code:
:: Livestock Passout
<<effects>>

<<npc Remy>><<generate2>><<generate3>>

You awaken in a dingy windowless room, the stone walls lit only by a flaming torch held by a <<person2>><<person>>. <<He>> and a <<person3>><<person>> stand, looking down at you. You're lying on a bed of straw.

<<person1>>"Awake I see," says a voice. It's Remy. <<He>> walks down a set of stone steps leading into the room, and kneels beside you. "We found you passed out. You caused quite the worry, but my examination found no problems. Just a stress response." <<He>> strokes your hair. "You need to stop worrying. You're safe here."

<<link [[Listen|Livestock Passout 2]]>><<set $phase to 0>><<livestock_obey 1>><<transform cow 1>><</link>><<gobey>>

<<link [[Push away|Livestock Passout 2]]>><<set $phase to 1>><<livestock_obey -1>><<trauma -6>><</link>><<lobey>><<ltrauma>>

:: Livestock Passout 2
<<effects>>

<<if $phase is 1>>
	You push <<his>> hand away. The farmhands glance at each other. "That's no way to treat your master," Remy says.

<</if>>

<<if $bodywritingLvl gte 3>>
	<<if $skin.right_bottom.special isnot "cattle" and $skin.right_bottom.pen isnot "brand" and $skin.right_bottom.pen isnot "tattoo" and $skin.right_bottom.pen isnot "magic" and $skin.right_bottom.special isnot "bestiality">>
		<<set _bodypart to "right_bottom">>
		<<livestock_bodywriting>>
		"I've decided to mark you more appropriately," <<he>> continues, pulling you to your feet. "To help you fit in. Look behind you." You do so, and see a tall mirror. There's a new <<tattoo right_bottom>> on your <<bottom>>.
	<<elseif $skin.left_thigh.special isnot "cattle" and $skin.left_thigh.pen isnot "brand" and $skin.left_thigh.pen isnot "tattoo" and $skin.left_thigh.pen isnot "magic" and $skin.left_thigh.special isnot "bestiality">>
		<<set _bodypart to "left_thigh">>
		<<livestock_bodywriting>>
		"I've decided to mark you more appropriately," <<he>> continues, pulling you to your feet. "To help you fit in." <<He>> points at your thighs. You look down, and see a new <<tattoo left_thigh>> on your skin.
	<<elseif $skin.right_thigh.special isnot "cattle" and $skin.right_thigh.pen isnot "brand" and $skin.right_thigh.pen isnot "tattoo" and $skin.right_thigh.pen isnot "magic" and $skin.right_thigh.special isnot "bestiality">>
		<<set _bodypart to "right_thigh">>
		<<livestock_bodywriting>>
		"I've decided to mark you more appropriately," <<he>> continues, pulling you to your feet. "To help you fit in." <<He>> points at your thighs. You look down, and see a new <<tattoo right_thigh>> on your skin.
	<<elseif $skin.pubic.special isnot "cattle" and $skin.pubic.pen isnot "brand" and $skin.pubic.pen isnot "tattoo" and $skin.pubic.pen isnot "magic" and $skin.pubic.special isnot "bestiality">>
		<<set _bodypart to "pubic">>
		<<livestock_bodywriting>>
		"I've decided to mark you more appropriately," <<he>> continues, pulling you to your feet. "To help you fit in." <<He>> points at your <<genitals 1>>. You look down, and see a new <<tattoo pubic>> on your skin.
	<<elseif $skin.back.special isnot "cattle" and $skin.back.pen isnot "brand" and $skin.back.pen isnot "tattoo" and $skin.back.pen isnot "magic" and $skin.back.special isnot "bestiality">>
		<<set _bodypart to "back">>
		<<livestock_bodywriting>>
		"I've decided to mark you more appropriately," <<he>> continues, pulling you to your feet. "To help you fit in. Look behind you." You do so, and see a tall mirror. There's a new <<tattoo back>> on your back.
	<<elseif $skin.breasts.special isnot "cattle" and $skin.breasts.pen isnot "brand" and $skin.breasts.pen isnot "tattoo" and $skin.breasts.pen isnot "magic" and $skin.breasts.special isnot "bestiality">>
		<<set _bodypart to "breasts">>
		<<livestock_bodywriting>>
		"I've decided to mark you more appropriately," <<he>> continues, pulling you to your feet. "To help you fit in." <<He>> points at your <<breasts>>. You look down, and see a new <<tattoo breasts>> on your skin.
	<<elseif $skin.left_shoulder.special isnot "cattle" and $skin.left_shoulder.pen isnot "brand" and $skin.left_shoulder.pen isnot "tattoo" and $skin.left_shoulder.pen isnot "magic" and $skin.left_shoulder.special isnot "bestiality">>
		<<set _bodypart to "left_shoulder">>
		<<livestock_bodywriting>>
		"I've decided to mark you more appropriately," <<he>> continues, pulling you to your feet. "To help you fit in." <<He>> points at your shoulder. You look down, and see a new <<tattoo left_shoulder>> on your skin.
	<<elseif $skin.right_shoulder.special isnot "cattle" and $skin.right_shoulder.pen isnot "brand" and $skin.right_shoulder.pen isnot "tattoo" and $skin.right_shoulder.pen isnot "magic" and $skin.right_shoulder.special isnot "bestiality">>
		<<set _bodypart to "right_shoulder">>
		<<livestock_bodywriting>>
		"I've decided to mark you more appropriately," <<he>> continues, pulling you to your feet. "To help you fit in." <<He>> points at your shoulder. You look down, and see a new <<tattoo right_shoulder>> on your skin.
	<<elseif $skin.left_cheek.special isnot "cattle" and $skin.left_cheek.pen isnot "brand" and $skin.left_cheek.pen isnot "tattoo" and $skin.left_cheek.pen isnot "magic" and $skin.left_cheek.special isnot "bestiality">>
		<<set _bodypart to "left_cheek">>
		<<livestock_bodywriting>>
		"I've decided to mark you more appropriately," <<he>> continues, pulling you to your feet. "To help you fit in." <<He>> holds up a mirror. There's a new <<tattoo left_cheek>> on your left cheek.
	<<elseif $skin.right_cheek.special isnot "cattle" and $skin.right_cheek.pen isnot "brand" and $skin.right_cheek.pen isnot "tattoo" and $skin.right_cheek.pen isnot "magic" and $skin.right_cheek.special isnot "bestiality">>
		<<set _bodypart to "right_cheek">>
		<<livestock_bodywriting>>
		"I've decided to mark you more appropriately," <<he>> continues, pulling you to your feet. "To help you fit in." <<He>> holds up a mirror. There's a new <<tattoo right_cheek>> on your right cheek.
	<<elseif $skin.forehead.special isnot "cattle" and $skin.forehead.pen isnot "brand" and $skin.forehead.pen isnot "tattoo" and $skin.forehead.pen isnot "magic" and $skin.forehead.special isnot "bestiality">>
		<<set _bodypart to "forehead">>
		<<livestock_bodywriting>>
		"I've decided to mark you more appropriately," <<he>> continues, pulling you to your feet. "To help you fit in." <<He>> holds up a mirror. There's a new <<tattoo forehead>> on your forehead.
	<<else>>
		<<He>> pulls you to your feet, examining the myriad tattoos covering your body. <<if $uncomfortable.nude is true>><<covered>><</if>>
	<</if>>

<<else>>
	<<He>> pulls you to your feet, examining you from head to toe. <<if $uncomfortable.nude is true>><<covered>><</if>>

<</if>>

<<link [[Next|Livestock Passout 3]]>><</link>>

:: Livestock Passout 3
<<effects>>

You're led up the stairs, and emerge
<<if $daystate is "night">>
	beneath a dark sky.
<<elseif $daystate is "dusk">>
	beneath a darkening sky.
<<elseif $daystate is "dawn">>
	beneath an orange sky.
<<else>>
	<<if $weather is "rain">>
		in the rain.
	<<elseif $weather is "clear">>
		into sunlight.
	<<elseif $weather is "snow">>
		into the snow.
	<<else>>
		into daylight.
	<</if>>
<</if>>
<<if $hour lte 5 or $hour gte 18>>
	Remy pulls you toward the large barn, and returns you to your cell.
	<<if $livestock_muzzle is 1 and !$worn.face.type.includes("gag")>>
		<<He>> stops only to tie a muzzle around your head.<<facewear 17>>
	<</if>>

	The gate clanks shut behind you.

	<<link [[Next|Livestock Cell]]>><<endevent>><</link>>

<<else>>
	Remy pulls you toward the cattle field.
	<<if $worn.face.type.includes("gag")>>
		<<He>> stops only to remove your $worn.face.name.
		<<set $worn.face.type.push("broken")>>
		<<faceruined>>
	<</if>>

	The gate clanks shut behind you.

