code:
:: Moor
<<set $location to "moor">><<set $outside to 1>><<effects>>
<<if $moor_hunt gte 1>>
	You are being hunted.

<</if>>
<<switch $moormove>>
<<case "careful">>
	You move through the moor, taking detours around hillocks and other higher areas.
<<case "quick">>
	You move through the moor by the most direct path.
<<case "normal">>
	You move through the moor, avoiding the more conspicuous areas.
<<case "fly">>
	<<flight_effects>>
	You catch the wind with a running jump, and fly low across the moor. Your wings tire quickly, but you cover a lot of ground before needing to land.
<<case "careful_search">>
	You keep low, searching the nooks and crannies of the moor.
<<case "quick_search">>
	You climb the nearest hillock, and observe the surrounding area. You get a good view of the moor.
<<case "normal_search">>
	You search the moor for anything of value.
<<case "fly_search">>
	<<flight_effects>>
	You soar high above the moor, your keen eyes scanning the ground below. Your wings tire quickly, and you land upon a hillock to catch your breath.
<<case "hobble">>
	You hobble across the uneven moor, careful not to trip.
<<default>>
	You are on the moor.
<</switch>>

<<if $moor gte 100>>
	A great castle looms above, despite being ruined and half-sunken into the peat.
	<<earnFeat "Wet and Ruined">>
<<elseif $moor gte 51>>
	Water bubbles up from unseen wells, running between the bushes and rocks. The ground is uneven and treacherous.
<<elseif $moor gte 21>>
	The bushes and rock formations make travelling difficult.
<<elseif $moor gte 1>>
	Plains of heather stretch in all directions.
<<else>>
	A great plain of heather stretches before you. Farms lie in the other direction, and the sea beyond.
<</if>>
<<if $moor is 10>>
	You're stood outside a farm, surrounded by tall fences. A sign beside the entrance reads: "Remy estate."
<</if>>
<<if $weather is "rain">>
	There are few places to hide from the rain.
<<elseif $weather is "snow">>
	A sheet of snow covers everything.
<</if>>

<<if $moor is 20>>
	You see a faded sign. You can make out a little: "D--ger. W--d ani-a-s."

<<elseif $moor is 50>>
	You see a faded sign. You can make out little: "D----- Q--c-s--d"

<<elseif $moor is 0>>
	You see a sign beside a trail leading into the heather. It reads: "Danger. Keep out."

<</if>>

<<if $stress gte $stressmax>>
	You've pushed yourself too much.

	<<passout_moor>>
<<elseif $moor_hunt gte 10>>
	<<moor_hunt>>
<<elseif $eventskip is 0>>
	<<if $moor gte 51>>
		<<eventsmoorhigh>>
	<<elseif $moor gte 21>>
		<<eventsmoormid>>
	<<else>>
		<<eventsmoorlow>>
	<</if>>
<<else>>
	<<if $arousal gte $arousalmax>>
		<<orgasmLocation "moor">>
	<</if>>
	<<if $moor gte 100>>
		<<link [[Enter the castle (0:10)|Castle]]>><<pass 10>><</link>>

	<</if>>
	<<if $moor gte 51>>
		<<if $pubtask is "moor" and $pubtask2 isnot 1>>
			<<if $pubtasksetting is "lurkers" and $bestialitydisable is "f" and $lurkerdisable is "f">>
				<<link [[Search for Landry's black box|Moor Box Lurkers]]>><</link>>

			<<elseif $pubtasksetting is "person">>
				<<link [[Search for Landry's black box|Moor Box]]>><</link>>

			<<elseif random(1, 2) is 2 and $bestialitydisable is "f" and $lurkerdisable is "f">>
				<<link [[Search for Landry's black box|Moor Box Lurkers]]>><</link>>

			<<else>>
				<<link [[Search for Landry's black box|Moor Box]]>><</link>>

			<</if>>
		<</if>>
	<</if>>
	<<if $moor is 10>>
		<<link [[Approach the estate|Estate Approach]]>><</link>>

	<</if>>
	<<if $moor is 65 and $cultdiscovered is 1>>
		The entrance to the Sanctuary is somewhere nearby.

		<<link [[Enter the Santuary|Cult Entrance Hall]]>><<pass 15>><</link>>

	<</if>>
	<<if $moor is undefined>>
		<<set $moor to 0>>
	<</if>>
	<<if $harpy gte 6 and $birdFly gte 1>>
		<<flight_time_check 4>>

	<</if>>
	<<if $moor lt 100>>
		Go deeper into the moor

		<<if $harpy gte 6 and $birdFly gte 1>>
			<<print '<<link [[Fly ('+_hoursPassed+':'+ (_minutesPassed lt 10 ? "0" : "") + _minutesPassed + ')|Moor]]>><<set $fatigueMod to _fatigueMod>><<set $flightTime to _flightTime>><<bird_pass _flightTime>><<set $moor += 5>><<set $forestmod to 1>><<set $moormove to "fly">><</link>>'>><<flight_text>><<gtiredness>>

		<</if>>
		<<if $worn.feet.type.includes("heels") and !$possessed>>
			<<link [[Hobble in heels (0:30)|Moor]]>><<bird_pass 30>><<set $moor += 5>><<set $forestmod to 3>><<set $moormove to "hobble">><<if $moor_hunt gte 1>><<set $moor_hunt += 2>><</if>><</link>><<gharass>>
		<<else>>
			<<if !$worn.feet.type.includes("shackle")>>
				<<runicon>><<link [[Quickly (0:05)|Moor]]>><<bird_pass 5>><<set $moor += 5>><<set $forestmod to 3>><<set $moormove to "quick">><<if $moor_hunt gte 1>><<set $moor_hunt += 0.5>><</if>><</link>><<gharass>>

			<</if>>
			<<walkicon>><<link [[Normally (0:10)|Moor]]>><<bird_pass 10>><<set $moor += 5>><<set $forestmod to 1>><<set $moormove to "normal">><<if $moor_hunt gte 1>><<set $moor_hunt += 1>><</if>><</link>>

			<<sneakicon>><<link [[Carefully (0:30)|Moor]]>><<bird_pass 30>><<set $moor += 5>><<set $moormove to "careful">><<set $forestmod to 0.5>><<if $moor_hunt gte 1>><<set $moor_hunt += 2>><</if>><</link>><<lharass>>
		<</if>>

	<</if>>
		Search nearby <<gtreasure>>

		<<if $harpy gte 6 and $birdFly gte 1>>
			<<print '<<link [[Fly ('+_hoursPassedSearch+':'+ (_minutesPassedSearch lt 10 ? "0" : "") + _minutesPassedSearch + ')|Moor]]>><<set $fatigueMod to _fatigueMod>><<set $flightTime to _flightTimeSearch>><<bird_pass _flightTimeSearch>><<set $forestmod to 0.5>><<set $moormove to "fly_search">><</link>>'>><<flight_text>><<gtiredness>><<lharass>>

		<</if>>
		<<if !$worn.feet.type.includes("shackle")>>
			<<runicon>><<link [[Quickly (0:05)|Moor]]>><<bird_pass 5>><<set $forestmod to 3>><<set $moormove to "quick_search">><<if $moor_hunt gte 1>><<set $moor_hunt += 0.5>><</if>><</link>><<gharass>>

		<</if>>
		<<walkicon>><<link [[Normally (0:10)|Moor]]>><<bird_pass 10>><<set $forestmod to 1>><<set $moormove to "normal_search">><<if $moor_hunt gte 1>><<set $moor_hunt += 1>><</if>><</link>>

		<<sneakicon>><<link [[Carefully (0:30)|Moor]]>><<bird_pass 30>><<set $forestmod to 0.5>><<set $moormove to "careful_search">><<if $moor_hunt gte 1>><<set $moor_hunt += 2>><</if>><</link>><<lharass>>

	<<if $moor gt 0>>
		Go towards the coast

		<<if $harpy gte 6 and $birdFly gte 1>>
			<<print '<<link [[Fly ('+_hoursPassed+':'+ (_minutesPassed lt 10 ? "0" : "") + _minutesPassed + ')|Moor]]>><<set $fatigueMod to _fatigueMod>><<set $flightTime to _flightTime>><<bird_pass _flightTime>><<set $moor -= 5>><<set $forestmod to 1>><<set $moormove to "fly">><</link>>'>><<flight_text>><<gtiredness>>

		<</if>>
		<<if $worn.feet.type.includes("heels") and !$possessed>>
			<<link [[Hobble in heels (0:30)|Moor]]>><<bird_pass 30>><<set $moor -= 5>><<set $forestmod to 3>><<set $moormove to "hobble">><<if $moor_hunt gte 1>><<set $moor_hunt += 2>><</if>><</link>><<gharass>>
		<<else>>
			<<if !$worn.feet.type.includes("shackle")>>
				<<runicon>><<link [[Quickly (0:05)|Moor]]>><<bird_pass 5>><<set $moor -= 5>><<set $forestmod to 3>><<set $moormove to "quick">><<if $moor_hunt gte 1>><<set $moor_hunt += 0.5>><</if>><</link>><<gharass>>

			<</if>>
			<<walkicon>><<link [[Normally (0:10)|Moor]]>><<bird_pass 10>><<set $moor -= 5>><<set $forestmod to 1>><<set $moormove to "normal">><<if $moor_hunt gte 1>><<set $moor_hunt += 1>><</if>><</link>>

			<<sneakicon>><<link [[Carefully (0:30)|Moor]]>><<bird_pass 30>><<set $moor -= 5>><<set $forestmod to 0.5>><<set $moormove to "careful">><<if $moor_hunt gte 1>><<set $moor_hunt += 2>><</if>><</link>><<lharass>>
		<</if>>

	<<else>>
		<<link [[Enter the farmlands (0:05)|Farmland]]>><<bird_pass 5>><<set $moor to 0>><<unset $moor_hunt>><<set $forestmod to 1>><</link>>

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

<<set $eventskip to 0>>
<<unset $moormove>>

:: Castle
<<set $location to "castle">><<effects>>

You are in the courtyard of a ruined castle. Even derelict and half-sunk, the ruin towers all around you.

<<if $treasure_map is 1>>
	The treasure map you found directed you here.

	<<link [[Dig for treasure (2:00)|Castle Treasure]]>><<pass 120>><<unset $treasure_map>><<tiredness 6>><</link>><<gtiredness>>

<</if>>
<<if $harpy gte 6 and $syndromebird is 1 and $birdFly gte 1>>
	<<link [[Fly to the tallest tower (0:02)|Castle Fly]]>><</link>><<flight_text>>

<<elseif $syndromebird is 1>>
	<<npc "Great Hawk">>
	Your <<beasttype>> should be able to carry you home.
	<<endevent>>

	<<link [[Call|Castle Call]]>><</link>>

<</if>>
<<link [[Leave|Moor]]>><<set $moor to 100>><</link>>

:: Castle Fly
<<set $location to "tower">><<effects>>

<<npc "Great Hawk">>
You fly to the top of the tower, and land beside the nest.
<<if $bird.state is "home">>
	<<if $monster is 1>>
		The <<beasttype>> stands, and wraps <<bhis>> arms and wings around you. "Welcome home, <<wife>>."
	<<else>>
		The <<beasttype>> flaps to <<bhis>> feet, and gives you an affectionate peck in greeting.
	<</if>>
<<else>>
	The <<beasttype>> isn't home.
<</if>>

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

:: Castle Call
<<effects>>

<<npc "Great Hawk">>
You call up to the tower.

<<if $bird.state isnot "home" and $bird.timer gte 0>>
	There's no response. <<bHe>> must be out.

	<<link [[Wait|Castle Call Wait]]>><<bird_pass $bird.timer>><</link>>

	<<link [[Stop|Castle]]>><<endevent>><</link>>

<<else>>
	<<set $location to "tower">>
	At once, the <<beasttype>> swoops from your nest. <<bHe>> grasps your shoulders in <<bhis>> talons, and carries you home.

	<<if ($leftarm is "bound" or $rightarm is "bound" or $feetuse is "bound")>>
		<<bHe>> looks at your bindings curiously, before sharply kicking <<bhis>> talons towards you. Your bindings fall to tatters at your feet.
		<<unbind>>

	<</if>>
	<<if $monster is 1>>
		<<bHe>> wraps <<bhis>> arms and wings around you. "Welcome home, <<wife>>," <<bhe>> says before returning to the nest.
	<<else>>
		<<bHe>> gives you an affectionate peck, and returns to the nest.
	<</if>>

	<<set $bird.timer to 20>>
	<<set $bird.state to "home">>
	<<link [[Next|Bird Tower]]>><<endevent>><</link>>

<</if>>

:: Castle Call Wait
<<set $location to "tower">><<effects>>

You wait, watching the skies, until you see the <<beasttype>> soaring over the moor. You call out as <<bhe>> passes overhead. <<bHe>> swoops towards you, grasps your shoulders, and carries you home.

