /><<elseif $currenthealth gte ($maxhealth*0.9)>><img src="Images/Icons/health9.png" width=200 /><<elseif $currenthealth gte ($maxhealth*0.8)>><img src="Images/Icons/health8.png" width=200 /><<elseif $currenthealth gte ($maxhealth*0.7)>><img src="Images/Icons/health7.png" width=200 /><<elseif $currenthealth gte ($maxhealth*0.6)>><img src="Images/Icons/health6.png" width=200 /><<elseif $currenthealth gte ($maxhealth*0.5)>><img src="Images/Icons/health5.png" width=200 /><<elseif $currenthealth gte ($maxhealth*0.4)>><img src="Images/Icons/health4.png" width=200 /><<elseif $currenthealth gte ($maxhealth*0.3)>><img src="Images/Icons/health3.png" width=200 /><<elseif $currenthealth gte ($maxhealth*0.2)>><img src="Images/Icons/health2.png" width=200 /><<elseif $currenthealth gte ($maxhealth*0.1)>><img src="Images/Icons/health1.png" width=200 /><<else>><img src="Images/Icons/health0.png" width=200 /><</if>>
<</widget>>
<<widget "ManaBar">>
<<if $maxmana eq 0>><<elseif $currentmana eq $maxmana>><img src="Images/Icons/mana10.png" width=200 /><<elseif $currentmana gte ($maxmana*0.9)>><img src="Images/Icons/mana9.png" width=200 /><<elseif $currentmana gte ($maxmana*0.8)>><img src="Images/Icons/mana8.png" width=200 /><<elseif $currentmana gte ($maxmana*0.7)>><img src="Images/Icons/mana7.png" width=200 /><<elseif $currentmana gte ($maxmana*0.6)>><img src="Images/Icons/mana6.png" width=200 /><<elseif $currentmana gte ($maxmana*0.5)>><img src="Images/Icons/mana5.png" width=200 /><<elseif $currentmana gte ($maxmana*0.4)>><img src="Images/Icons/mana4.png" width=200 /><<elseif $currentmana gte ($maxmana*0.3)>><img src="Images/Icons/mana3.png" width=200 /><<elseif $currentmana gte ($maxmana*0.2)>><img src="Images/Icons/mana2.png" width=200 /><<elseif $currentmana gte ($maxmana*0.1)>><img src="Images/Icons/mana1.png" width=200 /><<else>><img src="Images/Icons/mana0.png" width=200 /><</if>>
<</widget>>
<<widget "LustBar">>
<<if $maxlust eq 0>><<elseif $maxlust eq $maxlust>>💕💕💕💕💕💕💕💕💕💕<<elseif $currentlust gte ($maxlust*0.9)>>💕💕💕💕💕💕💕💕💕><<elseif $currentlust gte ($maxlust*0.8)>>💕💕💕💕💕💕💕💕<<elseif $currentlust gte ($maxlust*0.7)>>💕💕💕💕💕💕💕<<elseif $currentlust gte ($maxlust*0.6)>>💕💕💕💕💕💕<<elseif $currentlust gte ($maxlust*0.5)>>💕💕💕💕💕<<elseif $currentlust gte ($maxlust*0.4)>>💕💕💕💕<<elseif $currentlust gte ($maxlust*0.3)>>💕💕💕<<elseif $currentlust gte ($maxlust*0.2)>>💕💕<<elseif $currentlust gte ($maxlust*0.1)>>💕<<else>><</if>>
<</widget>>
OTHER WIDGETS
<<widget "StrengthCost">>
<<set $totalbasestats = $basestrength + $basewillpower + $baseagility>>
<<set $strengthcost = $basestrength + (5 +$timesincreasedstrength*10)>>
<<if $class eq "soldier">> <<set $strengthcost = $strengthcost*0.8>><</if>>
<<set $strengthcost = Math.round($strengthcost)>>
<<print $strengthcost>>
<</widget>>
<<widget "AgilityCost">>
<<set $totalbasestats = $basestrength + $basewillpower + $baseagility>>
<<set $agilitycost = $baseagility + (5 + $timesincreasedagility*10)>>
<<if $class eq "rogue">> <<set $agilitycost = $agilitycost*0.8>><</if>>
<<set $agilitycost = Math.round($agilitycost)>>
<<print $agilitycost>>
<</widget>>
<<widget "WillpowerCost">>
<<set $totalbasestats = $basestrength + $basewillpower + $baseagility>>
<<set $willpowercost = $basewillpower + (5 + $timesincreasedwillpower*10)>>
<<if $class eq "paladin">> <<set $willpowercost = $willpowercost*0.8>><</if>>
<<set $willpowercost = Math.round($willpowercost)>>
<<print $willpowercost>>
<</widget>>
<<widget "HeaderFooter">>
<<set $maxhealth = $willpower*10>>
<<set $maxmana = ($divinepower*2) + ($believers*3)>>
<<if $currentmana gt $maxmana>> <<set $currentmana = $maxmana>><</if>>
<<if $currentmana lt 0>> <<set $currentmana = 0>><</if>>
<<if $currenthealth gt $maxhealth>> <<set $currenthealth = $maxhealth>><</if>>
<<set $equipmentstrength = $headstrength + $cheststrength + $handsstrength + $legsstrength + $feetstrength>>
<<set $equipmentagility = $headagility + $chestagility + $handsagility + $legsagility + $feetagility>>
<<set $equipmentwillpower = $headwillpower + $chestwillpower + $handswillpower + $legswillpower + $feetwillpower>>
<<set $equipmentdivinepower = $headdivinepower + $chestdivinepower + $handsdivinepower + $legsdivinepower + $feetdivinepower>>
<<set $armor = $headarmor + $chestarmor + $handsarmor + $legsarmor + $feetarmor + $weaponarmor + $specialarmor + $basearmor>>
<<if $armor lt 0>> <<set $armor = 0>> <</if>>
<<if ($armor eq 0) and ($specialarmor lt 0)>> <<set $specialarmor = 0>> <</if>>
<<set $strength = $basestrength + $equipmentstrength + $weaponstrength + $specialstrength>>
<<if $strength lt 0>> <<set $strength = 0>> <</if>>
<<set $divinepower = $basedivinepower + $equipmentdivinepower>>
<<set $agility = $baseagility + $equipmentagility + $weaponagility + $specialagility>>
<<if $agility lt 0>> <<set $agility = 0>> <</if>>
<<set $willpower = $basewillpower + $equipmentwillpower + $weaponwillpower + $specialwillpower>>
<<if $willpower lt 0>> <<set $willpower = 0>> <</if>>
<<set $evadescore = $baseevadescore + $agility + $specialevadescore>>
<<if $evadescore lt 0>> <<set $evadescore = 0>> <</if>>
<<if $enemystrength lt 0>> <<set $enemystrength = 0>> <</if>>
<<if $enemyagility lt 0>> <<set $enemyagility = 0>> <</if>>
<<if $enemywillpower lt 0>> <<set $enemywillpower = 0>> <</if>>
<<if $enemyarmor lt 0>> <<set $enemyarmor = 0>> <</if>>
<<if $allystrength lt 0>> <<set $allystrength = 0>> <</if>>
<<if $allyagility lt 0>> <<set $allyagility = 0>> <</if>>
<<if $allywillpower lt 0>> <<set $allywillpower = 0>> <</if>>
<<if $allyarmor lt 0>> <<set $allyarmor = 0>> <</if>>
<<if $combatpoints gt 5>> <<set $combatpoints = 5>> <</if>>
<<set $enemyarmor = Math.round($enemyarmor)>>
<<set $enemystrength = Math.round($enemystrength)>>
<<set $enemyagility = Math.round($enemyagility)>>
<<set $enemywillpower = Math.round($enemywillpower)>>
<<set $enemycurrenthealth = Math.round($enemycurrenthealth)>>
<<if ndef $lewdmode>> <<set $lewdmode = 0>> <</if>>
<<if ndef $enemystuncount>> <<set $enemystuncount = 0>> <</if>>
<<if ndef $enemystunlimit>> <<set $enemystunlimit = 10>> <</if>>
<<if ndef $startingname>> <<set $startingname = $name>> <</if>>
<<if ndef $startingtitle>> <<set $startingtitle = $title>> <</if>>
<</widget>>
<<widget "HeroDisplay">>
<img src="Images/Character/fmc.jpg" width=350>
<</widget>>
<<widget "HintRead">><i>
<</if>></i>
<</widget>>
<<widget "Month">>
<<if $currentMonth eq 1>> <<set $monthName to "Glöomhearth">>
<<elseif $currentMonth eq 2>> <<set $monthName to "Därkspire">>
<<elseif $currentMonth eq 3>> <<set $monthName to "Shädowbrisk">>
<<elseif $currentMonth eq 4>> <<set $monthName to "Mïstloom">>
<<elseif $currentMonth eq 5>> <<set $monthName to "Nïghtbloom">>
<<elseif $currentMonth eq 6>> <<set $monthName to "Dusktwirl">>
<<elseif $currentMonth eq 7>> <<set $monthName to "Twïlïghtcrest">>
<<elseif $currentMonth eq 8>> <<set $monthName to "Ëclïptherald">>
<<elseif $currentMonth eq 9>> <<set $monthName to "Öbssïdian">>
<<elseif $currentMonth eq 10>> <<set $monthName to "Möönmist">>
<<elseif $currentMonth eq 11>> <<set $monthName to "Nïghtwhïsp">>
<<elseif $currentMonth eq 12>> <<set $monthName to "Därkveil">>
<</if>>
<</widget>>
<<widget "AmbusherStats">>
<<set $enemyname = "Ambusher">>
<<set $enemymaxhealth = 150>>
<<set $enemycurrenthealth = 150>>
<<set $enemymaxlust = 10>>
<<set $enemycurrentlust = 0>>
<<set $enemystrength = 7>>
<<set $enemyagility = 5>>
<<set $enemywillpower = 10>>
<<set $enemybaseevade = 30>>
<<set $enemyevadescore = $enemyagility + $enemybaseevade>>
<<set $enemyarmor = 3>>
<<set $enemymindamage = 4>>
<<set $enemymaxdamage = 10>>
<<set $enemymingold = 25>>
<<set $enemymaxgold = 40>>
<<set $enemyminexp = 45>>
<<set $enemymaxexp = 55>>
<<set $enemyregion = "Character">>
<<set $enemyimage = "ambusher1">>
<<set $enemyability = []>>
<<set $enemyability.push("attack", "attack")>>
<<set $enemystunlimit = 6>>
<</widget>>
<<widget "BanditLeader">>
<<set $enemyname = "Bandit Leader">>
<<set $enemymaxhealth = 250>>
<<set $enemycurrenthealth = 250>>
<<set $enemymaxlust = 10>>
<<set $enemycurrentlust = 0>>
<<set $enemystrength = 20>>
<<set $enemyagility = 10>>
<<set $enemywillpower = 15>>
<<set $enemybaseevade = 40>>
<<set $enemyevadescore = $enemyagility + $enemybaseevade>>
<<set $enemyarmor = 3>>
<<set $enemymindamage = 4>>
<<set $enemymaxdamage = 10>>
<<set $enemymingold = 25>>
<<set $enemymaxgold = 40>>
<<set $enemyminexp = 45>>
<<set $enemymaxexp = 55>>
<<set $enemyregion = "Character">>
<<set $enemyimage = "BanditLeader">>
<<set $enemyability = []>>
<<set $enemyability.push("attack", "attack")>>
<<set $enemystunlimit = 6>>
<</widget>>
<<widget "CultistStats">>
<<set $enemyname = "Cultist">>
<<set $enemymaxhealth = 200>>
<<set $enemycurrenthealth = 200>>
<<set $enemymaxlust = 10>>
<<set $enemycurrentlust = 0>>
<<set $enemystrength = 10>>
<<set $enemyagility = 15>>
<<set $enemywillpower = 20>>
<<set $enemybaseevade = 30>>
<<set $enemyevadescore = $enemyagility + $enemybaseevade>>
<<set $enemyarmor = 3>>
<<set $enemymindamage = 17>>
<<set $enemymaxdamage = 27>>
<<set $enemymingold = 25>>
<<set $enemymaxgold = 40>>
<<set $enemyminexp = 45>>
<<set $enemymaxexp = 55>>
<<set $enemyregion = "Character">>
<<set $enemyimage = "cultist">>
<<set $enemyability = []>>
<<set $enemyability.push("attack", "attack")>>
<<set $enemystunlimit = 6>>
<</widget>>
<<widget "OrcGroup">>
<<set $enemyname = "Group of orcs">>
<<set $enemymaxhealth = 350>>
<<set $enemycurrenthealth = 350>>
<<set $enemymaxlust = 10>>
<<set $enemycurrentlust = 0>>
<<set $enemystrength = 20>>
<<set $enemyagility = 5>>
<<set $enemywillpower = 25>>
<<set $enemybaseevade = 35>>
<<set $enemyevadescore = $enemyagility + $enemybaseevade>>
<<set $enemyarmor = 6>>
<<set $enemymindamage = 10>>
<<set $enemymaxdamage = 25>>
<<set $enemymingold = 25>>
<<set $enemymaxgold = 40>>
<<set $enemyminexp = 135>>
<<set $enemymaxexp = 150>>
<<set $enemyregion = "Character">>
<<set $enemyimage = "orcgroup">>
<<set $enemyability = []>>
<<set $enemyability.push("attack", "attack")>>
<<set $enemystunlimit = 6>>
<</widget>><<widget "Dragon_infant">>
<<set $allyname = "$divinebeastname1">>
<<set $allymaxhealth = 60>>
<<set $allycurrenthealth = 60>>
<<set $allystrength = 5>>
<<set $allyagility = 5>>
<<set $allywillpower = 3>>
<<set $allybaseevade = 5>>
<<set $allyevadescore = $allyagility + $enemybaseevade>>
<<set $allyarmor = 15>>
<<set $allymindamage = 10>>
<<set $allymaxdamage = 14>>
<<set $allymingold = 100>>
<<set $allymaxgold = 200>>
<<set $allyminexp = 100>>
<<set $allymaxexp = 200>>
<<set $allyregion = "Character">>
<<set $allyimage = "blackdragon">>
<<set $allyability = []>>
<<set $allyability.push("attack", "DragonBreath1")>>
<</widget>>
<<widget "Behemoth_infant">>
<<set $allyname = "$divinebeastname1">>
<<set $allymaxhealth = 60>>
<<set $allycurrenthealth = 60>>
<<set $allystrength = 5>>
<<set $allyagility = 5>>
<<set $allywillpower = 3>>
<<set $allybaseevade = 5>>
<<set $allyevadescore = $allyagility + $enemybaseevade>>
<<set $allyarmor = 15>>
<<set $allymindamage = 10>>
<<set $allymaxdamage = 14>>
<<set $allymingold = 100>>
<<set $allymaxgold = 200>>
<<set $allyminexp = 100>>
<<set $allymaxexp = 200>>
<<set $allyregion = "Character">>
<<set $allyimage = "behemoth">>
<<set $allyability = []>>
<<set $allyability.push("attack", "Earthshaker1")>>
<</widget>>
ENEMY
<<widget "RaiderStats">>
<<set $enemyallyname = "Raider">>
<<set $enemyallymaxhealth = 130>>
<<set $enemyallycurrenthealth = 130>>
<<set $enemyallystrength = 5>>
<<set $enemyallyagility = 8>>
<<set $enemyallywillpower = 10>>
<<set $enemyallybaseevade = 30>>
<<set $enemyallyevadescore = $enemyallyagility + $enemybaseevade>>
<<set $enemyallyarmor = 3>>
<<set $enemyallymindamage = 4>>
<<set $enemyallymaxdamage = 10>>
<<set $enemyallymingold = 25>>
<<set $enemyallymaxgold = 40>>
<<set $enemyallyminexp = 45>>
<<set $enemyallymaxexp = 55>>
<<set $enemyallyregion = "Character">>
<<set $enemyallyimage = "ambusher2">>
<<set $enemyallyability = []>>
<<set $enemyallyability.push("InfernalEmpowerment")>>
<</widget>>
<<widget "CultistAllyStats1">>
<<set $enemyallyname = "Cultist">>
<<set $enemyallymaxhealth = 120>>
<<set $enemyallycurrenthealth = 120>>
<<set $enemyallystrength = 5>>
<<set $enemyallyagility = 8>>
<<set $enemyallywillpower = 10>>
<<set $enemyallybaseevade = 30>>
<<set $enemyallyevadescore = $enemyallyagility + $enemybaseevade>>
<<set $enemyallyarmor = 3>>
<<set $enemyallymindamage = 4>>
<<set $enemyallymaxdamage = 10>>
<<set $enemyallymingold = 25>>
<<set $enemyallymaxgold = 40>>
<<set $enemyallyminexp = 45>>
<<set $enemyallymaxexp = 55>>
<<set $enemyallyregion = "Character">>
<<set $enemyallyimage = "cultist1">>
<<set $enemyallyability = []>>
<<set $enemyallyability.push("InfernalEmpowerment", "attack")>>
<</widget>>
<<HeaderFooter>><<widget "DragonBreath">>
You unleash the fury of your dragon's breath upon your foe!
<<AbilityImagex $ability 250>><</AbilityImagex>>
<<set $abilityvalue = $dragonfirepower>>\
<<if $enemyarmor gt 0>>\
<<set $enemyarmor -= $abilityvalue>>\
$enemyname's armor is reduced by $abilityvalue!
<<else>>\
<<set $enemycurrenthealth -= $abilityvalue>>\
$enemyname takes $abilityvalue damage!
<</if>>
<<set $currentmana -= $abilitymana>>
<<set $abilitycount.push($ability)>>
<</widget>>
<<widget "DivineStrike">>
You channel divine energy into a powerful strike against your foe!
<<AbilityImagex $ability 250>><</AbilityImagex>>
<<set $abilityvalue = $strength * ($willpower*0.1)>>
<<if $abilitylevel gt 1>>
<<set $abilityvalue += 0.1 * $strength * $abilitylevel>>
<</if>>
<<set $abilityvalue = Math.round($abilityvalue)>>
You deal $abilityvalue damage to the $enemyname!
<<set $enemycurrenthealth -= $abilityvalue>>
<<set $currentmana -= $abilitymana>>
<<set $abilitycount.push($ability)>>
<</widget>>
<<widget "Earthshaker">>
You unleash the raw power of the earth beneath your feet, causing seismic upheaval to engulf your enemies!
<<AbilityImagex $ability 250>><</AbilityImagex>>
<<set $abilityvalue = $strength >>
// Apply any level bonuses
<<if $abilitylevel gt 1>>
<<set $abilityvalue += 0.2 * $strength * $abilitylevel>>
<</if>>
// Apply damage to enemies
<<set $enemycurrenthealth -= $abilityvalue>>
// Apply stun to enemies
<<set $enemystun = 1>>
// Decrease cooldown for the ability
<<set $abilitycooldown -= 1>>
<<set $abilitycount.push($ability)>>
<</widget>>
<<HeaderFooter>><<widget "DragonBreath1">>\
$allyname unleashes a mighty blast of dragon breath!
<<AllyAbilityImage $beastaction 350>><</AllyAbilityImage>>
<<set $abilityvalue = $allystrength>>\
<<set $abilityvalue = Math.round($abilityvalue)>>\
<<set $abilityvalue2 = $abilityvalue - $enemyarmor>>\
<<if $abilityvalue2 lt 0>> <<set $abilityvalue2 = 0>> <</if>>\
<<set $enemyarmor -= 5>>\
<<set $enemyagility -= 5>>\
The fiery breath deals $abilityvalue damage - $enemyname's armor reduces the damage taken - $enemyname takes $abilityvalue2 damage!
$enemyname loses 5 armor!
$enemyname loses 5 agility!
\
<<set $enemycurrenthealth -= $abilityvalue2>>\
\
<</widget>>\
<<widget "Earthshaker1">>\
$allyname channels the earth's power to unleash a devastating shockwave!
<<AllyAbilityImage $beastaction 350>><</AllyAbilityImage>>
<<set $abilityvalue = $allyagility>>\
<<set $abilityvalue = Math.round($abilityvalue)>>\
<<set $abilityvalue2 = $abilityvalue - $enemyagility>>\
<<if $abilityvalue2 lt 0>> <<set $abilityvalue2 = 0>> <</if>>\
<<set $enemyarmor -= 5>>\
<<set $enemyagility -= 5>>\
The earth-shattering shockwave deals $abilityvalue damage - $enemyname's agility reduces the damage taken - $enemyname takes $abilityvalue2 damage!
$enemyname loses 5 armor!
$enemyname loses 5 agility!
\
<<set $enemycurrenthealth -= $abilityvalue2>>\
\
<</widget>>\
ENEMY ABILITIES
<<widget "InfernalEmpowerment">>\
$enemyallyname invokes infernal power to enhance its ally!
<<AllyAbilityImage $enemyallyaction 250>><</AllyAbilityImage>>
<<set $healthBoost = $enemyallywillpower * 2>>\
<<set $enemycurrenthealth += $healthBoost>>\
<<set $strengthBoost = $enemyallywillpower/4>>\
<<set $strengthBoost = Math.round($strengthBoost)>>\
<<set $enemystrength += $strengthBoost>>\
<<set $agilityBoost = $enemyallywillpower/4>>\
<<set $agilityBoost = Math.round($agilityBoost)>>\
<<set $enemyagility += $agilityBoost>>\
\
$enemyname gains $healthBoost health!
$enemyname gains $strengthBoost strength!
$enemyname gains $agilityBoost agility!
<</widget>><<set $name = "unknown">>\
\
Welcome in <b><i>The Lost Empires</i></b>!
<img src="Images/Locations/coverimage.jpg" width=800>
To begin, first select your name, then click 'Continue'.
<<textbox "$name" "Elysia">>
[[Continue->Lewd Mode]]
<<if $p eq 0>>
<<set $maxhealth = 100>>\
<<set $class to "god">>
<<set $intro = 1>>\
<<set $verystart = 0>>
\
<<set $head = "nothing">>
<<set $chest = "simple robe">>
<<set $hands = "nothing">>
<<set $legs = "light greaves">>
<<set $feet = "simple sandals">>
\
<<set $weapon = "nothing">>
\
<<set $currenthealth = $maxhealth>>
\
\
<<set $time = "Morning">>
<<set $currentDay = 1>>
<<set $currentYear to 1257>>
<<set $currentMonth to 1>>
\
\
<<set $head = $nohelm["name"]>>\
<<set $headstrength = $nohelm["strength"]>>\
<<set $headagility = $nohelm["agility"]>>\
<<set $headwillpower = $nohelm["willpower"]>>\
<<set $headarmor = $nohelm["armor"]>>\
\
<<set $chest = $simplerobe["name"]>>\
<<set $cheststrength = $simplerobe["strength"]>>\
<<set $chestagility = $simplerobe["agility"]>>\
<<set $chestwillpower = $simplerobe["willpower"]>>\
<<set $chestarmor = $simplerobe["armor"]>>\
\
<<set $hands = $nogloves["name"]>>\
<<set $handstrength = $nogloves["strength"]>>\
<<set $handsagility = $nogloves["agility"]>>\
<<set $handswillpower = $nogloves["willpower"]>>\
<<set $handsarmor = $nogloves["armor"]>>\
\
<<set $legs = $lightgreaves["name"]>>\
<<set $legsstrength = $lightgreaves["strength"]>>\
<<set $legsagility = $lightgreaves["agility"]>>\
<<set $legswillpower = $lightgreaves["willpower"]>>\
<<set $legsarmor = $lightgreaves["armor"]>>\
\
<<set $feet = $simplesandals["name"]>>\
<<set $feetstrength = $simplesandals["strength"]>>\
<<set $feetagility = $simplesandals["agility"]>>\
<<set $feetwillpower = $simplesandals["willpower"]>>\
<<set $feetarmor = $simplesandals["armor"]>>\
\
<<set $weapon = $noweapon["name"]>>\
<<set $weaponstrength = $noweapon["strength"]>>\
<<set $weaponagility = $noweapon["agility"]>>\
<<set $weaponwillpower = $noweapon["willpower"]>>\
<<set $weaponarmor = $noweapon["armor"]>>\
<<set $mindamage = $noweapon["mindamage"]>>\
<<set $maxdamage = $noweapon["maxdamage"]>>\
\
<<set $weaponinventory.push($noweapon)>>\
\
<<set $headinventory.push($nohelm)>>\
<<set $chestinventory.push($simplerobe)>>\
<<set $handsinventory.push($nogloves)>>\
<<set $legsinventory.push($lightgreaves)>>\
<<set $feetinventory.push($simplesandals )>>\
\<<set $potioncount = 0>>
<<audio "main_theme" volume 0.5 play loop>>
<</if>>\<b>Lewd Mode</b> is an optional setting that adds NSFW images.
<img src="Images/Icons/crest.png" width=500 />
Without <b>Lewd Mode</b>, the game includes erotic content, however without NSFW images and gifs.
[[Continue with Lewd Mode->Intro][$lewdmode = 1]]
[[Continue without Lewd Mode->Intro][$lewdmode = 0]]
<<set $lewdmode = 0>>\
<<if $class eq "god">><<set $abilityinventory.push($divinestrike)>><</if>><<if $pe eq 0>>
<div style="text-align: center;"><b>Prologue</b></div>
In the beginning, there were many gods. They ruled over the mortal realm, each with their own dominion and followers. Among them was a goddess, her name lost to the sands of time. She was a deity of immense power, revered and worshipped by countless mortals. But as with all things, power breeds envy.
<img src="Images/Locations/sealed.jpg" style="width: 100%">
The other gods, threatened by her growing influence, conspired against her. They sealed her away, stripping her of her divinity and leaving her to slumber in the void. Her empire crumbled, her temples desecrated, and her followers scattered. The world moved on, forgetting the goddess and her once-great empire.
<img src="Images/Locations/crumbled.jpg" style="width: 100%">
Centuries passed, and the goddess remained trapped, her power waning with each passing day. But a spark of her divinity remained, a flicker of hope that refused to be extinguished.
In a forgotten corner of the world, a group of her loyal followers remained. They had survived the purge, passing down their faith through generations. And now, they were ready to bring their goddess back.
They performed an ancient ritual, a desperate plea to awaken their deity. The ritual was dangerous, forbidden even, but they were willing to risk everything to restore their goddess to her former glory.
[[Continue->IntroP]]
<<elseif $pe eq 1>>
<i>The ritual worked. The goddess stirred, awakening from her slumber. She was weak, her power a mere fraction of what it once was. But she was alive, and she was angry.</i>
You awaken with a start, your senses flooded with a rush of new sensations. You feel the cold stone beneath you, the damp air on your skin, the flickering light of torches casting shadows on the walls. You are in a temple, one of the many that were dedicated to you. But it's different now, desecrated and in ruins.
A group of figures stands before you, their faces filled with awe and fear. They are your followers, the ones who performed the ritual to awaken you. One of them, an older woman with grey hair and a worn robe, steps forward.
<<Intro_1 "Goddess, we have awaited your return for centuries. The world has forgotten you, but we have not.">>
You try to stand, but your legs give way. You are weak, your power a mere fraction of what it once was. The woman rushes to your side, helping you to your feet.
