code:
:: Widgets Farm Exhibitionism [widget]
<<widget "events_farm_exhibitionism">>
<<set $rng to random(1, 3)>>
<<switch $rng>>
<<case 1>>
	You hide behind a bale of hay to protect your dignity while you watch the road ahead, making sure the way is clear.

	You duck as a tractor rumbles into view.

	<<if random(1, 2) is 2>>
		You keep low, listening as it drives by and only emerging from your hiding place once it's out of earshot.

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

	<<else>>

		You keep low, listening as it drives closer. It stops nearby. You hold your breath for a few moments. You feel the hay bale shudder. You look up. The tractor's crane has grasped the top of the hay. It's going to take your hiding place, leaving you exposed!

		<<if $leftarm is "bound" and $rightarm is "bound">>
			With your arms bound, there's nothing you can do but run.

		<<else>>
			You could run, but the driver will see you.

			<<link [[Cling onto the hay|Farmland Exposed Cling]]>><</link>>

		<</if>>
		<<link [[Run|Farmland Exposed Run]]>><<trauma 6>><<stress 6>><<fameexhibitionism 1>><</link>><<gtrauma>><<gstress>>

	<</if>>
<<case 2>>
	<<beastNEWinit 3 pig>><<generate4>><<person4>>
	You hear the patter of feet up ahead. A herd of <<beastsplural>> round the bend, heading your way. They're unconcerned with you or your exposed state, but you hear a <<personsimple>> shout somewhere behind them. You'll be seen. <<covered>>

	<<link [[Sprint in the opposite direction|Farmland Exposed Sprint]]>><</link>><<athleticsdifficulty 200 1200>>

	<<link [[Hide within the herd|Farmland Exposed Hide]]>><</link>>

<<case 3>>
	You hear a car up ahead. It's getting closer. <<covered>>

	The road is surrounded by thick hedges.

	<<link [[Force yourself into a hedge|Farmland Exposed Hedge]]>><<pain 8>><</link>><<ggpain>>

	<<link [[Just keep walking|Farmland Exposed Walk]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>

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

:: Farmland Exposed Run
<<effects>>

You launch into a sprint, running down the road behind the tractor. Your heart skips a beat as the driver honks the horn.

You make it around the bend. You keep running, though you don't think you were followed.

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

:: Farmland Exposed Cling
<<effects>>

You grasp the hay bale with both hands as it is hoisted into the air. The hay remains between you and the driver as the crane carries you to the trailer, and stacks you atop the other bales.

The tractor rumbles into motion once more. Careful, you climb down to the trailer proper. The vehicle isn't moving fast, but if you left now the driver might spot you. Unless you were quick.

<<link [[Run|Farmland Exposed Cling Run]]>><</link>><<athleticsdifficulty 1 1000>>

<<link [[Wait for an opportunity|Farmland Exposed Cling Wait]]>><</link>><<difficulty 50>>

:: Farmland Exposed Cling Run
<<effects>>

The road bends. You won't need to run far to make it out of sight. You jump from the trailer, and run around the corner.
<<if $athleticsSuccess>>
	You don't think you were seen. You keep running until the sound of the tractor's engine fades behind you.
<<else>>
	The tractor honks. You were seen. You keep running until the sound of the tractor's engine fades behind you. Your face is hot.<<fameexhibitionism 1>><<gtrauma>><<gstress>>
	<<trauma 6>><<stress 6>>
<</if>>

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

:: Farmland Exposed Cling Wait
<<effects>>

You keep low at the back of the trailer, peeking around the hay and waiting for the tractor to pass another bale, or anything you could hide behind.

<<if random(1, 2) is 2>>
	You see a trail leading away from the road up ahead, with an overgrown bush on the far side that should shield you from view. You wait for the right moment, then jump from the tractor, escaping down the trail. You weren't seen.

<<else>>
	The only warning is the rev of an engine, before a car speeds around the corner behind you. You're in plain view, with nothing to hide behind. <<covered>>

	<<generate1>><<generate2>><<person1>>A <<person>> sits in the driver's seat, with a <<person2>><<person>> beside <<person1>><<him>>. They're laughing, though you can't hear them.

	Lacking options, you jump from the trailer and run. The tractor honks as the driver spots you. Face hot, you keep running until the sound of both engines fades behind you.<<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<fameexhibitionism 1>>

<</if>>

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

:: Farmland Exposed Sprint
<<effects>>

You turn and sprint down the road. You hear an excited oinking from behind. You glance over your shoulder. The <<beastsplural>> are chasing you!

<<if $athleticsSuccess>>
	You run as fast as you can, and manage to keep ahead of the <<beastsplural>> long enough for the <<personsimple>> to bring them back under control.

	You dart down a trail leading away from the road before you're seen.

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

<<else>>
	You run as fast as you can, but the <<beastsplural>> are faster. They run either side of you, then in front of you, penning you in and forcing you to stop.

	"What's gotten into you?" shouts the <<personsimple>> from behind. <<He>> will find you soon!

	<<link [[Hide among the herd|Farmland Exposed Hide]]>><</link>>

	<<link [[Call for help|Farmland Exposed Call]]>><<trauma 6>><<stress 6>><<fameexhibitionism 1>><</link>><<gtrauma>><<gstress>>

<</if>>

:: Farmland Exposed Hide
<<effects>>

You drop to your knees as the <<beastsplural>> surge around you. You're shunted along. You hope you're low enough that the farmer won't see you.

You hear the <<personsimple>>'s voice shout again, but not at you. Confident you haven't been seen, you try push your way to the edge of the herd, where you hope to find some trail to escape down.

It's not easy. The <<beastsplural>> aren't keen on making way for you, and if you fall too far behind the <<personsimple>> will see you.

<<link [[Barge your way through|Farmland Exposed Barge]]>><</link>><<physiquedifficulty 1 16000>>

<<link [[Be more gentle|Farmland Exposed Gentle]]>><</link>><<tendingdifficulty 1 1100>>

:: Farmland Exposed Barge
<<effects>>

<<if $physiqueSuccess>>
	You shove your way through the throng, shunting the <<beastsplural>> aside. You make it to the edge. There's a trail ahead, leading away from the road.

	The <<personsimple>> turns to stop a rogue <<beasttype>>. You dart down a trail to safety while <<hes>> distracted.

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

<<else>>
	You try to shove your way through the throng, but the <<beastsplural>> are too heavy, and too agitated.

	You're considering another option when you hear a heavy rattle ahead. The herd is being driven into the back of several parked lorries. You're forced into one, trapped between the <<beastsplural>>, as the doors slam shut behind you.

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

<</if>>

:: Farmland Exposed Gentle
<<effects>>

<<if $tendingSuccess>>
	You make soothing noises at the <<beastsplural>> in your way, and they make space for you. You make it to the edge. There's a trail ahead, leading away from the road.

	The <<personsimple>> turns to stop a rogue <<beasttype>>. You dart down a trail to safety while <<hes>> distracted.

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

<<else>>
	You make soothing noises to the <<beasttype>> beside you, but you're not sure they even notice you in the chaos.

	You're considering another option when you hear a heavy rattle ahead. The herd is being driven into the back of several parked lorries. You're forced into one, trapped between the <<beastsplural>>, as the doors slam shut behind you.

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

<</if>>

:: Farmland Exposed Call
<<effects>>

You call to the <<personsimple>> as <<he>> walks round the bend. <<He>> looks at you,

<<if random(1, 2) is 2>>
	and grins, leering at your <<nudity>>. "Looks like you've had a run of bad luck," <<he>> says, walking closer as the <<beastsplural>> surge around you. There's nowhere to run as <<he>> grasps your arm, and tries to wrestle you to the ground.

	<<saveNPC 3 farmland_exposed_1>>
	<<endevent>>
	<<loadNPC 0 farmland_exposed_1>>
	<<clearNPC farmland_exposed_1>>

	<<link [[Next|Farmland Exposed Rape]]>><<set $molestationstart to 1>><</link>>

<<else>>
	then away. "The pigs got your clothes?" <<he>> asks. "They, ah, do that. Hang on." <<He>> walks closer as the <<beastsplural>> surge around you, while pulling some towels from a backpack. "Here you go." <<He>> hands you the fabric without looking. "Should see you home."
	<<towelup>>

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

<</if>>

:: Farmland Exposed Rape
<<if $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<controlloss>>
	<<violence 1>>
	<<neutral 1>>
	<<molested>>

	<<maninit>>

<</if>>

<<effects>>

<<effectsman>><<man>>

<<stateman>>

<<actionsman>>

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

:: Farmland Exposed Rape Finish
<<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
	<<ejaculation>>
	The <<person>> releases you. "Serves you right," <<he>> says. "Walking around like that. Disturbing decent folk." <<He>> continues after <<his>> herd.

	<<tearful>> you stumble down the road.

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

<<else>>
	You shove the <<person>> into a ditch at the side of the road, and run around the bend. <<He>> doesn't give chase.

	<<tearful>> you hide behind a hay bale.

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

<</if>>

:: Farmland Pigs
<<effects>>

You're trapped in the back of the lorry. You try to stand, but lurch as the vehicle springs into motion.

/*$bestialitydisable*/
<<beastNEWinit 2 pig>>
A <<beasttype>> takes advantage of your vulnerability, and jumps on top.