<<if ($leftarm is "bound" or $rightarm is "bound" or $feetuse is "bound")>>
	<<bHe>> looks at your bindings curiously, before sharply kicking <<bhis>> talons towards you. Your bindings fall to tatters at your feet.
	<<unbind>>

<</if>>

<<if $monster is 1>>
	<<bHe>> wraps <<bhis>> arms and wings around you. "Welcome home, <<wife>>," <<bhe>> says before returning to the nest.
<<else>>
	<<bHe>> gives you an affectionate peck, and returns to the nest.
<</if>>

<<set $bird.timer to 20>>
<<set $bird.state to "home">>
<<link [[Next|Bird Tower]]>><<endevent>><</link>>

:: Castle Treasure
<<effects>>

You get to work digging through the peat. The middle seems as good a place to start as any.

You soon find yourself wishing the map had been more specific. There's no guarantee there's anything here, after all.

<<link [[Next|Castle Treasure 2]]>><</link>>

:: Castle Treasure 2
<<effects>>

You leave a trail of holes behind you, but barely a fifth of the courtyard has been searched.

You're considering giving up when your fingers brush against something hard. You dig with renewed vigour, tearing up the peat, and pull out the object. It's just a log.

<<link [[Next|Castle Treasure 3]]>><</link>>

:: Castle Treasure 3
<<effects>>

There's something beneath. You chuck the log aside, and reach back into the hole. You lift a wooden chest from the soil. It's not locked.

Inside is a black iron bell. The exterior is marked with symbols common at the temple. Was it stolen? It's even heavier than it looks. You ring it. At first there's no sound, and you wonder if it still works. Then a deep, sonorous toll rings out. Dread washes over you. You shiver.<<gstress>><<stress 6>>

You find yourself wanting to leave it buried, but it could be worth a lot to a collector.

<<earnFeat "Buried Treasure">>
<<set $antiquemoney += 10000>><<museumAntiqueStatus "antiquebell" "found">>

<<link [[Next|Castle]]>><</link>>

:: Moor Box Lurkers
<<effects>>

<<if $pubtasksetting is "lurkers">>
	You find the black box, still sitting on an island, surrounded by dark water.

<<else>>
	<<set $pubtasksetting to "lurkers">>
	You climb a hillock, and peer at the surrouding terrain, searching for the black box.

	You spot it close by, sitting on an island in the middle of a dark pool. You see trails along the surface. Things swim beneath.

<</if>>
<<link [[Wade across|Moor Box Lurkers 2]]>><</link>>

<<link [[Leave|Moor]]>><<set $eventskip to 1>><</link>>

:: Moor Box Lurkers 2
<<water waist>><<effects>>

You drop into the water, and wade through. The creatures dart towards you as your ripples touch them.

<<link [[Next|Moor Box Struggle]]>><<set $struggle_start to 1>><</link>>

:: Moor Box Struggle
<<water waist>><<effects>>

<<if $struggle_start is 1>>
	<<struggle_init>>
	<<set $struggle.creature to "lurker">>/*Creature species*/
	<<struggle_creatures 2 1>>/*How many creatures will be involved, and their health.*/
	<<set $combat to 1>>
	<<controlloss>>
	<<violence 1>>
	<<molested>>

	<<unset $struggle_start>>
	<<set $timer to 3>>
<</if>>

<<if $timer is 2>>
	<<struggle_add 1 1>>
	A third creature Swims towards you!

<<elseif $timer is 1>>
	<<struggle_add 1 1>>
	A fourth creature swims towards you!

<</if>>

<<struggle>>

<<if $struggle.done gte $struggle.number>>
	<<link [[Next|Moor Box Struggle End]]>><</link>>

<<else>>
	<<link [[Next|Moor Box Struggle]]>><</link>>

<</if>>

:: Moor Box Struggle End
<<water waist>><<effects>>

The creatures disppear beneath the surface.

<<clotheson>>
<<endcombat>>

You make it to the island. The black box lies atop a torn satchel. You pick it up.
<<set $pubtask2 to 1>>

The journey back to shore proves safer.

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

:: Moor Box
<<effects>>

<<if $pubtasksetting is "person">>
	<<loadNPC 0 moor>><<person1>>
	You climb the hillock, and find the <<person>> sitting atop the rocks. <<covered>> <<Hes>> holding the black box. "Changed your mind?" <<he>> asks.

	<<link [[Next|Moor Box 2]]>><</link>>

<<else>>
	<<set $pubtasksetting to "person">>
	You climb atop a hillock, one crowned by a pile of rocks, and peer at the surrounding terrain, searching for Landry's black box.

	<<generate1>><<person1>>
	<<saveNPC 0 moor>>
	"What brings a cute <<girl>> all the way out here?" says a voice from behind. Startled, you almost trip in your haste to turn. A <<person>> sits atop the rocks, watching you. <<covered>>

	<<if $submissive gte 1150>>
		"I-I'm looking for something," you say. "A black box."
	<<elseif $submissive lte 850>>
		"I'm looking for missing property," you say. "A black box."
	<<else>>
		"I'm looking for a black box," you say.
	<</if>>

	"Really?" the <<person>> replies. <<He>> bends over. "Would this be it?" <<He>> pulls a black box out from behind a rock.

	You nod. The <<person>> smiles.

	<<link [[Next|Moor Box 2]]>><</link>>

<</if>>

:: Moor Box 2
<<effects>>

<<if $exposed gte 2>>
	"I'm happy to part with it," the <<person>> says. "But I'd like something in return.

	<<if $leftarm is "bound" and $rightarm is "bound">>
		Spied you running over the moor. Face me properly. I want to see your <<if $player.gender_appearance is "m">>cock<<else>>pussy<</if>>."

	<<else>>
		Move your arms. I want to see your <<if $player.gender_appearance is "m">>cock<<else>>pussy<</if>>."

	<</if>>

	<<if $exhibitionism gte 55>>
		<<link [[Comply|Moor Box Naked]]>><</link>><<exhibitionist4>>

	<<else>>
		You're not exhibitionistic enough to do such a thing. Perhaps if you dressed <<his>> request would be more reasonable.

	<</if>>
	<<link [[Leave|Moor]]>><<endevent>><<set $eventskip to 1>><</link>>

<<else>>
	"I'm happy to part with it," the <<person>> says. "But I'd like something in return. Your underwear."

	<<if $submissive gte 1150>>
		"M-my underwear?" you ask.

		The <<person>> nods. "You heard me."

	<<elseif $submissive lte 850>>
		"Tell me where you found the box first," you say. "How do I know you haven't taken the contents."

		"I found it. Can't open it. Believe me, I've tried."

	<<else>>
		"You want my underwear?" you ask.

		The <<person>> nods. "You heard me."

	<</if>>

	<<if $worn.under_lower.name is "naked">>
		<<link [[Say you aren't wearing any|Moor Box No Undies]]>><</link>>

	<<elseif $worn.lower.type.includes("naked")>>
		<<if $exhibitionism gte 75>>
			<<link [[Take them off|Moor Box Undies]]>><</link>><<exhibitionist5>>

		<<else>>
			Giving <<him>> your <<underbottoms>> will leave you with nothing to cover with. You're not exhibitionistic enough for that.
		<</if>>
	<<elseif $worn.upper.type.includes("naked") and ($player.gender_appearance is "f" or $player.gender is "f")>>
		<<if $exhibitionism gte 55>>
			<<link [[Take them off|Moor Box Undies]]>><</link>><<exhibitionist4>>

		<<else>>
			Giving <<him>> your $worn.under_upper.name will leave you topless. You're not exhibitionistic enough for that.

		<</if>>
	<<else>>
		<<link [[Take them off|Moor Box Undies]]>><</link>><<exhibitionist1>>

	<</if>>
	<<link [[Leave|Moor]]>><<endevent>><<set $eventskip to 1>><</link>>

<</if>>

:: Moor Box Naked
<<effects>>

<<if $leftarm is "bound" and $rightarm is "bound">>
	<<flaunting>> you move your arms. The <<person>> ogles your <<genitals>>.
<<else>>
	<<flaunting>> you face the <<person>>. <<He>> ogles your <<genitals>>.
<</if>>
<<exhibitionism4>>
<<if $player.penisExist and $player.vaginaExist>>
	"Both?" <<he>> asks. "It's my lucky day. Shame I don't have a camera."
<<elseif $player.penisExist>>
	<<if $player.gender_appearance is "f">>
		"Now there's a surprise," <<he>> says.
		<<if $penissize gte 4>>
			"And it's so big. Shame I don't have a camera."
		<<elseif $penissize lte 1>>
			"Though I can barely see it from here."
		<<else>>

		<</if>>
	<<else>>
		"Nice cock," <<he>> says.
		<<if $penissize gte 4>>
			"It's so big. Shame I don't have a camera."
		<<elseif $penissize lte 1>>
			"Though I can barely make it out from here." <<He>> laughs.
		<<else>>

		<</if>>
	<</if>>
<<else>>
	<<if $player.gender_appearance is "m">>
		"Now there's a surprise," <<he>> says.
	<<else>>
		"Nice pussy," <<he>> says.
	<</if>>
<</if>>

<<if $leftarm is "bound" and $rightarm is "bound">>
	You cover yourself, and hold out your hand.
<</if>>
<<if $submissive gte 1150>>
	"Can I have the box now?" you ask.
<<elseif $submissive lte 850>>
	"The box," you say. "Give it to me."
<<else>>
	"I did as you asked," you say.
<</if>>

The <<person>> sighs. "Fine." <<He>> chucks it onto the earth beside you. You crouch to retrieve it. By the time you rise, the <<person>> is gone.

<<set $pubtask2 to 1>>

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

:: Moor Box No Undies
<<effects>>

<<if $submissive gte 1150>>
	"B-but I'm not wearing any," you say.
<<elseif $submissive lte 850>>
	"I'm not wearing any," you say.
<<else>>
	"I'm not wearing any," you say.
<</if>>

"Great," the <<person>> says. "Prove it. Show me your <<if $player.gender_appearance is "m">>cock<<else>>pussy<</if>>."

<<if $exhibitionism gte 55>>
	<<link [[Show|Moor Box Show]]>><</link>><<exhibitionist4>>

<<else>>
	You're not enough of an exhibitionist to expose yourself to a stranger.

<</if>>

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

:: Moor Box Show
<<effects>>

<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
	<<flaunting>> you lift your skirt.
<<elseif $worn.upper.set is $worn.lower.set>>
	<<flaunting>> you tug your $worn.upper.name down your chest, over you waist, and then your thighs.
<<else>>
	<<flaunting>> you tug your $worn.lower.name down your thighs.
<</if>>
The <<person>> ogles your <<genitals>>.
<<exhibitionism4>>

<<if $player.penisExist and $player.vaginaExist>>
	"Both?" <<he>> asks. "It's my lucky day. Shame I don't have a camera."
<<elseif $player.penisExist>>
	<<if $player.gender_appearance is "f">>
		"Now there's a surprise," <<he>> says.
		<<if $penissize gte 4>>
			"And it's so big. Shame I don't have a camera."
		<<elseif $penissize lte 1>>
			"Though I can barely see it from here."
		<<else>>

		<</if>>
	<<else>>
		"Nice cock," <<he>> says.
		<<if $penissize gte 4>>
			"It's so big. Shame I don't have a camera."
		<<elseif $penissize lte 1>>
			"Though I can barely make it out from here." <<He>> laughs.
		<<else>>

		<</if>>
	<</if>>
<<else>>
	<<if $player.gender_appearance is "m">>
		"Now there's a surprise," <<he>> says.
	<<else>>
		"Nice pussy," <<he>> says.
	<</if>>
<</if>>

<<if $leftarm is "bound" and $rightarm is "bound">>
<<else>>
	You cover yourself, and hold out your hand.
<</if>>
<<if $submissive gte 1150>>
	"Can I have the box now?" you ask.
<<elseif $submissive lte 850>>
	"The box," you say. "Give it to me."
<<else>>
	"I did as you asked," you say.
<</if>>

The <<person>> sighs. "Fine." <<He>> chucks it onto the earth beside you. You crouch to retrieve it. By the time you rise, the <<person>> is gone.