<<Intro_1 "Rest, Goddess. You have been asleep for a long time. Your power will return in time.">>
Suddenly, a group of figures burst into the temple, their faces hidden beneath hoods. They are ambushers, sent by unknown enemies to eliminate you before you can regain your power. One of them raises a bow, an arrow notched and ready to fly.
The arrow flies, piercing her chest. She falls to the ground, her eyes wide with shock.
Rage fills you. These mortals dare to attack you, a goddess? They will pay for their insolence.
You focus, reaching out with your mind. You feel a connection, a bond with a weapon that is uniquely yours.
<<link "Staff of Eternal Storms" "Intro">> <<set $weaponinventory.push($eternalstorms_stage0)>> <<set $weapon = $eternalstorms_stage0["name"]>>\
<<set $weaponstrength = $eternalstorms_stage0["strength"]>>\
<<set $weaponagility = $eternalstorms_stage0["agility"]>>\
<<set $weaponwillpower = $eternalstorms_stage0["willpower"]>>\
<<set $weaponarmor = $eternalstorms_stage0["armor"]>>\
<<set $mindamage = $eternalstorms_stage0["mindamage"]>>\
<<set $maxdamage = $eternalstorms_stage0["maxdamage"]>>\<<set $pe = 2>><</link>>
<<link "Sword of Divine Wrath" "Intro">> <<set $weaponinventory.push($divinewrath_stage0)>><<set $weapon = $divinewrath_stage0["name"]>>\
<<set $weaponstrength = $divinewrath_stage0["strength"]>>\
<<set $weaponagility = $divinewrath_stage0["agility"]>>\
<<set $weaponwillpower = $divinewrath_stage0["willpower"]>>\
<<set $weaponarmor = $divinewrath_stage0["armor"]>>\
<<set $mindamage = $divinewrath_stage0["mindamage"]>>\
<<set $maxdamage = $divinewrath_stage0["maxdamage"]>>\ <<set $pe = 2>><</link>>
<<elseif $pe eq 2>>
The ambushers attack, but you are ready. You fight with a ferocity born of anger and despair. Your followers join the fight, their weapons clashing against the ambushers.
<<link "Fight!" "Intro">><<set $currenthealth = $maxhealth>><<set $pe = 3>><</link>>
<<elseif $pe eq 3>>
You stand your ground, your weapon clutched tightly in your hand. The ambushers surround you and your followers, their weapons raised and ready to strike.
<<set $believers -=6>>
<img src="Images/Character/ambushersi.jpg" width=550>
<<masteraudio stop>><<audio "battle" volume 0.5 play loop>><<set $music = "battle">>\
<<set $returnpassage = passage()>>\
<<set $passage = "BattleIntro1">>\
<<link "To battle!" $passage>><<set $pe = 10>> <</link>>
<<AmbusherStats>>
<<RaiderStats>>
<<set $flee = 0>>
<<set $battlecount = 0>>
\
\
<<elseif $pe eq 20>> \
You killed ambushers!
<<HeroDisplay>>
<<set $enemygold = random($enemymingold, $enemymaxgold)>> \
<<set $enemyexp = random($enemyminexp, $enemymaxexp)>> \
<<set $gold += $enemygold>>\
<<set $exp += $enemyexp>>\
<<BattleEnd>>\
<<masteraudio stop>><<audio "victory" volume 0.5 play>><<set $music = "victory">>\
The battle is over quickly, the ambushers lying dead at your feet. You stand victorious, your weapon dripping with blood. But the battle is not without cost. A few of your followers fall, their bodies lying lifeless on the temple floor.
You turn to your remaining followers.
<<HeroTalk "We must leave this place. It is no longer safe for us here.">>
They nod, their faces filled with determination. They will follow you, their goddess, to the ends of the earth. But their numbers are few, only ten believers remaining.
[[Continue->Prologue][$pe=0]]
<</if>>You find yourself in a world of darkness, a void that stretches out endlessly in every direction. There is no up or down, no left or right, only an all-consuming emptiness. You feel a sense of weightlessness, as if you are floating in a sea of nothingness.
Suddenly, a flicker of light pierces the darkness. It's small, barely visible, but it's there. The light grows brighter, expanding until it forms a circle around you. Within the circle, you see images, like memories long forgotten.
You see a grand empire, filled with towering temples and bustling cities. You see worshippers, their faces filled with devotion as they pray to you. You see yourself, a goddess of immense power, ruling over your dominion with a firm but fair hand.
But then, the images change. You see darkness, a shadow creeping over your empire. You see your temples desecrated, your followers scattered. You see yourself, weakened and trapped, sealed away by other gods who feared your power.
The images fade, and you are once again surrounded by darkness. But then, you hear something. A chant, a prayer, a desperate plea. You feel a surge of power, a spark of hope. You realize that it's coming from your followers, the last remnants of your once-great empire.
The chant grows louder, the power stronger. You feel yourself stirring, awakening from your slumber. The darkness begins to recede, replaced by a world that has forgotten you.
<<set $believers += 16>>
[[Continue->Intro][$pe=1]]
<<if $gameover eq 1>>
<b>Game Over</b>
As you and your devoted believers pressed on through the treacherous mountains, the once-calm weather took a sudden and deadly turn. The wind picked up, howling like a chorus of tormented souls, and the first flakes of snow began to fall, quickly growing into a relentless blizzard.
Despite the worsening conditions, you made the fateful decision to continue your journey, driven by an unyielding determination to reach your destination. Your followers, fueled by their unwavering faith in you, bravely trudged onward, battling the biting cold and the blinding snow.
However, the mountains proved to be a merciless and unforgiving foe. The blizzard intensified, and the path ahead became impossible to discern. One by one, your followers began to succumb to the frost, their strength sapped by the unyielding cold. They collapsed into the snow, their bodies growing still and silent as the storm raged on.
You fought valiantly, pushing your body to its limits, but the relentless blizzard was too powerful. As the last of your followers fell, you too were overcome by the cold, your limbs growing heavy and your vision fading to white.
<b>Your journey has come to a tragic end.</b>
Your decision to press on through the blizzard has led to the loss of your loyal believers and your own demise. The mountains have claimed yet another victim, and your quest has ended in tragedy.
<b>Game Over</b>
<i>Please try again and make different choices to alter the course of your fate.</i>
<</if>>
<<if $pe eq 10>> \
\
You are fighting $enemyname and $enemyallyname!
<<EnemyImage $enemyregion $enemyimage 300>><</EnemyImage>>
\
<i><<ItemAbilityRun>><<if ($battlecount eq 0) and ($setbonus gte 1)>><<SetBonus>><</if>></i>
\
<<if $allyturn eq 1>> <<set $allyturn = 0>> <<else>> <<set $allyturn = 1>> <</if>>\
<<if $stun lte 0>> <<set $action = "notstun">> <</if>>\
<<if $stun gte 1>><<set $action = "stun">><<set $stun -= 1>>You are stunned, and cannot take action!<<else>>\
\
<b>General Actions</b>:
<<link "Attack" $passage>><<set $pe = 11>><<set $action = "attack">><</link>>
<<if $flee eq 1>><<link "Flee" $passage>><<set $pe = 11>><<set $action = "flee">><</link>><<else>><i>You cannot flee from this battle!</i><</if>>\
\
<table class="stat-table">\
<td>\
<b>God Abilities</b>:
<<for _i to 0; _i lt $abilityinventory.length; _i++>>\
<<print $abilityinventory[_i].name>> (Divine Power cost: $abilityinventory[_i].mana )\
<<capture _i>>\
<<if $currentmana lt $abilityinventory[_i].mana>><i>Not enough divine power</i><<else>> <<link "Use" $passage>><<set $pe = 11>><<set $action = "ability">> <<set $ability = $abilityinventory[_i].widgetname>> <<set $abilitymana = $abilityinventory[_i].mana>> <<set $abilitylevel = $abilityinventory[_i].level>> <</link>> <</if>>
<</capture>>\
<</for>>\
</td>\
<td>\
<b>Items ($potioncount / 10)</b>:
<<if $potioncount gte 10>><i>You can only drink up to 10 potions in a single battle!</i><<else>><<for _i to 0; _i lt $iteminventory.length; _i++>>\
<<print $iteminventory[_i].name>> (Quantity: <<print $iteminventory[_i].quantity>>) \
<<capture _i>>\
<<if $iteminventory[_i].quantity lte 0>> <i>None left</i><<else>> <<link "Use" $passage>><<set $pe = 11>> <<set $action = "item">> <<set $item = $iteminventory[_i].name>>
<<set $iteminventory[_i].quantity -= 1>>\
<<set $itemstrength = $iteminventory[_i].strength>>\
<<set $itemagility = $iteminventory[_i].agility>>\
<<set $itemwillpower = $iteminventory[_i].willpower>>\
<<set $itemarmor = $iteminventory[_i].armor>>\
<<set $itemhealth = $iteminventory[_i].health>>\
<<set $itemmana = $iteminventory[_i].mana>>\
<<set $itemevadescore = $iteminventory[_i].evadescore>>\
<<set $potioncount += 1>>\
<</link>><</if>>
<</capture>>\
<</for>><</if>>\
</td>\
<tr>
<td><b> Lust : $currentlust / $maxlust </b><<if $currentlust eq $maxlust>>💕💕💕💕💕💕💕💕💕💕<<elseif $currentlust gte ($maxlust*0.9)>>💕💕💕💕💕💕💕💕💕
<<elseif $currentlust gte ($maxlust*0.8)>>💕💕💕💕💕💕💕💕
<<elseif $currentlust gte ($maxlust*0.7)>>💕💕💕💕💕💕💕
<<elseif $currentlust gte ($maxlust*0.6)>>💕💕💕💕💕💕
<<elseif $currentlust gte ($maxlust*0.5)>>💕💕💕💕💕
<<elseif $currentlust gte ($maxlust*0.4)>>💕💕💕💕
<<elseif $currentlust gte ($maxlust*0.3)>>💕💕💕
<<elseif $currentlust gte ($maxlust*0.2)>>💕💕
<<elseif $currentlust gte ($maxlust*0.1)>>💕
<<else>>💔
<</if>>
</td>
</tr>
</table>\
\
<</if>>\
<<if $action eq "stun">><<if $allyturn eq 1>><<link "Do Nothing!" $passage>><<set $pe = 12>><</link>><<elseif $allyturn eq 0>><<link "Do Nothing!" $passage>><<set $pe = 14>><</link>><<else>><<link "Do Nothing!" $passage>><<set $pe = 12>><</link>><</if>><</if>>
<<EnemyBattleTable>>\
\
\
<<EnemyAllyBattleTable>>\
\
<<set $battlecount += 1>>\
\
<<elseif $pe eq 11>>
You are fighting $enemyname and $enemyallyname!
<<EnemyImage $enemyregion $enemyimage 300>><</EnemyImage>>
<<if $action eq "attack">>You attempt to hit the $enemyname with your $weapon!
<<AttackAttempt>>
\
<<if $action eq "attack success">>You deal damage to the $enemyname!
<<AttackDamage>>
<</if>><</if>>\
\
<<if $action eq "flee">>You attempt to flee from the $enemyname!
<<FleeAttempt>>
\
<</if>>\
<<if $action eq "ability">><<Ability $ability>><</Ability>><</if>>
\
<<if $action eq "item">>You used your $item!
<<ItemImage $item 150>><</ItemImage>>
<<ItemUse>>
<</if>>\
\
<<if $enemycurrenthealth lte 0>><<link "The enemy is slain! Victory!" $returnpassage>><<set $pe = 20>><</link>><<elseif $action eq "flee success">><<link "You escape!" $passage>><<set $pe = 19>><</link>><<elseif $allyturn eq 1>><<link "Enemy turn" $passage>><<set $pe = 12>><</link>><<elseif $allyturn eq 0>><<link "Enemy's Ally turn" $passage>><<set $pe = 14>><</link>><<else>><<link "Enemy turn" $passage>><<set $pe = 12>><</link>><</if>>
<<EnemyBattleTable>>\
\
<<EnemyAllyBattleTable>>\
\
<<elseif $pe eq 12>> \
You are fighting $enemyname and $enemyallyname!
<<EnemyImage $enemyregion $enemyimage 300>><</EnemyImage>>
\
<<EnemyStun>>
\
<<if $enemyaction eq "attack">>The $enemyname attacks you!
<<EnemyAttackAttempt>>
<<if $enemyaction eq "attack success">>The $enemyname deals damage to you!
<<EnemyAttackDamage>>
<</if>><</if>>\
\
<<if ($enemyaction neq "stun") and ($enemyaction neq "attack") and ($enemyaction neq "attack success") and ($enemyaction neq "attack failure")>>\
<<EnemyAbility $enemyaction>><</EnemyAbility>>
<</if>>\
<<if $currenthealth lte 0>><<link "Game Over" "Game Over">><</link>><<elseif $enemyallycurrenthealth lte 0>><<link "the enemy's ally is slain!" $returnpassage>><<set $pe = 20>><</link>><<else>><<link "Player turn" $passage>><<set $pe = 10>><</link>><</if>>
<<EnemyBattleTable>>\
\
<<EnemyAllyBattleTable>>\
\
<<elseif $pe eq 13>>\
\
\
You are fighting $enemyname and $enemyallyname!
<<EnemyImage $enemyregion $enemyimage 300>><</EnemyImage>>
\
<<set $allyaction = $allyability.pluck()>>\
<<set $allyability.push($allyaction)>>
<<if $allyaction eq "attack">>$allyname attacks $enemyname
<<AllyAttackAttempt>>
<<if $allyaction eq "attack success">>The $allyname deals damage to $enemyname!
<<AllyAttackDamage>>
<</if>><</if>>
\
<<if ($allyaction neq "attack") and ($allyaction neq "attack success") and ($allyaction neq "attack failure")>>\
<<AllyAbility $allyaction>><</AllyAbility>>
<</if>>\
<<if $enemycurrenthealth lte 0>><<link "The enemy is slain! Victory!" $returnpassage>><<set $pe = 20>><</link>><<else>><<link "Enemy turn" $passage>><<set $pe = 12>><</link>><</if>>
<<EnemyBattleTable>>\
\
<<EnemyAllyBattleTable>>\
\
\
<<elseif $pe eq 14>>
You are fighting $enemyname and $enemyallyname!
<<EnemyImage $enemyregion $enemyimage 300>><</EnemyImage>>
\
<<set $enemyallyaction = $enemyallyability.pluck()>>\
<<set $enemyallyability.push($enemyallyaction)>>
\
\
<<if ($enemyallyaction neq "attack") and ($enemyallyaction neq "attack success") and ($enemyallyaction neq "attack failure")>>\
<<AllyAbility $enemyallyaction>><</AllyAbility>>
<</if>>\
<<if $currenthealth lte 0>><<link "Game Over" "Game Over">><</link>><<else>><<link "Enemy turn" $passage>><<set $pe = 12>><</link>><</if>>
<<EnemyBattleTable>>\
\
<<EnemyAllyBattleTable>>\
\
\
<<elseif $pe eq 19>>
You flee from the $enemyname
<<if $time eq "Morning">><<set $time = "Afternoon">><<elseif $time eq "Afternoon">><<set $time = "Night">><</if>>\
<<set $goldloss = $enemymaxgold>> \
<<set $gold -= $goldloss>> \
\
<<BattleEnd>>\
\
\
\
<<elseif $pe eq 20>> \
This page should not come up, as you should be out of the $passage passage and into the $returnpassage passage.
<<BattleEnd>>\
\
<</if>>\<<if $pe eq 0>>
<<masteraudio stop>><<audio "travel" volume 0.5 play loop>><<set $music = "travel">>\
As you gather your remaining believers and prepare to leave the temple, you realize that finding a suitable place to establish a new foundation for your kingdom is of utmost importance. You turn to your followers for guidance, and they provide you with information about various terrains that could potentially serve as a new home.
You weigh your options and decide that the Plains would be the best habitat to establish a new foundation for your kingdom. The open terrain may leave you vulnerable to attack, but the abundance of resources for hunting and gathering makes it an ideal location to start rebuilding.
You gather your remaining believers and set out on a journey across the world map, searching for a suitable location to establish your new home.
[[Start your journey...->Prologue][$pe=1]]
<<elseif $pe eq 1>>
<div style="text-align: center;"><b>Day : 1</b></div>
As dawn breaks on the first day of your journey, you and your followers set out from the demolished temple, leaving behind the desecrated grounds and heading towards the promise of a new beginning in the plains.
<img src="Images/Locations/day1.jpg" style="width: 200">
The first few hours of travel are uneventful, with the group making good time across the flat terrain. The sun beats down on your backs, but the gentle breeze provides some relief from the heat.
<<link "Continue" "Prologue">><<set $time to "Noon">> <<set $pe = 2>><</link>>
<<set $currentDay +=3>>
<<elseif $pe eq 2>>
<img src="Images/Locations/day2.jpg" style="width: 200">
<i>After few days...</i>
As the day progresses and your journey brings you closer to the towering silhouette of the mountains, a sense of awe and trepidation washes over you. The distant peaks rise majestically against the horizon, their rugged slopes shrouded in mist and mystery. The air grows cooler, and the landscape begins to change, giving way to rocky outcroppings and scattered patches of scrubby vegetation.
Your footsteps echo against the rocky terrain as you navigate the foothills of the mountains, their imposing presence casting a long shadow over the plains below. Despite the beauty of the surrounding landscape, there is an undeniable sense of foreboding in the air, as if the mountains themselves hold ancient secrets and untold dangers waiting to be discovered.
<<set $currentDay +=5>>
<<link "Continue" "Prologue">><<set $time to "Night">> <<set $pe = 3>><</link>>
<<elseif $pe eq 3>><<masteraudio stop>><<audio "storm" volume 0.5 play loop>><<set $music = "storm">>\
<img src="Images/Locations/day2_blizzard.jpg" style="width: 200">
As you and your followers make your way through the mountains, the weather suddenly takes a turn for the worse. The sky darkens, and a fierce blizzard begins to blow, making it nearly impossible to see or move. You realize that you need to find shelter quickly or risk freezing to death.
[[Take shelter->Prologue][$pe=4]]
<<link "Travel anyway" "GameOver">><<set $gameover=1>><</link>>
<<elseif $pe eq 4>><<masteraudio stop>><<audio "cave" volume 0.5 play loop>><<set $music = "cave">>\
You spot a nearby cave and quickly make your way inside, grateful for the shelter it provides. The blizzard rages outside, but you and your followers are safe for the moment.
<img src="Images/Action/groping_day2.jpg" style="width: 200">
As you huddle for warmth in the cramped cave, you feel a hand grope your ass. You can't see who it belongs to in the darkness, and you're not sure if it was intentional or accidental
<<set $corruption +=1>>
As the blizzard dies down, you and your followers emerge from the cave, grateful for the shelter it provided during the storm. The snow is deep, but the skies are clear, and the worst of the weather seems to have passed.
<<set $currentDay +=1>>
You [[continue->Prologue][$pe=5]] your journey through the mountains, wary of any potential dangers that may lie ahead.
<<elseif $pe eq 5>>
<<set $currentDay +=7>>
As you and your followers make your way out of the mountains, the terrain gradually shifts from rocky crags to rolling hills. The air grows warmer and the skies clearer, and you can see the landscape stretching out before you.
<<masteraudio stop>><<audio "battle" volume 0.5 play loop>><<set $music = "battle">>\
As you and your followers continue your journey, you suddenly hear the sound of hooves galloping towards you. You turn around and see a group of bandits on horseback, armed with swords and bows, approaching you at high speed. They are dressed in tattered clothes and have a menacing look in their eyes.
The leader of the bandits, a burly man with a scar running down his face, stops in front of you and sneers.
<<BanditLeaderTalk "Well, well, what do we have here? A group of lost travelers, perhaps? Or maybe you're on a mission from one of the other gods?">>
<<HeroTalk "We are on a journey to find a new home for our people. We mean you no harm.">>
<<BanditLeaderTalk "Oh, really? Well, I'm afraid I can't just let you pass through our territory without a toll. Hand over all your valuables, and maybe we'll let you live.">>
You look around at your followers, who are all tense and ready for a fight. You know that giving in to the bandits' demands is not an option. You must stand your ground and protect your people. You draw your $weapon .
The bandit leader scowls and signals to his men. <<BanditLeaderTalk "Kill them all!">>
<<set $returnpassage = passage()>>\
<<set $passage = "Battle1">>\
<<link "To battle!" $passage>><<set $pe = 10>><</link>>
<<BanditLeader>>
<<set $flee = 0>>
<<set $battlecount = 0>>
\
<<elseif $pe eq 20>> \
<<set $enemygold = random($enemymingold, $enemymaxgold)>> \
<<set $enemyexp = random($enemyminexp, $enemymaxexp)>> \
<<set $gold += $enemygold>>\
<<set $exp += $enemyexp>>\
<<BattleEnd>>\<<masteraudio stop>><<audio "victory" volume 0.5 play>><<set $music = "victory">>\
Despite being outnumbered, your divine powers give you the upper hand in the fight, and you manage to disarm the bandit leader. As you hold your sword to his throat, you look around and see that some of your followers have been injured in the fight, and you have a choice to make.
[[Kill the bandit leader->Prologue][$pe=6]]
[[Negotiate and stop the fight->Prologue][$pe=7]]
\
<<set $enemygold = random($enemymingold, $enemymaxgold)>> \
<<set $enemyexp = random($enemyminexp, $enemymaxexp)>> \
<<elseif $pe eq 6>>
You push your sword deeper into the bandit leader's throat, ending his life. The remaining bandits, seeing their leader killed, either flee or are quickly dispatched by your followers. You gather what supplies you can from the bandits.
The remaining bandits look shocked for a moment, but then they charge at you and your followers.
The fight is brutal and intense, but in the end, you emerge victorious. However, the cost is high. Few of your followers have been injured, and a few have been killed. You know that you'll need to find a safe place to rest and regroup soon, but for now, you take what supplies you can from the bandits and continue on your journey.
<<set $random=random(2,3)>>
<<set $believers -= $random>>
You <b>lost</b> <<print $random>> followers.
<<set $corruption +=2>>
[[Continue->Prologue][$pe=12]]
<<elseif $pe eq 7>>
<<BanditLeaderTalk "Enough! We yield! I want to negotiate!">>
You look around and see that some of your followers have been injured in the fight. You know that you have the upper hand in this negotiation, but you also know that the safety of your people is your top priority.
<<HeroTalk "But first, we need to tend to our wounded.">>
The bandit leader nods in agreement, and you call for your healers to come forward. They quickly get to work, treating the injuries of your followers as best they can under the circumstances.
After a while...
<<timed 3s>>
The bandit leader motions for you to follow him to a nearby tent, where he offers you a drink and begins talk.
<<BanditLeaderTalk "Look, I don't want to fight you and your people any more than you want to fight us, the truth is, we're cursed. Every time we try to settle down and build something for ourselves, it all goes to shit. Crops fail, livestock dies, people get sick. We've tried everything to break the curse, but nothing works. I'm begging you. Help us lift this curse, and we'll leave you and your people alone. We'll even give you a portion of our supplies as a token of our gratitude.">>
<<HeroTalk "Fine, I'll help you lift the curse. But in return, I want more than just a portion of your supplies. I want your loyalty. You and your men will join my cause and help me build my kingdom. In exchange, I'll use my powers to lift the curse and ensure that your people thrive.">>
<<BanditLeaderTalk "You have our loyalty. We'll do whatever it takes to help you build your kingdom. The curse can only be lifted through a sexual ritual. I offer myself to you, goddess, as a sacrifice.">>
[[Proceed with traditional ritual->Prologue][$pe=8]]
[[Proceed with sexual ritual->Prologue][$pe=9]]
<</timed>>
<<elseif $pe eq 8>>
As you begin the traditional ritual, the bandit leader and his men form a circle around you, chanting in low voices. You can feel the energy building in the air as you call upon your divine powers to lift the curse.
The ritual is long and arduous, requiring intense concentration and focus. The bandits watch in awe as you summon forth your magic, the air crackling with energy around you. But as the ritual progresses, it becomes clear that the curse is stronger than anyone anticipated.
Several of the bandits begin to convulse and scream, their bodies wracked with pain as the curse fights back against your magic. Despite their loyalty to you, some of them are unable to withstand the power of the curse and fall to the ground, lifeless.
But you refuse to give up. You pour more of your power into the ritual, determined to lift the curse and save as many of the bandits as possible. The air around you crackles with energy, and the ground shakes beneath your feet as you push yourself to the limit.
Finally, with a triumphant cry, you break the curse.
<<set $believers +=10>>
[[Continue->Prologue][$pe=11]]
<<elseif $pe eq 9>>
As you begin the sexual ritual, the bandit leader undresses before you, revealing his bulky form. You can see the desire in his eyes as he approaches you, his cock already hard with anticipation. He runs his hands over your body, exploring your curves and caressing your skin.
You push him down onto the ground, straddling him and grinding your pussy against his cock. You can feel him growing harder with each movement, and you know that he's ready for you. You slide down onto his cock, feeling it fill you up completely. You begin to ride him, moving your hips in a rhythm that drives him wild.
<<if $lewdmode eq 1>>
<img src="Images/Action/ritual.jpg" style="width: 100%">
<</if>>
The bandit leader groans with pleasure, grabbing onto your hips and thrusting up into you. You can feel his cock pulsing inside of you, and you know that he's close to cumming. He lets out a deep moan as he explodes inside of you, filling you with his hot cum.
Finally, you reach your own climax, your body shaking with pleasure as you scream out in ecstasy. The bandit leader collapses onto the ground, spent and exhausted from the ritual. You can feel the curse lifting, and you know that your powers have been successful.
<<set $corruption +=4>>
<<set $believers +=13>>
[[Continue->Prologue][$pe=11]]
<<elseif $pe eq 11>>
<<set $time to "Evening">>
After the ritual is complete, you take a moment to rest and gather your strength. The bandit leader approaches you, a look of gratitude in his eyes.
<<BanditLeaderTalk "You have lifted the curse and saved my people. We are forever in your debt. We will follow you to the ends of the earth. Your cause is our cause, and your enemies are our enemies.">>
With the bandits now loyal to you, you set out on your journey once again.
<<timed 1s>>
As the sun begins to set, you signal for your group to make camp. The bandits, now loyal to you, quickly set to work, gathering firewood and setting up tents. You watch as they move efficiently, impressed by their skill and organization.
Once the camp is set up, you gather your followers around the fire. The bandits offer to share their supplies, and you gratefully accept. As you eat, you discuss your plans for the coming days.
Eventually, the fire dies down, and you settle into your tent for the night. As you drift off to sleep, you can't help but feel a sense of excitement and anticipation for what the future holds. With your powers growing stronger and your followers by your side, you know that nothing can stand in your way.
<<set $returnpassage = passage()>>\
<<set $passage = "IntroSleep">>\
<<link "Sleep" $passage>><</link>>
<</timed>>
<<elseif $pe eq 12>>
The sun begins to set, casting long shadows across the landscape. You signal for your group to stop and set up camp for the night. Your followers work efficiently, setting up tents and starting a fire for warmth and cooking.
But even as you sit by the fire, watching your followers prepare the evening meal, you can't shake the feeling that danger lurks just beyond the edge of the firelight.
<<set $returnpassage = passage()>>\
<<set $passage = "IntroSleep">>\
<<link "Sleep" $passage>><</link>>
<<elseif $pe eq 13>>
<div style="text-align: center;"><b>Day : <<print $currentDay>> </b></div>
As the sun rises, you wake up to the sound of your followers stirring in their tents. You stretch, feeling refreshed and ready to continue your journey.