<<link [[Next|Farmland Pigs Rape]]>><<set $molestationstart to 1>><</link>>

:: Farmland Pigs Rape
<<if $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<controlloss>>
	<<violence 1>>
	<<neutral 1>>
	<<molested>>

	<<beastCombatInit>>
	<<beastTrainGenerate>>
	<<set $timer to 90>>
<</if>>
<<effects>>

<<if $timer gte 1>>
	The lorry rumbles around you.

<<else>>
	The lorry has stopped>>

<</if>>

<<effectsman>>

<<beast $enemyno>>

<<stateman>>

<<actionsman>>
<<if $enemyarousal gte $enemyarousalmax>>
	<<link [[Next|Farmland Pigs Rape End]]>><</link>><<nexttext>>
<<elseif $enemyhealth lte 0>>
	<<link [[Next|Farmland Pigs Rape End]]>><</link>><<nexttext>>
<<elseif $timer lte 0>>
	<<link [[Next|Farmland Pigs Rape End]]>><</link>><<nexttext>>
<<else>>
	<<link [[Next|Farmland Pigs Rape]]>><</link>><<nexttext>>
<</if>>

:: Farmland Pigs Rape End
<<effects>>
<<if $enemyhealth lte 0>>
	<<beastwound>>
	<<if $combatTrain.length gt 0>>
		The <<beasttype>> recoils in pain and fear, but another is eager for a go.

		<<combatTrainAdvance>>

		[[Next|Farmland Pigs Rape]]
	<<else>>
		The <<beasttype>> recoils in pain and fear.
		<<combatTrainAdvance>>

		<<link [[Next|Farmland Pigs Rape End]]>><<set $finish to 1>><</link>>
	<</if>>
<<elseif $enemyarousal gte $enemyarousalmax>>
	<<beastejaculation>>
	<<if $combatTrain.length gt 0>>
		Satisfied, the <<beasttype>> moves and another takes its turn.

		<<combatTrainAdvance>>

		[[Next|Farmland Pigs Rape]]
	<<else>>
		Satisfied, the <<beasttype>> moves away from you.
		<<combatTrainAdvance>>

		<<link [[Next|Farmland Pigs Rape End]]>><<set $finish to 1>><</link>>
	<</if>>
<<elseif $timer lte 0>>
	The vehicle stops. The back doors open, and the herd of <<beastsplural>> surge out, forcing you with them. You emerge outside, surrounded by tall buildings and the sound of traffic.

	<<clotheson>>
	<<endcombat>>
	<<generate1>><<generate2>>A uniformed <<person1>><<person>> and <<person2>><<person>> corral the herd. They're more attentive than the farmer. The <<person1>><<person>> points at you. <<covered>>

	<<fameexhibitionism 2>>
	<<link [[Next|Farmland Pigs Factory]]>><</link>>

<<else>>
	<<if $enemywounded is 1 and $enemyejaculated is 0>>
		The <<beasttype>> whimpers and flees.
	<<elseif $enemywounded is 0 and $enemyejaculated is 1>>
		Satisfied, the <<beasttype>> leaves.
	<<elseif $enemywounded gte 2 and $enemyejaculated is 0>>
		Feeling that you're more trouble than you're worth, the beasts leave you be for the rest of the journey.
	<<elseif $enemywounded is 0 and $enemyejaculated gte 2>>
		Satisfied, the beasts leave you be for the rest of the journey.
	<<elseif $enemywounded gte 1 and $enemyejaculated gte 1>>
		Satisfied, the beasts leave you be for the rest of the journey.
	<</if>>
	<<tearful>> you make your way to the back. You try to open the doors, but they're locked

	You don't need to wait long. The vehicle stops. The back doors open, and the herd of <<beastsplural>> surge out, forcing you with them. You emerge outside, surrounded by tall buildings and the sound of traffic.

	<<clotheson>>
	<<endcombat>>
	<<generate1>><<generate2>>A uniformed <<person1>><<person>> and <<person2>><<person>> corral the herd. They're more attentive than the farmer. The <<person1>><<person>> points at you. <<covered>>

	<<fameexhibitionism 2>>
	<<link [[Next|Farmland Pigs Factory]]>><</link>>

<</if>>

:: Farmland Pigs Factory
<<effects>>

You wait as the last of the pigs run by. <<covered>> The pair walk closer.

"Not the usual swine," the <<person2>><<person>> grins, jotting something into <<his>> notepad. "Not trying to sneak somewhere we don't belong, are we?"

"I'm sure <<pshe>> won't complain if we pat <<phim>> down," the <<person1>><<person>> says. "Make sure <<pshes>> not carrying anything illicit."

<<link [[Cooperate (0:10)|Farmland Pigs Cooperate]]>><<pass 10>><<arousal 1200>><<stress 6>><><</link>><<gstress>><<garousal>>

<<link [[Get angry (0:01)|Farmland Pigs Angry]]>><<pass 1>><<def 1>><<trauma -6>><<pain 4>><</link>><<gpain>><<ltrauma>>

<<if $submissive gte 1500>>
	<<link [[Break down (0:05)|Farmland Pigs Break]]>><<pass 5>><><<trauma -6>><</link>><<submissivetext>><<ltrauma>>

<</if>>

:: Farmland Pigs Cooperate
<<effects>>

You answer the <<person2>><<persons>> questions as the <<person1>><<person>> uses the opportunity to toy with your body, groping your <<breasts>> and <<bottom>>.
<<if $player.penisExist and $player.vaginaExist>>
	Your <<penis>> and <<pussy>> aren't safe either.
<<elseif $player.penisExist>>
	Your <<penis>> isn't safe either.
<<else>>
	Your <<pussy>> isn't safe either.
<</if>>
The <<person1>><<person>> asks inane questions, how you arrived, what your intentions are, where you're going. <<He>> pauses between each question, biting <<his>> lip as <<he>> writes on a notepad, giving <<his>> friend more time to molest you.

<<if $arousal gte $arousalmax>>
	You feel your body respond to the incessant probing, and pass the point of no return. <<orgasm>>

	The pair laugh as the <<person1>><<person>> releases you, letting you shake to the floor. "This one's just a slut," the <<person2>><<person>> says. "Send <<phim>> on <<pher>> way."<<gstress>><<gtrauma>><<trauma 6>><<stress 6>>

<<else>>
	You feel your body respond to the incessant probing. You blush, but the <<person1>><<person>> doesn't push too far, and releases you.

	"This one's no hoodlum," the <<person2>><<person>> says. "Let's send <<phim>> on <<pher>> way."

<</if>>

They shove you around the lorry, onto the street, and close the gate behind you. They didn't give you anything to cover with.

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

:: Farmland Pigs Angry
<<effects>>

<<if $submissive gte 1150>>
	"I-I'm not going to l-let you bully me," you say.
<<elseif $submissive lte 850>>
	"You just want ," you spit.
<<else>>
	"Illicit?" you say. "Why would I be carrying anything illicit?"
<</if>>

The <<person1>><<person>> slams <<his>> fist into your tummy, forcing you to keel over. "Foul mouth on this one," the <<person2>><<person>> laughs. "I'd say <<pshe>> belong with the pigs, but <<pher>> bad attitude might rub off on them."

They shove you around the lorry, onto the street, and close the gate behind you. They didn't give you anything to cover with.

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

:: Farmland Pigs Break
<<effects>>

You let out a cry as you crouch. You bury your face between your knees, and sob.

The <<person1>><<person>> throws up <<his>> hands, and looks around. "I didn't touch <<phim>>," <<he>> says. "I swear!"

<<person2>>"Get some towels," the <<person>> says. "Quick!"
<<towelup>>

Once clad they push you around the lorry, onto the street beyond, and close the gate behind you.

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

:: Farmland Exposed Hedge
<<effects>>

The branches tear as you push inside. They close behind you, sealing you from view. You hear the car drive by.

<<if ($hallucinations gte 2 or $backgroundTraits.includes("plantlover")) and random(1, 2) is 2>>
	You wait a few moments, then push towards the road. You feel a clamp around your ankle. Then the other. From within the hedge, shoots close in around you.

	<<link [[Soothe|Farmland Exposed Soothe]]>><</link>><<tendingdifficulty 1 1000>>

	<<link [[Endure|Farmland Exposed Tentacles]]>><<set $molestationstart to 1>><</link>>

<<else>>
	You wait a few moments, then push yourself outside.

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

<</if>>

:: Farmland Exposed Soothe
<<effects>>

<<if $tendingSuccess>>
	You sing to the corrupted life around you, hoping to help it find solace. The shoots loosen. You lull it back to slumber.

	You extract yourself from the hedge, and continue your journey.

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

<<else>>
	"G-good, ah, hedge," you say. It doesn't listen.

	<<link [[Next|Farmland Exposed Tentacles]]>><<set $molestationstart to 1>><</link>>

<</if>>

:: Farmland Exposed Tentacles
<<effects>>

<<if $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<set $combat to 1>>
	<<set $enemytype to "tentacles">>
	<<molested>>
	<<controlloss>>

	<<set _randomtentacles to random(6, 10)>>
	<<tentaclestart _randomtentacles 10 "shoot" "vine" true>>

<</if>>

<<statetentacles>>

<<effects>>
<<effectstentacles>>
<<tentacles>>
<<actionstentacles>>

<<if $tentacles.active lte ($tentacles.max / 2)>>
	<<link [[Next|Farmland Exposed Tentacles Finish]]>><</link>><<nexttext>>
<<else>>
	<<link [[Next|Farmland Exposed Tentacles]]>><</link>><<nexttext>>
<</if>>

:: Farmland Exposed Tentacles Finish
<<effects>>

The shoots loosen, and you're able to extract yourself from the hedge.