<<set $pubtask2 to 1>>

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

:: Moor Box Undies
<<effects>>

<<if $worn.lower.type.includes("naked")>>

	You'll be left
	<<if $worn.upper.type.includes("naked")>>
		naked.
	<<else>>
		bottomless.
	<</if>>
	"Turn around," you say. The <<person>> obliges, facing away and resting <<his>> hands on <<his>> hips.

	<<if $worn.under_upper.set is $worn.under_lower.set>>
		You tug your $worn.under_upper.name down your chest, until it bunches at your waist. You tug it further, down your thighs, over your knees, and then your ankles. You step out of the fabric, lift it, and hold it towards the <<person>>.
		<<exhibitionism5>>
		Eager, <<he>> clambers down the rocks, and snatches your $worn.under_upper.name from your hand. <<He>> drops the black box to the ground as <<he>> climbs back up, as if forgetting about it.

		<<underupperruined>><<underlowerruined>>
	<<else>>
		You pull your $worn.under_lower.name down your thighs, over your knees, and then your ankles. You step out of the fabric, lift it, and hold it towards the <<person>>.
		<<exhibitionism5>>
		Eager, <<he>> clambers down the rocks, and snatches your $worn.under_lower.name from your hand. <<He>> drops the black box to the ground as <<he>> climbs back up, as if forgetting about it.

		<<underlowerruined>>
	<</if>>
<<elseif setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
	<<if $worn.under_upper.set is $worn.under_lower.set>>
		<<if $worn.upper.type.includes("naked")>>
			You'll be left topless. "Turn around," you say. The <<person>> obliges, facing away and resting <<his>> hands on <<his>> hips.

			You tug your $worn.under_upper.name down your chest, until it bunches at your waist. You hitch up your skirt, and begin pulling it the rest of the way, down your thighs, over your knees, and then your ankles. You step out of the fabric before holding it towards the <<person>>
			<<if $player.gender is "f" or $player.gender_appearance is "f">>
				<<exhibitionism4>>
			<<else>>
				<<exhibitionism1>>
			<</if>>
			Eager, <<he>> clambers down the rocks, and snatches your $worn.under_upper.name from your hand. <<He>> drops the black box to the ground as <<he>> climbs back up, as if forgetting about it.

			<<underupperruined>><<underlowerruined>>
		<<else>>
			You tug your $worn.under_upper.name down your chest, until it bunches at your waist. You hitch up your skirt, and begin pulling it the rest of the way, down your thighs, over your knees, and then your ankles. You step out of the fabric before holding it towards the <<person>>
			<<exhibitionism1>>

			Eager, <<he>> clambers down the rocks, and snatches your $worn.under_upper.name from your hand. <<He>> drops the black box to the ground as <<he>> climbs back up, as if forgetting about it.

			<<underupperruined>><<underlowerruined>>
		<</if>>
	<<else>>
		You hitch up the sides of your skirt, and pull your $worn.under_lower.name down your thighs, over your knees, and down to your ankles. The <<person>> watches intently.
		<<exhibitionism1>>

		You step out of them, lift them from the ground, and hold them towards the <<person>>. Eager, <<he>> clambers down the rocks, and snatches your $worn.under_lower.name from your hand. <<He>> drops the black box to the ground as <<he>> climbs back up, as if forgetting about it.

		<<underlowerruined>>
	<</if>>
<<else>>
	<<if $worn.under_upper.set is $worn.under_lower.set>>
		<<if $worn.upper.set is $worn.lower.set>>
			You'll need to remove your $worn.upper.name first. "Turn around," you say. The <<person>> obliges, facing away and resting <<his>> hands on <<his>> hips.

			You shuffle out of your top and bottoms, then tug your $worn.under_upper.name down your chest, until it bunches at your waist. You continue pulling it down your thighs, over your knees, and then your ankles. You step out of the fabric, and put your $worn.upper.name back on.
			<<exhibitionism1>>

			You hold the fabric towards the <<person>>. Eager, <<he>> clambers down the rocks, and snatches your $worn.under_upper.name from your hand. <<He>> drops the black box to the ground as <<he>> climbs back up, as if forgetting about it.

			<<underupperruined>><<underlowerruined>>
		<<else>>
			You'll need to remove your $worn.lower.name first. "Turn around," you say. The <<person>> obliges, facing away and resting <<his>> hands on <<his>> hips.

			You pull down your bottoms, then tug your $worn.under_upper.name down your chest, until it bunches at your waist. You continue pulling it down your thighs, over your knees, and then your ankles. You step out of the fabric, and pull your $worn.lower.name back on.
			<<exhibitionism1>>

			You hold the fabric towards the <<person>>. Eager, <<he>> clambers down the rocks, and snatches your $worn.under_upper.name from your hand. <<He>> drops the black box to the ground as <<he>> climbs back up, as if forgetting about it.

			<<underupperruined>><<underlowerruined>>

		<</if>>
	<<else>>
		<<if $worn.upper.set is $worn.lower.set>>
			You'll need to remove your $worn.upper.name first. "Turn around," you say. The <<person>> obliges, facing away and resting <<his>> hands on <<his>> hips.

			You shuffle out of your top and bottoms, then tug your $worn.under_lower.name down your thighs, over your knees, and then your ankles. You step out of the fabric, and pull your $worn.upper.name back on.
			<<exhibitionism1>>

			You hold the fabric towards the <<person>>. Eager, <<he>> clambers down the rocks, and snatches your $worn.under_lower.name from your hand. <<He>> drops the black box to the ground as <<he>> climbs back up, as if forgetting about it.

			<<underlowerruined>>
		<<else>>
			You'll need to remove your $worn.lower.name first. "Turn around," you say. The <<person>> obliges, facing away and resting <<his>> hands on <<his>> hips.

			You shuffle out of your bottoms, then tug your $worn.under_lower.name down your thighs, over your knees, and then your ankles. You step out of the fabric, and pull your $worn.lower.name back on.
			<<exhibitionism1>>

			You hold the fabric towards the <<person>>. Eager, <<he>> clambers down the rocks, and snatches your $worn.under_lower.name from your hand. <<He>> drops the black box to the ground as <<he>> climbs back up, as if forgetting about it.

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

You crouch to retrieve the box. The <<person>> is gone by the time you rise. <<covered>>

<<set $pubtask2 to 1>>

<<endevent>>
<<clearNPC moor>>

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

repo_name: Area/degrees

license: mit


code:
:: Moor Widgets [widget]
<<widget "eventsmoorlow">>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if random(1, 8) is 8 or ($moormove is "quick_search" or $moormove is "normal_search" or $moormove is "careful_search" or $moormove is "fly_search") and random(1, 4) is 4>>
	<<set $rng to random (1, 3)>>
	<<if $rng is 3>>
		You see a bullet lying at the edge of a trail. It looks old. A collector might pay for it.

		<<set $antiquemoney += 50>><<museumAntiqueStatus "antiquebullet" "found">>
		<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>

	<<elseif $rng is 2>>
		Tufts of small yellow flowers grow among the heather.

		<<if $tending gte 400>>
			Broccoli. They're fully grown, and inedible. Their gentle sway puts you at ease.<<lstress>><<stress -6>>

			<<if !$plants_known.includes("broccoli")>>
				<<link [[Harvest seeds (0:30)|Moor Broccoli]]>><<pass 30>><</link>><<tendingdifficulty 400 700>>

			<</if>>
		<<else>>
			You need a higher tending skill to identify them.

		<</if>>
		<<link [[Continue|Moor]]>><<set $eventskip to 1>><</link>>

	<<else>>
		Tufts of small white flowers grow among the heather.

		<<if $tending gte 300>>
			Wild carrots.

			<<link [[Pick wild carrots (0:30)|Moor Carrots]]>><<pass 30>><</link>><<tendingdifficulty 300 600>>

		<<else>>

			You need a higher tending skill to identify them.

		<</if>>
		<<link [[Continue|Moor]]>><<set $eventskip to 1>><</link>>

	<</if>>
<<elseif $danger gte (9900 - ($allure * $forestmod))>>
	<<set $rng to random(1, 5)>>
	<<switch $rng>>
	<<case 1>>
		<<generate1>><<person1>>
		A <<person>> appears over the ridge up ahead, walking stick in hand.
		<<if $exposed gte 1>>
			<<covered>> You duck behind the heather.

			<<link [[Hide until they pass (0:10)|Moor Exposed Hide]]>><<pass 10>><</link>>

			<<if $exposed gte 2>>
				<<if $exhibitionism gte 55>>
					<<link [[Keep walking|Moor Exposed Naked]]>><</link>><<exhibitionist4>>

				<</if>>
			<<else>>
				<<if $exhibitionism gte 15>>
					<<link [[Keep walking|Moor Exposed Undies]]>><</link>><<exhibitionist2>>

				<</if>>
			<</if>>
		<<else>>
			<<He>>
			<<if random(1, 2) is 2>>
				smiles
			<<else>>
				nods
			<</if>>
			as you pass.
			<<if $anxiety gte 1 and $controlled is 0>>

				You don't feel comfortable until <<hes>> far behind you.<<gstress>><<stress 6>>

			<<else>>
				You smile back.<<ltrauma>><<trauma -6>>

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

		<</if>>
	<<case 2>>
		<<if $bestialitydisable is "f" and $lurkerdisable is "f">>
			The heather parts as something rushes towards you. Before it arrives, you hear a rustling from behind. Something lands on your <<bottom>> before you can turn.

			<<link [[Next|Moor Struggle Low]]>><<set $struggle_start to 1>><</link>>
		<<else>>
			The heather parts as something rushes towards you. You turn and flee, but it catches up, landing on your back and knocking you to the ground.

			It's a struggle, but you manage to wrest it free and hurl it back into the heather.<<beastescape>>

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

		<</if>>
	<<case 3>>
		You hear the rumble of a vehicle approach from behind.<<if $anxiety gte 1>><<gstress>><<stress 6>><</if>>

		<<link [[Keep walking|Moor Vehicle]]>><</link>>

		<<link [[Hide (0:05)|Moor Vehicle Hide]]>><<trauma 6>><</link>><<gtrauma>>

	<<case 4>>
		Something leaps from the heather, colliding with your chest and knocking you to the dirt.<<gpain>><<gtrauma>><<gstress>><<pain 1>><<trauma 6>><<stress 6>>

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

	<<case 5>>
		<<if random(1, 2) is 1>>
			<<set $moorFlower to "flower">>
		<<else>>
			<<set $moorFlower to "phallus plant">>
		<</if>>
		You smell a sweet fragrance. A <<if $moorFlower is "flower">>pink flower<<else>>odd plant<</if>> grows among the heather.

		<<if $moorFlower is "flower">>
			<<link [[Investigate|Moor Flower]]>><<arousal 600>><<drugs 60>><</link>><<garousal>>
		<<else>>
			<<link [[Investigate|Moor Phallus Plant]]>><<arousal 600>><<drugs 60>><</link>><<garousal>>
		<</if>>

		<<link [[Ignore|Moor Flower Ignore]]>><</link>><<willpowerdifficulty 1 600>>

	<</switch>>
<<else>>
	<<set $rng to random(1, 6)>>
	<<switch $rng>>
	<<case 1>>
		The heather bows as a breeze rushes towards you, caressing your skin.<<lstress>><<stress -6>>

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

	<<case 2>>
		You see a dark shape move in the corner of your vision. It's gone before you can turn.<<gstress>><<stress 6>>

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

	<<case 3>>
		<<beastNEWinit 1 fox>>
		A <<beasttype>> appears from the shrubs, stopping right in your path. <<bHe>> stares at you a moment, ears twitching, before darting into a bush.

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

	<<case 4>>
		You find a tire-marked trail that makes the going a little easier.<<lstress>><<stress -6>>

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

	<<case 5>>
		You walk past a ruined cottage. The remains of the nearby stone walls suggest this was once a farm.

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

	<<case 6>>
		<<eventAmbient>>
		<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>

	<</switch>>
<</if>>
<</widget>>

<<widget "eventsmoormid">>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if random(1, 8) is 8 or ($moormove is "quick_search" or $moormove is "normal_search" or $moormove is "careful_search" or $moormove is "fly_search") and random(1, 4) is 4>>
	<<set $rng to random (1, 2)>>
	<<if $rng is 2>>
		You spot a black shape, half-buried in mud. It's an artillery shell. It looks old.

		<<if $history gte 500>>
			It can't still be active, and it might be worth something to a collector.
			<<set $antiquemoney += 100>><<museumAntiqueStatus "antiqueshell" "found">>

		<<else>>
			You stay far away.

		<</if>>

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

	<<else>>
		Green shoots erupt from the earth in clusters.