	<<link [[Next|Livestock Field]]>><<endevent>><</link>>

<</if>>


code:
:: Widgets Livestock [widget]
<<widget "livestock_sleep">>
<<if !_preventUpdate and !$autosavedisabled>>
	<<run Save.autosave.save(null, {"saveId":$saveId, "saveName":$saveName})>>
	<<run setSaveDetail("autosave",{"saveId":$saveId,"saveName":$saveName})>>
<</if>>
<<if $hour is 21>>
	<<set _livestock_sleep to 9>>
<<elseif $hour is 22>>
	<<set _livestock_sleep to 8>>
<<elseif $hour is 23>>
	<<set _livestock_sleep to 7>>
<<else>>
	<<set _livestock_sleep to (6 - $hour)>>
<</if>>
<<for _l to 0; _l lt _livestock_sleep; _l++>>
	<<pass 60>>
	<<set $sleepStat++>>
	<<effectstime>>
	<<if $sleeptrouble is 1 and $controlled is 0>>
		<<set $tiredness -= 200>>
	<<else>>
		<<set $tiredness -= 250>>
	<</if>>
<</for>>
<</widget>>

<<widget "livestock_init">>
<<set $livestock_river to 1>>
<<set $livestock_fence to 1>>
<<set $livestock_grass to 1>>
<</widget>>

<<widget "livestock_end">>
<<unset $livestock_muzzle>>
<<unset $livestock_dig>>
<</widget>>

<<widget "livestock_cows">>
<<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f")>>
	<<if $malechance is 0>>
		<<set _text_output to "cowgirls">>
	<<elseif $malechance is 100>>
		<<set _text_output to "bullboys">>
	<<else>>
		<<set _text_output to "cowgirls and bullboys">>
	<</if>>
<<else>>
	<<set _text_output to "cows">>
<</if>>
<<print _text_output>>
<</widget>>

<<widget "livestock_horse">>
<<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f") or ($bestialitydisable is "t")>>
	<<set _text_output to "centaur">>
<<else>>
	<<set _text_output to "stallion">>
<</if>>
<<print _text_output>>
<</widget>>

<<widget "livestock_obey_description">>
<<if $livestock_obey gte 100>>
	The farmhands don't give you a second look. As far as they're concerned, you're a domesticated member of the herd.
<<elseif $livestock_obey gte 80>>
	The farmhands don't pay you much attention. They expect no trouble.
<<elseif $livestock_obey gte 60>>
	The farmhands glance at you now and then, but don't seem concerned about your behaviour.
<<elseif $livestock_obey gte 40>>
	The farmhands keep a cautious eye on you.
<<elseif $livestock_obey gte 20>>
	The farmhands watch you warily from behind the fence.
<<elseif $livestock_obey gte 1>>
	The farmhands watch you, expecting trouble.
<<else>>
	The farmhands watch you, expecting an escape attempt.
<</if>>
<</widget>>

<<widget "livestock_overhear">>
<<generate1>><<generate2>><<person1>>
You overhear two farmhands talking behind the fence.
<<cleareventpool>>
<<addinlineevent "livestock_overhear 1">>
	"How does Remy keep that herd of beasts under control?" a <<person>> asks.

	"No clue," a <<person2>><<person>> responds. "They won't respond to anyone else."

	"Have you seen them at full gallop?"

	"Aye. Cow got free once, and Remy chased it down on one. Was terrifying to see."

	They walk out of earshot.

<</addinlineevent>>

<<addinlineevent "livestock_overhear 2">>
	"Remy's a stingy bastard," a <<person>> says, looking over <<his>> shoulder.

	"Aye," a <<person2>><<person>> responds. "Especially with the animals. Treats apples like they're fucking gold."

	"I ate an apple in front of those horses once. The way they looked at it, I almost felt bad."

	They walk out of earshot.

<</addinlineevent>>

<<addinlineevent "livestock_overhear 3">>
	"Where'd you think the milk ends up?" a <<person>> asks.

	"Where'd you think?" a <<person2>><<person>> responds. "In a supermarket. Where else?"

	"No, I mean the," <<person1>><<he>> looks over <<his>> shoulder. "The milk from the special cattle. I'm not drinking it with my tea am I?"

	"I know some gets processed elsewhere. Don't know more than that."

	They walk out of earshot.

<</addinlineevent>>

<<addinlineevent "livestock_overhear 4">>
	"Heard more strange noises last night," a <<person>> says. "From the south."

	"Just some animal," a <<person2>><<person>> responds. "A wolf, at worst. What, you scared?"

	"You haven't heard it. I'm telling you. Like a screech. I'm asking Remy to change my hours."

	They walk out of earshot.

<</addinlineevent>>

<<addinlineevent "livestock_overhear 5">>
	"There's no way," a <<person>> says. "One of the teachers would step in."

	"They don't though," a <<person2>><<person>> responds. "Maybe they don't know. Check it out yourself if you don't believe me."

	"You know I don't like that part of town. Smells like shit."

	"Doesn't smell like any shit I've known."

	They walk out of earshot.

<</addinlineevent>>

<<addinlineevent "livestock_overhear 6">>
	"That doctor makes me uncomfortable," a <<person>> says.

	"The kid?" a <<person2>><<person>> laughs. "Don't be daft."

	"<<nnpc_Hes "Harper">> too nice for a place like this. Something's not right."

	"I think you're just afraid of doctors."

	They walk out of earshot.

<</addinlineevent>>

<<addinlineevent "livestock_overhear 7">>
	"Where'd they get new <<girls>> anyway?" a <<person>> asks. "Just grab em off the street?"

	"Remy knows a few sellers," a <<person2>><<person>> responds. "Dunno how they get them. Police sometimes throw trash our way."

	"Explains the squad car. Thought they were just shaking us down."

	"They probably were."

	They walk out of earshot.

<</addinlineevent>>

<<addinlineevent "livestock_overhear 8">>
	"That new <<girl>> is cute," a <<person>> says.

	"That new <<if $player.gender_appearance is "m">>bull<<else>>cow<</if>> you mean," a <<person2>><<person>> responds.

	"Right. Tasty looking thing."

	"Just don't get any ideas. Remy don't like us interfering."

	They walk out of earshot.

<</addinlineevent>>

<<addinlineevent "livestock_overhear 9">>
	"Wish they let us see the photos," a <<person>> says.

	"Aye," a <<person2>><<person>> responds. "Asked that photographer for a peek. <<nnpc_He "Niki">> ignored me."

	"They must be selling em to someone."

	"Perverts richer than us, I guess."

	They walk out of earshot.

<</addinlineevent>>

<<if pregnancyBellyVisible()>>
	<<addinlineevent "livestock_overhear 10">>
		"That pregnant <<girl>> is cute," a <<person>> says.

		"Yeah," a <<person2>><<person>> responds. "Think they are experimenting again?"

		"Who knows? Be careful what you say, don't want to scare the cattle."

		<<if $breastsize gte 12>>
			"Well, whatever Remy is doing, it's working rather well on those gazongas."
		<<elseif $breastsize gte 8>>
			"Well, whatever Remy is doing, it seems to be working rather well, <<phe>> has a nice pair."
		<<elseif $breastsize gte 6>>
			"Well, whatever Remy is doing, it seems to be doing something, <<pher>> boobs seem to be growing."
		<<elseif $breastsize gte 1>>
			"Well, whatever Remy is doing, doesn't seem to be working this time, <<phe>> is almost flat."
		<<else>>
			"Well, whatever Remy is doing, doesn't seem to be working this time, <<phe>> is completely flat as a board."
		<</if>>

		They walk out of earshot.

	<</addinlineevent>>
<</if>>

<<runeventpool>>
<<endevent>>
<</widget>>

<<widget "passoutremy">>
/*ToDo: Pregnancy, remove $pregnancyTesting to properly enable*/
<<if $sexStats.vagina.pregnancy.waterBreaking is true and $pregnancyTesting>>
	<<pregnancyWatersBrokenPassout "remy">>
<<else>>
	<<passout>>
	You've pushed yourself too much. You pass out.