In the distance, you can see herds of animals grazing peacefully, their forms silhouetted against the horizon.
<img src="Images/Locations/herd.jpg" style="width: 100%">
As you and your followers continue your journey through the plains, you come across a hot spring nestled in a small valley. The steam rises from the water, creating a misty veil that obscures the surrounding landscape. The air is thick with the scent of sulfur, but the water looks inviting and warm.
You decide to let your followers take a break and bathe in the hot spring. They strip off their clothes and wade into the water, sighing with relief as the heat soothes their aching muscles. You can see the tension melting away from their bodies as they relax in the warm embrace of the spring. As they bathe, you take the opportunity to scout the surrounding area, making sure that there are no hidden dangers lurking nearby.
As you scout the area around the camp, you come across a secluded hot spring hidden in a grove of trees.
<<if $time eq "Morning">><<set $time = "Noon">><<elseif $time eq "Noon">><<set $time = "Afternoon">><<elseif $time eq "Afternoon">><<set $time = "Evening">><<elseif $time eq "Evening">><<set $time = "Night">><</if>>\
[[Take bath->Prologue][$pe=14]]
[[Continue scouting->Prologue][$pe=18]]
<<elseif $pe eq 14>>
You strip off your clothes and wade into the water, feeling the heat envelop your body as you sink beneath the surface. The water feels amazing, and you can feel your own muscles relaxing as you let the warmth wash over you. You take a moment to enjoy the peace and quiet, allowing your mind to wander as you soak in the hot spring.
<<if $lewdmode eq 1>>
<img src="Images/Action/hotspring.jpg" style="width: 100%">
<</if>>
[[Masturbate?->Prologue][$pe=16]]
[[Go back->Prologue][$pe=17]]
[[Continue scouting->Prologue][$pe=18]]
<<elseif $pe eq 16>>
As you close your eyes and let your mind wander, your hand drifts down between your legs, teasing your clit with gentle circles. The sensation of the warm water combined with your own touch sends shivers of pleasure through your body. You bite your lip to stifle a moan.
<<if $lewdmode eq 1>>
<img src="Images/Action/hotspringmasturbation.jpg" style="width: 100%">
<</if>>
You continue to touch yourself, losing yourself in the moment. The water around you seems to amplify every sensation, and you can feel yourself getting closer and closer to the edge. With a final gasp, you reach your climax, your body shuddering with pleasure.
As the waves of pleasure subside, you take a moment to catch your breath, feeling a sense of release and relaxation wash over you. You take a few more moments to enjoy the warmth of the water before finally getting out and getting dressed.
<<set $corruption +=2>>
[[Go back->Prologue][$pe=17]]
[[Continue scouting->Prologue][$pe=18]]
<<elseif $pe eq 18>>
You come across a small cave hidden in the side of a hill. You enter cautiously, your $weapon at the ready.
As you delve deeper into the cave, you come across a large chamber filled with glowing crystals. In the center of the chamber, you see the remains of a divine beast, its body decayed but still radiating an aura of power.
<img src="Images/Locations/cave.jpg" style="width: 100%">
As you approach the beast, you notice a small offspring hiding behind it, whimpering softly. You realize that the offspring must have been living in the cave, feeding off the energy of the crystals and the remains of its parent.
It's <<link "baby dragon" "Prologue">><<set $pe to 19>><<set $divinebeast1 to "dragon">><</link>> or <<link "baby behemoth" "Prologue">><<set $pe to 19>><<set $divinebeast1 to "behemoth">><</link>>?
<<elseif $pe eq 19>>
<<if $divinebeast1 eq "dragon">>
<img src="Images/Locations/blackdragon.jpg" style="width: 50%">
The dragon offspring is a small, scaly creature with wings that are still too small to support its weight. It hisses and snarls at you as you approach, baring its tiny teeth in a show of aggression. Despite its size, you can feel the intense heat radiating from its body.
[[Tame it->Prologue][$pe=21]]
[[Absorb it's powers->Prologue][$pe=22]]
<<elseif $divinebeast1 eq "behemoth">>
<img src="Images/Locations/behemoth.jpg" style="width: 50%">
As you approach the offspring, you can see that it is a small, furry creature with large eyes that seem to glow in the dark. It is huddled in the corner, shaking with fear and whimpering softly. You can sense the raw power emanating from it, even in its infant state.
[[Tame it->Prologue][$pe=21]]
[[Absorb it's powers->Prologue][$pe=22]]
<</if>>
<<elseif $pe eq 21>>
<<if $divinebeast1 eq "dragon">>
<img src="Images/Locations/blackdragon.jpg" style="width: 50%">
You approach the creature slowly, speaking softly and offering it food. After some time, the creature begins to trust you and allows you to pet it. You should name it!
<<textbox "$divinebeastname1" "Ancalagon">>
[[Go back->Prologue][$pe=17]]
<<elseif $divinebeast1 eq "behemoth">>
<img src="Images/Locations/behemoth.jpg" style="width: 50%">
You approach the offspring slowly, trying not to scare it. It growls at you, baring its teeth. You speak softly, trying to calm it down. After a while, it seems to relax a little. You offer it some food, and it hesitantly accepts. Over time, you continue to gain its trust, and it eventually allows you to pet it. You should name it!
<<textbox "$divinebeastname1" "Colossus">>
[[Go back->Prologue][$pe=17]]
<</if>>
<<elseif $pe eq 22>>
<<if $divinebeast1 eq "dragon">>
You approach the offspring with a different intent. It hisses at you, sensing your hostility. You attack it, and after easy battle, you manage to subdue it. You place your hand on its forehead, and a bright light envelops both of you. The offspring lets out a pained cry as its energy is absorbed into your body. You feel a surge of power, and your skin becomes scaly and hard. You can feel the dragon's fire coursing through your veins, and you realize that you've gained its powers.
<<set $divinebeast1 to "">>
<<set $basewillpower +=3>> <<set $strength +=2>>
<<if $class eq "god">><<set $abilityinventory.push($dragonbreath)>><</if>>
[[Go back->Prologue][$pe=17]]
<<elseif $divinebeast1 eq "behemoth">>
You approach the offspring with a different intent. It growls at you, sensing your hostility. You attack it, and after a brief struggle, you manage to subdue it. You place your hand on its forehead, and a bright light envelops both of you. The offspring lets out a pained cry as its energy is absorbed into your body. You feel a surge of power, and your muscles bulge as your strength increases, and you realize that you've gained its powers.
<<set $divinebeast1 to "">>
<<set $strength +=5>> <<set $baseagility -=3>> <<set $basewillpower +=2>>
<<if $class eq "god">><<set $abilityinventory.push($earthshaker)>><</if>>
[[Go back->Prologue][$pe=17]]
<</if>>
<<elseif $pe eq 17>>
You make your way back to your followers.
You take a moment to rest and tend to any wounds or injuries you may have sustained. As you and your followers continue your journey, the landscape around you begins to change. The plains give way to rolling hills and dense forests, and you can feel the energy of the land shifting beneath your feet. You know that you are getting closer to your destination
<<set $currentDay +=3>>
[[Continue->Prologue|2|][$pe=0]]
<<if $time eq "Morning">><<set $time = "Noon">><<elseif $time eq "Noon">><<set $time = "Afternoon">><<elseif $time eq "Afternoon">><<set $time = "Evening">><<elseif $time eq "Evening">><<set $time = "Night">><</if>>\
<</if>><<if $pe eq 10>>
\
You are fighting $enemyname!
<<EnemyImage $enemyregion $enemyimage 300>><</EnemyImage>>
\
<i><<ItemAbilityRun>><<if ($battlecount eq 0) and ($setbonus gte 1)>><<SetBonus>><</if>></i>
\
<<if $stun lte 0>> <<set $action = "notstun">> <</if>>\
<<if $stun gte 1>><<set $action = "stun">><<set $stun -= 1>>You are stunned, and cannot take action! <<else>>\
\
<b>General Actions</b>:
<<link "Attack" $passage>><<set $pe = 11>><<set $action = "attack">><</link>>
<<if $flee eq 1>><<link "Flee" $passage>><<set $pe = 11>><<set $action = "flee">><</link>><<else>><i>You cannot flee from this battle!</i><</if>>
<table class="stat-table">\
<td>\
<b>God Abilities</b>:
<<for _i to 0; _i lt $abilityinventory.length; _i++>>\
<<print $abilityinventory[_i].name>> (Divine Power cost: $abilityinventory[_i].mana )\
<<capture _i>>\
<<if $currentmana lt $abilityinventory[_i].mana>><i>Not enough divine power</i><<else>> <<link "Use" $passage>><<set $pe = 11>><<set $action = "ability">> <<set $ability = $abilityinventory[_i].widgetname>> <<set $abilitymana = $abilityinventory[_i].mana>> <<set $abilitylevel = $abilityinventory[_i].level>> <</link>> <</if>>
<</capture>>\
<</for>>\
</td>\
<td>\
<b>Items ($potioncount / 10)</b>:
<<if $potioncount gte 10>><i>You can only drink up to 10 potions in a single battle!</i><<else>><<for _i to 0; _i lt $iteminventory.length; _i++>>\
<<print $iteminventory[_i].name>> (Quantity: <<print $iteminventory[_i].quantity>>) \
<<capture _i>>\
<<if $iteminventory[_i].quantity lte 0>> <i>None left</i><<else>> <<link "Use" $passage>><<set $pe = 11>> <<set $action = "item">> <<set $item = $iteminventory[_i].name>>
<<set $iteminventory[_i].quantity -= 1>>\
<<set $itemstrength = $iteminventory[_i].strength>>\
<<set $itemagility = $iteminventory[_i].agility>>\
<<set $itemwillpower = $iteminventory[_i].willpower>>\
<<set $itemarmor = $iteminventory[_i].armor>>\
<<set $itemhealth = $iteminventory[_i].health>>\
<<set $itemmana = $iteminventory[_i].mana>>\
<<set $itemevadescore = $iteminventory[_i].evadescore>>\
<<set $potioncount += 1>>\
<</link>><</if>>
<</capture>>\
<</for>><</if>>\
</td>\
<tr>
<td><b> Lust : $currentlust / $maxlust </b><<if $currentlust eq $maxlust>>💕💕💕💕💕💕💕💕💕💕<<elseif $currentlust gte ($maxlust*0.9)>>💕💕💕💕💕💕💕💕💕
<<elseif $currentlust gte ($maxlust*0.8)>>💕💕💕💕💕💕💕💕
<<elseif $currentlust gte ($maxlust*0.7)>>💕💕💕💕💕💕💕
<<elseif $currentlust gte ($maxlust*0.6)>>💕💕💕💕💕💕
<<elseif $currentlust gte ($maxlust*0.5)>>💕💕💕💕💕
<<elseif $currentlust gte ($maxlust*0.4)>>💕💕💕💕
<<elseif $currentlust gte ($maxlust*0.3)>>💕💕💕
<<elseif $currentlust gte ($maxlust*0.2)>>💕💕
<<elseif $currentlust gte ($maxlust*0.1)>>💕
<<else>>💔
<</if>>
</td>
</tr>
</table>\
\
<</if>>\
<<if $action eq "stun">> <<link "Do Nothing!" $passage>><<set $pe = 12>><</link>><</if>>
<<EnemyBattleTable>>
\
<<set $battlecount += 1>>\
\
<<elseif $pe eq 11>>
You are fighting a $enemyname!
<<EnemyImage $enemyregion $enemyimage 300>><</EnemyImage>>
<<if $action eq "attack">>You attempt to hit the $enemyname with your $weapon!
<<AttackAttempt>>
\
<<if $action eq "attack success">>You deal damage to the $enemyname!
<<AttackDamage>>
<</if>><</if>>\
\
<<if $action eq "flee">>You attempt to flee from the $enemyname!
<<FleeAttempt>>
\
<</if>>\
<<if $action eq "ability">><<Ability $ability>><</Ability>><</if>>
\
<<if $action eq "item">>You used your $item!
<<ItemImage $item 150>><</ItemImage>>
<<ItemUse>>
<</if>>\
\
<<if $enemycurrenthealth lte 0>><<link "The enemy is slain! Victory!" $returnpassage>><<set $pe = 20>><</link>><<elseif $enemyactiveability gte 10>><<link "The enemy surrenders! Victory!" $returnpassage>><<set $pe = 20>><</link>><<elseif $action eq "flee success">><<link "You escape!" $passage>><<set $pe = 19>><</link>><<else>><<link "Enemy turn" $passage>><<set $pe = 12>><</link>><</if>>
<<EnemyBattleTable>>\
<<elseif $pe eq 12>>
You are fighting a $enemyname!
<<EnemyImage $enemyregion $enemyimage 300>><</EnemyImage>>
\
<<EnemyStun>>
\
<<if $enemyaction eq "attack">>The $enemyname attacks you!
<<EnemyAttackAttempt>>
<<if $enemyaction eq "attack success">>The $enemyname deals damage to you!
<<EnemyAttackDamage>>
<</if>><</if>>\
\
<<if ($enemyaction neq "stun") and ($enemyaction neq "attack") and ($enemyaction neq "attack success") and ($enemyaction neq "attack failure")>>\
<<EnemyAbility $enemyaction>><</EnemyAbility>>
<</if>>\
<<if $currenthealth lte 0>><<link "Game Over" "Game Over">><</link>><<else>><<link "Player turn" $passage>><<set $pe = 10>><</link>><</if>>
<<EnemyBattleTable>>
<<elseif $pe eq 19>>
You flee from the $enemyname
<<if $time eq "Morning">><<set $time = "Afternoon">><<elseif $time eq "Afternoon">><<set $time = "Night">><</if>>\
<<set $goldloss = $enemymaxgold>> \
<<set $gold -= $goldloss>> \
\
<<BattleEnd>>\
\
\
\
<<elseif $pe eq 20>> \
This page should not come up, as you should be out of the $passage passage and into the $returnpassage passage.
<<BattleEnd>>\
\
<</if>>\interactive map - partialy done.
main goal - rebuild kingdom / discover mystery about being sealed
additional goals - forge alliances/ influence building/ rebuild divine order/
***end game***
confrontation - facing ancient evil /
forces of darkness - evil forces rebuilded their strength and unleashed their armies onto world
final battle - battle in heart of ancient ruins \
victory / defeat / joining hands with enemy - different outcome
***mid game***
political game - intrigues amongst other gods
alliance building - action can rally other allies or turn them into enemies
economic development - building powerfull kingdom and units
to do -- - - - -
***early game***
prologue - awakening and journey (final version may look different than current)
discovering the world map
rebuilding temple
meeting key characters
uncovering clues
embarking on quests
***key character***
elder sage - true elf
royal advisor - human
knight captain - human
holy order captain - human
high priestess - half elf
nomadic shaman - orc
fallen champion - half elf
sky goddess - Aeloria
god of war - Korthos
underworld god - Xul'zannor
As you lay down to sleep, you find yourself tossing and turning, unable to find a comfortable position. Your mind races with thoughts of the journey ahead and the challenges that lie in wait. But eventually, exhaustion takes over, and you drift off into a fitful sleep.
At first, your dreams are jumbled and disjointed, filled with flashes of memories long past. You see yourself standing atop a mountain, arms outstretched as lightning crackles around you. You see yourself in a grand palace, surrounded by adoring worshippers. You see yourself in a dark forest, fighting off hordes of twisted creatures.
But suddenly, your dream takes a dark turn. You find yourself standing in the middle of a desolate wasteland, surrounded by twisted, demonic beasts. They snarl and snap at you, their eyes glowing with malice. You try to fight them off, but they are too strong, too fast.
One of the beasts lunges at you, its jaws snapping shut just inches from your face. You feel a cold sweat break out on your forehead as you realize that you're completely outmatched. Just as you're about to be overwhelmed, a bright light appears in the distance..
<<set $currenthealth = $maxhealth>>\
<<set $startingmaxmana = $maxmana>>\
<<set $currentmana = $maxmana>>
<<set $currentDay += 1>>\
<<set $time = "Morning">>\
<<set $ftreset to 0>>
<<link "Wake up" $returnpassage>><<set $pe to 13>><</link>><<if $pe eq 0>>
<img src="Images/Locations/forest.jpg" style="width: 100%">
<div style="text-align: center;"><b>Day : <<print $currentDay>> </b></div>
<div style="text-align: center;"><b>Time : <<print $time>> </b></div>
The trees tower above you, casting long shadows on the ground. You hear the sound of rustling leaves and the distant howl of a wolf. As you make your way through the forest, you spot an orcs in the distance. they're massive, with green skin and sharp teeth. they hasn't noticed you yet.
[[Attack->Prologue|2|][$pe=1]]
[[Approach->Prologue|2|][$pe=2]]
[[Avoid->Prologue|2|][$pe=3]]
<<elseif $pe eq 1>>
You draw your $weapon and approach the orcs silently, taking advantage of the element of surprise. As you get closer, you notice that there are three of them, all heavily armed with crude weapons.
<<if $divinebeast1 neq "">>
<<set $returnpassage = passage()>>\
<<set $passage = "AllyBattle1">>\
<<link "To battle!" $passage>><<set $pe = 10>><</link>>
<<OrcGroup>>
<<if $divinebeast1 eq "dragon">> <<Dragon_infant>> <<elseif $divinebeast1 eq "behemoth">> <<Behemoth_infant>><</if>>
<<set $flee = 0>>
<<set $battlecount = 0>>
<<else>>
\<<set $returnpassage = passage()>>\
<<set $passage = "Battle1">>\
<<link "To battle!" $passage>><<set $pe = 10>><</link>>
<<OrcGroup>>
<<set $flee = 0>>
<<set $battlecount = 0>>
<</if>>
<<elseif $pe eq 20>> \
<<set $enemygold = random($enemymingold, $enemymaxgold)>> \
<<set $enemyexp = random($enemyminexp, $enemymaxexp)>> \
<<set $gold += $enemygold>>\
<<set $exp += $enemyexp>>\
<<BattleEnd>>\
As you take stock of the aftermath, you find yourselves surrounded by the remnants of the skirmish—the fallen bodies of the defeated orcs, the clatter of discarded weapons, and the scent of blood and sweat hanging heavy in the air.
Amidst the chaos of the battlefield, your eyes catch sight of a single spoil of war, promising a unique boon that could aid your journey.
[[Cache of supplies->Prologue|2|][$pe=4]]
<<link "A orcish relic" "Prologue|2|">> <<set $head = $orcishnecklace ["name"]>>\
<<set $headstrength = $orcishnecklace["strength"]>>\
<<set $headagility = $orcishnecklace["agility"]>>\
<<set $headwillpower = $orcishnecklace["willpower"]>>\
<<set $headdivinepower = $orcishnecklace["divinepower"]>>\
<<set $headarmor = $orcishnecklace["armor"]>>\
<<set $headinventory.push($orcishnecklace)>>\
<<set $pe = 5>> <<set $currentmana = $maxmana>><<set $startingmaxmana = $maxmana>>\<</link>>
<<elseif $pe eq 4>>
<<set $currentmana = $maxmana>>
Amongst the orcish belongings, you uncover a hidden cache of supplies—rations, healing potions, and other essentials that will prove invaluable on your journey. With these provisions secured, your party's chances of survival are greatly improved.
<<set $gold +=256>>
<<set $food +=30>>
[[Continue->Prologue|2|][$pe=11]]
<<elseif $pe eq 5>>
<<set $currentmana = $maxmana>>
Nestled amidst the fallen leaves, you spot a gleaming necklace—an orcish relic, worn and weathered from years of use. Adorned with crude etchings and tribal symbols. As you reach out to touch it, you feel a faint pulse of divine power emanating from the necklace.
<img src="Images/Locations/necklace_intro.jpg" style="width: 50%">
Carefully, you fasten the necklace around your neck, the weight of it settling against your chest. The crude etchings and tribal symbols adorning the pendant seem to come alive in the dappled light filtering through the forest canopy, casting intricate patterns of shadow and light across your skin.
[[Continue->Prologue|2|][$pe=11]]
<<elseif $pe eq 2>>
<img src="Images/Locations/day_3.jpg" style="width: 50%">
As you cautiously approach the orcs, their imposing figures silhouetted against the backdrop of the ancient forest, you feel a curious energy stirring within you. It's as if the very air around you hums with a primal power, resonating with the latent divinity that lies dormant within your being. Though you have long kept your true nature hidden, the orcs seem to sense something different about you, something ancient and powerful that sets you apart from mere mortals.
The orcs turn to face you as you step forward, their eyes narrowing as they take in your appearance. There's a palpable tension in the air, a silent acknowledgment of the divine presence that emanates from your very being. For a moment, the forest seems to hold its breath, as if awaiting your next move.
<<Orc1 "I sense something... different about you, a power... a presence that we have not felt in these lands for centuries.">>
<<HeroTalk "We come from lands beyond the mountains. We seek only passage through these lands.">>
The orcs exchange surprised glances, their expressions a mixture of awe and curiosity as they consider your words. For a moment, there is a profound silence as they absorb the weight of your statement, the gravity of the revelation hanging heavy in the air.
And then, one of the orcs speaks, their voice grave and solemn.
<<Orc1 "You speak of the Forbidden Lands. A place of darkness and despair, where ancient evils slumber and where many gods have fallen. Few dare to venture there, and fewer still return. We offer you our allegiance. For too long, we have lingered on the fringes of these lands, our strength wasted in petty squabbles and meaningless conflicts.">>
<<link "Accept their offer" "Prologue|2|">><<set $pe=11>><<set $believers +=random(4,6)>><</link>>
[[Reject them->Prologue|2|][$pe=11]]
<<elseif $pe eq 3>>
As the orcs draw near, their heavy footfalls echoing through the underbrush, you and your companions exchange wary glances. Though the temptation to engage in battle is strong, you know that the risks outweigh the potential rewards.
With a silent signal, you motion for your party to retreat, slipping away into the dense foliage of the forest before the orcs can spot you. As you make your escape, a sense of relief washes over you, knowing that you have avoided unnecessary bloodshed
[[Continue->Prologue|2|][$pe=11]]
<<elseif $pe eq 11>>
<<set $currentDay += 30>>
As you arrive at your destination, you can't help but feel a mix of emotions. You've lost some of your loyal followers along the way, but you've also gained new believers who have joined your cause. The journey has been long and treacherous, but you've finally made it to the place where you can begin to build your new kingdom.
The land stretches out before you, filled with potential and resources.
Your followers gather around you, looking to you for guidance and leadership. They are tired and weary from the journey, but they are also excited and hopeful for what the future holds. You take a deep breath, feeling the weight of responsibility on your shoulders. It won't be easy.
You begin to give orders, directing your followers to start setting up camp and exploring the surrounding area.
<<set $believers -=random(1,5)>>
<<set $believers +=random(3,7)>>
<<set $time to "Night">>
<<link "Go to camp" "Tent">> <<set $pe=0>><</link>>
<</if>>
<<set $add_food = $food_gatherer + random(1, 4) * $blessing_productivity>><<set $add_stone = $stone_gatherer + random(1, 4) * $blessing_productivity>><<set $add_wood = $wood_gatherer + random(1, 4) * $blessing_productivity>><<set $add_herbs = $herbs_gatherer + random(1, 4) * $blessing_productivity>>
<<if $time eq "Night">>
It's too late to be here!<<link "Go to your room" "Tent">><</link>><<else>><<if $a eq 0>><<link "Hide map" "Camp">> <<set $a=1>><</link>><</if>><<if $a eq 0>>
<<if $hot_springs eq 0>><<nobr>>
<map name="imagemap">
<area alt="Base" title="Base" data-passage="Camp"
shape="rect" coords="228,357,145,312" tabindex="0" />
</map>
<div class="resizable imageMapObserve" style="width:90%;">
<img src="Images/Locations/map0.jpg" usemap="#imagemap" style="width: 90%" />
</div>
<</nobr>>
<<else>>
<<nobr>>
<map name="imagemap">
<area alt="Base" title="Base" data-passage="Camp"
shape="rect" coords="228,357,145,312" tabindex="0" />
<area alt="Hot Springs" title="Hot Springs" data-passage="HotSprings"
shape="rect" coords="544,219,657,260" tabindex="0" />
</map>
<div class="resizable imageMapObserve" style="width:90%;">
<img src="Images/Locations/map1.jpg" usemap="#imagemap" style="width: 90%" />
</div>
<</nobr>>
<</if>>
<<else>>
<<if $a eq 1>>
<<link "Show map" "Camp">> <<set $a=0>><</link>>
<</if>>
<</if>>
<<if $seen_managment eq "false" >>
<<if $wood_gatherer neq 0>> Your followers gathered <<print $add_wood>> wood units.
<<set $wood += $add_wood>> <</if>>
<<if $stone_gatherer neq 0>> Your followers gathered <<print $add_stone>> stone units.
<<set $stone += $add_stone>> <</if>>
<<if $food_gatherer neq 0>> Your followers gathered <<print $add_food>> food units.
<<set $food += $add_food>> <</if>>
<<if $herbs_gatherer neq 0>>Your followers gathered <<print $add_herbs>> herbs units.
<<set $herbs += $add_herbs>> <</if>>
<<set $seen_managment to "true">>
<</if>>
<table class="stat-table">\
<tr>\
<th>Areas</th>
<th>Actions</th>
</tr>
<tr>
<td>
[[Your tent->Tent]]
[[Manage your base->Managment]]
<<if $temple neq 0>> <<link "Temple" "Temple">> <<if $high_priest eq 0>><<set $pe = 60>> <</if>> <</link>> <</if>>
<<if $tavern neq 0>> <<link "Tavern" "BaseTavern">><</link>><</if>>
<<if $barracks neq 0>> <<link "Barracks" "BaseBarracks">><</link>><</if>>
</td>
<td>
[[Explore surrounding lands->Explore]]
[[Explore distant lands->ExploreD]]
</td>
</tr>
</table>
<<set $p = 0>>
<<set $pe = 0>>
<</if>>
<img src="Images/Locations/tent.jpg" style="width: 40%">
You are in your tent.
<table class="stat-table">\
<tr>\
<th>Tent Areas</th>\
<th>Actions</th>\
</tr>\
<tr>\
<td>\
</td>\
<td>\
<<if $divinebeast1 neq "">><<link "Check on $divinebeastname1" "DivineBeast">><</link>><</if>>
<<if $pleasured eq 0>><<link "Masturbate" "TentMasturbation">><</link>><</if>>
<<if $time eq "Night">><i>It's too late to go outside</i><<else>><<link "Go outside">> <<goto "Camp">> <</link>> <</if>>
<<if $time eq "Morning">><i>It's too early to go to bed</i><<else>><<link "Go to bed">> <<goto "Sleep">> <</link>><</if>>
</td>\
</tr>\
</table>\
\
<<set $a = 0>>\
<<set $b = 0>>\
<<set $c = 0>>\
<<set $d = 0>>\
<<set $e = 0>>\
<<set $f = 0>>\
<<set $i = 0>>\
<<set $p = 0>>\
<<set $g = 0>>
<<set $s = 0>>
<<set $z = 0>>
<<set $random=random(1,6)>>
<<if $random eq 1>>
<<if $lewdmode eq 1>>
<img src="Images/Action/dream1.jpg" style="width: 100%">
<</if>>
You find yourself in a dark and mysterious realm, surrounded by writhing tentacles that seem to emerge from the very fabric of the void. They caress and explore your body, sending shivers of pleasure through you. As you give in to the sensation, you feel your divine power growing stronger, feeding off the energy of the tentacles.