		<<if $tending gte 400>>
			<<link [[Pick onions (0:30)|Moor Onions]]>><<pass 30>><</link>><<tendingdifficulty 400 700>>

		<<else>>

			You need a higher tending skill to identify them.

		<</if>>
		<<link [[Continue|Moor]]>><<set $eventskip to 1>><</link>>

	<</if>>
<<elseif $danger gte (9900 - ($allure * $forestmod))>>
	<<set $rng to random(1, 8)>>
	<<switch $rng>>
	<<case 1>>
		<<beastNEWinit 1 cat>>
		The hair stands on the back of your neck. You turn and face a pair of yellow eyes as a <<if $monster isnot 1>>large <</if>><<beasttype>> sprints towards you.

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

	<<case 2>>
		Gravel tumbles from a tall rock beside you. You look up. Something glistens at the top. Limbs unfurl as it leaps towards you.

		<<if $bestialitydisable is "f" and $lurkerdisable is "f">>
			<<dancedifficulty 1 1000 true>>
			<<if $danceSuccess>>
				You jump aside, and the creature lands on the earth beside you.

				<<link [[Next|Moor Struggle Mid]]>><<set $phase to 0>><<set $struggle_start to 1>><</link>>

			<<else>>
				It lands on your face before you can react. An appendage prods your lips.

				<<link [[Next|Moor Struggle Mid]]>><<set $phase to 1>><<set $struggle_start to 1>><</link>>

			<</if>>
		<<else>>
			It lands on your chest, knocking you to the earth. You manage to wrest it free and hurl it back over the rock, but not without a struggle.<<beastescape>>

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

		<</if>>
	<<case 3>>
		You think you see a figure watching you from a rock some distance away. You blink, and they're gone.<<gstress>><<stress 6>>

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

	<<case 4>>
		A pair of yellow eyes stare at you from a cave near the top of a taller rock.<<gstress>><<stress 6>>

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

	<<case 5>>
		You're walking along the top of a cliff, when the earth shakes. You're knocked off your feet, and roll towards the precipice.

		<<if $harpy gte 6 or $angel gte 6 or $demon gte 6 or $fallenangel gte 2>>
			Your wings flare as you hurtle over the edge. The wind catches you, and you are carried to a gentle landing.

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

		<<else>>
			You manage to grasp a tough shrub, but are still left dangling off the edge.

			You glance down. It's not a long drop.

			<<link [[Pull yourself up|Moor Cliff Pull]]>><</link>><<athleticsdifficulty 1 1000>>

			<<link [[Let go|Moor Cliff Drop]]>><<pain 8>><<stress 6>><</link>><<ggpain>><<gstress>>

		<</if>>
	<<case 6>>
		Your hairs stand on edge. You feel watched. You glance around. Anything could be lurking the numerous cracks and caves dotting the surrounding rocks.<<gstress>><<stress 6>>

		<<link [[Take a detour (0:30)|Moor Cats Detour]]>><<pass 30>><<trauma 6>><</link>><<gtrauma>>

		<<link [[Continue|Moor Cats Continue]]>><</link>>

	<<case 7>>
		You see a patch of tall grass rustle. A multi-limbed creature scuttles out from the grass, followed by another behind a bush. The first creature leaps at you.

		<<if $plantdisable is "f" and $tentacledisable is "f" and ($hallucinations gte 2 or $backgroundTraits.includes("plantlover"))>>
			<<generatePlant1>><<person1>>
			You <<if $submissive gte 850>>swing your arm to swat it away<<else>>hold your arms in front of you defensively<</if>>, but the creature doesn't make it to you. A vine wraps around it in midair, holding it in place. The second creature is restrained in the same way.

			"Yoo-hoo!" A <<person "normal">> steps from behind the bush, waving at you. <<Plant_details>> are weaved into <<his>> hair, and <<hes>> completely naked. <<He>> gestures with <<his>> hand, and the vines tighten.

			"Good thing I was in the area," the <<person>> says. "Wouldn't want you falling victim to these little things. So..." <<He>> leans forward, licking <<his>> lips. "Don't I deserve a reward for saving you?"

			<<if $deviancy gte 35>>
				<<link [[Reward|Moor Plant Sex]]>><<set $sexstart to 1>><</link>><<deviant3>>
			<<else>>
				You are not deviant enough to "reward" <<him>>.
			<</if>>

			<<link [[Refuse|Moor Plant Refuse]]>><<set $phase to 1>><</link>>
		<<else>>
			You <<if $submissive gte 850>>swing your arm to swat it away<<else>>hold your arms in front of you defensively<</if>>, but the creature doesn't make it to you. A sudden rockfall from above knocks it out of the air. It scurries away, as does the second creature.
			<<stress 6>><<gstress>>

			<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
		<</if>>
	<<case 8>>
		<<moor_hunt_start>>
	<</switch>>
<<else>>
	<<set $rng to random(1, 7)>>
	<<switch $rng>>
	<<case 1>>
		<<if random(1, 2) is 2>>
			<<if !$worn.upper.type.includes("naked")>>
				Your $worn.upper.name snags on a thorny bush.

				<<link [[Just tear free|Moor Tear]]>><<set $phase to 1>><</link>>

				<<link [[Carefully free yourself (0:05)|Moor Careful]]>><<set $phase to 1>><<pain 4>><<pass 5>><</link>><<gpain>>

			<<elseif !$worn.under_upper.type.includes("naked")>>
				Your $worn.under_upper.name snags on a thorny bush.

				<<link [[Just tear free|Moor Tear]]>><<set $phase to 2>><</link>>

				<<link [[Carefully free yourself (0:05)|Moor Careful]]>><<set $phase to 2>><<pain 4>><<pass 5>><</link>><<gpain>>

			<<else>>
				The wind blows a thorny bush into your exposed skin, scratching you.<<gpain>><<gstress>><<pain 4>><<stress 6>>

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

			<</if>>
		<<else>>
			<<if !$worn.lower.type.includes("naked")>>
				Your $worn.lower.name snags on a thorny bush.

				<<link [[Just tear free|Moor Tear]]>><<set $phase to 3>><</link>>

				<<link [[Carefully free yourself (0:05)|Moor Careful]]>><<set $phase to 3>><<pain 4>><<pass 5>><</link>><<gpain>>

			<<elseif !$worn.under_lower.type.includes("naked")>>
				Your $worn.under_lower.name snags on a thorny bush.

				<<link [[Just tear free|Moor Tear]]>><<set $phase to 4>><</link>>

				<<link [[Carefully free yourself (0:05)|Moor Careful]]>><<set $phase to 4>><<pain 4>><<pass 5>><</link>><<gpain>>

			<<else>>
				The wind blows a thorny bush into your exposed skin, scratching you.<<gpain>><<gstress>><<pain 4>><<stress 6>>

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

			<</if>>
		<</if>>
	<<case 2>>
		<<if $worn.feet.type.includes("naked")>>
			The ground is littered with sharp rocks. Your lack of proper footwear makes walking difficult.<<gpain>><<gstress>><<pain 4>><<stress 6>>

		<<else>>
			The ground is littered with sharp rocks. You're grateful for your $worn.feet.name.

		<</if>>

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

	<<case 3>>
		The wind picks up.
		<<if $hallucinations gte 2>>
			It whispers.
			<<set $rng to random(1, 5)>>
			<<switch $rng>>
			<<case 1>>
				But you don't understand.
			<<case 2>>
				"Buried deep in me."
			<<case 3>>
				"It comes."
			<<case 4>>
				"Through the mirror."
			<<case 5>>
				"Turn back."
			<</switch>>
			<<gtrauma>><<trauma 6>>

		<<else>>
			You shiver as it flows over you.

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

	<<case 4>>
		You find a number of boulders littering the base of a cliff.

		<<if $moor_hunt gte 1>>
			Dark openings litter the base. It'd be tight, but you could squeeze into one if you wanted to hide.

			<<link [[Hide (0:30)|Moor Bird Hide]]>><<pass 30>><</link>>

			<<link [[Ignore|Moor]]>><<set $eventskip to 1>><</link>>

		<<else>>
			You keep your distance.

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

		<</if>>
	<<case 5>>
		You find evidence of other people. A flat patch of ground, covered with footprints. A fire still smolders in the centre. Several chains are buried in the earth.

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

	<<case 6>>
		You walk along the top of a cliff. The edge looks unsafe, so you stay well away.

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

	<<case 7>>
		<<eventAmbient>>
		<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>

	<</switch>>
<</if>>
<</widget>>

<<widget "eventsmoorhigh">>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if random(1, 8) is 8 or ($moormove is "quick_search" or $moormove is "normal_search" or $moormove is "careful_search" or $moormove is "fly_search") and random(1, 4) is 4>>
	<<set $rng to random (1, 2)>>
	<<if $rng is 2>>
		You find a passage leading into the earth.

		<<link [[Enter (0:20)|Moor Crack Passage]]>><<set $outside to 0>><<pass 20>><</link>>

		<<link [[Ignore|Moor]]>><<set $eventskip to 1>><</link>>

	<<else>>
		Green shoots sprout from a bank.

		<<if $tending gte 500>>
			<<link [[Pick garlic (0:30)|Moor Garlic]]>><<pass 30>><</link>><<tendingdifficulty 500 800>>

		<<else>>

			You need a higher tending skill to identify them.

		<</if>>
		<<link [[Continue|Moor]]>><<set $eventskip to 1>><</link>>

	<</if>>
<<elseif $danger gte (9900 - ($allure * $forestmod))>>
	<<set $rng to random(1, 7)>>
	<<switch $rng>>
	<<case 1>>
		The ground lurches, staggering you. A crack opens beneath, widening with staggering speed.

		<<dancedifficulty 500 1100 true>>
		<<if $danceSuccess>>
			Your legs are splayed, but you master your footing and leap aside. The earth shudders to a halt.

			You step around the crack, and continue your journey.

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

		<<else>>
			You try to the leap aside, but the earth shakes too much. You fall into the crack.

			<<link [[Next|Moor Crack]]>><</link>>

		<</if>>
	<<case 2>>
		You follow a trail between two ponds.
		<<if $weather is "clear">>
			<<if $daystate is "night">>
				They reflect no moonlight.
			<<else>>
				They reflect no sunlight.
			<</if>>
		<<else>>
			You're careful to keep your footing.
		<</if>>

		<<if $bestialitydisable is "f" and $lurkerdisable is "f">>
			You hear bubbles break the surface. At once, several creatures lunge from the depths. You stagger as one lands on your face. Another lands on your <<bottom>>.

			<<link [[Next|Moor Struggle High]]>><<set $struggle_start to 1>><</link>>

		<<else>>
			You hear bubbles break the surface. At once, several creatures lunge from the depths. You bat them aside and run. More emerge, harassing your flight, until you make it to the other end of the trail.<<beastescape>>

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

		<</if>>
	<<case 3>>
		A dark shape rises from the water some distance away. It looks like a head, perched atop a long neck. It turns to face you, then disappears beneath the surface.<<gstress>><<stress 6>>

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

	<<case 4>>
		You see several birds resting on the surface of a pond. They keep a wary eye on you as they swim away.

		There's a splash at the back, and one of the birds vanishes beneath the surface. The others squawk in panic, beating their wings to hasten their flight in your direction. They cower together on the bank.<<gstress>><<stress 6>>

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

	<<case 5>>
		The ground rumbles, and you slip, landing on your <<bottom>><<gpain>><<gstress>><<pain 1>><<stress 6>>

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

	<<case 6>>
		<<moor_hunt_start>>
	<<case 7>>
		<<if $worn.feet.type.includes("shackle")>>
			The boggy ground is hard to navigate with your feet restricted.<<gtiredness>><<tiredness 1>>

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

		<<elseif $worn.feet.type.includes("rugged")>>
			The ground is boggy, but your rugged $worn.feet.name prove up to the challenge.

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

		<<else>>
			<<if $worn.feet.type.includes("naked")>>
				Your feet sink into the mud, and hear a click. Metal restraints have clamped around your ankles, binding them together. There's a keyhole on one side.

			<<else>>
				Your feet sink into the mud, and won't budge. You hear a click. You pull your legs free and stumble forward, but your $worn.feet.name have been left behind. Instead, metal restraints have clamped around your ankles, binding them together. There's a keyhole on one side.
				<<feetruined>>
			<</if>>

			<<shackle_feet>>
			<<link [[Break them|Moor Shackle Break]]>><</link>><<physiquedifficulty 1 16000>>

			<<set $skulduggerydifficulty to 600>>
			<<link [[Pick the lock|Moor Shackle Pick]]>><</link>><<skulduggerydifficulty>>

		<</if>>
	<</switch>>
<<else>>
	<<set $rng to random(1, 6)>>
	<<switch $rng>>
	<<case 1>>
		You find a clear spring, elevated above the surrounding pools. The water looks clean.