	<<link [[Next|Livestock Passout]]>><<pass 60>><<set $stress -= 4000>><</link>>
<</if>>

<</widget>>

<<widget "livestock_bodywriting">>
<<if $skin[_bodypart].writing>>
	<<bodywriting_clear _bodypart>>
<</if>>
<<set $rng to random(1, 6)>>
<<switch $rng>>
<<case 1>>
	<<add_bodywriting _bodypart remys_cattle tattoo>>
<<case 2>>
	<<if $player.gender_appearance is "m">>
		<<add_bodywriting _bodypart remys_bull tattoo>>
	<<else>>
		<<add_bodywriting _bodypart remys_cow tattoo>>
	<</if>>
<<case 3>>
	<<if $player.gender_appearance is "m">>
		<<add_bodywriting _bodypart remys_bull tattoo>>
	<<else>>
		<<add_bodywriting _bodypart dairy_cow tattoo>>
	<</if>>
<<case 4>>
	<<add_bodywriting _bodypart milk_me tattoo>>
<<case 5>>
	<<add_bodywriting _bodypart animal tattoo>>
<<case 6>>
	<<add_bodywriting _bodypart breedable tattoo>>
<</switch>>
<</widget>>

<<widget "milking_img">>
<<if $images is 1>>
	<<machine_init>>
	<<if $player.penisExist and $breastfeedingdisable is "f">>
		<<if $args[0]>>
			<<prop haybale milk penis_pump breast_pump $args[0]>>
		<<else>>
			<<prop haybale milk penis_pump breast_pump>>
		<</if>>
		<<timed 100ms>>
		<<combatimg>>

		<</timed>>
	<<elseif $breastfeedingdisable is "f">>
		<<if $args[0]>>
			<<prop haybale milk breast_pump $args[0]>>
		<<else>>
			<<prop haybale milk breast_pump>>
		<</if>>
		<<timed 100ms>>
		<<combatimg>>

		<</timed>>
	<</if>>
<</if>>
<</widget>>

<<widget "livestockescape">>
<<if $whitneyromance is 1>>
	<<set $whitneyReunionScene to "farm">>
<</if>>

<<unset $baileySold>>
<</widget>>

repo_name: Area/degrees

license: mit


code:
:: Farm Abduction wake
<<set $location to "alex_farm">><<set $outside to 1>><<effects>>
<<npc Alex>><<person1>><<generate2>><<generate3>>
You wake up to two arms holding you tightly. You find yourself being dragged across a field towards a parked van.

"Shit, <<pshe>>'s waking up," the <<person2>><<person>> says.

"What're you waiting for? Put <<phim>> out again before someone notices!" the <<person3>><<person>> mutters under their breath.

You don't have a lot of time to shout before it's too late.

<<link [[Scream|Farm Abduction wake 2]]>><<set $phase to 1>><</link>>

<<link [[Give in|Farm Abduction wake 2]]>><<set $phase to 2>><</link>>

:: Farm Abduction wake 2
<<set $location to "alex_farm">><<set $outside to 1>><<effects>>
<<if $phase is 1>>
	With all you've got, you scream at the top of your lungs. The <<person2>><<person>> produces a rag and bottle. You struggle, but it's no use. The rag covers your face, and the sweet smells makes you feel faint. Dizziness overwhelms you as you slip into their arms.

	<<if $NPCName[$NPCNameList.indexOf("Alex")].love gte 40>>
		<<person1>>
		"Hey!" A voice belonging to Alex calls out. "Drop <<phim>>, now!" <<His>> voice startles the goons.

		"Fuck, this was supposed to be easy!" the <<person2>><<person>> angrily states.

		Both assailants drop you, leaving you in the dirt. They run into the van and speed off.

		Footsteps approach, and soon you're facing Alex. <<person1>><<He>> inspects your clouded eyes with a worried expression.

		"What's wrong? Hey!" Alex frantically says, tapping your cheek. You barely give a response. "What happened?"

		<<His>> voice trails off as your consciousness begins to fade. Alex quickly picks you up and carries you away before everything goes dark.

		<<link [[Give in|Farm Abduction wake 3]]>><<pass 4 hours>><<set $stress -= 5000>><</link>><<lstress>>
	<<else>>
		The <<person2>><<person>> looks around for a moment then at you. <<He>> smirks. "What did you expect that to do, princess? Waiting for a prince to rescue you?"

		The two assailants continue to drag you towards the van. Dizziness overwhelms you. As you near the vehicle, you feel your consciousness fading.

		<<link [[Next|Moor Abduction Wake]]>><<pass 60>><<set $stress -= 2000>><<set $moor to 50>><<endevent>><</link>>
	<</if>>
<<elseif $phase is 2>>
	You watch as one of the goons produces a rag and bottle. You struggle, but it's no use. The rag covers your face, and the sweet smells makes you feel faint.

	The two assailants continue to drag you towards the van. Dizziness overwhelms you. As you near the vehicle, you feel your consciousness fading.

	<<link [[Next|Moor Abduction Wake]]>><<pass 60>><<set $stress -= 2000>><<set $moor to 50>><<endevent>><</link>>
<</if>>

:: Farm Abduction wake 3
<<set $location to "alex_cottage">><<set $outside to 0>><<effects>>
<<if $trauma lt ($traumamax / 10) * 6>>
	You awake inside a farmhouse. You're lying on a couch with a blanket over you. A small table holding a cup of tea sits nearby.

	Alex is walking up and down the room, phone in hand. "I know how long it's going to take. I need an ambulance now!" <<His>> gaze turns to you. "Shit, are you alright?"

	You nod.

	"Cancel that." Alex sighs, rubbing <<his>> face. <<He>> approaches you. "Some thugs were carting you off. They drugged you. Don't worry," Alex strokes your hair. "I'm not letting them take what's mine."

	Getting up, <<he>> begins to <<if $daystate isnot "night">>walk outside<<else>>walk upstairs<</if>>. "Rest up as long as you need."

	Not wasting too much time, you sit up and drink the tea left for you. It's refreshing.

<<else>>
	You awaken in a wooden interior. You are lying on a sofa. You realise a figure is looming over you, and you panic. You shout and flail your arms, trying to push them away from you. A small wooden table falls over, spilling a cup onto the floor.

	The figure backs away at your onslaught, but then approaches again. They grasp your wrists and straddle your belly, pinning you in place.

	"It's me!" says Alex. "What's gotten into you?"

	Your mind clears, and you stop struggling. Alex looks down at your tear-strewn face. <<He>> sighs in relief and releases you.

	"Sorry, but you were about ready to hurt yourself," <<he>> says. "You went full mental jacket there. Though given what just happened, I don't blame you." <<He>> rubs the back of <<his>> neck. "I'm not about ready for someone to take what's mine, don't worry. Rest as long as you need."

	Alex crouches to clean the mess, then steps away. You stare at your shaking hands before getting up.

<</if>>
<<if $daystate is "night">>
	<<link [[Rest till morning|Farm Abduction wake 4]]>><<set $saveDetails.auto.count++>><<endevent>><</link>>

<</if>>

<<link [[Leave|Farm Work]]>><<endevent>><</link>>

:: Farm Abduction wake 4
<<set $location to "alex_cottage">><<set $outside to 0>><<effects>>

<<if !_preventUpdate and !$autosavedisabled>>
	<<run Save.autosave.save(null, {"saveId":$saveId, "saveName":$saveName})>>
	<<run setSaveDetail("autosave",{"saveId":$saveId,"saveName":$saveName})>>
<</if>>
<<set _hour to clone($hour)>>
<<for _i to 0; _i lt 12; _i++>>
	<<set _hour++>>
	<<if _hour % 24 gte 6 and _hour % 24 lte 9>>
		<<set _multi to _hour - $hour>>
		<<pass `1 * _multi` hour>><<tiredness `-12 * _multi`>><<effects>>
		<<break>>
	<</if>>
<</for>>
<<sleepeffects>>
You decide to lie back down on the couch till morning. You get up just as the sun is starting to shine.

<<link [[Next|Farm Work]]>><</link>>

:: Moor Abduction
<<effects>>
<<bind>>
<<moor_captive_init>>
<<if $daystate is "night">>
	You see lights up ahead, illuminating a few tents. Figures cast shadows against them. Someone shoves you forward. "Keep moving."<<gpain>><<pain 4>>

	You arrive at the camp. Heads turn and leer at you. <<covered>> Some carry metal poles, tipped with prongs. They don't get to gawk long. You're shoved into one of the tents.

	The interior is dominated by a large tarpaulin. Something hisses from beneath. A <<generate1>><<person1>><<person>> follows you in, and wrestles you to the ground. <<He>> ties the ropes binding your arms to a chain buried in the earth.

	"Sleep tight," <<he>> says. "Don't want you looking haggard when we arrive." <<He>> laughs as <<he>> exits.

	<<link [[Next|Moor Abduction Tent]]>><<endevent>><</link>>

<<else>>
	You hear voices ahead. You crest a hillock, and see a bustling camp. Many small cages lie to the side. Shapes move within, but they stick to the shadows.

	<<generate1>><<person1>>"Just in time," a <<person>> says, meeting your entourage. <<He>> holds a metal pole, tipped with prongs. Some of the others carry similar.