<<tearful>> you continue your journey.

<<clotheson>>
<<endcombat>>

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

:: Farmland Exposed Walk
<<effects>>

<<if $leftarm is "bound" and $rightarm is "bound">>
	You bend forward, hoping to preserve at least some of your dignity from approaching driver.
<<else>>
	You cover your body with your arms, hoping to preserve at least some of your dignity from the approaching driver.
<</if>>

<<set $rng to random(1, 5)>>
<<if $rng is 5>>
	<<generate1>><<generate2>><<generate3>><<generate4>><<generate5>>
	<<person1>>
	<<fameexhibitionism 5>>
	The car rounds the bend. A <<person>> sits in the driver's seat, with a <<person2>><<person>> beside <<him>>. You see movement in the back.

	The car slows down, and a <<person3>><<person>> leans out of the rear window as they pass. You see two others behind <<him>>, craning their necks for a better view.

	The car speeds up, and disappears around the bend behind you.

<<elseif $rng is 4>>
	<<generate1>><<generate2>><<generate3>><<generate4>>
	<<person1>>
	<<fameexhibitionism 4>>
	The car rounds the bend. A <<person>> sits in the driver's seat, with a <<person2>><<person>> beside <<him>>. You see movement in the back. A <<person3>><<person>> and <<person4>><<person>> sit there.

	All four ogle you as they pass.

<<elseif $rng is 3>>
	<<generate1>><<generate2>><<generatey3>>
	<<person1>>
	<<fameexhibitionism 3>>
	The car rounds the bend. A <<person>> sits in the driver's seat, with a <<person2>><<person>> beside <<him>>. You see movement in the back.

	The pair in front avert their eyes, and almost crash into the opposite hedge. Your heart sinks as they pass. A <<person3>><<person>> sits in the back, <<his>> face pressed against the window, looking right at you. You recognise <<him>> from school.

	The car speeds around the bend behind you.

<<elseif $rng is 2>>
	<<generate1>><<generate2>>
	<<person1>>
	<<fameexhibitionism 2>>
	The car rounds the bend. A <<person>> sits in the driver's seat, and a <<person2>><<person>> sits beside <<him>>. They gawk at you as they pass.

<<else>>
	<<generate1>>
	<<person1>>
	<<fameexhibitionism 1>>
	The car rounds the bend. A <<person>> sits in the driver's seat. <<He>> leers at you and honks as <<he>> passes.

<</if>>

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

:: Farm Builders Exposed Cottage
<<effects>>

You sprint to the cottage, your heart pounding in your chest. The voices draw closer, but you make it before being seen. You grasp the door handle with shaking hands,

<<if random(1, 3) is 3>>
	but it's jammed! You could force the door open with a bit of effort, but you don't have much time.<<gstress>><<stress 6>>

	<<link [[Force it open|Farm Builders Exposed Cottage Force]]>><</link>><<physiquedifficulty 1 16000>>

	<<link [[Hide around the cottage (0:15)|Farm Builders Exposed Cottage Hide]]>><<pass 15>><</link>>

<<else>>
	throw open the door, and escape inside.<<lstress>><<stress 6>>

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

<</if>>

:: Farm Builders Exposed Cottage Force
<<effects>>

<<if $physiqueSuccess>>
	You push the handle with all your strength, and it budges. You throw the door open, and escape to safety at the last moment.<<lstress>><<stress 6>>

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

<<else>>
	You push the handle with all your strength, but it doesn't budge.<<gstress>><<stress 6>>

	<<generate1>><<generate2>><<person1>>
	"Is that one of the owners?" says a <<personsimple>>'s voice from behind.

	You jump. <<covered>>.

	"It is," replies another voice. "<<pShe>> must be some kinda pervert, going outside like that."

	<<fameexhibitionism 2>>
	Face red, you turn and run around the side of the cottage.

	You hide at the back, shielded from view by a thick hedge. No one follows you.

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

<</if>>

:: Farm Builders Exposed Cottage Hide
<<effects>>

You dash around the side of the cottage. You make it in time, and crouch, shielded from view by the cottage on one side, and a thick hedge on the other.

You can't enter the cottage from here. Not without smashing a window, and making a lot of noise. You wait for the voices in the yard to fade before emerging from your hiding place.

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

:: Farm Builders Exposed Shed
<<effects>>

You turn and sprint back to the shed, your heart pounding in your chest.

<<if $athleticsSuccess>>
	You whirl around the corner, escaping from view a moment before the voices reach the yard.

	You wait for the voices to pass.

<<else>>
	You almost make it, but lose your footing, and fall forwards, landing on your arms and knees.<<gstress>><<stress 6>><<gpain>><<pain 4>>

	<<fameexhibitionism 2>>
	<<generate1>><<generate2>>
	"Is that one of the owners?" says a <<personsimple>>'s voice from behind.<<gstress>><<stress 6>>

	You scramble to your feet, and flee the rest of the way.

	"It is," responds another voice. "What's <<pshe>> doing dressed like that, and on all-fours? <<pShe>> some kind of pervert?"

	You make it around the corner of the shed. They don't follow, at least.

<</if>>

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

:: Farm Builders Exposed Road
<<effects>>

You turn away from the voices, and run towards the road, your heart pounding in your chest. You glance over your shoulder. You can see the cottage, but not the yard itself. You don't think they saw you.

You don't want to run onto the road, so you crouch at the edge of the farm, and wait for the voices to pass.

<<if random(1, 2) is 2>>

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

<<else>>
	However, they instead draw closer. They must be leaving the farm.

	You peek out at the road. There's no one around. You dread the thought of heading out there in your state, but it's the only way to avoid being seen, and it won't be for long. You run around the corner without a moment to spare.<<gstress>><<stress 6>>

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

<</if>>

repo_name: Area/degrees

license: mit


code:
:: Farm Fields
<<set $outside to 1>><<set $bus to "farm_fields">><<effects>>
<<farm_work_update>>
<<plot_effects>>
<<if $farm_fields_intro is 1>>
	<<unset $farm_fields_intro>>
	The charred smell greets you before you see them. The fields are still black from Remy's sabotage. A sack of potato seeds lies half-spilled at the gate.

	<<set $plants_known.push("potato")>>
	You can now grow potatoes.

	<<set $plants_known.push("turnip")>>
	You can now grow turnips.

<<else>>
	You are in your fields.
<</if>>

<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $stress gte $stressmax>>
	<<passoutfarmroad>>
<<elseif $farm_attack_timer is 0 and $hour gte 21>>
	<<npc Alex>><<person1>>
	Alex rushes over. "Remy's here," <<he>> says. "We can do this. Go get ready, I'll
	<<if $farm.tower_guard>>
		check on $farm.tower_guard."
	<<else>>
		see if I can spot them."
	<</if>>

	<<farm_assault_intro>>

	<<link [[Prepare|Farm Assault Wardrobe]]>><<endevent>><<set $phase to 2>><</link>>

<<elseif $danger gte (9900 - $allure) and $eventskip isnot 1>>
	<<farm_tending_events>>
<<else>>

	<<if $farm.tower gte 1>>
		<<if $farm.tower_guard>>
			The watchtower stands guard.
			<<loadNPC 0 "farm_tower_guard">><<person1>>
			<<if $NPCList[0].traits.includes("relaxed")>>
				<<print $NPCList[0].name>> leans against the railing. A trail of smoke rises from <<him>>.
			<<elseif $NPCList[0].traits.includes("sociable")>>
				<<print $NPCList[0].name>> waves at you from the top.
			<<elseif $NPCList[0].traits.includes("brooding")>>
				You can see <<print $NPCList[0].name>>'s silhouette at the top.
			<<else>>
				<<print $NPCList[0].name>> leans against the railing, watching you.
			<</if>>
			<<endevent>>
		<<else>>
			The watchtower stands guard, though it's currently unoccupied.
		<</if>>

		<<link [[Climb|Farm Tower]]>><</link>>

	<</if>>
	<<display_plot farm>>

	<<link [[Leave (0:05)|Farm Work]]>><<pass 5>><</link>>

<</if>>

<<set $eventskip to 0>>

:: Farm Tower
<<effects>>

You climb the tower.
<<if $farm.tower_guard>>
	<<loadNPC 0 "farm_tower_guard">><<person1>>

	<<if $NPCList[0].traits.includes("relaxed")>>
		<<print $NPCList[0].name>> puts down <<his>> cigarette. "What can I do for you?"
	<<elseif $NPCList[0].traits.includes("sociable")>>
		<<print $NPCList[0].name>> smiles at you. "What's up?"
	<<elseif $NPCList[0].traits.includes("brooding")>>
		<<print $NPCList[0].name>> nods at you. "Something amiss?"
	<<else>>
		<<print $NPCList[0].name>> checks you out. "What brings your sexy ass up here?"
	<</if>>

	Security skill: <<guard_skill_text "tower">>

	Wage: <<printmoney $farm.tower_guard_wage>>

	<<farm_guard_pay>>
<<else>>
	The moor stretches to the horizon in one direction, and the sea in the other.