<<elseif $random eq 2>>
You are walking through a peaceful forest, the sun filtering through the leaves above. You come across a clearing where a group of your followers have gathered. They are laughing and singing, celebrating the bounty of the land. You feel a sense of pride and joy, knowing that you have led them to this place of safety and prosperity.
<<elseif $random eq 3>>
You are standing on a battlefield, surrounded by the bodies of your enemies. You raise your hands and summon a storm of dark energy, striking down all who oppose you. As the last of your foes falls, you hear a voice whispering in your ear, urging you to claim your rightful place as the ruler of all.
<<elseif $random eq 4>>
<<if $lewdmode eq 1>>
<img src="Images/Action/dream2.jpg" style="width: 100%">
<</if>>
You are in a dimly lit chamber, surrounded by writhing, twisting forms. They seem to be made of shadow and smoke, and they reach out to you with insistent hands. You feel a strange mix of fear and desire as they touch you, drawing you deeper into their embrace.
<<elseif $random eq 5>>
You are standing on a cliff overlooking the sea, the wind whipping through your hair. You feel a sense of freedom and possibility, as if the whole world is open to you. You spread your arms and take a step off the edge, soaring into the sky on wings of divine power.
<<elseif $random eq 6>>
You are in a dark and twisted version of your own kingdom, where everything is corrupted and decayed. You see your followers, but they are twisted and monstrous, their eyes glowing with malice.
<</if>>
<<if $main_quest eq 100>><<link "..." "MainQuest1">><</link>><<else>>
<<link "Wake up" "Camp">><</link>><</if>>
<<set $currenthealth = $maxhealth>>\
<<set $startingmaxmana = $maxmana>>\
<<set $currentmana = $maxmana>>
<<set $currentDay += 1>>\
<<set $time = "Morning">>\
<<set $pleasured = 0>>\
<<set $seen_managment to "false">>
<<set $bless = 0>>
<<if $pe eq 0>>
<<set $random=random(1,5)>>
\
\
<<if $random eq 1>>
As you traverse a desolate stretch of road, the tranquility of the surroundings is shattered by the sudden clash of steel and the eerie chanting of robed figures emerging from the shadows. A group of fanatical cultists, their faces obscured by hooded cloaks and adorned with sinister symbols, surrounds you
<<if $divinebeast1 neq "">>
<<set $returnpassage = passage()>>\
<<set $passage = "EnemyAllyBattle1">>\
<<link "To battle!" $passage>><<set $pe = 10>><</link>>
<<CultistStats>>
<<CultistAllyStats1>>
<<if $divinebeast1 eq "dragon">> <<Dragon_infant>> <<elseif $divinebeast1 eq "behemoth">> <<Behemoth_infant>><</if>>
<<set $flee = 0>>
<<set $battlecount = 0>>
<<else>>
<<set $returnpassage = passage()>>\
<<set $passage = "EnemyAllyBattle2">>\
<<link "To battle!" $passage>><<set $pe = 10>><</link>>
<<CultistStats>>
<<CultistAllyStats1>>
<<set $flee = 0>>
<<set $battlecount = 0>>
<</if>>
<<elseif $random eq 5>>
You found nothing...
[[Go back->Camp][$pe=0]]
<<if $time eq "Morning">><<set $time = "Noon">><<elseif $time eq "Noon">><<set $time = "Afternoon">><<elseif $time eq "Afternoon">><<set $time = "Evening">><<elseif $time eq "Evening">><<set $time = "Night">><</if>>\
\
<<if $cultist_stage eq 2>>
You found nothing...
[[Go back->Camp][$pe=0]]
<<if $time eq "Morning">><<set $time = "Noon">><<elseif $time eq "Noon">><<set $time = "Afternoon">><<elseif $time eq "Afternoon">><<set $time = "Evening">><<elseif $time eq "Evening">><<set $time = "Night">><</if>>\
\
<<elseif $cultist_stage eq 3>>
xxxx
<<elseif $cultist_stage eq 4>>
xxx
<<elseif $cultist_stage eq 5>>
yyyy
<<elseif $cultist_stage eq 6>>
xxxx
<</if>>
<<elseif $random eq 2>>
While traversing dense forest, your attention is drawn to a faint sound of distress echoing through the rustling leaves. Approaching cautiously, you discover a weary traveler, their figure hunched and their breaths ragged as they struggle
The traveler pleads for assistance, his voice trembling with exhaustion and desperation. He explain that he has been banished from his home and have nowhere to go, lost and alone in the wilderness.
[[Offer refuge->Explore][$pe=1]]
[[Rob him->Explore][$pe=2]]
[[Ignore him->Explore][$pe=3]]
<<elseif $random eq 3>>
<<set $random1=random(1,4)>>
\
\
<<if $random1 eq 1>>
Tucked away beneath a canopy of ancient trees, you discover a trove of fallen branches and weathered logs, perfect for use in crafting tools, building shelter, or fueling a campfire.
<<set $random2=random(2,4)>>
<<set $wood +=$random2>>
You gained $random2 woods!
[[Go back->Camp][$pe=0]]
<<if $time eq "Morning">><<set $time = "Noon">><<elseif $time eq "Noon">><<set $time = "Afternoon">><<elseif $time eq "Afternoon">><<set $time = "Evening">><<elseif $time eq "Evening">><<set $time = "Night">><</if>>\
\
\
<<elseif $random1 eq 2>>
Nestled among the rocky outcroppings or scattered along the riverbank, you uncover a wealth of smooth stones and rugged boulders ripe for the taking. These stones can be used for constructing rudimentary structures, fashioning makeshift weapons, or creating pathways through treacherous terrain.
<<set $random2=random(2,4)>>
<<set $stone +=$random2>>
You gained $random2 stones!
[[Go back->Camp][$pe=0]]
<<if $time eq "Morning">><<set $time = "Noon">><<elseif $time eq "Noon">><<set $time = "Afternoon">><<elseif $time eq "Afternoon">><<set $time = "Evening">><<elseif $time eq "Evening">><<set $time = "Night">><</if>>\
\
\
<<elseif $random1 eq 3>>
Amidst the verdant fields or lush undergrowth, you discover an abundance of ripe fruits, succulent berries, and nourishing nuts waiting to be harvested. With careful gathering and preservation, the food can sustain you on your journey, providing sustenance and energy to fuel your travels through the wilderness.
<<set $random2=random(2,6)>>
<<set $food +=$random2>>
You gained $random2 food!
[[Go back->Camp][$pe=0]]
<<if $time eq "Morning">><<set $time = "Noon">><<elseif $time eq "Noon">><<set $time = "Afternoon">><<elseif $time eq "Afternoon">><<set $time = "Evening">><<elseif $time eq "Evening">><<set $time = "Night">><</if>>\
\
\
<<elseif $random1 eq 4>>
Amongst the fragrant wildflowers and aromatic shrubs, you uncover a treasure trove of medicinal herbs and healing plants prized for their curative properties. With skilled gathering and careful preparation, the herbs can be used to treat injuries, alleviate ailments, and restore vitality to weary travelers
<<set $random2=random(2,6)>>
<<set $herbs +=$random2>>
You gained $random2 herbs!
[[Go back->Camp][$pe=0]]
<<if $time eq "Morning">><<set $time = "Noon">><<elseif $time eq "Noon">><<set $time = "Afternoon">><<elseif $time eq "Afternoon">><<set $time = "Evening">><<elseif $time eq "Evening">><<set $time = "Night">><</if>>\
\
<</if>>
\
\
<<elseif $random eq 4>>
<<if $hot_springs eq 0>>
As you make your way through the dense foliage surrounding your new settlement, you stumble upon a hidden hot spring nestled in a secluded clearing. The steam rises from the water, creating a misty veil that obscures your view of the surrounding area. The air is thick with the scent of sulfur, but the water looks inviting and warm.
You approach the hot spring cautiously, your senses on high alert. As you draw closer, you notice that the water is crystal clear, and you can see all the way to the bottom. The heat radiating from the spring feels incredible, and you can't resist the temptation to take a dip.
[[Take a bath->Explore][$pe=4]]
[[Go back->Camp][$pe=0]]
<<set $hot_springs to 1>>
<<if $time eq "Morning">><<set $time = "Noon">><<elseif $time eq "Noon">><<set $time = "Afternoon">><<elseif $time eq "Afternoon">><<set $time = "Evening">><<elseif $time eq "Evening">><<set $time = "Night">><</if>>\
\
\
<<else>>
\
\
You found nothing...
[[Go back->Camp][$pe=0]]
<<if $time eq "Morning">><<set $time = "Noon">><<elseif $time eq "Noon">><<set $time = "Afternoon">><<elseif $time eq "Afternoon">><<set $time = "Evening">><<elseif $time eq "Evening">><<set $time = "Night">><</if>>\
\
\
<</if>>
<</if>>
<<elseif $pe eq 20>> \
You killed cultists.
<<set $enemygold = random($enemymingold, $enemymaxgold)>> \
<<set $enemyexp = random($enemyminexp, $enemymaxexp)>> \
<<set $gold += $enemygold>>\
<<set $exp += $enemyexp>>\
<<BattleEnd>>\
<<if $cultist_stage eq 0>>You probably should talk about this ambush...<<set $cultist_stage to 1>> <<set $main_quest to 1>><</if>>
[[Go back->Camp][$pe=0]]
\
\
<<elseif $pe eq 1>>
Moved by the traveler's plight, you offer to provide refuge and shelter, inviting them to accompany you to a your base where he can find respite from the harsh realities of their exile. You gained new follower!
<<set $believers +=1>>
[[Go back->Camp][$pe=0]]
<<if $time eq "Morning">><<set $time = "Noon">><<elseif $time eq "Noon">><<set $time = "Afternoon">><<elseif $time eq "Afternoon">><<set $time = "Evening">><<elseif $time eq "Evening">><<set $time = "Night">><</if>>\
\
\
<<elseif $pe eq 2>>
Tempted by the opportunity for personal gain, you choose to take advantage of the traveler's vulnerability, robbing them of their belongings before turning them away. As you strip the traveler of their possessions, you justify your actions with the belief that survival of your group is most important.
<<set $gold +=random(10,49)>>
<<if $corruption lte 10>><<set $corruption +=1>><</if>>
[[Go back->Camp][$pe=0]]
<<if $time eq "Morning">><<set $time = "Noon">><<elseif $time eq "Noon">><<set $time = "Afternoon">><<elseif $time eq "Afternoon">><<set $time = "Evening">><<elseif $time eq "Evening">><<set $time = "Night">><</if>>\
\
\
<<elseif $pe eq 3>>
Indifferent to the traveler's plight, you choose to ignore their pleas for assistance, continuing on your journey without a second thought. As you leave the traveler behind, you push aside any feelings of guilt or remorse, convinced that your own survival takes precedence over the needs of others.
<<if $corruption lte 10>><<set $corruption +=1>><</if>>
[[Go back->Camp][$pe=0]]
<<if $time eq "Morning">><<set $time = "Noon">><<elseif $time eq "Noon">><<set $time = "Afternoon">><<elseif $time eq "Afternoon">><<set $time = "Evening">><<elseif $time eq "Evening">><<set $time = "Night">><</if>>\
\
\
<<elseif $pe eq 4>>
\
\
You strip off your clothes and wade into the water, feeling the heat envelop your body as you sink beneath the surface. The water feels amazing, and you can feel your own muscles relaxing as you let the warmth wash over you. You take a moment to enjoy the peace and quiet, allowing your mind to wander as you soak in the hot spring.
<<if $lewdmode eq 1>>
<img src="Images/Action/hotspring.jpg" style="width: 100%">
<</if>>
[[Masturbate?->Explore][$pe=5]]
[[Go back->Camp][$pe=0]]
\
\
<<elseif $pe eq 5>>
\
\
As you close your eyes and let your mind wander, your hand drifts down between your legs, teasing your clit with gentle circles. The sensation of the warm water combined with your own touch sends shivers of pleasure through your body. You bite your lip to stifle a moan.
<<if $lewdmode eq 1>>
<img src="Images/Action/hotspringmasturbation.jpg" style="width: 100%">
<</if>>
You continue to touch yourself, losing yourself in the moment.
That's when you see him - a man peering at you from behind a nearby tree, his hand vigorously pumping his erect cock as he watches you.
But before you can say or do anything, the man notices that you've seen him. He quickly turns and disappears into the forest.
<<set $corruption +=2>>
[[Go back->Camp][$pe=0]]
<</if>>
<<if $pe eq 0>>
[[Go back->Camp][$pe=0]]
<table class="stat-table">
<tr>
<th>Category</th>
<th>Description</th>
<th>Actions</th>
</tr>
<tr>
<td><b>Resources</b></td>
<td>Manage the acquisition and allocation of resources</td>
<td>
[[Gather resources->revMANAGMENT][$pe=7]]<br>
</td>
</tr>
<tr>
<td><b>Followers</b></td>
<td>Recruit, assign tasks, and maintain relationships with followers</td>
<td>
- Recruit new followers<br>
- [[Assign tasks to followers->Managment][$pe=4]]<br>
- Build relationships through dialogue - later -
</td>
</tr>
<tr>
<td><b>Base Building</b></td>
<td>Expand and upgrade the base facilities</td>
<td>
- [[Construct new buildings->Managment][$pe=3]]<br>
- [[Upgrade existing buildings->Managment][$pe=1]]
- [[Manage infrastructure and defenses->Managment][$pe=2]]
</td>
</tr>
</table>
<<elseif $pe eq 1>>
<!-- Upgrade Buildings -->
[[Go back->Managment][$pe=0]]
<table class="stat-table">
<tr>
<th>Name</th>
<th>Description</th>
<th>Actions</th>
</tr>
<tr>
<td><b>Housing</b></td>
<td><<if $housing_lvl eq 0>>Basic temporary shelters made from fabric or animal hides. Provides minimal protection from the elements and serves as temporary accommodation for base inhabitants. Upgrade requires 200 units of wood for construction.<<elseif $housing_lvl eq 1>>Simple wooden structures built to provide more durable and comfortable housing compared to tents. Offers basic amenities and increased protection from the elements. Can house a larger number of residents. Upgrade Cost: 300 units of stone, 200 units of wood<<elseif $housing_lvl eq 2>>Sturdy stone cottages constructed for long-term habitation. Offers improved comfort, durability, and security for residents. Provides additional living space and amenities for base inhabitants.<</if>></td>
<td>
<<if $housing_lvl eq 0 and $wood gte 200>><<link "Upgrade" "Managment">><<set $wood -=200>><<set $housing_lvl +=1>><</link>><<elseif $housing_lvl eq 0 and $wood lt 200>><i>Not enough resources to upgrade!</i>
<<elseif $housing_lvl eq 1 and $wood gte 200 and $stone gte 300>><<link "Upgrade" "Managment">><<set $wood -=200>><<set $stone -= 300>><<set $housing_lvl +=1>><</link>><<elseif $housing_lvl eq 1 and $wood lt 200 and $stone lt 300>><i>Not enough resources to upgrade!</i>
<<elseif $housing_lvl eq 2>> <i>You achieved highest level...for now</i><</if>><br>
</td>
</tr>
<tr>
<td><b>Watchtower</b></td>
<td>A tall structure equipped with watchmen and archers to keep a vigilant eye on the surrounding area. Provides increased visibility and serves as a strategic vantage point for defending the base against approaching threats. Requires 100 units of wood for construction.</td>
<td>
*work-in-progress<br>
</td>
</tr>
</table>
[[Go back->Managment][$pe=0]]
<<elseif $pe eq 2>>
<!-- Defenese Buildings -->
[[Go back->Managment][$pe=0]]
<table class="stat-table">
<tr>
<th>Name</th>
<th>Description</th>
<th>Actions</th>
</tr>
<tr>
<td><b>
<b>Current level:</b> <<if $wall_lvl eq 0>>No Walls<</if>><<if $wall_lvl eq 1>>Basic Wooden Fence<</if>><<if $wall_lvl eq 2>>Reinforced Wooden Wall<</if>><<if $wall_lvl eq 3>>Watchtower Wall<</if>><<if $wall_lvl eq 4>>Fortified Palisade<</if>><<if $wall_lvl eq 5>>Stone Foundation<</if>><<if $wall_lvl eq 6>>Fortified Stone Wall<</if>>
</b></td>
<td>
<<nobr>>
<<if $wall_lvl eq 0>>No walls or fences have been built around the base perimeter. Establish a basic wooden fence to enhance defense.<b>Build cost: 100 units of wood</b><<endif>>
<<if $wall_lvl eq 1>>Simple wooden stakes driven into the ground to form a rudimentary barrier around the base perimeter. Provides minimal defense against wildlife and minor threats. <b>Upgrade Cost: 200 units of wood</b><<endif>>
<<if $wall_lvl eq 2>>Substantial wooden wall, reinforced with additional timber and fortified with sturdy posts. Provides improved defense against small raids and attacks.<b>Upgrade Cost: 200 units of wood</b><<endif>>
<<if $wall_lvl eq 3>>A fortified wooden wall integrated with watchtowers strategically positioned along its length. Each tower serves as a sentinel, offering heightened visibility and ranged defense <b>Upgrade Cost: 200 units of wood</b><<endif>>
<<if $wall_lvl eq 4>>A defensive palisade strengthened with sharpened stakes, defensive ditches, and reinforced gates. Provides substantial defense against medium-scale attacks and sieges. <b>Upgrade Cost: 200 units of wood, 100 units of stone</b><<endif>>
<<if $wall_lvl eq 5>>Sturdy stone foundation beneath the wooden wall, providing increased stability and durability. Strengthens the base structure and enhances overall defense. <b>Upgrade Cost: 200 units of wood, 200 units of stone</b><<endif>>
<<if $wall_lvl eq 6>>A majestic stone wall replacing wooden planks with solid stone blocks. Provides superior defense and durability against medium-scale attacks. <<endif>>
<</nobr>>
</td>
<td>
<<nobr>>
<<if $wall_lvl eq 0 and $wood gte 100>>
<<link "Build" "Managment">>Build Basic Fence
<<set $wall_lvl += 1>><<set $wood -= 100>>
<</link>>
<<elseif $wall_lvl eq 0 and $wood lt 100>>Not enough resources!<<endif>>
<<if $wall_lvl eq 1 and $wood gte 200>>
<<link "Upgrade" "Managment">>Upgrade
<<set $wall_lvl += 1>><<set $wood -= 200>>
<</link>>
<<elseif $wall_lvl eq 1 and $wood lt 200>>Not enough resources!<<endif>>
<<if $wall_lvl eq 2 and $wood gte 200>>
<<link "Upgrade" "Managment">>Upgrade
<<set $wall_lvl += 1>><<set $wood -= 200>>
<</link>>
<<elseif $wall_lvl eq 2 and $wood lt 200>>Not enough resources!<<endif>>
<<if $wall_lvl eq 3 and $wood gte 200>>
<<link "Upgrade" "Managment">>
<<set $wall_lvl += 1>><<set $wood -= 200>>
<</link>>
<<elseif $wall_lvl eq 3 and $wood lt 200>>Not enough resources!<<endif>>
<<if $wall_lvl eq 4 and $wood gte 200 and $stone gte 100>>
<<link "Upgrade" "Managment">>Upgrade
<<set $wall_lvl += 1>><<set $wood -= 200>> <<set $stone -= 100>>
<</link>>
<<elseif $wall_lvl eq 4 and ($wood lt 200 or $stone lt 100)>>Not enough resources!<<endif>>
<<if $wall_lvl eq 5 and $wood gte 200 and $stone gte 200>>
<<link "Upgrade" "Managment">>Upgrade
<<set $wall_lvl += 1>><<set $wood -= 200>> <<set $stone -= 200>>
<</link>>
<<elseif $wall_lvl eq 5 and ($wood lt 200 or $stone lt 200)>>Not enough resources!<<endif>>
<<if $wall_lvl eq 6>>
<i> Highest upgrade achieved... for now </i>
<<endif>>
<</nobr>>
</td>
</tr>
</table>
[[Go back->Managment][$pe=0]]
<<elseif $pe eq 3>>
<!-- New Buildings -->
<table class="stat-table">
<tr>
<th>Name</th>
<th>Description</th>
<th>Actions</th>
</tr>
<tr>
<td><b>Temple</b></td>
<td>A sacred sanctuary devoted to the worship. Embodied with ethereal beauty and divine radiance, the temple stands as a beacon of hope and faith, where mortals gather to offer prayers, seek guidance, and pay homage to their celestial patron. Within its hallowed halls, echoes the tranquil whispers of divine presence, offering solace, wisdom, and divine blessings to all who enter its sacred embrace.
<<if $temple eq 0>><i>Build Cost: 60 units of wood, 60 units of stone.</i><</if>></td>
<td>
<<if $temple eq 1>>You've already build temple!<<elseif $temple eq 0 and $wood gte 60 and $stone gte 60>><<link "Build" "Managment">><<set $wood -=60>><<set $stone -=60>> <<set $temple to 1>><</link>><<else>>Not enough resources<</if>><br>
</td>
</tr>
<tr>
<td><b>Tavern</b></td>
<td>A bustling tavern nestled within the heart of the town, exuding warmth and conviviality with its welcoming atmosphere and hearty laughter. The tavern serves as a hub of social interaction and camaraderie, where travelers and locals alike gather to unwind, share tales of adventure, and partake in merriment.
<<if $tavern eq 0>><i>Build Cost: 40 units of wood, 30 units of stone.</i><</if>></td>
<td>
<<if $tavern eq 1>>You've already build tavern!<<elseif $tavern eq 0 and $wood gte 40 and $stone gte 30>><<link "Build" "Managment">><<set $wood -=40>><<set $stone -=30>> <<set $tavern to 1>><</link>><<else>>Not enough resources<</if>><br>
</td>
</tr>
<tr>
<td><b>Barracks</b></td>
<td>Nestled within the heart of your temple's grounds, the barracks stand as a bastion of strength and discipline amidst the tranquil surroundings. Constructed with sturdy stone walls and fortified with defensive structures, the barracks exude an aura of resilience and readiness.
<<if $barracks eq 0>><i>Build Cost: 60 units of wood, 60 units of stone.</i><</if>></td>
<td>
<<if $barracks eq 1>>You've already build barracks!<<elseif $barracks eq 0 and $wood gte 60 and $stone gte 60>><<link "Build" "Managment">><<set $wood -=60>><<set $stone -=60>> <<set $barracks to 1>><</link>><<else>>Not enough resources<</if>><br>
</td>
</tr>
</table>
[[Go back->Managment][$pe=0]]
\
\
<<elseif $pe eq 4>>
[[Go back->Managment][$pe=0]]
<i>Assigned followers task will reset every day</i>
<<if $previousDay eq ($currentDay - 1)>>
<<set $gathererAction to 0>><<set $trading_duty to 0>><<set $blessing_productivity to 1>>
<</if>>
<<set $available_followers = $believers - $wood_gatherer - $stone_gatherer -$food_gatherer - $herbs_gatherer - $guard_duty - $training_duty - $trading_duty>>
<div style="text-align: center;"><b>Available followers : $available_followers </b></div>
<table class="stat-table">
<tr>
<th>Task</th>
<th>Describtion</th>
<th>Assign</th>
</tr>
<tr>
<td><b>Guard duty</b></td>
<td>Assign followers to stand watch and patrol the perimeter of the base, ensuring its security and safety from potential threats or intruders.</td>
<td>
<<if $available_followers gt 0>><<textbox "$followerTaskAction" 0 >> <<link "Assign" "Managment">> <<if $followerTaskAction gt $available_followers>><<set $followerTaskAction to 0>><<run Dialog.wiki("You don't have enough available followers.")>><<run Dialog.open()>><<else>><<set $followerTaskAction to Number($followerTaskAction)>><<set $guard_duty = $guard_duty + $followerTaskAction>><<set $available_followers = $available_followers - $followerTaskAction>> <<set $previousDay to $currentDay>> <</if>> <</link>><</if>>
<br>
</td>
</tr>
<tr>
<td><b>Training</b></td>
<td>Have followers train and improve their skills in combat, crafting, or other useful abilities to better serve the group.</td>
<td>
......
<br>
</td>
</tr>
</table>
[[Go back->Managment][$pe=0]]
<</if>>
<<if $pe eq 10>>
\
You and $allyname are fighting $enemyname and $enemyallyname!
<<EnemyImage $enemyregion $enemyimage 300>><</EnemyImage>>
\
<i><<ItemAbilityRun>><<if ($battlecount eq 0) and ($setbonus gte 1)>><<SetBonus>><</if>></i>
\
<<if $allycurrenthealth neq 0>>
<<if $allyturn eq 1>> <<set $allyturn = 0>> <<else>> <<set $allyturn = 1>> <</if>>\
<</if>>
<<if $stun lte 0>> <<set $action = "notstun">> <</if>>\
<<if $stun gte 1>><<set $action = "stun">><<set $stun -= 1>>You are stunned, and cannot take action!<<else>>\
\
<b>General Actions</b>:
<<link "Attack" $passage>><<set $pe = 11>><<set $action = "attack">><</link>>
<<if $flee eq 1>><<link "Flee" $passage>><<set $pe = 11>><<set $action = "flee">><</link>><<else>><i>You cannot flee from this battle!</i><</if>>\
\
<table class="stat-table">\
<td>\
<b>God Abilities</b>:
<<for _i to 0; _i lt $abilityinventory.length; _i++>>\
<<print $abilityinventory[_i].name>> (Divine Power cost: $abilityinventory[_i].mana )\
<<capture _i>>\
<<if $currentmana lt $abilityinventory[_i].mana>><i>Not enough divine power</i><<else>> <<link "Use" $passage>><<set $pe = 11>><<set $action = "ability">> <<set $ability = $abilityinventory[_i].widgetname>> <<set $abilitymana = $abilityinventory[_i].mana>> <<set $abilitylevel = $abilityinventory[_i].level>> <</link>> <</if>>
<</capture>>\
<</for>>\
</td>\
<td>\
<b>Items ($potioncount / 10)</b>:
<<if $potioncount gte 10>><i>You can only drink up to 10 potions in a single battle!</i><<else>><<for _i to 0; _i lt $iteminventory.length; _i++>>\
<<print $iteminventory[_i].name>> (Quantity: <<print $iteminventory[_i].quantity>>) \
<<capture _i>>\
<<if $iteminventory[_i].quantity lte 0>> <i>None left</i><<else>> <<link "Use" $passage>><<set $pe = 11>> <<set $action = "item">> <<set $item = $iteminventory[_i].name>>
<<set $iteminventory[_i].quantity -= 1>>\
<<set $itemstrength = $iteminventory[_i].strength>>\
<<set $itemagility = $iteminventory[_i].agility>>\
<<set $itemwillpower = $iteminventory[_i].willpower>>\
<<set $itemarmor = $iteminventory[_i].armor>>\
<<set $itemhealth = $iteminventory[_i].health>>\
<<set $itemmana = $iteminventory[_i].mana>>\
<<set $itemevadescore = $iteminventory[_i].evadescore>>\
<<set $potioncount += 1>>\
<</link>><</if>>
<</capture>>\
<</for>><</if>>\
</td>\
<tr>
<td><b> Lust : $currentlust / $maxlust </b><<if $currentlust eq $maxlust>>💕💕💕💕💕💕💕💕💕💕<<elseif $currentlust gte ($maxlust*0.9)>>💕💕💕💕💕💕💕💕💕
<<elseif $currentlust gte ($maxlust*0.8)>>💕💕💕💕💕💕💕💕
<<elseif $currentlust gte ($maxlust*0.7)>>💕💕💕💕💕💕💕
<<elseif $currentlust gte ($maxlust*0.6)>>💕💕💕💕💕💕
<<elseif $currentlust gte ($maxlust*0.5)>>💕💕💕💕💕
<<elseif $currentlust gte ($maxlust*0.4)>>💕💕💕💕
<<elseif $currentlust gte ($maxlust*0.3)>>💕💕💕
<<elseif $currentlust gte ($maxlust*0.2)>>💕💕
<<elseif $currentlust gte ($maxlust*0.1)>>💕
<<else>>💔
<</if>>
</td>
</tr>
</table>\
\
<</if>>\
<<if $action eq "stun">><<if $allyturn eq 1>><<link "Do Nothing!" $passage>><<set $pe = 13>><</link>><<elseif $allyturn eq 0>><<link "Do Nothing!" $passage>><<set $pe = 14>><</link>><<else>><<link "Do Nothing!" $passage>><<set $pe = 12>><</link>><</if>><</if>>
<<EnemyBattleTable>>\
\
<<AllyBattleTable>>\
\
<<EnemyAllyBattleTable>>\
\
<<set $battlecount += 1>>\
\
<<elseif $pe eq 11>>
You and $allyname are fighting $enemyname and $enemyallyname!