	<<His>> eyes flick over your body. <<covered>> "Remy will like this one." <<He>> turns. "We're moving out." <<he>> shouts to the camp. "Stop lazing."

	<<link [[Next|Moor Abduction Walk]]>><<endevent>><</link>>

<</if>>

:: Moor Abduction Wake
<<set $location to "moor">><<set $outside to 1>><<effects>>
<<bind>>
<<moor_captive_init>>
<<generate1>><<generate2>>
You awaken, your face cold and wet. A <<person1>><<person>> stands above you, an empty bucket in <<his>> hands. Others stand with <<him>>. Some hold metal poles, tipped with prongs. "<<pShes>> awake," <<he>> says. "Get <<phim>> up. Remy will like this one."

<<if $daystate is "night">>
	You try to stand, but your arms are bound behind your back. Rough hands haul you to your feet. <<covered>>

	You can't see far in the dark, but you think you're on the moor. Lights illuminate a circle of tents. A <<person2>><<person>> shoves you into one.

	The interior is dominated by a large tarpaulin. Something hisses from beneath. The <<person>> follows you in, and wrestles you to the ground. <<He>> ties the ropes binding your arms to a chain buried in the ground.

	"Sleep tight," <<he>> says. "Don't want you looking haggard when we arrive." <<He>> laughs as <<he>> exits.

	<<link [[Next|Moor Abduction Tent]]>><<endevent>><</link>>

<<else>>
	You try to stand, but your arms are bound behind your back. Rough hands haul you to your feet. <<covered>>

	You're on the moor. You see small cages stacked some distance away. Shapes move within, but they stick to the shadows.

	"We're moving out," barks a <<person2>><<person>>. "Stop lazing."

	<<link [[Next|Moor Abduction Walk]]>><<endevent>><</link>>

<</if>>

:: Moor Abduction Tent
<<set $outside to 0>><<effects>>

You are alone in a tent, tied to a chain buried in the earth. You hear snoring outside, and hissing from beneath a nearby tarpaulin.

<<moor_binding_text>>

<<if $stress gte $stressmax>>
	/*ToDo: Pregnancy, remove $pregnancyTesting to properly enable*/
	<<if $sexStats.vagina.pregnancy.waterBreaking is true and $pregnancyTesting>>
		<<pregnancyWatersBrokenPassout "remyAbduction">>
	<<else>>
		It's too much for you. You pass out.

		<<passout>>
		<<link [[Next|Moor Abduction Remy Wake]]>><<end_moor_captive>><<pass 60>><</link>>

	<</if>>
<<elseif $daystate isnot "night">>
	You hear activity outside. A <<generate1>><<person1>><<person>> steps into the tent, and crouches behind your chain. <<He>> fiddles with your bindings while the others lift cages from beneath the tarpaulin.

	You're pushed outside once freed. They soon have the camp disassembled. They shove you into motion as they begin a march across the moor.

	<<link [[Next|Moor Abduction Walk]]>><<endevent>><</link>>

<<else>>

	<<if $moor_binding gte 1>>
		<<link [[Loosen your binds (1:00)|Moor Abduction Tent Loosen]]>><<pass 60>><</link>>

	<<else>>
		<<link [[Escape|Moor Abduction Escape]]>><</link>>

	<</if>>
	<<link [[Sleep|Moor Abduction Sleep]]>><</link>>

<</if>>

:: Moor Abduction Walk
<<set $outside to 1>><<effects>>

You're marched across the moor, enduring the ogling stares of your captors.
<<set $moor -= 5>><<pass 60>>
<<if $moor lte 10 or $moor is undefined>>
	You arrive at a tall fence. Through the bars you see grazing
	<<if $monsterchance gte 1 and $hallucinations gte 1 or $monsterchance gte 1 and $monsterhallucinations is "f" or $bestialitydisable is "t">>
		<<if $beastmalechance is 100>>
			bullboys.
		<<elseif $beastmalechance is 0>>
			cowgirls.
		<<else>>
			bullboys and cowgirls.
		<</if>>
	<<else>>
		cattle.
	<</if>>

	You arrive in front of a gate. The sign beside it reads: "Remy estate"

	<<link [[Next|Moor Abduction Remy]]>><<end_moor_captive>><</link>>

<<elseif $moor is 20>>
	The terrain becomes less rocky. Plains of heather stretch ahead of you.
<<elseif $moor is 50>>
	The terrain becomes less boggy. Strange rock formations lie ahead.
<<elseif $moor gte 51>>
	They sometimes walk in single file. They seem to know the land.
<<elseif $moor gte 21>>
	They avoid the strange rock formations.
<<else>>
	Their boots flatten the heather.
<</if>>

<<if $moor gte 11>>
	<<moor_binding_text>>

	<<if $stress gte $stressmax>>
		/*ToDo: Pregnancy, remove $pregnancyTesting to properly enable*/
		<<if $sexStats.vagina.pregnancy.waterBreaking is true and $pregnancyTesting>>
			<<pregnancyWatersBrokenPassout "remyAbduction">>
		<<else>>
			It's too much for you. Your vision fades.

			<<passout>>
			<<link [[Next|Moor Abduction Remy Wake]]>><<end_moor_captive>><<pass 60>><</link>>

		<</if>>
	<<elseif $daystate is "night">>
		"Set camp," the cry goes up. "We're not traveling in the dark."

		<<if $moor lte 20>>
			You hear some grumbling about almost being back at the estate, but they get to work regardless.
		<</if>>
		They put up lights, and begin to raise tents. You're left unoccupied, for now.

		<<if $moor gte 51>>
			You peer into the dark. You're surrounded by hidden pools and sinkholes. Escape would be difficult.

			<<if $moor_binding lte 0>>
				<<link [[Break your bonds and run|Moor Abduction Mire Run]]>><<unbind>><</link>><<athleticsdifficulty 900 1900>>
			<<else>>
				<<link [[Run|Moor Abduction Mire Run]]>><</link>><<athleticsdifficulty 900 1900>>
			<</if>>

		<<elseif $moor gte 21>>
			You peer into the dark. Running across such uneven ground in the dark could be dangerous.

			<<if $moor_binding lte 0>>
				<<link [[Break your bonds and run|Moor Abduction Rock Run]]>><<unbind>><</link>><<athleticsdifficulty 800 1500>>
			<<else>>
				<<link [[Run|Moor Abduction Rock Run]]>><</link>><<athleticsdifficulty 800 1500>>
			<</if>>

		<<else>>
			You peer into the dark. You could run, but they'll soon notice you're gone, and give chase.

			<<if $moor_binding lte 0>>
				<<link [[Break your bonds and run|Moor Abduction Plain Run]]>><<unbind>><</link>><<athleticsdifficulty 500 1500>>
			<<else>>
				<<link [[Run|Moor Abduction Plain Run]]>><</link>><<athleticsdifficulty 500 1500>>
			<</if>>

		<</if>>
		<<if $submissive gte 1000>>
			<<link [[Stay put (0:30)|Moor Abduction Camp Bide]]>><<pass 30>><</link>>

		<<else>>
			<<link [[Bide your time (0:30)|Moor Abduction Camp Bide]]>><<pass 30>><</link>>

		<</if>>
	<<elseif $rng gte 81>>
		"We'll search here," shouts an authoritative voice. The ground is flat, and metal chains have been buried in the earth. They've camped here before.

		The thugs form into groups that leave the camp in different directions, taking empty cages with them. Only two thugs remain to guard you.

		<<if $moor_binding gte 1>>
			<<link [[Seduce and deceive|Moor Abduction Seduce]]>><</link>>

			<<link [[Loosen your bindings (1:00)|Moor Abduction Loosen]]>><<pass 60>><</link>>

		<<else>>
			<<link [[Break your bonds and attack|Moor Abduction Attack]]>><<unbind>><</link>>

			<<link [[Bide your time (1:00)|Moor Abduction Bide]]>><<pass 60>><</link>>

		<</if>>
	<<elseif $rng gte 61>>
		<<if $syndromebird is 1>>
			A familiar screech pierces the air.
		<<else>>
			A terrible screech pierces the air.<<if $syndromebird isnot 1>><<ggstress>><<stress 12>><</if>>
		<</if>>

		<<if $syndromebird is 1 and $harpy gte 6>>
			The thugs crowd closer, clutching their weapons, eyes darting up at the sky.

			<<link [[Screech (0:20)|Moor Abduction Bird Screech]]>><<pass 20>><</link>><<harpy>>

			<<link [[Wait|Moor Abduction Bird Wait]]>><</link>>

		<<else>>
			The thugs crowd closer, clutching their weapons, eyes darting up at the sky. Another screech chills you, but this one is further away. The thugs relax.