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

:: Farm Tower Pay
<<effects>>

<<if $NPCList[0].traits.includes("relaxed")>>
	"Thanks," <<print $NPCList[0].name>> says. "I'll keep my watch up."
<<elseif $NPCList[0].traits.includes("sociable")>>
	"Cheers love," <<print $NPCList[0].name>>'s smile broadens. "It's more lively out here than I expected."
<<elseif $NPCList[0].traits.includes("brooding")>>
	<<print $NPCList[0].name>> nods again, then stares out over the moor.
<<else>>
	"Nice," <<print $NPCList[0].name>> says. "I'd suggest another sort of payment, but I need the cash."
<</if>>

<<if $bus is "farm_fields">>
	You climb down the tower.

	<<link [[Leave|Farm Fields]]>><<saveNPC 0 "farm_tower_guard">><<endevent>><<set $eventskip to 1>><</link>>

<<else>>
	<<He>> walks away.

	<<link [[Leave|Farm Work]]>><<saveNPC 0 "farm_tower_guard">><<endevent>><<set $eventskip to 1>><</link>>

<</if>>

:: Farm Guard Pay Refuse
<<effects>>

<<if $submissive gte 1150>>
	"I-I can't afford it," you say. "I'm really sorry."
<<elseif $submissive lte 850>>
	"Budgets too tight," you say. "I'll be good for it next week."
<<else>>
	"I can't afford it, you say. "I'll pay you back."
<</if>>

<<if $NPCList[0].trust gte 1>>
	<<if $NPCList[0].traits.includes("relaxed")>>
		<<print $NPCList[0].name>> sighs. "That's fine," <<he>> says. "See you next week."
	<<elseif $NPCList[0].traits.includes("sociable")>>
		<<print $NPCList[0].name>> shrugs. "I can wait," <<he>> says. "But not forever."
	<<elseif $NPCList[0].traits.includes("brooding")>>
		"I understand," <<print $NPCList[0].name>> says.
	<<else>>
		<<print $NPCList[0].name>> kicks at a mound of dirt. "I'll wait," <<he>> says. "But only because it's you."
	<</if>>

	<<He>> walks away.

	<<set $NPCList[0].trust -= 3>>

	<<link [[Next|Farm Work]]>><<saveNPC 0 "farm_tower_guard">><<set $farm.tower_guard_patience to 1>><<endevent>><</link>>

<<else>>
	<<if $NPCList[0].traits.includes("relaxed")>>
		<<print $NPCList[0].name>> shakes <<his>> head. "Sorry," <<he>> says. "I'd love to help for free, but I've bills to pay. See you around."
	<<elseif $NPCList[0].traits.includes("sociable")>>
		"Sorry <<girl>>," <<print $NPCList[0].name>> says. "I can't mooch off my friends forever. See you."
	<<elseif $NPCList[0].traits.includes("brooding")>>
		"That's it from me, then," <<print $NPCList[0].name>> says. "Good luck."
	<<else>>
		"Sorry <<girl>>," <<print $NPCList[0].name>> says. "As much as I'd like to feed off your radiance, I need something solid. Bye."
	<</if>>

	<<He>> leaves the farm.

	The watchtower will no longer operate until a replacement is found.

	<<link [[Next|Farm Work]]>><<endevent>><<clearNPC "farm_tower_guard">><<set $farm.tower_guard to 0>><</link>>

<</if>>

:: Farm Guard Pay Seduce
<<effects>>

<<if $NPCList[0].traits.includes("relaxed")>>
	<<set $seductiondifficulty to 8000>>
<<elseif $NPCList[0].traits.includes("sociable")>>
	<<set $seductiondifficulty to 8000>>
<<elseif $NPCList[0].traits.includes("brooding")>>
	<<set $seductiondifficulty to 10000>>
<<else>>
	<<set $seductiondifficulty to 6000>>
<</if>>

<<seductioncheck>>

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

<</if>>
<<seductionskilluse>>

<<if $submissive gte 1150>>
	"A-are you sure there's no other way I can pay?" you purr.
<<elseif $submissive lte 850>>
	"Oh, I'll pay you all right," you say. "While you're on your back."
<<else>>
	"There's another way I can pay you," you purr.
<</if>>
<<promiscuity3>>

<<if $seductionrating gte $seductionrequired>>
	<<if $NPCList[0].traits.includes("relaxed")>>
		"I was hoping you'd offer," <<print $NPCList[0].name>> says. "Didn't want to be a creep." You take <<his>> hand, and lead <<him>> to a secluded spot in the barn.
	<<elseif $NPCList[0].traits.includes("sociable")>>
		<<print $NPCList[0].name>> tries to speak, but can only manage a gulp. You take <<his>> hand, and lead <<him>> to a secluded spot in the barn.
	<<elseif $NPCList[0].traits.includes("brooding")>>
		"Just this once," <<print $NPCList[0].name>> says. "I know it's hard out here." You take <<his>> hand, and lead <<him>> to a secluded spot in the barn.
	<<else>>
		"Nice," <<print $NPCList[0].name>> says. "Let's do it in the barn."

		You find a secluded spot at the back.
	<</if>>

	<<link [[Next|Farm Guard Sex]]>><<set $sexstart to 1>><</link>>

<<else>>
	<<if $NPCList[0].traits.includes("relaxed")>>
		"Sorry," <<print $NPCList[0].name>> says. "You're cute, but I've got bills to pay."
	<<elseif $NPCList[0].traits.includes("sociable")>>
		"You're a lewd one," <<print $NPCList[0].name>> says. "But if I took up every offer like that, I'd be destitute."
	<<elseif $NPCList[0].traits.includes("brooding")>>
		"Not interested," <<print $NPCList[0].name>> says. "Whores a plenty in town."
	<<else>>
		"Tempting," <<print $NPCList[0].name>> says. "But my wage could buy many cheaper <<girls>>. Sorry."
	<</if>>

	<<farm_guard_pay>>
	<<link [[Say you can't afford it right now|Farm Guard Pay Refuse]]>><</link>><<lltrust>>

<</if>>

:: Farm Guard Sex

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

	<<maninit>>
	<<set $outside to 0>>
	<<prop haybale>>
	<<enable_rescue>>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>

<<actionsman>>
<<if $finish is 1>>
	<<link [[Next|Farm Guard Sex Finish]]>><</link>><<nexttext>>
<<elseif $enemyhealth lte 0>>
	<<link [[Next|Farm Guard Sex Finish]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
	<<link [[Next|Farm Guard Sex Finish]]>><</link>><<nexttext>>
<<elseif $alarm is 1 and $rescue is 1>>
	<<link [[Next|Farm Guard Sex Finish]]>><</link>><<nexttext>>
<<else>>
	<<link [[Next|Farm Guard Sex]]>><</link>><<nexttext>>
<</if>>

:: Farm Guard Sex Finish

<<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
	<<ejaculation>>
	<<if $NPCList[0].traits.includes("relaxed")>>
		"Damn," <<print $NPCList[0].name>> says. "Seduced again. Gonna be a tight week."
	<<elseif $NPCList[0].traits.includes("sociable")>>
		"Thanks love," <<print $NPCList[0].name>> says. "Didn't know I was the type to roll around in hay until I met you."
	<<elseif $NPCList[0].traits.includes("brooding")>>
		"I'll get ready for work," <<print $NPCList[0].name>> says. "Deal's a deal."
	<<else>>
		"Damn <<girl>>," <<print $NPCList[0].name>> says. "You're good at this. Wanna brag to my friends, but also wanna keep you to myself. Decisions."
	<</if>>
	Your employee leaves the barn. | + Security skill |  + Wage

	<<tearful>> you brush off hay.

	<<farm_guard_paid>>

	<<clotheson>>
	<<endcombat>>
	<<link [[Next|Farm Work]]>><</link>>
<<elseif $enemyhealth lte 0>>
	<<if $NPCList[0].traits.includes("relaxed")>>
		"Sorry," <<print $NPCList[0].name>> says, backing away. "I misread things. Gimme my money, and I'll be on my way."
	<<elseif $NPCList[0].traits.includes("sociable")>>
		"Alright alright!" <<print $NPCList[0].name>> says, holding <<his>> hands up. "I get it. No more touching. I'll just take my money."
	<<elseif $NPCList[0].traits.includes("brooding")>>
		"Easy <<girl>>," <<print $NPCList[0].name>> says, backing off. "Let's keep things civil. My money."
	<<else>>
		"I like it rough, but damn," <<print $NPCList[0].name>> says. "You can pay me another way if you insist."
	<</if>>

	<<clotheson>>
	<<endcombat>>
	<<loadNPC 0 "farm_tower_guard">><<person1>>
	<<farm_guard_pay>>
	<<link [[Say you can't afford it right now|Farm Guard Pay Refuse]]>><</link>><<lltrust>>

<<elseif $alarm is 1 and $rescue is 1>>
	<<set $rescued += 1>>
	"I'm coming!" Alex enters the barn.

	<<if $NPCList[0].traits.includes("relaxed")>>
		<<print $NPCList[0].name>> backs away from you. "This isn't what this looks like," <<he>> says.
	<<elseif $NPCList[0].traits.includes("sociable")>>
		<<print $NPCList[0].name>> steps away from you. "Sorry boss," <<he>> says. "Er, bosses. I didn't mean nothing by it."
	<<elseif $NPCList[0].traits.includes("brooding")>>
		<<print $NPCList[0].name>> throws up <<his>> arms. "I lost my cool," <<he>> says. "I'm sorry."
	<<else>>
		<<print $NPCList[0].name>> stumbles away from you. "It was <<his>> idea," <<he>> says. "I swear!"
	<</if>>

	<<clotheson>>
	<<endcombat>>
	<<npc Alex>>
	<<loadNPC 1 "farm_tower_guard">>

	"Get the fuck off my farm," Alex say. "You're fired."

