code:
:: Temple Prayer Entrance

<<temple_effects>><<effects>>
<<generate1>><<person1>>
You are outside the prayer room. A stern-faced <<monk>> guards the door.

<<if $temple_garden gte 100 and $temple_quarters gte 100>>
	"Both garden and quarters are in order," <<he>> says. "You can access the prayer room if you want."

	<<link [[Pray (1:00)|Temple Prayer Enter]]>><</link>>

<<elseif $temple_garden gte 100>>
	"The quarters need improving," <<he>> says. "But the gardens are in order. You can access the prayer room if you want."

	<<link [[Pray (1:00)|Temple Prayer Enter]]>><</link>>

<<elseif $temple_quarters gte 100>>
	"The garden needs improving," <<he>> says. "But the quarters are in order. You can access the prayer room if you want."

	<<link [[Pray (1:00)|Temple Prayer Enter]]>><</link>>

<</if>>
<<if $historytrait gte 3>>
	<<link [[Sneak inside (1:00)|Temple Prayer Sneak]]>><<endevent>><<grace -5>><</link>><<llgrace>> | History

<</if>>

<<link [[Leave|Temple]]>><<endevent>><</link>>

:: Temple Prayer Explore

<<temple_effects>><<effects>>
You explore the previously-forbidden parts of the temple. Upstairs are living quarters for the monks and nuns. Outside, behind the temple building, is a large garden where initiates tend beds of flowers. A hedge maze trails away into the forest.

You find several doors painted with red crosses. Jordan warned you not to enter them, but they're all sealed shut anyway. Except for one. You find it in the back corner of the building. A <<generate1>><<person1>>stern-faced <<monk>> stands in front of it. <<His>> eyes are shut, but you feel <<him>> watching you.

<<link [[Next|Temple Prayer Explore 2]]>><</link>>

:: Temple Prayer Explore 2

<<temple_effects>><<effects>>

"New initiate?" the <<monk>> asks without opening <<his>> eyes. <<He>> doesn't wait for you to respond. "Behind me is a prayer room. Within burns a unique incense, known to help induce visions. Occupants are locked within for at least an hour at a time, so it's a rather intense form of worship."

"Some consider it old-fashioned, heretical even. Others consider it the only proper way to commune with the Lord. They usually bring a holy pendant as protection. Regardless, access is a privilege. No one can enter while the temple and grounds are in such a state."

"Should you be interested," <<he>> continues "Return after helping around the temple. When either the living quarters or garden are in tip-top shape, I'll consider letting you inside."

<<endevent>>
<<link [[Next|Temple]]>><</link>>

:: Temple Prayer Enter
<<temple_effects>><<effects>>

The <<monk>> stands aside to let you pass.
<<if $worn.neck.name is "dark pendant">>
	As you move to enter however, <<he>> thrusts <<his>> arm between you and the door. <<His>> eyes are open. "I don't know how you got that," <<he>> says, pointing at your pendant. "It's forbidden, and you certainly can't enter with it. Hand it over."
	<<gstress>><<stress 6>>

	<<link [[Give pendant|Temple Prayer Pendant]]>><<neckruined>><</link>>

	<<link [[Refuse|Temple Prayer Pendant Refuse]]>><<grace -5>><</link>><<llgrace>>

<<else>>
	<<if $worn.neck.name is "holy pendant">>
		"Wise choice of jewellery," <<he>> says as you pass, gesturing at your holy pendant. You continue in.
	<<elseif $worn.neck.name is "stone pendant">>
		<<His>> hand rests on your shoulder as you pass. "That's interesting," <<he>> says, gesturing at your stone pendant. <<He>> considers for a moment, then releases your shoulder. You continue in.
	<<else>>

	<</if>>

	The door clicks shut behind you. You're in a small hexagonal room, the edges ringed with steps leading nowhere. A single window decorates each wall, far above. A cushion sits in the middle.

	The air is thick with the smell of a sweet incense. You can't see where it's being burned.

	<<endevent>>
	<<link [[Next|Temple Prayer]]>><</link>> | ???

<</if>>

:: Temple Prayer Pendant
<<temple_effects>><<effects>>

You remove the pendant from your neck, and hand it to the <<monk>>. <<He>> wraps <<his>> hand in several layers of cloth before taking it, and holds it away from <<his>> body.

"You can enter," <<he>> says. You do so.

The door clicks shut behind you. You're in a small hexagonal room, the edges ringed with steps leading nowhere. A single window decorates each wall, far above. A cushion sits in the middle.

The air is thick with the smell of a sweet incense. You can't see where its being burned.

<<endevent>>
<<link [[Next|Temple Prayer]]>><</link>> | ???

:: Temple Prayer Pendant Refuse
<<temple_effects>><<effects>>

You refuse to hand over the pendant. "Very well," the <<monk>> says. "On your soul be it. I can't let you access the chamber."

<<endevent>>
<<link [[Next|Temple]]>><</link>>

:: Temple Prayer Sneak
<<temple_effects>><<effects>>

The temple is ancient, and filled with secret passages. You know of one.

You enter a nearby hallway. You drop to your knees and search for a few moments, until you find a tiny crack along the wall. You dig your nails into the crack, and open a door, its exterior built to resemble the surrounding stone bricks.

You make sure the door shuts quietly behind you, then crawl up the passageway. You don't have to crawl long before you reach another door. You push it open and drop to the floor.

You're in a small hexagonal room, the edges ringed with steps leading nowhere. A single window decorates each wall, far above. A cushion sits in the middle.

The air is thick with the smell of a sweet incense. You can't see where its being burned.

<<endevent>>
<<link [[Pray|Temple Prayer]]>><<set $temple_sneak to 1>><</link>> | ???

:: Temple Prayer
<<temple_effects>><<pass 60>><<effects>>
<<NPCStatusCheck "Kylar Sydney">>
<<set _rng to random(1,7)>>

<<set $hallucinogen += 60>>
You sit on the cushion, and pray. The incense makes you feel light and dizzy.