<<EnemyImage $enemyregion $enemyimage 300>><</EnemyImage>>
<<if $action eq "attack">>You attempt to hit the $enemyname with your $weapon!
<<AttackAttempt>>
\
<<if $action eq "attack success">>You deal damage to the $enemyname!
<<AttackDamage>>
<</if>><</if>>\
\
<<if $action eq "flee">>You attempt to flee from the $enemyname!
<<FleeAttempt>>
\
<</if>>\
<<if $action eq "ability">><<Ability $ability>><</Ability>><</if>>
\
<<if $action eq "item">>You used your $item!
<<ItemImage $item 150>><</ItemImage>>
<<ItemUse>>
<</if>>\
\
<<if $enemycurrenthealth lte 0>><<link "The enemy is slain! Victory!" $returnpassage>><<set $pe = 20>><</link>><<elseif $action eq "flee success">><<link "You escape!" $passage>><<set $pe = 19>><</link>>
<<if $allycurrenthealth neq 0>>
<<elseif $allyturn eq 1>><<link "Ally turn" $passage>><<set $pe = 13>><</link>><<elseif $allyturn eq 0>>
<</if>>
<<link "Enemy's Ally turn" $passage>><<set $pe = 14>><</link>><<else>><<link "Enemy turn" $passage>><<set $pe = 12>><</link>><</if>>
<<EnemyBattleTable>>\
\
<<AllyBattleTable>>\
\
<<EnemyAllyBattleTable>>\
\
<<elseif $pe eq 12>> \
You and $allyname are fighting $enemyname and $enemyallyname!
<<EnemyImage $enemyregion $enemyimage 300>><</EnemyImage>>
\
<<EnemyStun>>
\
<<if $enemyaction eq "attack">>The $enemyname attacks you!
<<EnemyAttackAttempt>>
<<if $enemyaction eq "attack success">>The $enemyname deals damage to you!
<<EnemyAttackDamage>>
<</if>><</if>>\
\
<<if ($enemyaction neq "stun") and ($enemyaction neq "attack") and ($enemyaction neq "attack success") and ($enemyaction neq "attack failure")>>\
<<EnemyAbility $enemyaction>><</EnemyAbility>>
<</if>>\
<<if $currenthealth lte 0>><<link "Game Over" "Game Over">><</link>><<elseif $allycurrenthealth lte 0>>
<<link "Your ally is defeated!" $passage>><<set $pe = 10>><</link>>
<<else>><<link "Player turn" $passage>><<set $pe = 10>><</link>><</if>>
<<EnemyBattleTable>>\
\
<<AllyBattleTable>>\
\
<<EnemyAllyBattleTable>>\
\
<<elseif $pe eq 13>>\
\
\
You and $allyname are fighting $enemyname and $enemyallyname!
<<EnemyImage $enemyregion $enemyimage 300>><</EnemyImage>>
\
<<set $allyaction = $allyability.pluck()>>\
<<set $allyability.push($allyaction)>>
<<if $allyaction eq "attack">>$allyname attacks $enemyname
<<AllyAttackAttempt>>
<<if $allyaction eq "attack success">>The $allyname deals damage to $enemyname!
<<AllyAttackDamage>>
<</if>><</if>>
\
<<if ($allyaction neq "attack") and ($allyaction neq "attack success") and ($allyaction neq "attack failure")>>\
<<AllyAbility $allyaction>><</AllyAbility>>
<</if>>\
<<if $enemycurrenthealth lte 0>><<link "The enemy is slain! Victory!" $returnpassage>><<set $pe = 20>><</link>><<else>><<link "Enemy turn" $passage>><<set $pe = 12>><</link>><</if>>
<<EnemyBattleTable>>\
\
<<AllyBattleTable>>\
\
<<EnemyAllyBattleTable>>\
\
\
<<elseif $pe eq 14>>
You and $allyname are fighting $enemyname and $enemyallyname!
<<EnemyImage $enemyregion $enemyimage 300>><</EnemyImage>>
\
<<set $enemyallyaction = $enemyallyability.pluck()>>\
<<set $enemyallyability.push($enemyallyaction)>>
\
\
<<if ($enemyallyaction neq "attack") and ($enemyallyaction neq "attack success") and ($enemyallyaction neq "attack failure")>>\
<<AllyAbility $enemyallyaction>><</AllyAbility>>
<</if>>\
<<if $currenthealth lte 0>><<link "Game Over" "Game Over">><</link>><<else>><<link "Enemy turn" $passage>><<set $pe = 12>><</link>><</if>>
<<EnemyBattleTable>>\
\
<<AllyBattleTable>>\
\
<<EnemyAllyBattleTable>>\
\
\
<<elseif $pe eq 19>>
You flee from the $enemyname -
<<if $time eq "Morning">><<set $time = "Afternoon">><<elseif $time eq "Afternoon">><<set $time = "Night">><</if>>\
<<set $goldloss = $enemymaxgold>> \
<<set $gold -= $goldloss>> \
\
<<BattleEnd>>\
\
\
\
<<elseif $pe eq 20>> \
This page should not come up, as you should be out of the $passage passage and into the $returnpassage passage.
<<BattleEnd>>\
\
<</if>>\<<if $pe eq 10>>
\
You are fighting $enemyname and $enemyallyname!
<<EnemyImage $enemyregion $enemyimage 300>><</EnemyImage>>
\
<i><<ItemAbilityRun>><<if ($battlecount eq 0) and ($setbonus gte 1)>><<SetBonus>><</if>></i>
\
<<if $allyturn eq 1>> <<set $allyturn = 0>> <<else>> <<set $allyturn = 1>> <</if>>\
<<if $stun lte 0>> <<set $action = "notstun">> <</if>>\
<<if $stun gte 1>><<set $action = "stun">><<set $stun -= 1>>You are stunned, and cannot take action!<<else>>\
\
<b>General Actions</b>:
<<link "Attack" $passage>><<set $pe = 11>><<set $action = "attack">><</link>>
<<if $flee eq 1>><<link "Flee" $passage>><<set $pe = 11>><<set $action = "flee">><</link>><<else>><i>You cannot flee from this battle!</i><</if>>\
\
<table class="stat-table">\
<td>\
<b>Class Abilities</b>:
<<for _i to 0; _i lt $abilityinventory.length; _i++>>\
<<print $abilityinventory[_i].name>> (Divine power cost: $abilityinventory[_i].mana )\
<<capture _i>>\
<<if $currentmana lt $abilityinventory[_i].mana>><i>Not enough divine power</i><<else>> <<link "Use" $passage>><<set $pe = 11>><<set $action = "ability">> <<set $ability = $abilityinventory[_i].widgetname>> <<set $abilitymana = $abilityinventory[_i].mana>> <<set $abilitylevel = $abilityinventory[_i].level>> <</link>> <</if>>
<</capture>>\
<</for>>\
</td>\
<td>\
<b>Items ($potioncount / 10)</b>:
<<if $potioncount gte 10>><i>You can only drink up to 10 potions in a single battle!</i><<else>><<for _i to 0; _i lt $iteminventory.length; _i++>>\
<<print $iteminventory[_i].name>> (Quantity: <<print $iteminventory[_i].quantity>>) \
<<capture _i>>\
<<if $iteminventory[_i].quantity lte 0>> <i>None left</i><<else>> <<link "Use" $passage>><<set $pe = 11>> <<set $action = "item">> <<set $item = $iteminventory[_i].name>>
<<set $iteminventory[_i].quantity -= 1>>\
<<set $itemstrength = $iteminventory[_i].strength>>\
<<set $itemagility = $iteminventory[_i].agility>>\
<<set $itemwillpower = $iteminventory[_i].willpower>>\
<<set $itemarmor = $iteminventory[_i].armor>>\
<<set $itemhealth = $iteminventory[_i].health>>\
<<set $itemmana = $iteminventory[_i].mana>>\
<<set $itemevadescore = $iteminventory[_i].evadescore>>\
<<set $potioncount += 1>>\
<</link>><</if>>
<</capture>>\
<</for>><</if>>\
</td>\
<tr>
<td><b> Lust : $currentlust / $maxlust </b><<if $currentlust eq $maxlust>>💕💕💕💕💕💕💕💕💕💕<<elseif $currentlust gte ($maxlust*0.9)>>💕💕💕💕💕💕💕💕💕
<<elseif $currentlust gte ($maxlust*0.8)>>💕💕💕💕💕💕💕💕
<<elseif $currentlust gte ($maxlust*0.7)>>💕💕💕💕💕💕💕
<<elseif $currentlust gte ($maxlust*0.6)>>💕💕💕💕💕💕
<<elseif $currentlust gte ($maxlust*0.5)>>💕💕💕💕💕
<<elseif $currentlust gte ($maxlust*0.4)>>💕💕💕💕
<<elseif $currentlust gte ($maxlust*0.3)>>💕💕💕
<<elseif $currentlust gte ($maxlust*0.2)>>💕💕
<<elseif $currentlust gte ($maxlust*0.1)>>💕
<<else>>💔
<</if>>
</td>
</tr>
</table>\
\
<</if>>\
<<if $action eq "stun">><<if $allyturn eq 1>><<link "Do Nothing!" $passage>><<set $p = 12>><</link>><<elseif $allyturn eq 0>><<link "Do Nothing!" $passage>><<set $p = 14>><</link>><<else>><<link "Do Nothing!" $passage>><<set $pe = 12>><</link>><</if>><</if>>
<<EnemyBattleTable>>\
\
\
<<EnemyAllyBattleTable>>\
\
<<set $battlecount += 1>>\
\
<<elseif $pe eq 11>>
You are fighting $enemyname and $enemyallyname!
<<EnemyImage $enemyregion $enemyimage 300>><</EnemyImage>>
<<if $action eq "attack">>You attempt to hit the $enemyname with your $weapon!
<<AttackAttempt>>
\
<<if $action eq "attack success">>You deal damage to the $enemyname!
<<AttackDamage>>
<</if>><</if>>\
\
<<if $action eq "flee">>You attempt to flee from the $enemyname!
<<FleeAttempt>>
\
<</if>>\
<<if $action eq "ability">><<Ability $ability>><</Ability>><</if>>
\
<<if $action eq "item">>You used your $item!
<<ItemImage $item 150>><</ItemImage>>
<<ItemUse>>
<</if>>\
\
<<if $enemycurrenthealth lte 0>><<link "The enemy is slain! Victory!" $returnpassage>><<set $pe = 20>><</link>><<elseif $action eq "flee success">><<link "You escape!" $passage>><<set $pe = 19>><</link>><<elseif $allyturn eq 1>><<link "Enemy turn" $passage>><<set $pe = 12>><</link>><<elseif $allyturn eq 0>><<link "Enemy's Ally turn" $passage>><<set $pe = 14>><</link>><<else>><<link "Enemy turn" $passage>><<set $pe = 12>><</link>><</if>>
<<EnemyBattleTable>>\
\
<<EnemyAllyBattleTable>>\
\
<<elseif $pe eq 12>> \
You are fighting $enemyname and $enemyallyname!
<<EnemyImage $enemyregion $enemyimage 300>><</EnemyImage>>
\
<<EnemyStun>>
\
<<if $enemyaction eq "attack">>The $enemyname attacks you!
<<EnemyAttackAttempt>>
<<if $enemyaction eq "attack success">>The $enemyname deals damage to you!
<<EnemyAttackDamage>>
<</if>><</if>>\
\
<<if ($enemyaction neq "stun") and ($enemyaction neq "attack") and ($enemyaction neq "attack success") and ($enemyaction neq "attack failure")>>\
<<EnemyAbility $enemyaction>><</EnemyAbility>>
<</if>>\
<<if $currenthealth lte 0>><<link "Game Over" "Game Over">><</link>><<elseif $enemyallycurrenthealth lte 0>><<link "the enemy's ally is slain!" $returnpassage>><<set $pe = 20>><</link>><<else>><<link "Player turn" $passage>><<set $pe = 10>><</link>><</if>>
<<EnemyBattleTable>>\
\
<<EnemyAllyBattleTable>>\
\
<<elseif $pe eq 13>>\
\
\
You are fighting $enemyname and $enemyallyname!
<<EnemyImage $enemyregion $enemyimage 300>><</EnemyImage>>
\
<<set $allyaction = $allyability.pluck()>>\
<<set $allyability.push($allyaction)>>
<<if $allyaction eq "attack">>$allyname attacks $enemyname
<<AllyAttackAttempt>>
<<if $allyaction eq "attack success">>The $allyname deals damage to $enemyname!
<<AllyAttackDamage>>
<</if>><</if>>
\
<<if ($allyaction neq "attack") and ($allyaction neq "attack success") and ($allyaction neq "attack failure")>>\
<<AllyAbility $allyaction>><</AllyAbility>>
<</if>>\
<<if $enemycurrenthealth lte 0>><<link "The enemy is slain! Victory!" $returnpassage>><<set $pe = 20>><</link>><<else>><<link "Enemy turn" $passage>><<set $pe = 12>><</link>><</if>>
<<EnemyBattleTable>>\
\
<<EnemyAllyBattleTable>>\
\
\
<<elseif $pe eq 14>>
You are fighting $enemyname and $enemyallyname!
<<EnemyImage $enemyregion $enemyimage 300>><</EnemyImage>>
\
<<set $enemyallyaction = $enemyallyability.pluck()>>\
<<set $enemyallyability.push($enemyallyaction)>>
\
\
<<if ($enemyallyaction neq "attack") and ($enemyallyaction neq "attack success") and ($enemyallyaction neq "attack failure")>>\
<<AllyAbility $enemyallyaction>><</AllyAbility>>
<</if>>\
<<if $currenthealth lte 0>><<link "Game Over" "Game Over">><</link>><<else>><<link "Enemy turn" $passage>><<set $pe = 12>><</link>><</if>>
<<EnemyBattleTable>>\
\
<<EnemyAllyBattleTable>>\
\
\
<<elseif $pe eq 19>>
You flee from the $enemyname
<<if $time eq "Morning">><<set $time = "Afternoon">><<elseif $time eq "Afternoon">><<set $time = "Night">><</if>>\
<<set $goldloss = $enemymaxgold>> \
<<set $gold -= $goldloss>> \
\
<<BattleEnd>>\
\
\
\
<<elseif $pe eq 20>> \
This page should not come up, as you should be out of the $passage passage and into the $returnpassage passage.
<<BattleEnd>>\
\
<</if>>\<<if $pe eq 0>>
<img src="Images/Locations/hot_spring.jpg" style="width: 100%">
As you arrive at the hot springs, you are immediately struck by the beauty and tranquility of the area. The springs are nestled in a secluded clearing, surrounded by tall trees that provide ample shade and privacy. The air is thick with the scent of sulfur.
[[Go back->Camp]]
[[Take a bath->HotSprings][$pe=1]]
<<elseif $pe eq 1>>
You slip off your clothes and carefully make your way into the hot springs. The water is deliciously warm, and you can feel the tension melting away from your muscles as you sink deeper into the pool. The steam rises up around you, creating a misty veil that obscures your view of the surrounding area.
<<if $lewdmode eq 1>>
<img src="Images/Action/hotspring.jpg" style="width: 100%">
<</if>>
<<if $pleasured neq 1>>[[Masturbate->HotSprings][$pe=2]]<</if>>
<<if $time eq "Morning">><<set $time = "Noon">><<elseif $time eq "Noon">><<set $time = "Afternoon">><<elseif $time eq "Afternoon">><<set $time = "Evening">><<elseif $time eq "Evening">><<set $time = "Night">><</if>>
[[Go back->Camp][$pe=0]]
<<elseif $pe eq 2>>
As you settle into the warm waters of the hot spring, the heat and steam begin to relax your muscles. You let out a contented sigh as you lean back, closing your eyes and letting your mind wander. Your hands drift down to your body, exploring the curves and contours of your flesh.
<img src="Images/Action/hotspringmasturbation.jpg" style="width: 100%">
Your fingers trace over your breasts, teasing your nipples until they harden with arousal. You bite your lip as you feel a familiar warmth building between your thighs. Unable to resist the urge, you slide your hand down further, slipping your fingers between your slick folds.
You gasp softly as you begin to circle your clit, your body responding instantly to your touch. The water around you churns and bubbles as you work yourself towards release, your breath coming in short, sharp gasps.
<<set $random=random(1,2)>>
<<if $random eq 1>>
As you continue to pleasure yourself in the hot spring, lost in the sensation of your own touch, you suddenly feel something slippery and wet sliding up your leg. You gasp as you realize that it's a tentacle, slimy and slick, and before you can react, it's already inside you.
<img src="Images/Action/hotspring_slime.jpg" style="width: 100%">
You cry out in surprise and a mixture of pleasure and fear as the tentacle begins to move inside you, exploring and probing.
As the tentacle continues to move inside you, you find yourself losing control, your body responding to the strange and intense pleasure. You moan and writhe in the water, your mind filled with a haze of lust as the tentacle brings you closer and closer to climax.
Finally, with a shuddering cry, you reach your peak, your body convulsing around the tentacle as waves of pleasure wash over you. As you come down from your high, you realize with a start that the tentacle is gone, leaving you alone in the hot spring.
<<elseif $random eq 2>>
Your fingers trace over your breasts, teasing your nipples until they harden with arousal. You bite your lip as you feel a familiar warmth building between your thighs. Unable to resist the urge, you slide your hand down further, slipping your fingers between your slick folds.
You gasp softly as you begin to circle your clit, your body responding instantly to your touch. The water around you churns and bubbles as you work yourself towards release, your breath coming in short, sharp gasps. As you feel your orgasm building, you can't help but let out a soft moan, your body tensing and then shuddering as pleasure washes over you. You ride out the waves of ecstasy, panting and trembling in the warm waters of the hot spring.
<</if>>
<<if $corruption lte 20>><<set $corruption +=2>><<set $pleasured=1>><</if>>
[[Go back->Camp][$pe=0]]
<</if>><<if $high_priest eq 0 and $pe eq 60>>
As the construction of the temple nears completion, you find yourself faced with a pivotal decision that will shape the future of your sanctuary and its worshippers. The time has come to appoint a leader who will guide the faithful and oversee the spiritual affairs of the temple. As you stand before the altar, contemplating the weight of your choice, you call forth the candidates who have emerged as contenders for the esteemed
<table class="stat-table">
<tr>
<th>Candidate</th>
<th>Description</th>
<th>Actions</th>
</tr>
<tr>
<td><b>Seraphina</b>
<img src="Images/Character/Seraphina.jpg" width=120>
</td>
<td>A devoted follower. Seraphina is known for her unwavering faith and her deep connection to the divine. She is a skilled healer and often uses her powers to tend to the sick and injured. However, some say that she can be overly zealous in her pursuit of converting non-believers to the faith.</td>
<td>
<<link "Choose Seraphina" "Temple">><<set $pe = 0>> <<set $high_priest to "Seraphina">> <</link>>
</td>
</tr>
<tr>
<td><b>Thorne</b>
<img src="Images/Character/Thorne.jpg" width=120>
</td>
<td>Thorne is a stern and disciplined follower. He is a skilled warrior and often leads the temple guard in battles against the goddess's enemies. However, some say that he can be overly aggressive in his tactics and that he has little patience for those who do not share his devotion.</td>
<td>
<<link "Choose Thorne" "Temple">><<set $pe = 0>> <<set $high_priest to "Thorne">> <</link>>
</td>
</tr>
<tr>
<td><b> Lilith</b>
<img src="Images/Character/Lilith.jpg" width=120>
</td>
<td>Lilith is a mysterious and enigmatic follower. She is known for her deep understanding of the arcane and often uses her powers to uncover hidden knowledge. However, some say that she is secretive and that she keeps her true motives hidden from others.</td>
<td>
<<link "Choose Lilith" "Temple">><<set $pe = 0>> <<set $high_priest to "Lilith">> <</link>>
</td>
</tr>
<tr>
<td><b>Cassian </b>
<img src="Images/Character/Cassian.jpg" width=120>
</td>
<td>Cassian is a charismatic and persuasive follower. He is known for his ability to inspire others with his words and often leads the temple's missionary efforts. However, some say that he can be manipulative and that he uses his charm to get what he wants.</td>
<td>
<<link "Choose Cassian" "Temple">><<set $pe = 0>> <<set $high_priest to "Cassian">> <</link>>
</td>
</tr>
</table>
<<elseif $pe eq 0>>
<img src="Images/Locations/temple.jpg" style="width: 100%">
As you step into the hallowed halls of your temple, a sense of reverence washes over you. The air is heavy with the scent of incense, and the soft glow of sacred candles illuminates the grandeur of your divine abode. Each corner of the temple resonates with the echoes of prayers and offerings, a testament to the unwavering faith of your followers.
<b>High Priest</b>: <<link "$high_priest" "HighPriestInteraction">><</link>>
[[Go back->Camp][$pe=0]]
<table class="stat-table">
<tr>
<th>Area</th>
<th>Description</th>
<th>Actions</th>
</tr>
<tr>
<td><b>Central Chamber</b></td>
<td>The heart of the temple, where the altar stands as a focal point of worship and reverence.</td>
<td>
<<link "Offer blessings to your followers" "Central Chamber">><</link>>
</td>
</tr>
<tr>
<td><b>Library of Lore</b></td>
<td>A repository of ancient texts and scrolls, containing the accumulated knowledge of your faith.</td>
<td>
<<link "Enter library" "Library of Lore">><</link>>
</td>
</tr>
<tr>
<td><b>Chamber of Reflection</b></td>
<td>A quiet chamber for introspection and meditation, away from the hustle and bustle of the temple.</td>
<td>
<<link "Enter chamber of reflection" "Chamber of Reflection">><</link>>
</td>
</tr>
<tr>
<td><b>Empyrean Forge</b></td>
<td>A sacred forge where divine energies converge, empowering you to enhance your divine abilities.</td>
<td>
[[Visit->TempleFORGE]]
</td>
</tr>
</table>
[[Go back->Camp][$pe=0]]
<<elseif $pe eq 1>>
<img src="Images/Locations/temple1.jpg" style="width: 100%">
<</if>><<if $pe eq 0>>
<<if $explore_chapter0 eq 0>>
<<set $random=random(1,1)>>
<<if $random eq 1 and $village1 eq 0>>
<<if $high_priest neq "">>
After a few hours of traveling, the sun began to rise, casting a warm, golden light over the landscape. As we continued to explore, I used my divine powers to increase our speed and stamina, allowing us to cover more ground and reach our destination faster. I could see the determination and focus in the eyes of $high_priest . Finally, as the dawn light grew brighter, we caught sight of a small village nestled in a valley near a river. The villagers were just beginning to stir, and I could see the smoke from their fires rising into the air.
As we approached the village, I could see the villagers watching us with a mix of curiosity and caution. They were wary of outsiders, and I knew that I would have to earn their trust and respect if I wanted to convert them to my faith.
I greeted the villagers and introduced myself and my follower. I could see the villagers' expressions softening, and they invited us to join them for a meal and some conversation.
As we sat down to eat, the villagers began to tell us about their problems and struggles. They had been having trouble with a group of bandits that had been raiding their supplies and harassing the villagers. The bandits were well-armed and well-organized, and the villagers were no match for them.
<<link "Continue" "Village1-Intro">> <<set $village1 to 1>>
<<set $abc to ["1", "2", "3", "4", "5", "6", "7"]>>
<</link>>
<<else>>
After a few hours of traveling, the sun began to rise, casting a warm, golden light over the landscape. As I continued to explore, I used my divine powers to increase my speed and stamina, allowing me to cover more ground and reach my destination faster. Finally, as the dawn light grew brighter, i caught sight of a small village nestled in a valley near a river. The villagers were just beginning to stir, and I could see the smoke from their fires rising into the air.
As I approached the village, I could see the villagers watching us with a mix of curiosity and caution. They were wary of outsiders, and I knew that I would have to earn their trust and respect if I wanted to convert them to my faith.
I greeted the villagers and introduced myself. I could see the villagers' expressions softening, and they invited me to join them for a meal and some conversation.
As we sat down to eat, the villagers began to tell us about their problems and struggles. They had been having trouble with a group of bandits that had been raiding their supplies and harassing the villagers. The bandits were well-armed and well-organized, and the villagers were no match for them.
<<link "Continue" "Village1-Intro">> <<set $village1 to 1>>
<</link>>
<</if>>
<</if>>
<<if $village1 eq 1>>
As I was traveling through a dense forest, I realized that the landscape looked familiar. I looked around and saw that I had accidentally stumbled upon the same village that I had visited before.
[[Enter village->Village1-Intro][$pe=3]]
[[Go back->Camp][$pe=0]]
<<elseif $village1 eq "destroyed">>
The village square, once the heart of the community, is now a gruesome spectacle. A hangman's noose sways ominously in the wind, the lifeless body of a villager dangling from it, a chilling warning to those who dare defy the bandits. The streets, once bustling with life, are now littered with the corpses of the villagers, their lifeless eyes staring blankly into the void.
[[...->Camp][$pe=0]]
<</if>>
\
\
<<elseif $random eq 2 and $village2 eq 0>>
<<link "Continue" "Camp">><</link>>
<<elseif $random eq 3>>
<<link "Continue" "Camp">><</link>>
<<elseif $random eq 4>>
<<link "Continue" "Camp">><</link>>
<</if>>
<</if>><<if $pe eq 10>>
\
You and $allyname are fighting $enemyname!