	<<person2>>
	<<print $NPCList[0].name>> opens <<his>> mouth to protest, but decides against it. <<He>> leaves the barn.

	<<person1>>
	"Are you okay?" Alex asks as <<he>> helps you off the hay. "I thought we could trust <<person2>><<him>><<person1>>. I'll be more watchful in the future.<<ggdom>><<npcincr Alex dom 3>>

	The watchtower will no longer operate until a replacement is found.

	<<link [[Next|Farm Work]]>><<endevent>><<clearNPC "farm_tower_guard">><<set $farm.tower_guard to 0>><</link>>

<<else>>
	<<if $NPCList[0].traits.includes("relaxed")>>
		"Fine," <<print $NPCList[0].name>> says. "I'll take the money instead."
	<<elseif $NPCList[0].traits.includes("sociable")>>
		"Suit yourself," <<print $NPCList[0].name>> says. "I'm calm. How about the money?"
	<<elseif $NPCList[0].traits.includes("brooding")>>
		"Didn't expect you to work me up so easily," <<print $NPCList[0].name>> says. "Now, about the money."
	<<else>>
		"You little tease," <<print $NPCList[0].name>> says. "Getting me all worked up like that. Hope you appreciate the willpower this takes. I'll take my money."
	<</if>>

	<<tearful>> you brush off the hay.

	<<clotheson>>
	<<endcombat>>
	<<loadNPC 0 "farm_tower_guard">><<person1>>
	<<farm_guard_pay>>
	<<link [[Say you can't afford it right now|Farm Guard Pay Refuse]]>><</link>><<lltrust>>

<</if>>


code:
:: Farm Kennel
<<set $outside to 0>><<effects>>
<<beastNEWinit 1 dog>>
<<if $kennel_intro isnot true>>
    <<set $kennel_intro to true>>
    You enter the kennel. The scent of <<beastsplural>> surrounds you. <<if $farm.kennel gte 1>>Here, you can train them to defend the farm.<</if>>

    <<if $wolfgirl gte 5>>
        It doesn't take long for the first <<beasttype>> to notice you. Soon enough, the entire kennel looks your way. They cock their heads as they examine your tail, as if unsure what to make of it, before one barks approval.<<ggrespect>><<farm_dogs 3>>

        <<kennel_intro>>

    <<elseif $cat gte 5>>
        It doesn't take long for the <<beastsplural>> to notice you. Your cat-like smell must be betraying your presence. They seem agitated. The smell is riling them up. You purr, but it doesn't help.<<llrespect>><<farm_dogs -3>>

        <<kennel_intro>>

    <<elseif $bunny gte 5>>
        The <<beastplural>> almost immediately notice you. Your bunny-like scent must have tipped them off, as they look over you with a concerning excitement. You already feel a need to sprint off and hide. This might not be easy.
        <<llrespect>><<farm_dogs -5>>

        <<kennel_intro>>

    <<elseif $harpy gte 5>>
        They examine your wings, and back away. You remind them of something terrible.<<lrespect>><<farm_dogs -1>>

        <<kennel_intro>>

    <<elseif $cow gte 5>>
        <<if $lactating is 1 and $milk_amount gte 30>>
            Their noses twitch. They can smell your milk, and it puts them at ease. They are used to cattle, after all.<<ggrespect>><<farm_dogs 3>>
        <<else>>
            They barely seem to register your presence. They are used to cattle, after all.<<grespect>><<farm_dogs 1>>
        <</if>>

        <<kennel_intro>>

    <<else>>

        One <<beasttype>> looks up. Soon enough, the entire kennel looks your way.

        <<kennel_intro>>

    <</if>>

    <<link [[Next|Farm Kennel]]>><<endevent>><</link>>

<<else>>
    You are in the kennel.
    <<if $farm.beasts.dogs gte 20>>
        The <<beastsplural>> await your words, their tails wagging.
    <<elseif $farm.beasts.dogs gte 5>>
        The <<beastsplural>> await your words.
    <<elseif $farm.beasts.dogs gte -5>>
        The <<beastsplural>> ignore you.
    <<elseif $farm.beasts.dogs gte -20>>
        A <<beasttype>> growls at you.
    <<else>>
        The <<beastsplural>> watch you with unrestrained lust.
    <</if>>
    <<if $farm.kennel gte 1>>Training equipment lines one wall.<</if>>

    <<if $farm.kennel gte 1>>
        <<link [[Train (1:00)|Farm Kennel Train]]>><<set $farm_kennel to 1>><<pass 60>><</link>>

    <</if>>
    <<link [[Give treats|Farm Kennel Treats]]>><</link>>

    <<link [[Play|Farm Kennel Play]]>><<set $farm_kennel to 1>><</link>>

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

<</if>>

:: Widgets Kennel [widget]
<<widget "kennel_intro">>
<<if $farm.beasts.dogs gte 5>>
    They seem content with your presence.
<<elseif $farm.beasts.dogs gte -5>>
    They tolerate your presence, and most look away after recognising you.
<<elseif $farm.beasts.dogs gte -20>>
    You feel unwelcome.
<<else>>
    You push away one as <<bhe>> tries to hump your leg. They have little respect for you.
<</if>>
<</widget>>

<<widget "kennel_treats">>
<<if $args[0]>>
    <<set $kennel_treats += $args[0]>>
    <<if $kennel_treats lt 0>>
        <<set $kennel_treats to 0>>
    <</if>>
<</if>>
<</widget>>

<<widget "kennel_treat_options">>
<<if $kennel_treats gte 20>>
    <<link [[Feed all (20)|Farm Kennel Treats All]]>><<farm_dogs 3>><<kennel_treats -20>><</link>><<ggrespect>>

<</if>>
<<if $kennel_treats gte 10>>
    <<link [[Feed half (10)|Farm Kennel Treats Half]]>><<farm_dogs 2>><<kennel_treats -10>><</link>><<grespect>>

<</if>>
<<if $kennel_treats gte 5>>
    <<link [[Feed some (5)|Farm Kennel Treats Some]]>><<farm_dogs 1>><<kennel_treats -5>><</link>><<grespect>>

<</if>>
<<if $kennel_treats gte 1>>
    <<link [[Feed one|Farm Kennel Treats One]]>><<kennel_treats -1>><</link>>

<<else>>
    You're out of treats.

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

<</widget>>

<<widget "kennel_play_options">>
<<link [[Play fetch (1:00)|Farm Kennel Play Fetch]]>><<tiredness 6>><<farm_dogs 3>><<pass 60>><</link>><<ggrespect>>

<<link [[Race (1:00)|Farm Kennel Play Race]]>><<athletics 6>><<tiredness 6>><<pass 60>><</link>><<gathletics>>

<<if $farm.beasts.dogs gte -5>>
    <<if $deviancy gte 35>>
        <<link [[Private playtime (1:00)|Farm Kennel Play Lewd]]>><<pass 60>><</link>><<deviant3>>

    <</if>>
<</if>>
<<if $farm.beasts.dogs gte 5>>
    <<if $deviancy gte 75>>
        <<link [[Play a special game (1:00)|Farm Kennel Play Gang]]>><<pass 60>><</link>><<deviant5>>

    <</if>>
<</if>>
<<if $farm.beasts.dogs gte 20>>
    <<if $deviancy gte 75>>
        <<link [[Join them as a member of the kennel (1:00)|Farm Kennel Play Member]]>><<pass 60>><</link>><<deviant5>><<grespect>>

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

:: Farm Kennel Treats
<<effects>>

You open the locked cupboard in an adjoining room, and find the bag of treats.

<<if !$kennel_treats>>
    It's empty. You can buy more treats from the pet shop in town.

    <<link [[Next|Farm Kennel]]>><<endevent>><</link>>

<<else>>
    <<set $farm_kennel to 1>>
    You carry it to the <<beastsplural>>.

    <<if $farm.beasts.dogs gte 20>>
        They gather around with an eager vigour. You don't need treats to hold their attention.

        <<kennel_treat_options>>
    <<elseif $farm.beasts.dogs gte 5>>
        They gather around with an eager vigour. The smell of treats has reached their noses.

        <<kennel_treat_options>>
    <<elseif $farm.beasts.dogs gte -5>>
        They gather around you.

        <<kennel_treat_options>>
    <<elseif $farm.beasts.dogs gte -20>>
        They might not respect you, but their desire for food outweighs that for now. They tolerate you.

        <<kennel_treat_options>>
    <<else>>
        They rush at you, with no regard for your intentions or instructions. They want their treats.

        <<link [[Next|Farm Kennel Fight]]>><<set $molestationstart to 1>><</link>>

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

:: Farm Kennel Treats All
<<effects>>

<<if $farm.beasts.dogs gte 20>>

    The <<beastsplural>> sit upright and await their treats. Not a single one acts out. They all wait with their mouths open. You feed them one by one. They devour their treats in moments, then lick your hand as you pet them.

    They remain seated, watching you obediently.