		<<link [[Wash (0:20)|Moor Wash]]>><<pass 20>><<strip>><<stress -2>><<if $moor_hunt gte 1>><<set $moor_hunt += 1.5>><</if>><</link>><<lstress>>

		<<link [[Leave|Moor]]>><<set $eventskip to 1>><</link>>

	<<case 2>>
		Several birds rest on the surface of a pond. They keep a wary eye on you as they swim away.

		<<if $moor_hunt gte 1>>
			The water is deep and dark. Anything could hide below.

			<<link [[Hide (0:01)|Moor Bird Pool]]>><<pass 1>><</link>><<swimmingdifficulty 1 300>>

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

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

		<</if>>

	<<case 3>>
		An engraved pillar of stone rests atop a small hillock.
		<<if $history gte 1000>>
			You've read about these. They're ancient shrines. Travellers would pray for good luck.

			<<link [[Pray for good luck (0:05)|Moor Luck]]>><<stress -6>><<pass 5>><</link>><<lstress>>

			<<link [[Ignore|Moor]]>><<set $eventskip to 1>><</link>>

		<<else>>
			You wonder who carved it.

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

		<</if>>

	<<case 4>>
		<<set $quicksand_depth to 4>>
		Your foot parts the earth, and you sink as if through water, until the ground swallows you up to your waist. You try to pull free, but you're stuck.
		<<if $quicksand is undefined>>
			<<set $quicksand to 0>>
		<</if>>
		<<if $quicksand lt 5>>
			You're slowly sinking.<<ggstress>><<stress 12>>
		<<else>>
			You've been here before. You know you won't sink. You stay calm.
		<</if>>

		<<if $hallucinations gte 2 and $controlled is 0>>
			Something grasps your ankle. It tugs.<<ggstress>><<stress 12>>

		<</if>>

		<<quicksand_actions>>

	<<case 5>>
		The ground is a little more stable here.<<lstress>><<stress -6>>

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

	<<case 6>>
		<<eventAmbient>>
		<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>

	<</switch>>
<</if>>
<</widget>>

<<widget "quicksand_actions">>
<<if $quicksand lt 5 and $quicksand_learn is undefined>>
	<<link [[Calm yourself (0:05)|Moor Quicksand]]>><<set $quicksand_learn to true>><<set $phase to 0>><<pass 5>><</link>><<willpowerdifficulty 1 400>>

<<elseif $quicksand gte 5>>
	<<link [[Spread your weight (0:05)|Moor Quicksand]]>><<set $phase to 1>><<pass 5>><</link>> Knowledge: Quicksand

<</if>>
<<link [[Call for help (0:05)|Moor Quicksand]]>><<set $phase to 2>><<pass 5>><</link>><<if $daystate is "night">><<difficulty 10>><<else>><<difficulty 30>><</if>>

<<link [[Struggle (0:05)|Moor Quicksand]]>><<set $phase to 3>><<pass 5>><</link>><<physiquedifficulty 1 20000>>

<</widget>>

<<widget "quicksand_end">>
<<unset $quicksand_depth>>
<<unset $quicksand_learn>>
<<unset $quicksandWraith>>
<</widget>>

<<widget "quicksand_pull">>
<<switch $quicksand_depth>>
<<case 1>>
	<<set $quicksand_depth += 1>>
	Your ankle is tugged again, pulling you deeper until the sand reaches your knees. <<gstress>><<stress 6>>

	<<quicksand_actions>>
<<case 2>>
	<<set $quicksand_depth += 1>>
	Your ankle is tugged again, pulling you deeper until the sand reaches your thighs. <<gstress>><<stress 6>>

	<<quicksand_actions>>
<<case 3>>
	<<set $quicksand_depth += 1>>
	Your ankle is tugged again, pulling you deeper until the sand reaches your waist. <<gstress>><<stress 6>>

	<<quicksand_actions>>
<<case 4>>
	<<set $quicksand_depth += 1>>
	Your ankle is tugged again, pulling you deeper until the sand reaches your chest. <<ggstress>><<stress 12>>

	<<quicksand_actions>>
<<case 5>>
	<<set $quicksand_depth += 1>>
	Your ankle is tugged again, pulling you deeper until the sand reaches your neck. You'll soon be submerged. <<ggstress>><<stress 12>>

	<<quicksand_actions>>
<<default>>
	With a final tug, the earth swallows you.<<ggtrauma>><<ggstress>><<trauma 12>><<stress 12>>

	<<passout_moor>>
	<<if $quicksandWraith>>
		<<ind>><<ind>><<ind>><<ind>><<ind>><<ind>><<ind>><<ind>>_drown

<<ind>><<ind>>_drown

<<ind>><<ind>><<ind>><<ind>><<ind>>_drown
	<</if>>
<</switch>>
<<if $quicksandWraith>>

<<ind>><<ind>><<ind>><<ind>><<ind>><<ind>>_drown

<<ind>>_drown
<</if>>
<</widget>>

<<widget "passout_moor">>
/*ToDo: Pregnancy, remove $pregnancyTesting to properly enable*/
<<if $sexStats.vagina.pregnancy.waterBreaking is true and $pregnancyTesting>>
	<<pregnancyWatersBrokenPassout "moor">>
<<else>>
	<<passout>>
	<<set $danger to random(1, 10000)>>
	<<if $danger gte (9900 - $allure)>>
		<<if random(1, 2) is 2>>
			<<link [[Next|Moor Abduction Wake]]>><<if $moor lte 15>><<set $moor to 20>><</if>><</link>>

		<<else>>
			<<link [[Next|Moor Bird Wake]]>><</link>>

		<</if>>
	<<else>>
		<<ambulance>>
	<</if>>
<</if>>
<</widget>>

<<widget "end_moor_captive">>
<<unset $moor_binding>>
<</widget>>

<<widget "moor_captive_init">>
<<set $moor_binding to 12>>
<</widget>>

<<widget "moor_binding_text">>
<<if $moor_binding gte 12>>
	Your binds are tight and uncomfortable.
<<elseif $moor_binding gte 8>>
	Your binds are looser than they were, but still tight.
<<elseif $moor_binding gte 4>>
	Your binds are loosening
<<elseif $moor_binding gte 1>>
	Your binds are loosening. You can wiggle your wrists a bit.
<<else>>
	Your binds are loose. You can break them when you wish.
<</if>>
<</widget>>

<<widget "moor_captive_actions">>

<<if $moor_binding gte 1>>
	<<set $skulduggerydifficulty to 500>>
	<<link [[Loosen your bonds|Moor Abduction Walk Loosen]]>><</link>><<skulduggerydifficulty>>

	<<link [[Be good|Moor Abduction Walk]]>><><</link>>

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

		<<link [[Break your bonds and run|Moor Abduction Mire Run]]>><<unbind>><</link>><<athleticsdifficulty 900 1900>>

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

		<<link [[Break your bonds and run|Moor Abduction Rock Run]]>><<unbind>><</link>><<athleticsdifficulty 800 1500>>

	<<else>>
		You could run, but they'll give chase.

		<<link [[Break your bonds and run|Moor Abduction Plain Run]]>><<unbind>><</link>><<athleticsdifficulty 500 1500>>

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

	<<if $submissive lte 500>>
		<<link [[Fantasise about revenge|Moor Abduction Fantasise]]>><<def 1>><<stress -6>><</link>><<defianttext>>

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

<<widget "moor_hunt_start">>
<<if $weather is "clear">>
	A shadow passes over you.
<<else>>
	You hear a terrible shriek.
<</if>>
<<if $syndromebird is 1>>
	<<npc "Great Hawk">>
	Your <<beasttype>> circles overhead.

	<<endevent>>

	<<if $harpy gte 6>>
		<<link [[Screech back|Moor Bird Screech]]>><</link>><<harpy>>

	<</if>>
	<<link [[Continue|Moor]]>><<set $eventskip to 1>><</link>>

<<else>>
	Terror circles overhead.
	<<if $moor_hunt is undefined>>
		You are being hunted.<<ggstress>><<stress 12>>
		<<set $moor_hunt to 1>>
	<</if>>

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

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

<<widget "moor_hunt">>
<<npc "Great Hawk">>
You hear another screech. This one from behind you. It's close.
<<if $monster is 1>>
	You turn, and see a winged <<nnpc_gendery "Great Hawk">> with claws instead of feet. <<bHe>> swoops towards you, talons outstretched.
<<else>>
	You turn, and see a colossal hawk swooping towards you, talons outstretched.
<</if>>
<<bHis>> eyes pierce yours. Terror roots you to the spot.

<<link [[Stay still|Moor Bird Still]]>><</link>>

<<link [[Resist|Moor Bird Resist]]>><</link>><<willpowerdifficulty 1 300>>

<</widget>>


code:
:: Riding School Lock
<<set $outside to 1>><<effects>><<set $lock to 200>>
<<if $skulduggery gte $lock>>
	The lock looks easy to pick.

	<<link [[Pick it (0:10)|Riding School]]>><<pass 10>><<crimeup 20>><</link>><<crime>>

<<else>>
	The lock looks beyond your ability to pick.<<skulduggeryrequired>>

<</if>>
<<link [[Leave|Farmland]]>><</link>>

:: Riding School
<<set $outside to 1>><<set $location to "riding_school">><<effects>>

You are at Remy's riding school. Stables surround a central courtyard. A small office sits to one side. A dirt track leads into the surrounding countryside. Lessons cost £25.

<<if $daystate isnot "night" and $hour isnot $closinghour>>
	Several people chat in the courtyard, waiting for the next lesson to begin.

<</if>>

<<if $stress gte $stressmax>>
	<<passoutfarmroad>>
<<elseif $hour is $closinghour>>
	It's closing time. The horses are being herded into their stables, and the customers from the grounds. <<if $exposed gte 1>>You skulk away before anyone sees your <<lewdness>>.<</if>>

	<<link [[Next|Farmland]]>><</link>>

<<elseif $daystate is "night">>
	<<if $hour isnot $closinghour and $ridingschooltheft isnot 1>>
		<<link [[Examine the office building|Riding School Register]]>><</link>>

	<</if>>

	<<link [[Leave|Farmland]]>><</link>>

<<else>>
	<<if $ridingschoolintro is undefined>>
		<<set $ridingschoolintro to 0>>
		<<if $remy_seen is "livestock">>
			<<npc Remy>><<person1>>A horse trots up to you. Upon its back sits Remy, <<if $pronoun is "m">><<his>> pale brown hair flicking in the breeze<<else>><<his>> pale brown hair tied in a neat bun<</if>>. You tense as memories of your treatment at <<his>> farm invade your mind. However, there's no domineering malice in <<his>> eyes this time. There's no recognition at all.

			"Welcome to my riding school," <<he>> says as the horse comes to a stop. "I'm Remy. We offer lessons on both riding and caring for horses. I hope we can be of service."

			<<He>> spurs <<his>> horse to a trot, and rides away.

			<<link [[Next|Riding School]]>><<endevent>><</link>>

		<<elseif $remy_seen is "farm">>
			<<npc Remy>><<person1>>A horse trots up to you. Upon its back sits Remy, <<if $pronoun is "m">><<his>> short, pale brown hair flicking in the breeze<<else>><<his>> pale brown hair tied in a neat bun<</if>>.

			"Welcome to my riding school," <<he>> says as the horse comes to a stop. "I'm glad you could make it. We offer lessons on both riding and caring for horses. I hope we can be of service."

			<<He>> spurs <<his>> horse to a trot, and rides away.

			<<link [[Next|Riding School]]>><<endevent>><</link>>

		<<else>>
			<<npc Remy>><<person1>>A horse trots up to you. Upon its back sits a <<if $pronoun is "m">>man with short, pale brown hair flicking in the breeze<<else>>woman with pale brown hair tied in a neat bun<</if>>.

			"Welcome to my riding school," <<he>> says as the horse comes to a stop. "I'm Remy. We offer lessons on both riding and caring for horses. I hope we can be of service."

			<<He>> spurs <<his>> horse to a trot, and rides away.

			<<link [[Next|Riding School]]>><<endevent>><</link>>

		<</if>>
		<<set $remy_seen to "riding_school">>
	<<elseif $remy_seen is "livestock">>
		<<npc Remy>><<person1>>A horse trots up to you. Upon its back sits Remy, <<if $pronoun is "m">><<his>> pale brown hair flicking in the breeze<<else>><<his>> pale brown hair tied in a neat bun<</if>>. You tense as memories of your treatment at <<his>> farm invade your mind. However, there's no domineering malice in <<his>> eyes this time. There's no recognition at all.

