<<if $day is 7 and $sanity gte 1 and $hp gte 1 and $corruption lte 29>>
<<goto [[LUCKhint]]>>\
<<elseif $hp lte 0>>\
<<goto [[chooseBADending]]>>\
<<elseif $sanity lte 0>>\
<<goto [[chooseBADending]]>>\
<<elseif $corruption gte 30 and $talkSHRINE lte 4>>\
<<goto [[chooseBADending]]>>\
<<elseif $corruption gte 40 and $talkSHRINE is 5>>\
<<goto [[chooseBADending]]>>\
<<else>>\
<<goto [[AREAplaza]]>>\
<</if>>
<<if $candle lte 0>>\
<<set $candle to 3>>\
<</if>>\
<<set $talkVENDOR to 0>>
<<set $talkCARCOSA to 3>>
<<if $talkOZ lte 29>>\
<<set $ozLIMIT to 5>>
<<elseif $talkOZ gte 30>>\
<<set $ozLIMIT to 6>>
<</if>>\
<<set $daylightbuy to 0>>
<<set $talkCHRONOMANCER to 0>>
<<set $stardust to 3>>
!! <span style="color:yellow">''Acropolis of Nox''</span>
<img src="nox_images/nox_logo_1.png" width="20%">
''Created by PeelinTheOrange''
''Initial Release:'' 2023 December 29
''Build:'' 2025 May 02
Acropolis of Nox is an ''18+'' erotic adventure RPG featuring a lot of gay sex
<<linkreplace"''Click for a comprehensive content list''">>''Content includes:''
* Gay sex
* Boy's love
* Sex Pollen
* Werewolf sex
* Ghost fucking
* Monsterfucking
* Tentacle fucking
* Spontaneous sex
* Open relationship
* All characters are 18+
* Mindbreak game overs
By clicking play, you affirm that you are at least 18 years of age and consent to the content listed above
!!''[[PLAY|select_chapter]]''
<</linkreplace>>''Day: $day ''
\
\
\
<div style="display: block; position: relative; width: 100%;"><<if $visitSHOP is 0>><img style="z-index: 2; position: absolute; left: -20%; top: 0%; Width: 145%" src="nox_images/ui_daylight_1.png" /><<elseif $visitSHOP is 1>><img style="z-index: 2; position: absolute; left: -20%; top: 0%; Width: 145%" src="nox_images/ui_daylight_2.png" /><<elseif $visitSHOP is 2>><img style="z-index: 2; position: absolute; left: -20%; top: 0%; Width: 145%" src="nox_images/ui_daylight_3.png" /><<elseif $visitSHOP is 3>><img style="z-index: 2; position: absolute; left: -20%; top: 0%; Width: 145%" src="nox_images/ui_daylight_4.png" /><<elseif $visitSHOP is 4>><img style="z-index: 2; position: absolute; left: -20%; top: 0%; Width: 145%" src="nox_images/ui_daylight_5.png" /><</if>>
\
\
<img style="z-index: 3; position: absolute; left: -20%; top: 320%; Width: 145%" src="nox_images/ui_candle1.png" /><<if $candle is 10>><img style="z-index: 4; position: absolute; left: 0%; top: 345%; Width: 12%" src="nox_images/ui_candle_0.png" /><img style="z-index: 4; position: absolute; left: 10%; top: 345%; Width: 12%" src="nox_images/ui_candle_0.png" /><img style="z-index: 4; position: absolute; left: 20%; top: 345%; Width: 12%" src="nox_images/ui_candle_0.png" /><img style="z-index: 4; position: absolute; left: 31%; top: 345%; Width: 12%" src="nox_images/ui_candle_0.png" /><img style="z-index: 4; position: absolute; left: 41%; top: 345%; Width: 12%" src="nox_images/ui_candle_0.png" /><img style="z-index: 4; position: absolute; left: 51%; top: 345%; Width: 12%" src="nox_images/ui_candle_0.png" /><img style="z-index: 4; position: absolute; left: 62%; top: 345%; Width: 12%" src="nox_images/ui_candle_0.png" /><img style="z-index: 4; position: absolute; left: 72%; top: 345%; Width: 12%" src="nox_images/ui_candle_0.png" /><img style="z-index: 4; position: absolute; left: 82%; top: 345%; Width: 12%" src="nox_images/ui_candle_0.png" /><img style="z-index: 4; position: absolute; left: 93%; top: 345%; Width: 12%" src="nox_images/ui_candle_0.png" /><<elseif $candle is 9>><img style="z-index: 4; position: absolute; left: 0%; top: 345%; Width: 12%" src="nox_images/ui_candle_0.png" /><img style="z-index: 4; position: absolute; left: 10%; top: 345%; Width: 12%" src="nox_images/ui_candle_0.png" /><img style="z-index: 4; position: absolute; left: 20%; top: 345%; Width: 12%" src="nox_images/ui_candle_0.png" /><img style="z-index: 4; position: absolute; left: 31%; top: 345%; Width: 12%" src="nox_images/ui_candle_0.png" /><img style="z-index: 4; position: absolute; left: 41%; top: 345%; Width: 12%" src="nox_images/ui_candle_0.png" /><img style="z-index: 4; position: absolute; left: 51%; top: 345%; Width: 12%" src="nox_images/ui_candle_0.png" /><img style="z-index: 4; position: absolute; left: 62%; top: 345%; Width: 12%" src="nox_images/ui_candle_0.png" /><img style="z-index: 4; position: absolute; left: 72%; top: 345%; Width: 12%" src="nox_images/ui_candle_0.png" /><img style="z-index: 4; position: absolute; left: 82%; top: 345%; Width: 12%" src="nox_images/ui_candle_0.png" /><<elseif $candle is 8>><img style="z-index: 4; position: absolute; left: 0%; top: 345%; Width: 12%" src="nox_images/ui_candle_0.png" /><img style="z-index: 4; position: absolute; left: 10%; top: 345%; Width: 12%" src="nox_images/ui_candle_0.png" /><img style="z-index: 4; position: absolute; left: 20%; top: 345%; Width: 12%" src="nox_images/ui_candle_0.png" /><img style="z-index: 4; position: absolute; left: 31%; top: 345%; Width: 12%" src="nox_images/ui_candle_0.png" /><img style="z-index: 4; position: absolute; left: 41%; top: 345%; Width: 12%" src="nox_images/ui_candle_0.png" /><img style="z-index: 4; position: absolute; left: 51%; top: 345%; Width: 12%" src="nox_images/ui_candle_0.png" /><img style="z-index: 4; position: absolute; left: 62%; top: 345%; Width: 12%" src="nox_images/ui_candle_0.png" /><img style="z-index: 4; position: absolute; left: 72%; top: 345%; Width: 12%" src="nox_images/ui_candle_0.png" /><<elseif $candle is 7>><img style="z-index: 4; position: absolute; left: 0%; top: 345%; Width: 12%" src="nox_images/ui_candle_0.png" /><img style="z-index: 4; position: absolute; left: 10%; top: 345%; Width: 12%" src="nox_images/ui_candle_0.png" /><img style="z-index: 4; position: absolute; left: 20%; top: 345%; Width: 12%" src="nox_images/ui_candle_0.png" /><img style="z-index: 4; position: absolute; left: 31%; top: 345%; Width: 12%" src="nox_images/ui_candle_0.png" /><img style="z-index: 4; position: absolute; left: 41%; top: 345%; Width: 12%" src="nox_images/ui_candle_0.png" /><img style="z-index: 4; position: absolute; left: 51%; top: 345%; Width: 12%" src="nox_images/ui_candle_0.png" /><img style="z-index: 4; position: absolute; left: 62%; top: 345%; Width: 12%" src="nox_images/ui_candle_0.png" /><<elseif $candle is 6>><img style="z-index: 4; position: absolute; left: 0%; top: 345%; Width: 12%" src="nox_images/ui_candle_0.png" /><img style="z-index: 4; position: absolute; left: 10%; top: 345%; Width: 12%" src="nox_images/ui_candle_0.png" /><img style="z-index: 4; position: absolute; left: 20%; top: 345%; Width: 12%" src="nox_images/ui_candle_0.png" /><img style="z-index: 4; position: absolute; left: 31%; top: 345%; Width: 12%" src="nox_images/ui_candle_0.png" /><img style="z-index: 4; position: absolute; left: 41%; top: 345%; Width: 12%" src="nox_images/ui_candle_0.png" /><img style="z-index: 4; position: absolute; left: 51%; top: 345%; Width: 12%" src="nox_images/ui_candle_0.png" /><<elseif $candle is 5>><img style="z-index: 4; position: absolute; left: 0%; top: 345%; Width: 12%" src="nox_images/ui_candle_0.png" /><img style="z-index: 4; position: absolute; left: 10%; top: 345%; Width: 12%" src="nox_images/ui_candle_0.png" /><img style="z-index: 4; position: absolute; left: 20%; top: 345%; Width: 12%" src="nox_images/ui_candle_0.png" /><img style="z-index: 4; position: absolute; left: 31%; top: 345%; Width: 12%" src="nox_images/ui_candle_0.png" /><img style="z-index: 4; position: absolute; left: 41%; top: 345%; Width: 12%" src="nox_images/ui_candle_0.png" /><<elseif $candle is 4>><img style="z-index: 4; position: absolute; left: 0%; top: 345%; Width: 12%" src="nox_images/ui_candle_0.png" /><img style="z-index: 4; position: absolute; left: 10%; top: 345%; Width: 12%" src="nox_images/ui_candle_0.png" /><img style="z-index: 4; position: absolute; left: 20%; top: 345%; Width: 12%" src="nox_images/ui_candle_0.png" /><img style="z-index: 4; position: absolute; left: 31%; top: 345%; Width: 12%" src="nox_images/ui_candle_0.png" /><<elseif $candle is 3>><img style="z-index: 4; position: absolute; left: 0%; top: 345%; Width: 12%" src="nox_images/ui_candle_0.png" /><img style="z-index: 4; position: absolute; left: 10%; top: 345%; Width: 12%" src="nox_images/ui_candle_0.png" /><img style="z-index: 4; position: absolute; left: 20%; top: 345%; Width: 12%" src="nox_images/ui_candle_0.png" /><<elseif $candle is 2>><img style="z-index: 4; position: absolute; left: 0%; top: 345%; Width: 12%" src="nox_images/ui_candle_0.png" /><img style="z-index: 4; position: absolute; left: 10%; top: 345%; Width: 12%" src="nox_images/ui_candle_0.png" /><<elseif $candle is 1>><img style="z-index: 4; position: absolute; left: 0%; top: 345%; Width: 12%" src="nox_images/ui_candle_0.png" /><</if>>
</div>\
<br>
<br>
<br>
\
\
\
\
/*Here is the new stuff, It defines what maximum to use. Checking each boon to see if it is defined and then if it is active. If both are true then it sets the maximum of each corresponding type from 30 to 40. p stands for percentage*/\
<<set $hpPmax to 30>>\
<<set $sanPmax to 30>>\
<<set $corPmax to 30>>\
<<if def $art_boon_DREAMEATER>>\
<<if $art_boon_DREAMEATER is true>>\
<<set $hpPmax to 40>>\
<</if>>\
<</if>>\
<<if def $art_boon_DISCORDKITTEN>>\
<<if $art_boon_DISCORDKITTEN is true>>\
<<set $sanPmax to 40>>\
<</if>>\
<</if>>\
<<if def $art_boon_SHRINE>>\
<<if $art_boon_SHRINE is true>>\
<<set $corPmax to 40>>\
<</if>>\
<</if>>\
\
/*This calculates the percentage of the health bar.*/\
<<set $hpP to ($hp/$hpPmax)*100>>\
<<set $sanP to ($sanity/$sanPmax)*100>>\
<<set $corP to ($corruption/$corPmax)*100>>\
/*This checks the value of the health bar, whether it is equal to or above a certain threshold to change its color.*/\
<<if $hp gte 20>>\
<<set $hpColor to "#00B419">>\
<<elseif $hp gte 10>>\
<<set $hpColor to "orange">>\
<<else>>\
<<set $hpColor to "red">>\
<</if>>\
<<if $sanity gte 20>>\
<<set $sanityColor to "#00B419">>\
<<elseif $sanity gte 10>>\
<<set $sanityColor to "orange">>\
<<else>>\
<<set $sanityColor to "red">>\
<</if>>\
<<if $corruption gte 20>>\
<<set $corColor to "red">>\
<<elseif $corruption gte 10>>\
<<set $corColor to "orange">>\
<<else>>\
<<set $corColor to "#00B419">>\
<</if>>\
\
/*Here defines the lines of each state and their corresponding health bars. I have added [stat]Pmax variables that are changed to show what the maximum is for each stat.*/\
<div style="display: flex; height: 30px; align-items: center;">\
<div>\
<p>Sanity: </p>\
</div>\
<div style="margin-left:auto; width: 50%; margin-bottom: 15px;">\
<<print '<div style="background-color: gray;height:24px;width:100%; border-radius: 5px;"><div id="sanitybar" style="background-color: '+$sanityColor+';height:24px; width:'+$sanP+'%; border-radius: 5px;"><p style="padding-left: 5px; color:black">'+$sanity+'/'+$sanPmax+'</p></div></div>'>>\
</div>\
</div>\
<div style="display: flex; height: 30px; align-items: center;">\
<div>\
<p>Vitality: </p>\
</div>\
<div style="margin-left:auto; width: 50%; margin-bottom: 15px;">\
<<print '<div style="background-color: gray;height:24px;width:100%; border-radius: 5px;"><div id="hpbar" style="background-color: '+$hpColor+';height:24px; width:'+$hpP+'%; border-radius: 5px;"><p style="padding-left: 5px; color:black">'+$hp+'/'+$hpPmax+'</p></div></div>'>>\
</div>\
</div>\
<div style="display: flex; height: 30px; align-items: center;">\
<div>\
<p>Corruption: </p>\
</div>\
<div style="margin-left:auto; width: 50%; margin-bottom: 15px;">\
<<print '<div style="background-color: gray;height:24px;width:100%; border-radius: 5px;"><div id="corruptionbar" style="background-color: '+$corColor+';height:24px; width:'+$corP+'%; border-radius: 5px;"><p style="padding-left: 5px; color:black">'+$corruption+'/'+$corPmax+'</p></div>\</div>'>>\
</div>\
</div>\
<div style="display: block; position: relative; width: 100%;">\
<img style="z-index: 2; position: absolute; left: -10%; top: -60%; Width: 30%" src="nox_images/ui_obol.png" />\
''Obols:'' $obol
</div>\
<div style="display: block; position: relative; width: 100%;">\
<img style="z-index: 2; position: absolute; left: -10%; top: -30%; Width: 30%" src="nox_images/ui_luck.png" />\
''Luck:'' $luck
</div>\
<<if $postcardFOUNDsanity is true or $postcardFOUNDhp is true or $postcardFOUNDcorruption is true or $postcardFOUNDobols is true or $postcardFOUNDLUCK is true>>\
<span style="color:white">''Postcard:''
<<if $postcardEQUIPPED is "Sanity Postcard - Friends">>\
<span style="color:white">+1 Sanity per ritual</span>\
<<elseif $postcardEQUIPPED is "Vitality Postcard - Lost Campfire">>\
<span style="color:white">+1 Vitality per ritual</span>\
<<elseif $postcardEQUIPPED is "Corruption Postcard - Auxiliary Megalith">>\
<span style="color:white">-1 Corruption per ritual</span>\
<<elseif $postcardEQUIPPED is "Obols Postcard - The Sublime">>\
<span style="color:white">+3 Obols per ritual</span>\
<<elseif $postcardEQUIPPED is "Luck Postcard - Paradise">>\
<span style="color:white">+1 Luck per ritual</span>\
<</if>>\
<</if>>\
<<if $COUNTLinvokeSANITY gte 25 or $COUNTsummonVITALITY gte 25 or $COUNTbeguilCORRUPTION gte 25>>\
<span style="color:white">''Ward:''
<<if $wardEQUIPPED is "Sanity Ward - Invoker">>\
<span style="color:white">+2 Sanity per ritual</span>
<<elseif $wardEQUIPPED is "Vitality Ward - Summoner">>\
<span style="color:white">+2 Vitality per ritual</span>
<<elseif $wardEQUIPPED is "Corruption Ward - Beguiler">>\
<span style="color:white">-2 Corruption per ritual</span>
<</if>>\
<</if>>\
<<if tags().includes("showsidebar")>>\
<span class="passage a">''[[Help|hints]]''</span>\
<<else>>\
<span class="passagelinkdisabled">''Help''</span>\
<</if>>\<<goto [[StoryInit]]>>
<<goto [[START]]>><<set $hp to 30>>
<<set $sanity to 30>>
<<set $corruption to 0>>
<<set $luck to 0>>
<<set $obol to 0>>
<<set $day to 1>>
<<set $candle to 3>>
<<set $visitSHOP to 0>>
<<set $talkDISCORD to 0>>
<<set $talkSHRINE to 0>>
<<set $talkDREAM to 0>>
<<set $talkCANDLE to 0>>
<<set $talkCARCOSA to 3>>
<<set $talkOZ to 0>>
<<set $ozLIMIT to 5>>
<<set $ozFESTIVAL to 3>>
<<set $daylightbuy to 0>>
<<set $talkCHRONOMANCER to 0>>
<<set $stardust to 3>>
<<set $summonCARCOSA to 0>>
<<set $countRITUAL to 0>>
<<set $sarcophagusSCORE to 0>>
<<set $ward_sanity_meet to 0>>\
<<set $ward_vitality_meet to 0>>\
<<set $ward_corruption_meet to 0>>\
<<set $ward_obols_meet to 0>>\
<<set $postcardEQUIPPED to "none">>
<<set $postcardFOUNDsanity to false>>
<<set $postcardFOUNDhp to false>>
<<set $postcardFOUNDcorruption to false>>
<<set $postcardFOUNDobols to false>>
<<set $postcardFOUNDluck to false>>
<<set $wardEQUIPPED to "none">>
<<set $wardSANITY to false>>
<<set $wardVITALITY to false>>
<<set $wardCORRUPTION to false>>
<<set $seeWARDsanity to false>>\
<<set $seeWARDvitality to false>>\
<<set $seeWARDcorruption to false>>\
<<set $itemDISCORD to false>>
<<set $itemDREAMEATER to false>>
<<set $itemSHRINE to false>>
<<set $itemCANDLE to false>>
<<set $itemGambleLUCK to false>>
<<set $itemGambleOBOL to false>>
<<set $itemGambleSANITY to false>>
<<set $itemGambleVITALITY to false>>
<<set $itemGambleCORRUPTION to false>>
<<set $jackpot to 0>>
<<set $gamble to 0>>
<<set $talkVENDOR to 0>>
<<set $furryRITUAL to 0>>
<<set $ghostRITUAL to 0>>
<<set $toolRITUAL to 0>>
<<set $COUNTLinvokeSANITY to 0>>
<<set $COUNTsummonVITALITY to 0>>
<<set $COUNTbeguilCORRUPTION to 0>>
<<set $ritual_ghost_count to 0>>
<<set $ritual_chalice_count to 0>>
<<set $ritual_will_o_whisp_count to 0>>
<<set $ritual_relic_count to 0>>
<<set $ritual_dark_mirror_count to 0>>
<<set $ritual_hellhound_count to 0>>
<<set $ritual_horror_count to 0>>
<<set $ritual_gargoyle_count to 0>>
<<set $ritual_bureaucracy_count to 0>>
<<set $ritual_seraph_count to 0>>
<<set $ritual_spartan_soldiers_count to 0>>
<<set $ritual_umbra_goliath_count to 0>>
<<set $ritual_sacred_datura_flower_count to 0>>
<<set $ritual_oni_count to 0>>
<<set $ritual_kobold_count to 0>>
<<set $ritual_jiangshi_count to 0>>\
<<set $ritual_spriggan_count to 0>>\
<<set $ritual_autumnal_satyr_count to 0>>\
<<set $flavorDREAMEATER to
["//A melodious hum resonates through every heart and soul . . .//",
"//Boyish laughter echoes throughout the area . . .//",
"//The eye above blinks . . . occasionally//",
"//Things taste funny here, so yummy . . .//",
"//Dreamlike laughter echoes around you. . .//"]>>
<<set $flavorDISCORD to
["//Is that . . . polka music playing?//",
"//Smells like catnip in here//",
"//Motes of stardust twinkle in the air//",
"//Gravity feels . . . heavier here//",
"//Careless whispers surround you . . .//"]>>
<<set $flavorSHRINE to
["//Chirping songbirds flutter about the area//",
"//The fragrance of daffodils fills the air//",
"//Stars shimmer overhead, make a wish//",
"//It feels safer here//",
"//Torn asunder yet brought together, harmonious melodies are performed//"]>>
<<set $flavorCANDLE to
["//Heartbeats echo from the cave//",
"//Past memories flicker in the flames//",
"//Hopes, dreams, and more are all found within the light of the candle//",
"//A warm comfort radiates from the cave as shadows twist & dance within//",
"//Merriment and Despair, both reside here, young dreamer//"]>>
<<set $flavorBRYNN to
["//Brynn idly kicks his legs at the water’s edge. Where to go?//",
"//Songbirds harmonize, where do their melodies lead?//",
"//Sweet aromas drift aimlessly through the air, where do they lead?//",
"//Bewitching lavender skies and wonderfully soft azure grass, paradise, no?//",
"//Stay awhile, Stay forever//"]>>
<<set $flavorNecropolis to
["//Yellow buttercups sway in the wind//",
"//The comforting scent of petrichor pervades the air //",
"//The Azure Star sits overhead . . . its gaze loving and unknowable//",
"//Halcyon days await . . .//",
"//Iridescent banners hang as auric drums bellow in the distance . . .//",
"//Stay awhile, Stay forever . . . //"]>>
<<set $flavorCHRONOMANCER to
["//Tick . . . tock . . . tick . . . tock . . . //",
"//Footsteps echo in these timeless halls . . .//",
"//Voices of the past echo all around//",
"//A future of a past that never will be resides here//",
"//The machine whirls and chimes, will its next winner please step forward?//",
"//A grandfather clock tolls in the abyss below//"]>>
<<set $flavorWAGER to
["//Confetti flies everywhere . . . //",
"//The machine whirls excitedly!//",
"//Cheering is heard all around, hurray!//",
"//Clapping and dinging bells cheer excitedly!//",
"//The lights on the machine flash bright and full of colour!//",
"//The speakers on the machine play triumphant victory music!//"]>>
<<set $flavorFORUM to
["//Pillars of ageless marble stand all around//",
"//A once in a lifetime experience beyond these pillars . . .//",
"//Glittered specks of gold adorn ancient pillars//",
"//Whispering voices just around the corner//",
"//Eternity loses meaning here among the white stone//",
"//Black thorny vines cling to ivory rock//"]>>
<<set $flavorSCRY to
["//Iridescent light dances to reveal legend . . . //",
"//The lights reveal yesterday's tomorrow . . . //",
"//A burst of starlight ignites imagination . . . //",
"//A shimmering efervescent radiance . . . //",
"//In a flash, a supernova gives way . . . //",
"//From the brink of darkness, light unveils itself . . . //"]>>
<<set $flavorSLEEP to
["//Stars twinkle overhead as Brynn slips unconcious . . . //",
"//Fireflies dance as Night arrives . . . //",
"//The mountains sing a calming lullaby . . . //",
"//Babbling brooks and flocks of sheep, too relaxing to stay awake . . . //",
"//The Sun sets as the Moon appears in the night sky . . . //",
"//Bedtime arrives with a gentle breeze in the air. . . //"]>>
<<set $flavorOZ1 to
["//You're the best!//",
"//The board speaks and it says you are loved //",
"//You look wonderful//",
"//Keep up the terrific work//",
"//Ozzy is proud of you//",
"//Ozzy is happy to see you//",
"//Good job, Superstar!//",
"//Remember to drink some water//",
"//Ozzy is bananas for you//",
"//You look amazing today!//",
"//Good job yesterday, you made it through another day//",
"//You're such a cool and smart person!//",
"//Ozzy is happy every time you take care of yourself //",
"//Remember to touch grass sometimes!//",
"//Remember to eat a balanced meal!//",
"//Remember, people care about you!//",
"//Remember to love yourself!//",
"//You're so determined, I love that about you//"]>>
<<set $flavorOZ2 to
["//You're the best!//",
"//The board speaks and it says you are loved //",
"//You look wonderful//",
"//You're adorable!//",
"//Keep up the terrific work//",
"//I'm proud of you//",
"//I'm happy to see you//",
"//Good job, Superstar!//",
"//Ozzy loves you more than Ozzy loves cheese!//",
"//Ozzy's day is always brighter when you come to visit//",
"//Remember to drink some water//",
"//Ozzy knew you were special //",
"//It brightens my day getting to see you//",
"//You're the bestest person I know//",
"//You always try your best//",
"//Ozzy wuvs you!//",
"//I'm so happy to see you!//",
"//I snuggle my bestest friend!//",
"//Thank you for spending so much time with me//",
"//You're sweeter than candy//",
"//You're cuter than a newborn kitten//",
"//A daily Ozzy snuggle for my friend//",
"//Many head pats for my wonderful friend//",
"//Don't give up! You're doing great!//",
"//Ozzy is bananas for you//",
"//You look amazing today!//",
"//Good job yesterday, you made it through another day//",
"//You're such a cool and smart person!//",
"//Ozzy is happy every time you take care of yourself //",
"//Remember to touch grass sometimes!//",
"//Remember to eat a balanced meal!//",
"//Remember, people care about you!//",
"//Remember to love yourself!//",
"//Ozzy would trade every banana in the world for you//",
"//Ozzy would trade every orange in the world for you//",
"//You're so determined, I love that about you//"]>>
<<set $flavorCarcosa to
["Always a delight getting to see my favorite boy in the world",
"Look who it is . . . The cutest boy in the Acropolis",
"Look who it is . . . The hero who won my heart",
"Look who it is . . . The magician who magically came into my life",
"The Azure star pales in comparison to you when you smile",
"Come here often?",
"Hi handsome",
"Hi beautiful",
"How are you doing, hun?",
"Need some hugs and kisses?",
"Hey there Superstar",
"I'd rearrange the alphabet to put i next to u",
"Sup, was just hanging around, always happy to see you",
"Was just stargazing, wanna join me?",
"We should go to the beach one of these days",
"Nice to see you again, cutie~"]>>
<<set $flavorWARDWELL to
["//The well water hums . . .//",
"//Mysterious colours surround the well . . .//",
"//Stone as old as time . . .//",
"//Strange runes etched into stone . . .//",
"//Green grass, pristine water, and fresh air. . . Perfect.//",
"//This well predates the first sunrise//",
"//The ancient wood of the well creaks//"]>>
<<set $flavorCarcosaSleep to
["I wuv Brynn . . . ",
"//-loud snoring-//",
"Wow . . . mmm look at the beach . . .",
"Oh~ Brynn not here in front of the entire school hehe",
"Not . . . in . . . front of entire school in my . . . underwear . . .",
"//-happy sleepy moans-//",
"//-sleepy whimpers-//",
"muah . . . kisses for Brynn . . . mmm",
"ha . . . ha . . . You'll never catch me Old. . . Man . . . Hastur ",
"Yes, Mayor Ozzy the Gummy Bear we need to . . . mmm",
"Mmm . . . hehe~ what are you doing step-bro . . . ",
"Mmm . . . what if we had a threesome . . . hehe~",
"Mmm . . . gummy bears . . ."]>>
Variables for the GALLERY
<<set $art_ritual_ghost to false>>
<<set $art_ritual_chalice to false>>
<<set $art_ritual_wisp to false>>
<<set $art_ritual_relic to false>>
<<set $art_ritual_hellhound to false>>
<<set $art_ritual_darkself to false>>
<<set $art_ritual_horror to false>>
<<set $art_ritual_gargoyle to false>>
<<set $art_ritual_bureaucrat to false>>
<<set $art_ritual_seraph to false>>
<<set $art_ritual_spartan to false>>
<<set $art_ritual_goliath to false>>
<<set $art_ritual_sacred_datura_flower to false>>
<<set $art_ritual_oni to false>>
<<set $art_ritual_kobold to false>>
<<set $art_ritual_jiangshi to false>>
<<set $art_ritual_spriggan to false>>
<<set $art_ritual_autumnal_satyr to false>>
<<set $art_boon_CANDLEMAKER to false>>
<<set $art_boon_DISCORDKITTEN to false>>
<<set $art_boon_DREAMEATER to false>>
<<set $art_boon_SHRINE to false>>
<<set $art_boon_OZ to false>>
<<set $art_boon_CHRONOMANCER to false>>
<<set $art_boon_TITUS to false>>
<<set $dream_art_flowers to false>>
<<set $dream_art_firefly to false>>
<<set $dream_art_beach to false>>
<<set $dream_art_explore to false>>
<<set $dream_art_picnic to false>>
<<set $dream_art_nightmare to false>>
<<set $dream_art_birdwatching to false>>\
<<set $art_win_CARCOSA to false>><<if tags().includes("showsidebar")>>\
[[ • Credits • |credits]]
<<else>>\
<span class="story-auth">'' • Credits • ''</span>
<</if>>\<<linkreplace"''In the distance, a melody plays''">>In the distance, a melody plays
It lures Brynn down a decrepit path, far from the plaza
Beguiling whispers tempt the boy, "come closer" they beckon
The One From Beyond spirits him away and through a Wyrdgate he disappears
Brynn does not notice as the merry songs lull his mind . . .
Bubbles, melodies, and the madness of the sea dwell here
<<linkreplace"''Brynn will have lots of fun in this place . . .''">>Brynn will have lots of fun in this place . . .
!!!BAD ENDING (1 of 3) Melody of Madness
<img src="nox_images/ending_bad_sanity.png" width="100%">
''[[TRY AGAIN . . .|Restart]]''
<</linkreplace>>
<</linkreplace>>
<<silently>>
<<set $art_ending_SANITY to true>>
<</silently>><<linkreplace"''*THUD*''">><em>*THUD*</em>
Brynn drops dead, literally
Overworking the body is . . . dangerous, even for a magician
He wasn't careful . . .
Now he's a ghost!
Well, at least there's these other spirits to keep him company
<<linkreplace"''Not too bad . . . right . . . ?''">>Not too bad . . . right . . . ?
!!!BAD ENDING (2 of 3) Ghostly Lament
<img src="nox_images/ending_bad_vitality.png" width="100%">
''[[TRY AGAIN . . .|Restart]]''
<</linkreplace>>
<</linkreplace>>
<<silently>>
<<set $art_ending_VITALITY to true>>
<</silently>><<linkreplace"''Leaves rustle in the gentle breeze of the valley''">>Leaves rustle in the gentle breeze of the valley
Overtaken by beguiling whispers as he forgets why he came here
He tries to remember his name, what was it again?
Fortitude crumbles as the Grimoire takes ahold of him
It wouldn't hurt to indulge, just a lil, right?
His heart, his mind, <em>his soul</em> now belong to this ancient tome
<<linkreplace"''The final chapter makes itself known, sealing his fate . . .''">>The final chapter makes itself known, sealing his fate . . .
!!!BAD ENDING (3 of 3) Corrupted Book-Keeper
<img src="nox_images/ending_bad_corruption.png" width="100%">
''[[TRY AGAIN . . .|Restart]]''
<</linkreplace>>
<</linkreplace>>
<<silently>>
<<set $art_ending_CORRUPTION to true>>
<</silently>><h1 align="center">Ritual Circle</h1>\
<p align="center">''<span style="color:#0098FF">Invocation Level</span> $COUNTLinvokeSANITY
<span style="color:#84BE33">Summoner Level</span> $COUNTsummonVITALITY
<span style="color:#FF0000">Beguiler Level</span> $COUNTbeguilCORRUPTION''</p>\
<<if $candle is 1>>\
<span style="color:yellow">''$candle Candle''</span> flickers in the breeze\
<<else>>\
<span style="color:yellow">''$candle Candles''</span> flicker in the breeze\
<</if>>
The Grimoire manifests ''3 spells'' for Brynn to choose from . . .