    <<link [[Hug|Farm Kennel Treats Hug]]>><<farm_dogs 1>><</link>><<grespect>>

    <<if $deviancy gte 15>>
        <<link [[Seduce|Farm Kennel Treats Seduce]]>><</link>><<deviant2>>
    <</if>>

    <<if $deviancy gte 35 and $lactating gte 1 and $milk_amount gte 30 and $breastfeedingdisable is "f">>
        <<link [[Breastfeed|Farm Kennel Treats Breastfeed]]>><<farm_dogs 3>><</link>><<deviant3>><<ggrespect>>

    <</if>>

<<elseif $farm.beasts.dogs gte 5>>
    The <<beastsplural>> gather around you. Not a single one acts out. They wait their turn as you hand out treats, then devour them in moments.
    <<if $monster is 1>>
        Some thank you as you hand them a treat.
    <<else>>
        Some growl softly as you feed them.
    <</if>>

    They lie with wagging tails as you leave the kennel.

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

<<elseif $farm.beasts.dogs gte -5>>
    The <<beastsplural>> relax around you. They're eager for the treats, but respect you enough to wait their turn. They devour them in moments.

    You walk away from the kennel, leaving them to lick their lips.

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

<<else>>
    You have plenty of treats. You toss them freely to the <<beastsplural>>. They devour them in moments, then bark for more, their eyes shining with hunger.
    <<if $monster is 1>>
        They demand more treats.
    <<else>>
        Two release a guttural growl as they march closer.
    <</if>>

    You back away, and manage to escape before the situation escalates.

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

<</if>>

:: Farm Kennel Treats Seduce
<<effects>>

You drop to the ground in front of a <<beasttype>>. <<bHe 0>> looks eager.
<<deviancy2>>

<<link [[Next|Farm Kennel Sex]]>><<set $sexstart to 1>><</link>>

:: Farm Kennel Sex
<<if $sexstart is 1>>
	<<set $sexstart to 0>>
	<<consensual>>
	<<set $consensual to 1>>
	<<neutral 1>>

	<<beastCombatInit>>

<</if>>

The other <<beastsplural>> watch.

<<effects>>
<<effectsman>>

<<beast $enemyno>>

<<stateman>>

<<actionsman>>

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

:: Farm Kennel Sex Finish
<<effects>>

<<if $enemyarousal gte $enemyarousalmax>>

	<<beastejaculation>>

	<<tearful>> you leave the kennel. The <<beastsplural>> lie down, their tails wagging.<<ggrespect>><<farm_dogs 3>>

	<<clotheson>>
	<<endcombat>>

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

<<elseif $enemyhealth lte 0>>

	Scolded, the <<beasttype>> whimpers and backs away from you.

	<<tearful>> you leave the kennel.

	<<clotheson>>
	<<endcombat>>

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

<<else>>

	The <<beasttype>> backs away from you, afraid <<bhe 0>> has done something wrong.

	<<tearful>> you leave the kennel.

	<<clotheson>>
	<<endcombat>>

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

<</if>>

:: Farm Kennel Treats Breastfeed
<<effects>>

You offer a <<beasttype>> your <<breasts>>. <<bHe 0>> hesitates, then licks your bud. Milk flows into <<bhis 0>> mouth.
<<deviancy3>><<breastfeed>>

Satisfied, the <<beasttype>> lies down. Their tails wag as you return to the farm.

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

:: Farm Kennel Treats Hug
<<effects>>

You give a <<beasttype>> a gentle hug. <<bHe 0>> seems to appreciate it. The <<beastsplural>> lie down as you leave, their tails wagging.

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

:: Farm Kennel Treats Half
<<effects>>

You take out ten treats. The <<beastsplural>> put on their best behaviour, hoping to increase their odds. You hand out treats to the lucky, and suggest the rest might have a turn next time.

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

:: Farm Kennel Treats Some
<<effects>>

You take out five treats, and take a firm tone. "If you bicker over them, I'm giving you none."

The <<beastsplural>> put on their best behaviour, hoping to increase their odds. You hand the treats out. The recipients break the treats apart to share with the rest of the kennel.

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

:: Farm Kennel Treats One
<<effects>>

You take out one treat.
<<if $farm.beasts.dogs lte -5>>
    The <<beastsplural>> glare in defiance. They see only one treat, and they do not approve.

    You hurl the treat across the kennel. The <<beastsplural>> lose interest in you at once, and run at the treat in a mad dash. You make your exit.

<<else>>
    The <<beastsplural>> look disappointed, but not angry. They lay on the ground around you.

    You toss the treat across the kennel. An older <<beasttype>> walks over, and breaks it into pieces to share out.

<</if>>

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

:: Farm Kennel Fight
<<if $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<controlloss>>
	<<violence 1>>
	<<neutral 1>>
	<<molested>>

	<<beastCombatInit>>
    <<set $enemyanger += 200>>
    <<set $enemytrust -= 50>>
<</if>>

The other <<beastsplural>> watch.

<<effects>>
<<effectsman>>

<<beast $enemyno>>

<<stateman>>

<<actionsman>>

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

:: Farm Kennel Fight Finish
<<effects>>

<<if $enemyarousal gte $enemyarousalmax>>

	<<beastejaculation>>

	You manage to keep the bag of treats close. None of the others try anything, for now.

	<<tearful>> you struggle to your feet.

	<<clotheson>>
	<<endcombat>>
    <<if !$kennel_treats>>
        <<link [[Next|Farm Work]]>><</link>>
    <<else>>
        <<beastNEWinit 1 dog>>
        <<kennel_treat_options>>
    <</if>>
<<elseif $enemyhealth lte 0>>

	The <<beasttype>> backs away from you, cowed. The others don't try anything.<<ggrespect>><<farm_dogs 1>>

	<<clotheson>>
	<<endcombat>>
    <<if !$kennel_treats>>
        <<link [[Next|Farm Work]]>><</link>>
    <<else>>
        <<beastNEWinit 1 dog>>
        <<kennel_treat_options>>
    <</if>>
<<else>>

	<<kennel_treats -100>>The <<beastsplural>> lose interest in you as you collapse. They tear apart the bag of treats, and feast.<<llrespect>><<farm_dogs -3>>

	<<tearful>> you stagger from the kennel.

	<<clotheson>>
	<<endcombat>>

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

<</if>>

:: Farm Kennel Play
<<effects>>

You decide to make things fun for the <<beastsplural>>.

<<if $farm.beasts.dogs gte 20>>
    They gather around you, their tails wagging. They will obey without question.

    How do you want to play with them?

    <<kennel_play_options>>
<<elseif $farm.beasts.dogs gte 5>>
    They gather around you with vigour, their tails wagging.

    How do you want to play with them?

    <<kennel_play_options>>
<<elseif $farm.beasts.dogs gte -5>>
    They gather around you. They don't care for you.

    How do you want to play with them?

    <<kennel_play_options>>
<<elseif $farm.beasts.dogs gte -20 or random(1, 2) is 2>>
    They gather around you. They don't trust you much.

    How do you want to play with them?

    <<kennel_play_options>>
<<else>>
    Unfortunately, they have a different sort of fun in mind. They rush you down.

    <<endevent>>
    <<beastNEWinit 6 dog>>
    <<link [[Next|Farm Kennel Gang Rape]]>><<set $molestationstart to 1>><</link>>

<</if>>

:: Farm Kennel Gang Rape
<<if $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<controlloss>>
	<<violence 1>>
	<<neutral 1>>
	<<molested>>

	<<beastCombatInit>>
	<<beastTrainGenerate>>
<</if>>
<<effects>>
<<effectsman>>

<<beast $enemyno>>

<<stateman>>

<<actionsman>>
<<if $enemyarousal gte $enemyarousalmax>>
	<<link [[Next|Farm Kennel Gang Rape End]]>><</link>><<nexttext>>
<<elseif $enemyhealth lte 0>>
	<<link [[Next|Farm Kennel Gang Rape End]]>><</link>><<nexttext>>
<<else>>
	<<link [[Next|Farm Kennel Gang Rape]]>><</link>><<nexttext>>
<</if>>

:: Farm Kennel Gang Rape End
<<effects>>
<<if $enemyhealth lte 0>>
	<<beastwound>>
	<<if $combatTrain.length gt 0>>
		The <<beasttype>> recoils in pain and fear, but another is eager for a go.

		<<combatTrainAdvance>>

		[[Next|Farm Kennel Gang Rape]]
	<<else>>
		The <<beasttype>> recoils in pain and fear.
		<<combatTrainAdvance>>

		<<link [[Next|Farm Kennel Gang Rape End]]>><<set $finish to 1>><</link>>
	<</if>>
<<elseif $enemyarousal gte $enemyarousalmax>>
	<<beastejaculation>>
	<<if $combatTrain.length gt 0>>
		Satisfied, the <<beasttype>> moves and another takes its turn.

		<<combatTrainAdvance>>

		[[Next|Farm Kennel Gang Rape]]
	<<else>>
		Satisfied, the <<beasttype>> moves away from you.
		<<combatTrainAdvance>>

		<<link [[Next|Farm Kennel Gang Rape End]]>><<set $finish to 1>><</link>>
	<</if>>
<<else>>
	<<if $enemywounded is 1 and $enemyejaculated is 0>>
		The <<beasttype>> whimpers and flees.
	<<elseif $enemywounded is 0 and $enemyejaculated is 1>>
		Satisfied, the <<beasttype>> leaves.
	<<elseif $enemywounded gte 2 and $enemyejaculated is 0>>
		Feeling that you're more trouble than you're worth, the beasts flee.
	<<elseif $enemywounded is 0 and $enemyejaculated gte 2>>
		The beasts leave you spent and shivering.
	<<elseif $enemywounded gte 1 and $enemyejaculated gte 1>>
		The beasts leave you spent and shivering.
	<</if>>

	<<tearful>> you stagger from the kennel.