<<switch _rng>>
	<<case 1>>
		<<if $NPCName[$NPCNameList.indexOf("Robin")].love gte 60 and random(1, 2) is 2>>
			Your thoughts turn to Robin,
				<<if $NPCName[$NPCNameList.indexOf("Robin")].trauma gte 21>>
					and the pain <<nnpc_hes "Robin">> in.
					<<ltrauma>><<gstress>><<trauma -6>><<stress 6>>
				<<else>>
					and you smile on reflex.
					<<ltrauma>><<lstress>><<trauma -6>><<stress -6>>
				<</if>>
		<<elseif $trauma gte ($traumamax / 5) * 4>>
			You think about how relentless people have been in their horrible pursuits. You realise you're surviving, despite it all.
			<<gawareness>><<awareness 1>>
		<<elseif $trauma gte ($traumamax / 5) * 3>>
			You think about all the horrible things people have done to you. It's oddly cathartic.
			<<lltrauma>><<trauma -12>>
		<<elseif $trauma gte ($traumamax / 5) * 2>>
			You think about all the pain you've endured. It's oddly cathartic.
			<<ltrauma>><<trauma -6>>
		<<elseif $trauma gte $traumamax / 5>>
			You think about how horrible some people can be. You don't feel as vindictive as you expected.
			<<gpurity>><<purity 1>>
		<<else>>
			You think about how, despite everything, you've managed to look after yourself.
			<<lstress>><<stress -6>>
		<</if>>
	<<case 2>>
		<<if $NPCName[$NPCNameList.indexOf("Kylar")].love gte 60 and $NPCName[$NPCNameList.indexOf("Kylar")].state is "active" and random(1, 2) is 2>>
			Your thoughts turn to Kylar,
				<<if _kylarStatus.includes("Rage")>>
					and you wonder if <<nnpc_hes "Kylar">> looking for you. <<nnpc_He "Kylar">> probably is.
					<<ltrauma>><<gstress>><<trauma -6>><<stress 6>>
				<<else>>
					and the doodles <<nnpc_he "Kylar">> makes of you.
					<<ltrauma>><<lstress>><<trauma -6>><<stress -6>>
				<</if>>
		<<elseif $stress gte ($stressmax / 5) * 4>>
			You try to shut your eyes, but you find you need them open, watching the door. You realise how afraid you are of an assailant bursting in. You tell yourself the temple wouldn't allow that.
			<<gcontrol>><<control 10>>
		<<elseif $stress gte ($stressmax / 5) * 3>>
			You realise how quickly your heart is beating, even at rest. You calm down a little.
			<<llstress>><<stress -12>>
		<<elseif $stress gte ($stressmax / 5) * 2>>
			You feel your heart beat. It calms over time.
			<<lstress>><<stress -6>>
		<<elseif $stress gte $stressmax / 5>>
			You find yourself worrying about being attacked on the way home. You tell yourself there's no sense worrying now.
			<<gcontrol>><<control 5>>
		<<else>>
			You feel at peace.
			<<ltrauma>><<trauma -6>>
		<</if>>
	<<case 3>>
		<<if $NPCName[$NPCNameList.indexOf("Whitney")].love gte 21 and $NPCName[$NPCNameList.indexOf("Whitney")].state isnot "dungeon" and random(1, 2) is 2>>
			Your thoughts turn to Whitney,
				<<if $NPCName[$NPCNameList.indexOf("Whitney")].dom gte 14>>
					and how <<nnpc_he "Whitney">> always tries to control you.
					<<ltrauma>><<gstress>><<trauma -6>><<stress 6>>
				<<else>>
					and how you feel oddly safe with <<nnpc_him "Whitney">>. Safe from other people, at least.
					<<ltrauma>><<lstress>><<trauma -6>><<stress -6>>
				<</if>>
		<<elseif $arousal gte ($arousalmax / 5) * 4>>
			Try as you might, you can't keep your thoughts from turning to sex.
			<<gstress>><<larousal>><<stress 6>><<arousal -6>>
		<<elseif $arousal gte ($arousalmax / 5) * 3>>
			Thoughts of sex intrude. You struggle to keep them at bay.
			<<larousal>><<arousal 600>>
		<<elseif $arousal gte ($arousalmax / 5) * 2>>
			Your thoughts keep turning to sex, but you manage to keep them at bay.
			<<larousal>><<arousal 600>>
		<<elseif $arousal gte $arousalmax / 5>>
			You struggle to keep your mind clear and focused.
		<<else>>
			You're able to keep your mind clear and focused.
			<<gwillpower>><<willpower 1>>
		<</if>>
	<<case 4>>
		<<if $NPCName[$NPCNameList.indexOf("Eden")].love gte 120 and random(1, 2) is 2>>
			Your thoughts turn to Eden,
			<<if $NPCName[$NPCNameList.indexOf("Eden")].lust gte 60>>
				and how insatiable <<nnpc_he "Eden">> can be.
				<<ltrauma>><<gstress>><<trauma -6>><<stress 6>>
			<<else>>
				and you wonder how <<nnpc_hes "Eden">> doing in the forest.
				<<ltrauma>><<lstress>><<trauma -6>><<stress -6>>
			<</if>>
		<<elseif $control gte ($controlmax / 5) * 4>>
			You feel safe, secure and at peace.
			<<gpurity>><<purity 1>><<ltrauma>><<lstress>><<trauma -6>><<stress -6>>
		<<elseif $control gte ($controlmax / 5) * 3>>
			The thick stone walls reassure you.
			<<ltrauma>><<lstress>><<trauma -6>><<stress -6>>
		<<elseif $control gte ($controlmax / 5) * 2>>
			You have trouble keeping your eyes closed in case something sneaks in.
			<<ltrauma>><<trauma -6>>
		<<elseif $control gte $controlmax / 5>>
			Fear dominates your mind, but your heart steadies and you feel less anxious over time.
			<<gcontrol>><<control 10>>
		<<else>>
			You struggle to keep panic at bay. Your heart steadies and you feel less anxious over time.
			<<gcontrol>><<control 10>>
		<</if>>
	<<case 5>>
		<<if $NPCName[$NPCNameList.indexOf("Avery")].love gte 60 and $NPCName[$NPCNameList.indexOf("Avery")].state is "active" and random(1, 2) is 2>>
			Your thoughts turn to Avery,
			<<if $NPCName[$NPCNameList.indexOf("Avery")].rage gte 60 and $averyragerevealed is 1>>
				and <<nnpc_his "Avery">> attitude when you disappoint him. You clutch your arm.
				<<ltrauma>><<gstress>><<trauma -6>><<stress 6>>
			<<else>>
				and the dates <<nnpc_hes "Avery">> taken you on. <<nnpc_He "Avery">> treats you well.
				<<ltrauma>><<lstress>><<trauma -6>><<stress -6>>
			<</if>>
		<<elseif $awareness gte 800>>
			You feel some power press against you. Something unseen.
			<<ggwillpower>><<gtrauma>><<willpower 3>><<trauma 6>><<gstress>><<stress 6>>
		<<elseif $awareness gte 600>>
			You know this location isn't arbitrary. They built it here for a reason. You feel uneasy wondering what the priests know, and what they don't.
			<<gwillpower>><<willpower 1>><<gtrauma>><<trauma 6>>
		<<elseif $awareness gte 400>>
			You wonder if this room is as safe as it appears.
			<<gstress>><<stress 6>>
		<<elseif $awareness gte 200>>
			You follow the trail of incense as it swirls up from grates in the floor.
		<<else>>
			The incense swirls around you and makes pretty patterns.
			<<lstress>><<stress -6>>
		<</if>>
	<<case 6>>
		<<if $NPCName[$NPCNameList.indexOf("Sydney")].love gte 90 and random(1, 2) is 2>>
			Your thoughts turn to Sydney,
			<<if ($templePromised is "Sydney" and $player.virginity.temple is false) or $NPCName[$NPCNameList.indexOf("Sydney")].virginity.temple is false or ($templePromised isnot "Sydney" and !_sydneyVirgin)>>
				and your broken vow with the temple.
				<<ltrauma>><<gstress>><<trauma -6>><<stress 6>>
			<<else>>
				<<if $sydneySeen.includes("corruptroom")>>
					and how you've used this room in the past. Your face flushes.
					<<garousal>><<arousal 600>>
				<<else>>
					and you wonder if <<nnpc_hes "Sydney">> used this room in the past too.
				<</if>>
				<<ltrauma>><<lstress>><<trauma -6>><<stress -6>>
			<</if>>
		<<elseif $fatigue gte 1600>>
			Your body threatens to collapse at any moment. You somehow find it in you to stay awake.
			<<ggwillpower>><<willpower 6>><<gstress>><<stress 6>><<ltiredness>><<tiredness -12>>
		<<elseif $fatigue gte 1200>>
			You feel your eyelids drooping, but the smell of the incense and a quick pinch to the thigh keeps you awake.
			<<gwillpower>><<willpower 3>><<ltiredness>><<tiredness -6>>
		<<elseif $fatigue gte 800>>
			You zone out for a moment, before snapping back to reality.
			<<gtiredness>><<tiredness 6>>
		<<elseif $fatigue gte 400>>
			You take a deep breath and relax your shoulders.
			<<lstress>><<stress -6>><<ltiredness>><<tiredness -6>>
		<<else>>
			The incense seeps into your muscles, soothing you. You let out a comfortable sigh.
			<<lstress>><<stress -6>><<ltrauma>><<trauma -6>><<gtiredness>><<tiredness 6>>
		<</if>>
	<<case 7>>
		<<if $NPCName[$NPCNameList.indexOf("Alex")].love gte 60 and random(1, 2) is 2>>
			Your thoughts turn to Alex, and the farm.
			<<if $farm_attacked is 1>>
				You realise you missed the raid, and Remy attacked while you were away. Your heart sinks.
				<<lcontrol>><<control -10>><<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
			<<elseif $farm_attack_timer is 0>>
				<<if $hour gte 21>>
					<<if $hour is 23 and $minute gte 30>>
						Remy will attack tonight, and you won't be able to get to the farm in time to help. Your heart sinks.
						<<lcontrol>><<control -10>>
					<<else>>
						Remy might already be attacking.
					<</if>>
				<<else>>
					Remy will attack tonight.
				<</if>>
				<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
			<<elseif $farm.aggro gte 60>>
				Remy's goons just won't leave you alone.
				<<ltrauma>><<gstress>><<trauma -6>><<stress 6>>
			<<else>>
				You hope for a good harvest.
				<<ltrauma>><<lstress>><<trauma -6>><<stress -6>>
			<</if>>
		<<else>>
			Your thoughts turn to Bailey.
			<<if $renttime lte 0>>
				<<if $money gte $rentmoney>>
					You have enough to pay <<nnpc_him "Bailey">>,
					<<if $baileydefeatedchain gte 1>>
						but you wonder if you even need to.
					<<else>>
						fortunately.
					<</if>>
					<<ltrauma>><<lstress>><<trauma -6>><<stress -6>>
				<<else>>
					You don't have enough to pay <<nnpc_him "Bailey">>.
					<<if $baileydefeatedchain gte 1>>
						You wonder if you even need to.
					<<else>>
						You wonder if there are any ways to earn money fast enough.
					<</if>>
					<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
				<</if>>
			<<else>>
				<<if $money gte $rentmoney>>
					You have enough to pay <<nnpc_him "Bailey">> on <<rentday>>,
					<<if $baileydefeatedchain gte 1>>
						but you wonder if you even need to.
					<<else>>
						fortunately.
					<</if>>
					<<ltrauma>><<lstress>><<trauma -6>><<stress -6>>
				<<else>>
					You don't have enough to pay <<nnpc_him "Bailey">> on <<rentday>>.
					<<if $baileydefeatedchain gte 1>>
						You wonder if you even need to.
					<<else>>
						You wonder if there are any ways to earn money fast enough.
					<</if>>
					<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
				<</if>>
			<</if>>
		<</if>>
<</switch>>

<<set $rng to random(1, 100)>>
<<if $rng is 100 or $rng gte 91 and $worn.neck.name is "holy pendant">>
	You feel a presence. The incense takes on a pearly white hue. It brightens and deepens until you're surrounded by a sea of white.

	You feel profoundly safe, like something unimaginably powerful yet benevolent protects you.

	A warmth fills your mind.

	<<link [[Embrace|Temple Prayer Holy Embrace]]>><<control 50>><<trauma -50>><<stress -50>><<awareness 12>><<purity 12>><</link>><<ggpurity>><<gggcontrol>><<llltrauma>><<lllstress>><<ggawareness>>

	<<link [[Snap out of it|Temple Prayer Holy Snap]]>><<willpower 5>><<control 20>><<trauma -18>><<stress -18>><</link>><<ggwillpower>><<ggcontrol>><<lltrauma>><<llstress>>

<<elseif $rng is 99 or $rng gte 91 and $worn.neck.name is "stone pendant">>
	You feel a presence. The incense thickens until the walls around you disappear in the fog. You stop breathing.

	Something observes you. Something big. You feel no malice from it, just curiosity.

	The ground around you rises. Or perhaps you're sinking. You can't tell.

	<<link [[Embrace|Temple Prayer Stone Embrace]]>><<arousal 5000>><<scienceskill 12>><<mathsskill 12>><<historyskill 12>><<purity 6>><<awareness 24>><</link>><<gpurity>><<gggawareness>><<gghistory>><<ggscience>><<ggmaths>><<gggarousal>>

	<<link [[Snap out of it|Temple Prayer Stone Snap]]>><<historyskill 3>><<mathsskill 3>><<scienceskill 3>><<set $school += 9>><<willpower 5>><</link>><<ggwillpower>><<ghistory>><<gscience>><<gmaths>>

<<elseif $rng is 98 or $rng gte 91 and $worn.neck.name is "dark pendant">>
	You feel a presence. The torches on the walls flicker out, plunging you into pitch darkness. Some light should still be filtering through the high windows, but there's nothing.

	You can no longer feel the cushion beneath you. You float in a void. You're not alone. Something rushes towards you across an unthinkable distance. A primal fear seizes your mind.
	<<ggstress>><<stress 6>>

	<<link [[Embrace|Temple Prayer Dark Embrace]]>><<awareness 24>><<purity -36>><<willpower 12>><<stress 36>><</link>><<gggawareness>><<lllpurity>><<ggwillpower>><<gggstress>>

	<<link [[Snap out of it|Temple Prayer Dark Snap]]>><<awareness 6>><<purity -6>><<willpower 6>><<stress 6>><</link>><<gawareness>><<lpurity>><<gwillpower>><<gstress>>

<<elseif $rng gte 91>>
	You feel something, a presence, watching you. It only lasts a moment. You look around, nervous.
	<<gstress>><<stress 6>>

	<<prayerend>>
<<elseif $rng gte 81>>
	The incense makes you giddy.
	<<lstress>><<stress -6>>

	<<prayerend>>
<<elseif $rng gte 71>>
	The incense makes you warm.
	<<garousal>><<arousal 600>>

	<<prayerend>>
<<elseif $rng gte 61>>
	The incense soothes you.
	<<ltrauma>><<trauma -6>>

	<<prayerend>>
<<elseif $rng gte 51>>
	You hear birds chirping outside.
	<<lstress>><<stress -6>>

	<<prayerend>>
<<elseif $rng gte 41>>
	The incense helps you focus.
	<<ggwillpower>><<willpower 3>>

	<<prayerend>>
<<elseif $rng gte 31>>
	The incense clears your mind.
	<<larousal>><<arousal -6>>

	<<prayerend>>
<<elseif $rng gte 21>>
	The incense makes you feel safe.
	<<gcontrol>><<control 10>>

	<<prayerend>>
<<elseif $rng gte 12>>
	The incense tickles your skin, surrounding you in a gentle haze.
	<<set $hallucinogen += 60>>

	<<prayerend>>
<<elseif $rng gte 9>>
	Your mind wanders to school. You think about your last maths lesson. You see the material in a new light.
	<<gmaths>><<mathsskill 3>>

	<<prayerend>>
<<elseif $rng gte 6>>
	Your mind wanders to school. You think about your last English lesson. You see the material in a new light.
	<<genglish>><<englishskill 3>>

	<<prayerend>>
<<elseif $rng gte 3>>
	Your mind wanders to school. You think about your last science lesson. You see the material in a new light.
	<<gscience>><<scienceskill 3>>

	<<prayerend>>
<<else>>
	Your mind wanders to school. You think about your last history lesson. You see the material in a new light.
	<<ghistory>><<historyskill 3>>

	<<prayerend>>
<</if>>

:: Temple Prayer Holy Embrace
<<temple_effects>><<effects>>

You allow the warmth to wash over you. It saturates every part of your mind, until you forget where you are, and how you got here. All that matters is the blissful present.

The warmth recedes from you over several minutes, and you return to reality. You feel more capable.

<<prayerend>>

:: Temple Prayer Holy Snap
<<temple_effects>><<effects>>

You shake your head, trying to feel the cushion beneath you, and the sweet air around you. Gradually, the white recedes and you return to reality.