<<EnemyImage $enemyregion $enemyimage 300>><</EnemyImage>>
\
<i><<ItemAbilityRun>><<if ($battlecount eq 0) and ($setbonus gte 1)>><<SetBonus>><</if>></i>
\
<<if $allyturn eq 1>> <<set $allyturn = 0>> <<else>> <<set $allyturn = 1>> <</if>>\
<<if $stun lte 0>> <<set $action = "notstun">> <</if>>\
<<if $stun gte 1>><<set $action = "stun">><<set $stun -= 1>>You are stunned, and cannot take action!<<else>>\
\
<b>General Actions</b>:
<<link "Attack" $passage>><<set $pe = 11>><<set $action = "attack">><</link>>
<<if $flee eq 1>><<link "Flee" $passage>><<set $pe = 11>><<set $action = "flee">><</link>><<else>><i>You cannot flee from this battle!</i><</if>>\
\
<table class="stat-table">\
<td>\
<b>God Abilities</b>:
<<for _i to 0; _i lt $abilityinventory.length; _i++>>\
<<print $abilityinventory[_i].name>> (Divine power cost: $abilityinventory[_i].mana )\
<<capture _i>>\
<<if $currentmana lt $abilityinventory[_i].mana>><i>Not enough divine power</i><<else>> <<link "Use" $passage>><<set $pe = 11>><<set $action = "ability">> <<set $ability = $abilityinventory[_i].widgetname>> <<set $abilitymana = $abilityinventory[_i].mana>> <<set $abilitylevel = $abilityinventory[_i].level>> <</link>> <</if>>
<</capture>>\
<</for>>\
</td>\
<td>\
<b>Items ($potioncount / 10)</b>:
<<if $potioncount gte 10>><i>You can only drink up to 10 potions in a single battle!</i><<else>><<for _i to 0; _i lt $iteminventory.length; _i++>>\
<<print $iteminventory[_i].name>> (Quantity: <<print $iteminventory[_i].quantity>>) \
<<capture _i>>\
<<if $iteminventory[_i].quantity lte 0>> <i>None left</i><<else>> <<link "Use" $passage>><<set $pe = 11>> <<set $action = "item">> <<set $item = $iteminventory[_i].name>>
<<set $iteminventory[_i].quantity -= 1>>\
<<set $itemstrength = $iteminventory[_i].strength>>\
<<set $itemagility = $iteminventory[_i].agility>>\
<<set $itemwillpower = $iteminventory[_i].willpower>>\
<<set $itemarmor = $iteminventory[_i].armor>>\
<<set $itemhealth = $iteminventory[_i].health>>\
<<set $itemmana = $iteminventory[_i].mana>>\
<<set $itemevadescore = $iteminventory[_i].evadescore>>\
<<set $potioncount += 1>>\
<</link>><</if>>
<</capture>>\
<</for>><</if>>\
</td>\
</table>\
\
<</if>>\
<<if $action eq "stun">><<if $allyturn eq 1>><<link "Do Nothing!" $passage>><<set $pe = 13>><</link>><<else>><<link "Do Nothing!" $passage>><<set $pe = 12>><</link>><</if>><</if>>
<<EnemyBattleTable>>\
\
<<AllyBattleTable>>
\
<<set $battlecount += 1>>\
\
<<elseif $pe eq 11>>
You and $allyname are fighting a $enemyname!
<<EnemyImage $enemyregion $enemyimage 300>><</EnemyImage>>
<<if $action eq "attack">>You attempt to hit the $enemyname with your $weapon!
<<AttackAttempt>>
\
<<if $action eq "attack success">>You deal damage to the $enemyname!
<<AttackDamage>>
<</if>><</if>>\
\
<<if $action eq "flee">>You attempt to flee from the $enemyname!
<<FleeAttempt>>
\
<</if>>\
<<if $action eq "ability">><<Ability $ability>><</Ability>><</if>>
\
<<if $action eq "item">>You used your $item!
<<ItemImage $item 150>><</ItemImage>>
<<ItemUse>>
<</if>>\
\
<<if $enemycurrenthealth lte 0>><<link "The enemy is slain! Victory!" $returnpassage>><<set $pe = 20>><</link>><<elseif $action eq "flee success">><<link "You escape!" $passage>><<set $pe = 19>><</link>><<elseif $allyturn eq 1>><<link "Ally turn" $passage>><<set $pe = 13>><</link>><<else>><<link "Enemy turn" $passage>><<set $pe = 12>><</link>><</if>>
<<EnemyBattleTable>>\
\
<<AllyBattleTable>>\
<<elseif $pe eq 12>> \
You and $allyname are fighting a $enemyname!
<<EnemyImage $enemyregion $enemyimage 300>><</EnemyImage>>
\
<<EnemyStun>>
\
<<if $enemyaction eq "attack">>The $enemyname attacks you!
<<EnemyAttackAttempt>>
<<if $enemyaction eq "attack success">>The $enemyname deals damage to you!
<<EnemyAttackDamage>>
<</if>><</if>>\
\
<<if ($enemyaction neq "stun") and ($enemyaction neq "attack") and ($enemyaction neq "attack success") and ($enemyaction neq "attack failure")>>\
<<EnemyAbility $enemyaction>><</EnemyAbility>>
<</if>>\
<<if $currenthealth lte 0>><<link "Game Over" "Game Over">><</link>><<elseif $allycurrenthealth lte 0>><<link "Game Over" "Game Over">><</link>><<else>><<link "Player turn" $passage>><<set $pe = 10>><</link>><</if>>
<<EnemyBattleTable>>\
\
<<AllyBattleTable>>\
\
<<elseif $pe eq 13>>\
\
\
\
You and $allyname are fighting a $enemyname!
<<EnemyImage $enemyregion $enemyimage 300>><</EnemyImage>>
\
<<set $allyaction = $allyability.pluck()>>\
<<set $allyability.push($allyaction)>>
<<if $allyaction eq "attack">>$allyname attacks $enemyname
<<AllyAttackAttempt>>
<<if $allyaction eq "attack success">>The $allyname deals damage to $enemyname!
<<AllyAttackDamage>>
<</if>><</if>>
\
<<if ($allyaction neq "attack") and ($allyaction neq "attack success") and ($allyaction neq "attack failure")>>\
<<AllyAbility $allyaction>><</AllyAbility>>
<</if>>\
<<if $enemycurrenthealth lte 0>><<link "The enemy is slain! Victory!" $returnpassage>><<set $pe = 20>><</link>><<else>><<link "Enemy turn" $passage>><<set $pe = 12>><</link>><</if>>
<<EnemyBattleTable>>\
\
<<AllyBattleTable>>\
\
<<elseif $pe eq 19>>
You flee from the $enemyname
<<if $time eq "Morning">><<set $time = "Afternoon">><<elseif $time eq "Afternoon">><<set $time = "Night">><</if>>\
<<set $goldloss = $enemymaxgold>> \
<<set $gold -= $goldloss>> \
\
<<BattleEnd>>\
\
\
\
<<elseif $pe eq 20>> \
This page should not come up, as you should be out of the $passage passage and into the $returnpassage passage.
<<BattleEnd>>\
\
<</if>>\<<if $p eq 0>>\
\
You stand before the sacred altar dedicated to you, the goddess $name , your divine essence resonating with the presence of your own divine power. With reverence, you beseech for aid from your divine self, drawing upon the divine energy within you. As you do so, the altar glows with a radiant light, responding to the call of your divine will.
<img src="Images/Locations/shrine2.jpg" width=650 />
<table class="stat-table">\
<tr>\
<th>Increase Strength</th>
<th>Increase Agility</th>
<th>Increase Willpower</th>
</tr>\
<tr>\
<td>\
Current (base) Strength: $basestrength
Cost to increase by 1: <<StrengthCost>>
<<if $strengthcost gt $exp>><i>Not enough experience</i><<else>>[[Increase Strength->TempleFORGE][$p = 1]]<</if>>
</td>\
<td>\
Current (base) Agility: $baseagility
Cost to increase by 1: <<AgilityCost>>
<<if $agilitycost gt $exp>><i>Not enough experience</i><<else>>[[Increase Agility->TempleFORGE][$p = 2]]<</if>>
</td>\
<td>\
Current (base) Willpower: $basewillpower
Cost to increase by 1: <<WillpowerCost>>
<<if $willpowercost gt $exp>><i>Not enough experience</i><<else>>[[Increase Willpower->TempleFORGE][$p = 3]]<</if>>
</td>\
</tr>\
</table>\
[[Return->Camp]]
<<if $abilitytotal gte $abilitymax>><i>You can only know up to $abilitymax abilities at one time.</i><<else>>\
<table class="stat-table">\
<<for _i to 0; _i lt $godabilityinventory.length; _i++>>
<tr>\
<td style="width:75%"><<print _i + 1>>. <b><<print $godabilityinventory[_i].name>></b>
Exp Cost: <<print $godabilityinventory[_i].exp>>
Mana Cost: <<print $godabilityinventory[_i].mana>>
Description: <<print $godabilityinventory[_i].description>>
<<capture _i>>\
<<if $exp gte $godabilityinventory[_i].exp>><<link "Gain Ability" TempleFORGE>> \
<<set $abilityinventory.push($godabilityinventory[_i])>>\
<<set $abilityname = $godabilityinventory[_i].name>>\
<<set $abilitywidgetname = $godabilityinventory[_i].widgetname>>\
<<set $abilitycost = $godabilityinventory[_i].exp>>\
<<set $godabilityinventory.delete($godabilityinventory[_i])>>\
<<set $p = 4>>\
<</link>><<else>><i>Not enough experience</i><</if>>
<</capture>>\
</td>\
<td><<AbilityImage $godabilityinventory[_i].widgetname 200>><</AbilityImage>> </td>\
</tr>\
<</for>>\
</table>\
<</if>>\
[[Return->Camp]]
<<elseif $p eq 1>> You feel the surge of divine power as you bestow upon yourself increased strength! None shall withstand your indomitable might!
<img src="Images/Locations/shrine4.jpg" width=500 />
<i><b>Strength</b> increased by 1!</i>
[[Return->TempleFORGE][$p = 0]]
<<set $basestrength += 1>>
<<set $exp -= $strengthcost>>
<<set $timesincreasedstrength += 1>>
<<elseif $p eq 2>>You are filled with the grace of your own divine favor as you grant yourself increased agility! None shall match your speed, skill, and grace!
<img src="Images/Locations/shrine4.jpg" width=500 />
<i><b>Agility</b> increased by 1!</i>
[[Return->TempleFORGE][$p = 0]]
<<set $baseagility += 1>>
<<set $exp -= $agilitycost>>
<<set $timesincreasedagility += 1>>
<<elseif $p eq 3>>Your spirit is fortified with unwavering resolve as you bestow upon yourself increased willpower! You will endure any trial, any tribulation - none shall see you bested!
<img src="Images/Locations/shrine4.jpg" width=500 />
<i><b>Willpower</b> increased by 1!</i>
[[Return->TempleFORGE][$p = 0]]
<<set $basewillpower += 1>>
<<set $exp -= $willpowercost>>
<<set $timesincreasedwillpower += 1>>
<<elseif $p eq 4>>You have bestowed upon yourself a divine boon, channeling the power of your own divine essence.
<<AbilityImage $abilitywidgetname 400>><</AbilityImage>>
<i>You can now use <b>$abilityname</b> in battle!</i>
[[Return->TempleFORGE][$p = 0]]
<<set $abilitytotal += 1>>\
\
<<set $exp -= $abilitycost>>\
\
<</if>>\
\
\
\
\
\
\
\<<set $chance=random(1,100)>>
<<if $chance lte 50>>
scouts returned safely
<<else>>
all ded
<</if>>
<if random neq 5>
text
<else>[[Go back->Tent]]
<<if $pe eq 0>>
<<if $divinebeast1 eq "dragon">><center><img src="Images/Locations/blackdragon.jpg" style="width: 50%"></center><<else>><center><img src="Images/Locations/behemoth.jpg" style="width: 50%"></center><</if>>
<div style="text-align: center;"><b>Name : $divinebeastname1</b></div>
<b>Stage</b>: <<if $pet_stage eq 0>>Hatchling<</if>>
<b>Affection</b>: $pet_affection
<b>Cruelty</b>: $pet_cruelty
<b>Lust</b>: $pet_lust
<</if>>
<i>Work in progress. I will add interactions in future!</i><<link "Go back" "Temple">><</link>>
<div style="text-align: center;"><b>$high_priest</b></div>
<<if $high_priest eq "Thorne">><center><img src="Images/Character/Thorne.jpg" ></center><<elseif $high_priest eq "Seraphina">><center><img src="Images/Character/Seraphina.jpg" ></center><<elseif $high_priest eq "Lilith">><center><img src="Images/Character/Lilith.jpg" ></center><<elseif $high_priest eq "Cassian">><center><img src="Images/Character/Cassian.jpg" ></center><</if>>
<b>$high_priest corruption</b>: $high_priest_corruption
<b>$high_priest affinity</b>: $high_priest_affinity
<<if $main_quest neq 0>>
<<if $high_priest eq "Thorne">><<link "Talk" "Thorne0">><</link>><<elseif $high_priest eq "Seraphina">><<link "Talk" "Seraphina0">><</link>><<elseif $high_priest eq "Lilith">><<link "Talk" "Lilith0">><</link>><<elseif $high_priest eq "Cassian">><<link "Talk" "Cassian0">><</link>><</if>>
<</if>><<if $pe eq 0>>
<img src="Images/Locations/centralchamber.jpg" style="width=100%">
<<link "Go back" "Temple">><</link>>
<table class="stat-table">
<tr>
<th>Area</th>
<th>Description</th>
<th>Actions</th>
</tr>
<tr>
<td><b>Blessing of Productivity</b></td>
<td>You can bestow a blessing of productivity upon your followers to help them be more efficient in their work</td>
<td>
<<if $bless eq 0>><<link "Offer blessing" "Central Chamber">><<set $bless to 5>><<set $pe = 1>><</link>><<else>> You've already gave blessing!<</if>>
</td>
</tr>
<tr>
<td><b>Blessing of Fertility</b></td>
<td>This blessing is often sought by couples who are trying to conceive. You can perform a special ritual that involves the couple making love in a sacred space, while you channel your divine energy into their bodies.</td>
<td>
<<if $bless eq 0>><<link "Offer blessing" "Central Chamber">><<set $bless to 1>><<set $pe = 1>><</link>><<else>> You've already gave blessing!<</if>>
</td>
</tr>
<tr>
<td><b>Blessing of Protection</b></td>
<td>This blessing is often sought by warriors and adventurers who are about to embark on a dangerous journey.</td>
<td>
<<if $bless eq 0>><<link "Offer blessing" "Central Chamber">><<set $bless to 2>><<set $pe = 1>><</link>><<else>> You've already gave blessing!<</if>>
</td>
</tr>
<tr>
<td><b>Blessing of Healing</b></td>
<td>This blessing is often sought by those who are sick or injured.</td>
<td>
<<if $bless eq 0>><<link "Offer blessing" "Central Chamber">><<set $bless to 3>><<set $pe = 1>><</link>><<else>> You've already gave blessing!<</if>>
</td>
</tr>
<tr>
<td><b>Blessing of Love</b></td>
<td>This blessing is often sought by those who are seeking to find their one true love.</td>
<td>
<<if $bless eq 0>><<link "Offer blessing" "Central Chamber">><<set $bless to 4>><<set $pe = 1>><</link>><<else>> You've already gave blessing!<</if>>
</td>
</tr>
</table>
<<elseif $pe eq 1>>
<<if $bless eq 1>>
You begin by leading your followers in a series of prayers and chants, invoking the power of the goddess and the elements. The air in the temple seems to crackle with energy, and you can feel the power coursing through your veins.
Next, you invite the couple who is seeking the blessing to come forward. They are dressed in simple white robes, and their eyes are bright with hope and nervousness. You smile at them reassuringly, and begin to explain the ritual.
<<HeroTalk "Tonight, you will come together in the sacred act of love, and the I will bless your union with fertility and abundance. You must be open and willing, and trust in the power of the divine.">>
The couple nods their understanding, and you begin to prepare them for the ritual. You anoint their bodies with fragrant oils, and sprinkle them with rose petals and herbs.
<<set $random=random(1,5)>>
<<if $random neq 5>>
<<if $lewdmode eq 1>><<if $random eq 1>><img src="Images/Action/ritual_1.jpg" style="width: 100%"><<elseif $random eq 2>><img src="Images/Action/ritual_2.jpg" style="width: 100%"><<elseif $random eq 3>><img src="Images/Action/ritual_3.jpg" style="width: 100%"><<elseif $random eq 4>><img src="Images/Action/ritual_4.jpg" style="width: 100%"><</if>><</if>>
As the couple begins to move together, you can see the sweat beading on their skin, and the muscles in their arms and legs tensing and relaxing with each thrust. The woman's breasts bounce and sway, and the man's ass clenches and releases as he drives his thick cock deeper and deeper inside her tight, wet pussy.
Their bodies convulse and shudder, and you can see the muscles in the man's arms and legs straining with the effort of holding back his release. The woman's back arches, and her fingers claw at the man's skin, leaving red marks in their wake.
The man's thrusts become erratic and desperate, and the woman's moans grow louder and more frantic. You can see the golden light pulsing and throbbing in time with their orgasms, and you can feel the power of the divine surging through the temple.
Finally, with a guttural cry, the man buries his cock deep inside the woman's pussy, and you can see the golden light pulsing and throbbing in time with their orgasms. The woman's body shakes and trembles, and her eyes roll back in her head as the pleasure washes over her.
As the light fades, the couple lies still, their bodies glistening with sweat and oil. You can see the joy and gratitude in their eyes, and you know that the blessing has been successful.
<<link "Go back" "Temple">><<set $pe = 0>><</link>>
<<else>>
However, as the couple moves closer together and begins to undress, you notice that the man's cock is not yet hard. You can see the concern in his eyes, and you know that this is a crucial part of the ritual.
[[Use divine power->Central Chamber][$pe=100]]
[[Use your hand->Central Chamber][$pe=101]]
<</if>>
<<elseif $bless eq 2>>
As the followers gather in the temple, you can sense their fear and uncertainty. The world outside is dangerous and unpredictable, and they seek your divine protection and guidance.
You instruct your followers to form a circle around you, and you begin to weave a intricate pattern of energy and light in the air. As the pattern of energy and light grows more complex, you can feel the air in the room crackling with power. You can sense the fear and uncertainty of your followers melting away, replaced by a sense of peace and security.The followers bow their heads in reverence, and you lead them in a final prayer of thanks and praise. The ritual is complete, and your followers leave the temple with a renewed sense of hope and confidence, knowing that they are protected and guided by the power of the goddess.
<<link "Go back" "Temple">><<set $pe = 0>><</link>>
<<elseif $bless eq 3>>
As the followers gather in the temple, you can sense their pain and suffering. They have come seeking your divine healing and guidance, and you are determined to help them in any way you can.
You lead them in a series of prayers and chants.
You instruct your followers to lie down on the soft mats that have been prepared for them, and you begin to weave a intricate pattern of energy and light in the air.
As the pattern of energy and light grows more complex, you can feel the air in the room crackling with power. You can sense the pain and suffering of your followers melting away, replaced by a sense of peace and calm.
You then move from follower to follower, placing your hands on their bodies and channeling your divine power into them. You can feel the warmth and energy flowing from your hands, and you can see the wounds and injuries of your followers healing and disappearing before your eyes.
The followers bow their heads in reverence, and you lead them in a final prayer of thanks and praise. The ritual is complete, and your followers leave the temple with a renewed sense of hope and vitality, knowing that they have been healed and blessed by the power of the goddess.
<<link "Go back" "Temple">><<set $pe = 0>><</link>>
<<elseif $bless eq 4>>
As the followers gather in the temple, you can sense their longing and desire for love and connection. They have come seeking your divine guidance and blessing, and you are determined to help them in any way you can.
You lead them in a series of prayers and chants.
You instruct your followers to form a circle around you, and you begin to weave a intricate pattern of energy and light in the air. You can feel the power of the goddess flowing through you, and you know that your followers will be blessed and guided in their search for love and connection.
As the pattern of energy and light grows more complex, you can feel the air in the room crackling with power. You can sense the longing and desire of your followers melting away, replaced by a sense of peace and hope.
You then move from follower to follower, placing your hands on their hearts and channeling your divine power into them. You can feel the warmth and energy flowing from your hands, and you can see the love and connection in your followers' eyes growing stronger and more vibrant.
The followers bow their heads in reverence, and you lead them in a final prayer of thanks and praise. The ritual is complete, and your followers leave the temple with a renewed sense of hope and connection, knowing that they have been blessed and guided by the power of the goddess.
<<link "Go back" "Temple">><<set $pe = 0>><</link>>
<<elseif $bless eq 5>>
As the followers gather in the temple, you can sense their determination and focus. They have come seeking your divine guidance and blessing, and you are determined to help them in any way you can.
You lead them in a series of prayers and chants.
You instruct your followers to form a circle around you, and you begin to weave a intricate pattern of energy and light in the air.
As the pattern of energy and light grows more complex, you can feel the air in the room crackling with power. You can sense the determination and focus of your followers growing stronger and more intense.
You then move from follower to follower, placing your hands on their foreheads and channeling your divine power into them. You can feel the warmth and energy flowing from your hands, and you can see the clarity and focus in your followers' eyes growing sharper and more intense.
The followers bow their heads in reverence, and you lead them in a final prayer of thanks and praise. The ritual is complete, and your followers leave the temple with a renewed sense of determination and focus, knowing that they have been blessed and guided by the power of the goddess.
<<link "Go back" "Temple">><<set $pe = 0>><</link>>
<<set $blessing_productivity +=random(0.5,4)>>
<</if>>
<<elseif $pe eq 4>>
s
<<elseif $pe eq 100>>
<<HeroTalk "Do not worry, I will help you with this.">>
You then take a step back and close your eyes, focusing your divine power on the man's cock. You can feel the energy building in the air, and you can sense the man's surprise and arousal as his cock begins to grow harder and more erect.
The woman's pussy is wet and ready, and the man's cock is now fully erect.
<<set $random=random(1,4)>>
<<if $lewdmode eq 1>><<if $random eq 1>><img src="Images/Action/ritual_1.jpg" style="width: 100%"><<elseif $random eq 2>><img src="Images/Action/ritual_2.jpg" style="width: 100%"><<elseif $random eq 3>><img src="Images/Action/ritual_3.jpg" style="width: 100%"><<elseif $random eq 4>><img src="Images/Action/ritual_4.jpg" style="width: 100%"><</if>>
<</if>>
As the couple begins to move together, you can feel the energy in the room reaching its peak. You can see the golden light of the goddess enveloping the couple, and you know that the blessing of fertility has been bestowed upon them.
The man's thrusts become more erratic and desperate, and you can hear the couple's moans and gasps growing louder and more frantic. Finally, with a guttural cry, the man buries his cock deep inside the woman's pussy, and you can see the golden light pulsing and throbbing in time with their orgasms.
<<link "Go back" "Temple">><<set $pe = 0>><</link>>
\\
\\
<<elseif $pe eq 101>>
<<HeroTalk "Do not worry, I will help you with this.">>
You then take the man's cock in your hand, feeling its weight and warmth. You begin to slowly stroke and massage it, feeling it grow harder and more erect with each touch.
<<set $rit_hj=random(1,3)>>
<<if $lewdmode eq 1>><<if $rit_hj eq 1>><img src="Images/Action/ritual_hj.jpg" style="width: 100%"><<elseif $rit_hj eq 2>> <img src="Images/Action/ritual_hj1.jpg" style="width: 100%"><<elseif $rit_hj eq 3>><img src="Images/Action/ritual_hj2.jpg" style="width: 100%"><</if>><</if>>
The man's eyes flutter closed, and you can hear him let out a soft moan of pleasure. You continue to stroke his cock, your hand moving up and down its length in a steady rhythm.
The woman's pussy is wet and ready, and the man's cock is now fully erect.
<<set $random=random(1,4)>>
<<if $lewdmode eq 1>><<if $random eq 1>><img src="Images/Action/ritual_1.jpg" style="width: 100%"><<elseif $random eq 2>><img src="Images/Action/ritual_2.jpg" style="width: 100%"><<elseif $random eq 3>><img src="Images/Action/ritual_3.jpg" style="width: 100%"><<elseif $random eq 4>><img src="Images/Action/ritual_4.jpg" style="width: 100%"><</if>>
<</if>>
As the couple begins to move together, you can feel the energy in the room reaching its peak. You can see the golden light of the goddess enveloping the couple, and you know that the blessing of fertility has been bestowed upon them.
<<link "Go back" "Temple">><<set $pe = 0>><<set $corruption += 1>><</link>>
<</if>><img src="Images/Locations/chamberofreflection.jpg" style="width=100%">
<<link "Go back" "Temple">><</link>>
<img src="Images/Locations/libraryoflore.jpg" style="width=100%">
<<link "Go back" "Temple">><</link>><img src="Images/Action/tent_masturbation.jpg" style="width: 100%">
You continue to explore your body, your hands brushing against the soft fabric of your robes. You can feel the hardening of your nipples beneath the fabric, and you cannot resist the urge to touch them. You slip your hand inside your robe, your fingers finding the sensitive buds of your nipples. You pinch and roll them between your fingers, feeling the pleasure building up inside of you.
Your other hand slides down your body, towards the growing warmth between your thighs. You can feel the wetness seeping through the fabric of your undergarments, and you know that you are ready. You slip your hand inside, your fingers finding the slick folds of your pussy. You begin to rub and circle your clit, feeling the pleasure building up with each passing moment.
Your breaths come in short, sharp gasps as you continue to pleasure yourself. You can feel the tension coiling in your body, like a snake ready to strike. You rub yourself faster and harder, feeling the pleasure building up to a crescendo. And then, with a cry of ecstasy, you come. Wave after wave of pleasure crashes over you, leaving you panting and spent on the bed.