<div style="display: block; position: relative; width: 70vw; height:22vw;">\
\
<<if $day gte 0 and $day lte 4>>\
<<set $roll_card_1 to random(1,9)>>\
<<set $roll_card_2 to random(1,9)>>\
<<set $roll_card_3 to random(1,9)>>\
\
<<elseif $day gte 5 and $day lte 7>>\
<<set $roll_card_1 to random(1,15)>>\
<<set $roll_card_2 to random(1,15)>>\
<<set $roll_card_3 to random(1,15)>>\
\
<<elseif $day gte 8 and $day lte 10>>\
<<set $roll_card_1 to random(1,24)>>\
<<set $roll_card_2 to random(1,24)>>\
<<set $roll_card_3 to random(1,24)>>\
\
<<elseif $day gte 11>>\
<<set $roll_card_1 to random(1,33)>>\
<<set $roll_card_2 to random(1,33)>>\
<<set $roll_card_3 to random(1,33)>>\
\
<</if>>\
\
\
\
\
\
\
\
\
\
\
<<if $roll_card_1 is 1>>\
<<if $ritual_ghost_count is 0>>\
<a class="linker" title="Ghosts" data-passage="ghost"><img class="hoverable" style="z-index: 1; position: absolute; left: 0%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_ghosts.png" /></a>\
<img style="z-index: 2; position: absolute; left: 0%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_ghost_count gte 1>>\
<a class="linker" title="Ghosts" data-passage="ghost"><img class="hoverable" style="z-index: 1; position: absolute; left: 0%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_ghosts.png" /></a>\
<</if>>\
<<elseif $roll_card_1 is 2>>\
<<if $ritual_chalice_count is 0>>\
<a class="linker" title="Chalice" data-passage="chalice"><img class="hoverable" style="z-index: 1; position: absolute; left: 0%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_chalice.png" /></a>\
<img style="z-index: 2; position: absolute; left: 0%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_chalice_count gte 1>>\
<a class="linker" title="Chalice" data-passage="chalice"><img class="hoverable" style="z-index: 1; position: absolute; left: 0%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_chalice.png" /></a>\
<</if>>\
<<elseif $roll_card_1 is 3>>\
<<if $ritual_will_o_whisp_count is 0>>\
<a class="linker" title="Will-o-Wisp Twins" data-passage="wisp"><img class="hoverable" style="z-index: 1; position: absolute; left: 0%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_will_o_wisp_twins.png" /></a>\
<img style="z-index: 2; position: absolute; left: 0%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_will_o_whisp_count gte 1>>\
<a class="linker" title="Will-o-Wisp Twins" data-passage="wisp"><img class="hoverable" style="z-index: 1; position: absolute; left: 0%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_will_o_wisp_twins.png" /></a>\
<</if>>\
<<elseif $roll_card_1 is 4>>\
<<if $ritual_sacred_datura_flower_count is 0>>\
<a class="linker" title="Sacred Datura Flower" data-passage="sacred_datura_flower"><img class="hoverable" style="z-index: 1; position: absolute; left: 0%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_sacred_datura_flower.png" /></a>\
<img style="z-index: 2; position: absolute; left: 0%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_sacred_datura_flower_count gte 1>>\
<a class="linker" title="Will-o-Wisp Twins" data-passage="sacred_datura_flower"><img class="hoverable" style="z-index: 1; position: absolute; left: 0%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_sacred_datura_flower.png" /></a>\
<</if>>\
<<elseif $roll_card_1 is 5>>\
<<if $ritual_oni_count is 0>>\
<a class="linker" title="Oni Deliquent" data-passage="oni"><img class="hoverable" style="z-index: 1; position: absolute; left: 0%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_oni_delinquent.png" /></a>\
<img style="z-index: 2; position: absolute; left: 0%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_oni_count gte 1>>\
<a class="linker" title="Oni Deliquent" data-passage="oni"><img class="hoverable" style="z-index: 1; position: absolute; left: 0%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_oni_delinquent.png" /></a>\
<</if>>\
<<elseif $roll_card_1 is 6>>\
<<if $ritual_kobold_count is 0>>\
<a class="linker" title="Kobold" data-passage="kobold"><img class="hoverable" style="z-index: 1; position: absolute; left: 0%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_kobold.png" /></a>\
<img style="z-index: 2; position: absolute; left: 0%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_kobold_count gte 1>>\
<a class="linker" title="Kobold" data-passage="kobold"><img class="hoverable" style="z-index: 1; position: absolute; left: 0%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_kobold.png" /></a>\
<</if>>\
<<elseif $roll_card_1 is 7>>\
<<if $ritual_jiangshi_count is 0>>\
<a class="linker" title="Jiangshi" data-passage="jiangshi"><img class="hoverable" style="z-index: 1; position: absolute; left: 0%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_jiangshi.png" /></a>\
<img style="z-index: 2; position: absolute; left: 0%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_jiangshi_count gte 1>>\
<a class="linker" title="Jiangshi" data-passage="jiangshi"><img class="hoverable" style="z-index: 1; position: absolute; left: 0%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_jiangshi.png" /></a>\
<</if>>\
<<elseif $roll_card_1 is 8>>\
<<if $ritual_spriggan_count is 0>>\
<a class="linker" title="Spriggan" data-passage="spriggan"><img class="hoverable" style="z-index: 1; position: absolute; left: 0%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_spriggan.png" /></a>\
<img style="z-index: 2; position: absolute; left: 0%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_spriggan_count gte 1>>\
<a class="linker" title="Spriggan" data-passage="spriggan"><img class="hoverable" style="z-index: 1; position: absolute; left: 0%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_spriggan.png" /></a>\
<</if>>\
<<elseif $roll_card_1 is 9>>\
<<if $ritual_autumnal_satyr_count is 0>>\
<a class="linker" title="Autumnal Satyr" data-passage="autumnal_satyr"><img class="hoverable" style="z-index: 1; position: absolute; left: 0%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_autumnal_satyr.png" /></a>\
<img style="z-index: 2; position: absolute; left: 0%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_autumnal_satyr_count gte 1>>\
<a class="linker" title="Autumnal Satyr" data-passage="autumnal_satyr"><img class="hoverable" style="z-index: 1; position: absolute; left: 0%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_autumnal_satyr.png" /></a>\
<</if>>\
<<elseif $roll_card_1 is 10 or $roll_card_1 is 11>>\
<<if $ritual_relic_count is 0>>\
<a class="linker" title="Relic" data-passage="relic"><img class="hoverable" style="z-index: 1; position: absolute; left: 0%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_relic.png" /></a>\
<img style="z-index: 2; position: absolute; left: 0%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_relic_count gte 1>>\
<a class="linker" title="Relic" data-passage="relic"><img class="hoverable" style="z-index: 1; position: absolute; left: 0%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_relic.png" /></a>\
<</if>>\
<<elseif $roll_card_1 is 12 or $roll_card_1 is 13>>\
<<if $ritual_dark_mirror_count is 0>>\
<a class="linker" title="Dark Mirror" data-passage="darkself"><img class="hoverable" style="z-index: 1; position: absolute; left: 0%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_dark_mirror.png" /></a>\
<img style="z-index: 2; position: absolute; left: 0%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_dark_mirror_count gte 1>>\
<a class="linker" title="Dark Mirror" data-passage="darkself"><img class="hoverable" style="z-index: 1; position: absolute; left: 0%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_dark_mirror.png" /></a>\
<</if>>\
<<elseif $roll_card_1 is 14 or $roll_card_1 is 15>>\
<<if $ritual_hellhound_count is 0>>\
<a class="linker" title="Hellhound" data-passage="hellhound"><img class="hoverable" style="z-index: 1; position: absolute; left: 0%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_hellhound.png" /></a>\
<img style="z-index: 2; position: absolute; left: 0%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_hellhound_count gte 1>>\
<a class="linker" title="Hellhound" data-passage="hellhound"><img class="hoverable" style="z-index: 1; position: absolute; left: 0%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_hellhound.png" /></a>\
<</if>>\
\
<<elseif $roll_card_1 is 16 or $roll_card_1 is 17 or $roll_card_1 is 18>>\
<<if $ritual_horror_count is 0>>\
<a class="linker" title="Horror" data-passage="horror"><img class="hoverable" style="z-index: 1; position: absolute; left: 0%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_horror.png" /></a>\
<img style="z-index: 2; position: absolute; left: 0%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_horror_count gte 1>>\
<a class="linker" title="Horror" data-passage="horror"><img class="hoverable" style="z-index: 1; position: absolute; left: 0%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_horror.png" /></a>\
<</if>>\
\
<<elseif $roll_card_1 is 19 or $roll_card_1 is 20 or $roll_card_1 is 21>>\
<<if $ritual_gargoyle_count is 0>>
<a class="linker" title="Gargoyle" data-passage="gargoyle"><img class="hoverable" style="z-index: 1; position: absolute; left: 0%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_gargoyle.png" /></a>\
<img style="z-index: 2; position: absolute; left: 0%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_gargoyle_count gte 1>>
<a class="linker" title="Gargoyle" data-passage="gargoyle"><img class="hoverable" style="z-index: 1; position: absolute; left: 0%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_gargoyle.png" /></a>\
<</if>>
<<elseif $roll_card_1 is 22 or $roll_card_1 is 23 or $roll_card_1 is 24>>\
<<if $ritual_bureaucracy_count is 0>>\
<a class="linker" title="The Bureaucracy" data-passage="bureaucrat"><img class="hoverable" style="z-index: 1; position: absolute; left: 0%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_the_bureaucracy.png" /></a>\
<img style="z-index: 2; position: absolute; left: 0%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_bureaucracy_count gte 1>>\
<a class="linker" title="The Bureaucracy" data-passage="bureaucrat"><img class="hoverable" style="z-index: 1; position: absolute; left: 0%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_the_bureaucracy.png" /></a>\
<</if>>\
\
<<elseif $roll_card_1 is 25 or $roll_card_1 is 26 or $roll_card_1 is 27>>\
<<if $ritual_seraph_count is 0>>\
<a class="linker" title="Seraph" data-passage="seraph"><img class="hoverable" style="z-index: 1; position: absolute; left: 0%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_seraph.png" /></a>\
<img style="z-index: 2; position: absolute; left: 0%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_seraph_count gte 1>>\
<a class="linker" title="Seraph" data-passage="seraph"><img class="hoverable" style="z-index: 1; position: absolute; left: 0%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_seraph.png" /></a>\
<</if>>\
\
<<elseif $roll_card_1 is 28 or $roll_card_1 is 29 or $roll_card_1 is 30>>\
<<if $ritual_spartan_soldiers_count is 0>>\
<a class="linker" title="Spartan Soldiers" data-passage="spartan"><img class="hoverable" style="z-index: 1; position: absolute; left: 0%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_spartan_soldiers.png" /></a>\
<img style="z-index: 2; position: absolute; left: 0%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />
<<elseif $ritual_spartan_soldiers_count gte 1>>\
<a class="linker" title="Spartan Soldiers" data-passage="spartan"><img class="hoverable" style="z-index: 1; position: absolute; left: 0%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_spartan_soldiers.png" /></a>\
<</if>>\
\
<<elseif $roll_card_1 is 31 or $roll_card_1 is 32 or $roll_card_1 is 33>>\
<<if $ritual_umbra_goliath_count is 0>>\
<a class="linker" title="Umbral Goliath" data-passage="goliath"><img class="hoverable" style="z-index: 1; position: absolute; left: 0%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_umbra_goliath.png" /></a>\
<img style="z-index: 2; position: absolute; left: 0%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />
<<elseif $ritual_umbra_goliath_count gte 1>>\
<a class="linker" title="Umbral Goliath" data-passage="goliath"><img class="hoverable" style="z-index: 1; position: absolute; left: 0%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_umbra_goliath.png" /></a>\
<</if>>\
<</if>>\
\
\
\
\
\
\
\
\
\
\
<<if $roll_card_2 is 1>>\
<<if $ritual_ghost_count is 0>>\
<a class="linker" title="Ghosts" data-passage="ghost"><img class="hoverable" style="z-index: 1; position: absolute; left: 33%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_ghosts.png" /></a>\
<img style="z-index: 2; position: absolute; left: 33%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_ghost_count gte 1>>\
<a class="linker" title="Ghosts" data-passage="ghost"><img class="hoverable" style="z-index: 1; position: absolute; left: 33%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_ghosts.png" /></a>\
<</if>>\
\
<<elseif $roll_card_2 is 2>>\
<<if $ritual_chalice_count is 0>>\
<a class="linker" title="Chalice" data-passage="chalice"><img class="hoverable" style="z-index: 1; position: absolute; left: 33%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_chalice.png" /></a>\
<img style="z-index: 2; position: absolute; left: 33%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_chalice_count gte 1>>\
<a class="linker" title="Chalice" data-passage="chalice"><img class="hoverable" style="z-index: 1; position: absolute; left: 33%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_chalice.png" /></a>\
<</if>>\
\
\
<<elseif $roll_card_2 is 3>>\
<<if $ritual_will_o_whisp_count is 0>>\
<a class="linker" title="Will-o-Wisp Twins" data-passage="wisp"><img class="hoverable" style="z-index: 1; position: absolute; left: 33%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_will_o_wisp_twins.png" /></a>\
<img style="z-index: 2; position: absolute; left: 33%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_will_o_whisp_count gte 1>>\
<a class="linker" title="Will-o-Wisp Twins" data-passage="wisp"><img class="hoverable" style="z-index: 1; position: absolute; left: 33%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_will_o_wisp_twins.png" /></a>\
<</if>>\
\
<<elseif $roll_card_2 is 4>>\
<<if $ritual_sacred_datura_flower_count is 0>>\
<a class="linker" title="Sacred Datura Flower" data-passage="sacred_datura_flower"><img class="hoverable" style="z-index: 1; position: absolute; left: 33%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_sacred_datura_flower.png" /></a>\
<img style="z-index: 2; position: absolute; left: 33%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_sacred_datura_flower_count gte 1>>\
<a class="linker" title="Sacred Datura Flower" data-passage="sacred_datura_flower"><img class="hoverable" style="z-index: 1; position: absolute; left: 33%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_sacred_datura_flower.png" /></a>\
<</if>>\
\
<<elseif $roll_card_2 is 5>>\
<<if $ritual_oni_count is 0>>\
<a class="linker" title="Oni Deliquent" data-passage="oni"><img class="hoverable" style="z-index: 1; position: absolute; left: 33%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_oni_delinquent.png" /></a>\
<img style="z-index: 2; position: absolute; left: 33%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_oni_count gte 1>>\
<a class="linker" title="Oni Deliquent" data-passage="oni"><img class="hoverable" style="z-index: 1; position: absolute; left: 33%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_oni_delinquent.png" /></a>\
<</if>>\
\
<<elseif $roll_card_2 is 6>>\
<<if $ritual_kobold_count is 0>>\
<a class="linker" title="Kobold" data-passage="kobold"><img class="hoverable" style="z-index: 1; position: absolute; left: 33%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_kobold.png" /></a>\
<img style="z-index: 2; position: absolute; left: 33%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_kobold_count gte 1>>\
<a class="linker" title="Kobold" data-passage="kobold"><img class="hoverable" style="z-index: 1; position: absolute; left: 33%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_kobold.png" /></a>\
<</if>>\
\
<<elseif $roll_card_2 is 7>>\
<<if $ritual_jiangshi_count is 0>>\
<a class="linker" title="Jiangshi" data-passage="jiangshi"><img class="hoverable" style="z-index: 1; position: absolute; left: 33%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_jiangshi.png" /></a>\
<img style="z-index: 2; position: absolute; left: 33%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_jiangshi_count gte 1>>\
<a class="linker" title="Jiangshi" data-passage="jiangshi"><img class="hoverable" style="z-index: 1; position: absolute; left: 33%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_jiangshi.png" /></a>\
<</if>>\
\
<<elseif $roll_card_2 is 8>>\
<<if $ritual_spriggan_count is 0>>\
<a class="linker" title="Spriggan" data-passage="spriggan"><img class="hoverable" style="z-index: 1; position: absolute; left: 33%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_spriggan.png" /></a>\
<img style="z-index: 2; position: absolute; left: 33%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_spriggan_count gte 1>>\
<a class="linker" title="Spriggan" data-passage="spriggan"><img class="hoverable" style="z-index: 1; position: absolute; left: 33%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_spriggan.png" /></a>\
<</if>>\
\
<<elseif $roll_card_2 is 9>>\
<<if $ritual_autumnal_satyr_count is 0>>\
<a class="linker" title="Autumnal Satyr" data-passage="autumnal_satyr"><img class="hoverable" style="z-index: 1; position: absolute; left: 33%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_autumnal_satyr.png" /></a>\
<img style="z-index: 2; position: absolute; left: 33%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_autumnal_satyr_count gte 1>>\
<a class="linker" title="Autumnal Satyr" data-passage="autumnal_satyr"><img class="hoverable" style="z-index: 1; position: absolute; left: 33%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_autumnal_satyr.png" /></a>\
<</if>>\
\
<<elseif $roll_card_2 is 10 or $roll_card_2 is 11>>\
<<if $ritual_relic_count is 0>>\
<a class="linker" title="Relic" data-passage="relic"><img class="hoverable" style="z-index: 1; position: absolute; left: 33%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_relic.png" /></a>\
<img style="z-index: 2; position: absolute; left: 33%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_relic_count gte 1>>\
<a class="linker" title="Relic" data-passage="relic"><img class="hoverable" style="z-index: 1; position: absolute; left: 33%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_relic.png" /></a>\
<</if>>\
\
<<elseif $roll_card_2 is 12 or $roll_card_2 is 13>>\
<<if $ritual_dark_mirror_count is 0>>\
<a class="linker" title="Dark Mirror" data-passage="darkself"><img class="hoverable" style="z-index: 1; position: absolute; left: 33%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_dark_mirror.png" /></a>\
<img style="z-index: 2; position: absolute; left: 33%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_dark_mirror_count gte 1>>\
<a class="linker" title="Dark Mirror" data-passage="darkself"><img class="hoverable" style="z-index: 1; position: absolute; left: 33%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_dark_mirror.png" /></a>\
<</if>>\
\
<<elseif $roll_card_2 is 14 or $roll_card_2 is 15>>\
<<if $ritual_hellhound_count is 0>>\
<a class="linker" title="Hellhound" data-passage="hellhound"><img class="hoverable" style="z-index: 1; position: absolute; left: 33%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_hellhound.png" /></a>\
<img style="z-index: 2; position: absolute; left: 33%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_hellhound_count gte 1>>\
<a class="linker" title="Hellhound" data-passage="hellhound"><img class="hoverable" style="z-index: 1; position: absolute; left: 33%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_hellhound.png" /></a>\
<</if>>\
\
<<elseif $roll_card_2 is 16 or $roll_card_2 is 17 or $roll_card_2 is 18>>\
<<if $ritual_horror_count is 0>>\
<a class="linker" title="Horror" data-passage="horror"><img class="hoverable" style="z-index: 1; position: absolute; left: 33%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_horror.png" /></a>\
<img style="z-index: 2; position: absolute; left: 33%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_horror_count gte 1>>\
<a class="linker" title="Horror" data-passage="horror"><img class="hoverable" style="z-index: 1; position: absolute; left: 33%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_horror.png" /></a>\
<</if>>\
\
<<elseif $roll_card_2 is 19 or $roll_card_2 is 20 or $roll_card_2 is 21>>\
<<if $ritual_gargoyle_count is 0>>\
<a class="linker" title="Gargoyle" data-passage="gargoyle"><img class="hoverable" style="z-index: 1; position: absolute; left: 33%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_gargoyle.png" /></a>\
<img style="z-index: 2; position: absolute; left: 33%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_gargoyle_count gte 1>>
<a class="linker" title="Gargoyle" data-passage="gargoyle"><img class="hoverable" style="z-index: 1; position: absolute; left: 33%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_gargoyle.png" /></a>\
<</if>>\
\
<<elseif $roll_card_2 is 22 or $roll_card_2 is 23 or $roll_card_2 is 24>>\
<<if $ritual_bureaucracy_count is 0>>\
<a class="linker" title="The Bureaucracy" data-passage="bureaucrat"><img class="hoverable" style="z-index: 1; position: absolute; left: 33%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_the_bureaucracy.png" /></a>\
<img style="z-index: 2; position: absolute; left: 33%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_bureaucracy_count gte 1>>\
<a class="linker" title="The Bureaucracy" data-passage="bureaucrat"><img class="hoverable" style="z-index: 1; position: absolute; left: 33%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_the_bureaucracy.png" /></a>\
<</if>>\
\
<<elseif $roll_card_2 is 25 or $roll_card_2 is 26 or $roll_card_2 is 27>>\
<<if $ritual_seraph_count is 0>>\
<a class="linker" title="Seraph" data-passage="seraph"><img class="hoverable" style="z-index: 1; position: absolute; left: 33%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_seraph.png" /></a>\
<img style="z-index: 2; position: absolute; left: 33%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_seraph_count gte 1>>\
<a class="linker" title="Seraph" data-passage="seraph"><img class="hoverable" style="z-index: 1; position: absolute; left: 33%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_seraph.png" /></a>\
<</if>>\
\
<<elseif $roll_card_2 is 28 or $roll_card_2 is 29 or $roll_card_2 is 30>>\
<<if $ritual_spartan_soldiers_count is 0>>\
<a class="linker" title="Spartan Soldiers" data-passage="spartan"><img class="hoverable" style="z-index: 1; position: absolute; left: 33%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_spartan_soldiers.png" /></a>\
<img style="z-index: 2; position: absolute; left: 33%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_spartan_soldiers_count gte 1>>\
<a class="linker" title="Spartan Soldiers" data-passage="spartan"><img class="hoverable" style="z-index: 1; position: absolute; left: 33%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_spartan_soldiers.png" /></a>\
<</if>>\
\
<<elseif $roll_card_2 is 31 or $roll_card_2 is 32 or $roll_card_2 is 33>>\
<<if $ritual_umbra_goliath_count is 0>>\
<a class="linker" title="Umbral Goliath" data-passage="goliath"><img class="hoverable" style="z-index: 1; position: absolute; left: 33%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_umbra_goliath.png" /></a>\
<img style="z-index: 2; position: absolute; left: 33%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />
<<elseif $ritual_umbra_goliath_count gte 1>>\
<a class="linker" title="Umbral Goliath" data-passage="goliath"><img class="hoverable" style="z-index: 1; position: absolute; left: 33%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_umbra_goliath.png" /></a>\
<</if>>\
<</if>>\
\
\
\
\
\
\
\
\
\
\
<<if $roll_card_3 is 1>>\
<<if $ritual_ghost_count is 0>>\
<a class="linker" title="Ghosts" data-passage="ghost"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_ghosts.png" /></a>\
<img style="z-index: 2; position: absolute; left: 66%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_ghost_count gte 1>>\
<a class="linker" title="Ghosts" data-passage="ghost"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_ghosts.png" /></a>\
<</if>>\
\
<<elseif $roll_card_3 is 2>>\
<<if $ritual_chalice_count is 0>>\
<a class="linker" title="Chalice" data-passage="chalice"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_chalice.png" /></a>\
<img style="z-index: 2; position: absolute; left: 66%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_chalice_count gte 1>>\
<a class="linker" title="Chalice" data-passage="chalice"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_chalice.png" /></a>\
<</if>>\
\
<<elseif $roll_card_3 is 3>>\
<<if $ritual_will_o_whisp_count is 0>>\
<a class="linker" title="Will-o-Wisp Twins" data-passage="wisp"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_will_o_wisp_twins.png" /></a>\
<img style="z-index: 2; position: absolute; left: 66%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_will_o_whisp_count gte 1>>\
<a class="linker" title="Will-o-Wisp Twins" data-passage="wisp"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_will_o_wisp_twins.png" /></a>\
<</if>>\
\
<<elseif $roll_card_3 is 4>>\
<<if $ritual_sacred_datura_flower_count is 0>>\
<a class="linker" title="Sacred Datura Flower" data-passage="sacred_datura_flower"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_sacred_datura_flower.png" /></a>\
<img style="z-index: 2; position: absolute; left: 66%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_sacred_datura_flower_count gte 1>>\
<a class="linker" title="Sacred Datura Flower" data-passage="sacred_datura_flower"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_sacred_datura_flower.png" /></a>\
<</if>>\
\
<<elseif $roll_card_3 is 5>>\
<<if $ritual_oni_count is 0>>\
<a class="linker" title="Oni Deliquent" data-passage="oni"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_oni_delinquent.png" /></a>\
<img style="z-index: 2; position: absolute; left: 66%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_oni_count gte 1>>\
<a class="linker" title="Oni Deliquent" data-passage="oni"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_oni_delinquent.png" /></a>\
<</if>>\
\
<<elseif $roll_card_3 is 6>>\
<<if $ritual_kobold_count is 0>>\
<a class="linker" title="Kobold" data-passage="kobold"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_kobold.png" /></a>\
<img style="z-index: 2; position: absolute; left: 66%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_kobold_count gte 1>>\
<a class="linker" title="Kobold" data-passage="kobold"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_kobold.png" /></a>\
<</if>>\
\
<<elseif $roll_card_3 is 7>>\
<<if $ritual_jiangshi_count is 0>>\
<a class="linker" title="Jiangshi" data-passage="jiangshi"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_jiangshi.png" /></a>\
<img style="z-index: 2; position: absolute; left: 66%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_jiangshi_count gte 1>>\
<a class="linker" title="Jiangshi" data-passage="jiangshi"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_jiangshi.png" /></a>\
<</if>>\
\
<<elseif $roll_card_3 is 8>>\
<<if $ritual_spriggan_count is 0>>\
<a class="linker" title="Spriggan" data-passage="spriggan"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_spriggan.png" /></a>\
<img style="z-index: 2; position: absolute; left: 66%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_spriggan_count gte 1>>\
<a class="linker" title="Spriggan" data-passage="spriggan"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_spriggan.png" /></a>\
<</if>>\
\
<<elseif $roll_card_3 is 9>>\
<<if $ritual_autumnal_satyr_count is 0>>\
<a class="linker" title="Autumnal Satyr" data-passage="autumnal_satyr"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_autumnal_satyr.png" /></a>\
<img style="z-index: 2; position: absolute; left: 66%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_autumnal_satyr_count gte 1>>\
<a class="linker" title="Autumnal Satyr" data-passage="autumnal_satyr"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_autumnal_satyr.png" /></a>\
<</if>>\
\
<<elseif $roll_card_3 is 10 or $roll_card_3 is 11>>\
<<if $ritual_relic_count is 0>>\
<a class="linker" title="Relic" data-passage="relic"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_relic.png" /></a>\
<img style="z-index: 2; position: absolute; left: 66%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_relic_count gte 1>>\
<a class="linker" title="Relic" data-passage="relic"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_relic.png" /></a>\
<</if>>\
\
<<elseif $roll_card_3 is 12 or $roll_card_3 is 13>>\
<<if $ritual_dark_mirror_count is 0>>\
<a class="linker" title="Dark Mirror" data-passage="darkself"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_dark_mirror.png" /></a>\
<img style="z-index: 2; position: absolute; left: 66%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_dark_mirror_count gte 1>>\
<a class="linker" title="Dark Mirror" data-passage="darkself"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_dark_mirror.png" /></a>\
<</if>>\
\
<<elseif $roll_card_3 is 14 or $roll_card_3 is 15>>\
<<if $ritual_hellhound_count is 0>>\
<a class="linker" title="Hellhound" data-passage="hellhound"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_hellhound.png" /></a>\
<img style="z-index: 2; position: absolute; left: 66%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_hellhound_count gte 1>>\
<a class="linker" title="Hellhound" data-passage="hellhound"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_hellhound.png" /></a>\
<</if>>\
\
<<elseif $roll_card_3 is 16 or $roll_card_3 is 17 or $roll_card_3 is 18>>\
<<if $ritual_horror_count is 0>>\
<a class="linker" title="Horror" data-passage="horror"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_horror.png" /></a>\
<img style="z-index: 2; position: absolute; left: 66%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_horror_count gte 1>>\
<a class="linker" title="Horror" data-passage="horror"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_horror.png" /></a>\
<</if>>\
\
<<elseif $roll_card_3 is 19 or $roll_card_3 is 20 or $roll_card_3 is 21>>\
<<if $ritual_gargoyle_count is 0>>
<a class="linker" title="Gargoyle" data-passage="gargoyle"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_gargoyle.png" /></a>\
<img style="z-index: 2; position: absolute; left: 66%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_gargoyle_count gte 1>>
<a class="linker" title="Gargoyle" data-passage="gargoyle"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_gargoyle.png" /></a>\
<</if>>\
\
<<elseif $roll_card_3 is 22 or $roll_card_3 is 23 or $roll_card_3 is 24>>\
<<if $ritual_bureaucracy_count is 0>>\
<a class="linker" title="The Bureaucracy" data-passage="bureaucrat"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_the_bureaucracy.png" /></a>\
<img style="z-index: 2; position: absolute; left: 66%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_bureaucracy_count gte 1>>\
<a class="linker" title="The Bureaucracy" data-passage="bureaucrat"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_the_bureaucracy.png" /></a>\
<</if>>\
\
<<elseif $roll_card_3 is 25 or $roll_card_3 is 26 or $roll_card_3 is 27>>\
<<if $ritual_seraph_count is 0>>\
<a class="linker" title="Seraph" data-passage="seraph"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_seraph.png" /></a>\
<img style="z-index: 2; position: absolute; left: 66%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_seraph_count gte 1>>\
<a class="linker" title="Seraph" data-passage="seraph"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_seraph.png" /></a>\
<</if>>\
\
<<elseif $roll_card_3 is 28 or $roll_card_3 is 29 or $roll_card_3 is 30>>\
<<if $ritual_spartan_soldiers_count is 0>>\
<a class="linker" title="Spartan Soldiers" data-passage="spartan"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_spartan_soldiers.png" /></a>\
<img style="z-index: 2; position: absolute; left: 66%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />
<<elseif $ritual_spartan_soldiers_count gte 1>>\
<a class="linker" title="Spartan Soldiers" data-passage="spartan"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_spartan_soldiers.png" /></a>\
<</if>>\
\
<<elseif $roll_card_3 is 31 or $roll_card_3 is 32 or $roll_card_3 is 33>>\
<<if $ritual_umbra_goliath_count is 0>>\
<a class="linker" title="Umbral Goliath" data-passage="goliath"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_umbra_goliath.png" /></a>\
<img style="z-index: 2; position: absolute; left: 66%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />
<<elseif $ritual_umbra_goliath_count gte 1>>\
<a class="linker" title="Umbral Goliath" data-passage="goliath"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_umbra_goliath.png" /></a>\
<</if>>\
<</if>>\
</div>\
\
<p align="center"><<if $obol gte 5>>\
''[[Pay 5 Obols to Reroll Spells|reroll]]''
<<elseif $obol lte 4>>\
<span class="passagelinkdisabled">''Need 5 Obols to Reroll''</span>
<</if>></p>\<p align="center"><h1 align="center">Meadows</h1>\
<<if $day is 1>>\
<em>A heavy fog engulfs the Meadows . . .</em>
<<elseif $day gte 2>>\
<<silently>><<print either($flavorBRYNN)>><</silently>>\
<</if>>\
\
\
\
\
\
\
<<if $day gte 2 and $talkVENDOR is 0>>\
⦿ Brynn’s Social Battery is fully charged! A couple of conversations wouldn’t hurt
<<elseif $day gte 2 and $talkVENDOR is 1>>\
⦿ Brynn’s Social Battery is at half charge! Another chat would be nice
<<elseif $day gte 2 and $talkVENDOR is 2>>\
<span style="color:grey">⚠️ Brynn’s Social Battery is depleted. No more socializing today</span>
<</if>>\
</p>\
<div style="display: block; position: relative; width: 60vw; height:30vw;">\
<<if $day is 1>>
<img style="z-index: 0; position: absolute; left:0; top:0; Width:100%" src="nox_images/map/map_fog_1.png"/>\
<<elseif $day is 2>>
<img style="z-index: 0; position: absolute; left:0; top:0; Width:100%" src="nox_images/map/map_fog_2.png"/>\
<<elseif $day is 3>>
<img style="z-index: 0; position: absolute; left:0; top:0; Width:100%" src="nox_images/map/map_fog_3.png"/>\
<<elseif $day is 4>>
<img style="z-index: 0; position: absolute; left:0; top:0; Width:100%" src="nox_images/map/map_fog_4.png"/>\
<<elseif $day is 5 or $day is 6>>
<img style="z-index: 0; position: absolute; left:0; top:0; Width:100%" src="nox_images/map/map_fog_5.png"/>\
<<elseif $day is 7>>
<img style="z-index: 0; position: absolute; left:0; top:0; Width:100%" src="nox_images/map/map_fog_6.png"/>\
<<elseif $day is 8 or $day is 9>>
<img style="z-index: 0; position: absolute; left:0; top:0; Width:100%" src="nox_images/map/map_fog_7.png"/>\
<<elseif $day gte 10>>
<img style="z-index: 0; position: absolute; left:0; top:0; Width:100%" src="nox_images/map/map_fog_8.png"/>\
<</if>>
<a class="linker" title="West Vault" data-passage="AREA_west_vault"><img class="hoverable" style="z-index: 1; position: absolute; left: 40%; top: 60%; Width: 20%" src="nox_images/npc_icon/icon_west_vault.png" /></a>\
<<if $day is 1>>
<<elseif $day gte 2>>
<a class="linker" title="Discord Kitten" data-passage="NPCsanity"><img class="hoverable" style="z-index: 1; position: absolute; left: 8%; top: 4%; Width: 12%" src="nox_images/npc_icon/icon_discord_kitten.png" /></a>\
<a class="linker" title="Dreameater" data-passage="NPCvitality"><img class="hoverable" style="z-index: 1; position: absolute; left: 25%; top: 4%; Width: 12%" src="nox_images/npc_icon/icon_dreameater.png" /></a>\
<a class="linker" title="Shrine" data-passage="NPCcorruption"><img class="hoverable" style="z-index: 1; position: absolute; left: 63%; top: 4%; Width: 12%" src="nox_images/npc_icon/icon_shrine.png" /></a>\
<</if>>
<<if $day is 1>>
<<elseif $day gte 3 and $sarcophagusSCORE lte 4>>
<a class="linker" title="Necropolis" data-passage="AREAnecropolisCHECK"><img class="hoverable" style="z-index: 1; position: absolute; left: 44%; top: 4%; Width: 12%" src="nox_images/npc_icon/icon_necropolis.png" /></a>\
<<elseif $day gte 3 and $sarcophagusSCORE gte 5 and $talkCARCOSA gte 1>>
<a class="linker" title="Necropolis" data-passage="AREAnecropolisCHECK"><img class="hoverable" style="z-index: 1; position: absolute; left: 44%; top: 4%; Width: 12%" src="nox_images/npc_icon/icon_carcosa.png" /></a>\
<<elseif $day gte 3 and $sarcophagusSCORE gte 5 and $talkCARCOSA is 0>>
<a class="linker" title="Necropolis" data-passage="AREAnecropolisCHECK"><img class="hoverable" style="z-index: 1; position: absolute; left: 44%; top: 4%; Width: 12%" src="nox_images/npc_icon/icon_carcosa_asleep.png" /></a>\
<</if>>
<<if $day lte 3>>
<<elseif $day gte 4>>
<a class="linker" title="Candlemaker" data-passage="NPCcandle"><img class="hoverable" style="z-index: 3; position: absolute; left: 80%; top: 4%; Width: 12%" src="nox_images/npc_icon/icon_candlemaker.png" /></a>\
<</if>>
<<if $day lte 4>>
<<elseif $day gte 5 and $ozLIMIT gte 1>>
<a class="linker" title="Ozzy" data-passage="NPCoz"><img class="hoverable" style="z-index: 1; position: absolute; left: 65%; top: 62%; Width: 12%" src="nox_images/npc_icon/icon_ozzy.png" /></a>\
<<elseif $day gte 5 and $ozLIMIT lte 0>>
<a class="linker" title="Ozzy" data-passage="NPCoz"><img class="hoverable" style="z-index: 1; position: absolute; left: 65%; top: 62%; Width: 12%" src="nox_images/npc_icon/icon_ozzy_asleep.png" /></a>\
<</if>>
<<if $day lte 6>>
<<elseif $day gte 7 and $stardust is 3>>
<a class="linker" title="Titus" data-passage="AREAforum"><img class="hoverable" style="z-index: 1; position: absolute; left: 85%; top: 46%; Width: 12%" src="nox_images/npc_icon/icon_titus_3.png" /></a>\
\
<<elseif $day gte 7 and $stardust is 2>>
<a class="linker" title="Titus" data-passage="AREAforum"><img class="hoverable" style="z-index: 1; position: absolute; left: 85%; top: 46%; Width: 12%" src="nox_images/npc_icon/icon_titus_2.png" /></a>\
\
<<elseif $day gte 7 and $stardust is 1>>
<a class="linker" title="Titus" data-passage="AREAforum"><img class="hoverable" style="z-index: 1; position: absolute; left: 85%; top: 46%; Width: 12%" src="nox_images/npc_icon/icon_titus_1.png" /></a>\
\
<<elseif $day gte 7 and $stardust is 0>>
<a class="linker" title="Titus" data-passage="AREAforum"><img class="hoverable" style="z-index: 1; position: absolute; left: 85%; top: 46%; Width: 12%" src="nox_images/npc_icon/icon_titus_0.png" /></a>\
\
<</if>>
<<silently>><a class="linker" title="Ryder" data-passage="AREAnest"><img class="hoverable" style="z-index: 1; position: absolute; left: 22%; top: 62%; Width: 12%" src="nox_images/npc_icon/icon_discord_kitten.png" /></a>\
<</silently>>
<<if $day lte 9>>
<<elseif $day gte 10>>
<a class="linker" title="Chronomancer" data-passage="NPCtime"><img class="hoverable" style="z-index: 1; position: absolute; left: 4%; top: 46%; Width: 12%" src="nox_images/npc_icon/icon_chronomancer.png" /></a>\
<</if>>
</div>\
<<silently>>
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\
<</if>>
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>
<<if $corruption lte 0>>\
<<set $corruption to 0>>\
<</if>>\
<</silently>>!!BAD ENDING - DECIDE
A fate has befallen thee . . .