<<prayerend>>

:: Temple Prayer Stone Embrace
<<temple_effects>><<effects>>

You allow yourself to sink, until you're encased in dark stone. You feel it around you, as if a part of it. Your awareness spreads wider, through the rock, up and into the temple. You feel the feet of monks and nuns shuffle across you.

Your mind wanders further, into the vast forest. Into stone bored by the roots of trees, and into the trees themselves. You feel the wind blow through you. Birds nest in your branches. Rodents scurry at your feet.

Something cradles you, and pulls you back. You return to your body. Slowly you rise through stone until you're back in the chamber. There are no marks on the ground. It's as if nothing happened. Yet you feel more capable.

<<prayerend>>

:: Temple Prayer Stone Snap
<<temple_effects>><<effects>>

You shake your head, trying to feel the cushion beneath you and the sweet air around you. Gradually, the stone around you descends and you return to reality.

<<prayerend>>

:: Temple Prayer Dark Embrace
<<temple_effects>><<effects>>

The presence rushes closer, until it washes over you. It caresses your body and mind, seeping inwards, exploring without barrier. It whispers. You realise you're screaming.

It leaves as fast as it arrives, taking the void with it. You're sat on the cushion in the chamber. Your heart thuds rapidly in your chest, yet you feel more capable.

<<prayerend>>

:: Temple Prayer Dark Snap
<<temple_effects>><<effects>>

You struggle against the void, as if trying to wake from a nightmare. The presence is almost upon you when the chamber materialises around you. The torches are lit as if nothing happened.

<<prayerend>>

:: Temple Prayer Truth

<<temple_effects>><<effects>>
<<if $submissive gte 1150>>
	"S-sorry," you say. "The guard outside wouldn't let me in."
<<elseif $submissive lte 850>>
	"I did," you say. "I don't like being told what to do."
<<else>>
	"Sorry," you say. "I didn't think it would be a problem."
<</if>>

Jordan raises a hand to <<his>> mouth to muffle laughter. "I know that shortcut too," <<he>> says. "I remember reading about it at school." <<He>> takes your hands in <<his>> own. "Shall we pray together?"
<<takeHandholdingVirginity "Jordan">>

<<link [[Pray (1:00)|Temple Jordan Prayer]]>><<pass 60>><<trauma -12>><<stress -12>><</link>><<lltrauma>><<llstress>>

<<link [[Leave|Temple Jordan Prayer Leave]]>><</link>>

:: Temple Prayer Lie

<<temple_effects>><<effects>>
<<if $submissive gte 1150>>
	"N-no," you say. "The guard let me in."
<<elseif $submissive lte 850>>
	"No," you say. "Though I'm not surprised that old guard forgot."
<<else>>
	"No," you say. "The guard let me through."
<</if>>

Jordan smiles. "Oh?" <<he>> asks. "You didn't use the secret door to get in? The one in the history textbooks at school." <<He>> laughs. "I wonder if the bishop knows."

<<He>> takes your hands in <<his>> own. "Shall we pray together?"
<<takeHandholdingVirginity "Jordan">>

<<link [[Pray (1:00)|Temple Jordan Prayer]]>><<pass 60>><<trauma -12>><<stress -12>><<tiredness -6>><</link>><<lltrauma>><<llstress>><<ltiredness>>

<<link [[Leave|Temple Jordan Prayer Leave]]>><</link>>

:: Temple Jordan Prayer

<<temple_effects>><<effects>>
You shut your eyes. Jordan prays aloud, <<his>> melodic voice echoing in the small room.

The hour passes quickly. You might have dozed off. Jordan releases your hands. "Thank you," <<he>> says as <<he>> rises to <<his>> feet. "I won't tell anyone you were in here."

<<He>> leaves the chamber.

<<endevent>>
<<prayerend>>

:: Temple Jordan Prayer Leave

<<temple_effects>><<effects>>
Jordan nods. "As you wish," <<he>> says with a smile. "Don't worry. I won't tell anyone you were in here."

<<link [[Next|Temple]]>><<endevent>><<unset $temple_sneak>><</link>>

repo_name: Area/degrees

license: mit


code:
:: Temple Quarters

<<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
You are in the temple quarters on the second floor of the temple, where the monks and nuns make their home. There are four large rooms surrounding the central hall. The bunk beds remind you of a barracks.

<<if $daystate is "night">>
	The bunks are full and the rooms are silent save for an occasional snore.
<<elseif $daystate is "day">>
	Initiates are hard at work dusting and cleaning.
<<elseif $daystate is "dawn">>
	The monks and nuns are already up and active.
<<elseif $daystate is "dusk">>
	Some of the monks and nuns are preparing for bed.
<</if>>

<<if $temple_quarters gte 100>>
	The rooms are spotless, free of dust and with all in order.
<<elseif $temple_quarters gte 80>>
	The rooms are clean, though dust lingers in hard-to-reach spots.
<<elseif $temple_quarters gte 60>>
	The rooms are reasonably clean, though maybe not up to the clergy's standards.
<<elseif $temple_quarters gte 40>>
	The rooms are neat. Most clothes and objects are where they belong, though there's room for improvement.
<<elseif $temple_quarters gte 20>>
	The rooms are a bit messy. Clothes lie in piles beside their owner's beds, and the room could use a good dust.
<<elseif $temple_quarters gte 10>>
	The rooms are a mess. Clothes and other objects are strewn across the dusty floor.
<<else>>
	The rooms are an anarchic mess. Bedsheets are untucked, clothes spill out of their wardrobes, and surfaces are covered in a thick layer of dust.
<</if>>

<<if $stress gte $stressmax>>
	<<passouttemple>>
<<else>>
	<<if $exposed gte 1>>
		You hide beneath a bunk to protect your dignity.

	<<else>>
		<<if $daystate is "night">>
			You'll wake people up if you cleaned now.

		<<elseif $temple_quarters gte 100>>
			The rooms are perfectly clean. There's nothing more you can do today.

		<<else>>
			<<link [[Clean rooms (1:00)|Temple Quarters Clean]]>><<set $temple_quarters += 5>><<pass 60>><<grace 1>><</link>><<ggrace>>

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

	<<link [[Downstairs|Temple]]>><</link>>

<</if>>

:: Temple Quarters Clean

<<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $rng gte 81>>
	You grab a feather duster and get to work. <<set _npcChastity to 1>><<generate1>><<person1>>You kneel to dust beneath bunks and stand on tiptoe to reach the tops of wardrobes.

	<<if $danger gte (9900 - $allure)>>
		You're leaning over to dust a shelf when you feel eyes on your <<bottom>>. You look behind you, and see a <<monk>> staring from a bunk. <<He>> keeps staring.
		<<gstress>><<stress 6>>

		"Why'd you stop?" <<he>> asks. "Keep going."

		<<link [[Flaunt|Temple Quarters Flaunt]]>><<grace 1 monk>><</link>><<exhibitionist1>><<ggrace monk>>

		<<link [[Ignore|Temple Quarters Ignore]]>><<grace 1 monk>><</link>><<ggrace monk>>

		<<link [[Get angry|Temple Quarters Angry]]>><<grace -3>><<trauma -6>><<stress -6>><<set $submissive -= 1>><</link>><<llgrace>><<ltrauma>><<lstress>>

	<<else>>
		You're leaning over to dust a shelf when you feel eyes on your <<bottom>>. You look behind you, and see a <<monk>> staring from a bunk. <<He>> looks away as your eyes meet.

		<<endevent>>
		<<link [[Next|Temple Quarters]]>><</link>>

	<</if>>
<<elseif $rng gte 61>>
	You get to work making people's bunks, something you're sure they're meant to do themselves.

	<<if $danger gte (9900 - $allure)>>
		<<set _npcChastity to 1>><<generatey1>><<person1>>
		You see another initiate checking you out. <<He>> looks away and blushes.

		<<link [[Flirt|Temple Quarters Flirt]]>><</link>><<promiscuous1>>

		<<link [[Ignore|Temple Quarters]]>><<endevent>><</link>>

	<<else>>
		You work from one side of a room to the other, then turn to admire your handiwork.

		<<link [[Next|Temple Quarters]]>><</link>>

	<</if>>
<<elseif $rng gte 41>>
	<<set _npcChastity to 1>><<generate1>><<person1>>
	You gather dirty clothes into a basket. You're on your way to the laundry room when a passing <<monk>> grasps you. <<He>> carries a bundle of scrolls under one arm. "Be a dear," <<he>> says. "I dropped one of my papers, and it rolled into that fireplace. My old knees are in a terrible state. Could you retrieve it for me?" <<He>> points through a nearby door. You see the fireplace <<he>> means. It'll be a tight fit, and you can't see the back.

	<<if $danger gte (9900 - $allure)>>
		<<link [[Retrieve scroll|Temple Quarters Deception]]>><<grace 3 monk>><</link>><<gggrace monk>>

	<<else>>
		<<link [[Retrieve scroll|Temple Quarters Scroll]]>><<grace 3 monk>><</link>><<gggrace monk>>

	<</if>>
	<<link [[Refuse|Temple Quarters Refuse]]>><<grace -3 monk>><</link>><<llgrace monk>>
<<elseif $rng gte 21>>
	<<set _npcChastity to 1>><<generate1>><<person1>>
	You grab a broom and get to work sweeping.
	<<if $danger gte (9900 - $allure)>>
		A <<monk>> brushes by as you work. <<He>> runs <<his>> fingers over your <<bottom>> as <<he>> does.
		<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>

		A minute later the same <<monk>> brushes past again, groping you once more. The same <<monk>> makes multiple trips across the room, pretending to be busy while molesting you in front of everyone.

		<<link [[Endure|Temple Quarters Endure]]>><<grace 3 monk>><<trauma 6>><<stress 6>><</link>><<gggrace>><<gtrauma>><<gstress>>

		<<link [[Get angry|Temple Quarters Harassed Anger]]>><<grace -3 monk>><<trauma -6>><<stress -6>><</link>><<llgrace monk>><<ltrauma>><<lstress>>

		<<if $promiscuity gte 55>>
			<<link [[Get even|Temple Quarters Even]]>><</link>><<promiscuous4>>

		<</if>>
	<<else>>
		You stand back to admire your handiwork. A watching <<monk>> gives an approving nod.

		<<endevent>>
		<<link [[Next|Temple Quarters]]>><</link>>

	<</if>>
<<else>>
	You gather dirty clothes into a basket.
	<<if random(1, 100) gte 51>>
		You're reaching beneath a bed when your hand disturbs a loose stone, revealing a hole. It's too dark to see inside.

		<<link [[Reach in|Temple Quarters Hole]]>><</link>>

		<<link [[Ignore|Temple Quarters Hole Ignore]]>><</link>>

	<<else>>
		You find odd socks discarded in all sorts of places. Beneath beds, above wardrobes, stuffed into crevices in the walls. Basket full, you carry it to the laundry room.

		<<link [[Next|Temple Quarters]]>><</link>>

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

:: Temple Quarters Hole

<<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
<<if $rng gte 81 or ($museumAntiques.antiques.antiquebrassstatuette isnot "found" and $museumAntiques.antiques.antiquebrassstatuette isnot "talk" and $museumAntiques.antiques.antiquebrassstatuette isnot "museum")>>
	You reach in, and touch something sharp. You withdraw your hand.
	<<gpain>><<pain 4>><<gstress>><<stress 6>>

	You reach in again, gingerly this time, and wrap your fingers around something cool and hard. You bring it out into the light. It's a brass statuette, moulded in the shape of an eagle. You caught your hand on its beak.