<<set $pleasured to 1>>
[[Go back->Tent]]<<link "Go back" "Camp">><</link>>
Tavern is empty. People have a lot tasks to do, you know?<<if $pe eq 0>>
<<link "Go back" "Temple">><</link>>
[[Talk about cultists->Thorne0][$pe=1]]
<<elseif $pe eq 1>>
<<if $cultist_stage eq 1>>
<<HeroTalk "We encountered the cultists again. They seem to be getting more aggressive.">>
<<HighPriest "Typical cowards, hiding in the shadows. They think they can scare us with their pathetic ambushes. We need to strike back hard and show them the strength of your divinity. Even in these early days, we must assert our dominance.">>
<<HeroTalk "You're suggesting we take a more aggressive stance?">>
<<HighPriest "Absolutely. We can't afford to be seen as weak. We need to scout their movements, gather intelligence, and prepare for a counterattack. Let them know we won't be pushed around.">>
<<link "Go back" "Temple">><<set $pe=0>><<set $cultist_stage to 2>><</link>>
<<elseif $cultist_stage eq 2>>
ss
<</if>>
<</if>>
<<if $pe eq 0>>
<<link "Go back" "Temple">><</link>>
[[Talk about cultists->Lilith0][$pe=1]]
<<elseif $pe eq 1>>
<<if $cultist_stage eq 1>>
<<HeroTalk "The cultists are becoming a real problem. I had another encounter with them.">>
<<HighPriest "Intriguing. Their persistence is a sign of something deeper. They're not just random zealots; there's a plan behind their actions. Even now, we need to understand their motives. Knowledge is power, after all.">>
<<HeroTalk "You think there's something we can learn from them?">>
<<HighPriest "Absolutely. We should capture a few, discreetly interrogate them, and see what secrets they hold. Early intelligence can help us anticipate their next moves and strengthen our defenses.">>
<<link "Go back" "Temple">><<set $pe=0>><<set $cultist_stage to 2>><</link>>
<<elseif $cultist_stage eq 2>>
ss
<</if>>
<</if>>
<<if $pe eq 0>>
<<link "Go back" "Temple">><</link>>
[[Talk about cultists->Cassian0][$pe=1]]
<<elseif $pe eq 1>>
<<if $cultist_stage eq 1>>
<<HeroTalk "We've run into the cultists again. Their numbers seem to be growing.">>
<<HighPriest "Interesting. Even in these early stages, their growth is likely fueled by propaganda and fear. We need to counter their influence. Begin spreading our own message, showing the people the truth about you and the lies of the cult.">>
<<HeroTalk "So, we should focus on counter-propaganda?">>
<<HighPriest "Exactly. Start with small gatherings, spread our teachings quietly but confidently. Show the strength and benevolence of our goddess. If we can win over a few key individuals, the rest will follow.">>
<<link "Go back" "Temple">><<set $pe=0>><<set $cultist_stage to 2>><</link>>
<<elseif $cultist_stage eq 2>>
ss
<</if>>
<</if>>
<<if $pe eq 0>>
<<link "Go back" "Temple">><</link>>
[[Talk about cultists->Seraphina0][$pe=1]]
<<elseif $pe eq 1>>
<<if $cultist_stage eq 1>>
<<HeroTalk "We've had another run-in with the cultists. They're getting bolder.">>
<<HighPriest "Those poor, lost souls. They don't understand the true path to salvation. Perhaps if we could show them the light, they might turn away from their dark ways. Their aggression is a symptom of their spiritual void. We must be firm, but also compassionate. Maybe, with the right guidance, some can be redeemed.">>
<<HeroTalk "You think we should try to convert them?">>
<<HighPriest "It's possible. If we can capture a few of them and show them your power and grace , we might be able to turn some of them to our cause. But we must tread carefully and protect our own first.">>
<<link "Go back" "Temple">><<set $pe=0>><<set $cultist_stage to 2>><</link>>
<<elseif $cultist_stage eq 2>>
ss
<</if>>
<</if>>
<<if $pe eq 0>>
<<set $time to "Night">>
<<VillageHead1 "Traveler, our village is in the clutches of a ruthless band of marauders. They have taken residence in the nearby caverns, and they have begun to torment us. Our crops wither, our livestock perish, and our people live in fear. We beg of you, please help us!">>
[[Ignore him and leave->Village1-Intro][$pe=1]]
[[Help them->Village1-Intro][$pe=2]]
<<set $DaysToRaid to 0>>
<<set $village1_chapel to 0>>
<<set $village1_gloryhole to 0>>
<<set $village1_tavern to 0>>
<<set $village1_clues1 to 0>>
<<set $village1_clues2 to 0>>
<<set $village1_clues3 to 0>>
<<set $village1_chapel_clues1 to 0>>
<<set $village1_chapel_clues2 to 0>>
<<set $village1_trust to 0>>
<<set $vill1_bc_sabo to 0>>
<<set $village_priest to 0>>
<<elseif $pe eq 1>>
You pause for a moment, considering the weight of his words. Yet, you decide to ignore the village's troubles, choosing to continue on your own journey instead. You bid the elder a silent farewell and disappear into the horizon, leaving the village to its fate.
Days turn into nights, and nights into days. The once vibrant village is now a grotesque tableau of death and despair. The bandits, unchecked and unchallenged, have wreaked havoc upon the hapless village. The fields, once a vibrant tapestry of green and gold, are now barren and scorched. The homes, once filled with laughter and warmth, now stand empty and cold, their doors marked with the crimson stains of violence.
The village square, once the heart of the community, is now a gruesome spectacle. A hangman's noose sways ominously in the wind, the lifeless body of a villager dangling from it, a chilling warning to those who dare defy the bandits. The streets, once bustling with life, are now littered with the corpses of the villagers, their lifeless eyes staring blankly into the void.
<<set $village1 to "destroyed">>
[[...->Camp][$pe=0]]
<<elseif $pe eq 2>>
You pause for a moment, considering the weight of his words. A sense of duty and compassion wells up within you, and you decide to help the village, choosing to stand against the bandits and restore peace to this once-thriving community.
The village elder, grateful for your offer, invites you to stay in the village to prepare for the impending confrontation. He offers you a place to rest, a warm meal, and any assistance the villagers can provide. You accept his offer, knowing that a well-rested and well-prepared hero stands a better chance against the marauders.
<<set $village1_trust += 5>>
[[Go to sleep->Village1_Sleep]]
<<elseif $pe eq 3>>
<<if $vill1_bc_sabo lt 3>>
<div style="text-align: center;">Days spent in village: <b><<print $DaysToRaid>> </b> days</div><</if>>
<img src="Images/Locations/vill_chapel.jpg" style="width=100%">
<table class="stat-table">\
<tr>\
<th>Areas</th>
<th>Actions</th>
</tr>
<tr>
<td>
<<if $time neq "Night">>
<<if $village1_gloryhole gte 1>>[[Gloryhole->Village1_GH][$pe=0]]<</if>>
<<if $vill1_bc_sabo lt 3>> <<if $village1_tavern gte 1>>[[Tavern->Village1_TRN][$pe=0]]<</if>><</if>>
<<if $vill1_bc_sabo lt 2>>[[Bandit camp->Village1_BGC][$pe=0]] <</if>>
[[Village chief house->Vill1_Chief][$pe=0]]
<</if>>
<<if $village1_chapel gte 1>>[[Chapel->Village1_CHP][$pe=0]]<</if>>
</td>
<td>
<<if $time eq "Night">> [[Go to sleep->Village1_Sleep]]<<else>>
[[Explore->Untitled]]
<<if $high_priest eq "Seraphina">> Spread your teachings
<<elseif $high_priest eq "Thorne">> Train villagers
<<elseif $high_priest eq "Lilith">> Infiltrate bandits
<<elseif $high_priest eq "Cassian">> Negotiate with bandits
<</if>>
<</if>>
</td>
</tr>
</table>
[[Go back to your base->Camp][$pe=0]]
<</if>>
<<masteraudio stop>><<set $random=random(1,6)>>
<<if $random eq 1>>
<<if $lewdmode eq 1>>
<img src="Images/Action/dream1.jpg" style="width: 100%">
<</if>>
You find yourself in a dark and mysterious realm, surrounded by writhing tentacles that seem to emerge from the very fabric of the void. They caress and explore your body, sending shivers of pleasure through you. As you give in to the sensation, you feel your divine power growing stronger, feeding off the energy of the tentacles.
<<elseif $random eq 2>>
You are walking through a peaceful forest, the sun filtering through the leaves above. You come across a clearing where a group of your followers have gathered. They are laughing and singing, celebrating the bounty of the land. You feel a sense of pride and joy, knowing that you have led them to this place of safety and prosperity.
<<elseif $random eq 3>>
You are standing on a battlefield, surrounded by the bodies of your enemies. You raise your hands and summon a storm of dark energy, striking down all who oppose you. As the last of your foes falls, you hear a voice whispering in your ear, urging you to claim your rightful place as the ruler of all.
<<elseif $random eq 4>>
<<if $lewdmode eq 1>>
<img src="Images/Action/dream2.jpg" style="width: 100%">
<</if>>
You are in a dimly lit chamber, surrounded by writhing, twisting forms. They seem to be made of shadow and smoke, and they reach out to you with insistent hands. You feel a strange mix of fear and desire as they touch you, drawing you deeper into their embrace.
<<elseif $random eq 5>>
You are standing on a cliff overlooking the sea, the wind whipping through your hair. You feel a sense of freedom and possibility, as if the whole world is open to you. You spread your arms and take a step off the edge, soaring into the sky on wings of divine power.
<<elseif $random eq 6>>
You are in a dark and twisted version of your own kingdom, where everything is corrupted and decayed. You see your followers, but they are twisted and monstrous, their eyes glowing with malice.
<</if>>
<<if $main_quest eq 100>><<link "..." "MainQuest1">><</link>><<else>>
<<link "Wake up" "Village1-Intro">> <<set $pe to 3>><</link>><</if>>
<<set $currenthealth = $maxhealth>>\
<<set $startingmaxmana = $maxmana>>\
<<set $currentmana = $maxmana>>
<<set $currentDay += 1>>\
<<set $DaysToRaid += 1>>
<<set $time = "Morning">>\
<<set $pleasured = 0>>\
<<set $seen_managment to "false">>
<<set $bless = 0>>
<<set $random to random(1,7)>>
<<if $random eq 1>>
As you wander through the village, you notice a peculiar stone in the wall of one of the homes. Upon closer inspection, you discover a hidden compartment containing a small treasure trove. Inside, you find a collection of gold coins.
<<set $gold +=random(10,69)>>
[[Go back->Village1-Intro][$pe=3]]
<<if $time eq "Morning">><<set $time = "Noon">><<elseif $time eq "Noon">><<set $time = "Afternoon">><<elseif $time eq "Afternoon">><<set $time = "Evening">><<elseif $time eq "Evening">><<set $time = "Night">><</if>>
<<elseif $random eq 2>>
Tucked away in a quiet corner of the village, you come across a serene chapel. The chapel's stained-glass windows cast a kaleidoscope of colors onto the worn stone floor. Inside, you find a few villagers deep in prayer, seeking solace and divine protection in these trying times.
<<if $village1_chapel eq 0>>
<<set $village1_chapel to 1>>
<</if>>
[[Go back->Village1-Intro][$pe=3]]
<<if $time eq "Morning">><<set $time = "Noon">><<elseif $time eq "Noon">><<set $time = "Afternoon">><<elseif $time eq "Afternoon">><<set $time = "Evening">><<elseif $time eq "Evening">><<set $time = "Night">><</if>>
<<elseif $random eq 3>>
You stumble upon a hole hidden in a discreet location within the village. The hole is cleverly concealed within the wall of an unassuming shed.
<<if $village1_gloryhole eq 0>>
<<set $village1_gloryhole to 1>>
<</if>>
[[Go back->Village1-Intro][$pe=3]]
<<if $time eq "Morning">><<set $time = "Noon">><<elseif $time eq "Noon">><<set $time = "Afternoon">><<elseif $time eq "Afternoon">><<set $time = "Evening">><<elseif $time eq "Evening">><<set $time = "Night">><</if>>
<<elseif $random eq 4>>
As you pass by a bustling market stall, you overhear a villager expressing their gratitude for the priest's guidance and support during these troubled times. They mention how the priest's unwavering faith and inspiring sermons have given the villagers hope and strength in the face of the bandit raids. This conversation piques your interest and makes you wonder if the priest might hold valuable insights or even a solution to the village's plight.
<<set $village1_clues1 to 1>>
[[Go back->Village1-Intro][$pe=3]]
<<if $time eq "Morning">><<set $time = "Noon">><<elseif $time eq "Noon">><<set $time = "Afternoon">><<elseif $time eq "Afternoon">><<set $time = "Evening">><<elseif $time eq "Evening">><<set $time = "Night">><</if>>
<<elseif $random eq 5>>
While walking near the village outskirts, you hear two villagers discussing a recent incident in which the chapel miraculously escaped a bandit attack. According to their whispers, the bandits had inexplicably avoided the chapel, leaving it untouched while they ransacked the surrounding homes. This strange occurrence makes you question whether the chapel and its priest might have some hidden influence over the bandits or if there is a deeper connection between the two.
<<set $village1_clues2 to 1>>
[[Go back->Village1-Intro][$pe=3]]
<<if $time eq "Morning">><<set $time = "Noon">><<elseif $time eq "Noon">><<set $time = "Afternoon">><<elseif $time eq "Afternoon">><<set $time = "Evening">><<elseif $time eq "Evening">><<set $time = "Night">><</if>>
<<elseif $random eq 6>>
As you continue to explore the village, you can't help but notice a crazed man wandering the streets, muttering to himself and occasionally shouting at the top of his lungs. His wild eyes and disheveled appearance make it clear that he's not quite right in the head, but there's something about his words that catches your attention.
<<InsaneVillager "The end is near! The evil emissary walks among us, disguised as a shepherd! He'll lead us all to ruin">>
<<set $village1_clues3 to 1>>
[[Go back->Village1-Intro][$pe=3]]
<<if $time eq "Morning">><<set $time = "Noon">><<elseif $time eq "Noon">><<set $time = "Afternoon">><<elseif $time eq "Afternoon">><<set $time = "Evening">><<elseif $time eq "Evening">><<set $time = "Night">><</if>>
<<elseif $random eq 7>>
As you continue your exploration of the village, you come across a lively tavern nestled among the other buildings. The sound of laughter and music spills out onto the street, beckoning you to enter and investigate.
<<set $village1_tavern to 1>>
[[Go back->Village1-Intro][$pe=3]]
<<if $time eq "Morning">><<set $time = "Noon">><<elseif $time eq "Noon">><<set $time = "Afternoon">><<elseif $time eq "Afternoon">><<set $time = "Evening">><<elseif $time eq "Evening">><<set $time = "Night">><</if>>
<</if>><<if $village1_gloryhole eq 1>>
<<if $pe eq 0>>
After discovering hole, you decide to return to the secluded alleyway and wait near the secret peephole, driven by a mix of curiosity and the hope of uncovering some valuable information. You position yourself inconspicuously near the wall, careful to avoid drawing attention to yourself. The alleyway remains quiet and still, the only sound being the distant murmur of the village's daily life. As you wait near the hole, you inadvertently make a slight noise that carries through the wall. Suddenly, you hear a muffled voice from the other side, clearly mistaking you for someone else. Before you have a chance to react, a man's cock is pushed through the hole, evidently expecting someone to take care of his erection.
<img src="Images/Action/glory1.jpg" width=550 >
<i>What do you do?</i>
[[Play along->Village1_GH][$pe=1]]
[[Leave quietly->Village1-Intro][$pe=3]]
<<elseif $pe eq 1>>
As you find yourself in this unexpected situation, you decide to take control and make the most of it. You reach out and grasp the cock that's been thrust through the glory hole, feeling its warmth and firmness in your hand. The person on the other side lets out a muffled gasp of surprise and pleasure. You begin to stroke the cock with purpose, your hand moving up and down the shaft with a firm grip. The wet sounds of your hand working the member fill the small space, punctuated by the occasional groan from the person on the other side of the wall.
<img src="Images/Action/glory2.jpg" width=550 >
Your hand moves faster, the friction building as you work the cock with expert precision. You can feel the person on the other side tensing up, their breaths becoming shallower and more ragged. You know they're close, and you push them over the edge with a few well-timed twists of your wrist. With a muffled groan, the person on the other side reaches their climax, their cock pulsing in your hand as they release their load. You continue to stroke them gently, milking every last drop from their member as they shudder and gasp on the other side of the wall. As the person's breathing returns to normal, they slowly withdraw their cock from the glory hole, leaving you alone in the alleyway.
[[Go back->Village1-Intro][$pe=3]]
<<set $corruption +=2>>
<<set $village1_gloryhole to 2>>
<</if>>
<<elseif $village1_gloryhole eq 2>><<if $time eq "Morning">><<set $time = "Noon">><<elseif $time eq "Noon">><<set $time = "Afternoon">><<elseif $time eq "Afternoon">><<set $time = "Evening">><<elseif $time eq "Evening">><<set $time = "Night">><</if>>
<<if $pe eq 0>>
As you approach the secluded alleyway, you notice something new – a second hole positioned on the other side of the wall.
[[Wait for a moment->Village1_GH][$pe=1]]
[[Leave quietly->Village1-Intro][$pe=3]]
<<elseif $pe eq 1>>
You decide to wait for a moment in the alleyway, positioning yourself near the holes, curious to see if anyone will approach. After a few minutes, you hear the faint sound of footsteps from the other side of the wall. Your heart races as you realize that someone is approaching one of the holes.
<img src="Images/Action/glory1.jpg" width=550 >
The footsteps come to a stop, and you hear a soft rustling sound. Moments later, a cock is pushed through one of the holes.
<i>What do you do?</i>
[[Play along->Village1_GH][$pe=2]]
[[Leave quietly->Village1-Intro][$pe=3]]
<<elseif $pe eq 2>>
<<set $los=random(1,3)>>
<<if $los eq 1>>
You reach out and grasp the cock that's been thrust through the hole, feeling its warmth and firmness in your hand. The person on the other side lets out a muffled gasp of surprise and pleasure.
<<set $random=random(1,2)>>
<<if $random eq 1>>
<img src="Images/Action/glory2.jpg" width=550 >
<<else>>
<img src="Images/Action/glory3.jpg" width=550 >
<</if>>
You work the member with a firm grip, your hand moving up and down the shaft with practiced ease. The wet sounds of your hand working the cock fill the alleyway, punctuated by the occasional groan from the person on the other side of the wall.
Your hand moves faster, the friction building as you continue to pleasure them. You can feel the person on the other side tensing up, their breaths becoming shallower and more ragged. You know they're close, and you push them over the edge with a few well-timed twists of your wrist. With a muffled groan, the person on the other side reaches their climax, their cock pulsing in your hand as they release their load. You continue to stroke them gently, milking every last drop from their member as they shudder and gasp on the other side of the wall.
[[Go back->Village1-Intro][$pe=3]]
<<set $corruption +=2>><<if $time eq "Morning">><<set $time = "Noon">><<elseif $time eq "Noon">><<set $time = "Afternoon">><<elseif $time eq "Afternoon">><<set $time = "Evening">><<elseif $time eq "Evening">><<set $time = "Night">><</if>>
<<elseif $los eq 2>>
Just as you're about to grasp the cock that's been thrust through the hole, you hear a soft rustling sound coming from the second glory hole. To your surprise, another cock is pushed through the second hole.
Your heart races as you find yourself in an even more unexpected situation. You quickly decide to take advantage of this opportunity, positioning yourself between the two glory holes. You reach out and grasp both cocks, feeling their warmth and firmness in your hands. The men on the other side let out muffled gasps of surprise and pleasure.
<<set $random=random(1,2)>>
<<if $random eq 1>>
<img src="Images/Action/glory4.jpg" width=550 >
<<else>>
<img src="Images/Action/glory5.jpg" width=550 >
<</if>>
You work the members with a firm grip, your hands moving up and down the shafts in a synchronized rhythm. The wet sounds of your hands working the cocks fill the alleyway, punctuated by the occasional groan from the men on the other side of the wall. Your hands move faster, the friction building as you continue to pleasure them. You can feel the men on the other side tensing up, their breaths becoming shallower and more ragged. You know they're close, and you push them over the edge with a few well-timed twists of your wrists.
With muffled groans, the men on the other side reach their climaxes, their cocks pulsing in your hands as they release their loads. You continue to stroke them gently, milking every last drop from their members as they shudder and gasp on the other side of the wall.
[[Go back->Village1-Intro][$pe=3]]
<<set $corruption +=2>><<if $time eq "Morning">><<set $time = "Noon">><<elseif $time eq "Noon">><<set $time = "Afternoon">><<elseif $time eq "Afternoon">><<set $time = "Evening">><<elseif $time eq "Evening">><<set $time = "Night">><</if>>
<<elseif $los eq 3>>
This time, however, you decide to take things a step further. You lower yourself to your knees, bringing your face level with the glory hole and the cock that protrudes from it. Without hesitation, you part your lips and take the cock into your mouth, feeling it pulse and twitch as you envelop it with your warm, wet mouth. The person on the other side of the wall groans loudly, clearly surprised and delighted by your willingness to escalate the encounter. You work the cock with your mouth, bobbing your head up and down as you suck and lick the shaft and head. The wet sounds of your mouth working the cock fill the alleyway, punctuated by the occasional groan from the person on the other side of the wall. Your hand moves to the base of the cock, providing additional stimulation as you continue to pleasure them.
<<set $random=random(1,2)>>
<<if $random eq 1>>
<img src="Images/Action/glory6.jpg" width=550 >
<<else>>
<img src="Images/Action/glory7.jpg" width=550 >
<</if>>
You can feel the person on the other side tensing up, their breaths becoming shallower and more ragged. You know they're close, and you push them over the edge with a few well-timed twists of your wrist and a flick of your tongue.
With a muffled groan, the person on the other side reaches their climax, their cock pulsing in your mouth as they release their load. You swallow their cum, savoring the taste as you milk every last drop from their member.
[[Go back->Village1-Intro][$pe=3]]
<<set $corruption +=2>><<if $time eq "Morning">><<set $time = "Noon">><<elseif $time eq "Noon">><<set $time = "Afternoon">><<elseif $time eq "Afternoon">><<set $time = "Evening">><<elseif $time eq "Evening">><<set $time = "Night">><</if>>
<</if>>
<</if>>
<</if>><<if $village1_chapel eq 1>>
<<if $pe eq 0>>
<img src="Images/Locations/vill_chapel1.jpg" width=550 >
<<audio "dark_theme" volume 0.5 play loop>><<set $music = "chapel_scary">>
<<if $time eq "Night" and $village1_clues1 eq 1 and $village1_clues2 eq 1 and
$village1_chapel_clues1 eq 1 and $village1_clues3 eq 1>>
<<if $village_priest eq 1>>
You've already defeated corrupted priest.
[[Leave!->Village1-Intro][$pe=3]]
<<else>>
As you cautiously enter the chapel under the cover of darkness, you find the interior dimly lit by flickering candlelight. The atmosphere is heavy with an eerie sense of foreboding, and a chill runs down your spine as you take in the scene before you. In the center of the chapel, the priest stands with his back to you, clad in dark robes that seem to swallow the light. He is surrounded by a circle of intricate symbols etched into the stone floor, and his voice echoes through the otherwise silent space as he chants an incantation in a language you cannot recognize. As you watch from the shadows, the air around the priest begins to shimmer and distort, as if reality itself is bending to his will. The candles flicker wildly, casting dancing shadows on the walls, and you can feel a sinister energy building within the chapel. It becomes clear that the priest is engaged in some sort of dark ritual, one that seems to be drawing its power from the very fabric of the village's despair and suffering.
[[Leave!->Village1-Intro][$pe=3]]
[[Confront him->Village1_CHP][$pe=8]]
<<set $village1_chapel_clues2 to 1>>
<</if>>
<<else>>
<<if $village_priest eq 1>>
You've already defeated corrupted priest.
[[Leave!->Village1-Intro][$pe=3]]
<<else>>
As you approach the village chapel, you are struck by its humble beauty. The simple stone structure, adorned with intricate carvings and stained-glass windows, exudes an aura of tranquility and reverence. The heavy wooden doors creak softly as you push them open, revealing the dimly lit interior.
The air inside the chapel is cool and still, carrying with it the faint scent of incense and beeswax candles. As your eyes adjust to the soft light, you take in the rows of worn wooden pews, the polished stone floor, and the ornate altar at the far end of the room. A sense of unease begins to creep over you as you step further inside, the once-peaceful atmosphere now tinged with an undercurrent of darkness.
In the quiet sanctuary, you notice a few villagers scattered throughout the pews, their heads bowed in silent prayer. Their presence seems almost forced, as if they are seeking solace from a hidden fear. This unsettling observation only serves to heighten your growing apprehension.
At the front of the chapel, standing before the altar, is the village priest. Dressed in simple robes, they seem to radiate an air of calm authority and wisdom. However, as you observe the priest more closely, you can't shake the feeling that something is amiss. There's an eerie quality to their demeanor, a subtle undertone of malevolence that belies their outward appearance of piety.
[[Look around->Village1_CHP][$pe=1]]
[[Talk with priest->Village1_CHP][$pe=2]]
[[Go back->Village1-Intro][$pe=3]]
<</if>>
<</if>>
<<elseif $pe eq 1>>
Determined to uncover the truth behind the unsettling atmosphere of the chapel and the enigmatic priest, you decide to look around and investigate further. As you rise from the pew, your footsteps echo softly through the otherwise silent space, drawing the attention of the few villagers still deep in prayer.
<img src="Images/Locations/painting1.jpg" width=550>
You begin your exploration by examining the intricate carvings that adorn the chapel's stone walls. At first glance, they appear to depict scenes of religious devotion and divine intervention. However, upon closer inspection, you notice that some of the carvings seem to be subtly altered, their original meanings twisted into something more sinister.
<img src="Images/Locations/painting2.jpg" width=550>
Next, you turn your attention to the stained-glass windows, which cast a kaleidoscope of colored light onto the polished stone floor. The glass panes depict various religious figures and scenes, but you can't help but notice that some of the images seem distorted or corrupted, as if they have been deliberately tainted.
It's better to stop snooping around..
<<set $village1_chapel_clues1 to 1>>
[[Go back->Village1-Intro][$pe=3]]
<<elseif $pe eq 2>>
As you approach the enigmatic priest, you can feel their intense gaze upon you, as if they are sizing you up. You decide to engage them in conversation, hoping to glean some insight into the mysteries surrounding the chapel and the village. The priest greets you with a guarded smile, their eyes reflecting a mix of curiosity and caution.
[[Go back->Village1-Intro][$pe=3]]
<<linkreplace "Talk about..." >>
<<if $village1_clues1 eq 1>>[[Bandits avoiding chapel->Village1_CHP][$pe=3]]<</if>>
<<if $village1_clues2 eq 1>>[[Supporting villagers->Village1_CHP][$pe=4]] <</if>>
<<if $village1_chapel_clues1 eq 1>>[[Corrupted paintings->Village1_CHP][$pe=5]]<</if>>
<<if $village1_clues3 eq 1>>[[Insane villager->Village1_CHP][$pe=7]]<</if>>
<<if $village1_chapel_clues2 eq 1>>[[Confront him about ritual->Village1_CHP][$pe=15]]<</if>>
[[Current situation->Village1_CHP][$pe=6]]
<</linkreplace>>
<<elseif $pe eq 3>>
<<HeroTalk "I've heard some rumors that the bandits have been avoiding the chapel during their raids. Do you have any idea why that might be?">>
<<Ezekiel "Ah, yes, it does seem that our humble chapel has been spared from their wrath. Some might say it's divine protection, but I have my doubts.">>
[[Go back->Village1_CHP][$pe=2]]
<<elseif $pe eq 4>>
<<HeroTalk "I've noticed that the chapel and your presence seem to be a source of comfort for the villagers during these difficult times. How have you been able to provide them with such solace?">>
<<Ezekiel "In times of darkness, people often turn to their faith for guidance and strength. I have merely done my best to offer them a beacon of hope amidst the chaos. However, I fear that there are forces at work here that go beyond simple banditry.">>
[[Go back->Village1_CHP][$pe=2]]
<<elseif $pe eq 5>>
<<HeroTalk "I couldn't help but notice that some of the carvings and paintings in the chapel seem to have been altered or corrupted. Do you know anything about this?">>
<<Ezekiel "Ah, you have a keen eye. Yes, it appears that some of our sacred art has been defaced. I'm not sure who would do such a thing, or why, but it does trouble me deeply. It's as if some malevolent force is trying to corrupt the very heart of our faith.">>
[[Go back->Village1_CHP][$pe=2]]
<<elseif $pe eq 6>>
<<HeroTalk "What are your thoughts on the current situation in the village? Do you have any insights or theories about what's really going on here?">>
<<Ezekiel "The bandit raids are a symptom of a deeper problem, I fear. There is a darkness that has taken root in this village, and it threatens to consume us all if left unchecked. I have been doing everything in my power to protect the villagers, but I fear that my efforts may not be enough.">>
[[Go back->Village1_CHP][$pe=2]]
<<elseif $pe eq 7>>
<<HeroTalk "I heard a man in the village, ranting about an evil emissary disguised as a shepherd. He seemed to think that you were involved somehow.">>
He goes on to explain that the crazed man was once a respected member of the village, with a loving wife and children. However, during a particularly brutal bandit raid, he lost everything – his family, his home, and his sanity.