<<if $sanity lte 0>>\
[[Uh oh . . . INSANITY|endingBADsanity]]\
<</if>>
<<if $hp lte 0>>\
[[Uh oh . . . DOOMED|endingBADvitality]]\
<</if>>
<<if $corruption gte 30>>\
[[Uh oh . . . CORRUPTED|endingBADcorruption]]\
<</if>>
<<set $inRITUAL to false>><h1 align="center">VENDOR - Discord Kitten</h1>\
<img src="nox_images/npc_discordkitten.png" width="50%">
<<print either($flavorDISCORD)>>
\
<h1>Boon</h1>\
<<if $talkDISCORD is 0>>\
⦿ Reputation: <span style="color:grey">''♡♡♡♡''</span>
<<elseif $talkDISCORD is 1>>\
⦿ Reputation: <span style="color:lime">''❤''</span><span style="color:grey">''♡♡♡''</span>
<<elseif $talkDISCORD is 2>>\
⦿ Reputation: <span style="color:lime">''❤❤''</span><span style="color:grey">''♡♡''</span>
<<elseif $talkDISCORD is 3>>\
⦿ Reputation: <span style="color:lime">''❤❤❤''</span><span style="color:grey">''♡''</span>
<<elseif $talkDISCORD is 4>>\
⦿ Reputation: <span style="color:lime">''❤❤❤❤''</span>
<<elseif $talkDISCORD is 5>>\
⦿ Reputation: <span style="color:lime">''❤❤❤❤''</span><span style="color:yellow">''❤!''</span>
<</if>>\
<<if $obol lte 99 and $talkDISCORD lte 4>>\
<span style="color:grey">''⦿ $obol / 100 Obols''</span>
<<elseif $obol gte 100 and $talkDISCORD lte 4>>\
<span style="color:green">''⦿ $obol / 100 Obols''</span>
<</if>>\
\
\
\
<<if $day gte 2 and $talkVENDOR is 0>>\
⦿ ''Brynn’s Social Battery:'' <span style="color:yellow">''☆ ☆ ''</span>
<<elseif $day gte 2 and $talkVENDOR is 1>>\
⦿ ''Brynn’s Social Battery:'' <span style="color:yellow">''☆ ''</span><span style="color:grey">''☆''</span>
<</if>>\
\
\
\
<<if $talkDISCORD is 0 and $day gte 2 and $talkVENDOR lte 1>>\
''[[SOCIALIZE (+1 Sanity) |Discordinteraction1]]''\
<<elseif $talkDISCORD is 1 and $day gte 3 and $talkVENDOR lte 1>>\
''[[SOCIALIZE (+2 Sanity) |Discordinteraction2]]''\
<<elseif $talkDISCORD is 2 and $day gte 5 and $talkVENDOR lte 1>>\
''[[SOCIALIZE (+3 Sanity) |Discordinteraction3]]''\
<<elseif $talkDISCORD is 3 and $day gte 7 and $talkVENDOR lte 1>>\
''[[SOCIALIZE (+4 Sanity) |Discordinteraction4]]''\
<<elseif $talkDISCORD gte 4 and $talkVENDOR lte 1>>\
''[[SOCIALIZE (Random +1 to +4 Sanity) |DiscordinteractionPOSTselect]]''\
<<elseif $talkDISCORD gte 4 and $talkVENDOR lte 1>>\
<em>Discord Kitten is busy right now</em>
<<elseif $day lte 6 and $talkVENDOR lte 1>>\
<em>Discord Kitten is busy right now</em>
<<else>>\
<em><span style="color:grey">Brynn doesn't have the energy to socialize right now, maybe tomorrow</span></em>
<</if>>
\
\
\
<<if $talkDISCORD is 4 and $day gte 7 and $talkVENDOR lte 1 and $obol gte 100>>\
''[[Send Discord Kitten to College|100discordCHECK]]'' (+10 Sanity, 40 Max Sanity, -100 Obols)
<<elseif $talkDISCORD is 4 and $day gte 7 and $talkVENDOR lte 1 and $obol lte 99>>\
[ Insufficient Obols, need 100 for Boon ]
<<elseif $talkDISCORD is 4 and $day gte 7 and $talkVENDOR is 2>>\
<</if>>
\
\
\
\
\
<h1>Shop</h1>\
<<if $day gte 2 and $visitSHOP is 0>>\
''⦿ Time of Day: ''<span style="color:#50C85A">''■ ''</span><span style="color:grey">''■ ■ ■''</span>
\
<<elseif $day gte 2 and $visitSHOP is 1>>\
''⦿ Time of Day: ''<span style="color:#50C85A">''■ ■ ''</span><span style="color:grey">''■ ■''</span>
\
<<elseif $day gte 2 and $visitSHOP is 2>>\
''⦿ Time of Day: ''<span style="color:#50C85A">''■ ■ ■ ''</span><span style="color:grey">''■''</span>
\
<<elseif $day gte 2 and $visitSHOP is 3>>\
''⦿ Time of Day: ''<span style="color:#50C85A">''■ ■ ■ ■''</span>
\
<</if>>\
\
\
\
<<if $art_boon_DISCORDKITTEN is false and $obol lte 4>>\
Sowwy, you need at least 5 obols to shop!
\
<<elseif $sanity gte 28 and $art_boon_DISCORDKITTEN is false>>\
[ Brynn's Sanity is fine, come back if Sanity is lower! ]
\
<<elseif $hp gte 38 and $art_boon_DISCORDKITTEN is true>>\
[ Brynn's Sanity is fine, come back if Sanity is lower! ]
\
<<elseif $visitSHOP lte 2 and $talkDISCORD lte 3>>\
''Hewwo and welcum to da shop!''
''[[Advice ( -5 Obols, +2 Corruption ⇨ +3 Sanity ) |BUYsanity1]]''
<<elseif $visitSHOP lte 2 and $talkDISCORD gte 4 and $sanity lte 37>>\
''Hewwo and welcum to da shop!''
''[[Advice ( -5 Obols, +2 Corruption ⇨ +3 Sanity ) |BUYsanity1]]''
''[[Comfort ( -5 Obols, +2 Corruption ⇨ +4 Sanity ) |BUYsanity2]]''
<<elseif $visitSHOP lte 2 and $talkDISCORD gte 4 and $sanity gte 37>>\
[ Brynn's Sanity is fine, come back if Sanity is lower! ]
<<else>>\
Sorry dude! Store's closed for da day! Come bacc tomorrow for great new dealz!
<</if>>
''[[GO BACK TO MEADOWS|AREAplaza]]''
<<silently>>\
\
<<if $hp gte 30 and $talkDREAM lte 3>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 4>>\
<<set $hp to 40>>\\
<</if>>\
\
<<if $sanity gte 30 and $talkDISCORD lte 3>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 4>>\
<<set $sanity to 40>>\
<</if>>\
<<if $corruption lte 0>>\
<<set $corruption to 0>>\
<</if>>\
<</silently>>\<h1 align="center">VENDOR - The Shrine</h1>\
<img src="nox_images/npc_shrine.png" width="20%">
<<print either($flavorSHRINE)>>
\
<h1>Boon</h1>\
<<if $talkSHRINE is 0>>\
⦿ Reputation: <span style="color:grey">''♡♡♡♡''</span>
<<elseif $talkSHRINE is 1>>\
⦿ Reputation: <span style="color:lime">''❤''</span><span style="color:grey">''♡♡♡''</span>
<<elseif $talkSHRINE is 2>>\
⦿ Reputation: <span style="color:lime">''❤❤''</span><span style="color:grey">''♡♡''</span>
<<elseif $talkSHRINE is 3>>\
⦿ Reputation: <span style="color:lime">''❤❤❤''</span><span style="color:grey">''♡''</span>
<<elseif $talkSHRINE is 4>>\
⦿ Reputation: <span style="color:lime">''❤❤❤❤''</span>
<<elseif $talkSHRINE is 5>>\
⦿ Reputation: <span style="color:lime">''❤❤❤❤''</span><span style="color:yellow">''❤!''</span>
<</if>>\
<<if $obol lte 99 and $talkSHRINE lte 4>>\
<span style="color:grey">''⦿ $obol / 100 Obols''</span>
<<elseif $obol gte 100 and $talkSHRINE lte 4>>\
<span style="color:green">''⦿ $obol / 100 Obols''</span>
<</if>>\
\
\
\
<<if $day gte 2 and $talkVENDOR is 0>>\
⦿ ''Brynn’s Social Battery:'' <span style="color:yellow">''☆ ☆ ''</span>
<<elseif $day gte 2 and $talkVENDOR is 1>>\
⦿ ''Brynn’s Social Battery:'' <span style="color:yellow">''☆ ''</span><span style="color:grey">''☆''</span>
<</if>>\
\
\
\
<<if $talkSHRINE is 0 and $day gte 2 and $talkVENDOR lte 1>>\
''[[SOCIALIZE (-1 Corruption) |Shrineinteraction1]]''\
<<elseif $talkSHRINE is 1 and $day gte 3 and $talkVENDOR lte 1>>\
''[[SOCIALIZE (-2 Corruption) |Shrineinteraction2]]''\
<<elseif $talkSHRINE is 2 and $day gte 5 and $talkVENDOR lte 1>>\
''[[SOCIALIZE (-3 Corruption) |Shrineinteraction3]]''\
<<elseif $talkSHRINE is 3 and $day gte 7 and $talkVENDOR lte 1>>\
''[[SOCIALIZE (-4 Corruption) |Shrineinteraction4]]''\
<<elseif $talkSHRINE gte 4 and $talkVENDOR lte 1>>\
''[[SOCIALIZE (Random -1 to -4 Corruption) |ShrineinteractionPOSTselect]]''\
<<elseif $talkSHRINE gte 4 and $talkVENDOR lte 1 and $corruption lte 4>>\
<em>The Shrine is busy right now</em>
<<elseif $day lte 6 and $talkVENDOR lte 1>>\
<em>The Shrine is busy right now</em>
<<else>>\
<em><span style="color:grey">Brynn doesn't have the energy to socialize right now, maybe tomorrow</span></em>
<</if>>
\
\
\
<<if $talkSHRINE is 4 and $day gte 7 and $talkVENDOR lte 1 and $obol gte 100>>\
''[[Conduct Alchemical Ritual|100shrineCHECK]]'' (-10 Corruption, 40 Max Corruption, -100 Obols)
<<elseif $talkSHRINE is 4 and $day gte 7 and $talkVENDOR lte 1 and $obol lte 99>>\
[ Insufficient Obols, need 100 for Boon ]
<</if>>
\
\
\
\
\
<h1>Shop</h1>\
<<if $day gte 2 and $visitSHOP is 0>>\
''⦿ Time of Day: ''<span style="color:#50C85A">''■ ''</span><span style="color:grey">''■ ■ ■''</span>
\
<<elseif $day gte 2 and $visitSHOP is 1>>\
''⦿ Time of Day: ''<span style="color:#50C85A">''■ ■ ''</span><span style="color:grey">''■ ■''</span>
\
<<elseif $day gte 2 and $visitSHOP is 2>>\
''⦿ Time of Day: ''<span style="color:#50C85A">''■ ■ ■ ''</span><span style="color:grey">''■''</span>
\
<<elseif $day gte 2 and $visitSHOP is 3>>\
''⦿ Time of Day: ''<span style="color:#50C85A">''■ ■ ■ ■''</span>
\
<</if>>\
\
\
\
<<if $art_boon_SHRINE is false and $obol lte 4>>\
Pardon, without 5 obols, I cannot offer my services.
\
<<elseif $corruption lte 2 and $art_boon_SHRINE is false>>\
[ The Shrine cannot lower your Corruption anymore ]
\
<<elseif $corruption lte 2 and $art_boon_SHRINE is true>>\
[ The Shrine cannot lower your Corruption anymore]
\
<<elseif $visitSHOP lte 2 and $talkSHRINE lte 3>>\
''Greetings my little lamb, tell me your woes''
''[[Supplicate ( -5 Obols, -2 Vitality ⇨ -3 Corruption ) |BUYcorruption1]]''
<<elseif $visitSHOP lte 2 and $talkSHRINE gte 4 and $corruption gte 4>>\
''Greetings my little lamb, tell me your woes''
''[[Supplicate ( -5 Obols, -2 Vitality ⇨ -3 Corruption ) |BUYcorruption1]]''
''[[Consecration ( -5 Obols, -2 Vitality ⇨ -4 Corruption ) |BUYcorruption2]]''
<<elseif $visitSHOP lte 2 and $talkSHRINE gte 4 and $corruption lte 5>>\
[ The Shrine cannot lower your Corruption anymore ]
<<else>>\
Terribly sorry, service is over for the day. Please return tomorrow, we'll gladly have you my little lamb~
<</if>>
''[[GO BACK TO MEADOWS|AREAplaza]]''
<<silently>>
\
<<if $hp gte 30 and $talkDREAM lte 3>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 4>>\
<<set $hp to 40>>\\
<</if>>\
\
<<if $sanity gte 30 and $talkDISCORD lte 3>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 4>>\
<<set $sanity to 40>>\
<</if>>\
<<if $corruption lte 0>>\
<<set $corruption to 0>>\
<</if>>\
<</silently>><h1 align="center">VENDOR - Dreameater</h1>\
<img src="nox_images/npc_dreameater.png" width="20%">
<<print either($flavorDREAMEATER)>>
\
<h1>Boon</h1>\
<<if $talkDREAM is 0>>\
⦿ Reputation: <span style="color:grey">''♡♡♡♡''</span>
<<elseif $talkDREAM is 1>>\
⦿ Reputation: <span style="color:lime">''❤''</span><span style="color:grey">''♡♡♡''</span>
<<elseif $talkDREAM is 2>>\
⦿ Reputation: <span style="color:lime">''❤❤''</span><span style="color:grey">''♡♡''</span>
<<elseif $talkDREAM is 3>>\
⦿ Reputation: <span style="color:lime">''❤❤❤''</span><span style="color:grey">''♡''</span>
<<elseif $talkDREAM is 4>>\
⦿ Reputation: <span style="color:lime">''❤❤❤❤''</span>
<<elseif $talkDREAM is 5>>\
⦿ Reputation: <span style="color:lime">''❤❤❤❤''</span><span style="color:yellow">''❤!''</span>
<</if>>\
<<if $obol lte 99 and $talkDREAM lte 4>>\
<span style="color:grey">''⦿ $obol / 100 Obols''</span>
<<elseif $obol gte 100 and $talkDREAM lte 4>>\
<span style="color:green">''⦿ $obol / 100 Obols''</span>
<</if>>\
\
\
\
<<if $day gte 2 and $talkVENDOR is 0>>\
⦿ ''Brynn’s Social Battery:'' <span style="color:yellow">''☆ ☆ ''</span>
<<elseif $day gte 2 and $talkVENDOR is 1>>\
⦿ ''Brynn’s Social Battery:'' <span style="color:yellow">''☆ ''</span><span style="color:grey">''☆''</span>
<</if>>\
\
\
\
<<if $talkDREAM is 0 and $day gte 2 and $talkVENDOR lte 1>>\
''[[SOCIALIZE (+1 Vitality) |Dreaminteraction1]]''\
<<elseif $talkDREAM is 1 and $day gte 3 and $talkVENDOR lte 1>>\
''[[SOCIALIZE (+2 Vitality) |Dreaminteraction2]]''\
<<elseif $talkDREAM is 2 and $day gte 5 and $talkVENDOR lte 1>>\
''[[SOCIALIZE (+3 Vitality) |Dreaminteraction3]]''\
<<elseif $talkDREAM is 3 and $day gte 7 and $talkVENDOR lte 1>>\
''[[SOCIALIZE (+4 Vitality) |Dreaminteraction4]]''\
<<elseif $talkDREAM gte 4 and $talkVENDOR lte 1>>\
''[[SOCIALIZE (Random +1 to +4 Vitality) |DreameaterinteractionPOSTselect]]''\
<<elseif $talkDREAM gte 4 and $talkVENDOR lte 1>>\
<em>Dreameater is busy right now</em>
<<elseif $day lte 6 and $talkVENDOR lte 1>>\
<em>Dreameater is busy right now</em>
<<else>>\
<em><span style="color:grey">Brynn doesn't have the energy to socialize right now, maybe tomorrow</span></em>
<</if>>
\
\
\
<<if $talkDREAM is 4 and $day gte 7 and $talkVENDOR lte 1 and $obol gte 100>>\
''[[Create a Golden Apple|100dreamCHECK]]'' (+10 Vitality, 40 Max Vitality, -100 Obols)
<<elseif $talkDREAM is 4 and $day gte 7 and $talkVENDOR lte 1 and $obol lte 99>>\
[ Insufficient Obols, need 100 for Boon ]
<<elseif $talkDREAM is 4 and $day gte 7 and $talkVENDOR is 2 and $obol lte 99>>\
<</if>>
\
\
\
\
\
<h1>Shop</h1>\
<<if $day gte 2 and $visitSHOP is 0>>\
''⦿ Time of Day: ''<span style="color:#50C85A">''■ ''</span><span style="color:grey">''■ ■ ■''</span>
\
<<elseif $day gte 2 and $visitSHOP is 1>>\
''⦿ Time of Day: ''<span style="color:#50C85A">''■ ■ ''</span><span style="color:grey">''■ ■''</span>
\
<<elseif $day gte 2 and $visitSHOP is 2>>\
''⦿ Time of Day: ''<span style="color:#50C85A">''■ ■ ■ ''</span><span style="color:grey">''■''</span>
\
<<elseif $day gte 2 and $visitSHOP is 3>>\
''⦿ Time of Day: ''<span style="color:#50C85A">''■ ■ ■ ■''</span>
\
<</if>>\
\
\
\
<<if $art_boon_DREAMEATER is false and $obol lte 4>>\
Nuh-uh, sorry, you need at least 5 obols to buy food here haha
\
<<elseif $hp gte 28 and $art_boon_DREAMEATER is false>>\
[ Brynn's Vitality is fine, come back if Vitality is lower! ]
\
<<elseif $hp gte 38 and $art_boon_DREAMEATER is true>>\
[ Brynn's Vitality is fine, come back if Vitality is lower! ]
\
<<elseif $visitSHOP lte 2 and $talkDREAM lte 3>>\
''How may I be of service ?''
''[[Snacc ( -5 Obols, -2 Sanity ⇨ +3 Vitality) |BUYvitality1]]''
<<elseif $visitSHOP lte 2 and $talkDREAM gte 4 and $hp lte 37>>\
''How may I be of service ?''
''[[Snacc ( -5 Obols, -2 Sanity ⇨ +3 Vitality) |BUYvitality1]]''
''[[Meal ( -5 Obols, -2 Sanity ⇨ +4 Vitality) |BUYvitality2]]''
<<elseif $visitSHOP lte 2 and $talkDREAM gte 4 and $hp gte 37>>\
[ Brynn's Vitality is fine, come back if Vitality is lower! ]
<<else>>\
Sorry, the bakery is closed for the day. Come back tomorrow~
<</if>>
''[[GO BACK TO MEADOWS|AREAplaza]]''
<<silently>>\
\
<<if $hp gte 30 and $talkDREAM lte 3>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 4>>\
<<set $hp to 40>>\\
<</if>>\
\
<<if $sanity gte 30 and $talkDISCORD lte 3>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 4>>\
<<set $sanity to 40>>\
<</if>>\
<<if $corruption lte 0>>\
<<set $corruption to 0>>\
<</if>>\
<</silently>>\The river of souls. A lone ferry sits docked at the river's edge.
Many souls are in line to catch a ride to and fro the ferryman's vessel
A demon stands nearby looking distraught
What to do?
[[Approach the demon|NPCdemonferry]]
<h1 align="center">VENDOR - The Candlemaker</h1>\
<img src="nox_images/npc_candlemaker.png" width="20%">
<<print either($flavorCANDLE)>>
\
<h1>Boon</h1>\
<<if $talkCANDLE is 0>>\
⦿ Reputation: <span style="color:grey">''♡♡♡♡''</span>
<<elseif $talkCANDLE is 1>>\
⦿ Reputation: <span style="color:lime">''❤''</span><span style="color:grey">''♡♡♡''</span>
<<elseif $talkCANDLE is 2>>\
⦿ Reputation: <span style="color:lime">''❤❤''</span><span style="color:grey">''♡♡''</span>
<<elseif $talkCANDLE is 3>>\
⦿ Reputation: <span style="color:lime">''❤❤❤''</span><span style="color:grey">''♡''</span>
<<elseif $talkCANDLE is 4>>\
⦿ Reputation: <span style="color:lime">''❤❤❤❤''</span>
<<elseif $talkCANDLE is 5>>\
⦿ Reputation: <span style="color:lime">''❤❤❤❤''</span><span style="color:yellow">''❤!''</span>
<</if>>\
<<if $obol lte 99 and $talkCANDLE lte 4>>\
<span style="color:grey">''⦿ $obol / 100 Obols''</span>
<<elseif $obol gte 100 and $talkCANDLE lte 4>>\
<span style="color:green">''⦿ $obol / 100 Obols''</span>
<</if>>\
\
\
\
<<if $day gte 2 and $talkVENDOR is 0>>\
⦿ ''Brynn’s Social Battery:'' <span style="color:yellow">''☆ ☆ ''</span>
<<elseif $day gte 2 and $talkVENDOR is 1>>\
⦿ ''Brynn’s Social Battery:'' <span style="color:yellow">''☆ ''</span><span style="color:grey">''☆''</span>
<</if>>\
\
\
\
<<if $talkCANDLE is 0 and $day gte 2 and $talkVENDOR lte 1>>\
''[[SOCIALIZE (+1 Obol) |Candleinteraction1]]''\
<<elseif $talkCANDLE is 1 and $day gte 3 and $talkVENDOR lte 1>>\
''[[SOCIALIZE (+2 Obols) |Candleinteraction2]]''\
<<elseif $talkCANDLE is 2 and $day gte 5 and $talkVENDOR lte 1>>\
''[[SOCIALIZE (+3 Obols) |Candleinteraction3]]''\
<<elseif $talkCANDLE is 3 and $day gte 7 and $talkVENDOR lte 1>>\
''[[SOCIALIZE (+4 Obols) |Candleinteraction4]]''\
<<elseif $talkCANDLE gte 4 and $talkVENDOR lte 1>>\
''[[SOCIALIZE (Random +1 to +4 Obols) |CandlemakerinteractionPOSTselect]]''
<<elseif $talkCANDLE gte 4 and $talkVENDOR lte 1>>\
<em>The Candlemaker is busy right now</em>
<<elseif $day lte 6 and $talkVENDOR lte 1>>\
<em>The Candlemaker is busy right now</em>
<<else>>\
<em><span style="color:grey">Brynn doesn't have the energy to socialize right now, maybe tomorrow</span></em>
<</if>>\
\
\
\
<<if $talkCANDLE is 4 and $day gte 7 and $talkVENDOR lte 1 and $obol gte 100>>\
''[[Create the Auric Candle|100candleCHECK]]'' (+30% Obols earned per Ritual, -100 Obols )
<<elseif $talkCANDLE is 4 and $day gte 7 and $talkVENDOR lte 1 and $obol lte 99>>\
[ Insufficient Obols, need 100 for Boon ]
<<elseif $talkCANDLE is 4 and $day gte 7 and $talkVENDOR lte 1 and $obol lte 99>>\
<</if>>
\
\
\
\
\
<h1>Shop</h1>\
<<if $day gte 2 and $visitSHOP is 0>>\
''⦿ Time of Day: ''<span style="color:#50C85A">''■ ''</span><span style="color:grey">''■ ■ ■''</span>
\
<<elseif $day gte 2 and $visitSHOP is 1>>\
''⦿ Time of Day: ''<span style="color:#50C85A">''■ ■ ''</span><span style="color:grey">''■ ■''</span>
\
<<elseif $day gte 2 and $visitSHOP is 2>>\
''⦿ Time of Day: ''<span style="color:#50C85A">''■ ■ ■ ''</span><span style="color:grey">''■''</span>
\
<<elseif $day gte 2 and $visitSHOP is 3>>\
''⦿ Time of Day: ''<span style="color:#50C85A">''■ ■ ■ ■''</span>
\
<</if>>\
\
\
\
<<if $obol lte 9 and $visitSHOP lte 2 and $talkCANDLE lte 3>>\
No coin, no candle.
[ Need at least 10 Obols to buy Candle ]
<<elseif $obol lte 9 and $visitSHOP lte 2 and $talkCANDLE gte 3>>\
Sorry, Brynn. No coin, no candle.
[ Need at least 10 Obols to buy Candle ]
<<elseif $obol gte 10 and $visitSHOP lte 2 and $talkCANDLE lte 3>>\
''Anything catch your eye?''
''[[Buy Candle ( -10 Obols ⇨ +1 Candle ) |BUYcandle1]]''
<<elseif $obol gte 25 and $visitSHOP is 2 and $talkCANDLE gte 4 and $daylightbuy is 0>>\
''Anything catch your eye?''
''[[Buy Candle ( -10 Obols ⇨ +1 Candle ) |BUYcandle1]]''
''[[Buy Daylight ( -25 Obols ⇨ Set Time of Day to 1 ) |BUYcandle2]]''
<<elseif $obol lte 24 and $visitSHOP is 2 and $talkCANDLE gte 4 and $daylightbuy is 0>>\
''Anything catch your eye?''
''[[Buy Candle ( -10 Obols ⇨ +1 Candle ) |BUYcandle1]]''
[ Need at least 25 Obols to buy Daylight ]
<<elseif $obol gte 25 and $visitSHOP lte 1 and $talkCANDLE gte 4 and $daylightbuy is 0>>\
''Anything catch your eye?''
''[[Buy Candle ( -10 Obols ⇨ +1 Candle ) |BUYcandle1]]''
[ Too Early to buy Daylight ]
<<elseif $obol gte 10 and $visitSHOP lte 2 and $talkCANDLE gte 4 and $daylightbuy is 1>>\
''Anything catch your eye?''
''[[Buy Candle ( -10 Obols ⇨ +1 Candle ) |BUYcandle1]]''
[ Can only buy Daylight once per day ]
<<else>>\
Come back later.
<</if>>\
''[[GO BACK TO MEADOWS|AREAplaza]]''He's sad bc he can't pay for a ticket for his boyfriend to come and visit him in the mortal realm. It's been so long since they've seen each other
1 ticket costs 100 obols
Brynn has $obol obols
<<if $obol gte 100>>\
[[Pay for his ticket|CHECKendingGOODbf]]\
<</if>>
Continue to pay the 100 obols to buy the demon's boyfriend a ticket to the mortal realm?
[[Pay for his ticket|endingGOODbf]]\<<set $obol to $obol - 50>>\
you bought the ticket you saint
Boyfriend arrives
They have threesome with you as thanks<3
THE END<3!!!!!!!The Dreameater - Snacc
<img src="nox_images/npc_dreameater.png" width="20%">
<<set $verb = ["serves", "brings", "presents", "gives" ]>>\
<<set $roll to random(1,5)>>\
''Dreameater:'' Hehe, enjoy the snacc!
<<if $roll is 1>>\
<em>Dreameater <<print either($verb)>> Brynn a freshly baked batch of chocolate chip cookies.
They're warm and gooey. Absolutely delicious! </em>
<<elseif $roll is 2>>\
<em>Dreameater <<print either($verb)>> Brynn a platter of freshly picked strawberries.
They have a divinely sweet taste. Perfect! </em>
<<elseif $roll is 3>>\
<em>Dreameater <<print either($verb)>> Brynn a modest slice of moist Carrot Cake.
The sweet icing tastes scrumptious! </em>
<<elseif $roll is 4>>\
<em>Dreameater <<print either($verb)>> Brynn a freshly baked chocolate croissant.
The chocolate is drizzled perfectly atop the warm bread. </em>
<<elseif $roll is 5>>\
<em>Dreameater <<print either($verb)>> Brynn a special cupcake.
Topped with glittering sprinkles, it tastes out of this world! </em>
<</if>>\
<span style="color:red">''-2 Sanity!''</span>
<span style="color:lime">''+3 Vitality!''</span>
<span style="color:grey">''+0 Corruption''</span>
<span style="color:red">''-5 Obols!''</span>
''[[RETURN|creditCHECKvitality]]''
<<silently>>
<<set $visitSHOP to $visitSHOP + 1>>
<<set $sanity to $sanity - 2>>
<<set $hp to $hp + 3>>
<<set $obol to $obol - 5>>
\
\
\
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\
<</if>>
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>
<<if $corruption lte 0>>\
<<set $corruption to 0>>\
<</if>>\
<</silently>>!!!The Shrine - Supplicate
<img src="nox_images/npc_shrine.png" width="20%">
<<set $verb = ["thankful", "appreciative", "grateful" ]>>\
<<set $roll to random(1,5)>>\
''Shrine:'' Speak, little lamb
''Shrine:'' What you are <<print either($verb)>> for?
<<if $roll is 1>>\
''Brynn:'' I'm <<print either($verb)>> for those in my life that care about me
\
<<elseif $roll is 2>>\
''Brynn:'' I am <<print either($verb)>> for meeting so many unique and interesting people!
\
<<elseif $roll is 3>>\
''Brynn:'' I am <<print either($verb)>> for getting to conduct such fun rituals, even if they can be quite the workout haha
\
<<elseif $roll is 4>>\
''Brynn:'' I'm <<print either($verb)>> for waking up every morning and getting to experience the joys of life!
\
<<elseif $roll is 5>>\
''Brynn:'' I'm <<print either($verb)>> of the friends and allies I have helping me!
<</if>>\
''Shrine:'' Amen
<span style="color:grey">''+0 Sanity''</span>
<span style="color:red">''-2 Vitality!''</span>
<span style="color:lime">''-3 Corruption!''</span>
<span style="color:red">''-5 Obols!''</span>
''[[RETURN|creditCHECKcorruption]]''
<<silently>>
<<set $visitSHOP to $visitSHOP + 1>>
<<set $hp to $hp - 2>>
<<set $corruption to $corruption - 3>>
<<set $obol to $obol - 5>>
\
\
\
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\
<</if>>
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>
<<if $corruption lte 0>>\
<<set $corruption to 0>>\
<</if>>\
<</silently>>!!!Discord Kitten - Advice
<img src="nox_images/npc_discordkitten.png" width="50%">
<em>The catboy leans close towards Brynn and whispers in his ear</em>
<<set $roll to random(1,5)>>\
<<if $roll is 1>>\
''Discord Kitten:'' You need full Reputation with a Vendor in order to do their ritual task!
<<elseif $roll is 2>>\
''Discord Kitten:'' Obols were the coin of Ancient Greece laid upon the eyes of the deceased to pay the ferryman, Charon!
<<elseif $roll is 3>>\
''Discord Kitten:'' Higher corruption can cause more nightmares!
<<elseif $roll is 4>>\
''Discord Kitten:'' Check your Inventory & Achievements in the sidebar!
<<elseif $roll is 5>>\
''Discord Kitten:'' Doing the easier rituals until unlocking upgrades is a good way to survive longer!