	It looks old.
	<<set $antiquemoney += 120>><<museumAntiqueStatus "antiquebrassstatuette" "found">>

	<<link [[Next|Temple Quarters]]>><</link>>

<<elseif $rng gte 61 or $stone_pendant_found is undefined>>
	You reach in. The hole is deep. You lie on your front and shuffle beneath the bed, allowing you to fit more of your arm down the hole.

	<<if $stone_pendant_found is undefined>><<set $stone_pendant_found to 1>>
		Your fingers brush against something cold and hard. You pull it out, and find a stone in the shape of an old religious symbol. It's attached to a looped string. You wear it around your neck.<<neckwear 5>>

	<<elseif random(1, 100) gte 51>>
		Your fingers brush against fabric. You pull out a small pouch. Inside is <<moneyGain 20>>.

	<<else>>
		Something grasps your wrist. You yank your arm away, breaking its grip, and shuffle away from the hole.
		<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>

	<</if>>
	<<link [[Next|Temple Quarters]]>><</link>>

<<elseif $rng gte 41>>
	You reach in, but find only dust.

	<<link [[Next|Temple Quarters]]>><</link>>

<<elseif $rng gte 21>>
	You reach in, and touch something sharp. You withdraw your hand.
	<<gpain>><<pain 4>><<gstress>><<stress 6>>

	You reach in again, gingerly this time, and wrap your fingers around something cool and hard. You bring it out into the light.

	It's just a piece of broken grey stone, with a sharp edge pointing up.

	<<link [[Next|Temple Quarters]]>><</link>>

<<else>>
	You reach in, and touch something soft. You try to grasp it, but it squirms into life and wriggle away.
	<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>

	<<link [[Next|Temple Quarters]]>><</link>>
<</if>>

:: Temple Quarters Hole Ignore

<<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
You decide to ignore the strange hole, and continue gathering clothes. Basket full, you carry it to the laundry room.

<<link [[Next|Temple Quarters]]>><</link>>

:: Temple Quarters Endure

<<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
<<set $temple_harassed += 1>>
You put up with it. The <<monkapo>> antics grow in aggressiveness.
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
	<<if $worn.under_lower.type.includes("naked")>>
		After whipping <<his>> head around to make sure no one is looking too closely, <<he>> flips up your $worn.lower.name. <<He>> gropes your <<genitals>> directly.

		"No underwear?" <<he>> whispers, leaning in. "You're a naughty <<girl>>. Trying to tempt me from across the room. This is your fault."
	<<else>>
		After whipping <<his>> head around to make sure no one is looking too closely, <<he>> flips up your $worn.lower.name. <<He>> gropes your <<genitals>> through your $worn.under_lower.name.
	<</if>>
<<elseif $worn.lower.type.includes("naked")>>
	<<if $worn.under_lower.type.includes("naked")>>
		After whipping <<his>> head around to make sure no one is looking too closely, <<he>> gropes your exposed <<genitals>> directly.

		"Walking around like this," <<he>> whispers, leaning in. "You're a naughty <<girl>>. Trying to tempt me from across the room. This is your fault."
	<<else>>
		After whipping <<his>> head around to make sure no one is looking too closely, <<he>> gropes your <<genitals>> through your $worn.under_lower.name.
	<</if>>
<<else>>
	<<if $worn.under_lower.type.includes("naked")>>
		After whipping <<his>> head around to make sure no one is looking too closely, <<he>> pulls down your $worn.lower.name. <<He>> gropes your <<genitals>> directly.

		"No underwear?" <<he>> whispers, leaning in. "You're a naughty <<girl>>. Trying to tempt me from across the room. This is your fault."
	<<else>>
		After whipping <<his>> head around to make sure no one is looking too closely, <<he>> pulls down your $worn.lower.name. <<He>> gropes your <<genitals>> through your $worn.under_lower.name.
	<</if>>
<</if>>
You instinctively try to pull away, but <<he>> grasps your hip with the other hand and forces you to stay put.

<<He>> continues molesting you for a few moments, but relents when a <<generate2>><<person2>><<priest>> enters the room.

<<endevent>>
<<link [[Next|Temple Quarters]]>><</link>>

:: Temple Quarters Harassed Anger

<<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
The next time <<he>> passes by you grasp the offending hand in your own, then slap <<him>>.

<<He>> backs away from you, clutching <<his>> shocked face. <<He>> sneers, and lifts <<his>> arm to retaliate, until <<he>> notices the eyes watching from across the room.

<<He>> gives you one last evil look before leaving the room.

<<endevent>>
<<link [[Next|Temple Quarters]]>><</link>>

:: Temple Quarters Even

<<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
The next time <<he>> passes you act first, and grasp <<his>> <<if $NPCList[0].penis isnot "none">>$NPCList[0].penisdesc<<else>>pussy<</if>> through <<his>> habit. <<He>> looks shocked, and glances around the room.

"Don't be so bold," <<he>> says. "You'll get us in trouble."

<<if $temple_rank is "initiate">>
	<<if $submissive gte 1150>>
		"I'm just a little initiate," you say. "They won't be interested in punishing me."
	<<elseif $submissive lte 850>>
		"I'll get a slap on the wrist," you say. "You'll get much worse."
	<<else>>
		"They won't punish me half as badly as you," you say.
	<</if>>
<<elseif $temple_rank is "monk">>
	<<if $submissive gte 1150>>
		"They trust me," you say. "I bet you've gotten in trouble for this before."
	<<elseif $submissive lte 850>>
		"I can handle trouble," you say. "Can you?"
	<<else>>
		"They trust me," you say. "I bet you've gotten in trouble for this before."
	<</if>>
<<else>>
	<<if $submissive gte 1150>>
		"They trust me," you say. "I bet you've gotten in trouble for this before."
	<<elseif $submissive lte 850>>
		"I outrank you," you say. "Who are they gonna blame?"
	<<else>>
		"They trust me," you say. "I bet you've gotten in trouble for this before."
	<</if>>
<</if>>
<<promiscuity4>>
<<if $NPCList[0].penis isnot "none">>
	<<if $pronoun is "m">>
		You give <<his>> girth a firm squeeze as a warning. <<He>> stops trying to pull away. You explore it in your palm, feeling how the flesh yields to pressure despite being hard.
	<<else>>
		You give <<his>> girth a firm squeeze as a warning. <<He>> stops trying to pull away. You explore it in your palm, feeling how the flesh yields to pressure despite being hard. You fondle <<his>> $NPCList[0].breastdesc with your other hand.
	<</if>>
<<else>>
	<<if $pronoun is "m">>
		You feel <<his>> clit beneath the fabric. <<Hes>> not wearing underwear. <<He>> tries to pull away, until you give <<his>> bud a firm squeeze as a warning. You enjoy the feel of it between your fingers, how it yields to pressure despite hardening.
	<<else>>
		You feel <<his>> clit beneath the fabric. <<Hes>> not wearing panties. <<He>> tries to pull away, until you give <<his>> bud a firm squeeze as a warning. You enjoy the feel of it between your fingers, how it yields to pressure despite hardening. You fondle <<his>> $NPCList[0].breastdesc with your other hand.
	<</if>>
<</if>>

Satisfied, you shove <<him>> away from you and return to work. <<He>> doesn't bother you again.

<<endevent>>
<<link [[Next|Temple Quarters]]>><</link>>

:: Temple Quarters Refuse

<<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
You ignore the <<person>> and continue delivering the clothes. <<He>> mutters something about the follies of youth.

<<endevent>>
<<link [[Next|Temple Quarters]]>><</link>>

:: Temple Quarters Scroll

<<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
You drop to your knees and squeeze into the fireplace. You peer through the gloom, lit only by light entering far above. You see the scroll.
<<if $rng gte 81>>
	It's come unravelled. The text is large, and there isn't much. The paper is dominated by a drawing.

	Curiosity strikes you.

	<<link [[Read it|Temple Quarters Read]]>><</link>>

	<<link [[Just deliver it|Temple Quarters Deliver]]>><</link>>

<<else>>
	The seal is still intact.

	Scroll safely tucked beneath your arm, you shuffle out from the tight space. The <<person>> awaits you, and clasps <<his>> hands together in joy.

	"Thank you so much," <<he>> says. "These are very old, and wouldn't have lasted this long if everyone were as careless as me."

	<<endevent>>
	<<link [[Next|Temple Quarters]]>><</link>>

<</if>>

:: Temple Quarters Read

<<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>

<<if $rng gte 100>>
	You look more closely at the scroll. The next thing you know you're outside the fireplace, leaning against it and panting. The <<monk>> crouches beside you, one hand on your shoulder. You can't remember what you saw. But it was terrible.
	<<gggawareness>><<awareness 50>><<ggtrauma>><<trauma 12>><<ggstress>><<stress 12>><<ggarousal>><<arousal 1200>>

	"You choked on some soot, child," the <<monk>> says. <<He>> pats the scrolls bundled in <<his>> arm. "Safe and sound. These are very old, and wouldn't have lasted this long if everyone were as careless as me."

	<<He>> rises to <<his>> feet and shuffles from the room. <<tearful>> you follow suit.

	<<endevent>>
	<<link [[Next|Temple Quarters]]>><</link>>

<<elseif $rng gte 81>>
	You look more closely at the scroll. It shows a scene from a popular story associated with the church. There are mythological elements included that you doubt are considered canon.
	<<gawareness>><<awareness 6>>

	Scroll safely tucked beneath your arm, you shuffle out from the tight space. The <<person>> awaits you, and clasps <<his>> hands together in joy.

	"Thank you so much," <<he>> says. "These are very old, and wouldn't have lasted this long if everyone were as careless as me."

	<<endevent>>
	<<link [[Next|Temple Quarters]]>><</link>>

<<else>>
	You look more closely at the scroll. It describes an event from many centuries ago.
	<<ghistory>><<historyskill 6>>

	Scroll safely tucked beneath your arm, you shuffle out from the tight space. The <<person>> awaits you, and clasps <<his>> hands together in joy.

	"Thank you so much," <<he>> says. "These are very old, and wouldn't have lasted this long if everyone were as careless as me."

	<<endevent>>
	<<link [[Next|Temple Quarters]]>><</link>>

<</if>>

:: Temple Quarters Deliver

<<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
You shuffle out from the tight space, scroll in hand. The <<person>> awaits you, and clasps <<his>> hands together in joy.

"Thank you so much," <<he>> says. "These are very old, and wouldn't have lasted this long if everyone were as careless as me."

<<endevent>>
<<link [[Next|Temple Quarters]]>><</link>>

:: Temple Quarters Deception

<<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
You drop to your knees and squeeze into the fireplace. You peer through the gloom, lit only by light entering far above. You don't see the scroll.

You hear a door slam shut behind you. "Turns out I didn't lose the scroll after all," the <<monk>> laughs. "But now that you're down there, there's something else you can help me with."

<<set $temple_harassed += 1>>
You feel <<his>> hands on your <<bottom>>. You try to escape, but you're stuck.