			<<generate1>><<person1>>"Stop standing around," shouts a <<person>>, almost mastering the fear in <<his>> voice. "We've got work to do." Your entourage moves once more.

			<<endevent>>
			<<moor_captive_actions>>
		<</if>>

	<<elseif $rng gte 41>>
		You feel a hand grope your <<bottom>>. A <<generate1>><<person1>><<person>> is the culprit. <<He>> walks awfully close.<<gstress>><<garousal>><<stress 6>><<arousal 600>>

		No one seems to notice, or care.

		<<link [[Get angry|Moor Abduction Angry]]>><<def 1>><<trauma -6>><</link>><<ltrauma>>

		<<link [[Endure|Moor Abduction Endure]]>><><<trauma 6>><</link>><<gtrauma>>
	<<elseif $rng gte 21>>
		<<if $moor gte 51>>

			You hear a scream from up ahead, and then from behind. Strange, slimy creatures lunge from black pools. You're shunted to the middle of the group, but glimpse sparks as the thugs defend themselves with their long weapons.

			Most of the creatures flee, but some remain, shocked and immobile. Your captors load them into cages before moving once again.
			<<if $awarelevel gte 2>>
				The group feels smaller than before.
			<</if>>

		<<elseif $moor gte 21>>
			You hear a scream from up ahead, and then from behind. Strange, slimy creatures lunge from atop the strange rock formations. You're shunted to the middle of the group, but glimpse sparks as the thugs defend themselves with their long weapons.

			Most of the creatures flee, but some remain, shocked and immobile. Your captors load them into cages before moving once again.

		<<else>>
			You hear a scream from up ahead, and then from behind. Strange, slimy creatures lunge from the heather. You're shunted to the middle of the group, but glimpse sparks as the thugs defend themselves with their long weapons.

			Most of the creatures flee, but some remain, shocked and immobile. Your captors load them into cages before moving once again.

		<</if>>

		<<endevent>>
		<<moor_captive_actions>>
	<<else>>
		<<generate1>><<person1>>
		A <<person>> approaches you, holding out a canteen. "Here <<girl>>," <<he>> says. "Keep you on your feet."

		<<link [[Drink|Moor Abduction Drink]]>><</link>>

		<<if $skulduggery gte 100>>
			<<link [[Sniff it first|Moor Abduction Sniff]]>><</link>>

		<</if>>
		<<link [[Refuse|Moor Abduction Refuse]]>><</link>>

	<</if>>
<</if>>

:: Moor Abduction Remy
<<effects>>

<<generate1>><<generate2>><<generate3>>
You're pushed through the gates. The entourage disperses, some carrying the cages down a flight of stone steps leading into the earth, others following a wooded trail.

You're dragged away from the entrance by a <<person1>><<person>>, and into a small barn. A <<person2>><<person>> and <<person3>><<person>> are already inside. They weren't part of the group that brought you here. They examine you.

<<person2>>"You weren't lying," the <<person>> says. "Good stock. Would make a fine breeder."

<<person3>>"Breeder?" the <<person>> interjects. "I'm more interested in the produce. Gonna make a killing." <<He>> advances on you, a metal chain and collar in <<his>> hand.

<<link [[Protest|Street Van Protest]]>><<def 1>><<stress 6>><<trauma -6>><</link>><<gstress>><<ltrauma>>

<<link [[Fight|Street Van Fight]]>><<def 1>><<set $fightstart to 1>><</link>>

<<link [[Submit|Street Van Submit]]>><><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>

:: Moor Abduction Remy Wake
<<effects>>

<<generate2>><<generate3>>
You awaken on a wooden floor, a cold heavy weight around your neck. Three figures loom over you.
<<leash 21>>

<<person2>>"You weren't lying," a <<person>> says. "Good stock. Would make a fine breeder."

<<person3>>"Breeder?" a <<person>> interjects. "I'm more interested in the produce. Gonna make a killing." <<He>> grasps the leash attached to your collar, and forces you to your feet. You're in a small barn. The <<person>> tugs you behind <<him>>.

<<link [[Next|Livestock Intro]]>><<endevent>><</link>>

:: Moor Abduction Plain Run
<<effects>>

You run into the heather, and hear a cry from behind a few moments later. You spare a glance over your shoulder. Three thugs sprint after you.
<<if $athleticsSuccess>>
	One by one, they tire and fall behind.

	<<pass 10>>
	You keep running long after losing your pursuers, until you collapse on a bed of heather.<<gtiredness>><<tiredness 6>>

	<<earnFeat "Slippery">>
	<<link [[Next|Moor]]>><<endevent>><<end_moor_captive>><<set $eventskip to 1>><</link>>

<<else>>
	A <<generate1>><<person1>><<person>> proves faster than the others, catching up with you, and tackling you to the ground. You struggle, but the others soon arrive, panting, and help restrain you.

	You're dragged back to the entourage.

	<<link [[Next|Moor Abduction Punish]]>><</link>>

<</if>>

:: Moor Abduction Rock Run
<<effects>>

You break into a run, and hear a cry from behind a few moments later. You spare a glance over your shoulder. Three thugs sprint after you.
<<if $athleticsSuccess>>
	One by one, they trip and fall behind.
	<<pass 10>>
	You keep running long after losing your pursuers, and you stop to rest upon a waist-high rock.<<gtiredness>><<tiredness 6>>

	<<earnFeat "Slippery">>
	<<link [[Next|Moor]]>><<endevent>><<end_moor_captive>><<set $eventskip to 1>><</link>>

<<else>>
	They soon slow, and keep glancing at the stones litering the uneven ground. Your foot catches in a small hole, and you trip.<<gpain>><<pain 4>>

	A <<generate1>><<person1>><<person>> is the first to catch up with you, and restrains you before you can recover. You struggle, but the others arrive to help restrain you.

	You're dragged back to the entourage.

	<<link [[Next|Moor Abduction Punish]]>><</link>>

<</if>>

:: Moor Abduction Mire Run
<<effects>>

You break into a run, and hear a cry from behind a few moments later. You spare a glance over your shoulder. Three thugs sprint after you.
<<if $athleticsSuccess>>
	They don't get far. With a cry, a <<generate1>><<person1>><<person>> is swallowed by the ground. The others stop in their tracks. You escape into the dark.

	<<pass 10>>
	You keep running, careful to stick to firm ground, until your pursuers are left far behind.<<gtiredness>><<tiredness 6>>

	<<earnFeat "Slippery">>
	<<link [[Next|Moor]]>><<endevent>><<end_moor_captive>><<set $eventskip to 1>><</link>>

<<else>>
	You gain ground at first, until you tumble into cold water, invisible in the dark. You struggle to the surface, just in time for a pair of hands to grasp your shoulders and haul you onto shore.

	<<generate1>><<person1>>A <<person>> pulls you to your feet. You struggle, but the others arrive to help restrain you.

	You're dragged back to the entourage.

	<<link [[Next|Moor Abduction Punish]]>><</link>>

<</if>>

:: Moor Abduction Punish
<<effects>>

<<generate2>><<generate3>><<generate4>><<generate5>><<generate6>>
<<if $leftarm isnot "bound" or $rightarm isnot "bound">>
	<<bind>>
	<<set $moor_binding to 6>>
	The thugs watch as the <<person>> binds your arms, and ties you to a wooden post.
<<else>>
	The thugs watch as the <<person>> ties you to a wooden post.
<</if>>
"Now you've done it," <<he>> says, stepping in front of you. <<He>> jabs <<his>> fist into your abdomen.<<gpain>><<ggstress>>

<<bruise tummy>>
"This is what you get for misbehaving." <<He>> nods at a <<person2>><<person>>, who steps forward.

The <<person>> grasps your <<breasts>>, and gives them a painful squeeze.<<gpain>><<ggstress>>

<<bruise chest>>

A <<person3>><<person>> steps forward next, and forces you to turn, baring your back to the audience. <<He>> gives your <<bottom>> a firm smack. And then another.<<ggstress>><<gpain>>

<<bruise bottom>>

A <<person4>><<person>> is next in line. <<Hes>> punching <<his>> palm while eyeing up your body, as if deciding where to attack, when <<his>> foot catches on something. <<He>> tumbles to the ground.<<lstress>><<stress -6>>

Laughter erupts from <<his>> colleagues. They no longer seem interested in punishing you, for now. The <<person1>><<person>> unties you from the post.

<<if $daystate is "night">>
	<<link [[Next|Moor Abduction Punish Tent]]>><<endevent>><</link>>

<<else>>
	<<link [[Next|Moor Abduction Walk]]>><<endevent>><</link>>

<</if>>

:: Moor Abduction Punish Tent
<<effects>>

A <<generate1>><<person1>><<person>> grasps your bindings, and forces you into a tent. <<He>> wrestles you to the ground beside a large tarpaulin, and ties you to a chain buried in the earth. You hear a hiss beneath the sheet.