		"It's good to see you again," <<he>> says as the horse comes to a stop. "I hope we can be of service."

		<<He>> spurs <<his>> horse to a trot, and rides away.

		<<link [[Next|Riding School]]>><<endevent>><</link>>

		<<set $remy_seen to "riding_school">>
	<<else>>

		<<if $money gte 2500>>
			<<link [[Take riding lesson (1:00)|Riding School Lesson]]>><<set $riding_lesson to 0>><<set $money -= 2500>><<set $thighskill += 18>><</link>><<gtiredness>> | + Thigh skill

		<</if>>

		<<link [[Leave|Farmland]]>><</link>>

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

:: Riding School Lesson
<<effects>>

<<if $riding_lesson is 0>>
	<<if $leftarm is "bound" or $rightarm is "bound">>
		"You can't ride like that," Remy says, untying your arms with deft movements. "Better."
		<<unbind>>

	<</if>>

	<<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f")>>
		<<if $malechance lt random(1, 100)>>
			Remy assigns you to a centaur, who watches as you <<thightext>> climb into the saddle.
			<<set $steed to "female">>
		<<else>>
			Remy assigns you to a centaur, who watches as you <<thightext>> climb into the saddle.
			<<set $steed to "male">>
		<</if>>
	<<else>>
		<<if $beastmalechance lt random(1, 100)>>
			Remy assigns you to a mare. You <<thightext>> climb into the saddle.
			<<set $steed to "mare">>
		<<else>>
			Remy assigns you to a stallion. You <<thightext>> climb into the saddle.
			<<set $steed to "stallion">>
		<</if>>
	<</if>>

	Once the other students finish climbing into theirs, Remy leads the procession down the dirt track leading into the countryside.
<<else>>
	The lesson continues. Remy rides up and down the procession, giving pointers on proper control.
<</if>>
<<if $thighskill gte 1000>>
	You keep the <<steed_text>> under control with subtle leg movements. It's almost boring. You've learned all you can from these lessons.
<<elseif $thighskill gte 800>>
	You keep the <<steed_text>> under control with subtle leg movements, requiring only the occasional correction with the reins.
<<elseif $thighskill gte 600>>
	Between careful rein use and thigh movements, you manage to keep control of the <<steed_text>>
<<elseif $thighskill gte 400>>
	You keep a firm grip on the reins, but the <<steed_text>> considers your movements suggestions, rather than commands.
<<elseif $thighskill gte 200>>
	You pull the reins this way and that, but it's a struggle to keep the <<steed_text>> under control.
<<else>>
	The <<steed_text>> almost throws you off. Only Remy's presence keeps <<steed_him>> in line.
<</if>>

<<if $riding_lesson gte 3>>
	Remy leads you back to the dirt track leading to the riding school. The <<steed_text>> looks tired. <<steed_He>> must be looking forward to a rest.

	<<link [[Next|Riding School]]>><<unset $steed>><</link>>

<<else>>
	<<set $riding_lesson += 1>><<pass 20>><<tiredness 2>>
	<<set $rng to random(1, 100)>>
	<<set $danger to random(1, 10000)>>
	<<if $danger gte (9900 - $allure)>>
		<<if $rng gte 81 and $horsedisable is "f">>
			Remy leads you to an open field. The steeds are eager to frolic, and become harder to control.

			<<if $steed isnot "mare" and $steed isnot "stallion" or $bestialitydisable is "f">>
				<<if $thighskill gte 200>>
					Your <<steed_text>> bolts. You manage to remain steady, but nothing you do convinces the steed to stop.
				<<else>>
					Your <<steed_text>> bolts. All you can do is cling on tight.
				<</if>>
				You hear Remy shouting somewhere behind, but the voice fades as the <<steed_text>> carries you down a hill and into a wooded dell. <<steed_He>> rears on <<steed_his>> hind legs, throwing you to the ground.

				<<steed_He>> turns to face you, a fierceness in <<steed_his>> eyes.

				<<link [[Calm it|Riding School Lesson Calm]]>><</link>><<tendingdifficulty 600 1200>>

				<<link [[Brace yourself|Riding School Lesson Brace]]>><</link>>

			<<else>>
				You manage to keep yours in line, but some of the newer students lose control. Remy gallops after them, herding them back to the others.
				Your <<steed_text>> lurches aside, and gallops. You throw your arms around <<steed_his>> neck and cling as hard as you can, until Remy catches up and grasps the reins, pulling you to a stop.<<gstress>><<stress 6>>

				<<link [[Next|Riding School Lesson]]>><</link>>

			<</if>>
		<<elseif $rng gte 61>>
			<<npc Remy>><<person1>>
			Remy leads you to a smooth lane, and pushes <<his>> steed to a trot. The other horses follow suit.

			<<endevent>>
			<<generate1>><<person1>>
			You hear hooves coming up from behind.

			<<if $worn.upper.name is "black leather jacket"
				or $worn.upper.name is "brown leather jacket"
				or $worn.upper.name is "vampire jacket">>

					<<if $worn.under_upper.type.includes("naked")>>

						A <<person>> rides alongside you and grasps the side of your $worn.upper.name. <<He>> pulls it open, revealing your <<breasts>>.<<gtrauma>><<gstress>><<garousal>><<trauma 6>><<stress 6>><<arousal 100>>
					<<else>>

						A <<person>> rides alongside you and grasps the side of your $worn.upper.name. <<He>> pulls it open, revealing your <<undertop>>.<<gtrauma>><<gstress>><<garousal>><<trauma 6>><<stress 6>><<arousal 40>>
					<</if>>

					You bat <<his>> arm away and cover yourself before anyone else sees. <<He>> shoots you a mocking smirk before riding on.

			<<elseif $worn.upper.type.includes("naked")>>
				<<if $worn.under_upper.type.includes("naked")>>

					A <<person>> rides alongside you. <<He>> leans over and grasps your <<breasts>>, squeezing and fondling.<<gtrauma>><<gstress>><<garousal>><<trauma 6>><<stress 6>><<arousal 600>>
				<<else>>

					A <<person>> rides alongside you. <<He>> leans over and grasps your <<breasts>> through your $worn.under_upper.name, squeezing and fondling.<<gtrauma>><<gstress>><<garousal>><<trauma 6>><<stress 6>><<arousal 600>>
				<</if>>

					You bat <<his>> arm away before anyone sees. <<He>> shoots you a mocking smirk before riding on.

			<<elseif $worn.upper.open is 1>>

				<<if $worn.under_upper.type.includes("naked")>>

					A <<person>> rides alongside you and grasps the top of your $worn.upper.name. <<He>> tugs it down your chest, revealing your <<breasts>>.<<gtrauma>><<gstress>><<garousal>><<trauma 6>><<stress 6>><<arousal 100>>
				<<else>>

					A <<person>> rides alongside you and grasps the top of your $worn.upper.name. <<He>> tugs it down your chest, revealing your <<undertop>>.<<gtrauma>><<gstress>><<garousal>><<trauma 6>><<stress 6>><<arousal 40>>
				<</if>>

				You bat <<his>> arm away and cover yourself before anyone else sees. <<He>> shoots you a mocking smirk before riding on.

			<<elseif $worn.upper.set isnot $worn.lower.set>>

				<<if $worn.under_upper.type.includes("naked")>>

					A <<person>> rides alongside you and grasps the bottom of your $worn.upper.name. <<He>> pulls it up your chest, revealing your <<breasts>>.<<gtrauma>><<gstress>><<garousal>><<trauma 6>><<stress 6>><<arousal 100>>
				<<else>>

					A <<person>> rides alongside you and grasps the bottom of your $worn.upper.name. <<He>> pulls it up your chest, revealing your <<undertop>>.<<gtrauma>><<gstress>><<garousal>><<trauma 6>><<stress 6>><<arousal 40>>
				<</if>>

				You bat <<his>> arm away and cover yourself before anyone else sees. <<He>> shoots you a mocking smirk before riding on.

			<<else>>

				A <<person>> rides alongside you. <<He>> leans over and grasps your <<breasts>> through your $worn.upper.name, squeezing and fondling.<<gtrauma>><<gstress>><<garousal>><<trauma 6>><<stress 6>><<arousal 600>>

				You bat <<his>> arm away before anyone sees. <<He>> shoots you a mocking smirk before riding on.

			<</if>>

			<<link [[Get revenge|Riding School Lesson Revenge]]>><<def 1>><<trauma -6>><<stress -6>><</link>><<ltrauma>><<lstress>>

			<<link [[Ignore|Riding School Lesson]]>><<endevent>><</link>>

		<<elseif $rng gte 41>>
			Something scurries in front of your <<steed_text>>, and it rears in a panic.

			<<if $thighskill gte 400>>
				You manage to remain in the saddle. The creature disappears beneath a bush before you can get a good look at it.

				"Just a fox," Remy says from up ahead. It looked darker than a fox.

			<<else>>
				You're thrown from its back, and thud onto the dirt.<<gstress>><<gpain>><<stress 6>><<pain 6>>

				"Just a fox," Remy says from up ahead. "Are you alright?" You nod as you climb into the saddle.

			<</if>>

			<<link [[Next|Riding School Lesson]]>><</link>>

		<<elseif $rng gte 21>>
			A <<generate1>><<person1>><<person>> rides up to you. Seems <<he>> wants to chat.

			<<link [[Chat|Riding School Lesson Proposition]]>><<ltrauma>><<lstress>><</link>><<ltrauma>><<lstress>>

			<<link [[Ignore|Riding School Lesson Ignore]]>><</link>>

		<<else>>
			You ride up a hill, into a dense thicket. The canopy scratches and tears at your clothes.

			You feel a tug at your waist. A thin branch has threaded itself through the fabric of your $worn.lower.name. Your <<steed_text>> continues to walk forward, but the branch is taut, and threatens to pull you off the saddle.

			<<link [[Tell your steed to stop|Riding School Lesson Stop]]>><</link>><<tendingdifficulty 1 700>>

			<<link [[Hold on|Riding School Lesson Hold]]>><</link>>

			<<link [[Let yourself be pulled off|Riding School Lesson Pulled]]>><<pain 4>><<stress 6>><</link>><<gpain>><<gstress>>

		<</if>>
	<<else>>
		<<if $rng gte 81>>
			Remy leads you to an open field. The steeds are eager to frolic, and become harder to control.
			<<if $thighskill gte 200>>
				You manage to keep yours in line, but some of the newer students lose control. Remy gallops after them, herding them back to the others.
			<<else>>
				Your <<steed_text>> lurches aside, and gallops. You throw your arms around <<steed_his>> neck and cling as hard as you can, until Remy catches up and grasps the reins, pulling you to a stop.<<gstress>><<stress 6>>
			<</if>>

			<<link [[Next|Riding School Lesson]]>><</link>>

		<<elseif $rng gte 61>>
			<<npc Remy>><<person1>>
			Remy leads you to a smooth lane, and pushes <<his>> steed to a trot. The other horses follow suit.
			<<if $thighskill gte 200>>
				The wind in your hair is exhilarating.
			<<else>>
				You bounce along, unable to do more than cling for safety.<<gstress>><<stress 6>>
			<</if>>

			<<link [[Next|Riding School Lesson]]>><<endevent>><</link>>

		<<elseif $rng gte 41>>
			Remy leads you across a tranquil meadow.<<lstress>><<stress -6>>

			<<link [[Next|Riding School Lesson]]>><</link>>

		<<elseif $rng gte 21>>
			<<generate1>><<person1>>A <<person>> rides alongside you. Seems <<he>> wants to chat.

			<<link [[Chat|Riding School Lesson Chat]]>><<ltrauma>><<lstress>><</link>><<ltrauma>><<lstress>>

			<<link [[Ignore|Riding School Lesson Ignore]]>><</link>>

		<<else>>
			You're led up a hill, into a dense copse of trees. Plump fruit hangs from overhanging branches.

			<<link [[Grab one|Riding School Lesson Grab]]>><</link>>

			<<link [[Ignore|Riding School Lesson]]>><</link>>

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

:: Riding School Lesson Stop
<<effects>>

<<if $tendingSuccess>>
	You tell the <<steed_text>> to stop. It hears the urgency in your voice, and halts in its tracks. You fumble with the branch until you manage to free your $worn.lower.name, then spur on your steed once more.

	<<link [[Next|Riding School Lesson]]>><</link>>

<<else>>
	You tell the <<steed_text>> to stop. <<steed_He>> ignores you. You cling on tight as the branch continues to tug.