<<link [[Next|Temple Quarters Rape]]>><<set $molestationstart to 1>><</link>>

:: Temple Quarters Rape

<<if $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<controlloss>>
	<<violence 1>>
	<<neutral 1>>
	<<molested>>
	<<maninit>><<set $position to "wall">><<set $leftarm to "bound">><<set $rightarm to "bound">><<set $head to "bound">>
	<<set $timer to 16>>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>

<<actionsman>>
<<if $enemyhealth lte 0>>
	<<link [[Next|Temple Quarters Rape Finish]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
	<<link [[Next|Temple Quarters Rape Finish]]>><</link>><<nexttext>>
<<elseif $timer lte 1>>
	<<link [[Next|Temple Quarters Rape Finish]]>><</link>><<nexttext>>
<<else>>
	<<link [[Next|Temple Quarters Rape]]>><</link>><<nexttext>>
<</if>>

:: Temple Quarters Rape Finish

<<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
	<<ejaculation>>
	The <<monk>> gives your <<bottom>> one last smack. It's enough to shift you forwards.

	<<clotheson>>
	<<endcombat>>
	You realise the fireplace is the start of a tunnel. <<tearful>> you crawl into the dark.

	You turn around a corner, and find light bleeding through another entrance. You keep crawling until you emerge in another room.

	<<link [[Next|Temple Jordan Room]]>><</link>>

<<elseif $enemyhealth lte 0>>
	You must have connected with something sensitive. The <<monk>> cries out in pain. You hear the door open.

	"What are you up to?" says a new voice.

	"N-nothing," says the <<monk>>. "I was just leaving." You hear the door shut again, then silence.

	<<clotheson>>
	<<endcombat>>
	You continue to wiggle and strain. After some effort you manage to shift yourself forwards. You realise the fireplace is the start of a tunnel. <<tearful>> you crawl into the dark.

	You turn around a corner, and light bleeding through another entrance. You keep crawling until you emerge in another room.

	<<link [[Next|Temple Jordan Room]]>><</link>>

<<else>>
	You hear the door open.

	"What are you up to?" says a new voice.

	"N-nothing," says the <<monk>>. "I was just leaving." You hear the door shut again, then silence.

	<<clotheson>>
	<<endcombat>>
	You continue to wiggle and strain. After some effort you manage to shift yourself forwards. You realise the fireplace is the start of a tunnel. <<tearful>> you crawl into the dark.

	You turn around a corner, and light bleeding into another entrance. You keep crawling until you emerge in another room.

	<<link [[Next|Temple Jordan Room]]>><</link>>

<</if>>

:: Temple Jordan Room

<<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
You're in a thin, long bedroom. A little natural light enters the room from a high window, beneath which lies the bed itself. Near the door is a weapon rack, carrying metal rods, maces, and whips. A shield rests on the floor beside it.

On the opposite end of the room is a drawn curtain. You hear running water. Then someone starts to sing.

You don't recognise the language, but you recognise the voice. It's Jordan.

<<link [[Peek behind the curtain|Temple Jordan Peek]]>><<trauma -6>><<grace -5>><</link>><<llgrace>><<ltrauma>>

<<set $skulduggerydifficulty to 300>>
<<link [[Sneak out|Temple Jordan Sneak]]>><</link>><<skulduggerydifficulty>>

:: Temple Jordan Peek

<<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
You tiptoe to the curtain, and poke your head around the side.

<<npc Jordan>><<person1>>You see Jordan. <<Hes>> having a shower. Water runs over <<his>> closed eyes, and down <<his>> naked body.
<<if $NPCList[0].penis isnot "none">>
	<<if $NPCList[0].breastsize gte 3>>
		<<His>> $NPCList[0].penisdesc and $NPCList[0].breastsdesc swing and bob as <<he>> moves.
	<<else>>
		<<His>> $NPCList[0].penisdesc swings as <<he>> moves.
	<</if>>
<<else>>
	<<if $NPCList[0].breastsize gte 3>>
		<<His>> $NPCList[0].breastsdesc swing as <<he>> moves.
	<<else>>
	<</if>>
<</if>>
Golden locks of hair tumble around <<him>>, almost reaching <<his>> feet. <<His>> conservative garments lie discarded nearby.

<<He>> rubs <<his>> body with soapy hands.

<<endevent>>
<<if $exhibitionism gte 35>>
	<<link [[Masturbate|Temple Jordan Masturbation]]>><<set $masturbationstart to 1>><</link>>

<</if>>
<<set $skulduggerydifficulty to 500>>
<<link [[Sneak out|Temple Jordan Sneak]]>><</link>><<skulduggerydifficulty>>

:: Temple Jordan Masturbation

<<effects>>
<<if $masturbationstart is 1>>
	<<set $masturbationstart to 0>>
	<<set $masturbationstat += 1>>
	<<masturbationstart>>
	<<set $timer to random(6, 24)>>
<</if>>
Jordan continues singing and rubbing their body, oblivious to your presence. You don't know how long that'll last.

<<masturbationeffects>>
<<masturbationactions>>
<<if $timer lte 0>>
	<<link [[Continue|Temple Jordan Masturbation Finish]]>><</link>><<nexttext>>

<<else>>
	<<link [[Continue|Temple Jordan Masturbation]]>><</link>><<nexttext>>

<</if>>
<<link [[Stop|Temple Jordan Masturbation Finish]]>><<set $finish to 1>><</link>>

:: Temple Jordan Masturbation Finish

<<effects>>
<<if $timer lte 0>>
	<<npc Jordan>><<person1>>
	Jordan opens <<his>> eyes, and screams. <<He>> raises <<his>> knee and covers <<his>> crotch with one hand, while reaching for a towel with the other.
	<<lllgrace>><<grace -15>><<npcincr Jordan love -1>><<npcincr Jordan dom 1>>

	<<link [[Run|Temple Jordan Run]]>><</link>><<athleticsdifficulty 1 1400>>

	<<link [[Apologise|Temple Jordan Apologise]]>><<grace 1>><</link>><<ggrace>>

	<<if $promiscuity gte 15>>
		<<link [[Flirt|Temple Jordan Flirt]]>><</link>><<promiscuous2>>

	<</if>>
<<else>>
	<<endmasturbation>>
	<<endcombat>>
	<<tearful>> you back away from the curtain.

	<<set $skulduggerydifficulty to 600>>
	<<link [[Next|Temple Jordan Sneak]]>><<clotheson>><</link>>

<</if>>

:: Temple Jordan Sneak

<<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
You tiptoe toward the door.
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
	They can't hear you over the sound of the water, and their own voice. You creak open the door, and step into a dark stone corridor.

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

	<</if>>
	<<pass 10>>
	You find yourself in a maze of halls and staircases. There are lots of wooden doors, but they're all locked. At last you find one that opens. You step through, and enter the main hall.

	<<endevent>>
	<<link [[Next|Temple]]>><</link>>

<<else>>
	Your foot clips a strange metal plate, sending it clattering across the floor.

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

	<</if>>
	<<endevent>>
	<<npc Jordan>><<person1>>The curtain is pulled aside. Jordan peeks around it. <<He>> screams.
	<<llgrace>><<grace -5>>

	<<link [[Run|Temple Jordan Run]]>><</link>><<athleticsdifficulty 1 1400>>

	<<link [[Apologise|Temple Jordan Apologise]]>><<grace 1>><</link>><<ggrace>>

	<<if $promiscuity gte 15>>
		<<link [[Flirt|Temple Jordan Flirt]]>><</link>><<promiscuous2>>

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

:: Temple Jordan Run

<<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
You turn and run.
<<if $athleticsSuccess>>
	You throw open the door and escape into a dark stone corridor.

	You find yourself in a maze of halls and staircases. There are lots of wooden doors, but they're all locked. At last you find one that opens. You step through, and enter the main hall.

	<<endevent>>
	<<link [[Next|Temple]]>><</link>>

<<else>>
	You've almost made it to a door when something snags your ankle, sending you sprawling to the floor.

	Jordan stands beside the bath wearing nothing but a towel. In <<his>> hand is a whip, the other end tied around your leg. <<He>> examines you for a moment, then looks at the fireplace. <<His>> stern expression melts, and <<he>> laughs.

	"You're covered in soot," <<he>> says, offering an arm to help you up. <<if $exposed gte 1>><<He>> wraps a spare towel around you.<<towelup>> <</if>> "You should be more careful, but I won't tell anyone if you don't."

	<<He>> leads you to the door, and gives directions on how to get back to the main hall. You step through, and find yourself in a maze of dark stone halls and staircases. The directions prove useful.

	<<endevent>>
	<<link [[Next|Temple]]>><</link>>

<</if>>

:: Temple Jordan Apologise

<<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
<<npcincr Jordan love 1>>
<<if $submissive gte 1150>>
	"I-I'm s-sorry," you stammer. "I was stuck in a f-fireplace, and it was dark, and I couldn't find the way out, and-"
<<elseif $submissive lte 850>>
	"I know this looks bad," you say. "But I'm just lost."
<<else>>
	"I'm sorry," you say. "I got stuck in a fireplace, and this was the only way out."
<</if>>

Jordan examines you, wearing nothing but a towel. <<He>> looks at the fireplace, and <<his>> stern expression melts. <<He>> laughs.

"You're covered in soot," <<he>> says, stepping from the bath. <<if $exposed gte 1>><<He>> wraps a spare towel around you.<<towelup>> <</if>> "You should be more careful, but I won't tell anyone if you don't."

<<He>> leads you to the door, and gives directions on how to get back to the main hall. You step through, and find yourself in a maze of dark stone halls and staircases. The directions prove useful.

<<endevent>>
<<link [[Next|Temple]]>><</link>>

:: Temple Jordan Flirt

<<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
<<if $submissive gte 1150>>
	"Your hair is very beautiful," you say.
<<elseif $submissive lte 850>>
	"I don't think the towel suits you," you say. "You should lose it."
<<else>>
	"I don't know why you keep such a hot body covered," you say.
<</if>>
<<promiscuity2>>
<<His>> face grows redder, but <<his>> expression is stern. <<He>> examines you, then the fireplace. <<His>> expression melts, and <<he>> laughs.

"You're covered in soot," <<he>> says, stepping from the bath. <<if $exposed gte 1>><<He>> wraps a spare towel around you.<<towelup>> <</if>> "You should be more careful, but I won't tell anyone if you don't."

<<He>> leads you to the door, and gives directions on how to get back to the main hall. You step through, and find yourself in a maze of dark stone halls and staircases. The directions prove useful.

<<endevent>>
<<link [[Next|Temple]]>><</link>>

:: Temple Quarters Flirt

<<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
"Just the two of us in here," you whisper as you walk by. "And all these empty beds."
<<promiscuity1>>
The <<person>> focuses on dusting a single, already clean, spot.

<<if $promiscuity gte 15>>
	<<link [[Seduce|Temple Quarters Seduce]]>><</link>>

<</if>>
<<link [[Return to work|Temple Quarters]]>><<endevent>><</link>>

:: Temple Quarters Seduce

<<effects>>
<<set $seductiondifficulty to 6000>>
<<seductioncheck>>

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

You push the <<person>> onto a nearby bunk. You climb on after, and crawl on top of <<him>>.
<<promiscuity2>>
<<if $seductionrating gte $seductionrequired>>
	Despite <<his>> earlier shyness, <<he>> grasps your waist and pulls you closer.

	<<link [[Next|Temple Quarters Sex]]>><<set $sexstart to 1>><</link>>

<<else>>
	<<He>> scrambles away from you, face bright red.
	<<lgrace>><<grace -1>>

	<<endevent>>
	<<link [[Next|Temple Quarters]]>><</link>>

<</if>>

:: Temple Quarters Sex

<<if $sexstart is 1>>
	<<set $sexstart to 0>>
	<<consensual>>
	<<set $consensual to 1>>
	<<neutral 1>>
	<<maninit>>
	<<set $enemytrust += 100>>
	<<enable_rescue>>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>

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

:: Temple Quarters Sex Finish

<<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
	<<ejaculation>>
	The <<person>> looks around, afraid of being caught. <<He>> fixes <<his>> clothes, then returns to <<his>> dusting.