"Rest up," <<he>> says. "Don't want you looking haggard when we arrive." <<He>> spits as <<he>> leaves the tent.

<<link [[Next|Moor Abduction Tent]]>><<endevent>><</link>>

:: Moor Abduction Camp Bide
<<effects>>

They finish setting up the tents, and load the cages into the smallest. A <<generate1>><<person1>><<person>> grasps your bindings, and forces you into the same tent. <<He>> wrestles you to the ground, and ties you to a chain buried in the earth.

"Rest up," <<he>> says. "Don't want you looking haggard when we arrive." <<He>> spits as <<he>> leaves the tent.

<<link [[Next|Moor Abduction Tent]]>><<endevent>><</link>>

:: Moor Abduction Seduce
<<effects>>

<<set $seductiondifficulty to 8000>>
<<seductioncheck>>

<<if $seductionskill lt 1000>>
	You feel more confident in your powers of seduction.

<</if>>
<<seductionskilluse>>

<<generate1>><<generate2>>
You lock eyes with a <<person1>><<person>>. "I'm bored," you say. "If only there was a way we could-" You pause, and run your eyes over <<his>> body. "Entertain ourselves."

<<if $seductionrating gte $seductionrequired>>
	The <<person1>><<person>> walks closer, but the <<person2>><<person>> steps in <<person1>><<his>> way. "I'm not being left out," <<person2>><<he>> says.

	"If only I could use my hands," you say. "Then I'd satisfy you both."

	The <<person1>><<person>> shoves in front, and fumbles with your bindings.

	<<unbind>>

	<<link [[Next|Moor Abduction Seduce Rape]]>><<set $molestationstart to 1>><</link>>

<<else>>

	The <<person1>><<person>> walks closer, but the <<person2>><<person>> steps in <<his>> way. "I'm not being left out," <<he>> says.

	"If only I could use my hands," you say. "Then I'd satisfy you both."

	The <<person2>><<person>> laughs. "I prefer you like this," <<he>> says. The pair close in.

	<<link [[Next|Moor Abduction Seduce Rape]]>><<set $molestationstart to 1>><</link>>

<</if>>

:: Moor Abduction Seduce Rape
<<if $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<controlloss>>
	<<violence 1>>
	<<neutral 1>>
	<<molested>>

	<<maninit>>
<</if>>

<<effects>>

<<effectsman>><<man>>

<<stateman>>

<<actionsman>>

<<if $enemyhealth lte 0>>
	<<link [[Next|Moor Abduction Seduce Rape Finish]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
	<<link [[Next|Moor Abduction Seduce Rape Finish]]>><</link>><<nexttext>>
<<else>>
	<<link [[Next|Moor Abduction Seduce Rape]]>><</link>><<nexttext>>
<</if>>

:: Moor Abduction Seduce Rape Finish
<<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
	<<ejaculation>>
	<<if $leftarm is "bound" and $rightarm is "bound">>
		The pair lie on the earth, exhausted, but the <<person1>><<person>> keeps a tight hold on your bindings.

		<<tearful>> you're jerked to your feet.

		<<clotheson>>
		<<endcombat>>
		<<link [[Next|Moor Abduction Walk]]>><<pass 60>><</link>>

	<<else>>
		The pair lie on the earth, exhausted. You seize the opportunity, and run from the camp. They weakly grope the air after you.

		<<tearful>> you slump to the ground a safe distance away.

		<<clotheson>>
		<<endcombat>>
		<<earnFeat "Slippery">>
		<<link [[Next|Moor]]>><<end_moor_captive>><<set $eventskip to 1>><</link>>

	<</if>>
<<else>>
	The <<person1>><<person>> trips over one of the chains buried in the earth. <<He>> grasps the <<person2>><<person>>'s arm, and they both tumble to the ground.

	You seize the opportunity, and run from the camp.

	<<tearful>> you slump to the ground a safe distance away.

	<<clotheson>>
	<<endcombat>>
	<<earnFeat "Slippery">>
	<<link [[Next|Moor]]>><<end_moor_captive>><<set $eventskip to 1>><</link>>

<</if>>

:: Moor Abduction Loosen
<<effects>>

<<set $moor_binding -= 1>>
You work against your bindings.
<<if $moor_binding lte 0>>
	You feel them come loose. You should be able to break free, but you need to choose the right moment.

<<else>>
	They feel a bit weaker.

<</if>>

The thugs return to camp, group by group. Some look roughed up, and some of the cages are no longer empty.

<<if $rng gte 81>>
	All but one of the groups return. The thugs wait a while, but soon lose patience. "Leave em," a <<generate1>><<person1>><<person>> says. "These things won't keep."

	"Move out," goes the cry. Cages are lifted, and you're shoved forward once more.

<<else>>
	"Move out," goes the cry as the last group arrive. Cages are lifted, and you're shoved forward once more.

<</if>>

<<link [[Next|Moor Abduction Walk]]>><<endevent>><</link>>

:: Moor Abduction Bide
<<effects>>

The thugs return to camp, group by group. Some look roughed up, and some of the cages are no longer empty.

<<if $rng gte 81>>
	All but one of the groups return. The thugs wait a while, but soon lose patience. "Leave em," a <<generate1>><<person1>><<person>> says. "These things won't keep."

	"Move out," goes the cry. Cages are lifted, and you're shoved forward once more.

<<else>>
	"Move out," goes the cry as the last group arrive. Cages are lifted, and you're shoved forward once more.

<</if>>

<<link [[Next|Moor Abduction Walk]]>><<endevent>><</link>>

:: Moor Abduction Attack
<<effects>>
<<unbind>>
You catch one of the guards, a <<generate1>><<person1>><<person>>, unprepared. You charge <<him>>, colliding with <<his>> back and sending <<him>> stumbling into the nest of cages.

<<endevent>>

The <<generate1>><<person1>><<person>> recovers from surprise, and rolls up <<his>> sleeves. "Idiot," <<he>> spits. "I can manage a <<bitch>> like you by myself."

<<link [[Next|Moor Abduction Fight]]>><<set $fightstart to 1>><</link>>

:: Moor Abduction Fight
<<if $fightstart is 1>>
	<<set $fightstart to 0>>

	<<neutral 1>>

	<<maninit>>
	<<set $enemytrust -= 100>>
	<<set $enemyanger += 200>>
	<<npcidlegenitals>>

<</if>>

<<effects>>
<<effectsman>><<man>>

<<stateman>>

<<actionsman>>

<<if $enemyhealth lte 0>>
	<<link [[Next|Moor Abduction Fight Finish]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
	<<link [[Next|Moor Abduction Fight Finish]]>><</link>><<nexttext>>
<<elseif $pain gte 100 and $willpowerpain is 0>>
	<<link [[Next|Moor Abduction Fight Finish]]>><</link>><<nexttext>>
<<else>>
	<<link [[Next|Moor Abduction Fight]]>><</link>><<nexttext>>
<</if>>

:: Moor Abduction Fight Finish
<<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
	<<ejaculation>>
	The <<person1>><<person>> collapses to the earth, too exausted to continue. You seize the opportunity and run. <<He>> offers only a weak grab at the air in your direction.

	<<tearful>> you slump to the ground some distance away.

	<<clotheson>>
	<<endcombat>>
	<<earnFeat "Slippery">>
	<<link [[Next|Moor]]>><<end_moor_captive>><<set $eventskip to 1>><</link>>

<<elseif $enemyhealth lte 0>>
	You send the <<person1>><<person>> stumbling into the cages as well, where <<he>> lands atop <<his>> friend. You seize the opportunity, and run.

	<<tearful>> you slump to the ground some distance away.

	<<clotheson>>
	<<endcombat>>
	<<earnFeat "Slippery">>
	<<link [[Next|Moor]]>><<end_moor_captive>><<set $eventskip to 1>><</link>>

<<else>>
	You fall to the ground, too hurt to continue. The <<person1>><<person>> helps <<his>> colleague wrestle away a strange creature that escaped. The other thugs soon arrive, most of their cages now filled.

	<<tearful>> you're pulled to your feet. Someone binds your arms once more.<<bind>><<set $moor_binding to 6>>

	<<clotheson>>
	<<endcombat>>

	<<link [[Next|Moor Abduction Walk]]>><<pass 60>><</link>>

<</if>>

:: Moor Abduction Angry
<<effects>>

<<if $submissive gte 1150>>
	"L-leave me alone," you say, working up your courage.
<<elseif $submissive lte 850>>
	"Keep your disgusting hands to yourself," you say.
<<else>>
	"Don't touch me," you say.
<</if>>

The other thugs chuckle.
<<if random(1, 2) is 2>>
	The <<person>> steps away. "Wouldn't want you getting agitated," <<he>> says. "It'll sour your milk." Another chuckle.