<</if>>\
<span style="color:lime">''+3 Sanity!''</span>
<span style="color:grey">''+0 Vitality''</span>
<span style="color:red">''+2 Corruption!''</span>
<span style="color:red">''-5 Obols!''</span>
''[[RETURN|creditCHECKsanity]]''
<<silently>>
<<set $visitSHOP to $visitSHOP + 1>>
<<set $corruption to $corruption + 2>>
<<set $sanity to $sanity + 3>>
<<set $obol to $obol - 5>>
\
\
\
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\
<</if>>
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>
<<if $corruption lte 0>>\
<<set $corruption to 0>>\
<</if>>\
<</silently>><h1 align="center">Ritual - Summon the Chalice</h1>
<img src="nox_images/ritual_art/ritual_chalice_1.png" width="60%">
Directly in front of Brynn appears a golden chalice
He grips his cock and steadily pumps his shaft
The boy's breathing becomes ragged as he pants and whines
Pleasure spreads through him, his body gets increasingly warm
He bites his lip as volley after volley of cum pumps into the chalice
His essence fills the cup and the offering satisfies the Otherworld
<span style="color:red">''-1 Sanity!''</span>
<span style="color:red">''-2 Vitality!''</span>
<span style="color:red">''+1 Corruption!''</span>
<<if $talkCANDLE lte 4>>\
<span style="color:lime">''+3 Obols!''</span>
<<set $obol to $obol + 3>>\
<<elseif $talkCANDLE is 5>>\
<span style="color:lime">''+4 Obols!''</span>
<<set $obol to $obol + 4>>\
<</if>>\
<img src="nox_images/icon_obol.gif" width="5%">
\
\
\
<<if $itemDISCORD is true>>\
The Esoteric Rubber Ducky gives you <span style="color:lime">''+1 Sanity!''</span>
<<set $sanity to $sanity + 1>>\
<</if>>\
<<if $itemDREAMEATER is true>>\
The Oneiric Gloves give you <span style="color:lime">''+1 Vitality!''</span>
<<set $hp to $hp + 1>>\
<</if>>\
<<if $itemSHRINE is true>>\
The Carnelian Nazar give you <span style="color:lime">''-1 Corruption!''</span>
<<set $corruption to $corruption - 1>>\
<</if>>\
<<if $itemCANDLE is true>>\
The Firefly Lantern give you <span style="color:lime">''+1 Obol!''</span>
<<set $obol to $obol + 1>>\
<</if>>\
\
\
\
<<if $postcardEQUIPPED is "Sanity Postcard - Friends">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''+1 Sanity!''</span>
<<set $sanity to $sanity + 1>>\
\
<<elseif $postcardEQUIPPED is "Vitality Postcard - Lost Campfire">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''+1 Vitality!''</span>
<<set $hp to $hp + 1>>\
\
<<elseif $postcardEQUIPPED is "Corruption Postcard - Auxiliary Megalith">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''-1 Corruption!''</span>
<<set $corruption to $corruption - 1>>\
\
<<elseif $postcardEQUIPPED is "Obols Postcard - The Sublime">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''+3 Obols!''</span>
<<set $obol to $obol + 3>>\
\
<<elseif $postcardEQUIPPED is "Luck Postcard - Paradise">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''+1 Luck!''</span>
<<set $luck to $luck + 1>>\
<</if>>\
\
\
\
<<if $wardEQUIPPED is "Sanity Ward - Invoker">>\
<span style="color:#71CBF1">'' $wardEQUIPPED ''</span> awards <span style="color:lime">''+2 Sanity!''</span>
<<set $sanity to $sanity + 2>>\
<<elseif $wardEQUIPPED is "Vitality Ward - Summoner">>\
<span style="color:#71CBF1">'' $wardEQUIPPED ''</span> awards <span style="color:lime">''+2 Vitality!''</span>
<<set $hp to $hp + 2>>\
<<elseif $wardEQUIPPED is "Corruption Ward - Beguiler">>\
<span style="color:#71CBF1">'' $wardEQUIPPED ''</span> awards <span style="color:lime">''-2 Corruption!''</span>
<<set $corruption to $corruption - 2>>\
<</if>>\
\
\
<<set $ritualbonus to random(1,9)>>\
<<if $ritualbonus lte 6>>\
''Good job!''
<<elseif $ritualbonus gte 7>>\
Wow, lucky! The ritual is well attuned, <span style="color:lime">''+1 Obol!''</span>
<<set $obol to $obol + 1>>\
<</if>>\
<<set $COUNTsummonVITALITY to $COUNTsummonVITALITY + 1>>\
''<span style="color:#84BE33">+1 Summoner level, Now Level</span> $COUNTsummonVITALITY !''
<<if $candle lte 1>>\
<strong>[[SLEEP|sleepCHECK]]</strong>\
<<else>>\
<strong>[[Conduct Another Ritual|achievementCHECK]]</strong>\
<</if>>\
<<silently>>
<<set $sanity to $sanity - 1>>\
<<set $hp to $hp - 2>>\
<<set $corruption to $corruption + 1>>\
<<set $candle to $candle - 1>>\
<<set $countRITUAL to $countRITUAL + 1>>
<<set $art_ritual_chalice to true>>
<<set $toolRITUAL to $toolRITUAL + 1>>
<<set $ritual_chalice_count to $ritual_chalice_count + 1>>
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\\
<</if>>\
\
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>\
<<if $corruption lte 0>>\
<<set $corruption to 0>>\
<</if>>\
<</silently>><h3>Nightfall</h3>\
<<print either($flavorSLEEP)>>
Brynn falls asleep . . .
<img src="nox_images/nightingale.png" width="20%">
A small nightingale sings its song and gives Brynn a word of advice . . .
<<set $roll to random(1,2)>>\
<<if $roll is 1>>\
''Nightingale:'' <em>Higher Corruption can cause nightmares which depletes Sanity</em>
\
<<elseif $roll is 2>>\
''Nightingale:'' <em>The Game Autosaves at the beginning of every day!</em>
\
<<elseif $roll is 3>>\
''Nightingale:'' <em>Unlock Wards by reaching Level 25 in Invocation, Summoning, or Beguiling respectively! </em>
\
<</if>>\
<strong>[[DREAM|dreamQuality]]</strong>
<<silently>>
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\
<</if>>\
\
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>\
<<if $corruption lte 0>>\
<<set $corruption to 0>>\
<</if>>\
<</silently>><<set $nightmare to random(1,5)>>
<<set $nightmare to $nightmare + $corruption>>
<<if $nightmare lte 5>>
<<goto [[SLEEPgreat]]>>
<<elseif $nightmare lte 25>>
<<goto [[SLEEPrestful]]>>
<<elseif $nightmare lte 35>>
<<goto [[SLEEPnightmare]]>>
<<elseif $nightmare gte 36>>
<<goto [[SLEEPterror]]>>
<</if>>!!!Sleep - Nightmare
The Corruption takes its toll on Brynn and he has nightmares . . .
A nightmare manifests in front of the sleepy Brynn . . .
<img src="nox_images/guest_art/guest_lu_1.png" width="25%">
<<set $dreamNIGHTMARE to random(1,5)>>\
<<if $dreamNIGHTMARE is 1>>\
He dreams of being chased by monstrous Hellhounds . . .
<<elseif $dreamNIGHTMARE is 2>>\
He dreams of being lost in an ancient and dark forest . . .
<<elseif $dreamNIGHTMARE is 3>>\
He dreams of losing <span style="color:yellow">''Carcosa''</span> forever . . .
<<elseif $dreamNIGHTMARE is 4>>\
He dreams of zombies attacking him . . .
<<elseif $dreamNIGHTMARE is 5>>\
He dreams of going to school in his underwear . . .
<</if>>\
<span style="color:red">''-3 Sanity!''</span>
<span style="color:lime">''+1 Vitality!''</span>
<span style="color:lime">''-1 Corruption!''</span>
<<if $talkDREAM lte 4>>\
<<set $roll to random(1,5)>>\
The Nightmare is generous, <span style="color:lime">''+$roll Obols!''</span>
<<elseif $talkDREAM gte 5>>\
<<set $roll to random(5,10)>>\
The Nightmare is generous, <span style="color:lime">''+$roll Obols!''</span>
<</if>>\
<<if $itemGambleLUCK is true>>\
<<set $sleepREWARDluck to random(1,3)>>\
Nightmare Horshoe awards <span style="color:lime">''+$sleepREWARDluck Luck!''</span>
<<set $luck to $luck + $sleepREWARDluck>> \
\
<</if>>\
<<if $itemGambleOBOL is true>>\
<<set $sleepREWARDobol to random(2,4)>>\
Ozzy Plushy awards <span style="color:lime">''+$sleepREWARDobol Obols!''</span>
<<set $obol to $obol + $sleepREWARDobol>> \
\
<</if>>\
<<if $itemGambleSANITY is true>>\
<<set $sleepREWARDsanity to random(1,3)>>\
Rabbit Night Light awards <span style="color:lime">''+$sleepREWARDsanity Sanity!''</span>
<<set $sanity to $sanity + $sleepREWARDsanity>> \
\
<</if>>\
<<if $itemGambleVITALITY is true>>\
<<set $sleepREWARDhp to random(1,3)>>\
Pumpkin Spice Candle awards <span style="color:lime">''+$sleepREWARDhp Vitality!''</span>
<<set $hp to $hp + $sleepREWARDhp>> \
\
<</if>>\
<<if $itemGambleCORRUPTION is true>>\
<<set $sleepREWARDcorruption to random(1,3)>>\
Air Purifier awards <span style="color:lime">''-$sleepREWARDcorruption Corruption!''</span>
<<set $corruption to $corruption - $sleepREWARDcorruption>> \
<</if>>\
<span style="color:yellow">''+3 Candles''</span> appear next to Brynn as he sleeps
<strong>[[WAKE UP|statcheckLVL1]]</strong>
<<silently>>
<<set $day to $day + 1>>\
<<set $candle to 3>>\
<<set $visitSHOP to 0>>\
<<set $talkCARCOSA to 0>>
<<set $dream_art_nightmare to true>>
<<set $sanity to $sanity - 3>>\
<<set $hp to $hp + 1>>\
<<set $corruption to $corruption - 1>>\
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\
<</if>>
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>
<<if $corruption lte 0>>\
<<set $corruption to 0>>\
<</if>>\
<</silently>>!!!Sleep - <span style="color:red">''NIGHT TERROR''</span>
Brynn has NIGHT TERRORS
<<set $dreamNIGHTMARE to random(1,5)>>\
<<if $dreamNIGHTMARE is 1>>\
Visage of ravaged lands . . .
<<elseif $dreamNIGHTMARE is 2>>\
Images flash before him, desolation . . .
<<elseif $dreamNIGHTMARE is 3>>\
Scorched earth and tarnished dreams . . .
<<elseif $dreamNIGHTMARE is 4>>\
Decimation upon the dreamland . . .
<<elseif $dreamNIGHTMARE is 5>>\
Flashes of light among echoing screams . . .
<</if>>\
<span style="color:red">''-5 Sanity!''</span>
<span style="color:lime">''+1 Vitality!''</span>
<span style="color:lime">''-1 Corruption!''</span>
<<if $talkDREAM lte 4>>\
<<set $roll to random(5,10)>>\
The Night Terror is generous, <span style="color:lime">''+$roll Obols!''</span>
<<elseif $talkDREAM gte 5>>\
<<set $roll to random(11,20)>>\
The Night Terror is generous, <span style="color:lime">''+$roll Obols!''</span>
<</if>>\
<<if $itemGambleLUCK is true>>\
<<set $sleepREWARDluck to random(1,3)>>\
Nightmare Horshoe awards <span style="color:lime">''+$sleepREWARDluck Luck!''</span>
<<set $luck to $luck + $sleepREWARDluck>> \
\
<</if>>\
<<if $itemGambleOBOL is true>>\
<<set $sleepREWARDobol to random(2,4)>>\
Ozzy Plushy awards <span style="color:lime">''+$sleepREWARDobol Obols!''</span>
<<set $obol to $obol + $sleepREWARDobol>> \
\
<</if>>\
<<if $itemGambleSANITY is true>>\
<<set $sleepREWARDsanity to random(1,3)>>\
Rabbit Night Light awards <span style="color:lime">''+$sleepREWARDsanity Sanity!''</span>
<<set $sanity to $sanity + $sleepREWARDsanity>> \
\
<</if>>\
<<if $itemGambleVITALITY is true>>\
<<set $sleepREWARDhp to random(1,3)>>\
Pumpkin Spice Candle awards <span style="color:lime">''+$sleepREWARDhp Vitality!''</span>
<<set $hp to $hp + $sleepREWARDhp>> \
\
<</if>>\
<<if $itemGambleCORRUPTION is true>>\
<<set $sleepREWARDcorruption to random(1,3)>>\
Air Purifier awards <span style="color:lime">''-$sleepREWARDcorruption Corruption!''</span>
<<set $corruption to $corruption - $sleepREWARDcorruption>> \
<</if>>\
<span style="color:yellow">''+3 Candles''</span> appear next to Brynn as he sleeps
<strong>[[WAKE UP|statcheckLVL1]]</strong>
<<silently>>
<<set $day to $day + 1>>\
<<set $candle to 3>>\
<<set $visitSHOP to 0>>\
<<set $talkCARCOSA to 0>>
<<set $sanity to $sanity - 5>>\
<<set $hp to $hp + 1>>\
<<set $corruption to $corruption - 1>>\
<<set $obol to $obol + 5>>\
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\
<</if>>
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>
<<if $corruption lte 0>>\
<<set $corruption to 0>>\
<</if>>\
<</silently>>!!!Sleep - Good
Brynn sleeps nice and cozy~
<<set $dreamCARCOSA to random(1,6)>>\
<<if $dreamCARCOSA is 1>>\
<img src="nox_images/dream_flowers.png" width="50%">
<<set $dream_art_flowers to true>>\
He dreams of picking buttercups with <span style="color:yellow">''Carcosa''</span>
<<elseif $dreamCARCOSA is 2>>\
<img src="nox_images/dream_firefly.png" width="50%">
<<set $dream_art_firefly to true>>\
He dreams of cuddling <span style="color:yellow">''Carcosa''</span> while they watch fireflies together
<<elseif $dreamCARCOSA is 3>>\
<img src="nox_images/dream_beach.png" width="50%">
<<set $dream_art_beach to true>>\
He dreams of playing with <span style="color:yellow">''Carcosa''</span> at the beach
<<elseif $dreamCARCOSA is 4>>\
<img src="nox_images/dream_explore.png" width="50%">
<<set $dream_art_explore to true>>\
He dreams of exploring the ruins together with <span style="color:yellow">''Carcosa''</span>
<<elseif $dreamCARCOSA is 5>>\
<img src="nox_images/dream_picnic.png" width="50%">
<<set $dream_art_picnic to true>>\
He dreams of having a picnic with <span style="color:yellow">''Carcosa''</span>
<<elseif $dreamCARCOSA is 6>>\
<img src="nox_images/dream_birdwatching.png" width="50%">
<<set $dream_art_birdwatching to true>>\
He dreams of walking with <span style="color:yellow">''Carcosa''</span> and spotting birds
<</if>>\
<span style="color:lime">''+3 Sanity!''</span>
<span style="color:lime">''+2 Vitality!''</span>
<span style="color:lime">''-1 Corruption!''</span>
<<if $itemGambleLUCK is true>>\
<<set $sleepREWARDluck to random(1,3)>>\
Nightmare Horshoe awards <span style="color:lime">''+$sleepREWARDluck Luck!''</span>
<<set $luck to $luck + $sleepREWARDluck>> \
\
<</if>>\
<<if $itemGambleOBOL is true>>\
<<set $sleepREWARDobol to random(2,4)>>\
Ozzy Plushy awards <span style="color:lime">''+$sleepREWARDobol Obols!''</span>
<<set $obol to $obol + $sleepREWARDobol>> \
\
<</if>>\
<<if $itemGambleSANITY is true>>\
<<set $sleepREWARDsanity to random(1,3)>>\
Rabbit Night Light awards <span style="color:lime">''+$sleepREWARDsanity Sanity!''</span>
<<set $sanity to $sanity + $sleepREWARDsanity>> \
\
<</if>>\
<<if $itemGambleVITALITY is true>>\
<<set $sleepREWARDhp to random(1,3)>>\
Pumpkin Spice Candle awards <span style="color:lime">''+$sleepREWARDhp Vitality!''</span>
<<set $hp to $hp + $sleepREWARDhp>> \
\
<</if>>\
<<if $itemGambleCORRUPTION is true>>\
<<set $sleepREWARDcorruption to random(1,3)>>\
Air Purifier awards <span style="color:lime">''-$sleepREWARDcorruption Corruption!''</span>
<<set $corruption to $corruption - $sleepREWARDcorruption>> \
<</if>>\
<span style="color:yellow">''+3 Candles''</span> appear next to Brynn as he sleeps
<strong>[[WAKE UP|statcheckLVL1]]</strong>
<<silently>>
<<set $day to $day + 1>>\
<<set $candle to 3>>\
<<set $visitSHOP to 0>>\
<<set $talkCARCOSA to 0>>
<<set $sanity to $sanity + 3>>\
<<set $hp to $hp + 2>>\
<<set $corruption to $corruption - 1>>\
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\
<</if>>
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>
<<if $corruption lte 0>>\
<<set $corruption to 0>>\
<</if>>\
<</silently>><h1 align="center">Ritual - Summon Gargoyle</h1>
<img src="nox_images/ritual_art/ritual_gargoyle_1.png" width="60%">
The stone floor rumbles as a large beastly figure emerges from an open portal
Standing on hindlegs and made of stone, it's an animated gargoyle
Its cock swings heavily between its knees
Brynn gulps as the beast plunges its massive cock deep inside him
His eyes twitch as he's filled beyond comprehension and ragged moans escape him
The creature grunts as it thrusts madly into the boy
His body is ravaged as he's taken to his limit
With a bellowing roar, the beast unloads gallon after gallon of cum inside of Brynn's ass
<span style="color:red">''-3 Sanity!''</span>
<span style="color:red">''-7 Vitality!''</span>
<span style="color:red">''+3 Corruption!''</span>
<<if $talkCANDLE lte 4>>\
<span style="color:lime">''+15 Obols!''</span>
<<set $obol to $obol + 15>>\
<<elseif $talkCANDLE is 5>>\
<span style="color:lime">''+20 Obols!''</span>
<<set $obol to $obol + 20>>\
<</if>>\
<img src="nox_images/icon_obol.gif" width="5%">
\
\
\
<<if $itemDISCORD is true>>\
The Esoteric Rubber Ducky gives you <span style="color:lime">''+1 Sanity!''</span>
<<set $sanity to $sanity + 1>>\
<</if>>\
<<if $itemDREAMEATER is true>>\
The Oneiric Gloves give you <span style="color:lime">''+1 Vitality!''</span>
<<set $hp to $hp + 1>>\
<</if>>\
<<if $itemSHRINE is true>>\
The Carnelian Nazar give you <span style="color:lime">''-1 Corruption!''</span>
<<set $corruption to $corruption - 1>>\
<</if>>\
<<if $itemCANDLE is true>>\
The Firefly Lantern give you <span style="color:lime">''+1 Obol!''</span>
<<set $obol to $obol + 1>>\
<</if>>\
\
\
\
<<if $postcardEQUIPPED is "Sanity Postcard - Friends">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''+1 Sanity!''</span>
<<set $sanity to $sanity + 1>>\
\
<<elseif $postcardEQUIPPED is "Vitality Postcard - Lost Campfire">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''+1 Vitality!''</span>
<<set $hp to $hp + 1>>\
\
<<elseif $postcardEQUIPPED is "Corruption Postcard - Auxiliary Megalith">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''-1 Corruption!''</span>
<<set $corruption to $corruption - 1>>\
\
<<elseif $postcardEQUIPPED is "Obols Postcard - The Sublime">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''+3 Obols!''</span>
<<set $obol to $obol + 3>>\
\
<<elseif $postcardEQUIPPED is "Luck Postcard - Paradise">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''+1 Luck!''</span>
<<set $luck to $luck + 1>>\
<</if>>\
\
\
\
<<if $wardEQUIPPED is "Sanity Ward - Invoker">>\
<span style="color:#71CBF1">'' $wardEQUIPPED ''</span> awards <span style="color:lime">''+2 Sanity!''</span>
<<set $sanity to $sanity + 2>>\
<<elseif $wardEQUIPPED is "Vitality Ward - Summoner">>\
<span style="color:#71CBF1">'' $wardEQUIPPED ''</span> awards <span style="color:lime">''+2 Vitality!''</span>
<<set $hp to $hp + 2>>\
<<elseif $wardEQUIPPED is "Corruption Ward - Beguiler">>\
<span style="color:#71CBF1">'' $wardEQUIPPED ''</span> awards <span style="color:lime">''-2 Corruption!''</span>
<<set $corruption to $corruption - 2>>\
<</if>>\
\
\
<<set $ritualbonus to random(1,9)>>\
<<if $ritualbonus lte 7>>\
''Good job!''
<<elseif $ritualbonus gte 8>>\
Wow, lucky! The ritual is well attuned, <span style="color:lime">''+5 Obols!''</span>
<<set $obol to $obol + 5>>\
<</if>>\
<<set $COUNTsummonVITALITY to $COUNTsummonVITALITY + 3>>\
''<span style="color:#84BE33">+3 Summoner level, Now Level</span> $COUNTsummonVITALITY !''
<<if $candle lte 1>>\
<strong>[[SLEEP|sleepCHECK]]</strong>\
<<else>>\
<strong>[[Conduct Another Ritual|achievementCHECK]]</strong>\
<</if>>\
<<silently>>
<<set $sanity to $sanity - 3>>\
<<set $hp to $hp - 7>>\
<<set $corruption to $corruption + 3>>\
<<set $candle to $candle - 1>>\
<<set $countRITUAL to $countRITUAL + 1>>
<<set $art_ritual_gargoyle to true>>
<<set $ritual_gargoyle_count to $ritual_gargoyle_count + 1>>
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\\
<</if>>\
\
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>\
<<if $corruption lte 0>>\
<<set $corruption to 0>>\
<</if>>\
<</silently>><h1 align="center">Ritual - Invoke Relic</h1>
<img src="nox_images/guest_art/guest_lovi_1.png" width="25%">
A well endowed phallus materializes from the slab of stone
Brynn lathers the shaft in lavender lube
The boy lines the relic up to his hole and slowly sinks down
Inch after inch sinks into him, it's splitting him apart hhggnrrr
It bulges his flat stomach out as he feels the base, it's fully inside
His tummy feels warm, full, and well bred~
<span style="color:red">''-4 Sanity!''</span>
<span style="color:red">''-2 Vitality!''</span>
<span style="color:red">''+2 Corruption!''</span>
<<if $talkCANDLE lte 4>>\
<span style="color:lime">''+9 Obols!''</span>
<<set $obol to $obol + 9>>\
<<elseif $talkCANDLE is 5>>\
<span style="color:lime">''+12 Obols!''</span>
<<set $obol to $obol + 12>>\
<</if>>\
<img src="nox_images/icon_obol.gif" width="5%">
\
\
\
<<if $itemDISCORD is true>>\
The Esoteric Rubber Ducky gives you <span style="color:lime">''+1 Sanity!''</span>
<<set $sanity to $sanity + 1>>\
<</if>>\
<<if $itemDREAMEATER is true>>\
The Oneiric Gloves give you <span style="color:lime">''+1 Vitality!''</span>
<<set $hp to $hp + 1>>\
<</if>>\
<<if $itemSHRINE is true>>\
The Carnelian Nazar give you <span style="color:lime">''-1 Corruption!''</span>
<<set $corruption to $corruption - 1>>\
<</if>>\
<<if $itemCANDLE is true>>\
The Firefly Lantern give you <span style="color:lime">''+1 Obol!''</span>
<<set $obol to $obol + 1>>\
<</if>>\
\
\
\
<<if $postcardEQUIPPED is "Sanity Postcard - Friends">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''+1 Sanity!''</span>
<<set $sanity to $sanity + 1>>\
\
<<elseif $postcardEQUIPPED is "Vitality Postcard - Lost Campfire">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''+1 Vitality!''</span>
<<set $hp to $hp + 1>>\
\
<<elseif $postcardEQUIPPED is "Corruption Postcard - Auxiliary Megalith">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''-1 Corruption!''</span>
<<set $corruption to $corruption - 1>>\
\
<<elseif $postcardEQUIPPED is "Obols Postcard - The Sublime">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''+3 Obols!''</span>
<<set $obol to $obol + 3>>\
\
<<elseif $postcardEQUIPPED is "Luck Postcard - Paradise">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''+1 Luck!''</span>
<<set $luck to $luck + 1>>\
<</if>>\
\
\
\
<<if $wardEQUIPPED is "Sanity Ward - Invoker">>\
<span style="color:#71CBF1">'' $wardEQUIPPED ''</span> awards <span style="color:lime">''+2 Sanity!''</span>
<<set $sanity to $sanity + 2>>\
<<elseif $wardEQUIPPED is "Vitality Ward - Summoner">>\
<span style="color:#71CBF1">'' $wardEQUIPPED ''</span> awards <span style="color:lime">''+2 Vitality!''</span>
<<set $hp to $hp + 2>>\
<<elseif $wardEQUIPPED is "Corruption Ward - Beguiler">>\
<span style="color:#71CBF1">'' $wardEQUIPPED ''</span> awards <span style="color:lime">''-2 Corruption!''</span>
<<set $corruption to $corruption - 2>>\
<</if>>\
\
\
<<set $ritualbonus to random(1,9)>>\
<<if $ritualbonus lte 7>>\
''Good job!''
<<elseif $ritualbonus gte 8>>\
Wow, lucky! The ritual is well attuned, <span style="color:lime">''+3 Obols!''</span>
<<set $obol to $obol + 3>>\
<</if>>\
<<set $COUNTLinvokeSANITY to $COUNTLinvokeSANITY + 2>>\
''<span style="color:#0098FF">+2 Invocation level, Now Level</span> $COUNTLinvokeSANITY !''
<<if $candle lte 1>>\
<strong>[[SLEEP|sleepCHECK]]</strong>\
<<else>>\
<strong>[[Conduct Another Ritual|achievementCHECK]]</strong>\
<</if>>\
<<silently>>
<<set $sanity to $sanity - 4>>\
<<set $hp to $hp - 2>>\
<<set $corruption to $corruption + 2>>\
<<set $candle to $candle - 1>>\
<<set $countRITUAL to $countRITUAL + 1>>
<<set $toolRITUAL to $toolRITUAL + 1>>
<<set $art_ritual_relic to true>>
<<set $ritual_relic_count to $ritual_relic_count + 1>>
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\\
<</if>>\
\
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>\
<<if $corruption lte 0>>\
<<set $corruption to 0>>\
<</if>>\
<</silently>>
Add dreamcatchers to DREAMEATER png
NIGHT MARE HORSE COCK CHANCE
sleep NPC ?
A candlemaker sits at the edge of the woods surrounded by totems
the demon bf's isnt an ending but task
get all the tasks complete and unlock the gates that lets you transcend
Bonus secret endings
Visit npc nth times
Reach day 100 and get special CG with time wizard boy and an achievement
Open sealed gate to unleash titan demon for a fun time (this is rework of "Get all 3 Vendor endings to unlock gate") Possibly only after you summon Carcosa
<<if $sanity lte 28>>
You're as fit as a fiddle, nothing I can do to help you right now
Come back if you have any corruption that needs healing
Have the demon boyfriends be those who can show up to the party of Carcosa if helped
Candlemaker may be linked to King in Yellow/Carcosa
Candlemaker's boon may be to make more purchases in one day, that could be tedious to code
Anonanimeme suggested perhaps candlemakers increases obol's gained for performing rituals?
NPC DIALGOUE
Anma
> FUCK OFF!
> _-Finch peeping-_
Zenpei
> Get lost in a forest
> _-incomprehensible moaning-_
> Pussy pops!
Orange:
> -_Doppler effect on FNAF lore_-
> AUR NAUR
> HELLO GUYS
> HUR HUR HUR HUR hur hur hur
Discord Kitten
max sanity
You have all your marbles inside your head! Datz cool!!
Come back later when you've lost some sanity and need advice!
reputation 5
WOW! You look so happy! Dat makes me happy!
Any time you need a shoulder to lean on, I'll be here!
Dreameater
You're as fit as a fiddle, no physical ailments whatsoever
Get a boo-boo? I'll heal you right up!
reputation 5
Strong and virile, nothing wrong with you whatsoever
Ever get hurt and I'll fix you right up!
Shrine
Pure as the snow is white.
Return anytime you need my guiding light.
reputation 5
Pure as ivory.
If ever you need help, my light shall guide you.
candlemaker
No obols, no candles.
Come back when you have at least 10 obols.
5
Sorry, no coin, no candle
I can't make the candles without at least 10 obols!!!The Candlemaker - Candle
<img src="nox_images/npc_candlemaker.png" width="20%">
<<set $roll to random(1,5)>>\
<<if $roll is 1>>\
''Candlemaker:'' Here.
<<elseif $roll is 2>>\
''Candlemaker:'' There you go.
<<elseif $roll is 3>>\
''Candlemaker:'' Quality assured.
<<elseif $roll is 4>>\
''Candlemaker:'' Enjoy.
<<elseif $roll is 5>>\
''Candlemaker:'' Alley-oop.
<</if>>\
<em>The Candlemaker tosses Brynn a candle.</em>
<span style="color:#EBF59C">''+1 Candle!''</span>
<span style="color:red">''-10 Obols!''</span>
''[[RETURN|NPCcandle]]''
<<silently>>
<<set $visitSHOP to $visitSHOP + 1>>
<<set $candle to $candle + 1>>
<<set $obol to $obol -10>>
<</silently>><h1 align="center">Ritual Circle</h1>\
<p align="center"><img src="nox_images/overworld_icon/ritual.png" width="25%">
<p align="center">Here is where Brynn will entertain spirits of legend in exchange for obols.</p>\
\
<p align="left" style="width:10%; display: inline-block;"><strong> </strong></p>\
<p align="left" style="width:35%; display: inline-block;"><strong>[[GO BACK to WEST VAULT|AREA_west_vault]]</strong></p>\
<p align="left" style="width:30%; display: inline-block;"><strong>@@.shudder_hover;[[BEGIN RITUAL|ritual_check]]@@</strong></p>
\
<p align="center"><span style="color:red">''NOTE!''</span>
The rituals continue until Brynn runs out of candles and then he sleeps</p>\!!!ACHIEVEMENT UNLOCKED!
<<if $COUNTLinvokeSANITY gte 25 and $seeWARDsanity is false>>\
<<set $wardSANITY to true>>\
<<set $wardWELL to true>>\
<img src="nox_images/ward_sanity_rune.png" width="50%">
(Visage Artwork TBA)
<span style="color:#71CBF1"> ''INVOKER''</span>
Brynn has reached Invocation Level 25!
Sanity Ward - Invoker Unlocked!
<<set $seeWARDsanity to true>>\
<<if $wardWELL is false>>\
The Spirit Well is now accessible via The Plaza
<<elseif $wardWELL is true>>\
The Sanity Ward Spirit can now be invoked at the Spirit Well!
<</if>>
\
\
<<elseif $COUNTsummonVITALITY gte 25 and $seeWARDvitality is false>>\
<<set $wardVITALITY to true>>\
<<set $wardWELL to true>>\
<img src="nox_images/ward_vitality_rune.png" width="50%">
<img src="nox_images/ward_vitality_npc.png" width="50%">
<span style="color:#71CBF1"> ''SUMMONER''</span>
Brynn has reached Summoning Level 25!
Vitality Ward - Summoner Unlocked!
The Summoner's Guardian appears and blesses Brynn!
<<set $seeWARDvitality to true>>\
<<if $wardWELL is false>>\
The Spirit Well is now accessible via The Plaza
<<elseif $wardWELL is true>>\
The Vitality Ward Spirit can now be summoned at the Spirit Well!
<</if>>
\
\
<<elseif $COUNTbeguilCORRUPTION gte 25 and $seeWARDcorruption is false>>\
<<set $wardCORRUPTION to true>>\
<<set $wardWELL to true>>\
<img src="nox_images/ward_corruption_rune.png" width="50%">
(Visage Artwork TBA)
<span style="color:#71CBF1"> ''BEGUILER''</span>
Brynn has reached Beguiling Level 25!
Corruption Ward - Beguiler Unlocked!
<<set $seeWARDcorruption to true>>\
<<if $wardWELL is false>>\
The Spirit Well is now accessible via The Plaza
<<elseif $wardWELL is true>>\
The Corruption Ward Spirit can now be beguiled at the Spirit Well!
<</if>>
\
\
<<else>>
<<goto [[ritualCHECK]]>>\
\
<<silently>>
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\\
<</if>>\
\
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>\
<<if $corruption lte 0>>\
<<set $corruption to 0>>\
<</if>>\
<</silently>>
<</if>>\
''[[Continue . . . |ritualCHECK]]''
\
\
\
<<silently>>
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\\
<</if>>\
\
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>\
<<if $corruption lte 0>>\
<<set $corruption to 0>>\
<</if>>\
<</silently>>!!Inventory
<<if $postcardFOUNDsanity is false and $postcardFOUNDhp is false and $postcardFOUNDcorruption is false and $postcardFOUNDobols is false and $postcardFOUNDluck is false and $itemDISCORD is false and $itemDREAMEATER is false and $itemSHRINE is false and $itemCANDLE is false and $itemGambleLUCK is false and $itemGambleOBOL is false and $itemGambleSANITY is false and $itemGambleVITALITY is false and $itemGambleCORRUPTION is false>>\
''Inventory is empty . . .''