	<<tearful>> you return to work.

	<<clotheson>>
	<<endcombat>>
	<<link [[Next|Temple Quarters]]>><</link>>
<<elseif $enemyhealth lte 0>>
	You knock the <<person>> off the bed and flee into a neighbouring room.

	<<tearful>> you dust yourself off.

	<<clotheson>>
	<<endcombat>>
	<<link [[Next|Temple Quarters]]>><</link>>
<<elseif $alarm is 1 and $rescue is 1>>
	<<generate2>><<person2>>
	A <<person2>><<monk>> arrives to investigate your cry. <<His>> face turns pale when <<he>> sees you. "This behaviour is an affront to the church!" <<he>> shouts. "The bishop will hear of this."
	<<llgrace>><<grace -5>>

	<<tearful>> you drop from the bunk as the <<person1>><<person>> runs away, ashamed.

	<<clotheson>>
	<<endcombat>>
	<<link [[Next|Temple Quarters]]>><</link>>
<<else>>
	The <<person>> looks around, afraid of being caught. <<He>> returns to <<his>> dusting.

	<<tearful>> you return to work.

	<<clotheson>>
	<<endcombat>>
	<<link [[Next|Temple Quarters]]>><</link>>
<</if>>

:: Temple Quarters Flaunt

<<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
You return to work, but lean over a little more than you have to. You wiggle your <<bottom>> as you clean.
<<exhibitionism1>>
You turn once the shelf is in order. The <<monk>> has slipped a hand beneath <<his>> habit. <<Hes>> pleasuring <<himself>>.

<<if $promiscuity gte 35>>
	<<link [[Give them a hand|Temple Quarters Hand]]>><<grace 3 monk>><</link>><<promiscuous3>><<gggrace>>

<</if>>
<<link [[Ignore|Temple Quarters]]>><<endevent>><</link>>

:: Temple Quarters Hand

<<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
You walk over to <<him>>. "Excuse me," you purr. You pretend to lean over to dust a shelf behind <<him>>. Your other hand slips beneath <<his>> habit.
<<promiscuity3>>
The <<monk>> doesn't stop you, but <<he>> does cast a nervous look around the room. There are several other initiates at work. You doubt <<he>> expected you to take it this far.

<<if $NPCList[0].penis isnot "none">>
	<<His>> nerves dissipate when your hand finds <<his>> already-erect cock. You <<handtext>> work the shaft. <<He>> lies back and groans.
<<else>>
	<<His>> nerves dissipate when your hand finds <<his>> already-wet pussy. You <<handtext>> get to work. <<He>> lies back and moans.
<</if>>
<<handstat>>

<<if $handskill gte 800>>
	Your skilled fingers make quick work of <<him>>. <<He>> ejaculates almost immediately. You withdraw your hand and continue dusting as if nothing is amiss. <<He>> pants beneath you, unable to muster the strength to move.

<<elseif $handskill gte 100>>
	You keep working, speeding up as <<he>> approaches <<his>> peak. <<His>> body tenses, and <<he>> cums against your hand.

	A few people look over, eyes drawn by <<his>> moans. You don't think they can see what you're up to.
	<<gstress>><<stress 6>>

	You continue dusting, leaving the <<monk>> to recover from your attentions.

<<else>>
	<<generatey2>>
	Your fumbling fingers slip on <<his>> juices more than once, but you can tell <<hes>> approaching <<his>> peak. Before <<he>> makes it however, you hear a clatter behind you. An initiate stands there, mouth agape and broom on the ground beside <<person2>><<him>>. You've been caught.
	<<gstress>><<stress 6>>

	<<He>> runs away with the lewd <<person1>><<monk>> rushing after and stammering weak excuses.
	<<llgrace>><<grace -3>>

<</if>>
<<endevent>>
<<link [[Next|Temple Quarters]]>><</link>>

:: Temple Quarters Ignore

<<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
You continue dusting, and try to ignore how much the <<monk>> is enjoying the show.

<<endevent>>
<<link [[Next|Temple Quarters]]>><</link>>

:: Temple Quarters Angry

<<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
You drop the duster and march over to the <<monk>>. You raise your fist, and bring it down hard on <<his>> groin. <<His>> yell echoes off the walls, attracting the attention of <<monks>> from other rooms, as well as those nearby.

You continue dusting, leaving the <<monk>> to nurse <<his>> dignity.

<<endevent>>
<<link [[Next|Temple Quarters]]>><</link>>


code:
:: Temple Lichen
<<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>

You search the public parts of the temple walls for pink lichen, both inside and out. You're about to give up when you spot it through a window. It covers the upper half of one of the towers. There's a window up there that you should be able to reach through.

You walk to the tower's base and find the door locked. Many parts of the temple are closed off to the public, or even initiates.

<<set $skulduggerydifficulty to 400>>
<<link [[Ask for help|Temple Lichen Help]]>><</link>>

<<link [[Pick the lock|Temple Lichen Lock]]>><</link>><<skulduggerydifficulty>>

<<link [[Climb|Temple Lichen Climb]]>><<athletics 6>><</link>><<gathletics>>

:: Temple Lichen Help
<<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>

<<set _npcChastity to 1>><<generate1>><<person1>>You find a <<person>> dressed as a <<monk>> walking the halls nearby and ask permission to climb the tower. <<He>> nods.

<<He>> opens the way with a large bronze key, and gestures for you to enter. <<He>> follows close behind as you ascend the spiral stairs, and waits at the top while you reach out the window and peel off the pink lichen.

You turn to find <<him>> stood barring the stairs. "They don't let me near <<girls>> unsupervised," <<he>> pants. "No one will hear you up here. What a treat!" The <<monk>> reaches for you with both hands.

<<link [[Next|Temple Lichen Rape]]>><<set $molestationstart to 1>><</link>>

:: Temple Lichen 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|Temple Lichen Rape Finish]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
	<<link [[Next|Temple Lichen Rape Finish]]>><</link>><<nexttext>>
<<else>>
	<<link [[Next|Temple Lichen Rape]]>><</link>><<nexttext>>
<</if>>

:: Temple Lichen Rape Finish

<<effects>>
<<if $enemyhealth lte 0>>
	You knock the <<person1>><<person>> aside and flee down the stairs. You hear <<him>> chase above you, but you're back in the public area of the temple before <<he>> can catch up.

	<<clotheson>>
	<<endcombat>>
	<<tearful>> you make sure you still have the lichen. It's safe.

	You can add the lichen you found to your project in your room or the school library.

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

<<else>>
	<<ejaculation>>
	The <<person1>><<monk>> looks guilty as <<he>> turns away from you and descends the stairs.

	<<clotheson>>
	<<endcombat>>
	<<tearful>> you make sure you still have the lichen. It's safe.

	You can add the lichen you found to your project in your room or the school library.

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

<</if>>

:: Temple Lichen Lock

<<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
You try to pick the old bronze lock. At your touch, the old chain crumbles and the lock falls.
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
	You catch it.

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

	<</if>>
	You ascend the spiral stairs beyond and reach the tower's top. You reach through the window and peel off the pink lichen.

	You can add the lichen you found to your project in your room or the school library.

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

<<else>>
	You fail to catch it. It clatters against the ground, sending echoes through the building.

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

	<</if>>
	<<set _npcChastity to 1>><<generate1>><<person1>> A <<person>> dressed as a <<monk>> storms down the corridor. "What are you up to?" <<he>> asks. <<He>> spots the lock on the floor.
	<<stress 6>><<gstress>>

	<<if $submissive gte 1150>>
		"I-I just touched it, I promise!" you say. "There's pink lichen I need up there. F-for my science project."
	<<elseif $submissive lte 850>>
		"Mind your own business.", you say. "I'm looking for something for my science project."
	<<else>>
		"It just fell apart when I touched it," you say. "There's pink lichen I need up there. For my science project."
	<</if>>

	"Science project," the <<monk>> muses. "Of course you'll be wanting some of that pink lichen. You're not the first. Some thugs from that dreadful place on Elk Street came by, saying the lichen was of scientific interest. We saw them off." <<He>> smiles. "But this is different. Wait here."

	<<He>> steps over the broken lock and enters the tower. A couple of minutes later <<hes>> back, carrying pink lichen. <<He>> hands it to you.

	"Try not to break anything else," <<he>> says, but smiles.

	You can add the lichen you found to your project in your room or the school library.

	<<endevent>>
	<<link [[Next|Temple]]>><</link>>

<</if>>

:: Temple Lichen Climb

<<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>

You clamber through a window and look up the tower. The stones forming it are uneven, and many stick out. You climb, testing each stone before you use it. Some are loose. You soon reach the top. You can see much of the town and forest from here. Looking is exhilarating, but makes you feel dizzy. You peel off the lichen.
<<physique 6>>

<<set _npcChastity to 1>><<generate1>><<person1>>A hand emerges from the window and grabs your shoulder. It pulls you through head-first, leaving you sprawled on the floor inside the tower. A <<person>> dressed as a <<monk>> stands over you.

"What possessed you to do such a stupid, dangerous thing?" <<he>> says. "There's only one cure." <<He>> sits on the floor and pulls you over <<his>> lap.

<<link [[Next|Temple Lichen Spank]]>><<set $molestationstart to 1>><</link>>

:: Temple Lichen Spank

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

	<<maninit>><<npcspank>><<npcidlegenitals>>
	<<set $enemyanger to 200>>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>

<<actionsman>>
<<if $enemyhealth lte 0>>
	<<link [[Next|Temple Lichen Spank Finish]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
	<<link [[Next|Temple Lichen Spank Finish]]>><</link>><<nexttext>>
<<elseif $enemyanger lte 0>>
	<<link [[Next|Temple Lichen Spank Finish]]>><</link>><<nexttext>>
<<else>>
	<<link [[Next|Temple Lichen Spank]]>><</link>><<nexttext>>
<</if>>

:: Temple Lichen Spank Finish

<<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
	<<ejaculation>>
	The <<monk>> looks mortified. "What have I done?" <<he>> says. "You've sullied me! Begone!" You walk down the spiral stairs to the bottom of the tower.

	<<clotheson>>
	<<endcombat>>
<<elseif $enemyhealth lte 0>>
	The <<monk>> recoils in pain and you squirm from <<his>> grip. You escape down the spiral stairs.

	<<clotheson>>
	<<endcombat>>
<<else>>
	The <<monk>> releases you. "I don't want to catch you again," <<he>> says. "Or I'll punish you like they do in the scriptures." You leave down the spiral stairs.

	<<clotheson>>
	<<endcombat>>
<</if>>
<<tearful>> you make sure you still have the lichen. It's safe.

You can add the lichen you found to your project in your room or the school library.

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


code:
:: Soup Kitchen

<<set $outside to 0>><<set $location to "temple">><<effects>>
<<if $soup_kitchen_init isnot 1>>
	<<set $soup_kitchen_init to 1>>
	You search for the grey building you were told about. You find it hidden among the trees in the shadow of the temple. You smell cooked vegetables as you approach. Inside is a large hall, with rows of tables running down the length. They seat people of all ages, including several families. No one looks your way as you enter.

	<<npc River>><<person1>>
	You approach the far end, where a <<personsimple>> in a hair net spoons soup into bowls. It's River. Several <<monks>> assist <<him>>.