	<<link [[Next|Riding School Lesson Hold]]>><</link>>

<</if>>

:: Riding School Lesson Hold
<<effects>>
<<if !$worn.over_lower.type.includes("naked")>>
	<<set _slot to "over_lower">>
<<else>>
	<<set _slot to "lower">>
<</if>>
You cling to the saddle. The branch pulls against your <<print $worn[_slot].name>>, until it tears free.

<<if !$worn.over_lower.type.includes("naked")>>
	<<if $worn.lower.integrity lte 50>>
		<<set $worn.over_lower.integrity -= 50>>
		<<if $worn.lower.type.includes("naked")>>
			You feel a breeze, and look behind you. The tattered remains of your $worn.over_lower.name hang from the branch. The wind snatches it into the canopy.

			<<covered>> No one seems to have noticed your predicament.<<gstress>><<stress 6>>

			<<link [[Ride for cover|Riding School Lesson Ride]]>><</link>>

			<<link [[Ask Remy for something to cover with|Riding School Lesson Ask]]>><<trauma 6>><<stress 6>><<npcincr Remy dom 1>><<fameexhibitionism 10>><</link>><<gtrauma>><<gstress>><<gdom>>

		<<else>>
			You feel a tear, and look behind you. The tattered remains of your $worn.over_lower.name hang from the branch. The wind snatches it into the canopy.

			<<link [[Next|Riding School Lesson]]>><<endevent>><</link>>
		<</if>>
		<<integritycheck no_text>><<exposure>>
	<<else>>
		<<set $worn.over_lower.integrity -= 50>>
		Your clothing is worse for wear, but you manage to remain in the saddle.

		<<link [[Next|Riding School Lesson]]>><<endevent>><</link>>

	<</if>>
<<elseif $worn.lower.integrity lte 50>>
	You feel a breeze, and look behind you. The tattered remains of your $worn.lower.name hang from the branch. The wind snatches it into the canopy.

	<<set $worn.lower.integrity -= 50>><<integritycheck no_text>><<exposure>>

	<<covered>> No one seems to have noticed your predicament.<<gstress>><<stress 6>>

	<<link [[Ride for cover|Riding School Lesson Ride]]>><</link>>

	<<link [[Ask Remy for something to cover with|Riding School Lesson Ask]]>><<trauma 6>><<stress 6>><<npcincr Remy dom 1>><<fameexhibitionism 10>><</link>><<gtrauma>><<gstress>><<gdom>>

<<else>>
	<<set $worn.lower.integrity -= 50>>
	Your clothing is worse for wear, but you manage to remain in the saddle.

	<<link [[Next|Riding School Lesson]]>><<endevent>><</link>>

<</if>>

:: Riding School Lesson Pulled
<<effects>>

The branch pulls you from the saddle, and you thud to the dirt.

You run to catch up with your <<steed_text>>. Someone laughs as you climb atop it.

<<link [[Next|Riding School Lesson]]>><</link>>

:: Riding School Lesson Ask
<<effects>>

You ride up the procession, doing your best to keep yourself covered. You hope no one will notice. They do.

<<if random(1, 2) is 2>>
	"<<pShes>> riding bottomless."
<<else>>
	"Is <<pshe>> naked from the waist down?"
<</if>>

<<if random(1, 2) is 2>>
	"Get dressed, <<girl>>!"
<<else>>
	"No compliants from me."
<</if>>

<<if random(1, 2) is 2>>
	"How bold."
<<else>>
	"What a <<slut>>."
<</if>>

<<npc Remy>><<person1>>
You're blushing furiously when you reach Remy. <<He>> regards you with amusement. "I think I've got something," <<he>> says, rummaging in a bag tied to <<his>> steed's side. "Here we are." <<He>> hands you a towel. You tie it around your waist as quick as you can.

<<towelup>>
<<link [[Next|Riding School Lesson]]>><<endevent>><</link>>

:: Riding School Lesson Ride
<<effects>>

You steer the <<steed_text>> into the trees, away from prying eyes. You ride down the hill and emerge in a clearing. A crumbling old building stands in the middle. Part of the ceiling has collapsed into the doorway, leaving only a small aperture.

Perhaps there are clothes inside.
<<if $physiquesize lte 6000>>
	If you move some of the smaller bits of debris, you small frame should have no trouble squeezing through.
<<else>>
<</if>>

<<if $physiquesize lte 6000>>
	<<link [[Clear the debris then crawl through the hole|Riding School Lesson Crawl Tiny]]>><</link>><<small_text>>

<</if>>
<<link [[Crawl through the hole|Riding School Lesson Crawl]]>><</link>>

<<link [[Build a skirt from plants instead|Riding School Lesson Plants]]>><</link>>

:: Riding School Lesson Crawl Tiny
<<effects>>

You drop to your knees, scoop out some of the debris, then squeeze into the dark and dusy interior.

<<link [[Next|Riding School Lesson Building]]>><</link>>

:: Riding School Lesson Crawl
<<effects>>

You drop to your knees and crawl inside. The interior is dark and dusty. You get your head and shoulders through, then your chest, but your waist proves just a little too thick.

	<<if $horsedisable is "f" and ($steed isnot "mare" and $steed isnot "stallion" or $bestialitydisable is "f")>>
		You push against the wall and wiggle your hips. You're making progress, but then something wet touches your <<bottom>>. It's a tongue.

		<<if $steed is "male" or $steed is "female">>
			"I can't help it," says the centaur, <<steed_his>> voice muffled by the rubble. "Your skin is so salty."<<gstress>><<garousal>><<stress 6>><<arousal 600>>

		<<else>>
			A very long tongue. It's the horse.<<gstress>><<garousal>><<stress 6>><<arousal 600>>

		<</if>>

		<<link [[Plead|Riding School Lesson Plead]]>><</link>><<tendingdifficulty 400 1200>>

		<<link [[Kick|Riding School Lesson Kick]]>><</link>><<physiquedifficulty 4000 $physiquemax>>

		<<link [[Endure|Riding School Lesson Endure]]>><<trauma 6>><<stress 6>><<arousal 600>><</link>><<gtrauma>><<gstress>><<garousal>>

	<<else>>
		You push against the wall and wiggle your hips, until you at last slide through.<<gpain>><<pain 4>>

		<<link [[Next|Riding School Lesson Building]]>><</link>>

	<</if>>

:: Riding School Lesson Plead
<<effects>>

<<if $submissive gte 1150>>
	"St-stop," you say. "That tickles."
<<elseif $submissive lte 850>>
	"Fuck off or you're getting a broken nose," you say.
<<else>>
	"Cut it out," you say.
<</if>>

<<if $tendingSuccess>>
	<<if $steed is "male" or $steed is "female">>
		"Sorry," the <<steed_text>> says. It backs a way from you.
	<<else>>
		The <<steed_text>> responds to something in your voice, and backs away from you.
	<</if>>

	You keep pushing against the wall until, at last, your hips slide through. You climb to your feet.

	<<link [[Next|Riding School Lesson Building]]>><</link>>

<<else>>
	The <<steed_text>> ignores you. <<steed_He>> continues the assault.

	<<link [[Next|Riding School Lesson Endure]]>><</link>>

<</if>>

:: Riding School Lesson Kick
<<effects>>

<<if $physiqueSuccess>>
	You kick at the <<steed_text>>, and <<steed_he>> backs away from you.

	<<link [[Next|Riding School Lesson Building]]>><</link>>

<<else>>
	<<if $steed is "male" or $steed is "female">>
		You kick at the <<steed_text>>, but <<steed_he>> grasps your ankles and holds them down.

	<<else>>
		You kick at the <<steed_text>>, but <<steed_he>> isn't swayed.

	<</if>>
	<<steed_He>> continues the assault.

	<<link [[Next|Riding School Lesson Endure]]>><</link>>

<</if>>

:: Riding School Lesson Endure
<<effects>>

You brace yourself.

<<if $steed is "male" or $steed is "female">>

	<<if !$worn.under_lower.type.includes("naked")>>

		<<if $worn.under_upper.set is $worn.under_lower.set>>
			Strong fingers grasp the bottom of your $worn.under_upper.name, and tug it down your shoulders, chest, waist, and thighs, until it's bunched at your knees. A breeze caresses your <<bottom>>.
		<<else>>
			Strong fingers grasp your $worn.under_lower.name, and tug it down your thighs, bunching it at your knees. A breeze caresses your <<bottom>>.
		<</if>>

	<<else>>
	<</if>>

	You feel <<steed_his>> breath against your cheeks a moment before the tongue assaults your rear again.
	<<if $worn.genitals.anal_shield is 1>>
		Your $worn.genitals.name proves no defence against the squirming menace.
	<<else>>

	<</if>>

	<<steed_He>> grasps your hips and lifts your <<bottom>> into the air, letting <<steed_him>> attack from different angles.

	<<if $analdisable is "f">>
		Nowhere is safe. <<steed_He>> wriggles <<steed_his>> tongue against your anus, before plunging inside. It squirms within, extending and retracting, wriggling deeper and deeper.
	<<else>>

	<</if>>

	You keep pushing against the wall until, at last, your hips slide through. You escape the <<steed_text>> and <<steed_his>> incessant licking,
	<<if !$worn.under_lower.type.includes("naked")>>
		fix your clothing, and rise to your feet.
	<<else>>
		and rise to your feet.
	<</if>>

	<<link [[Next|Riding School Lesson Building]]>><</link>>

<<else>>
	<<if !$worn.under_lower.type.includes("naked")>>

		<<if $worn.under_upper.set is $worn.under_lower.set>>
			The strong tongue grasps the bottom of your $worn.under_upper.name, and tugs it down your shoulders, chest, waist, and thighs, until it's bunched at your knees. A breeze caresses your <<bottom>>.
		<<else>>
			The strong tongue grasps your $worn.under_lower.name, and tugs it down your thighs, bunching it at your knees. A breeze caresses your <<bottom>>.
		<</if>>

	<<else>>
	<</if>>
	You feel <<steed_his>> breath against your cheeks a moment before the tongue assaults your rear again.
	<<if $worn.genitals.anal_shield is 1>>
		Your $worn.genitals.name proves no defence against the squirming menace.
	<<else>>

	<</if>>

	Each lick is thick, wet and long.

	<<if $analdisable is "f">>
		Nowhere is safe. <<steed_He>> wriggles <<steed_his>> tongue against your anus, before plunging inside. It squirms inside you, extending and retracting, wriggling deeper and deeper.
	<<else>>

	<</if>>

	You keep pushing against the wall until, at last, your hips slide through. You escape the <<steed_text>> and <<steed_his>> incessant licking,
	<<if !$worn.under_lower.type.includes("naked")>>
		fix your clothing, and rise to your feet.
	<<else>>
		and rise to your feet.
	<</if>>

	<<link [[Next|Riding School Lesson Building]]>><</link>>

<</if>>

:: Riding School Lesson Building
<<effects>>

It's dark, with only a little natural light entering through a small window. You can make out a decaying cabinet. Perhaps there are clothes inside.

You open the doors, and cough at the scatter of dust. Something heavy thuds to the ground. As the dust clears you make out a metallic glint. It's a grenade.

<<set $antiquemoney += 80>><<museumAntiqueStatus "antiquegrenade" "found">>

You almost panic, but the pin is still in. It also looks old. So old that it can't still be live, surely. A collector would be interested in this.

<<link [[Next|Riding School Lesson Building 2]]>><</link>>

:: Riding School Lesson Building 2
<<effects>>

There are no clothes in the cabinet, but there is an old towel. It's still in good condition. You tie it firm around your waist, and squeeze back through the hole.

<<lowerwear 3>>
You mount your <<steed_text>>, and spur it toward the thicket. You ride up the hill, until you find the dirt road. The procession is gone, so you trot until you catch up to them.

<<link [[Next|Riding School Lesson]]>><</link>>

:: Riding School Lesson Plants
<<effects>>

You search among the wild grass for suitable material. You find a number of firm, long fronds, and build a skirt around your waist. It's not ideal, and you doubt you could remove it without destroying it, but it keeps you covered at least.

<<lowerwear 8>>
You mount your <<steed_text>>, and spur it toward the thicket. You ride up the hill, until you find the dirt road. The procession is gone, so you trot until you catch up to them.

<<link [[Next|Riding School Lesson]]>><</link>>

:: Riding School Lesson Revenge
<<effects>>

You ride after the <<person>>, who seems to have already forgotten about you. You get close enough to strike.