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

<</if>>

:: Farm Kennel Play Fetch
<<effects>>

You take a ball from a cupboard, and throw it across the kennel.

<<if $farm.beasts.dogs gte 5>>
    The <<beastsplural>> run and chase the ball, until one manages to get a solid grip. They bring it back to you, and wait for you throw it again.

    It's hard work keeping up with their energy, but you feel better for it.<<physique 6>>

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

<<else>>
    The <<beastsplural>> run and chase the ball, but are more interested in fighting amongst themselves than bringing it back to you. They continue until they tire themselves out.

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

<</if>>

:: Farm Kennel Play Race
<<effects>>

You let the <<beastsplural>> outside, and race them around the field.

<<if $athletics gte 800>>
    You manage to keep up with them, which they seem to appreciate.<<grespect>><<farm_dogs 1>>

<<elseif $athletics gte 400>>
    You can't quite keep up with them, but you're able to follow behind. They seem happy for the exercise regardless, and are tired out by the time you return them to the kennel.

<<else>>
    They outpace you at once, and you soon give up trying to follow. They seem happy for the exercise regardless, and are tired out by the time you return them to the kennel.

<</if>>

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

:: Farm Kennel Play Lewd
<<effects>>

You attach a collar and leash to a <<beasttype>>, and lead it into an adjoining room. You close the door behind you, and drop to the ground. The <<beasttype>> knows what's up.
<<deviant3>>

<<link [[Next|Farm Kennel Play Sex]]>><<set $sexstart to 1>><</link>>

:: Farm Kennel Play Sex
<<if $sexstart is 1>>
	<<set $sexstart to 0>>
	<<consensual>>
	<<set $consensual to 1>>
	<<neutral 1>>

	<<beastCombatInit>>
<</if>>

<<effects>>
<<effectsman>>

<<beast $enemyno>>

<<stateman>>

<<actionsman>>

<<if $finish is 1>>
	<<link [[Next|Farm Kennel Play Sex Finish]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
	<<link [[Next|Farm Kennel Play Sex Finish]]>><</link>><<nexttext>>
<<elseif $enemyhealth lte 0>>
	<<link [[Next|Farm Kennel Play Sex Finish]]>><</link>><<nexttext>>
<<else>>
	<<link [[Next|Farm Kennel Play Sex]]>><</link>><<nexttext>>
<</if>>

:: Farm Kennel Play Sex Finish
<<effects>>

<<if $enemyarousal gte $enemyarousalmax>>

	<<beastejaculation>>

	<<tearful>> you rise to your feet. "Good <<if $pronoun is "f">>girl<<else>>boy<</if>>," you say.

	You return the <<beasttype>> to the kennel proper.

	<<clotheson>>
	<<endcombat>>

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

<<elseif $enemyhealth lte 0>>

	The <<beasttype>> backs away from you. <<tearful>> you climb to your feet.

	You return <<bhim 0>> to the kennel proper.

	<<clotheson>>
	<<endcombat>>

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

<<else>>

	The <<beasttype>> backs away from you. <<tearful>> you climb to your feet.

	You return <<bhim 0>> to the kennel proper.

	<<clotheson>>
	<<endcombat>>

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

<</if>>

:: Farm Kennel Play Gang
<<effects>>

The <<beastsplural>> wait obediently, until you give a seductive wiggle. The most dominant approaches first.
<<deviant5>>

<<endevent>>
<<beastNEWinit 6 dog>>
<<link [[Next|Farm Kennel Play Gang Sex]]>><<set $sexstart to 1>><</link>>

:: Farm Kennel Play Gang Sex
<<if $sexstart is 1>>
    <<set $sexstart to 0>>
	<<consensual>>
	<<set $consensual to 1>>
	<<neutral 1>>

	<<beastCombatInit>>
	<<beastTrainGenerate>>/* - Delete if there aren't multiple beasts*/
<</if>>
<<effects>>
<<effectsman>>

<<beast $enemyno>>

<<stateman>>

<<actionsman>>
<<if $alarm is 1 and $rescue is 1>>
	<<link [[Next|Farm Kennel Play Gang Sex End]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
	<<link [[Next|Farm Kennel Play Gang Sex End]]>><</link>><<nexttext>>
<<elseif $enemyhealth lte 0>>
	<<link [[Next|Farm Kennel Play Gang Sex End]]>><</link>><<nexttext>>
<<else>>
	<<link [[Next|Farm Kennel Play Gang Sex]]>><</link>><<nexttext>>
<</if>>

:: Farm Kennel Play Gang Sex End
<<effects>>
<<if $enemyhealth lte 0>>
	<<beastwound>>
	<<if $combatTrain.length gt 0>>
		The <<beasttype>> recoils in pain and fear, but another is eager for a go.

		<<combatTrainAdvance>>

		[[Next|Farm Kennel Play Gang Sex]]
	<<else>>
		The <<beasttype>> recoils in pain and fear.
		<<combatTrainAdvance>>

		<<link [[Next|Farm Kennel Play Gang Sex End]]>><<set $finish to 1>><</link>>
	<</if>>
<<elseif $enemyarousal gte $enemyarousalmax>>
	<<beastejaculation>>
	<<if $combatTrain.length gt 0>>
		Satisfied, the <<beasttype>> moves and another takes its turn.

		<<combatTrainAdvance>>

		[[Next|Farm Kennel Play Gang Sex]]
	<<else>>
		Satisfied, the <<beasttype>> moves away from you.
		<<combatTrainAdvance>>

		<<link [[Next|Farm Kennel Play Gang Sex End]]>><<set $finish to 1>><</link>>
	<</if>>
<<else>>
	The <<beastsplural>> give you satisfied licks as you rise to your feet.

	<<tearful>> you leave the kennel.

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

<</if>>

:: Farm Kennel Play Member
<<effects>>

<<strip>>
You lock the kennel door. The <<beastsplural>> give you a quizzical look as you drop to all fours and <<if $wolfgirl gte 6 or $cat gte 6 or $cow gte 6 or $harpy gte 6>>wag your tail<<else>>shake your <<bottom>><</if>> but they seem happy to welcome you as one of them.

You walk on your hands and knees through the kennel.
<<deviant5>>

<<link [[Next|Farm Kennel Play Member 2]]>><</link>>

:: Farm Kennel Play Member 2
<<effects>>

You grow hungry, and crawl over to the feeding trench. The food doesn't look appealing, but the <<beastsplural>> on either side of you chow down.

<<if $wolfgirl gte 6>>
    You bite into the food. It tastes good. You eat your fill, then lie back with a full stomach. Others join you, and you're soon lying in the centre of a huge pile, surrounded by flicking tails.<<ltrauma>><<trauma -4>>
<<else>>
    You try a little. It tastes horrible. You try to keep eating, the others have no trouble after all, but soon give up. You lay down before you get a sore stomach. Some of the others cuddle up to you.
<</if>>

<<link [[Next|Farm Kennel Play Member 3]]>><</link>>

:: Farm Kennel Play Member 3
<<effects>>

You wake up after a while. Seems you dozed off. The other <<beastsplural>> are licking each other clean. One marches up to you, and licks behind your ears.

<<if $wolfgirl gte 6>>
    You eagerly lick behind one of the <<beastsplural>>'s ears in return. You flick your tongue in straight lines from the ear down to the back. It comes naturally.

    You feel a warm wetness on your <<genitals 1>>, and freeze in surprise. The <<beasttype>> responsible moves on soon enough.

    Sharing this moment with the <<beastsplural>> gives you an odd sense of peace.<<lawareness>><<awareness -6>><<ltrauma>><<lstress>><<trauma -6>><<stress -6>>

<<else>>
    You hestiate, then lick behind the <<beasttype>>'s ear in return. It tastes bad, like hair. Some gets stuck on your tongue as well. The <<beasttype>> seems to appreciate the effort though.

<</if>>

You rise to your feet. Time to return to the farm.

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

:: Farm Kennel Train
<<effects>>

You round up the <<beastsplural>> for training.

<<if $farm.beasts.dogs gte 20>>
    They obey, eager for your approval.

<<elseif $farm.beasts.dogs gte 5>>
    They obey without complaint.

<<elseif $farm.beasts.dogs gte -5>>
    They complain a little, but obey.

<<elseif $farm.beasts.dogs gte -20>>
    They look wary of you.

<<else>>
    They growl at you.
    <<if $monster is 1>>
        "Intruder!" one barks.

        "Plaything!" offers another. The rest agree.
    <</if>>
    Their lack of respect is clear.

<</if>>

What kind of training do you attempt?

<<link [[Strict|Farm Kennel Train Strict]]>><<stress 12>><<tiredness 12>><<farm_dogs 3>><</link>><<gstress>><<ggtiredness>><<gggrespect>>

<<link [[Mild|Farm Kennel Train Mild]]>><<stress 6>><<tiredness 6>><<farm_dogs 2>><</link>><<gstress>><<gtiredness>><<ggrespect>>

<<link [[Easygoing|Farm Kennel Train Easy]]>><<farm_dogs 1>><</link>><<grespect>>

:: Farm Kennel Train Strict
<<effects>>

<<if $farm.beasts.dogs gte 20>>

    You don't need to yell during training. The <<beastsplural>> follow every command without issue. They jump when you tell them to jump, roll when you tell them to roll, and attack what you tell them to attack.