<</if>>\
<<if $postcardFOUNDsanity is true or $postcardFOUNDhp is true or $postcardFOUNDcorruption is true or $postcardFOUNDobols is true or $postcardFOUNDLUCK is true>>\
!!!Postcards
''Postcard Equipped:'' <span style="color:#EBF59C">''[ $postcardEQUIPPED ]''</span>
<<if $postcardEQUIPPED is "Sanity Postcard - Friends">>\
<img src="nox_images/postcard_sanity.png" width="75%">
<<elseif $postcardEQUIPPED is "Vitality Postcard - Lost Campfire">>\
<img src="nox_images/postcard_vitality.png" width="75%">
<<elseif $postcardEQUIPPED is "Corruption Postcard - Auxiliary Megalith">>\
<img src="nox_images/postcard_corruption.png" width="75%">
<<elseif $postcardEQUIPPED is "Obols Postcard - The Sublime">>\
<img src="nox_images/postcard_obols.png" width="75%">
<<elseif $postcardEQUIPPED is "Luck Postcard - Paradise">>\
<img src="nox_images/postcard_luck.png" width="75%">
<</if>>\
''[[Click to equip a different postcard|postcardSELECT]]''
<</if>>
\
\
\
<<if $COUNTLinvokeSANITY gte 25 or $COUNTsummonVITALITY gte 25 or $COUNTbeguilCORRUPTION gte 25>>\
!!!Wards
''Ward Activated:'' <span style="color:#71CBF1">''[ $wardEQUIPPED ]''</span>
<<if $wardEQUIPPED is "Sanity Ward - Invoker">>\
<img src="nox_images/ward_sanity_rune.png" width="50%">
<<elseif $wardEQUIPPED is "Vitality Ward - Summoner">>\
<img src="nox_images/ward_vitality_rune.png" width="50%">
<<elseif $wardEQUIPPED is "Corruption Ward - Beguiler">>\
<img src="nox_images/ward_corruption_rune.png" width="50%">
<</if>>\
''[[Click to activate a different ward|wardSELECT]]''
''Invocation Level $COUNTLinvokeSANITY
Summoner Level $COUNTsummonVITALITY
Beguiler Level $COUNTbeguilCORRUPTION''
<</if>>
\
\
\
<<if $itemDISCORD is true or $itemDREAMEATER is true or $itemSHRINE is true or $itemCANDLE is true>>\
!!Gifts
<<if $itemDISCORD is false>>\
<span style="color:grey">''Discord Kitten's Gift . . .''</span>
<<elseif $itemDISCORD is true>>\
<<linkreplace"''Esoteric Rubber Ducky''">><span style="color:#EBF59C">''Lil Quacker''</span>, a strange little rubber ducky with swirly patterns on it. It makes you smile to look at though
''Effect:'' +1 Sanity per ritual<</linkreplace>>
<</if>>
<<if $itemDREAMEATER is false>>\
<span style="color:grey">''The Dreameater's Gift . . .''</span>
<<elseif $itemDREAMEATER is true>>\
<<linkreplace"''Fingerless Gloves''">><span style="color:#EBF59C">''Oneiric Gloves''</span>, handmade gloves that magically protect the user from harm yet fashionably reveals the fingers, best of both worlds
''Effect:'' +1 Vitality per ritual<</linkreplace>>
<</if>>
<<if $itemSHRINE is false>>\
<span style="color:grey">''The Shrine's Gift . . .''</span>
<<elseif $itemSHRINE is true>>\
<<linkreplace"''Talisman''">><span style="color:#EBF59C">''Carnelian Nazar ''</span>, a protective relic meant to ward off corruption. Its watchful gaze exudes tender affection & diligent protection
''Effect:'' -1 Corruption per ritual<</linkreplace>>
<</if>>
<<if $itemCANDLE is false>>\
<span style="color:grey">''The Candlemaker's Gift . . .''</span>
<<elseif $itemCANDLE is true>>\
<<linkreplace"''Lantern''">><span style="color:#EBF59C">''Firefly Lantern''</span>, the spirit of an elder firefly shimmers within, it brings good fortune to those who hold it
''Effect:'' +1 Obol per ritual<</linkreplace>>
<</if>>\
<</if>>\
\
\
\
<<if $talkDISCORD is 5 or $talkDREAM is 5 or $talkSHRINE is 5 or $talkCANDLE is 5>>\
!!Boons
<<if $talkDISCORD lte 4>>\
<span style="color:grey">''Discord Kitten's Boon Item . . .''</span>
<<elseif $talkDISCORD is 5>>\
<<linkreplace"''Glasses">><span style="color:#EBF59C">''3D Glasses''</span>, escoteric reading glasses from Discord Kitten, every fuzzy rune is now crystal clear in the Grimoire!
''Effect:'' Component for summoning <span style="color:yellow">''Carcosa''</span>
''Effect:'' Allows 5 Ritual choices
<</linkreplace>>
<</if>>
\
<<if $talkDREAM lte 4>>\
<span style="color:grey">''The Dreameater's Boon Item . . .''</span>
<<elseif $talkDREAM is 5>>\
<<linkreplace"''Heart of Gold''">><span style="color:#EBF59C">''Heart of Gold''</span>, a resounding tempo resonates inside Brynn's chest, a physical manifestation of a pure heart
''Effect:'' Component for summoning <span style="color:yellow">''Carcosa''</span>
''Effect:'' Nightmares & Night Terrors are extra generous with Obols
<</linkreplace>>
<</if>>
\
<<if $talkSHRINE lte 4>>\
<span style="color:grey">''The Shrine's Boon Item . . .''</span>
<<elseif $talkSHRINE is 5>>\
<<linkreplace"''Flask''">><span style="color:#EBF59C">''Albedo Bullion''</span>, a flask containing the solution of Bullion Albedo from the Shrine's ritual
''Effect:'' Component for summoning <span style="color:yellow">''Carcosa''</span><</linkreplace>>
<</if>>
\
<<if $talkCANDLE lte 4>>\
<span style="color:grey">''The Candlemaker's Boon Item . . .''</span>
<<elseif $talkCANDLE is 5>>\
<<linkreplace"''Special Candle''">><span style="color:#EBF59C">''Auric Candle''</span>, an iridescent and everlasting candle, it's magnetic for good fortune and can reach deeper into the veil than a regular candle
''Effect:'' Component for summoning <span style="color:yellow">''Carcosa''</span><</linkreplace>>
<</if>><</if>>\
\
\
\
<<if $itemGambleLUCK is true or $itemGambleOBOL is true or $itemGambleSANITY is true or $itemGambleVITALITY is true or $itemGambleCORRUPTION is true>>\
!!Prizes
<<if $itemGambleLUCK is false>>\
<span style="color:grey">''Luck Wager Prize . . .''</span>
<<elseif $itemGambleLUCK is true>>\
<<linkreplace"''Metal Trinket">><span style="color:#EBF59C">''Nightmare Horseshoe''</span>, relic of a bygone age of conquerors, now they bestow their owner with immense luck.
''Effect:'' Rewards +1 to +3 Luck every sleep.<</linkreplace>>
<</if>>\
<<if $itemGambleSANITY is false>>\
<span style="color:grey">''Sanity Prize . . .''</span>
<<elseif $itemGambleSANITY is true>>\
<<linkreplace"''Mechanical Candle''">><span style="color:#EBF59C">''Rabbit Night Light''</span>, moonlight captured within a lunar rabbit idol, it soothes the mind when looked at.
''Effect:'' Rewards +1 to +3 Sanity every sleep.<</linkreplace>>
<</if>>\
<<if $itemGambleVITALITY is false>>\
<span style="color:grey">''Vitality Prize . . .''</span>
<<elseif $itemGambleVITALITY is true>>\
<<linkreplace"''Autumnal Candle''">><span style="color:#EBF59C">''Pumpkin Spice Candle''</span>, dyed vermilion by autumnal spirits to rejuvinate any who smell its aroma.
''Effect:'' Rewards +1 to +3 Vitality every sleep.<</linkreplace>>
<</if>>\
<<if $itemGambleCORRUPTION is false>>\
<span style="color:grey">''Corruption Prize . . .''</span>
<<elseif $itemGambleCORRUPTION is true>>\
<<linkreplace"''White Box''">><span style="color:#EBF59C">''Air Purifier''</span>, a marvel of magitech capable of reversing the ailments of corruption directly from the air itself.
''Effect:'' Rewards -1 to -3 Corruption every sleep.<</linkreplace>>
<</if>>\
<<if $itemGambleOBOL is false>>\
<span style="color:grey">''Obol Prize . . .''</span>
<<elseif $itemGambleOBOL is true>>\
<<linkreplace"''Plushy''">><span style="color:#EBF59C">''Ozzy Plushy''</span>, it looks like he might waddle off in the middle of the night and bring back treasure for whoever owns it.
''Effect:'' Rewards +1 to +3 Obols every sleep.<</linkreplace>>
<</if>>\
<</if>>\
''<<link "RETURN" $return>><</link>>''!!!Discord Kitten - TALK 1
<img src="nox_images/chibi_discord.png" width="20%">
''Discord Kitten:'' WELCOME TO THE SHOP, fellow enigma!
<em>The catboy coyly sways his body from side to side</em>
''Discord Kitten:'' Discord Kitten's Emporium of Oddities has a wide selection of items for all your esoteric needs!
<em>He reads marker notes written on the palm of his hand.</em>
''Discord Kitten:'' Buy one, get one free on soda cans this week!
''Brynn:'' Uhm… this place doesn't look like it belongs in an ancient Acropolis.
''Discord Kitten:'' Are you with the health inspectors?
''Brynn:'' Uhh, no?
''Discord Kitten:'' Good . . . good . . . uh I did some redecorating
''Discord Kitten:'' I want to attend college, have to save up, cut costs somehow.
''Discord Kitten:'' Cardboard is a great substitute for marble.
''Brynn:'' I respect the hustle!
<em>The feline friend smirks</em>
''Discord Kitten:'' Thammmk youuu!
<span style="color:lime">''+1 Sanity!''</span>
''[[RETURN|NPCsanity]]''
<<silently>>
<<set $talkDISCORD to $talkDISCORD + 1>>\
<<set $sanity to $sanity + 1>>\
<<set $talkVENDOR to $talkVENDOR + 1>>\
\
<<if $hp gte 30 and $talkDREAM lte 3>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 4>>\
<<set $hp to 40>>\\
<</if>>\
\
<<if $sanity gte 30 and $talkDISCORD lte 3>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 4>>\
<<set $sanity to 40>>\
<</if>>\
<</silently>>!!!Discord Kitten - TALK 2
<img src="nox_images/chibi_discord.png" width="20%">
''Brynn:'' Hey DK, what degree are you pursuing?
<em>His ears perk</em>
''Discord Kitten:'' Esoteric Studies of the Eldritch!
''Discord Kitten:'' Kinda like what you're trying to do with summoning that boyfriend of yours.
''Discord Kitten:'' Ya need advanced specialized training to even decipher the inscriptions
''Brynn:'' Really? Huh . . . I guess that's why half the pages in my Grimoire look like fuzzy chicken scratch and hurt my head when I look at them.
''Discord Kitten:'' YeEEeEep!!
''Discord Kitten:'' Once I get my degree I'll be certified in everything Esoteric & Eldritch! I'll finally learn how to read! Then DK can help you read your book!
''Brynn:'' Aww you'd do that? Thanks dude
''Discord Kitten:'' Of course, anything for a fren!
<span style="color:lime">''+2 Sanity!''</span>
''[[RETURN|NPCsanity]]''
<<silently>>
<<set $talkDISCORD to $talkDISCORD + 1>>\
<<set $sanity to $sanity + 2>>\
<<set $talkVENDOR to $talkVENDOR + 1>>
<<if $hp gte 30 and $talkDREAM lte 3>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 4>>\
<<set $hp to 40>>\
<</if>>
<<if $sanity gte 30 and $talkDISCORD lte 3>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 4>>\
<<set $sanity to 40>>\
<</if>>
<</silently>>!!!Discord Kitten - TALK 3
<img src="nox_images/chibi_discord.png" width="20%">
''Discord Kitten:'' Hggn…
''Discord Kitten:'' hhhmnhg…
''Discord Kitten:'' REEEEEEEEEEE!
<em>DK is on his tip toes struggling to reach something on a very high up shelf</em>
''Brynn:'' Hey dude do you have a step ladder or something?
''Discord Kitten:'' NAUR, I sold it for money -cry-
''Brynn:'' Oh . . . geez
''Brynn:'' Here lemmie help you
<em>Brynn lifts the catboy up onto his shoulders to give DK a boost. This allows him to reach the item off the shelf. A weird cubish looking rubber ducky.</em>
''Discord Kitten:'' Yippe!
''Discord Kitten:'' Thank you! Thank you! Thank you!
''Discord Kitten:'' My rubber ducky just what i needed. Great for baths and pep talks!
''Discord Kitten:'' Thank you so much!
''Brynn:'' Haha, you're welcome
<span style="color:lime">''+3 Sanity!''</span>
''[[RETURN|NPCsanity]]''
<<silently>>
<<set $talkDISCORD to $talkDISCORD + 1>>\
<<set $sanity to $sanity + 3>>\
<<set $talkVENDOR to $talkVENDOR + 1>>
<<if $hp gte 30 and $talkDREAM lte 3>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 4>>\
<<set $hp to 40>>\
<</if>>
<<if $sanity gte 30 and $talkDISCORD lte 3>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 4>>\
<<set $sanity to 40>>\
<</if>>
<</silently>>!!!The Shrine - TALK 2
<img src="nox_images/chibi_shrine.png" width="20%">
''Shrine:'' The novice magician returns, charmed to lay eyes on you once more
''Brynn:'' Aren't . . . you blindfolded
''Shrine:'' My eyes see all, young lamb
<em>The eyes within the Shrine's cloak shimmer like stars as they gaze unto Brynn.</em>
''Brynn:'' Freaky . . .
''Brynn:'' I love it!
<em>The Shrine chuckles, amused with Brynn.</em>
<em>Nearby acolytes pick flowers</em>
''Brynn:'' Ooo, could I maybe get one of those flowers?
''Shrine:'' Of course, today we make flower crowns. All are welcome to partake.
<em>Brynn prances forward to pick flowers. With much excitement, he eagerly creates a woven crown of white lilies.</em>
<em>The acolytes hum and toss flowers gingerly towards Brynn. A weight is lifted from the boy.</em>
<span style="color:lime">''-2 Corruption!''</span>
''[[RETURN|NPCcorruption]]''
<<silently>>
<<set $talkSHRINE to $talkSHRINE + 1>>
<<set $corruption to $corruption - 2>>
<<set $talkVENDOR to $talkVENDOR + 1>>
<<if $hp gte 30 and $talkDREAM lte 3>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 4>>\
<<set $hp to 40>>\
<</if>>
<<if $sanity gte 30 and $talkDISCORD lte 3>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 4>>\
<<set $sanity to 40>>\
<</if>>
<<if $corruption lte 0>>\
<<set $corruption to 0>>\
<</if>>\
<</silently>>!!!The Shrine - TALK 1
<img src="nox_images/chibi_shrine.png" width="20%">
''Shrine:'' Salutations magician
''Brynn:'' Hiya! Name's Brynn
''Shrine:'' The whispering winds from the frigid realm of Hyperborea foretold your arrival my dear magician. As too did the babbling brooks of tepid Lemuria! Hark! Their wisdom passed unto me through whispers and coveted rumor!
''Brynn:'' Uhhh do you speak like English?
<em>The Shrine coyly covers his mouth to chuckle</em>
''Shrine:'' My my little lamb, you are a delight.
''Shrine:'' I forget myself sometimes, haha
''Shrine:'' Pardon me, I was swept up in the excitement of having such a dashing and esteemed visitor to my grotto
''Brynn:'' Haha, I can see that.
''Brynn:'' By the way, nice grove you got here. The flowers are really pretty.
''Brynn:'' They're lilies, right?
''Shrine:'' Correct. You have a keen eye
<em>The Shrine gently pats Brynn on the head to signal he's done a job well done.</em>
''Shrine:'' Duties call, best of luck and I shall see you soon~
<span style="color:lime">''-1 Corruption!''</span>
''[[RETURN|NPCcorruption]]''
<<set $talkSHRINE to $talkSHRINE + 1>>
<<set $corruption to $corruption - 1>>
<<set $talkVENDOR to $talkVENDOR + 1>>
<<if $hp gte 30 and $talkDREAM lte 3>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 4>>\
<<set $hp to 40>>\
<</if>>
<<if $sanity gte 30 and $talkDISCORD lte 3>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 4>>\
<<set $sanity to 40>>\
<</if>>
<<if $corruption lte 0>>\
<<set $corruption to 0>>\
<</if>>\!!!The Shrine - TALK 3
<img src="nox_images/chibi_shrine.png" width="20%">
''Shrine:'' Welcome back, fine magician, always happy to have your presence here.
''Shrine:'' Please, please, do come in we have a special gift just for you
''Brynn:'' Oh? A gift for me?
''Shrine:'' Yes of course! My acolytes wish to wash you in our sacred pool.
''Shrine:'' The pond is older than I am and its properties will rejuvenate the most battered bodies.
''Brynn:'' Wellll if you insist my shoulders are a lil sore.
<em>Brynn undresses and slowly sinks into the pool. The water is temperate and soothing. An aroma of lavender fills the air further relaxing Brynn.</em>
<em>The acolytes soon join and massage Brynn's body.
They tend to his needs gently and caress his body.
It's nice.</em>
<em>He feels very refreshed</em>
<span style="color:lime">''-3 Corruption!''</span>
''[[RETURN|NPCcorruption]]''
<<silently>>
<<set $talkSHRINE to $talkSHRINE + 1>>
<<set $corruption to $corruption - 3>>
<<set $talkVENDOR to $talkVENDOR + 1>>
<<if $hp gte 30 and $talkSHRINE lte 3>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkSHRINE is 4>>\
<<set $hp to 40>>\
<</if>>
<<if $sanity gte 30 and $talkSHRINE lte 3>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkSHRINE is 4>>\
<<set $sanity to 40>>\
<</if>>
<<if $corruption lte 0>>\
<<set $corruption to 0>>\
<</if>>\
<</silently>>!!!The Dreameater - TALK 2
<img src="nox_images/chibi_dreameater.png" width="20%">
<em>Dreameater doesn't notice Brynn approach. He's preoccupied pulling a tray out of an oven when his arm bumps against the top rack. The tray drops with a clatter.</em>
''Dreameater:'' AGH OUCH!!!
<em>The sky darkens as turbulent winds roar.</em>
<em>Brynn runs over.</em>
''Brynn:'' Here, here, let me help
<em>They walk over to a nearby stream to rinse the burn. Brynn applies some gel to soothe the sting before gingerly wrapping the wound in bandages.</em>
''Brynn:'' There we go, how does that feel? You okay?
''Dreameater:'' <em>-Sniffle-</em>
''Dreameater:'' A lot better . . . I'm not usually so clumsy. . . but accidents happen
''Brynn:'' Let me go clean up the tray for you
<em>Brynn gathers up the cool tray and cookies that fell onto the grass. Only 2 cookies managed to remain on the tray</em>
''Dreameater:'' You can have those two, free of charge
''Brynn:'' Aww, thanks
<span style="color:lime">''+2 Vitality!''</span>
''[[RETURN|NPCvitality]]''
<<silently>>
<<set $talkDREAM to $talkDREAM + 1>>\
<<set $hp to $hp + 2>>\
<<set $talkVENDOR to $talkVENDOR + 1>>
<<if $hp gte 30 and $talkDREAM lte 3>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 4>>\
<<set $hp to 40>>\
<</if>>
<<if $sanity gte 30 and $talkDISCORD lte 3>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 4>>\
<<set $sanity to 40>>\
<</if>>
<</silently>>!!!The Dreameater - TALK 3
<img src="nox_images/chibi_dreameater.png" width="20%">
''Dreameater:'' Hi there Brynn! I baked you cookies today, here have one!
''Brynn:'' Oh man thanks!
<em>Brynn bites the cookie, it's perfectly balanced between gooey and crunchy.</em>
''Brynn:'' These are so yummy! How do you do it?
''Dreameater:'' Hard work and a whole lotta love
''Dreameater:'' Kinda like you trying to summon that boyfriend of yours.
''Dreameater:'' By the way . . . You do realize that you need a literal heart of gold to conduct that summoning ritual, right?
''Brynn:'' Huh?
''Dreameater:'' Haha, so. Easiest way to do that is to eat an enchanted golden apple.
''Dreameater:'' Luckily for you I happen to know the recipe.
''Brynn:'' You'd do that for me?
''Brynn:'' Of course! But . . . uh . . .the recipe calls for 100 obols . . .
''Brynn:'' 100 obols!?
''Dreameater:'' I know, I know. It's a lot, but the recipe needs to be potent in order to properly caramelize the apple!
''Brynn:'' Sheeeesh the recipe is expensive but you're a real sweetheart for doing it free of charge.
''Dreameater:'' Yeah! I only ask if I can have a bite too
''Brynn:'' Of course dude, you're the one making it. It'll be our apple!
<em>The sky turns a stunning cherry color</em>
''Dreameater:'' Hehe, yeah our apple
<span style="color:lime">''+3 Vitality!''</span>
''[[RETURN|NPCvitality]]''
<<silently>>
<<set $talkDREAM to $talkDREAM + 1>>\
<<set $hp to $hp + 3>>\
<<set $talkVENDOR to $talkVENDOR + 1>>
<<if $hp gte 30 and $talkDREAM lte 3>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 4>>\
<<set $hp to 40>>\
<</if>>
<<if $sanity gte 30 and $talkDISCORD lte 3>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 4>>\
<<set $sanity to 40>>\
<</if>>
<</silently>>!!!The Dreameater - TALK 1
<img src="nox_images/chibi_dreameater.png" width="20%">
''Dreameater:'' Greetings mister! Please make yourself comfortable.
''Brynn:'' Nice place you got here, pretty quaint
''Dreameater:'' Thanks, baking is a passion of mine if you couldn't tell, hee-hee
<em>His giggles echo through the air</em>
''Dreameater:'' Let me know if you ever want a free sample~
''Brynn:'' I'd never turn down taste testing~
<em>Brynn winks at the boy.</em>
''Dreameater:'' Oh goodie! Here! Try this lemon cookie I baked today
<em>The shorter boy practically shoves the treat into Brynn's mouth.</em>
''Brynn:'' Oh-Hh! Mmmm~
''Brynn:'' It's . . . scrumptious, you weren't kidding wow!
<em>The boy licks his lips as if enjoying the taste as joy saturates the air around them</em>
''Dreameater:'' Free samples work!
''Dreameater:'' If it's meal time, I'll be here and willing to give you a taste~
<span style="color:lime">''+1 Vitality!''</span>
''[[RETURN|NPCvitality]]''
<<silently>>
<<set $talkDREAM to $talkDREAM + 1>>\
<<set $hp to $hp + 1>>\
<<set $talkVENDOR to $talkVENDOR + 1>>
<<if $hp gte 30 and $talkDREAM lte 3>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 4>>\
<<set $hp to 40>>\
<</if>>
<<if $sanity gte 30 and $talkDISCORD lte 3>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 4>>\
<<set $sanity to 40>>\
<</if>>
<</silently>><h1 align="center">Ritual - Beguile the Mirror</h1>
<img src="nox_images/guest_art/guest_suiton_1.png" width="25%">
An obsidian mirror emerges from the floor and reflects a shadowy form
Out from the mirror, from ebony liquid pouring out, stands a dark figure
A dark reflection of Brynn smirks mischeviously
Brynn is frozen still as the Darkness steps forward
The clone's heavy cock glides against Brynn's own cock
He thrusts forward and they begin to frot
Groping on another until finally volleys of cum shoot out to paint both boys in cum
<span style="color:red">''-2 Sanity!''</span>
<span style="color:red">''-2 Vitality!''</span>
<span style="color:red">''+4 Corruption!''</span>
<<if $talkCANDLE lte 4>>\
<span style="color:lime">''+9 Obols!''</span>
<<set $obol to $obol + 9>>\
<<elseif $talkCANDLE is 5>>\
<span style="color:lime">''+12 Obols!''</span>
<<set $obol to $obol + 12>>\
<</if>>\
<img src="nox_images/icon_obol.gif" width="5%">
\
\
\
<<if $itemDISCORD is true>>\
The Esoteric Rubber Ducky gives you <span style="color:lime">''+1 Sanity!''</span>
<<set $sanity to $sanity + 1>>\
<</if>>\
<<if $itemDREAMEATER is true>>\
The Oneiric Gloves give you <span style="color:lime">''+1 Vitality!''</span>
<<set $hp to $hp + 1>>\
<</if>>\
<<if $itemSHRINE is true>>\
The Carnelian Nazar give you <span style="color:lime">''-1 Corruption!''</span>
<<set $corruption to $corruption - 1>>\
<</if>>\
<<if $itemCANDLE is true>>\
The Firefly Lantern give you <span style="color:lime">''+1 Obol!''</span>
<<set $obol to $obol + 1>>\
<</if>>\
\
\
\
<<if $postcardEQUIPPED is "Sanity Postcard - Friends">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''+1 Sanity!''</span>
<<set $sanity to $sanity + 1>>\
\
<<elseif $postcardEQUIPPED is "Vitality Postcard - Lost Campfire">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''+1 Vitality!''</span>
<<set $hp to $hp + 1>>\
\
<<elseif $postcardEQUIPPED is "Corruption Postcard - Auxiliary Megalith">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''-1 Corruption!''</span>
<<set $corruption to $corruption - 1>>\
\
<<elseif $postcardEQUIPPED is "Obols Postcard - The Sublime">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''+3 Obols!''</span>
<<set $obol to $obol + 3>>\
\
<<elseif $postcardEQUIPPED is "Luck Postcard - Paradise">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''+1 Luck!''</span>
<<set $luck to $luck + 1>>\
<</if>>\
\
\
\
<<if $wardEQUIPPED is "Sanity Ward - Invoker">>\
<span style="color:#71CBF1">'' $wardEQUIPPED ''</span> awards <span style="color:lime">''+2 Sanity!''</span>
<<set $sanity to $sanity + 2>>\
<<elseif $wardEQUIPPED is "Vitality Ward - Summoner">>\
<span style="color:#71CBF1">'' $wardEQUIPPED ''</span> awards <span style="color:lime">''+2 Vitality!''</span>
<<set $hp to $hp + 2>>\
<<elseif $wardEQUIPPED is "Corruption Ward - Beguiler">>\
<span style="color:#71CBF1">'' $wardEQUIPPED ''</span> awards <span style="color:lime">''-2 Corruption!''</span>
<<set $corruption to $corruption - 2>>\
<</if>>\
\
\
<<set $ritualbonus to random(1,9)>>\
<<if $ritualbonus lte 7>>\
''Good job!''
<<elseif $ritualbonus gte 8>>\
Wow, lucky! The ritual is well attuned, <span style="color:lime">''+3 Obols!''</span>
<<set $obol to $obol + 3>>\
<</if>>\
<<set $COUNTbeguilCORRUPTION to $COUNTbeguilCORRUPTION + 2>>\
''<span style="color:#FF0000">+2 Beguiler level, Now Level</span> $COUNTbeguilCORRUPTION !''
<<if $candle lte 1>>\
<strong>[[SLEEP|sleepCHECK]]</strong>\
<<else>>\
<strong>[[Conduct Another Ritual|achievementCHECK]]</strong>\
<</if>>\
<<silently>>
<<set $sanity to $sanity - 2>>\
<<set $hp to $hp - 2>>\
<<set $corruption to $corruption + 4>>\
<<set $candle to $candle - 1>>\
<<set $countRITUAL to $countRITUAL + 1>>
<<set $art_ritual_darkself to true>>
<<set $ritual_dark_mirror_count to $ritual_dark_mirror_count + 1>>
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\\
<</if>>\
\
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>\
<<if $corruption lte 0>>\
<<set $corruption to 0>>\
<</if>>\
<</silently>><h1 align="center">Ritual - Invoke Horror</h1>
<img src="nox_images/guest_art/guest_roseprix_1.png" width="50%">
A dark portal opens and from it emerges a monstrous figure
The entity grabs Brynn and thrusts into the boy's willing hole
He gasps and his eyes twitch as he's roughly taken on the ground
Candles flicker as a new portal opens and from it emerges an arm
An eye on its palm gazes deeply into Brynn's eyes
His mind goes blank as thoughts melt away and pure pleasure floods his brain
The entity growls and a massive load of cum fills the magician . . .
<span style="color:red">''-7 Sanity!''</span>
<span style="color:red">''-3 Vitality!''</span>
<span style="color:red">''+3 Corruption!''</span>
<<if $talkCANDLE lte 4>>\
<span style="color:lime">''+15 Obols!''</span>
<<set $obol to $obol + 15>>\
<<elseif $talkCANDLE is 5>>\
<span style="color:lime">''+20 Obols!''</span>
<<set $obol to $obol + 20>>\
<</if>>\
<img src="nox_images/icon_obol.gif" width="5%">
\
\
\
<<if $itemDISCORD is true>>\
The Esoteric Rubber Ducky gives you <span style="color:lime">''+1 Sanity!''</span>
<<set $sanity to $sanity + 1>>\
<</if>>\
<<if $itemDREAMEATER is true>>\
The Oneiric Gloves give you <span style="color:lime">''+1 Vitality!''</span>
<<set $hp to $hp + 1>>\
<</if>>\
<<if $itemSHRINE is true>>\
The Carnelian Nazar give you <span style="color:lime">''-1 Corruption!''</span>
<<set $corruption to $corruption - 1>>\
<</if>>\
<<if $itemCANDLE is true>>\
The Firefly Lantern give you <span style="color:lime">''+1 Obol!''</span>
<<set $obol to $obol + 1>>\
<</if>>\
\
\
\
<<if $postcardEQUIPPED is "Sanity Postcard - Friends">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''+1 Sanity!''</span>
<<set $sanity to $sanity + 1>>\
\
<<elseif $postcardEQUIPPED is "Vitality Postcard - Lost Campfire">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''+1 Vitality!''</span>
<<set $hp to $hp + 1>>\
\
<<elseif $postcardEQUIPPED is "Corruption Postcard - Auxiliary Megalith">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''-1 Corruption!''</span>
<<set $corruption to $corruption - 1>>\
\
<<elseif $postcardEQUIPPED is "Obols Postcard - The Sublime">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''+3 Obols!''</span>
<<set $obol to $obol + 3>>\
\
<<elseif $postcardEQUIPPED is "Luck Postcard - Paradise">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''+1 Luck!''</span>
<<set $luck to $luck + 1>>\
<</if>>\
\
\
\
<<if $wardEQUIPPED is "Sanity Ward - Invoker">>\
<span style="color:#71CBF1">'' $wardEQUIPPED ''</span> awards <span style="color:lime">''+2 Sanity!''</span>
<<set $sanity to $sanity + 2>>\
<<elseif $wardEQUIPPED is "Vitality Ward - Summoner">>\
<span style="color:#71CBF1">'' $wardEQUIPPED ''</span> awards <span style="color:lime">''+2 Vitality!''</span>
<<set $hp to $hp + 2>>\
<<elseif $wardEQUIPPED is "Corruption Ward - Beguiler">>\
<span style="color:#71CBF1">'' $wardEQUIPPED ''</span> awards <span style="color:lime">''-2 Corruption!''</span>
<<set $corruption to $corruption - 2>>\
<</if>>\
\
\
<<set $ritualbonus to random(1,9)>>\
<<if $ritualbonus lte 7>>\
''Good job!''
<<elseif $ritualbonus gte 8>>\
Wow, lucky! The ritual is well attuned, <span style="color:lime">''+5 Obols!''</span>
<<set $obol to $obol + 5>>\
<</if>>\
<<set $COUNTLinvokeSANITY to $COUNTLinvokeSANITY + 3>>\
''<span style="color:#0098FF">+3 Invocation level, Now Level</span> $COUNTLinvokeSANITY !''
<<if $candle lte 1>>\
<strong>[[SLEEP|sleepCHECK]]</strong>\
<<else>>\
<strong>[[Conduct Another Ritual|achievementCHECK]]</strong>\
<</if>>\
<<silently>>
<<set $sanity to $sanity - 7>>\
<<set $hp to $hp - 3>>\
<<set $corruption to $corruption + 3>>\
<<set $candle to $candle - 1>>\
<<set $countRITUAL to $countRITUAL + 1>>
<<set $art_ritual_horror to true>>
<<set $ritual_horror_count to $ritual_horror_count + 1>>
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\\
<</if>>\
\
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>\
<<if $corruption lte 0>>\
<<set $corruption to 0>>\
<</if>>\
<</silently>><h1 align="center">Ritual - Invoke Ghosts</h1>
<img src="nox_images/guest_art/guest_peaches_cafe_1.png" width="35%">
Ghostly visages emerge from stone
Hands, tongues, and more grip Brynn's succulant warm body
The spirits giggle mischeviously as they have their harmless fun
They leave the magician flushed and whining for more~
<span style="color:red">''-2 Sanity!''</span>
<span style="color:red">''-1 Vitality!''</span>
<span style="color:red">''+1 Corruption!''</span>
<<if $talkCANDLE lte 4>>\
<span style="color:lime">''+3 Obols!''</span>
<<set $obol to $obol + 3>>\
<<elseif $talkCANDLE is 5>>\
<span style="color:lime">''+4 Obols!''</span>
<<set $obol to $obol + 4>>\
<</if>>\
<img src="nox_images/icon_obol.gif" width="5%">
\
\
\
<<if $itemDISCORD is true>>\
The Esoteric Rubber Ducky gives you <span style="color:lime">''+1 Sanity!''</span>
<<set $sanity to $sanity + 1>>\
<</if>>\
<<if $itemDREAMEATER is true>>\
The Oneiric Gloves give you <span style="color:lime">''+1 Vitality!''</span>
<<set $hp to $hp + 1>>\
<</if>>\
<<if $itemSHRINE is true>>\
The Carnelian Nazar give you <span style="color:lime">''-1 Corruption!''</span>
<<set $corruption to $corruption - 1>>\
<</if>>\
<<if $itemCANDLE is true>>\
The Firefly Lantern give you <span style="color:lime">''+1 Obol!''</span>
<<set $obol to $obol + 1>>\
<</if>>\
\
\
\
<<if $postcardEQUIPPED is "Sanity Postcard - Friends">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''+1 Sanity!''</span>
<<set $sanity to $sanity + 1>>\
\
<<elseif $postcardEQUIPPED is "Vitality Postcard - Lost Campfire">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''+1 Vitality!''</span>
<<set $hp to $hp + 1>>\
\
<<elseif $postcardEQUIPPED is "Corruption Postcard - Auxiliary Megalith">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''-1 Corruption!''</span>
<<set $corruption to $corruption - 1>>\
\
<<elseif $postcardEQUIPPED is "Obols Postcard - The Sublime">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''+3 Obols!''</span>
<<set $obol to $obol + 3>>\
\
<<elseif $postcardEQUIPPED is "Luck Postcard - Paradise">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''+1 Luck!''</span>
<<set $luck to $luck + 1>>\
<</if>>\
\
\
\
<<if $wardEQUIPPED is "Sanity Ward - Invoker">>\
<span style="color:#71CBF1">'' $wardEQUIPPED ''</span> awards <span style="color:lime">''+2 Sanity!''</span>
<<set $sanity to $sanity + 2>>\
<<elseif $wardEQUIPPED is "Vitality Ward - Summoner">>\
<span style="color:#71CBF1">'' $wardEQUIPPED ''</span> awards <span style="color:lime">''+2 Vitality!''</span>
<<set $hp to $hp + 2>>\
<<elseif $wardEQUIPPED is "Corruption Ward - Beguiler">>\
<span style="color:#71CBF1">'' $wardEQUIPPED ''</span> awards <span style="color:lime">''-2 Corruption!''</span>
<<set $corruption to $corruption - 2>>\
<</if>>\
\
\
<<set $ritualbonus to random(1,9)>>\
<<if $ritualbonus lte 6>>\
''Good job!''