<<set $skulduggerydifficulty to 300>>
<<link [[Strip|Riding School Lesson Strip]]>><</link>><<skulduggerydifficulty>>

<<link [[Shove|Riding School Lesson Shove]]>><</link>><<physiquedifficulty 1 12000>>

:: Riding School Lesson Strip
<<effects>>

You lean behind the <<person>>, and tap <<him>> on the opposite shoulder.

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

	<<He>> turns away from you. You grasp the hem of <<his>> shirt, and after a brief struggle, tug it up and over <<his>> head.

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

		<</if>>

	<<if $pronoun is "f">>
		<<if $rng gte 51>>
			<<Hes>> wasn't wearing anything underneath. You ride away with <<his>> shirt held high, blowing in the wind. <<He>> spurs after you, covering <<his>> <<print $NPCList[0].breastsdesc>> with one arm.
		<<else>>
			You ride away with <<his>> shirt held high, blowing in the wind. <<He>> spurs after you, covering <<his>> bra with one arm.
		<</if>>
	<<else>>
		You ride away with <<his>> shirt held high, blowing in the wind. <<He>> spurs after you.
	<</if>>

	Remy ends the chase by riding in front of you, but not before everyone in the class gets to see the <<persons>> humiliation. <<He>> snatches the shirt back with a huff.

	<<link [[Next|Riding School Lesson]]>><<endevent>><</link>>

<<else>>

	You try to tap the <<person>> on the opposite shoulder as a distraction, but slip from the saddle instead. You thud to the dirt.<<gpain>><<gstress>><<pain 4>><<stress 6>>

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

	<</if>>

	The <<person>> laughs as you climb back into your saddle.

	<<link [[Next|Riding School Lesson]]>><<endevent>><</link>>

<</if>>

:: Riding School Lesson Shove
<<effects>>

<<if $physiqueSuccess>>
	You shove the <<person>>, and <<he>> tumbles from the saddle. Someone laughs.

	You can't contain the smirk as you ride away.

	<<link [[Next|Riding School Lesson]]>><<endevent>><</link>>

<<else>>
	You try to shove the <<person>>, but slip from the saddle. You tumble to the dirt.

	The <<person>> laughs as you climb back atop your <<steed_text>>.

	<<link [[Next|Riding School Lesson]]>><<endevent>><</link>>

<</if>>

:: Riding School Lesson Calm
<<effects>>

<<if $steed is "male" or $steed is "female">>
	<<if $submissive gte 1150>>
		"P-please don't hurt me," you say, trying to remain calm. "I didn't do anything to hurt you."
	<<elseif $submissive lte 850>>
		"Knock if off," you say, trying to remain calm. "Or I'll knock some sense into you."
	<<else>>
		"Please calm down," you say, trying to remain calm yourself. "I mean you no harm."
	<</if>>
<<else>>
	You try to remain calm, and make soothing noises as the beast approaches.
<</if>>

<<if $tendingSuccess>>
	The <<steed_text>> stops.
	<<if $steed is "male" or $steed is "female">>
		<<steed_He>> raises a palm to <<steed_his>> face and shakes <<steed_his>> head. "I'm sorry," <<steed_he>> says. "I don't know what came over me."
	<<else>>
		<<steed_He>> shakes <<steed_his>> head. The malice is gone.
	<</if>>

	You ride back to the others. You hear voices calling as you draw closer, until you crest a ridge and see the rest of the procession. Remy rides over to make sure you and your steed are okay.

	<<link [[Next|Riding School Lesson]]>><</link>>

<<else>>
	The <<steed_text>> charges, knocking you down and taking position above you.

	<<link [[Next|Riding School Horse Rape]]>><<set $molestationstart to 1>><</link>>

<</if>>

:: Riding School Lesson Brace
<<effects>>

You brace yourself as the horse charges, knocking you down and taking position above you.

<<link [[Next|Riding School Horse Rape]]>><<set $molestationstart to 1>><</link>>

:: Riding School Horse Rape
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>

<<steed_init>>
	<<beastCombatInit>>

<</if>>

<<effects>>
<<effectsman>>

<<beast $enemyno>>

<<stateman>>

<<actionsman>>

<<if $enemyhealth lte 0>>
<<link [[Next|Riding School Horse Rape Finish]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<link [[Next|Riding School Horse Rape Finish]]>><</link>><<nexttext>>
<<else>>
<<link "Next">><><</link>><<nexttext>>
<</if>>

:: Riding School Horse Rape Finish
<<effects>>

<<if $enemyarousal gte $enemyarousalmax>>

<<beastejaculation>>

The <<steed_text>> collapses to the leaf-strewn ground beside you.

<<elseif $enemyhealth lte 0>>

The <<steed_text>> rears up and away from you, where it loses its footing and slips to the ground.

<</if>>

<<tearful>> you struggle to your feet. The <<steed_text>> does likewise, the malice gone.
	<<if $steed is "male" or $steed is "female">>
		<<steed_He>> raises a palm to <<steed_his>> face and shakes <<steed_his>> head. "I'm sorry," <<steed_he>> says. "I don't know what came over me."
	<<else>>
		It shakes its head, as if waking from a nap.
	<</if>>

<<clothesontowel>>
<<endcombat>>

You ride back to the others. You hear voices calling as you draw closer, until you crest a ridge and see the rest of the procession. Remy rides over to make sure you and your steed are okay.

<<link [[Next|Riding School Lesson]]>><</link>>

:: Riding School Lesson Grab
<<effects>>

You reach up, and manage to snag one off the branch. Greens and purples blend together on its skin. You can smell a sweet aroma at a distance.

"Don't eat the fruit," Remy says from further up the procession. "It's toxic without preparation."

<<link [[Eat it anyway|Riding School Lesson Eat]]>><<def 1>><<drugs 60>><<stress -6>><</link>><<garousal>><<lstress>>

<<link [[Throw it away|Riding School Lesson]]>><</link>>

:: Riding School Lesson Eat
<<effects>>

You disregard Remy's warning, and bite into the purple fruit. It's sweet. So sweet. The delicate flesh melts in your mouth, leaving a soothing trail as it slides down your throat.

You eat until only a large seed remains. You throw it aside.

A few moments later you feel lightheaded. An unnatural warmth builds within you.

<<link [[Next|Riding School Lesson]]>><</link>>

:: Riding School Lesson Chat
<<effects>>

You have a pleasant time chatting with the <<person>>.

<<if $rng gte 81>>
	<<He>> tells you <<hes>> taken up lessons so <<he>> can spend more time in the countryside.
<<elseif $rng gte 61>>
	<<He>> talks about <<his>> life out in the countryside.
<<elseif $rng gte 41>>
	<<He>> talks about <<his>> work and home life.
<<elseif $rng gte 21>>
	<<He>> talks about <<his>> hobbies.
<<else>>
	<<He>> encourages you to stay in school.
<</if>>

<<link [[Next|Riding School Lesson]]>><<endevent>><</link>>

:: Riding School Lesson Ignore
<<effects>>

You pull away from the <<person>>.

<<link [[Next|Riding School Lesson]]>><<endevent>><</link>>

:: Riding School Lesson Proposition
<<effects>>

You have a pleasant time chatting with the <<person>>, until <<he>> leans over. "How about we find somewhere secluded?" <<he>> whispers. "They won't notice we're gone."

<<link [[Accept|Riding School Lesson Accept]]>><</link>><<promiscuous1>>

<<link [[Refuse|Riding School Lesson Ignore]]>><</link>>

:: Riding School Lesson Accept
<<effects>>

The <<person>> and you drop behind the other riders. You turn down a thin track to the side, running alongside a river.

You duck under a bough, and arrive in a small and sheltered clearing. The <<person>> dismounts and reclines on a tree stump.

<<He>> pulls you atop <<him>> as soon as you step close enough.<<promiscuity1>>

<<link [[Next|Riding School Lesson Sex]]>><<set $sexstart to 1>><</link>>

:: Riding School Lesson Sex
<<effects>>

<<if $sexstart is 1>>
	<<set $sexstart to 0>>
	<<consensual>>
	<<set $consensual to 1>>
	<<neutral 1>>

	<<maninit>>
	<<set $enemytrust += 100>>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>

<<actionsman>>
<<if $finish is 1>>
	<<link [[Next|Riding School Lesson Sex Finish]]>><</link>><<nexttext>>
<<elseif $enemyhealth lte 0>>
	<<link [[Next|Riding School Lesson Sex Finish]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
	<<link [[Next|Riding School Lesson Sex Finish]]>><</link>><<nexttext>>
<<else>>
	<<link [[Next|Riding School Lesson Sex]]>><</link>><<nexttext>>
<</if>>

:: Riding School Lesson Sex Finish

<<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
	<<ejaculation>>
	<<He>> lies back on the stump in contentment for a moment, then looks at <<his>> watch. "We should get back to class," <<he>> says. "Before they notice we're gone."

<<elseif $enemyhealth lte 0>>
	The shove the <<person>> away from you. <<He>> tumbles over the stump, and holds <<his>> hands up in surrender. "Alright," <<he>> says. "I get it. I thought you just liked it rough, okay?"

<<else>>
	"Getting me worked up for nothing," the <<person>> says as <<he>> adjusts <<his>> clothing.

<</if>>

<<clotheson>>
<<endcombat>>
<<tearful>> you climb atop your <<steed_text>>. You follow the track back to the procession, and trot to catch up.

<<link [[Next|Riding School Lesson]]>><</link>>


code:
:: Widgets Riding [widget]
<<widget "steed_text">>
<<if $steed is "male">>
	<<set _text_output to "centaur">>
<<elseif $steed is "female">>
	<<set _text_output to "centaur">>
<<elseif $steed is "mare">>
	<<set _text_output to "mare">>
<<elseif $steed is "stallion">>
	<<set _text_output to "stallion">>
<</if>>
<<print _text_output>>
<</widget>>

<<widget "steed_he">>
<<if $steed is "male">>
	<<set _text_output to "he">>
<<elseif $steed is "female">>
	<<set _text_output to "she">>
<<elseif $steed is "mare">>
	<<set _text_output to "it">>
<<elseif $steed is "stallion">>
	<<set _text_output to "it">>
<</if>>
<<print _text_output>>
<</widget>>

<<widget "steed_He">>
<<if $steed is "male">>
	<<set _text_output to "He">>
<<elseif $steed is "female">>
	<<set _text_output to "She">>
<<elseif $steed is "mare">>
	<<set _text_output to "It">>
<<elseif $steed is "stallion">>
	<<set _text_output to "It">>
<</if>>
<<print _text_output>>
<</widget>>

<<widget "steed_him">>
<<if $steed is "male">>
	<<set _text_output to "him">>
<<elseif $steed is "female">>
	<<set _text_output to "her">>
<<elseif $steed is "mare">>
	<<set _text_output to "it">>
<<elseif $steed is "stallion">>
	<<set _text_output to "it">>
<</if>>
<<print _text_output>>
<</widget>>

<<widget "steed_his">>
<<if $steed is "male">>
	<<set _text_output to "his">>
<<elseif $steed is "female">>
	<<set _text_output to "her">>
<<elseif $steed is "mare">>
	<<set _text_output to "its">>
<<elseif $steed is "stallion">>
	<<set _text_output to "its">>
<</if>>
<<print _text_output>>
<</widget>>

<<widget "steed_init">>
<<if $steed is "male">>
	<<if $cbchance gte random(1, 100)>>
		<<beastNEWinit 1 horse m vagina monster>>
		<<set $NPCList[_n].stance to "top">><<set $position to "missionary">><<set $position_lock to 1>>
	<<else>>
		<<beastNEWinit 1 horse m penis monster>>
		<<set $NPCList[_n].stance to "top">><<set $position to "doggy">><<set $position_lock to 1>>
	<</if>>
<<elseif $steed is "female">>
	<<if $dgchance gte random(1, 100)>>
		<<beastNEWinit 1 horse f penis monster>>
		<<set $NPCList[_n].stance to "top">><<set $position to "doggy">><<set $position_lock to 1>>
	<<else>>
		<<beastNEWinit 1 horse f vagina monster>>
		<<set $NPCList[_n].stance to "top">><<set $position to "missionary">><<set $position_lock to 1>>
	<</if>>
<<elseif $steed is "mare">>
	<<beastNEWinit 1 horse f vagina beast>>
	<<set $NPCList[_n].stance to "top">><<set $position to "missionary">><<set $position_lock to 1>>
<<else>>
	<<beastNEWinit 1 horse m penis beast>>
	<<set $NPCList[_n].stance to "top">><<set $position to "doggy">><<set $position_lock to 1>>
<</if>>
<<prop haybale>>
<</widget>>


code: <!-- Woe, Crimson be upon you -->