<<Ezekiel "I'm afraid that poor man has lost his mind, consumed by grief and despair. Ever since that tragic day, he's been wandering the streets, muttering about the end of the world and accusing me of being some sort of evil emissary.">>
[[Go back->Village1_CHP][$pe=2]]
<<elseif $pe eq 8>>
As you step forward, the priest senses your presence and turns to face you, his eyes glowing with an unnatural light. The chanting stops abruptly, and the air in the chapel seems to grow even heavier with malice.
<<Ezekiel1 "So, you have discovered my secret, you may have once been a god, but now you are nothing more than a mere mortal, powerless to stop me.">>
He extends a hand toward you, his fingers twisted into a cruel claw.
<<Ezekiel1 "Submit to the will of Morkath, the Dark Devourer, and perhaps I will spare your pitiful existence. Serve us, and you may yet find a place among the chosen.">>
The priest's words echo through the chapel, and you can feel the oppressive presence of Morkath, the evil deity he serves, bearing down upon you. The air grows colder, and the shadows seem to writhe and twist around you, as if seeking to claim you for their own.
[[Fight with him->Village1_CHP][$pe=9]]
[[Submit to him->Village1_ENDING][$pe=0]]
<<elseif $pe eq 9>>
The battle that follows is fierce and fraught with danger, as the priest wields the dark powers granted to him by Morkath. But you are resolute in your conviction, and with each passing moment, you can feel your own strength growing, fueled by your righteous fury.
As the confrontation reaches its climax, you strike a decisive blow, shattering the priest's connection to Morkath and banishing the darkness that has taken root within the chapel. With the priest defeated, the village is once more bathed in the soft light of hope...
[placeholder]
<<set $village_priest=1>>
[[Leave!->Village1-Intro][$pe=3]]
<<elseif $pe eq 15>>
[[Leave!->Village1-Intro][$pe=3]]
<</if>>
<</if>><<if $pe eq 0>>
<img src="Images/Locations/vill_tavern.jpg" width=550 >
Upon entering, you're greeted by a somber, almost oppressive atmosphere. The tavern is filled with a quiet murmur of hushed conversations, punctuated by the occasional sigh or mournful laugh. The air is thick with the scent of stale ale and the acrid tang of smoke, a stark contrast to the usual warmth and conviviality found in such establishments.
[[Go back->Village1-Intro][$pe=3]]
[[Wait here->Village1_TRN][$pe=1]]
[[Talk with barman->Village1_TRN][$pe=2]]
<<elseif $pe eq 1>>
You stand near the bar, keeping a low profile and blending in with the surroundings. As you listen carefully, you notice that the conversations around you begin to shift, revealing more about the village's struggles and the people's fears.
[[Go back->Village1_TRN][$pe=0]]
<<elseif $pe eq 2>>
Despite his tired appearance, he greets you with a warm, albeit forced, smile. You decide to strike up a conversation with him.
The barman hesitates for a moment, his eyes scanning the room as if weighing the potential risks of speaking with a stranger. Finally, he nods and leans in closer, lowering his voice to ensure that only you can hear him.
He shares with you the recent hardships the village has faced, from the increasing bandit raids to the strange behavior of the villagers. There's a sense of unease in his voice as he speaks of a mysterious figure lurking in the shadows, preying on the weak.
[[Go back->Village1_TRN][$pe=0]]
<</if>>
\
\
<<if $village_priest eq 0 and $pe eq 0>>
You move cautiously, using all your senses to stay alert for any signs of the raiders.
The journey to the suspected bandit camp is fraught with tension. Every rustle in the bushes and every snap of a twig makes your heart race. You stick to the shadows, avoiding open spaces where you might be easily spotted.
Finally, you reach the outskirts of the bandit camp. Hidden behind a cluster of trees, you observe the raiders from a safe distance. The camp is a chaotic mix of tents and makeshift shelters, with a central fire pit where several raiders are gathered, laughing and drinking.
<img src="Images/Locations/vill_bcamp.jpg" style="width: 100%">
You take note of their numbers, their weapons, and any potential weaknesses in their defenses. You also listen carefully to their conversations, hoping to glean any useful information about their plans or motivations.
As you watch and listen, you begin to formulate a plan. You could return to Vintnerdale with the information you've gathered, helping the villagers prepare more effectively.<<if $vill1_bc_sabo eq 0>> Alternatively, you might consider a daring move—sabotaging the raiders' supplies. <</if>>
[[Return to village->Village1-Intro][$pe=3]]
\
<<if $vill1_bc_sabo eq 0>>
<<link "Sabotage supplies" "Village1_BGC">> <<set $pe to 1>> <</link>>
<</if>>
\
<<elseif $pe eq 1 and $village_priest eq 0>>
As you observe the bandit camp from your hidden vantage point, you notice a cluster of tents and makeshift shelters that seem to be serving as the raiders' supply depot. The area is guarded, but the sentries appear to be more interested in their drinking and revelry than in maintaining vigilant watch.
Seeing an opportunity, you decide to sabotage the raiders' supplies, hoping to weaken their forces and give Vintnerdale a better chance of defending itself. You wait patiently for the right moment, watching the guards' patterns and looking for any gaps in their surveillance.
Finally, the moment comes. The guards are distracted, their attention drawn elsewhere. You slip silently from your hiding spot and make your way towards the supply depot, sticking to the shadows and moving with careful, deliberate steps.
Once inside the supply area, you act quickly and efficiently. You contaminate their food and water supplies with a pouch of foul-smelling herbs you found in the woods, rendering them inedible. You slice open bags of grain, letting the contents spill out onto the ground. You break and scatter their weapons and tools, making them difficult to repair or replace.
As you work, you keep one eye on the guards, ready to melt back into the shadows if they show any sign of returning.
Just as you finish your sabotage, you hear the sound of approaching footsteps. You quickly hide behind a stack of crates, holding your breath as a group of raiders passes by, none the wiser to your presence.
With the supplies successfully sabotaged, you slip away from the camp, unnoticed and unharmed. As you make your way back to [[village->Village1-Intro][$pe=3]]
<<set $vill1_bc_sabo to 1>>
\
\
<<elseif $village_priest eq 1 and $pe eq 0>>
<<set $vill1_bc_sabo to 2>>
As you make your way back to the bandit camp, the weight of your recent actions presses heavily on your mind. You had taken the drastic step of eliminating the corrupted priest, hoping to sever the dark influence that had been plaguing Vintnerdale. Now, you approach the raiders' camp with a mix of caution and anticipation, unsure of what you might find.
As you near the camp, the usual sounds of raucous laughter and clanging metal are noticeably absent. Instead, an eerie silence hangs in the air, punctuated only by the distant rustling of leaves and the occasional caw of a crow. You move cautiously, your senses on high alert, ready for any sign of danger.
Upon entering the camp, you are met with a shocking sight. Many of the raiders lie motionless on the ground, their bodies contorted in unnatural positions. Some appear to have perished in agony, their faces frozen in expressions of pain and terror. The camp, once a hive of activity, now feels like a graveyard.
<img src="Images/Locations/vill_bcamp1.jpg" style="width: 100%">
You proceed with caution, examining the bodies and the surroundings. It becomes clear that the raiders were not merely defeated in battle; they seem to have been struck down by some dark force. Their skin is marked with strange, twisted symbols, and their eyes are clouded with an otherworldly hue.
As you explore further, you find remnants of dark rituals and unholy artifacts scattered throughout the camp. It becomes evident that the corrupted priest had been using the raiders as his minions, binding them to his will through dark magic. With his death, the spell that held them in thrall appears to have been broken, leaving them to succumb to the corrupting influence that had been sustaining them.
The immediate threat to Vintnerdale has been neutralized.
As you leave the bandit camp, you can't help but feel a sense of accomplishment mixed with a lingering dread. The corrupted priest's reign of terror has ended, but the shadows of his influence still linger. You return to Vintnerdale, determined to share the news with [[Elder...->Village1-Intro][$pe=3]]
<</if>>
<b>Bad Ending #1</b>
The priest's grin widens as he senses your surrender, and the air in the chapel seems to grow even heavier with malevolence.
<<Ezekiel1 "Excellent, You have made a wise choice, and you shall be rewarded for your loyalty.">>
As you kneel before the corrupted priest, he begins to chant once more, invoking the power of Morkath to seal your pact. The candles flicker wildly, casting eerie shadows on the walls, and the air around you crackles with dark energy.
With each passing moment, you can feel your own divine power being twisted and corrupted, reshaped to serve the will of the Dark Devourer. Your new role as a servant to the forces of Morkath becomes clear, as you are forced to submit to the priest and his followers in the most degrading and depraved ways.
You are subjected to their every sexual desire, your body used as a vessel for their pleasure. The once-sacred act of intimacy is now a tool for your humiliation and degradation, as you are made to serve the whims of the corrupted priest and his followers.
<img src="Images/Action/bad_end.jpg" style="width: 100%">
<<if $pe eq 0>>
<<if $vill1_bc_sabo neq 3>>
[[Talk about crops withering->Vill1_Chief][$pe=1]]
[[Talk about raiders->Vill1_Chief][$pe=2]]
<<if $vill1_bc_sabo eq 2>>
[[Talk about raiders camp->Vill1_Chief][$pe=4]]
<</if>>
<<else>>
<<VillageHead1 "What brings you here, our savior?">>
[[Go back->Village1-Intro][$pe=3]]
<</if>>
[[Go back->Village1-Intro][$pe=3]]
<<elseif $pe eq 1>>
<<HeroTalk "The crops are withering, and the livestock seem to be dying off. Do you have any idea what's causing this?">>
<<VillageHead1 "It's not just the raiders that are troubling us. There's a darkness spreading through Vintnerdale, a blight that seems to be affecting everything.">>
He pauses, gathering her thoughts before continuing.
<<VillageHead1 "Some of the villagers have been whispering about a curse, a dark force that has taken root in our lands.">>
[[Go back->Vill1_Chief][$pe=0]]
<<elseif $pe eq 2>>
<<if $vill1_bc_sabo eq 1>>
<<HeroTalk "I ventured near the bandit camp to gather information. The raiders are well-organized and their numbers are significant. They have supplies and weapons, but I managed to sabotage some of their resources to weaken their forces.">>
<<VillageHead1 "That's a bold move, and a risky one. But it may give us the edge we need. That's excellent work. But we must still prepare for the worst. The raiders are cunning and ruthless, and they won't give up easily.">>
<<HeroTalk "We need to fortify our defenses and ensure that every villager is prepared to fight if necessary. We should also consider setting traps and ambushes around the village to catch the raiders off guard.">>
[[Go back->Vill1_Chief][$pe=0]]
<<else>>
<<VillageHead1 "The raiders have been a scourge on our lands for some time now. They strike without warning, taking what they want and leaving destruction in their wake. Our crops have been burned, our livestock stolen, and our people have suffered greatly.">>
<<VillageHead1 "They seem to be well-organized and ruthless. We've tried to defend ourselves, but our efforts have been scattered and disorganized. We need a unified plan if we are to stand any chance against them.">>
[[Go back->Vill1_Chief][$pe=0]]
<</if>>
<<elseif $pe eq 4>>
<<VillageHead1 "You've returned, and I can see that you have much to tell me. What have you discovered?">>
<<HeroTalk "I have news that will bring both relief and concern. I ventured to the bandit camp, and what I found there was... unsettling.">>
<<VillageHead1 "Unsettling? In what way?">>
<<HeroTalk "Most of the raiders are dead. It seems that the corrupted priest had been using them as his minions, binding them to his will through dark magic. With his death, the spell that held them in thrall was broken, and they succumbed to the corruption that had been sustaining them.">>
<<VillageHead1 "You've done well, my friend. Your actions have saved Vintnerdale from a great evil">>
<<set $vill1_bc_sabo to 3>>
[[Go back->Vill1_Chief][$pe=0]]
<</if>>\<<if $pe eq 7>>
[[Go back->Managment][$pe=0]]
<<link "Reset assigned followers" "revMANAGMENT">><<set $gathererAction to 0>><<set $wood_gatherer = 0>><<set $stone_gatherer = 0>><<set $food_gatherer = 0>><<set $herbs_gatherer = 0>><</link>>
<<set $available_followers = $believers - $wood_gatherer - $stone_gatherer -$food_gatherer - $herbs_gatherer - $guard_duty - $training_duty - $trading_duty>><div style="text-align: center;"><b>Available followers : $available_followers </b></div>
<table class="stat-table">
<tr>
<th>Resource</th>
<th>Describtion</th>
<th>Assign</th>
</tr>
<tr>
<td><b>Wood</b></td>
<td>Versatile and plentiful, wood is a fundamental resource used in construction, crafting, and fueling fires. Harvested from nearby forests or lumber mills, wood can be used to build structures, craft weapons and tools, and provide warmth during cold nights. <b>Currently you have $wood units of wood</b></td>
<td><<if $available_followers gt 0>><<textbox "$gathererAction" 0 >> <<link "Assign" "revMANAGMENT">> <<if $gathererAction gt $available_followers>><<set $gathererAction to 0>><<run Dialog.wiki("You don't have enough available followers.")>><<run Dialog.open()>><<else>><<set $gathererAction to Number($gathererAction)>><<set $wood_gatherer = $wood_gatherer + $gathererAction>><<set $available_followers = $available_followers - $gathererAction>> <<set $previousDay to $currentDay>>
<</if>>
<</link>>
<b>Currently assigned: </b> $wood_gatherer<<else>>
You don't have any available followers!
<b>Currently assigned: </b> $wood_gatherer<</if>>
<br>
</td>
</tr>
<tr>
<td><b>Stone</b></td>
<td>Essential for construction and fortification, stone is a sturdy and durable material used to build structures such as walls, towers, and fortresses. Quarried from nearby mountains or gathered from rocky outcrops, stone is a valuable resource for expanding and fortifying your base. <b>Currently you have $stone units of stone</b></td>
<td><<if $available_followers gt 0>><<textbox "$gathererAction" 0 >><<link "Assign" "revMANAGMENT">> <<if $gathererAction gt $available_followers>><<set $gathererAction to 0>><<run Dialog.wiki("You don't have enough available followers.")>><<run Dialog.open()>><<else>><<set $gathererAction to Number($gathererAction)>><<set $stone_gatherer = $stone_gatherer + $gathererAction>><<set $available_followers = $available_followers - $gathererAction>><<set $previousDay to $currentDay>><</if>><</link>>
<b>Currently assigned: </b> $stone_gatherer
<<else>>
You don't have any available followers!
<b>Currently assigned: </b> $stone_gatherer<</if>><br>
</td>
</tr>
<tr>
<td><b>Food</b></td>
<td>Sustenance is vital for the survival of your party, and food provides the energy and nourishment needed to sustain them during their journey. Gathered from hunting, fishing, farming, or foraging, food sources include meat, fish, grains, fruits, and vegetables, ensuring that your party remains fed and energized as they explore the world. <b>Currently you have $food units of food</b></td>
<td><<if $available_followers gt 0>><<textbox "$gathererAction" 0 >><<link "Assign" "revMANAGMENT">> <<if $gathererAction gt $available_followers>><<set $gathererAction to 0>><<run Dialog.wiki("You don't have enough available followers.")>><<run Dialog.open()>><<else>><<set $gathererAction to Number($gathererAction)>><<set $food_gatherer = $food_gatherer + $gathererAction>><<set $available_followers = $available_followers - $gathererAction>><<set $previousDay to $currentDay>><</if>><</link>>
<b>Currently assigned: </b> $food_gatherer
<<else>>
You don't have any available followers!
<b>Currently assigned: </b> $food_gatherer<</if>><br>
</td>
</tr>
<tr>
<td><b>Herbs</b></td>
<td>Valuable for their medicinal properties and alchemical uses, herbs are essential for maintaining the health and well-being of your party. Found in the wild or cultivated in herb gardens, herbs can be used to craft healing potions, antidotes, and other remedies to treat injuries, illnesses, and ailments. <b>Currently you have $herbs units of herbs</b></td>
<td><<if $available_followers gt 0>><<textbox "$gathererAction" 0 >><<link "Assign" "revMANAGMENT">> <<if $gathererAction gt $available_followers>><<set $gathererAction to 0>><<run Dialog.wiki("You don't have enough available followers.")>><<run Dialog.open()>><<else>><<set $gathererAction to Number($gathererAction)>><<set $herbs_gatherer = $herbs_gatherer + $gathererAction>><<set $available_followers = $available_followers - $gathererAction>><<set $previousDay to $currentDay>><</if>><</link>>
<b>Currently assigned: </b> $herbs_gatherer
<<else>>
You don't have any available followers!
<b>Currently assigned: </b> $herbs_gatherer<</if>><br>
</td>
</tr>
</table>
[[Go back->Managment][$pe=0]]
<</if>>
[[Go back->Managment][$pe=0]
<i>Assigned followers task will reset every day</i><<if $seen_managment is "false">>
<<if $previousDay eq ($currentDay - 1)>>
Your followers gathered <<print ($wood_gatherer + random(1, 4)) * $blessing_productivity>> wood units.
<<set $wood += ($wood_gatherer + random(1, 4)) * $blessing_productivity>>
Your followers gathered <<print ($stone_gatherer + random(1, 4)) * $blessing_productivity>> stone units.
<<set $stone += ($stone_gatherer + random(1, 4)) * $blessing_productivity>>
Your followers gathered <<print ($food_gatherer + random(1, 4)) * $blessing_productivity>> food units.
<<set $food += ($food_gatherer + random(1, 4)) * $blessing_productivity>>
Your followers gathered <<print ($herb_gatherer + random(1, 4)) * $blessing_productivity>> herbs units.
<<set $herbs += ($herbs_gatherer + random(1, 4)) * $blessing_productivity>>
<<set $gathererAction to 0>><<set $wood_gatherer = 0>><<set $stone_gatherer = 0>><<set $food_gatherer = 0>><<set $herbs_gatherer = 0>><<set $seen_managment to "true">>
<</if>>
<</if>><<set $available_followers = $believers - $wood_gatherer - $stone_gatherer -$food_gatherer - $herbs_gatherer - $guard_duty - $training_duty - $trading_duty>><div style="text-align: center;"><b>Available followers : $available_followers </b></div>
<table class="stat-table">
<tr>
<th>Resource</th>
<th>Describtion</th>
<th>Assign</th>
</tr>
<tr>
<td><b>Wood</b></td>
<td>Versatile and plentiful, wood is a fundamental resource used in construction, crafting, and fueling fires. Harvested from nearby forests or lumber mills, wood can be used to build structures, craft weapons and tools, and provide warmth during cold nights. <b>Currently you have $wood units of wood</b></td>
<td><<if $available_followers gt 0>><<textbox "$gathererAction" 0 >> <<link "Assign" "Managment">> <<if $gathererAction gt $available_followers>><<set $gathererAction to 0>><<run Dialog.wiki("You don't have enough available followers.")>><<run Dialog.open()>><<else>><<set $gathererAction to Number($gathererAction)>><<set $wood_gatherer = $wood_gatherer + $gathererAction>><<set $available_followers = $available_followers - $gathererAction>> <<set $previousDay to $currentDay>>
<</if>>
<</link>>
<b>Currently assigned: </b> $wood_gatherer<<else>>
You don't have any available followers!
<b>Currently assigned: </b> $wood_gatherer<</if>>
<br>
</td>
</tr>
<tr>
<td><b>Stone</b></td>
<td>Essential for construction and fortification, stone is a sturdy and durable material used to build structures such as walls, towers, and fortresses. Quarried from nearby mountains or gathered from rocky outcrops, stone is a valuable resource for expanding and fortifying your base. <b>Currently you have $stone units of stone</b></td>
<td><<if $available_followers gt 0>><<textbox "$gathererAction" 0 >><<link "Assign" "Managment">> <<if $gathererAction gt $available_followers>><<set $gathererAction to 0>><<run Dialog.wiki("You don't have enough available followers.")>><<run Dialog.open()>><<else>><<set $gathererAction to Number($gathererAction)>><<set $stone_gatherer = $stone_gatherer + $gathererAction>><<set $available_followers = $available_followers - $gathererAction>><<set $previousDay to $currentDay>><</if>><</link>>
<b>Currently assigned: </b> $stone_gatherer
<<else>>
You don't have any available followers!
<b>Currently assigned: </b> $stone_gatherer<</if>><br>
</td>
</tr>
<tr>
<td><b>Food</b></td>
<td>Sustenance is vital for the survival of your party, and food provides the energy and nourishment needed to sustain them during their journey. Gathered from hunting, fishing, farming, or foraging, food sources include meat, fish, grains, fruits, and vegetables, ensuring that your party remains fed and energized as they explore the world. <b>Currently you have $food units of food</b></td>
<td><<if $available_followers gt 0>><<textbox "$gathererAction" 0 >><<link "Assign" "Managment">> <<if $gathererAction gt $available_followers>><<set $gathererAction to 0>><<run Dialog.wiki("You don't have enough available followers.")>><<run Dialog.open()>><<else>><<set $gathererAction to Number($gathererAction)>><<set $food_gatherer = $food_gatherer + $gathererAction>><<set $available_followers = $available_followers - $gathererAction>><<set $previousDay to $currentDay>><</if>><</link>>
<b>Currently assigned: </b> $food_gatherer
<<else>>
You don't have any available followers!
<b>Currently assigned: </b> $food_gatherer<</if>><br>
</td>
</tr>
<tr>
<td><b>Herbs</b></td>
<td>Valuable for their medicinal properties and alchemical uses, herbs are essential for maintaining the health and well-being of your party. Found in the wild or cultivated in herb gardens, herbs can be used to craft healing potions, antidotes, and other remedies to treat injuries, illnesses, and ailments. <b>Currently you have $herbs units of herbs</b></td>
<td><<if $available_followers gt 0>><<textbox "$gathererAction" 0 >><<link "Assign" "Managment">> <<if $gathererAction gt $available_followers>><<set $gathererAction to 0>><<run Dialog.wiki("You don't have enough available followers.")>><<run Dialog.open()>><<else>><<set $gathererAction to Number($gathererAction)>><<set $herbs_gatherer = $herbs_gatherer + $gathererAction>><<set $available_followers = $available_followers - $gathererAction>><<set $previousDay to $currentDay>><</if>><</link>>
<b>Currently assigned: </b> $herbs_gatherer
<<else>>
You don't have any available followers!
<b>Currently assigned: </b> $herbs_gatherer<</if>><br>
</td>
</tr>
</table>
[[Go back->Managment][$pe=0]
<<link "Go back" "Camp">><</link>>
Barracks are empty. People have a lot tasks to do, you know?<<if typeof $abc === "undefined" or !$abc>>
<<set $abc = ["1", "2", "3", "4", "5", "6", "7"]>>
<</if>>
<<if $abc.length > 0>>
<<set $current = $abc.random()>>
<<switch $current>>
<<case "1">>
As you wander through the village, you notice a peculiar stone in the wall of one of the homes. Upon closer inspection, you discover a hidden compartment containing a small treasure trove. Inside, you find a collection of gold coins.
<<set $gold += random(10, 69)>>
<<if $time eq "Morning">><<set $time = "Noon">><<elseif $time eq "Noon">><<set $time = "Afternoon">><<elseif $time eq "Afternoon">><<set $time = "Evening">><<elseif $time eq "Evening">><<set $time = "Night">><</if>>
[[Go back->Village1-Intro][$pe=3]]
<!-- Keep this event in the pool, do not remove from $abc -->
<<case "2">>
Tucked away in a quiet corner of the village, you come across a serene chapel. The chapel's stained-glass windows cast a kaleidoscope of colors onto the worn stone floor. Inside, you find a few villagers deep in prayer.
<<if $village1_chapel == 0>>
<<set $village1_chapel to 1>>
<</if>>
[[Go back->Village1-Intro][$pe=3]]
<<if $time eq "Morning">><<set $time = "Noon">><<elseif $time eq "Noon">><<set $time = "Afternoon">><<elseif $time eq "Afternoon">><<set $time = "Evening">><<elseif $time eq "Evening">><<set $time = "Night">><</if>>
<!-- Remove this event from the pool -->
<<set $abc.delete("2")>>
<<case "3">>
You stumble upon a hole hidden in a discreet location within the village. The hole is cleverly concealed within the wall of an unassuming shed.
<<if $village1_gloryhole == 0>>
<<set $village1_gloryhole to 1>>
<</if>>
<<if $time eq "Morning">><<set $time = "Noon">><<elseif $time eq "Noon">><<set $time = "Afternoon">><<elseif $time eq "Afternoon">><<set $time = "Evening">><<elseif $time eq "Evening">><<set $time = "Night">><</if>>
[[Go back->Village1-Intro][$pe=3]]
<!-- Remove this event from the pool -->
<<set $abc.delete("3")>>
<<case "4">>
<<if $village_priest eq 0>>
As you pass by a bustling market stall, you overhear a villager expressing their gratitude for the priest's guidance during these troubled times. This piques your interest.
<<set $village1_clues1 to 1>>
[[Go back->Village1-Intro][$pe=3]]
<<elseif $village_priest eq 1>>
As you walk through the village, you notice small groups of villagers huddled together, engaged in hushed conversations. The atmosphere is a mix of relief and disbelief, with the weight of recent revelations hanging heavily in the air. The villagers exchange glances filled with gratitude and concern, their body language reflecting the complex emotions that have gripped the community.
You can sense the shift in the village's mood—a palpable change brought about by the exposure of the corrupted priest. The villagers seem to be discussing the shocking truth, their expressions a blend of shock, relief, and gratitude. It's clear that your actions have had a profound impact on Vintnerdale, and the villagers are beginning to process the implications of the priest's corruption.
[[Go back->Village1-Intro][$pe=3]]
<</if>>
<<case "5">>
While walking near the village outskirts, you hear two villagers discussing a recent incident in which the chapel miraculously escaped a bandit attack.
<<set $village1_clues2 to 1>>
[[Go back->Village1-Intro][$pe=3]]
<!-- Remove this event from the pool -->
<<set $abc.delete("5")>>
<<case "6">>
As you continue to explore the village, you can't help but notice a crazed man wandering the streets, muttering to himself and occasionally shouting at the top of his lungs. His wild eyes and disheveled appearance make it clear that he's not quite right in the head, but there's something about his words that catches your attention.
<<InsaneVillager "The end is near! The evil emissary walks among us, disguised as a shepherd! He'll lead us all to ruin">> <<set $village1_clues3 to 1>>
[[Go back->Village1-Intro][$pe=3]]
<!-- Remove this event from the pool -->
<<set $abc.delete("6")>>
<<case "7">>
You come across a lively tavern nestled among the village buildings.
<<set $village1_tavern to 1>>
[[Go back->Village1-Intro][$pe=3]]
<!-- Remove this event from the pool -->
<<set $abc.delete("7")>>
<</switch>>
<</if>>
<<if $abc.length == 0>>
All the events in this village have been explored.
<</if>>