<<elseif $ritualbonus gte 7>>\
Wow, lucky! The ritual is well attuned, <span style="color:lime">''+1 Obol!''</span>
<<set $obol to $obol + 1>>\
<</if>>\
<<set $COUNTLinvokeSANITY to $COUNTLinvokeSANITY + 1>>\
''<span style="color:#0098FF">+1 Invocation level, Now Level</span> $COUNTLinvokeSANITY !''
<<if $candle lte 1>>\
<strong>[[SLEEP|sleepCHECK]]</strong>\
<<else>>\
<strong>[[Conduct Another Ritual|achievementCHECK]]</strong>\
<</if>>\
\
\
\
<<silently>>
<<set $sanity to $sanity - 2>>\
<<set $hp to $hp - 1>>\
<<set $corruption to $corruption + 1>>\
<<set $candle to $candle - 1>>\
<<set $countRITUAL to $countRITUAL + 1>>
<<set $art_ritual_ghost to true>>
<<set $ghostRITUAL to $ghostRITUAL + 1>>
<<set $ritual_ghost_count to $ritual_ghost_count + 1>>
\
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\\
<</if>>\
\
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>\
<<if $corruption lte 0>>\
<<set $corruption to 0>>\
<</if>>\
<</silently>><h1 align="center">Ritual - Beguile The Bureaucracy</h1>
<img src="nox_images/guest_art/guest_anonanimeme_1.png" width="60%">
An iridescent portal opens and demons of patron arts emerge
Each demon hidden by masquerade as they waltz closer
Their tongues trace demonic sigils over the boy's body as they grope him
Clamoring around him as they indulge and plunge their heavy cocks inside him
He eagerly services the upper echelon of demons, the pleasure is intoxicating and makes his head fuzzy
By the end, Brynn is painted white and nearly passed out in a pool of cum
<span style="color:red">''-3 Sanity!''</span>
<span style="color:red">''-3 Vitality!''</span>
<span style="color:red">''+7 Corruption!''</span>
<<if $talkCANDLE lte 4>>\
<span style="color:lime">''+15 Obols!''</span>
<<set $obol to $obol + 15>>\
<<elseif $talkCANDLE is 5>>\
<span style="color:lime">''+20 Obols!''</span>
<<set $obol to $obol + 20>>\
<</if>>\
<img src="nox_images/icon_obol.gif" width="5%">
\
\
\
<<if $itemDISCORD is true>>\
The Esoteric Rubber Ducky gives you <span style="color:lime">''+1 Sanity!''</span>
<<set $sanity to $sanity + 1>>\
<</if>>\
<<if $itemDREAMEATER is true>>\
The Oneiric Gloves give you <span style="color:lime">''+1 Vitality!''</span>
<<set $hp to $hp + 1>>\
<</if>>\
<<if $itemSHRINE is true>>\
The Carnelian Nazar give you <span style="color:lime">''-1 Corruption!''</span>
<<set $corruption to $corruption - 1>>\
<</if>>\
<<if $itemCANDLE is true>>\
The Firefly Lantern give you <span style="color:lime">''+1 Obol!''</span>
<<set $obol to $obol + 1>>\
<</if>>\
\
\
\
<<if $postcardEQUIPPED is "Sanity Postcard - Friends">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''+1 Sanity!''</span>
<<set $sanity to $sanity + 1>>\
\
<<elseif $postcardEQUIPPED is "Vitality Postcard - Lost Campfire">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''+1 Vitality!''</span>
<<set $hp to $hp + 1>>\
\
<<elseif $postcardEQUIPPED is "Corruption Postcard - Auxiliary Megalith">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''-1 Corruption!''</span>
<<set $corruption to $corruption - 1>>\
\
<<elseif $postcardEQUIPPED is "Obols Postcard - The Sublime">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''+3 Obols!''</span>
<<set $obol to $obol + 3>>\
\
<<elseif $postcardEQUIPPED is "Luck Postcard - Paradise">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''+1 Luck!''</span>
<<set $luck to $luck + 1>>\
<</if>>\
\
\
\
<<if $wardEQUIPPED is "Sanity Ward - Invoker">>\
<span style="color:#71CBF1">'' $wardEQUIPPED ''</span> awards <span style="color:lime">''+2 Sanity!''</span>
<<set $sanity to $sanity + 2>>\
<<elseif $wardEQUIPPED is "Vitality Ward - Summoner">>\
<span style="color:#71CBF1">'' $wardEQUIPPED ''</span> awards <span style="color:lime">''+2 Vitality!''</span>
<<set $hp to $hp + 2>>\
<<elseif $wardEQUIPPED is "Corruption Ward - Beguiler">>\
<span style="color:#71CBF1">'' $wardEQUIPPED ''</span> awards <span style="color:lime">''-2 Corruption!''</span>
<<set $corruption to $corruption - 2>>\
<</if>>\
\
\
<<set $ritualbonus to random(1,9)>>\
<<if $ritualbonus lte 7>>\
''Good job!''
<<elseif $ritualbonus gte 8>>\
Wow, lucky! The ritual is well attuned, <span style="color:lime">''+5 Obols!''</span>
<<set $obol to $obol + 5>>\
<</if>>\
<<set $COUNTbeguilCORRUPTION to $COUNTbeguilCORRUPTION + 3>>\
''<span style="color:#FF0000">+3 Beguiler level, Now Level</span> $COUNTbeguilCORRUPTION !''
<<if $candle lte 1>>\
<strong>[[SLEEP|sleepCHECK]]</strong>\
<<else>>\
<strong>[[Conduct Another Ritual|achievementCHECK]]</strong>\
<</if>>\
<<silently>>
<<set $sanity to $sanity - 3>>\
<<set $hp to $hp - 3>>\
<<set $corruption to $corruption + 7>>\
<<set $candle to $candle - 1>>\
<<set $countRITUAL to $countRITUAL + 1>>
<<set $art_ritual_bureaucrat to true>>
<<set $ritual_bureaucracy_count to $ritual_bureaucracy_count + 1>>
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\\
<</if>>\
\
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>\
<<if $corruption lte 0>>\
<<set $corruption to 0>>\
<</if>>\
<</silently>><h1 align="center">Ritual - Summon Hellhound</h1>
<img src="nox_images/ritual_art/ritual_hellhound_1.png" width="70%">
A bipedal hellhound emerges from the portal and howls
A hung fuckstick with a knot at its base swings heavily between the beast's legs
The beastly man laps at Brynn's ass, his expert tongue prepping his hole
He mounts the boy and pumps like a wild animal into him
Brynn's eyes roll back until he can't take it anymore and they cum together
The massive knot pops into his tight hole and locks the two together
<span style="color:red">''-2 Sanity!''</span>
<span style="color:red">''-4 Vitality!''</span>
<span style="color:red">''+2 Corruption!''</span>
<<if $talkCANDLE lte 4>>\
<span style="color:lime">''+9 Obols!''</span>
<<set $obol to $obol + 9>>\
<<elseif $talkCANDLE is 5>>\
<span style="color:lime">''+12 Obols!''</span>
<<set $obol to $obol + 12>>\
<</if>>\
<img src="nox_images/icon_obol.gif" width="5%">
\
\
\
<<if $itemDISCORD is true>>\
The Esoteric Rubber Ducky gives you <span style="color:lime">''+1 Sanity!''</span>
<<set $sanity to $sanity + 1>>\
<</if>>\
<<if $itemDREAMEATER is true>>\
The Oneiric Gloves give you <span style="color:lime">''+1 Vitality!''</span>
<<set $hp to $hp + 1>>\
<</if>>\
<<if $itemSHRINE is true>>\
The Carnelian Nazar give you <span style="color:lime">''-1 Corruption!''</span>
<<set $corruption to $corruption - 1>>\
<</if>>\
<<if $itemCANDLE is true>>\
The Firefly Lantern give you <span style="color:lime">''+1 Obol!''</span>
<<set $obol to $obol + 1>>\
<</if>>\
\
\
\
<<if $postcardEQUIPPED is "Sanity Postcard - Friends">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''+1 Sanity!''</span>
<<set $sanity to $sanity + 1>>\
\
<<elseif $postcardEQUIPPED is "Vitality Postcard - Lost Campfire">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''+1 Vitality!''</span>
<<set $hp to $hp + 1>>\
\
<<elseif $postcardEQUIPPED is "Corruption Postcard - Auxiliary Megalith">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''-1 Corruption!''</span>
<<set $corruption to $corruption - 1>>\
\
<<elseif $postcardEQUIPPED is "Obols Postcard - The Sublime">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''+3 Obols!''</span>
<<set $obol to $obol + 3>>\
\
<<elseif $postcardEQUIPPED is "Luck Postcard - Paradise">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''+1 Luck!''</span>
<<set $luck to $luck + 1>>\
<</if>>\
\
\
\
<<if $wardEQUIPPED is "Sanity Ward - Invoker">>\
<span style="color:#71CBF1">'' $wardEQUIPPED ''</span> awards <span style="color:lime">''+2 Sanity!''</span>
<<set $sanity to $sanity + 2>>\
<<elseif $wardEQUIPPED is "Vitality Ward - Summoner">>\
<span style="color:#71CBF1">'' $wardEQUIPPED ''</span> awards <span style="color:lime">''+2 Vitality!''</span>
<<set $hp to $hp + 2>>\
<<elseif $wardEQUIPPED is "Corruption Ward - Beguiler">>\
<span style="color:#71CBF1">'' $wardEQUIPPED ''</span> awards <span style="color:lime">''-2 Corruption!''</span>
<<set $corruption to $corruption - 2>>\
<</if>>\
\
\
<<set $ritualbonus to random(1,9)>>\
<<if $ritualbonus lte 7>>\
''Good job!''
<<elseif $ritualbonus gte 8>>\
Wow, lucky! The ritual is well attuned, <span style="color:lime">''+3 Obols!''</span>
<<set $obol to $obol + 3>>\
<</if>>\
<<set $COUNTsummonVITALITY to $COUNTsummonVITALITY + 2>>\
''<span style="color:#84BE33">+2 Summoner level, Now Level</span> $COUNTsummonVITALITY !''
<<if $candle lte 1>>\
<strong>[[SLEEP|sleepCHECK]]</strong>\
<<else>>\
<strong>[[Conduct Another Ritual|achievementCHECK]]</strong>\
<</if>>\
<<silently>>
<<set $sanity to $sanity - 2>>\
<<set $hp to $hp - 4>>\
<<set $corruption to $corruption + 2>>\
<<set $candle to $candle - 1>>\
<<set $countRITUAL to $countRITUAL + 1>>
<<set $art_ritual_hellhound to true>>
<<set $furryRITUAL to $furryRITUAL + 1>>
<<set $ritual_hellhound_count to $ritual_hellhound_count + 1>>
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\\
<</if>>\
\
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>\
<<if $corruption lte 0>>\
<<set $corruption to 0>>\
<</if>>\
<</silently>>!!!Sleep - Great
Brynn has an amazing night's sleep~
<<set $dreamCARCOSA to random(1,6)>>\
<<if $dreamCARCOSA is 1>>\
<img src="nox_images/dream_flowers.png" width="50%">
<<set $dream_art_flowers to true>>\
He dreams of picking buttercups with <span style="color:yellow">''Carcosa''</span>
<<elseif $dreamCARCOSA is 2>>\
<img src="nox_images/dream_firefly.png" width="50%">
<<set $dream_art_firefly to true>>\
He dreams of cuddling <span style="color:yellow">''Carcosa''</span> while they watch fireflies together
<<elseif $dreamCARCOSA is 3>>\
<img src="nox_images/dream_beach.png" width="50%">
<<set $dream_art_beach to true>>\
He dreams of playing with <span style="color:yellow">''Carcosa''</span> at the beach
<<elseif $dreamCARCOSA is 4>>\
<img src="nox_images/dream_explore.png" width="50%">
<<set $dream_art_explore to true>>\
He dreams of exploring the ruins together with <span style="color:yellow">''Carcosa''</span>
<<elseif $dreamCARCOSA is 5>>\
<img src="nox_images/dream_picnic.png" width="50%">
<<set $dream_art_picnic to true>>\
He dreams of having a picnic with <span style="color:yellow">''Carcosa''</span>
<<elseif $dreamCARCOSA is 6>>\
<img src="nox_images/dream_birdwatching.png" width="50%">
<<set $dream_art_birdwatching to true>>\
He dreams of walking with <span style="color:yellow">''Carcosa''</span> and spotting birds
<</if>>\
<span style="color:lime">''+3 Sanity!''</span>
<span style="color:lime">''+3 Vitality!''</span>
<span style="color:lime">''-1 Corruption!''</span>
<<if $itemGambleLUCK is true>>\
<<set $sleepREWARDluck to random(1,3)>>\
Nightmare Horshoe awards <span style="color:lime">''+$sleepREWARDluck Luck!''</span>
<<set $luck to $luck + $sleepREWARDluck>> \
\
<</if>>\
<<if $itemGambleOBOL is true>>\
<<set $sleepREWARDobol to random(2,4)>>\
Ozzy Plushy awards <span style="color:lime">''+$sleepREWARDobol Obols!''</span>
<<set $obol to $obol + $sleepREWARDobol>> \
\
<</if>>\
<<if $itemGambleSANITY is true>>\
<<set $sleepREWARDsanity to random(1,3)>>\
Rabbit Night Light awards <span style="color:lime">''+$sleepREWARDsanity Sanity!''</span>
<<set $sanity to $sanity + $sleepREWARDsanity>> \
\
<</if>>\
<<if $itemGambleVITALITY is true>>\
<<set $sleepREWARDhp to random(1,3)>>\
Pumpkin Spice Candle awards <span style="color:lime">''+$sleepREWARDhp Vitality!''</span>
<<set $hp to $hp + $sleepREWARDhp>> \
\
<</if>>\
<<if $itemGambleCORRUPTION is true>>\
<<set $sleepREWARDcorruption to random(1,3)>>\
Air Purifier awards <span style="color:lime">''-$sleepREWARDcorruption Corruption!''</span>
<<set $corruption to $corruption - $sleepREWARDcorruption>> \
<</if>>\
<span style="color:yellow">''+3 Candles''</span> appear next to Brynn as he sleeps
<strong>[[WAKE UP|statcheckLVL1]]</strong>
<<silently>>
<<set $day to $day + 1>>\
<<set $candle to 3>>\
<<set $visitSHOP to 0>>\
<<set $talkCARCOSA to 0>>
<<set $sanity to $sanity + 3>>\
<<set $hp to $hp + 3>>\
<<set $corruption to $corruption - 1>>\
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\
<</if>>
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>
<<if $corruption lte 0>>\
<<set $corruption to 0>>\
<</if>>\
<</silently>><h1 align="center">Ritual - Beguile Will-o-Wisp Twins</h1>
<p align="center"><img src="nox_images/guest_art/guest_thearlequinn_will_o_wisp_twins.jpg" width="30%"></p>
Twin will-o-wisp boys appear and saunter towards Brynn
They tenderly take hold of his hands and caress his bare body
They tease his nipples and kiss his face
Warmth radiates across his body as liquid wax is drizzled onto him
Brynn feels very cozy and very satisfied
The twins giggle as they cuddle with the magician
<span style="color:red">''-1 Sanity!''</span>
<span style="color:red">''-1 Vitality!''</span>
<span style="color:red">''+2 Corruption!''</span>
<<if $talkCANDLE lte 4>>\
<span style="color:lime">''+3 Obols!''</span>
<<set $obol to $obol + 3>>\
<<elseif $talkCANDLE is 5>>\
<span style="color:lime">''+4 Obols!''</span>
<<set $obol to $obol + 4>>\
<</if>>\
<img src="nox_images/icon_obol.gif" width="5%">
\
\
\
<<if $itemDISCORD is true>>\
The Esoteric Rubber Ducky gives you <span style="color:lime">''+1 Sanity!''</span>
<<set $sanity to $sanity + 1>>\
<</if>>\
<<if $itemDREAMEATER is true>>\
The Oneiric Gloves give you <span style="color:lime">''+1 Vitality!''</span>
<<set $hp to $hp + 1>>\
<</if>>\
<<if $itemSHRINE is true>>\
The Carnelian Nazar give you <span style="color:lime">''-1 Corruption!''</span>
<<set $corruption to $corruption - 1>>\
<</if>>\
<<if $itemCANDLE is true>>\
The Firefly Lantern give you <span style="color:lime">''+1 Obol!''</span>
<<set $obol to $obol + 1>>\
<</if>>\
\
\
\
<<if $postcardEQUIPPED is "Sanity Postcard - Friends">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''+1 Sanity!''</span>
<<set $sanity to $sanity + 1>>\
\
<<elseif $postcardEQUIPPED is "Vitality Postcard - Lost Campfire">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''+1 Vitality!''</span>
<<set $hp to $hp + 1>>\
\
<<elseif $postcardEQUIPPED is "Corruption Postcard - Auxiliary Megalith">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''-1 Corruption!''</span>
<<set $corruption to $corruption - 1>>\
\
<<elseif $postcardEQUIPPED is "Obols Postcard - The Sublime">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''+3 Obols!''</span>
<<set $obol to $obol + 3>>\
\
<<elseif $postcardEQUIPPED is "Luck Postcard - Paradise">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''+1 Luck!''</span>
<<set $luck to $luck + 1>>\
<</if>>\
\
\
\
<<if $wardEQUIPPED is "Sanity Ward - Invoker">>\
<span style="color:#71CBF1">'' $wardEQUIPPED ''</span> awards <span style="color:lime">''+2 Sanity!''</span>
<<set $sanity to $sanity + 2>>\
<<elseif $wardEQUIPPED is "Vitality Ward - Summoner">>\
<span style="color:#71CBF1">'' $wardEQUIPPED ''</span> awards <span style="color:lime">''+2 Vitality!''</span>
<<set $hp to $hp + 2>>\
<<elseif $wardEQUIPPED is "Corruption Ward - Beguiler">>\
<span style="color:#71CBF1">'' $wardEQUIPPED ''</span> awards <span style="color:lime">''-2 Corruption!''</span>
<<set $corruption to $corruption - 2>>\
<</if>>\
\
\
<<set $ritualbonus to random(1,9)>>\
<<if $ritualbonus lte 6>>\
''Good job!''
<<elseif $ritualbonus gte 7>>\
Wow, lucky! The ritual is well attuned, <span style="color:lime">''+1 Obol!''</span>
<<set $obol to $obol + 1>>\
<</if>>\
<<set $COUNTbeguilCORRUPTION to $COUNTbeguilCORRUPTION + 1>>\
''<span style="color:#FF0000">+1 Beguiler level, Now Level</span> $COUNTbeguilCORRUPTION !''
<<if $candle lte 1>>\
<strong>[[SLEEP|sleepCHECK]]</strong>\
<<else>>\
<strong>[[Conduct Another Ritual|achievementCHECK]]</strong>\
<</if>>\
<<silently>>
<<set $sanity to $sanity - 1>>\
<<set $hp to $hp - 1>>\
<<set $corruption to $corruption + 2>>\
<<set $candle to $candle - 1>>\
<<set $countRITUAL to $countRITUAL + 1>>
<<set $art_ritual_relic to true>>
<<set $ghostRITUAL to $ghostRITUAL + 1>>
<<set $ritual_will_o_whisp_count to $ritual_will_o_whisp_count + 1>>
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\\
<</if>>\
\
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>\
<<if $corruption lte 0>>\
<<set $corruption to 0>>\
<</if>>\
<</silently>>Continue to pay the 100 obols to pay for Discord Kitten's College Tuition
''<<return "NOT YET, GO BACK">>''
''[[PAY TUITION|formDISCORD]]''
!!!Discord Kitten - BOON RITUAL
''Discord Kitten:'' DK CAN FINALLY GO TO COLLEGE!
''Discord Kitten:'' I'LL MAKE YOU PROUD!
<em>DK slides away with 100 obols in hand, clipping through a nearby corner.</em>
<<linkreplace"''A figure appears in a nearby doorway . . .''">><em>A figure appears in a nearby doorway . . .</em>
<em>It's . . . Discord Kitten!? He's wearing a jersey with the number 69 (noice)</em>
<img src="nox_images/boon_dk_0.png" width="50%">
''Discord Kitten:'' DK IS GRADUATED
''Brynn:'' HUH!?!? That was like 5 seconds??
''Discord Kitten:'' Time goes faster in college! Now we celebrate!
<em>He tosses a pair of 3D glasses at Brynn</em>
<span style="color:#EBF59C">''[ + 3D Glasses to Necropolis! ]''</span>
<em>The catboy pounces on top of Brynn</em>
''Discord Kitten:'' YIPPE!
<<linkreplace"''He sensually touches Brynn . . . ''">><em>He sensually touches Brynn . . .</em>
<em>The catboy imbues esoteric magic into the boy's body</em>
<img src="nox_images/boon_dk_1.png" width="50%">
''Discord Kitten:'' Now we celebrate!
<em>With a flick of his wrist, Discord Kitten summons two men of swirling cosmic energy. Galaxies and stars drift across their shadowy forms</em>
<<linkreplace"''Brynn:'' <em>''-GULP-''</em>">>''Brynn:'' <em>''-GULP-''</em>
''Brynn:'' <em>''♡♡♡♡♡♡!!!!♡♡1!11!♡♡!1!♡!11!!''</em>
''Discord Kitten:'' <em>''♡♡♡♡♡♡♡!!!1!♡!!!111!♡1!11!!!''</em>
<img src="nox_images/boon_dk_2.png" width="25%">
''ACHIEVEMENT UNLOCKED!''
<span style="color:#EBF59C">''Cosmic Shadow''</span>
<span style="color:green">''Max Sanity is now 40!''</span>
<span style="color:red">''-100 Obols!''</span>
<span style="color:lime">''+10 Sanity!''</span>
''[[RETURN|NPCsanity]]''
<</linkreplace>><</linkreplace>><</linkreplace>>\
<<silently>>
<<set $talkDISCORD to $talkDISCORD + 1>>\
<<set $sanity to $sanity + 10>>\
<<set $obol to $obol - 100>>\
<<set $sarcophagusSCORE to $sarcophagusSCORE + 1>>\
<<set $talkVENDOR to $talkVENDOR + 1>>
<<set $art_boon_DISCORDKITTEN to true>>
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\
<</if>>
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>
<<if $corruption lte 0>>\
<<set $corruption to 0>>\
<</if>>\
<</silently>>Continue to pay the 100 obols to restore the SHRINE's Grotto?
''<<return "NOT YET, GO BACK">>''
''[[PURIFY SOUL|formSHRINE]]''!!!The Shrine - BOON RITUAL
''Brynn:'' Alrighty, I finally got 100 obols!
<em>Brynn empties the coins into the chalice</em>
''Shrine:'' Splendid, excellent work!
<em>The Shrine claps his hands, and his clothes disintegrate. Several acolytes then arrive to disrobe Brynn. They massage him and paint bands onto his body and adorn Brynn's head with a crown of lilies.</em>
''Shrine:'' We begin the purification
<em>The Shrine kisses Brynn's forehead before he smudges ash there. A symbol manifests on Brynn's torso.</em>
<em>Brynn leans over the moss-covered altar.</em>
''Shrine:'' Accept my gift thee noble lamb
<em>Brynn kisses the tip</em>
<em>Slowly the Shrine sheathes his long heavy cock deep into Brynn's esophagus. </em>
''Shrine:'' Let us begin the purification. Ready yourself
<<linkreplace"''<em>The Shrine thrusts in and out, in and out.</em>''">><em>The Shrine thrusts in and out, in and out. Again and again as Brynn's cum leaks into the chalice, filling it.</em>
<img src="nox_images/boon_shrine_1.png" width="25%">
<<linkreplace"''Afterwards . . .''">>Afterwards . . .
<em>The Shrine cuddles Brynn in the sacred pool.</em>
<em>Meanwhile acolytes pour the contents of the chalice into a flask for Brynn to take with him</em>
<span style="color:#EBF59C">''[ + Albedo Bullion to Necropolis! ]''</span>
''ACHIEVEMENT UNLOCKED!''
<span style="color:#EBF59C">''Drawn Venom''</span>
<span style="color:green">''Max Corruption Tolerance is now 40!''</span>
<span style="color:red">''-100 Obols!''</span>
<span style="color:lime">''-10 Corruption!''</span>
''[[RETURN|NPCcorruption]]''
<</linkreplace>><</linkreplace>>
<<silently>>
<<set $talkSHRINE to $talkSHRINE + 1>>
<<set $corruption to $corruption - 10>>
<<set $obol to $obol - 100>>\
<<set $sarcophagusSCORE to $sarcophagusSCORE + 1>>
<<set $art_boon_SHRINE to true>>
<<set $talkVENDOR to $talkVENDOR + 1>>
<<if $corruption lte 0>>
<<set $corruption to 0>>
<</if>>
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\
<</if>>
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>
<<if $corruption lte 0>>\
<<set $corruption to 0>>\
<</if>>\
<</silently>>Continue to pay the 100 obols to create a golden apple
''<<return "NOT YET, GO BACK">>''
''[[CREATE GOLDEN APPLE|formDREAM]]''!!!The Dreameater - BOON RITUAL
''Brynn:'' 100 obols as promi-- EEEK!!
<em>The boy yanks down Byrnn's pants and grabs ahold of his shaft</em>
''Dreameater:'' Pristine . . . heavy . . . a delicacy~
''Dreameater:'' Fuck.
''Dreameater:'' My.
''Dreameater:'' Face.
<em>GLUCK</em>
<em>''GLUCK GLUCK GLUCK''</em>
<<linkreplace"''Black smoke rises around the two suspending Brynn in the air.''">><em>Black smoke rises around the two suspending Brynn in the air.</em>
<img src="nox_images/boon_dreameater_1.png" width="25%">
<<linkreplace"''Afterwards . . .''">><em>Afterwards . . .</em>
<em>Dreameater cleans up the mess</em>
<em>He melts the obols down into a magical concoction of caramel</em>
<em>The boy picks an apple from his orchard and dips it into the cauldron</em>
<em>The gold of all 100 obols seeps into the apple</em>
<em>Holding the apple, Brynn & The Dreameater simultaneously bite into the golden fruit.</em>
<em>Its enchanted magic flows through the both of them.</em>
<span style="color:#EBF59C">''[ +Heart of Gold to Necropolis! ]''</span>
''ACHIEVEMENT UNLOCKED!''
<span style="color:#EBF59C">''Sweet Dreams''</span>
<span style="color:green">''Max Vitality is now 40!''</span>
<span style="color:red">''-100 Obols!''</span>
<span style="color:lime">''+10 Vitality!''</span>
''[[RETURN|NPCvitality]]''
<</linkreplace>><</linkreplace>>\
<<silently>>
<<set $talkDREAM to $talkDREAM + 1>>
<<set $hp to $hp + 10>>
<<set $obol to $obol - 100>>\
<<set $sarcophagusSCORE to $sarcophagusSCORE + 1>>
<<set $talkVENDOR to $talkVENDOR + 1>>
<<set $art_boon_DREAMEATER to true>>
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\
<</if>>
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>
<<if $corruption lte 0>>\
<<set $corruption to 0>>\
<</if>>\
<</silently>>!!!Discord Kitten - TALK 4
<img src="nox_images/chibi_discord.png" width="20%">
''Discord Kitten:'' My favorite friend– I mean customer!
''Brynn:'' What you got there?
''Discord Kitten:'' Oh just a picture of me with my family
''Discord Kitten:'' I left home to set up my shop. They're not from here. Aberrations from another realm.
''Discord Kitten:'' SIGH, I miss them… but I want to make em proud.
''Brynn:'' Dang . . . I get that.
''Brynn:'' I miss Carcosa a lot too and uh the oracles back home were definitely hard on me.
''Brynn:'' But hey chin up!
''Brynn:'' Your family wants you to succeed. They're hard on us but we're following our dreams.
''Brynn:'' So long as we're doing that? They're already proud of us, man.
<em>DK sniffles and smiles, wiping the tears from his eyes.</em>
<em>He turns around and rummages through a nearby trunk.</em>
''Discord Kitten:'' Here, take this buddy, he'll help you during your rituals!
<span style="color:#EBF59C">''[ + Esoteric Rubber Ducky to Inventory! ]''</span>
<img src="nox_images/ui_gifts/esoteric_rubber_ducky.png" width="10%">
<em>Quack!</em>
<span style="color:lime">''+4 Sanity!''</span>
''[[RETURN|NPCsanity]]''
<<silently>>
<<set $talkDISCORD to $talkDISCORD + 1>>\
<<set $sanity to $sanity + 4>>\
<<set $talkVENDOR to $talkVENDOR + 1>>
<<if $hp gte 30 and $talkDREAM lte 3>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 4>>\
<<set $hp to 40>>\
<</if>>
<<if $sanity gte 30 and $talkDISCORD lte 3>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 4>>\
<<set $sanity to 40>>\
<</if>>
<<set $itemDISCORD to true>>
<</silently>>!!!The Shrine - TALK 4
<img src="nox_images/chibi_shrine.png" width="20%">
''Shrine:'' Praise thee, esteemed magician~
''Shrine:'' The acolytes have been hard at work
''Brynn:'' Oh hard at work with what?
''Shrine:'' We know you wish to summon your boyfriend. The ritual requires purification and we have a gift that will make your journey easier.
''Brynn:'' I'm listening. . .
''Shrine:'' A ritual, 100 obols transmuted to purify and strengthen your soul.
''Brynn:'' How's that work?
''Shrine:'' It draws out the impurities painlessly while strengthening what's already there.
''Brynn:'' Sounds good to me!
''Shrine:'' Excellent!
<em>The Shrine claps his hands and two acolytes bring over a necklace</em>
''Shrine:'' This is our Nazar Amulet, a powerful relic. Its watchful gaze will ward away harm.
<span style="color:#EBF59C">''[ + Nazar Amulet to Inventory! ]''</span>
<img src="nox_images/ui_gifts/nazar_amulet.png" width="10%">
''Shrine:'' May it serve you well
''Brynn:'' Wow! My favorite colour too! How'd you know
''Shrine:'' I know many things~
<<if $talkDREAM is 5>>\
<span style="color:#EBF59C"><em>''Shrine:'' Such as that beautifully golden heart residing within you. Charming to see that Dreameater is helping others</em></span>
<</if>>
<em>The Shrine leans down and kisses Brynn's cheek</em>
''Shrine:'' Now be safe in your exploits dear lamb
<span style="color:lime">''-4 Corruption!''</span>
''[[RETURN|NPCcorruption]]''
<<silently>>
<<set $talkSHRINE to $talkSHRINE + 1>>
<<set $corruption to $corruption - 4>>
<<set $talkVENDOR to $talkVENDOR + 1>>
<<if $hp gte 30 and $talkSHRINE lte 3>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkSHRINE is 4>>\
<<set $hp to 40>>\
<</if>>
<<if $sanity gte 30 and $talkSHRINE lte 3>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkSHRINE is 4>>\
<<set $sanity to 40>>\
<</if>>
<<if $corruption lte 0>>\
<<set $corruption to 0>>\
<</if>>\
<<set $itemSHRINE to true>>
<</silently>>!!!The Dreameater - TALK 4
<img src="nox_images/chibi_dreameater.png" width="20%">
''Brynn:'' Hey dude!
''Dreameater:'' Brynn! Delightful to see you! I have a surprise for you!
''Dreameater:'' So I was digging through my belongings and found some magical gloves!
''Dreameater:'' I only need one pair. The extra pair is to help you conduct your silly rituals with.
<em>Brynn takes a closer look at the stitching</em>
''Brynn:'' These look homemade? I knew you could bake but you sew too?
''Dreameater:'' Uhm er -cough- i-it's been a while but after the burn I thought it high time to wear some protective gloves. I only have two hands, no harm in giving a pair to you.
<<if $talkDISCORD is 5>>\
<span style="color:#EBF59C"><em>With the 3D glasses from Discord Kitten, Brynn can clearly see that these are freshly woven and unused gloves. Dreameater did not find these. He made these gloves for Brynn. </em></span>
<</if>>
''Brynn:'' Aww you're a sweetheart!
''Dreameater:'' Y-you're one to talk!!
''Dreameater:'' You . . . you're the one with the sweet heart, helping me n all . . .
<em>The boy twiddles his fingers while blushing</em>
<span style="color:#EBF59C">''[ + Oneiric Gloves to Inventory! ]''</span>
<img src="nox_images/ui_gifts/fingerless_gloves.png" width="10%">
''Dreameater:'' A-anyways! Here! Try this new strawberries and cream poke cake I made!