<<else>>
	"Don't worry," the <<person>> says. "I'll leave you alone. Right after I finish your health check." <<He>> reaches around your chest, bringing your to a halt, and pinches your <<breasts>>.<<ggstress>><<stress 6>>

	"Stop messing around," shouts a voice from up ahead. The <<person>> releases you. "Remy will like you," <<he>> says.

<</if>>

<<link [[Next|Moor Abduction Walk]]>><<endevent>><</link>>

:: Moor Abduction Endure
<<effects>>

The <<person>> continues to grope as you walk. You do your best to ignore it.

<<link [[Next|Moor Abduction Walk]]>><<endevent>><</link>>

:: Moor Abduction Drink
<<effects>>

You let the <<person>> pour the canteen into your mouth.
<<if $rng gte 91>>
	It's sweet, and thick. The <<person>> grins.

	You pull away as you feel a fell heat build within. The world spins, and you find yourself lying on the earth. Your <<genitals>> ache, and yearn.<<gggarousal>><<arousal 1800>><<drugs 240>>

	Rough hands grasp your shoulders, sending shivers down your body. You're pulled ot your feet. "We've a way to go yet," the <<person>> says. "You should be ready by the time we arrive."

<<elseif $rng gte 51>>
	It's booze, and pretty strong. You almost gag. The <<person>> chuckles.<<lstress>><<stress -6>><<alcohol 120>>

<<else>>
	It's just refreshing water.<<lstress>><<stress -6>>

<</if>>

<<link [[Next|Moor Abduction Walk]]>><<endevent>><</link>>

:: Moor Abduction Sniff
<<effects>>

You sniff the proffered canteen.
<<if $rng gte 91>>

Whatever's inside is incredibly sweet. It makes you feel lightheaded.

<<link [[Drink|Moor Abduction Drink 2]]>><<set $phase to 0>><</link>>

<<elseif $rng gte 51>>
It's strong booze.

<<link [[Drink|Moor Abduction Drink 2]]>><<set $phase to 1>><</link>>

<<else>>
It doesn't smell of anything. It could just be water.

<<link [[Drink|Moor Abduction Drink 2]]>><<set $phase to 2>><</link>>

<</if>>

<<link [[Refuse|Moor Abduction Refuse]]>><</link>>

:: Moor Abduction Drink 2
<<effects>>

You let the <<person>> pour the canteen into your mouth.
<<if $phase is 0>>
	It's sweet, and thick. The <<person>> grins.

	You pull away as you feel a fell heat build within. The world spins, and you find yourself lying on the earth. Your <<genitals>> ache, and yearn.<<gggarousal>><<arousal 1800>><<drugs 240>>

	Rough hands grasp your shoulders, sending shivers down your body. You're pulled ot your feet. "We've a way to go yet," the <<person>> says. "You should be ready by the time we arrive."

<<elseif $phase is 1>>
	It's booze, and pretty strong. You almost gag. The <<person>> chuckles.<<lstress>><<stress -6>><<alcohol 120>>

<<else>>
	It's just refreshing water.<<lstress>><<stress -6>>

<</if>>

<<link [[Next|Moor Abduction Walk]]>><<endevent>><</link>>

:: Moor Abduction Refuse
<<effects>>

You shake your head. The <<person1>><<person>> shrugs. "Suit yourself."

<<link [[Next|Moor Abduction Walk]]>><<endevent>><</link>>

:: Moor Abduction Sleep
<<effects>>

<<if $hour lte 6>>
	<<set _sleep_hour to 6 - $hour>>
<<elseif $hour is 23>>
	<<set _sleep_hour to 7>>
<<elseif $hour is 22>>
	<<set _sleep_hour to 8>>
<<else>>
	<<set _sleep_hour to 9>>
<</if>>

<<for _s to 0; _s lt _sleep_hour; _s++>>
	<<if $sleeptrouble is 1 and $controlled is 0>>
		<<set $tiredness -= 200>>
	<<else>>
		<<set $tiredness -= 250>>
	<</if>>
	<<pass 1 hour>>
	<<if $nightmares gte 1 and $controlled is 0>>
		<<stress 6>>
	<</if>>
<</for>>

You lie on the ground, and close your eyes.

<<if $nightmares gte 1 and $controlled is 0>>
	Your dreams are plagued by nightmarish creatures, hissing and hunting you through the dark. You're soon awoken by noisy activity outside.

<<else>>
	You struggle to sleep with the incessant hissing so close, but you must have dosed off. You're soon awoken by noisy activity outside.

<</if>>

A <<generate1>><<person1>><<person>> steps into the tent, and crouches behind your chain. <<He>> fiddles with your bindings while the others lift cages from beneath the tarpaulin.

You're pushed outside once freed. They soon have the camp disassembled. They shove you into motion as they begin a march across the moor.

<<link [[Next|Moor Abduction Walk]]>><<endevent>><</link>>

:: Moor Abduction Tent Loosen
<<effects>>

<<set $moor_binding -= 1>>
You work against your bindings.
<<if $moor_binding lte 0>>
	You feel them come loose. You should be able to break free.

	<<link [[Escape|Moor Abduction Escape]]>><</link>>

	<<link [[Bide your time|Moor Abduction Tent]]>><</link>>

<<else>>
	They feel a bit weaker.

	<<link [[Next|Moor Abduction Tent]]>><</link>>

<</if>>

:: Moor Abduction Escape
<<effects>><<set $lock to 700>>

You tear free of the rope, and rise to your feet. Most of the thugs must be asleep. You peek through the tent entrance, and see a guard sitting to one side, half-awake and surrounded by empty bottles of beer.

You turn back to the tarpaulin, and peek beneath. Stacks of cages, most shut and locked. There's movement within.

<<if $skulduggery gte $lock>>
	The locks look easy to pick.

	<<link [[Open the cages (0:20)|Moor Abduction Lock]]>><<pass 20>><<stress 6>><</link>><<gstress>>

<<else>>
	The locks look beyond your ability to pick.<<skulduggeryrequired>>

<</if>>
<<set $skulduggerydifficulty to 900>>
<<link [[Sneak past the guard|Moor Abduction Sneak]]>><</link>><<skulduggerydifficulty>>

:: Moor Abduction Lock
<<effects>>

Careful not to make too much noise, you break into the cages, one by one. The creatures inside don't move to leave, instead shrinking away from the little light piercing the front of the tent.

Once finished, you take a deep breath, grasp a couple of cages, and pull them to the floor.

<<link [[Next|Moor Abduction Lock 2]]>><</link>>

:: Moor Abduction Lock 2
<<effects>>

The crash spurs the creatures. A flurry of slimy hides and tendrils emerge. They leap around the tent, searching for a way out, or just tearing holes in the fabric.

You're already running. You hear the guard scream behind you, followed by shouts.
<<if $moor gte 51>>
	You're able to take your time once outside the camp, and manage to avoid the pools littering the landscape. The camp is far too distracted to give chase, if they've even realised your gone.

<<elseif $moor gte 21>>
	You're able to take your time once outside the camp, and manage to avoid tripping on the rocks littering the ground. The camp is far too distracted to give chase, if they've even realised your gone.

<<else>>
	The camp is far too distracted to give chase, if they've even realised your gone.

<</if>>

<<earnFeat "Slippery">>
<<link [[Next|Moor]]>><<end_moor_captive>><</link>>

:: Moor Abduction Sneak
<<effects>>

<<generate1>><<person1>>
You wait until the guard, a <<person>>, takes a long swig from a bottle, then slip outside.

<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>

	You dart around the side of the tent, and escape without being seen.
	<<if $daystate is "dawn">>
		The sun rises on the horizon, but it's still dark enough to conceal you. You should be far enough away before they're awake.
	<<else>>
		You slip into the night. You'll be far away before anyone notices you're gone.
	<</if>>

	<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
		<<skulduggeryskilluse>>
	<<else>>
		That was too easy. You didn't learn anything.

	<</if>>
	<<earnFeat "Slippery">>
	<<link [[Next|Moor]]>><<endevent>><<end_moor_captive>><<set $eventskip to 1>><</link>>

<<else>>

	You dart around the side of the tent, but trip over a rope, tumbling to the ground.

	The <<person>> is on you before you can recover. "Naughty <<girl>>," <<he>> says, grasping your arms. "Almost gave me the slip." <<His>> eyes wander over your body.

	<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
		<<skulduggeryskilluse>>
	<<else>>
		That was too easy. You didn't learn anything.