	<<link [[Next|Soup Kitchen Intro]]>><</link>>

<<elseif $hour gte 21>>
	<<generate1>><<person1>>The kitchen closes for the evening. Several <<monks>> from the nearby temple arrive to help clean up.

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

<<else>>
	You are in the soup kitchen on Wolf Street. Rows of crowded tables line the hall. The kitchen proper sits at the back, filling the room with the smell of warm soup.

	<<link [[Help River (1:00)|Soup Kitchen Work]]>><<pass 60>><<famegood 5>><<trauma -6>><<npcincr River love 1>><</link>><<glove>><<ltrauma>>

	<<if $mathsproject is "ongoing" and $river_help is undefined>>
		<<link [[Ask River for help with maths competition|Soup Kitchen Maths]]>><</link>>

	<</if>>
	<<if $loft_known is 1 and $loft_river isnot 1 and $NPCName[$NPCNameList.indexOf("River")].love gte 40>>
		<<link [[Tell River about the orphanage loft|River Loft]]>><</link>>

	<</if>>
	<<link [[Leave|Wolf Street]]>><<set $eventskip to 1>><</link>>

<</if>>

:: River Loft

<<set $outside to 0>><<set $location to "temple">><<effects>>
<<npc River>><<person1>><<generatey2>><<generate3>>

You tell River about the loft at the orphanage. <<Hes>> quiet. You're not sure if <<he>> even listened, until <<he>> at last speaks. "It's not my place to discuss this," <<he>> says.

"Are we allowed seconds?" interrupts a <<person2>><<person>> you recognise from the orphanage. <<He>> places an empty bowl on the counter. River hesitates for a moment, then fills it. The <<person>> scurries away.

<<person1>>
"However," River continues. "We could set up another kitchen. We're crowded here as it is. It will cost £20000. We'll funnel food over without further charge."

A kitchen will let the orphans prepare meals away from Bailey's gaze, which will make it easier to increase hope.

<<if $money gte 2000000>>
	<<link [[Have kitchen installed (£20000 3:00)|River Loft 2]]>><<set $loft_river to 1>><<set $loft_upgrade += 1>><<set $money -= 2000000>><</link>>

<</if>>
<<link [[Leave|Soup Kitchen]]>><<endevent>><<endevent>><</link>>

:: River Loft 2

<<set $outside to 0>><<set $location to "temple">><<effects>>
River beckons a <<person3>><<monk>> over, and whispers in <<his>> ear. The <<monk>> nods, removes <<his>> apron, and marches toward the entrance. "<<He>> will be back," River says. "They'll need your help to carry everything."

<<person1>>
<<He>> spoons out another ladleful. "Don't tell your caretaker," <<he>> continues. "We have enough trouble staying afloat."

<<person3>>
A couple of minutes later the <<monk>> returns, several others in tow. You follow them into a backroom. "We were gonna set up another kitchen on the other side of town," <<he>> says, leading you into a room. Inside is an unassembled kitchen. There are pots and pans, counter and cupboard components, even a fridge and oven. "Had permission and everything, but someone in the mayor's office interfered."

<<link [[Next|River Loft 3]]>><<pass 180>><</link>>

:: River Loft 3

<<set $outside to 0>><<set $location to "town">><<effects>>
The other <<monks>> shuffle in and begin to work out how to carry everything.
<<if $physique gte 12000>>
	A burly <<monk>> asks for your help lifting the oven.
<<else>>
	They give you a box of cutlery to carry.
<</if>>
"We'll take it slow," the <<monk>> says. "Taking breaks if we need to."

Together, you and the <<monks>> carry the kitchen out the back door and across the street, heading towards the orphanage. A few heads turn at the odd procession, but no one bothers you.

You enter Domus street, and see the orphanage up ahead. The <<monk>> stops. "Trouble <<if $pronoun is "m">>lads<<else>>girls<</if>>," <<he>> says. You see why. Bailey stands beside an open car, talking to a <<generate4>><<person4>><<person>> you don't recognise. "We don't want to get spotted."

<<person3>>
<<if $physique gte 12000>>
	"We should wait around the corner," the burly <<monk>> suggests. "They won't hang around forever." <<He>> places the oven on the ground. You're glad to have a break.
	<<gtiredness>><<tiredness 6>><<physique 6>>

<<else>>
	"We should wait around the corner," another <<monk>> suggests. "They won't hang around forever."

<</if>>
<<link [[Wait (1:00)|River Loft Wait]]>><<pass 60>><</link>>

<<link [[Go through the alleyways (0:10)|River Loft Alleyways]]>><<pass 10>><</link>>

:: River Loft Wait

<<set $outside to 0>><<set $location to "town">><<effects>>
You and the <<monks>> hide around the corner. After some time the <<person4>><<person>> drives by. The lead <<person3>><<monk>> pokes <<his>> head around the side of the building. "Gone," <<he>> says. "Let's go."

You continue toward the orphanage. Once inside the <<monks>> follow you through the main hall and up the stairs. A couple of orphans stop and gawk. The lead <<monk>> smiles at them, and places a finger against <<his>> lips.

The ladder to the loft proves troublesome, but the <<monks>> are determined. They carry the smaller goods up first, then work to haul the bigger appliances. They're all much stronger than their habits and meek demeanours would suggest.

<<link [[Next|River Loft 4]]>><</link>>

:: River Loft Alleyways

<<set $outside to 0>><<set $location to "town">><<effects>>
You convince the <<monks>> to follow you through the alleyways. The garden fence proves troublesome, but the <<monks>> are determined. They carry the smaller goods over first, then work to haul the bigger appliances. They're all much stronger than their habits and meek demeanours would suggest.

Once inside the <<monks>> follow you through the main hall and up the stairs. A couple of orphans stop and gawk. The lead <<monk>> smiles at them, and places a finger against <<his>> lips.

The ladder to the loft proves even more troublesome than the fence, but the <<monks>> aren't thwarted.

<<link [[Next|River Loft 4]]>><</link>>

:: River Loft 4

<<set $outside to 0>><<set $location to "town">><<effects>>
They scour the loft for the best room to convert. They begin work after a brief and private discussion. "The plumbing up here's working," the lead <<monk>> says to you. "That'll make things easier."

The <<monks>> make it look easy, though the noise attracts more orphans. The sink is installed last. They test the tap, and it works. The <<monks>> allow themselves a quiet cheer.

They show the orphans how to work the kitchen by cooking a batch of soup. At the end of the demonstration the orphans crowd around to try the food. The rate it vanishes suggests they're impressed. Or maybe just hungry. They're eager to try cooking themselves.

"We'll hang around a bit to make sure they've got it," one <<monk>> says to you, smiling. "You've done a good thing today."
<<llltrauma>><<trauma -24>>

<<endevent>>
<<link [[Next|Orphanage Loft]]>><</link>>

:: Soup Kitchen Maths

<<set $outside to 0>><<set $location to "temple">><<effects>>
<<npc River>><<person1>>
You ask River for help with the maths competition.

<<if $NPCName[$NPCNameList.indexOf("River")].love gte 30>>
	"It wouldn't be fair on the other students," River says, regarding you. "However, I could give you a more general lesson on some advanced concepts. Putting them to use in the context of the competition will be up to you."

	<<link [[Accept lesson (1:00)|Soup Kitchen Lesson]]>><<set $river_help to 1>><<set $mathsinfo += 3>><<pass 60>><</link>> | + + Mathematical Insight

	<<link [[Not now|Soup Kitchen]]>><<endevent>><</link>>

<<else>>

	"I won't show favouritism," River says, piercing you with <<his>> blue eyes. Perhaps <<he>> would be more willing to help if <<he>> had a better opinion of you.

	<<endevent>>
	<<link [[Next|Soup Kitchen]]>><</link>>
<</if>>

:: Soup Kitchen Lesson

<<set $outside to 0>><<set $location to "temple">><<effects>>
River asks a <<monk>> to take over command of the kitchen, and leads you into a dusty back room. There's a small table and two chairs.

<<He>> runs you through a series of concepts. There's too much to take in, but here and there you make connections to the competition question. You feel some of the pieces fall into place.

"I hope you paid attention," <<he>> says, standing. "I need to get back to the kitchen. Before the <<monks>> make a mess of things."

<<endevent>>
<<link [[Next|Soup Kitchen]]>><</link>>

:: Soup Kitchen Intro

<<set $outside to 0>><<set $location to "temple">><<effects>>
River pierces you with <<his>> blue eyes. "I didn't expect to see you here," <<he>> says, stirring the pot of soup. "Don't cause any trouble."

<<if $submissive gte 1150>>
	"I won't," you say. "I heard you needed help."
<<elseif $submissive lte 850>>
	"Don't talk down to me," you say. "We're not in school. I'm here to help."
<<else>>
	"I heard you needed help," you say.
<</if>>

<<He>> regards you for a moment, then returns <<his>> attention to the soup. "If you want to make yourself useful, start cutting vegetables."

<<endevent>>
<<link [[Next|Soup Kitchen]]>><</link>>

:: Soup Kitchen Work

<<set $outside to 0>><<set $location to "temple">><<effects>>
You help River work the kitchen. You cut vegetables ready for cooking and clean up any spillages made throughout the hall.

<<if $danger gte (9900 - $allure)>>
	<<if $rng gte 61>>
		You're bent over one such spillage when you feel a hand on your <<bottom>>. You turn to see a <<npc River>><<generate2>><<person2>><<person>> groping you. <<He>> squeezes.
		<<gstress>><<gtrauma>><<stress 6>><<trauma 6>>

		<<link [[Ignore|Soup Kitchen Grope Ignore]]>><<set $submissive += 1>><<stress 6>><<arousal 600>><</link>><<gstress>><<garousal>>

		<<link [[Walk away|Soup Kitchen Grope Walk]]>><<npcincr River love -1>><</link>><<llove>>

		<<link [[Get angry|Soup Kitchen Grope Angry]]>><<set $submissive -= 1>><<stress -6>><<trauma -6>><<npcincr River love -1>><</link>><<llove>><<ltrauma>><<lstress>>

	<<elseif $rng gte 21>>
		<<npc River>><<generate2>><<person2>>"Hey cutie," a <<person>> says to you as you're cutting up a carrot. "How about we go-"

		<<Hes>> interrupted by a ladle whack to the hand. "I want none of that in my kitchen," River says, giving the <<person>> another whack. "Keep those thoughts to yourself, or get out." <<person1>><<He>> looks pale despite <<his>> stern voice.

		<<person2>>The <<person>> takes <<his>> soup and bread, and causes no further fuss.

		<<endevent>>
		<<link [[Next|Soup Kitchen]]>><</link>>

	<<else>>
		River asks you to bring more vegetables in from a van outside.

		You're on the way back, crate in hands, when you hear a voice around the corner of the building.

		<<generate1>><<generate2>><<generate3>><<person1>>"You didn't think you'd get away, did you?" says a husky <<personsimple>>'s voice. "Cheating the boss like that, you'll be lucky if you don't end up in the pit."

		"I-It was an accident," a voice stammers in response. A third voice laughs.

		<<link [[Investigate|Soup Kitchen Investigate]]>><</link>>

		<<link [[Tell River|Soup Kitchen Tell]]>><</link>>

		<<link [[Ignore|Soup Kitchen Ignore]]>><</link>>

	<</if>>
<<else>>
	<<if $rng gte 81>>
		<<npc River>><<person1>>An argument at the far end of the hall becomes heated. River asks you to handle the soup while <<he>> deals with it. You get to work spooning ladle fulls into bowls for the waiting crowd. You need to work fast to keep up with the flow of people, but manage to do so without making a mess.