<em>The boy's cheeks blush red as he nearly shoves the spoon into Brynn's mouth.
Brynn takes a bite of the cake. He moans at how good it tastes. The soothing coolness and soft texture are heavenly.</em>
''Brynn:'' This is amazing! So moist and mmm delicious!
''Dreameater:'' Hehe, thanks~
<em>Dreameater's heart skips a beat</em>
<em>The sky once again turns a stunning cherry color</em>
<span style="color:lime">''+4 Vitality!''</span>
''[[RETURN|NPCvitality]]''
<<silently>>
<<set $talkDREAM to $talkDREAM + 1>>\
<<set $hp to $hp + 4>>\
<<set $talkVENDOR to $talkVENDOR + 1>>
<<if $hp gte 30 and $talkDREAM lte 3>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 4>>\
<<set $hp to 40>>\
<</if>>
<<if $sanity gte 30 and $talkDISCORD lte 3>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 4>>\
<<set $sanity to 40>>\
<</if>>
<<set $itemDREAMEATER to true>>
<</silently>>!!!The Candlemaker - TALK 1
<img src="nox_images/chibi_candlemaker.png" width="20%">
''Candlemaker:'' Hrum, a spellcaster aye?
''Brynn:'' How'd you know I'm a spellcaster?
''Candlemaker:'' Besides the Grimoire you're lugging around, I see the glint of magic in your eyes.
''Candlemaker:'' You're looking to summon that golden boyfriend of yours?
''Brynn:'' Yeah . . . ?
''Candlemaker:'' You'll need an Auric Candle to pull that off. Not easy to make. I'll need 100 obols just to melt down into the cast. Once you have them though, I'll give you a potency seminar free of charge. That'll help you earn more obols per ritual.
<em>The tall man looks over his shoulder, eyeing up and down the spellcaster</em>
''Candlemaker:'' And I'll need to trust ya' first
<em>The Candlemaker tosses Brynn a single Obol</em>
''Brynn:'' I- oh- um, thanks!
''Candlemaker:'' Don't mention it, kid.
''Candlemaker:'' And one more thing, make sure you talk to the other vendors, okay?
<em>The tall lurching figure resumes breaking open iron casts, freeing more candles, his livelihood. </em>
<span style="color:lime">''+1 Obol!''</span>
<img src="nox_images/icon_obol.gif" width="5%">
''[[RETURN|NPCcandle]]''
<<silently>>
<<set $talkCANDLE to $talkCANDLE + 1>>\
<<set $obol to $obol + 1>>\
<<set $talkVENDOR to $talkVENDOR + 1>>
<<if $hp gte 30 and $talkCANDLE lte 3>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkCANDLE is 4>>\
<<set $hp to 40>>\
<</if>>
<<if $sanity gte 30 and $talkCANDLE lte 3>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkCANDLE is 4>>\
<<set $sanity to 40>>\
<</if>>
<</silently>>!!!The Candlemaker - TALK 2
<img src="nox_images/chibi_candlemaker.png" width="20%">
''Brynn:'' Hey again!
<em>The man grunts as he opens another iron cast of candles.</em>
''Brynn:'' How long have you been doing this whole candle thing?
''Candlemaker:'' How old is the sun again?
''Brynn:'' Haha, you're funny
''Candlemaker:'' Yeah…
''Candlemaker:'' Been doing this all my life. The iron, whether hot or cold, burns my hands. I've gotten used to the sensation.
''Brynn:'' Here, let me help you
''Candlemaker:'' No, you really don't-
<em>Brynn easily opens the iron cast, the Candlemaker's fingers alleviated of the dull unpleasant burning sensation of touching iron</em>
''Candlemaker:'' Heh, you're not bad after all, thanks, kid
<em>Brynn smiles brightly but fumbles as the Candlemaker playfully tosses him two coins.</em>
<span style="color:lime">''+2 Obols!''</span>
<img src="nox_images/icon_obol.gif" width="5%">
''[[RETURN|NPCcandle]]''
<<silently>>
<<set $talkCANDLE to $talkCANDLE + 1>>\
<<set $obol to $obol + 2>>\
<<set $talkVENDOR to $talkVENDOR + 1>>
<<if $hp gte 30 and $talkCANDLE lte 3>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkCANDLE is 4>>\
<<set $hp to 40>>\
<</if>>
<<if $sanity gte 30 and $talkCANDLE lte 3>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkCANDLE is 4>>\
<<set $sanity to 40>>\
<</if>>
<</silently>>!!!The Candlemaker - TALK 3
<img src="nox_images/chibi_candlemaker.png" width="20%">
''Brynn:'' Hiii
''Candlemaker:'' Evening.
''Brynn:'' How do you make all your candles?
''Candlemaker:'' Trade secret on the specific tallow and waxes I use, but I can show you the process.
<em>The Candlemaker grunts as he lifts a large cauldron from the shadows of his cave. It's full of swirling otherworldly liquids.</em>
''Candlemaker:'' This is my cauldron, the same cauldron I've used since the beginning.
''Candlemaker:'' I take my ladle, get some liquid, pour it into the iron casts.
''Brynn:'' Why do you use iron if it burns you?
''Candlemaker:'' It's the only stuff resistant to the liquid. Anything else melts into goo, ruining the candles.
''Candlemaker:'' I let it sit in the casts till solid then open the suckers up.
''Candlemaker:'' Day in. Day out. It's what I love, it's what I live for.
<em>Brynn marvels with a twinkle in his eyes as the Candlemaker lifts the ladle to fill another iron cast of candles with the hot liquid.</em>
''Candlemaker:'' Thanks for the company, kid.
<em>The Candlemaker drops three obols on top of Brynn's head</em>
<span style="color:lime">''+3 Obols!''</span>
<img src="nox_images/icon_obol.gif" width="5%">
''[[RETURN|NPCcandle]]''
<<silently>>
<<set $talkCANDLE to $talkCANDLE + 1>>\
<<set $obol to $obol + 3>>\
<<set $talkVENDOR to $talkVENDOR + 1>>
<<if $hp gte 30 and $talkCANDLE lte 3>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkCANDLE is 4>>\
<<set $hp to 40>>\
<</if>>
<<if $sanity gte 30 and $talkCANDLE lte 3>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkCANDLE is 4>>\
<<set $sanity to 40>>\
<</if>>
<</silently>>!!!The Candlemaker - TALK 4
<img src="nox_images/chibi_candlemaker.png" width="20%">
''Candlemaker:'' You sure come here often to chat, don't you have a boyfriend to summon?
''Brynn:'' I'm working hard!
<em>The man chuckles</em>
''Candlemaker:'' Don't worry, I'm only giving you a hard time.
''Brynn:'' Hrum!
''Candlemaker:'' You have the soul necessary to do the ritual.
<<if $talkDREAM is 5>>\
<span style="color:#EBF59C">''Candlemaker:'' . . . and a heart of gold, seems like Dreameater helped you there.</span>
<</if>>
''Candlemaker:'' Not every day a spellcaster deserves an auric candle. You prove otherwise.
<em>The Candlemaker gives an uncharacteristic smirk.</em>
''Candlemaker:'' I still need to melt down the blasted 100 obols
''Candlemaker:'' . . . but you have my blessing, as a humble Candlemaker.
''Candlemaker:'' Take this.
<em>Brynn catches a small lantern, a light shimmers inside</em>
<span style="color:#EBF59C">''[ + Firefly Lantern to Inventory! ]''</span>
<img src="nox_images/ui_gifts/firefly_lantern.png" width="10%">
''[[RETURN|NPCcandle]]''
<<silently>>
<<set $talkCANDLE to $talkCANDLE + 1>>\
<<set $sanity to $sanity + 1>>\
<<set $talkVENDOR to $talkVENDOR + 1>>
<<if $hp gte 30 and $talkCANDLE lte 3>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkCANDLE is 4>>\
<<set $hp to 40>>\
<</if>>
<<if $sanity gte 30 and $talkCANDLE lte 3>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkCANDLE is 4>>\
<<set $sanity to 40>>\
<</if>>
<<set $itemCANDLE to true>>
<</silently>>You will lose 100 obols and gain 1 AURIC CANDLE
''<<return "NOT YET, GO BACK">>''
''[[PAY THE MONEY|formCANDLE]]''!!!The Candlemaker - BOON RITUAL
''Brynn:'' 100 obols, as promised~
<em>The Candlemake straightens his posture to finally stand fully upright. He towers above Brynn.</em>
''Candlemaker:'' It's time to hold up my end of the bargain
<<linkreplace"''The Candlemaker snaps his fingers''">><em>The Candlemaker snaps his fingers</em>
<img src="nox_images/boon_candlemaker_0.png" width="25%">
<<linkreplace"''Candlemaker: Ready for the complimentary potency seminar, spellcaster?''">>''Candlemaker:'' Ready for the complimentary potency seminar, spellcaster?
<img src="nox_images/boon_candlemaker_1.png" width="25%">
<<linkreplace"''Brynn: -Gulp-''">>''Brynn:'' <em>-Gulp-</em>
<img src="nox_images/boon_candlemaker_2.png" width="25%">
<<linkreplace"''Plap! plap!! plap!!! UGHHNNN MY GUTSSSS''">>Plap! plap!! plap!!! UGHHNNN MY GUTSSSS
<img src="nox_images/boon_candlemaker_3.png" width="25%">
<<linkreplace"''Afterwards . . .''">><em>Afterwards . . .</em>
<em>The Candlemaker washes Brynn and places the boy into a cozy bed</em>
<em>He conducts the back-breaking task of concentrating 100 Obols into a single special candle</em>
<<linkreplace"''Later . . .''">><em>Later . . .</em>
<em>Brynn awakens to a special candle on the nightstand and a freshly showered Candlemaker cuddling him in bed</em>
<span style="color:#EBF59C">''[ + Auric Candle to Necropolis! ]''</span>
''ACHIEVEMENT UNLOCKED!''
<span style="color:#EBF59C">''Candle in The Dark''</span>
<span style="color:green">''Rituals now earn +30% more Obols''</span>
<span style="color:red">''-100 Obols!''</span>
<span style="color:#EBF59C">''+ Auric Candle!''</span>
''[[RETURN|NPCcandle]]''
<</linkreplace>><</linkreplace>><</linkreplace>><</linkreplace>><</linkreplace>><</linkreplace>>
<<silently>>
<<set $talkCANDLE to $talkCANDLE + 1>>\
<<set $obol to $obol - 100>>\
<<set $sarcophagusSCORE to $sarcophagusSCORE + 1>>\
<<set $talkVENDOR to $talkVENDOR + 1>>\
<<set $art_boon_CANDLEMAKER to true>>\
<</silently>><span style="color:red">''WARNING
Links on this page will override your current tab, please open in new tab to avoid losing progress''</span>
''Build:'' 2025 April 04
<h1>PeelinTheOrange</h1>\
<div class="creditslink">''<a href="https://twitter.com/PeelinTheOrange">TWITTER</a>'' ''<a href="https://www.patreon.com/PeelinTheOrange">PATREON</a>''</div>\
Creator, Programmer, Writer
All art drawn by PeelinTheOrange, unless otherwise specified
<h1>Additional Credits . . .</h1>\
<span class="creditslink">''ProCitrusDev''</span> Additional CSS & Programming
\
<span class="creditslink">''<a href="https://sorrinicewraith.itch.io/">Sorrin ITCHIO</a>''</span> CSS, Proofreading, Artist for "Visage - SANITY (Sorrin)"
\
<span class="creditslink">''<a href="https://twitter.com/anonanimeme">Anonanimeme TWITTER</a>''</span>Artist for "Ritual - Beguile The Bureaucracy"
\
<span class="creditslink">''<a href="https://twitter.com/lovettica">Lovettica TWITTER</a>''</span>Artist for "Ritual - Invoke Relic"
\
<span class="creditslink">''<a href="https://twitter.com/roseprix">Roseprix TWITTER</a>''</span>Artist for "Ritual - Invoke Horror"
\
<span class="creditslink"> ''<a href="https://twitter.com/peaches_cafe">Peaches_cafe TWITTER</a>''</span>Artist for "Ritual - Invoke Ghosts"
\
<span class="creditslink"> ''<a href="https://twitter.com/TheArlequinn">The Arlequinn's TWITTER</a>''</span>Artist for "Ritual - Beguile Will-o-Wisp Twins"
\
<span class="creditslink">''<a href="https://twitter.com/Suiton00_nsfw">Suiton TWITTER</a>''</span>Artist for "Ritual - Beguile the Mirror"
\
<span class="creditslink">''<a href="https://twitter.com/lu_uwu_cas">Lu TWITTER</a>''</span>Artist for "Sleep - Nightmare" & "Ritual - Spartans"
\
<span class="creditslink">''<a href="https://twitter.com/TheRestlessReks">Reks TWITTER</a>''</span>Artist for "Artist for "Visage - CORRUPTION (Reks)"
<h1>Special Thanks to . . .</h1>\
* Nox, the commissioner who funded a large sum of this project!
* All my amazing patrons for supporting this project through its development!
* My friends who playtested and helped me workshop!
''<<return "RETURN TO GAME">>''!Hints:
<h1>Rituals:</h1>\
Rituals are randomized, Brynn can choose to do 1 out of 3 given to him
Rituals cost sanity, virility, and corrupt Brynn, but reward obols!
Every Ritual costs 1 candle
Running out of candles breaks the ritual circle and Brynn can get some shut-eye!
The higher your corruption, Brynn's nightmares become more frequent and severe
<<if $day gte 7>>
<h1>Wagering & Luck</h1>\
For 10 Obols, Brynn can wager to win prizes. Some temporary stat boosts, other prizes are permanent items that can rejuvenate stats upon sleeping. Brynn can also increase his Luck stat to increase his chances at winning better and better prizes until the JACKPOT becomes a possibility.
<</if>>\
<h1>Vendors:</h1>\
Vendors can trade one stat for another stat
You can only purchase 3 things in one day
TALK to vendors to learn their story and unlock their item for summoning <span style="color:yellow">''Carcosa''</span>, 4 vendors means you need 4 items.
If you help the vendors with their goals, your maximum stats will be increased
<h1>ENDINGS:</h1>\
If Sanity reaches 0, BAD ENDING
If Virility reaches 0, BAD ENDING
If Corruption reaches max (default 30, upgraded 40) BAD ENDING
Collect all 4 items and summon Carcosa, GOOD ENDING
''<<link "RETURN" $return>><</link>>''!!Achievements
<<if $talkCANDLE lte 4>>\
<span style="color:grey">''Candle in The Dark:''
Fulfill the Candlemaker's task and recieve his boon</span>
<<elseif $talkCANDLE gte 5>>\
<span style="color:#EBF59C">''Candle in The Dark:''
Fulfill the Candlemaker's task and recieve his boon</span>
<</if>>\
<<if $talkDISCORD lte 4>>\
<span style="color:grey">''Cosmic Shadow:''
Send Discord Kitten to college and recieve his boon</span>
<<elseif $talkDISCORD gte 5>>\
<span style="color:#EBF59C">''Cosmic Shadow:''
Send Discord Kitten to college and recieve his boon</span>
<</if>>\
<<if $talkSHRINE lte 4>>\
<span style="color:grey">''Drawn Venom:''
Expel the pent up energy with the Shrine's help to recieve his boon</span>
<<elseif $talkSHRINE gte 5>>\
<span style="color:#EBF59C">''Drawn Venom:''
Expelled the pent up energy with the Shrine's help to recieve his boon</span>
<</if>>\
<<if $talkDREAM lte 4>>\
<span style="color:grey">''Sweet Dreams:''
Create a golden apple with the Dreameater and recieve his boon</span>
<<elseif $talkDREAM gte 5>>\
<span style="color:#EBF59C">''Sweet Dreams:''
Create a golden apple with the Dreameater and recieve his boon</span>
<</if>>\
<<if $art_win_CARCOSA is false>>\
<span style="color:grey">''King In Yellow:''
Summon Carcosa.</span>
<<elseif $art_win_CARCOSA is true>>\
<span style="color:#EBF59C">''King In Yellow:''
Carcosa is here ♡</span>
<</if>>\
!!!Bonus Achievements
<<if $countRITUAL lte 9>>\
<span style="color:grey">''Novice Mage:''
$countRITUAL Rituals Performed!</span>
<<elseif $countRITUAL gte 10 and $countRITUAL lte 25>>\
<span style="color:#EBF59C">''Apprentice:''
$countRITUAL Rituals Performed!</span>
<<elseif $countRITUAL gte 26 and $countRITUAL lte 49>>\
<span style="color:#EBF59C">''Journeyman:''
$countRITUAL Rituals Performed!</span>
<<elseif $countRITUAL gte 50 and $countRITUAL lte 99>>\
<span style="color:#EBF59C">''Archmage:''
$countRITUAL Rituals Performed!</span>
<<elseif $countRITUAL gte 100>>\
<span style="color:#EBF59C">''Archon:''
$countRITUAL Rituals Performed!</span>
<</if>>\
\
\
\
<<if $COUNTLinvokeSANITY lte 24>>\
<span style="color:grey">'' Sanity Ward unlocks at Invocation LVL 25 . . .''
Currently at LVL $COUNTLinvokeSANITY</span>
<<elseif $COUNTLinvokeSANITY gte 25>>\
<span style="color:#71CBF1">''Sanity Ward Unlocked!''
Invocation LVL $COUNTLinvokeSANITY</span>
<</if>>\
\
\
<<if $COUNTsummonVITALITY lte 24>>\
<span style="color:grey">'' Vitality Ward unlocks at Summoner LVL 25 . . .''
Currently at LVL $COUNTsummonVITALITY</span>
<<elseif $COUNTsummonVITALITY gte 25>>\
<span style="color:#71CBF1">''Vitality Ward Unlocked!''
Summoner LVL $COUNTsummonVITALITY</span>
<</if>>\
\
\
<<if $COUNTbeguilCORRUPTION lte 24>>\
<span style="color:grey">'' Corruption Ward unlocks at Beguiler LVL 25 . . .''
Currently at LVL $COUNTbeguilCORRUPTION</span>
<<elseif $COUNTbeguilCORRUPTION gte 25>>\
<span style="color:#71CBF1">''Corruption Ward Unlocked!''
Beguiler LVL $COUNTbeguilCORRUPTION</span>
<</if>>\
\
\
\
<<if $jackpot lte 0 and $day gte 7>>\
<span style="color:grey">'' Jackpot Mystery . . . win the Chronomancer's ultimate prize''</span>
<<elseif $jackpot gte 1>>\
<span style="color:#EBF59C">''WE HAVE A WINNER:''
Win The Chronomancer's jackpot!</span>
<</if>>\
\
\
\
<<if $art_boon_OZ is false and $day gte 3>>\
<span style="color:grey">''Enchanted Tanuki Hug:''
Partake in the Tanuki Festive once all 30 of Ozzy's glyphs are active, currently $talkOZ glowing </span>
<<elseif $art_boon_OZ is true>>\
<span style="color:#EBF59C">''Enchanted Tanuki Hug:''
The Tanuki Festival is so much fun!!</span>
<</if>>\
\
\
\
\
\
\
\
''<<link "RETURN" $return>><</link>>''[[Get Advice (Pay +4 Corruption for 2 Sanity)
[[Therapy Session (Pay +6 Corruption for 4 Sanity)
[[Meal (Pay 4 Sanity for 2 Vitality)
[[Buffet (Pay 6 Sanity for 4 Vitality
[[Confession (Pay 2 Vitality for -1 Corruption)
[[Exorcism (Pay 6 Vitality for -4 Corruption)
gallery1
<<set $art_win_CARCOSA to false>>
RELIC
A portal opens and a pleasant aroma of brimstone fills the air
Brynn worships the cock infront of him
He drags his tongue up and down the phallic object, enthralled by it
The boy sits upon the relic and it fills him, bulging his flat stomatch out
It pulsates before pumping its load down his throat
His tummy feels warm, full, and well bred~
<<set $talkOZ to 1>>
<<set $day to $day + 6>>
<<set $obol to $obol + 1000>>
<<set $talkDISCORD to $talkDISCORD + 3>>
<<set $talkSHRINE to $talkSHRINE + 3>>\
<<set $talkDREAM to $talkDREAM + 3>>\
<<set $talkCANDLE to $talkCANDLE + 3>>\
<<set $talkCARCOSA to 0>>
If you've won the game already, you can unlock all CGs with the password:
<label>What's the magic word? <<textbox "$carcosaKEY" "Type here">></label>
''[[Gallery|galleryCHECK]]''
''Tip:'' <em>Summon Carcosa to get the magic word and unlock every image in game ;)</em>
''<<link "RETURN" $return>><</link>>''<<if $carcosaKEY is "carcosa">>
<<goto [[gallery1]]>>\
<<elseif $carcosaKEY is "DLC">>
<<goto [[gallery2]]>>\
<<else>>
<<goto [[gallery0]]>>\
<</if>>!!! <span style="color:#EBF59C"><u>''Vendor Gallery''</u></span>
<<if $art_boon_DISCORDKITTEN is false>>\
<span style="color:grey">''Earn Discord Kitten's Boon''</span>
<<else>>\
''Earn Discord Kitten's Boon''
<img src="nox_images/boon_dk_0.png" width="50%">
<img src="nox_images/boon_dk_1.png" width="50%">
<img src="nox_images/boon_dk_2.png" width="25%">
<</if>>\
\
<<if $art_boon_DREAMEATER is false>>\
<span style="color:grey">''Earn Dreameater's Boon''</span>
<<else>>\
''Earn Dreameater's Boon''
<img src="nox_images/boon_dreameater_1.png" width="25%">
<</if>>\
\
<<if $art_boon_SHRINE is false>>\
<span style="color:grey">''Earn The Shrine's Boon''</span>
<<else>>\
''Earn The Shrine's Boon''
<img src="nox_images/boon_shrine_1.png" width="25%">
<</if>>\
\
<<if $art_boon_CANDLEMAKER is false>>\
<span style="color:grey">''Earn The Candlemaker's Boon''</span>
<<else>>\
''Earn The Candlemaker's Boon''
<img src="nox_images/boon_candlemaker_0.png" width="25%">
<img src="nox_images/boon_candlemaker_1.png" width="25%">
<img src="nox_images/boon_candlemaker_2.png" width="25%">
<img src="nox_images/boon_candlemaker_3.png" width="25%">
<</if>>\
\
<<if $art_boon_OZ is false and $day gte 3>>\
<span style="color:grey">''Earn Ozzy's Boon''</span>
<<elseif $art_boon_OZ is true>>\
''Earn Ozzy's Boon''
<img src="nox_images/boon_oz_0.png" width="20%">
<img src="nox_images/boon_oz_1.png" width="50%">
<</if>>\
\
<<if $jackpot is 0 and $day gte 9>>\
<span style="color:grey">''Win The Chronomancer's Jackpot!''</span>
<<elseif $jackpot gte 1>>\
''Win The Chronomancer's Jackpot!''
<img src="nox_images/npc_chronomancer_jackpot_0.png" width="20%">
<</if>>\
\
<<if $art_boon_TITUS is false>>\
<span style="color:grey">''Scry the Prize of Titus''</span>
<<elseif $art_boon_TITUS is true>>\
''Prize of Titus''
<img src="nox_images/npc_titus_0.png" width="20%">
<img src="nox_images/npc_titus_1.png" width="50%">
<</if>>\
!!! <span style="color:#EBF59C"><u>''Dreams''</u></span>
<<if $dream_art_flowers is false>>\
<span style="color:grey">''Flower Dream''</span>
<<elseif $dream_art_flowers is true>>\
''Flower Dream''
<img src="nox_images/dream_flowers.png" width="25%">
\
\
<</if>>\
<<if $dream_art_firefly is false>>\
<span style="color:grey">''Firefly Dream''</span>
<<elseif $dream_art_firefly is true>>\
''Firefly Dream''
<img src="nox_images/dream_firefly.png" width="25%">
\
\
<</if>>\
<<if $dream_art_beach is false>>\
<span style="color:grey">''Beach Dream''</span>
<<elseif $dream_art_beach is true>>\
''Beach Dream''
<img src="nox_images/dream_beach.png" width="25%">
\
\
<</if>>\
<<if $dream_art_explore is false>>\
<span style="color:grey">''Exploration Dream''</span>
<<elseif $dream_art_explore is true>>\
''Exploration Dream''
<img src="nox_images/dream_explore.png" width="25%">
\
\
<</if>>\
<<if $dream_art_picnic is false>>\
<span style="color:grey">''Picnic Dream''</span>
<<elseif $dream_art_picnic is true>>\
''Picnic Dream''
<img src="nox_images/dream_picnic.png" width="25%">
\
\
<</if>>\
<<if $dream_art_nightmare is false>>\
<span style="color:grey">''Nightmare''</span>
<<elseif $dream_art_nightmare is true>>\
''Nightmare''
<img src="nox_images/guest_art/guest_lu_1.png" width="25%">
\
\
<</if>>\
\
\
\
\
\
\
!!! <span style="color:#EBF59C"><u>''BAD ENDINGS''</u></span>
<<if $art_ending_SANITY is true>>\
''BAD ENDING (1 of 3) Melody of Madness''
<img src="nox_images/ending_bad_sanity.png" width="50%">
<<else>>\
<span style="color:grey">''BAD ENDING - SANITY ''</span>
<</if>>\
\
<<if $art_ending_VITALITY is true>>\
''BAD ENDING (2 of 3) Ghostly Lament''
<img src="nox_images/ending_bad_vitality.png" width="50%">
<<else>>\
<span style="color:grey">''BAD ENDING - VITALITY ''</span>
<</if>>\
\
\
<<if $art_ending_CORRUPTION is true>>\
''BAD ENDING (3 of 3) Corrupted Book-Keeper''
<img src="nox_images/ending_bad_corruption.png" width="50%">
<<else>>\
<span style="color:grey">''BAD ENDING - CORRUPTION ''</span>
<</if>>\
\
!!! <span style="color:yellow"><u>''CARCOSA GALLERY''</u></span>
<<if $art_win_CARCOSA is false>>\
Summon <span style="color:yellow">''Carcosa''</span>
<<else>>\
Summon <span style="color:yellow">''Carcosa''</span>
<img src="nox_images/npc_carcosa.png" width="25%">
Brynn and <span style="color:yellow">''Carcosa''</span> Reunited
<img src="nox_images/boon_carcosa.png" width="25%">
<span style="color:yellow">''Carcosa''</span> Sleeping
<img src="nox_images/npc_carcosa_sleep.png" width="50%">
<</if>>\
\
\
\
''<<link "RETURN" $return>><</link>>''DLC/Postgame content TBD
''<<link "RETURN" $return>><</link>>''
!!! <span style="color:#EBF59C"><u>''Ritual Gallery''</u></span>
<<if $carcosaKEY is "carcosa">>\
<span style="color:#EBF59C">''ACCESS GRANTED''</span>
<</if>>\
Summon a ghost
<img src="nox_images/guest_art/guest_peaches_cafe_1.png" width="50%">
Use Chalice in Ritual
CHALICE PIC TBA
Summon a will o wisp
WILL O WISP PIC TBA
Use Relic in Ritual
<img src="nox_images/guest_art/guest_lovi_1.png" width="50%">\
Summon a Hellhound
HELLHOUND PIC TBA
Summon Brynn's Dark Reflection
<img src="nox_images/guest_art/guest_suiton_1.png" width="50%">
Summon a Horror
<img src="nox_images/guest_art/guest_roseprix_1.png" width="100%">
Summon a Gargoyle
GARGOYLE PIC TBA
Host a Banquet of Bureaucrats
<img src="nox_images/guest_art/guest_anonanimeme_1.png" width="75%">\
Acquire the boon of the Candlemaker
<img src="nox_images/boon_candlemaker_0.png" width="50%">
<img src="nox_images/boon_candlemaker_1.png" width="50%">
<img src="nox_images/boon_candlemaker_2.png" width="50%">
<img src="nox_images/boon_candlemaker_3.png" width="50%">
Acquire the boon of Dreameater
<img src="nox_images/boon_dreameater_1.png" width="50%">
Acquire the boon of the Shrine
<img src="nox_images/boon_shrine_1.png" width="50%">
Acquire Discord Kitten's boon
<img src="nox_images/boon_dk_0.png" width="50%">
<img src="nox_images/boon_dk_1.png" width="50%">
<img src="nox_images/boon_dk_2.png" width="50%">
Acquire Ozzy the Tanuki Shopkeeper's boon
<img src="nox_images/boon_oz_0.png" width="40%">
<img src="nox_images/boon_oz_1.png" width="100%">
!!! <span style="color:#EBF59C"><u>''Postcards''</u></span>
<img src="nox_images/postcard_sanity.png" width="75%">
<img src="nox_images/postcard_vitality.png" width="75%">
<img src="nox_images/postcard_corruption.png" width="75%">
<img src="nox_images/postcard_obols.png" width="75%">
<img src="nox_images/postcard_luck.png" width="75%">
!!! <span style="color:#EBF59C"><u>''Dreams''</u></span>
<img src="nox_images/dream_flowers.png" width="50%">
<img src="nox_images/dream_firefly.png" width="50%">
<img src="nox_images/dream_beach.png" width="50%">
<img src="nox_images/dream_explore.png" width="50%">
<img src="nox_images/dream_picnic.png" width="50%">
!!! <span style="color:yellow"><u>''Carcosa Gallery''</u></span>
Summon <span style="color:yellow">''Carcosa''</span>
<img src="nox_images/npc_carcosa.png" width="50%">
<img src="nox_images/boon_carcosa.png" width="50%">
<img src="nox_images/npc_carcosa_sleep.png" width="100%">
''<<link "RETURN" $return>><</link>>''!!!Summon - <span style="color:yellow">''SUMMON Carcosa''</span>
The universe waits on the edge of its seat . . .
''<<return "NOT YET, GO BACK">>''
OR
''[[SUMMON CARCOSA|summonCARCOSA]]''<h1 align="center">Necropolis</h1>\
<div style="display: block; position: relative; width: 60vw; height:30vw;">\
<img style="z-index: 0; position: absolute; left:0; top:0; Width:100%" src="nox_images/necropolis_ui/necropolis_base.png"/>\
<<if $talkCANDLE lte 4>>\
<<elseif $talkCANDLE gte 5>>\
<img style="z-index: 2; position: absolute; left: 0%; top: 0%; Width: 100%" src="nox_images/necropolis_ui/auric_candle.png" />
<</if>>\
<<if $talkDISCORD lte 4>>\
<<elseif $talkDISCORD gte 5>>\
<img style="z-index: 2; position: absolute; left: 0%; top: 0%; Width: 100%" src="nox_images/necropolis_ui/3d_glasses.png" />
<</if>>\
<<if $talkSHRINE lte 4>>\
<<elseif $talkSHRINE gte 5>>\
<img style="z-index: 2; position: absolute; left: 0%; top: 0%; Width: 100%" src="nox_images/necropolis_ui/bullion_albedo.png" />
<</if>>\
<<if $talkDREAM lte 4>>\
<<elseif $talkDREAM gte 5>>\
<img style="z-index: 2; position: absolute; left: 0%; top: 0%; Width: 100%" src="nox_images/necropolis_ui/golden_heart.png" />
<</if>>\
</div>\
<p align="center"><<print either($flavorNecropolis)>></p>\
\
Ancient ruins surround the sarcophagus, the perfect place to summon <span style="color:yellow">''Carcosa''</span>
<<if $talkDISCORD gte 5 and $talkSHRINE gte 5 and $talkDREAM gte 5 and $talkCANDLE gte 5>>\
Everything is ready to summon <span style="color:yellow">''Carcosa''</span>
''[[SUMMON CARCOSA|confirm_summon]]''
<</if>>\
<<if $talkCANDLE lte 4>>\
<span style="color:grey">''The Mind:''
For a ritual like this? Normal candles won't suffice . . .</span>
<<elseif $talkCANDLE gte 5>>\
<span style="color:#EBF59C">''The Mind:''
The Auric Candle's iridescent flame shimmers vibrantly.</span>
<</if>>\
<<if $talkDISCORD lte 4>>\
<span style="color:grey">''The Eyes:''
The chapter on how to summon Carcosa is written in illegible glyphs, an expert could help . . .</span>
<<elseif $talkDISCORD gte 5>>\
<span style="color:#EBF59C">''The Eyes:''
With these 3D glasses, the esoteric inscriptions are now legible.</span>
<</if>>\
<<if $talkSHRINE lte 4>>\
<span style="color:grey">''The Stomach:''
The sarcophagus has a round indentation, perfect for holding liquid of some kind . . .</span>
<<elseif $talkSHRINE gte 5>>\
<span style="color:#EBF59C">''The Stomach:''
A flask of purification, its contents swirl within. The perfect amount to fill the bowl.</span>
<</if>>\
<<if $talkDREAM lte 4>>\
<span style="color:grey">''The Heart:''
The pictographs depict a magician with a golden heart . . .</span>
<<elseif $talkDREAM gte 5>>\
<span style="color:#EBF59C">''The Heart:''
A heart of gold now resides within Brynn, its rhythm true.</span>
<</if>>
<<if $talkDISCORD lte 4 or $talkSHRINE lte 4 or $talkDREAM lte 4 or $talkCANDLE lte 4>>\
Perhaps the <span style="color:#EBF59C">''Vendors''</span> can help . . . ?
<</if>>\
<strong>[[RETURN to MEADOWS|PlazaRETURN]]</strong>!!!Summoning <span style="color:yellow">''Carcosa''</span>
<em>Brynn pours the solution of purification into the bowl
Upon utterance of eldritch words, the earth trembles
The Azure star overhead is eclipsed as the sky blackens
Water pours from the sarcophagus, Brynn's chest radiates golden light
Buttercup petals swarm to cover the sarcophagus until it crushes and cracks from the pressure
A shockwave releases as pieces explode outwards
There stands a figure among rubble and flower petals</em>
It's him . . .