	<</if>>

	<<link [[Next|Moor Abduction Rape]]>><<set $molestationstart to 1>><</link>>

<</if>>

:: Moor Abduction Rape
<<effects>>

<<if $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<controlloss>>
	<<violence 1>>
	<<neutral 1>>
	<<molested>>

	<<maninit>>

	<<enable_rescue>>
<</if>>

<<effects>>

<<effectsman>><<man>>

<<stateman>>

<<actionsman>>

<<if $enemyhealth lte 0>>
	<<link [[Next|Moor Abduction Rape Finish]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
	<<link [[Next|Moor Abduction Rape Finish]]>><</link>><<nexttext>>
<<elseif $alarm is 1 and $rescue is 1>>
	<<link [[Next|Moor Abduction Rape Finish]]>><</link>><<nexttext>>
<<else>>
	<<link [[Next|Moor Abduction Rape]]>><</link>><<nexttext>>
<</if>>

:: Moor Abduction Rape Finish
<<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
	<<ejaculation>>
	<<He>> binds your arms with rope, and wrestles you back into the tent, before tying you to the chain once more.

	<<He>> downs the rest of <<his>> bottle as <<he>> leaves the tent.
	<<clotheson>>
	<<endcombat>>

	<<bind>>
	<<set $moor_binding to 6>>
	<<link [[Next|Moor Abduction Tent]]>><</link>>

<<elseif $enemyhealth lte 0>>
	You shove the <<person1>><<person>> away from you. <<tearful>> you run.

	<<if $daystate is "night">>
		The <<person>> gives chase, but you lose <<him>> in the dark.
	<<else>>
		The <<person>> gives chase, but you lose <<him>> in the morning gloom.
	<</if>>

	<<clotheson>>
	<<endcombat>>
	<<link [[Next|Moor]]>><<end_moor_captive>><<set $eventskip to 1>><</link>>

<<else>>

	The <<person1>><<persons>> colleagues emerge from their tents, drawn by your cry. They look tired, and upset by the disturbance.

	<<generate2>><<person2>>
	"You're supposed to keep <<phim>> in <<pher>> tent," a <<person>> says. "Not out here and waking the whole camp up."

	"You should be grateful," the <<person1>><<person>> responds. "<<pShe>> slipped <<pher>> rope. That wasn't my fault."

	<<generate3>><<person3>>
	A <<person>> steps forward. "This <<girl>> needs a lesson if you ask me," <<he>> says. There's a murmur of agreement.

	You back against the tent as the thugs close in.

	<<endcombat>>

	<<generate1>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>><<person1>>

	<<link [[Next|Moor Abduction Gang Rape]]>><<set $molestationstart to 1>><</link>>

<</if>>

:: Moor Abduction Gang Rape
<<effects>>

<<if $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<controlloss>>
	<<violence 1>>
	<<neutral 1>>
	<<molested>>

	<<maninit>>

<</if>>

<<effects>>

<<effectsman>><<man>>

<<stateman>>

<<actionsman>>

<<if $enemyhealth lte 0>>
	<<link [[Next|Moor Abduction Gang Rape Finish]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
	<<link [[Next|Moor Abduction Gang Rape Finish]]>><</link>><<nexttext>>
<<else>>
	<<link [[Next|Moor Abduction Gang Rape]]>><</link>><<nexttext>>
<</if>>

:: Moor Abduction Gang Rape Finish
<<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
	<<ejaculation>>
	The <<person1>><<person>> and <<person2>><<person>> haul you back inside the tent, and shove you to the ground. They bind your arms once more, and tie you to the chain.

	You hear your captors return to their own tents.

	<<clotheson>>
	<<endcombat>>
	<<bind>>
	<<set $moor_binding to 6>>
	<<link [[Next|Moor Abduction Tent]]>><</link>>

<<else>>
	The thugs back away from you, stunned by your aggression.

	<<clotheson>>
	<<endcombat>>
	<<generate1>><<person1>>"Can't even subdue one <<girl>>," laughs a <<person>>.

	"Shut your fucking face."

	"Make m-"

	<<He>> staggers back as a fist collides with <<his>> nose. Others jump to <<his>> defence, and the camp erupts into a brawl.

	<<if $daystate is "night">>
		<<tearful>> you run into the night.
	<<else>>
		<<tearful>> you run into the morning gloom.
	<</if>>
	The camp is too busy to notice your flight.

	<<link [[Next|Moor]]>><<endevent>><<end_moor_captive>><<set $eventskip to 1>><</link>>

<</if>>

:: Moor Abduction Walk Loosen
<<effects>>

You work against your bindings, hoping nobody notices.
<<set $moor_binding -= 1>>
<<if $moor_binding lte 0>>
	You feel them come loose. You should be able to break free, but you need to choose the right moment.

<<else>>
	They feel a bit weaker.

<</if>>

<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>

	No one notices your fidgeting.

	<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
		<<skulduggeryskilluse>>
	<<else>>
		That was too easy. You didn't learn anything.

	<</if>>

<<else>>

	<<if random(1, 2) is 2>>
		A hand smacks the back of your head. "Quit fidgeting," says a <<generate1>><<person1>><<person>>. "You're going where we say you're going."<<gpain>><<gstress>><<stress 6>><<pain 4>>

	<<else>>
		"Stop fidgeting!" shouts a voice behind you. "Unless you want a beating."<<ggstress>><<stress 12>>

	<</if>>

	<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
		<<skulduggeryskilluse>>
	<<else>>
		That was too easy. You didn't learn anything.

	<</if>>

<</if>>

<<link [[Next|Moor Abduction Walk]]>><<endevent>><</link>>

:: Moor Abduction Fantasise
<<effects>>

You imagine all the terrible things you'll do to your captors when you break free.

<<if $rng gte 81>>
	<<generate1>><<person1>>
	"What you smiling about?" A <<person1>><<person>> asks. You look <<him>> in the eye, but don't say anything. <<He>> looks away first.<<ltrauma>><<trauma -6>>
<<else>>
	You feel stronger.
<</if>>

<<link [[Next|Moor Abduction Walk]]>><<endevent>><</link>>

:: Moor Abduction Bird Screech
<<effects>>

You screech and flap your wings. The thugs spin to face you, surprise and horror on their faces.

You hear another screech. This one is closer. Right above. The thugs' attention snaps away from you again.

<<npc "Great Hawk">>
The <<beasttype>> swoops closer.
<<endevent>>
<<generate1>>
A <<person1>><<person>> drops <<his>> weapon and runs. <<Hes>> targeted first.
<<endevent>><<npc "Great Hawk">>
The <<beasttype>> throws <<bhis>> prey
<<if $moor gte 51>>
	into a pool,
<<elseif $moor gte 21>>
	behind a rock,
<<else>>
	into the heather,
<</if>>
before circling around for another pass.

<<endevent>>
<<generate1>><<generate2>>
A <<person1>><<person>> and <<person2>><<person>> jab their weapons at the threat.
<<endevent>>
<<npc "Great Hawk">>
The <<beasttype>> grasps both hilts. <<bHis>> talons snap them in half.

The thugs leave you unguarded as they tighten their circle. The remaining weapons tremble.

<<link [[Next|Moor Abduction Bird]]>><</link>>

:: Moor Abduction Bird
<<effects>>

The <<beasttype>> lands in front of you, and casts a dismissive eye at the thugs.

<<if $monster is 1>>
	"Not worth trouble," <<he>> says. "Come, <<wife>>." You take <<bhis>> hand, and together take to the sky. <<takeHandholdingVirginity "Great Hawk" "romantic">>

<<else>>
	You climb atop <<bhis>> back, and take to the sky.

<</if>>

<<link [[Next|Moor Abduction Bird 2]]>><</link>>

:: Moor Abduction Bird 2
<<effects>>

<<endevent>>
<<npc "Great Hawk">>
<<if $monster is 1>>
	You soar over the moor. Your wings tire quickly. The <<beasttype>> notices, and shifts behind you, wrapping <<bhis>> arms around your chest and carrying you the rest of the way.

	<<bHe>> pants by the time you arrive at the tower. "Be careful when alone," <<bhe>> says. "They'll take you to landbound home. No place for us."

<<else>>
	You soar over the moor on the <<beasttype>>'s back. <<bHe>> would struggle to support your weight like this, but your wings help as much as you can.

	<<bHe>> struggles to remain airborne by the time you make it back to the nest.

<</if>>

<<link [[Next|Bird Tower]]>><<endevent>><</link>>

:: Moor Abduction Bird Wait
<<effects>>

Another screech chills you, but this one is further away. The thugs relax.

<<generate1>><<person1>>"Stop standing around," shouts a <<person>>, almost mastering the fear in <<his>> voice. "We've got work to do." Your entourage moves once more.

<<endevent>>
<<moor_captive_actions>>