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

<<elseif $farm.beasts.dogs gte 5>>

    You yell orders at the <<beastsplural>>. They obey without hesitation. You're not sure yelling was even necessary. They seem eager to train.

    <<if $rng gte 80>>
        You're just about to wrap things up when a <<beasttype>> runs up to you. <<bHe 0>>
        <<if $monster is 1>>
            looks up at you. "Can master stroke my head?" <<bhe 0>> pleads.
        <<else>>
            looks up at you, tail wagging.
        <</if>>

        <<link [[Pat|Farm Kennel Train Pat]]>><<trauma -6>><<stress -6>><</link>><<ltrauma>><<lstress>>

        <<link [[Wrap things up|Farm Work]]>><<endevent>><</link>>

    <<else>>
        The training goes well. You wrap things up.<<grespect>><<farm_dogs 1>>

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

    <</if>>

<<elseif $farm.beasts.dogs gte -5>>
    You yell at the <<beastsplural>>, demanding they follow orders. They obey without much enthusiasm.

    <<if $rng gte 51>>
        The training goes well, but at the end one <<beasttype>> limps up to you, and holds out <<bhis 0>> <<if $monster is 1>>foot<<else>>paw<</if>>.

        <<link [[Tend to the paw|Farm Kennel Train Paw]]>><<stress 6>><<trauma -6>><</link>><<gstress>><<ltrauma>>

        <<link [[Wrap things up|Farm Work]]>><<endevent>><</link>>

    <<else>>
        The training felt productive.<<grespect>><<farm_dogs 1>>

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

    <</if>>
<<elseif $farm.beasts.dogs gte -20>>
    You yell at the <<beastsplural>>, demanding they follow orders. They ignore most of your commands, with only some of them obeying some of the time.

    <<if $rng gte 51>>
        It's slow going, but you think you're getting through to some.<<grespect>><<farm_dogs 1>>
    <<else>>
        You hope the next training session goes better.
    <</if>>

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

<<else>>
    You yell at the <<beastsplural>>, demanding they follow orders. They ignore you.

    <<if $rng gte 40>>
        You end the training with a sigh, and feel disappointed as you leave the kennel.

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

    <<else>>
        You end the training with a sigh, and head for the exit. A <<beasttype>> steps in your way, and growls. Others approach from behind.

        <<link [[Force your with through|Farm Kennel Gang Rape]]>><<endevent>><<beastNEWinit 3 dog>><<set $molestationstart to 1>><</link>>

        <<link [[Plead|Farm Kennel Train Strict Plead]]>><</link>>

        <<link [[Submit|Farm Kennel Train Strict Submit]]>><><</link>>

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

:: Farm Kennel Train Pat
<<effects>>

You smile at the <<beasttype>>, and give <<bhis 0>> head a gentle pat. <<bHe 0>> closes <<bhis 0>> eyes in bliss. You feel warm inside.

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

:: Farm Kennel Train Paw

You take a closer look. There's no visible injury, but you give it a careful runover with your hands. You find a small rock wedged inside. It's easy to dislodge.

The grateful <<beasttype>> returns to the others as you wrap things up.

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

:: Farm Kennel Train Strict Plead
<<effects>>

<<if $submissive gte 1150>>
    "Please let me through," you try. The <<beastsplural>> remain firm. There's something they want from you.

    <<endevent>>
    <<beastNEWinit 3 dog>>
    <<link [[Next|Farm Kennel Gang Rape]]>><<set $molestationstart to 1>><</link>>

<<elseif $submissive lte 850>>
    "Lie down," you say, your voice firm. "Right now."

    The <<beastsplural>> hesitate, then the one blocking your path does as instructed. <<bHe 0>> watches you with lust-filled eyes as you leave the kennel.

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

<<else>>
    "Let me through," you say. "That's a command."

    The <<beastsplural>> hesitate, then the one blocking your path does as instructed. <<bHe 0>> watches you with lust-filled eyes as you leave the kennel.

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

<</if>>

:: Farm Kennel Train Strict Submit
<<effects>>

You drop to the ground. You know what they want, and it'll be easier to give it.

<<endevent>>
<<beastNEWinit 3 dog>>
<<link [[Next|Farm Kennel Gang Rape]]>><<set $molestationstart to 1>><</link>>

:: Farm Kennel Train Mild
<<effects>>

You set up a simple parkour. The goal for the <<beastsplural>> is to finish without your help.

<<if $farm.beasts.dogs gte 5>>

    They follow your orders with vigour, vying for your attention by putting in extra effort.

    <<link [[Wrap things up|Farm Work]]>><<endevent>><</link>>

    <<if $deviancy gte 35>>
        <<link [[Reward the most impressive|Farm Kennel Train Mild One]]>><<handskill 6>><</link>><<deviant3>><<ghandskill>>

    <</if>>
    <<if $deviancy gte 75>>
        <<link [[Reward them all|Farm Kennel Train Mild All]]>><<farm_dogs 3>><</link>><<deviant5>><<ggrespect>>

    <</if>>

<<elseif $farm.beasts.dogs gte -5>>

    They follow your orders without enthusiasm, but the training goes well.<<grespect>><<farm_dogs 1>>

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

<<elseif $farm.beasts.dogs gte -20>>

    However, it's soon clear they have their own ideas. They don't outright ignore you, but many ignore the obstacles. You yell firm instructions, which helps a bit. It might be best to ignore the remaining troublemakers.

    <<link [[Discipline them|Farm Kennel Train Mild Discipline]]>><</link>>

    <<link [[Wrap things up|Farm Work]]>><<endevent>><</link>>

<<else>>
    However, it's soon clear that they have different ideas. They walk past the obstacles, and ignore the hoops.

    <<link [[Give up|Farm Work]]>><<endevent>><</link>>

    <<link [[Yell|Farm Kennel Train Mild Yell]]>><</link>><<tendingdifficulty 1 1000>>

<</if>>

:: Farm Kennel Train Mild Discipline
<<effects>>

You single out a <<beasttype>>, though you don't expect <<bhim 0>> to respond well.

<<if $rng gte 20>>
    <<if $monster is 1>>
        <<bHe 0>> glares at you,
    <<else>>
        <<bHe 0>> barks back,
    <</if>>
    then bites your ankle before fleeing to hide amongst the rest.<<gpain>><<pain 4>>

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

<<else>>
    Your harsh words get through, a little.<<grespect>><<farm_dogs 1>>

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

<</if>>

:: Farm Kennel Train Mild Yell
<<effects>>

You yell at the <<beastsplural>>, demanding they obey you.

<<if $tendingSuccess>>
    They growl back, then back down. Some attempt some of the obstacles, at least.<<ggrespect>><<farm_dogs 3>>

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

<<else>>
    It does nothing but agitate them. They advance on you, determined to put you in your place.

    <<endevent>>
    <<beastNEWinit 3 dog>>
    <<link [[Next|Farm Kennel Gang Rape]]>><<set $molestationstart to 1>><</link>>

<</if>>

:: Farm Kennel Train Mild One
<<effects>>

The <<beastsplural>> did their best, but you choose one in particular to reward. <<bHis 0>> tail wags as you lead it into the adjoining room, and crouch beside <<bhim 0>>.

<<if $NPCList[0].penis isnot "none">>
    <<bHe 0>>'s already erect in anticipation, eager for <<bhis 0>> reward. You give <<bhis 0>> belly a good rub first, your hand creeping down until you slide <<bhis 0>> cock into your palm.
    <<deviancy3>>

    You stroke <<bhis 0>> penis until it pulses, and releases spurts of hot fluid over the ground.
    <<if $monster is 1>>
        "Th-thank you master," <<bhe 0>> pants.
    <</if>>

<<else>>
    <<bHe 0>>'s eager for <<bhis 0>> reward. You give <<bhis 0>> belly a good rub first, your hand creeping down until you slide a finger into <<bhis 0>> warm pussy.
    <<deviancy3>>

    You slide your finger in and out, until <<bhis 0>> body shudders in orgasm.
    <<if $monster is 1>>
        "Th-thank you master," <<bhe 0>> pants.
    <</if>>

<</if>>

Satisfied, the <<beasttype>> follows you back to the kennel.

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

:: Farm Kennel Train Mild All
<<effects>>

<<strip>>
You remove your clothing, and drop to the ground. Despite their eager vigour, the <<beastsplural>> remain obedient until you give the order.
<<endevent>>
<<beastNEWinit 6 dog>>

<<link [[Next|Farm Kennel Play Gang Sex]]>><<set $sexstart to 1>><</link>>

:: Farm Kennel Train Easy
<<effects>>

You give the <<beastsplural>> an easy set of tasks, and let those who'd rather ignore you do so.

<<if $farm.beasts.dogs gte 20>>
    They all seem quite eager to pay attention however, and have no trouble following orders.<<grespect>><<farm_dogs 1>>

<<elseif $farm.beasts.dogs gte 5>>
    A few wander off, but most seem eager to pay attention.

<<elseif $farm.beasts.dogs gte -5>>
    Some follow your instructions, sometimes.

<<elseif $farm.beasts.dogs gte -20>>
    This turns out to be most of them, though a few are happy to follow your commands sometimes.

<<else>>
    This turns out to be all of them, and you get little done.<<lrespect>><<farm_dogs -1>>

<</if>>

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