		River returns a few minutes later. <<He>> seems pleased you were able to handle things.

		<<endevent>>
		<<link [[Next|Soup Kitchen]]>><</link>>

	<<elseif $rng gte 61>>
		River asks you to take a batch of freshly baked bread from the oven. You replace the previous tray just as it empties.

		<<link [[Next|Soup Kitchen]]>><</link>>

	<<elseif $rng gte 41>>
		You spend most of the hour on your hands and knees, cleaning up spilled soup.

		<<link [[Next|Soup Kitchen]]>><</link>>

	<<elseif $rng gte 21>>
		<<generate1>><<person1>>A <<monk>> spills soup down <<his>> habit. "Clumsy," River mutters. "Go rinse yourself down in the back. You." River points at your chest. "Get <<him>> a spare set of clothes from the temple."

		You walk to the temple as instructed. You find a <<monk>> sweeping the floor near the entrance. You explain what happened, and <<he>> retrieves a fresh habit for <<his>> clumsy colleague.

		You return to the soup kitchen and head to the back rooms. You find the soup-covered habit discarded beside an ajar door. You hear running water within.

		<<link [[Peek|Soup Kitchen Peek]]>><</link>><<promiscuous1>>

		<<link [[Leave the clean habit|Soup Kitchen Habit]]>><</link>>

	<<else>>
		<<generatey1>><<person1>> You notice a <<person>> you recognise from the orphanage. "D-don't tell anyone you saw me," <<he>> says. "Bailey doesn't like us eating here."

		<<endevent>>
		<<link [[Next|Soup Kitchen]]>><</link>>

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

:: Soup Kitchen Investigate

<<set $outside to 0>><<set $location to "temple">><<effects>>
You walk around the corner. A <<person1>><<person>> pins a <<person3>><<person>> against the wall with <<his>> forearm, while a <<person2>><<person>> watches on, grinning. They turn to face you.

"What you looking at?" the <<person1>><<person>> spits. "Fuck off, or you're next."

<<link [[Fight to stop them|Soup Kitchen Fight]]>><<set $fightstart to 1>><<set $submissive -= 1>><</link>>

<<link [[Tell River|Soup Kitchen Tell]]>><</link>>

<<link [[Ignore|Soup Kitchen Ignore]]>><<set $submissive += 1>><</link>>

:: Soup Kitchen Fight

<<if $fightstart is 1>>
	<<set $fightstart to 0>>
	<<neutral 1>>
	<<maninit>>
	<<set $enemytrust -= 100>>
	<<set $enemyanger += 200>>
	<<npcidlegenitals>>
	<<set $enemyno to 2>><<set $enemynomax to 2>>
	<<set $enemyhealthmax -= $NPCList[2].health>>
	<<set $enemyarousalmax -= 500>>
	You launch your fist at the <<person>>. <<He>> holds <<his>> arms up to protect <<his>> face, freeing the <<person3>><<person>> and letting <<him>> slide to the ground.

	<<person1>>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>

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

:: Soup Kitchen Fight Finish

<<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
	<<ejaculation>>
	<<tearful>> you grab the <<person3>><<persons>> arm and run into the kitchen. <<He>> sinks to the ground beside the ovens and hugs <<his>> legs. A <<monk>> crouches beside <<him>>, coaxes <<him>> to <<his>> feet and leads <<him>> into a back room.

	<<clothesontowel>>
	<<endcombat>>
	<<npc River>><<person1>>River examines you, taking in your dishevelled state. Without a word, <<he>> leaves through the door you entered. You hear shouting. River returns a moment later. "That was foolish of you," <<he>> says. <<Hes>> smiling.
	<<glove>><<npcincr River love 1>>

	<<endevent>>
	<<link [[Next|Soup Kitchen]]>><</link>>
<<elseif $enemyhealth lte 0>><<famescrap 3>>
	<<tearful>> you shove the pair away from you, grab the <<person3>><<persons>> arm and run into the kitchen. <<He>> sinks to the ground beside the ovens and hugs <<his>> legs. A <<monk>> crouches beside <<him>>, coaxes <<him>> to <<his>> feet and leads <<him>> into a back room.

	<<clothesontowel>>
	<<endcombat>>
	<<npc River>><<person1>>River examines you, taking in your dishevelled state. Without a word, <<he>> leaves through the door you entered. You hear shouting. River returns a moment later. "That was brave of you," <<he>> says. <<His>> shirt is torn, but <<hes>> smiling.
	<<glove>><<npcincr River love 1>>

	<<endevent>>
	<<link [[Next|Soup Kitchen]]>><</link>>
<<else>>
	You fall to the ground, too hurt to continue. The <<person1>><<person>> steps on the <<person3>><<person>>, who was trying to crawl away. The <<person2>><<person>> looks at you.

	"Lets take <<phim>> with us," <<he>> says. "Boss'll be happy."

	"Alright," the <<person1>><<person>> says. "You carry <<phim>>. I'll get this fuck in the van."

	The <<person2>><<person>> is crouching to lift you when a rolling pin smashes into <<his>> head. <<He>> clutches at <<his>> temple and backs away. River steps over you, blue eyes boring a hole into the thugs. Two <<set $pronoun to $NPCName[$NPCNameList.indexOf("River")].pronoun>><<monks>> flank <<him>>, each carrying a long metal rod.

	The <<person2>><<person>> glances at <<his>> friend, and sees <<person1>><<him>> already running. The <<person2>><<person>> follows suit.

	<<tearful>> you rise to your feet, helped by River, while the <<set $pronoun to $NPCName[$NPCNameList.indexOf("River")].pronoun>><<monks>> help the <<person3>><<person>>.

	<<clothesontowel>>
	<<endcombat>>
	<<link [[Thank them|Soup Kitchen Fight Thank]]>><</link>>

	<<link [[Ask about the rods|Soup Kitchen Fight Rods]]>><</link>>
<</if>>

:: Soup Kitchen Fight Thank

<<set $outside to 0>><<set $location to "temple">><<effects>>
<<npc River>><<person1>>You thank River and the monks as they lead you back inside.

<<endevent>>
<<link [[Next|Soup Kitchen]]>><</link>>

:: Soup Kitchen Fight Rods

<<set $outside to 0>><<set $location to "temple">><<effects>>
<<npc River>><<person1>>
<<if $submissive gte 1150>>
	"Those rods look scary," you say. "What are they for?"
<<elseif $submissive lte 850>>
	"You have some nasty looking weapons," you say.
<<else>>
	"I didn't know the <<monks>> carried weapons," you say.
<</if>>

One of the <<monks>> smiles. "I don't know what you mean," <<he>> says. "River scared them with <<his>> rolling pin."

You try to probe as they lead you back to the kitchen, but to no avail.

<<endevent>>
<<link [[Next|Soup Kitchen]]>><</link>>

:: Soup Kitchen Tell

<<set $outside to 0>><<set $location to "temple">><<effects>>
You return to the kitchen and approach River.
<<if $submissive gte 1150>>
	"S-someone's being threatened," you say. "They sound scary."
<<elseif $submissive lte 850>>
	"A couple of thugs are harassing someone," you say.
<<else>>
	"Someone's being threatened," you say.
<</if>>

River tenses, but nods and walks outside.

A few moments later a <<person3>><<person>> staggers through the door, looking dishevelled and alarmed. <<He>> sinks to the ground beside the ovens and wraps <<his>> arms around <<his>> legs. A <<monk>> crouches in front of <<him>>. <<He>> manages to coax the <<person>> to <<his>> feet and lead <<him>> to the back rooms.

<<endevent>>
<<npc River>><<person1>>
Another minute passes, and River returns as well. <<His>> hair net is gone, <<his>> shirt torn and blood trickles down <<his>> temple. <<He>> washes <<his>> face in the sink. "Thank you for telling me," <<he>> says to you while rubbing <<himself>> dry with a cloth. "Some people have no decency."

<<endevent>>
<<link [[Next|Soup Kitchen]]>><</link>>

:: Soup Kitchen Ignore

<<set $outside to 0>><<set $location to "temple">><<effects>>
Whatever's happening, it's none of your business, and might be dangerous. You return to the kichen.

<<endevent>>
<<link [[Next|Soup Kitchen]]>><</link>>

:: Soup Kitchen Peek

<<set $outside to 0>><<set $location to "temple">><<effects>>
You open the door a little and peek through.
<<promiscuity1>>
The <<monk>> is completely naked, showering with eyes closed. <<Hes>> oblivious to your presence.
<<if $pronoun is "f">>
	<<He>> runs <<his>> soapy hands over <<his>> $NPCList[0].breastsdesc. They continue down <<his>> tummy, then over <<his>>
	<<if $NPCList[0].penis isnot "none">>
		chastity cage. <<He>> tugs at it and frowns.
	<<else>>
		chastity belt. <<He>> tugs at it and frowns.
	<</if>>
<<else>>
	<<He>> runs <<his>> soapy hands down <<his>> chest. They continue further, over <<his>> tummy and the
	<<if $NPCList[0].penis isnot "none">>
		chastity cage that restricts <<his>> $NPCList[0].penisdesc. <<He>> tugs at it and frowns.
	<<else>>
		chastity belt that covers <<his>> pussy. <<He>> tugs at it and frowns.
	<</if>>
<</if>>
You return to the kitchen before you're seen.

The <<monk>> doesn't take much longer, though River chastises <<him>> for taking <<his>> time.

<<endevent>>
<<link [[Next|Soup Kitchen]]>><</link>>

:: Soup Kitchen Habit

<<set $outside to 0>><<set $location to "temple">><<effects>>
You leave the clean habit in a neat pile beside the door.
The <<monk>> returns a few minutes later, smelling soapy. River chastises <<him>> for taking so long.

<<endevent>>
<<link [[Next|Soup Kitchen]]>><</link>>

:: Soup Kitchen Grope Ignore

<<set $outside to 0>><<set $location to "temple">><<effects>>
You ignore the <<person>> and continue cleaning the floor. <<He>> takes your lack of protest as encouragement, and redoubles the groping.

You feel flustered, but <<he>> doesn't try to take things further.

<<endevent>>
<<link [[Next|Soup Kitchen]]>><</link>>

:: Soup Kitchen Grope Walk

<<set $outside to 0>><<set $location to "temple">><<effects>>
You stand and walk away from the pervert. You'll clean the spill later.

<<person1>>River looks at the still-dirty floor you gave up on. <<He>> shakes <<his>> head.

<<endevent>>
<<link [[Next|Soup Kitchen]]>><</link>>

:: Soup Kitchen Grope Angry

<<set $outside to 0>><<set $location to "temple">><<effects>>
You turn and slap the <<person>>, attracting River's attention. <<person1>><<He>> glares at you as the <<person2>><<person>> clutches <<his>> face.

The rest of the hour passes without event.

<<endevent>>
<<link [[Next|Soup Kitchen]]>><</link>>

:: Soup Kitchen Closed

<<set $outside to 0>><<set $location to "temple">><<effects>>
<<if $soup_kitchen_init isnot 1>>
	You search for the grey building you were told about. You find it hidden among the trees in the shadow of the temple. You try the door, but it's locked. You were told it opens between <<ampm 18 00>> and <<ampm 21 00>>.

<<else>>
	You approach the soup kitchen, but the door is locked. You were told it opens between <<ampm 18 00>> and <<ampm 21 00>>.

<</if>>
<<link [[Next|Wolf Street]]>><</link>>