''It's'' <<linkreplace"''Carcosa''">><span style="color:yellow">''Carcosa''</span>
<strong>[[EMBRACE HIM|embraceCARCOSA]]</strong>
<img src="nox_images/npc_carcosa.png" width="20%">
<</linkreplace>>
\
<<set $summonCARCOSA to 1>>\
<<set $sarcophagusSCORE to $sarcophagusSCORE + 1>>\<<if $summonCARCOSA gte 1>>
<<goto [[necropolis_carcosa]]>>
<<else>>
<<goto [[necropolis_unsummoned]]>>
<</if>><h3 align="center">Necropolis - <span style="color:yellow">''Carcosa''</span></h3><<if $talkCARCOSA gte 1>>\
<img src="nox_images/npc_carcosa.png" width="20%">
<span style="color:yellow">''Carcosa:''</span> <<print either($flavorCarcosa)>>
<span style="color:yellow">''Carcosa Energy: $talkCARCOSA''</span>
''[[Chat ( +2 Sanity )|carcosaCHAT]]''
''[[Cuddle ( +2 Vitality )|carcosaCUDDLE]]''
''[[Kiss ( -2 Corruption )|carcosaKISS]]''
''[[Get Bred ( +2 Sanity )|carcosaSEXsanity]]''
''[[Rough Sex ( +2 Vitality )|carcosaSEXvitality]]''
''[[Suck Him Off ( -2 Corruption )|carcosaSEXcorruption]]''
''[[Fuck Him( +1 Luck )|carcosaSEXluck]]''
<<elseif $talkCARCOSA is 0>>\
<p align="center"><img src="nox_images/npc_carcosa_sleep.png" width="50%"></p>\
<span style="color:yellow">''Carcosa:''</span> ''Zzz Zzz Zzz''
<em>He's saying something in his sleep . . .</em>
<span style="color:yellow">''Carcosa:''</span> <<print either($flavorCarcosaSleep)>>
<</if>>\
<strong>[[RETURN to MEADOWS|PlazaRETURN]]</strong>!!!<span style="color:yellow">''Carcosa''</span> - Kiss
<span style="color:yellow">''Carcosa''</span> cups Brynn's face
Brynn blushes as <span style="color:yellow">''Carcosa''</span> gets closer
The outside world seems to disappear as they kiss
<span style="color:lime">''-2 Corruption!''</span>
<strong>[[RETURN|necropolis_carcosa]]</strong>
<<silently>>
<<set $corruption to $corruption - 2>>
<<set $talkCARCOSA to $talkCARCOSA - 1>>
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\
<</if>>
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>
<<if $corruption lte 0>>\
<<set $corruption to 0>>\
<</if>>\
<</silently>>!!!<span style="color:yellow">''Carcosa''</span> - Cuddle
Brynn takes hold of <span style="color:yellow">''Carcosa''</span>'s hand
The two boys snuggle up together and enjoy each other's company
It's wonderfully cozy
<span style="color:lime">''+2 Vitality!''</span>
<strong>[[RETURN|necropolis_carcosa]]</strong>
<<silently>>
<<set $hp to $hp + 2>>
<<set $talkCARCOSA to $talkCARCOSA - 1>>
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\
<</if>>
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>
<<if $corruption lte 0>>\
<<set $corruption to 0>>\
<</if>>\
<</silently>>!!!<span style="color:yellow">''Carcosa''</span> - Chat
Brynn excitedly tells <span style="color:yellow">''Carcosa''</span> all about his hyperfixations
They laugh and smile, happy to be together
<span style="color:lime">''+2 Sanity!''</span>
<strong>[[RETURN|necropolis_carcosa]]</strong>
<<silently>>
<<set $sanity to $sanity + 2>>
<<set $talkCARCOSA to $talkCARCOSA - 1>>
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\
<</if>>
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>
<<if $corruption lte 0>>\
<<set $corruption to 0>>\
<</if>>\
<</silently>><<goto [[AREAplaza]]>><h1 align="center">Temporal Sundial - The Chronomancer</h1>\
<img src="nox_images/npc_chronomancer.png" width="50%">
<<print either($flavorCHRONOMANCER)>>
<<if $obol lte 9 and $art_boon_CHRONOMANCER is false>>\
Sorry love, need 10 obols to pull the crank
\
<<elseif $obol lte 9 and $art_boon_CHRONOMANCER is true>>\
Sorry love, Machine still needs 10 obols to play~
\
<<elseif $talkCHRONOMANCER lte 9>>\
Step right up!
Pull the lever and win a prize!
Try your luck to win something permanent!
''Pay 10 Obols''
''[[WAGER and PULL THE CRANK|gambleCHECK]]''
\
<<else>>\
Sorry love! Machine's down for the day! Come back tomorrow!
<</if>>\
''[[GO BACK TO MEADOWS|AREAplaza]]''
<<silently>>
\
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\\
<</if>>\
\
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>\
<<if $corruption lte 0>>\
<<set $corruption to 0>>\
<</if>>\
<</silently>>!!! Reunited
<em>Golden mist drifts aimlessly around two lovers reunited . . .</em>
<em>As smoke settles, Carcosa slowly approaches.</em>
''<span style="color:yellow">''Carcosa:''</span>'' Hey . . .
''<span style="color:yellow">''Carcosa:''</span>'' Been a while . . .
''<span style="color:yellow">''Carcosa:''</span>'' Miss me?
<em>The blonde boy says with an all-knowing playful smirk.</em>
<span style="color:#71CBF1">''Brynn:''</span> You . . .
<em>Brynn chuckles with tears welling in his eyes</em>
<span style="color:#71CBF1">''Brynn:''</span> You absolute dork . . .
<em>Brynn rushes to embrace his boyfriend</em>
<em>As Brynn clings to him, tears well in Carcosa's eyes. His tail wraps tightly around them both as it pets Brynn's head.</em>
<em>They stare into each other's eyes and, without a word, the two passionately kiss</em>
<em>Enthralled in the moment, they desperately grasp onto each other, touching, feeling, experiencing each other's body and haphazardly tug off some clothing</em>
<em>The world around them disappears as they embrace</em>
<em>Soon, in a half-dressed state they sink to the ground still kissing. Their cocks rubbing against each other. They savor every moment of tender, passionate, love.</em>
<em><span style="color:#71CBF1">''Brynn''</span> is with <span style="color:yellow">''Carcosa''</span> . . .</em>
<em><span style="color:#7CEA46">''Two lovers reunited . . .''</span></em>
<img src="nox_images/boon_carcosa.png" width="20%">
<strong>[[Continue . . . |PostSummonCarcosa]]</strong>
<<set $art_win_CARCOSA to true>>\''[[Bonus Gallery|galleryBONUS]]''
note: add the above thing to galleryENTER
Bonus content created during development!
Brynn - Beta Design
Brynn - Hair Reference
CG - Discord Kitten Boon - UNUSED
CG - Ritual Relic Thumbnails by artist Lovettica (twitter in credits)
''<<link "RETURN" $return>><</link>>''!!! <span style="color:#EBF59C"><u>''Ritual Gallery''</u></span>
<<if $carcosaKEY is "carcosa">>\
<span style="color:#EBF59C">''ACCESS GRANTED''</span>
<</if>>\
''Summon Ghost''
<img src="nox_images/guest_art/guest_peaches_cafe_1.png" width="25%">
\
''Fill Chalice in Ritual''
TBA
\
''Summon Will-o-Wisp Twins''
TBA
\
''Use Relic''
<img src="nox_images/guest_art/guest_lovi_1.png" width="25%">
\
''Summon Hellhound''
TBA
\
''Use Mirror''
<img src="nox_images/guest_art/guest_suiton_1.png" width="25%">
\
''Summon Horror''
<img src="nox_images/guest_art/guest_roseprix_1.png" width="50%">
\
''Summon Gargoyle''
TBA
\
''Host Bureaucratic Masquerade Banquet''
<img src="nox_images/guest_art/guest_anonanimeme_1.png" width="40%">
\
''Invoke Seraph''
TBA
\
''Invoke Spartan Soldiers''
TBA
\
''Invoke Umbra Goliath''
TBA
\
\
\
!!! <span style="color:#EBF59C"><u>''Vendor Gallery''</u></span>
''Earn Discord Kitten's Boon''
<img src="nox_images/boon_dk_0.png" width="50%">
<img src="nox_images/boon_dk_1.png" width="50%">
<img src="nox_images/boon_dk_2.png" width="25%">
\
''Earn Dreameater's Boon''
<img src="nox_images/boon_dreameater_1.png" width="25%">
\
''Earn The Shrine's Boon''
<img src="nox_images/boon_shrine_1.png" width="25%">
\
''Earn The Candlemaker's Boon''
<img src="nox_images/boon_candlemaker_0.png" width="25%">
<img src="nox_images/boon_candlemaker_1.png" width="25%">
<img src="nox_images/boon_candlemaker_2.png" width="25%">
<img src="nox_images/boon_candlemaker_3.png" width="25%">
\
''Earn Ozzy's Boon''
<img src="nox_images/boon_oz_0.png" width="20%">
<img src="nox_images/boon_oz_1.png" width="50%">
\
''Win The Chronomancer's Jackpot!''
<img src="nox_images/npc_chronomancer_jackpot_0.png" width="20%">
\
\
\
!!! <span style="color:#EBF59C"><u>''Postcards''</u></span>
<img src="nox_images/postcard_sanity.png" width="40%">
<img src="nox_images/postcard_vitality.png" width="40%">
<img src="nox_images/postcard_corruption.png" width="40%">
<img src="nox_images/postcard_obols.png" width="40%">
<img src="nox_images/postcard_luck.png" width="40%">
!!! <span style="color:#EBF59C"><u>''Dreams''</u></span>
''Flower Dream''
<img src="nox_images/dream_flowers.png" width="25%">
''Firefly Dream''
<img src="nox_images/dream_firefly.png" width="25%">
''Beach Dream''
<img src="nox_images/dream_beach.png" width="25%">
''Exploration Dream''
<img src="nox_images/dream_explore.png" width="25%">
''Picnic Dream''
<img src="nox_images/dream_picnic.png" width="25%">
''Nightmare''
<img src="nox_images/guest_art/guest_lu_1.png" width="25%">
!!! <span style="color:#EBF59C"><u>''Wards''</u></span>
''INVOKER RUNE''
<img src="nox_images/ward_sanity_rune.png" width="25%">
''INVOKER GUARDIAN''
(TBA)
''SUMMONER RUNE''
<img src="nox_images/ward_vitality_rune.png" width="25%">
''SUMMONER GUARDIAN''
<img src="nox_images/ward_vitality_npc.png" width="25%">
''BEGUILER WARD''
<img src="nox_images/ward_corruption_rune.png" width="25%">
''BEGUILER GUARDIAN''
(TBA)
\
\
\
\
!!! <span style="color:#EBF59C"><u>''BAD ENDINGS''</u></span>
''BAD ENDING (1 of 3) Melody of Madness''
<img src="nox_images/ending_bad_sanity.png" width="50%">
''BAD ENDING (2 of 3) Ghostly Lament''
<img src="nox_images/ending_bad_vitality.png" width="50%">
''BAD ENDING (3 of 3) Corrupted Book-Keeper''
<img src="nox_images/ending_bad_corruption.png" width="50%">
!!! <span style="color:yellow"><u>''Carcosa Gallery''</u></span>
Summon <span style="color:yellow">''Carcosa''</span>
<img src="nox_images/npc_carcosa.png" width="25%">
Brynn and <span style="color:yellow">''Carcosa''</span> Reunited
<img src="nox_images/boon_carcosa.png" width="25%">
<span style="color:yellow">''Carcosa''</span> Sleeping
<img src="nox_images/npc_carcosa_sleep.png" width="50%">
''<<link "RETURN" $return>><</link>>''<<if $art_boon_OZ is false>>\
<em>The Ozzy waves his hands excitedly as the board glows.</em>
<em>Magical energy swirls around Brynn and . . .</em>
<<linkreplace"<em>''-POOF-''</em>">><em>''-POOF-''</em>
<img src="nox_images/boon_oz_0.png" width="20%">
''Brynn:'' Uh . . . I didn't expect—!!
<em>Two men approach Brynn as Ozzy scampers around snickering . . .</em>
''Tanuki:'' Hi there handsome~
<em>Brynn smirks</em>
''Brynn:'' Let's have some fun~
<<linkreplace"''SHLORP SMACK PLAP PLAP PLAP''">><em>SHLORP SMACK PLAP PLAP PLAP</em>
<img src="nox_images/boon_oz_1.png" width="50%">
<em>Ozzy scampers around the three boys</em>
<em>The tiny shopkeeper tosses obols around out from under his hat while cheering</em>
<<set $OZboon to random(4,9)>>\
<span style="color:lime">''+$OZboon Obols!''</span>
<<set $obol to $obol + $OZboon>>\
''ACHIEVEMENT UNLOCKED!''
<span style="color:#EBF59C">''Enchanted Tanuki Hug''</span>
''[[RETURN|creditCHECKoz]]''
<</linkreplace>><</linkreplace>>\
\
\
\
\
\
<<elseif $art_boon_OZ is true>>\
<em>The Ozzy waves his hands excitedly as the board glows.</em>
<em>Magical energy swirls around Brynn and . . .</em>
<em>''-POOF-''</em>
<img src="nox_images/boon_oz_0.png" width="20%">
<em>Two men approach Brynn as Ozzy scampers around snickering . . .</em>
''Tanuki:'' Hi there handsome~
<em>Brynn smirks</em>
''Brynn:'' Let's have some fun~
<em>SHLORP SMACK PLAP PLAP PLAP</em>
<img src="nox_images/boon_oz_1.png" width="50%">
<em>Ozzy scampers around the three boys</em>
<em>The tiny shopkeeper tosses obols around out from under his hat while cheering</em>
<<set $OZboon to random(4,9)>>\
<span style="color:lime">''+$OZboon Obols!''</span>
<<set $obol to $obol + $OZboon>>\
''[[RETURN|creditCHECKoz]]''
<</if>>!!!Wager
Brynn deposits 10 Obols
<span style="color:red">''-10 Obols!''</span>
<<set $obol to $obol -10>>\
The Machine ''WHIRLS'' and ''BRRRs!''
The result is . . . <<set $gamble to random(1,100)>> ''$gamble''
<<if $itemGambleLUCK is false or $itemGambleSANITY is false or $itemGambleVITALITY is false or $itemGambleCORRUPTION is false or $itemGambleOBOL is false>>\
\
\
\
<<if $luck lte 5>>\
<<if $gamble gte 95 and $itemGambleLUCK is false>>\
CONGRATZ!
''[[BRYNN WINS A PRIZE|gamble0perma]] ''
<<elseif $gamble gte 95 and $itemGambleSANITY is false>>\
CONGRATZ!
''[[BRYNN WINS A PRIZE|gamble1perma]]''
<<elseif $gamble gte 95 and $itemGambleVITALITY is false>>\
CONGRATZ!
''[[BRYNN WINS A PRIZE|gamble2perma]]''
<<elseif $gamble gte 95 and $itemGambleCORRUPTION is false>>\
CONGRATZ!
''[[BRYNN WINS A PRIZE|gamble3perma]]''
<<elseif $gamble gte 95 and $itemGambleOBOL is false>>\
CONGRATZ!
''[[BRYNN WINS A PRIZE|gamble4perma]]''
<<elseif $gamble gte 80>>\
CONGRATZ!
''[[BRYNN WINS A REWARD|gamble5]]''
<<elseif $gamble gte 60>>\
CONGRATZ!
''[[BRYNN WINS A REWARD|gamble6]]''
<<elseif $gamble gte 40>>\
CONGRATZ!
''[[BRYNN WINS A REWARD|gamble7]]''
<<elseif $gamble gte 20>>\
CONGRATZ!
''[[BRYNN WINS A REWARD|gamble8]]''
<<elseif $gamble gte 0>>\
CONGRATZ!
''[[BRYNN WINS A REWARD|gamble9]]''
<</if>>
\
\
\
<<elseif $luck lte 10>>\
<<if $gamble gte 85 and $itemGambleLUCK is false>>\
CONGRATZ!
''[[BRYNN WINS A PRIZE|gamble0perma]] ''
<<elseif $gamble gte 85 and $itemGambleSANITY is false>>\
CONGRATZ!
''[[BRYNN WINS A PRIZE|gamble1perma]]''
<<elseif $gamble gte 85 and $itemGambleVITALITY is false>>\
CONGRATZ!
''[[BRYNN WINS A PRIZE|gamble2perma]]''
<<elseif $gamble gte 85 and $itemGambleCORRUPTION is false>>\
CONGRATZ!
''[[BRYNN WINS A PRIZE|gamble3perma]]''
<<elseif $gamble gte 85 and $itemGambleOBOL is false>>\
CONGRATZ!
''[[BRYNN WINS A PRIZE|gamble4perma]]''
<<elseif $gamble gte 65>>\
CONGRATZ!
''[[BRYNN WINS A PRIZE|gamble5]]''
<<elseif $gamble gte 50>>\
CONGRATZ!
''[[BRYNN WINS A PRIZE|gamble6]]''
<<elseif $gamble gte 35>>\
CONGRATZ!
''[[BRYNN WINS A PRIZE|gamble7]]''
<<elseif $gamble gte 20>>\
CONGRATZ!
''[[BRYNN WINS A PRIZE|gamble8]]''
<<elseif $gamble gte 0>>\
CONGRATZ!
''[[BRYNN WINS A PRIZE|gamble9]]''
<</if>>
\
\
\
<<elseif $luck lte 24>>\
<<if $gamble gte 75 and $itemGambleLUCK is false>>\
CONGRATZ!
''[[BRYNN WINS A PRIZE|gamble0perma]] ''
<<elseif $gamble gte 75 and $itemGambleSANITY is false>>\
CONGRATZ!
''[[BRYNN WINS A PRIZE|gamble1perma]]''
<<elseif $gamble gte 75 and $itemGambleVITALITY is false>>\
CONGRATZ!
''[[BRYNN WINS A PRIZE|gamble2perma]]''
<<elseif $gamble gte 75 and $itemGambleCORRUPTION is false>>\
CONGRATZ!
''[[BRYNN WINS A PRIZE|gamble3perma]]''
<<elseif $gamble gte 75 and $itemGambleOBOL is false>>\
CONGRATZ!
''[[BRYNN WINS A PRIZE|gamble4perma]]''
<<elseif $gamble gte 60>>\
CONGRATZ!
''[[BRYNN WINS A PRIZE|gamble5]]''
<<elseif $gamble gte 50>>\
CONGRATZ!
''[[BRYNN WINS A PRIZE|gamble6]]''
<<elseif $gamble gte 40>>\
CONGRATZ!
''[[BRYNN WINS A PRIZE|gamble7]]''
<<elseif $gamble gte 20>>\
CONGRATZ!
''[[BRYNN WINS A PRIZE|gamble8]]''
<<elseif $gamble gte 0>>\
CONGRATZ!
''[[BRYNN WINS A PRIZE|gamble9]]''
<</if>>
<<elseif $luck gte 25>>\
<<if $gamble gte 8 and $itemGambleLUCK is false>>\
CONGRATZ!
''[[BRYNN WINS A PRIZE|gamble0perma]] ''
<<elseif $gamble gte 8 and $itemGambleSANITY is false>>\
CONGRATZ!
''[[BRYNN WINS A PRIZE|gamble1perma]]''
<<elseif $gamble gte 8 and $itemGambleVITALITY is false>>\
CONGRATZ!
''[[BRYNN WINS A PRIZE|gamble2perma]]''
<<elseif $gamble gte 8 and $itemGambleCORRUPTION is false>>\
CONGRATZ!
''[[BRYNN WINS A PRIZE|gamble3perma]]''
<<elseif $gamble gte 8 and $itemGambleOBOL is false>>\
CONGRATZ!
''[[BRYNN WINS A PRIZE|gamble4perma]]''
<<elseif $gamble gte 8>>\
CONGRATZ!
''[[BRYNN WINS A PRIZE|gamble5]]''
<<elseif $gamble gte 6>>\
CONGRATZ!
''[[BRYNN WINS A PRIZE|gamble6]]''
<<elseif $gamble gte 4>>\
CONGRATZ!
''[[BRYNN WINS A PRIZE|gamble7]]''
<<elseif $gamble gte 2>>\
CONGRATZ!
''[[BRYNN WINS A PRIZE|gamble8]]''
<<elseif $gamble gte 0>>\
CONGRATZ!
''[[BRYNN WINS A PRIZE|gamble9]]''
<</if>>
<</if>>
\
\
\
<<elseif $itemGambleLUCK is true and $itemGambleSANITY is true and $itemGambleVITALITY is true and $itemGambleCORRUPTION is true and $itemGambleOBOL is true>>\
<<if $luck lte 30>>\
<<if $gamble gte 90>>\
CONGRATZ!
''[[BRYNN WINS THE JACKPOT|gambleJACKPOT]] ''
<<elseif $gamble gte 80>>\
CONGRATZ!
''[[BRYNN WINS A PRIZE|gamble5]]''
<<elseif $gamble gte 60>>\
CONGRATZ!
''[[BRYNN WINS A PRIZE|gamble6]]''
<<elseif $gamble gte 40>>\
CONGRATZ!
''[[BRYNN WINS A PRIZE|gamble7]]''
<<elseif $gamble gte 20>>\
CONGRATZ!
''[[BRYNN WINS A PRIZE|gamble8]]''
<<elseif $gamble gte 0>>\
CONGRATZ!
''[[BRYNN WINS A PRIZE|gamble9]]''
<</if>>\
<<elseif $luck gte 31>>\
<<if $gamble gte 75>>\
CONGRATZ!
''[[BRYNN WINS THE JACKPOT|gambleJACKPOT]] ''
<<elseif $gamble gte 72>>\
CONGRATZ!
''[[BRYNN WINS A PRIZE|gamble5]]''
<<elseif $gamble gte 54>>\
CONGRATZ!
''[[BRYNN WINS A PRIZE|gamble6]]''
<<elseif $gamble gte 36>>\
CONGRATZ!
''[[BRYNN WINS A PRIZE|gamble7]]''
<<elseif $gamble gte 18>>\
CONGRATZ!
''[[BRYNN WINS A PRIZE|gamble8]]''
<<elseif $gamble gte 0>>\
CONGRATZ!
''[[BRYNN WINS A PRIZE|gamble9]]''
<</if>>
<</if>>
<</if>>\
\
\
\
\
\
\
<<set $talkCHRONOMANCER to $talkCHRONOMANCER + 1>>!!!PRIZE
<<print either($flavorWAGER)>>
Brynn wins a permanent prize!
<em>A metallic ring comes clanking out of the machine and lands perfectly upright in front of Brynn</em>
<span style="color:#EBF59C">''[ + Nightmare Horseshoe to Inventory! ]''</span>
''[[GO BACK TO CHRONOMANCER|NPCtime]]''
<<set $itemGambleLUCK to true>>\!!!PRIZE
<<print either($flavorWAGER)>>
Brynn wins a permanent prize!
<em>The familiar scent of autumn arrives as an object tumbles out of the machine</em>
<span style="color:#EBF59C">''[ + Pumpkin Spice Candle to Inventory! ]''</span>
''[[GO BACK TO CHRONOMANCER|NPCtime]]''
<<set $itemGambleVITALITY to true>>!!!PRIZE
<<print either($flavorWAGER)>>
Brynn wins a permanent prize!
<em>A strange white box of arcane origins emerges from the machine . . .</em>
<span style="color:#EBF59C">''[ + Air Purifier to Inventory! ]''</span>
''[[GO BACK TO CHRONOMANCER|creditCHECKtime]]''
<<set $itemGambleCORRUPTION to true>>\!!!PRIZE
<<print either($flavorWAGER)>>
Brynn wins a permanent prize!
<em>The object gets stuck in the machine for a moment before the big thing pops free</em>
<span style="color:#EBF59C">''[ + Ozzy Plushy to Inventory! ]''</span>
''[[GO BACK TO CHRONOMANCER|NPCtime]]''
<<set $itemGambleOBOL to true>>\!!!PRIZE
<<print either($flavorWAGER)>>
<<set $gamblePRIZEluck to random(1,3)>>\
Brynn wins a Four Leaf Clover Cookie!
He eats the cookie!
<span style="color:lime">''+$gamblePRIZEluck Luck!''</span>
''[[GO BACK TO CHRONOMANCER|NPCtime]]''
<<silently>>
<<set $luck to $luck + $gamblePRIZEluck>>\
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\\
<</if>>\
\
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>\
<<if $corruption lte 0>>\
<<set $corruption to 0>>\
<</if>>\
<</silently>>!!!PRIZE
<<print either($flavorWAGER)>>
<<set $gamblePRIZEsanity to random(1,3)>>\
Brynn wins a Night Blossom Cookie!
He eats the cookie!
<span style="color:lime">''+$gamblePRIZEsanity Sanity!''</span>
''[[GO BACK TO CHRONOMANCER|NPCtime]]''
<<silently>>
<<set $sanity to $sanity + $gamblePRIZEsanity>>\
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\\
<</if>>\
\
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>\
<<if $corruption lte 0>>\
<<set $corruption to 0>>\
<</if>>\
<</silently>>!!!PRIZE
<<print either($flavorWAGER)>>
<<set $gamblePRIZEhp to random(1,3)>>\
Brynn wins a Sunkissed Granola Bar!
He eats the granola bar!
<span style="color:lime">''+$gamblePRIZEhp Vitality!''</span>
''[[GO BACK TO CHRONOMANCER|NPCtime]]''
<<silently>>
<<set $hp to $hp + $gamblePRIZEhp>>\
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\\
<</if>>\
\
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>\
<<if $corruption lte 0>>\
<<set $corruption to 0>>\
<</if>>\
<</silently>>!!!PRIZE
<<print either($flavorWAGER)>>
<<set $gamblePRIZEcorruption to random(1,3)>>\
Brynn wins a Sparkling Spring Water!
He drinks the water!
<span style="color:lime">''-$gamblePRIZEcorruption Corruption!''</span>
''[[GO BACK TO CHRONOMANCER|NPCtime]]''
<<silently>>
<<set $corruption to $corruption - $gamblePRIZEcorruption>>\
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\\
<</if>>\
\
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>\
<<if $corruption lte 0>>\
<<set $corruption to 0>>\
<</if>>\
<</silently>>!!!PRIZE
<<print either($flavorWAGER)>>
<<set $gamblePRIZEobols to random(3,9)>>\
<em>Coins clank and clatter as they are dispensed from the machine</em>
Brynn wins $gamblePRIZEobols Obols!
<span style="color:lime">''+$gamblePRIZEobols Obols!''</span>
''[[GO BACK TO CHRONOMANCER|NPCtime]]''
<<silently>>
<<set $obol to $obol + $gamblePRIZEobols>>\
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\\
<</if>>\
\
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>\
<<if $corruption lte 0>>\
<<set $corruption to 0>>\
<</if>>\
<</silently>>!!!PRIZE
<<print either($flavorWAGER)>>
Brynn wins a permanent prize!
<em>A bunny shaped relic softly tumbles out of the machine</em>
<span style="color:#EBF59C">''[ + Rabbit Night Light to Inventory! ]''</span>
''[[GO BACK TO CHRONOMANCER|NPCtime]]''
<<set $itemGambleSANITY to true>>\!!!Chronomancer - JACKPOT
<<if $jackpot is 0>>\
<<linkreplace"''The machine whirls and chimes as confetti rains down!'">><em>The machine whirls and chimes as confetti rains down!</em>
''Chronomancer:'' WE HAVE A WINNER!!! A round of applause to the winner of today's jackpot!
<em>Brynn looks around, half-surprised and half-amused by the Chronomancer's energetic display.</em>
''Brynn:'' Uhhh, thank you?
''Chronomancer:'' No need to thank me, dear contestant! It's you who's about to hit the jackpot of all jackpots! Are you ready for this epic moment?
<em>Come on up to the stage and claim your prize!</em>
<em>Viewers at home, hold onto your hourglasses and watch the magic unfold!</em>
<em>A door appears with a large number 7 printed on it.</em>
<em>The door swings open and trails of multicolored light zoom towards Brynn. They bestow multiple blessings unto him and materialize some obols!</em>
''Brynn:'' Wow, that's amazing I-
<em>Suddenly green webbings emerge from the door and ensnare the Chronomancer</em>
<em>The ethereal webbing rips the Chronomancer's clothing and holds him tight</em>
''Deep Voice:'' Dear contestant, get ready to enjoy. Your. Prize!!!
''Chronomancer:'' -GULP-
<<linkreplace"''Chronomancer: PLAP PLAP PLAP PLAP HHGGNNRRR!!!!!'">>''Chronomancer:'' PLAP PLAP PLAP PLAP HHGGNNRRR!!!!!
<img src="nox_images/npc_chronomancer_jackpot_0.png" width="40%">
As Brynn cums deep within the Chronomancer's guts, the webbing withdraws back behind the door as applause and cheering erupt from the void.
Brynn and the magic wizard cuddle together afterward as they bask in the afterglow
<<set $sleepREWARDluck to random(1,5)>>\
<span style="color:lime">''+$sleepREWARDluck Luck!''</span>
<<set $luck to $luck + $sleepREWARDluck>> \
<<set $sleepREWARDobol to random(1,9)>>\
<span style="color:lime">''+$sleepREWARDobol Obols!''</span>
<<set $obol to $obol + $sleepREWARDobol>> \
<<set $sleepREWARDsanity to random(1,4)>>\
<span style="color:lime">''+$sleepREWARDsanity Sanity!''</span>
<<set $sanity to $sanity + $sleepREWARDsanity>> \
<<set $sleepREWARDhp to random(1,4)>>\
<span style="color:lime">''+$sleepREWARDhp Vitality!''</span>
<<set $hp to $hp + $sleepREWARDhp>> \
<<set $sleepREWARDcorruption to random(1,4)>>\
<span style="color:lime">''-$sleepREWARDcorruption Corruption!''</span>
<<set $corruption to $corruption - $sleepREWARDcorruption>> \
''ACHIEVEMENT UNLOCKED!''
<span style="color:#EBF59C">''WE HAVE A WINNER''</span>
''[[GO BACK TO CHRONOMANCER|creditCHECKtime]]''
<</linkreplace>>
<</linkreplace>>
<<else>>
<em>The machine whirls and chimes as confetti rains down!</em>
''Chronomancer:'' WE HAVE A WINNER!!! A round of applauds to the winner of today's jackpot!
<em>Brynn looks around, half-surprised and half-amused by the Chronomancer's energetic display.</em>
''Brynn:'' Uhhh, thank you?
''Chronomancer:'' No need to thank me, dear contestant! It's you who's about to hit the jackpot of all jackpots! Are you ready for this epic moment?
<em>Come on up to the stage and claim your prize!</em>
<em>Viewers at home, hold onto your hourglasses and watch the magic unfold!</em>
<em>A door appears with a large number 7 printed on it.</em>
<em>The door swings open and trails of multicolored light zoom towards Brynn. They bestwow multiple blessings unto him and materialize some obols!</em>
''Brynn:'' Wow, that's amazing I-
<em>Suddenly green webbings emerge from the door and ensnare the Chronomancer</em>
<em>The ethereal webbing rips the Chronomancer's clothing and holds him tight</em>
Deep Voice: Dear contestant, get ready to enjoy. Your. Prize!!!
''Chronomancer:'' -GULP-
''Chronomancer:'' PLAP PLAP PLAP PLAP HHGGNNRRR!!!!!
<img src="nox_images/npc_chronomancer_jackpot_0.png" width="40%">
As Brynn cums deep within the Chronomancer's guts, the webbing withdrawals back behind the door as applauds and cheering erupt from the void.
Brynn and the magic wizard cuddle together afterward as the bask in the afterglow
<<set $sleepREWARDluck to random(1,5)>>\
<span style="color:lime">''+$sleepREWARDluck Luck!''</span>
<<set $luck to $luck + $sleepREWARDluck>> \
<<set $sleepREWARDobol to random(1,9)>>\
<span style="color:lime">''+$sleepREWARDobol Obols!''</span>
<<set $obol to $obol + $sleepREWARDobol>> \
<<set $sleepREWARDsanity to random(1,4)>>\
<span style="color:lime">''+$sleepREWARDsanity Sanity!''</span>
<<set $sanity to $sanity + $sleepREWARDsanity>> \
<<set $sleepREWARDhp to random(1,4)>>\
<span style="color:lime">''+$sleepREWARDhp Vitality!''</span>
<<set $hp to $hp + $sleepREWARDhp>> \
<<set $sleepREWARDcorruption to random(1,4)>>\
<span style="color:lime">''-$sleepREWARDcorruption Corruption!''</span>
<<set $corruption to $corruption - $sleepREWARDcorruption>> \
''[[GO BACK TO CHRONOMANCER|creditCHECKtime]]''
<</if>>
<<silently>>
<<set $jackpot to $jackpot + 1>>
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\\
<</if>>\
\
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>\
<<if $corruption lte 0>>\
<<set $corruption to 0>>\
<</if>>\
<</silently>><<if $hp lte 0>>\
<<goto [[chooseBADending]]>>\
<<elseif $sanity lte 0>>\
<<goto [[chooseBADending]]>>\
<<elseif $corruption gte 30 and $talkSHRINE lte 4>>\
<<goto [[chooseBADending]]>>\
<<elseif $corruption gte 40 and $talkSHRINE is 5>>\
<<goto [[chooseBADending]]>>\
<<else>>\
<<goto [[NPCsanity]]>>\
<</if>><<if $hp lte 0>>\
<<goto [[chooseBADending]]>>\
<<elseif $sanity lte 0>>\
<<goto [[chooseBADending]]>>\
<<elseif $corruption gte 30 and $talkSHRINE lte 4>>\
<<goto [[chooseBADending]]>>\
<<elseif $corruption gte 40 and $talkSHRINE is 5>>\
<<goto [[chooseBADending]]>>\
<<else>>\
<<goto [[NPCvitality]]>>\
<</if>><<if $hp gte 30 and $talkDREAM lte 3>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 4>>\
<<set $hp to 40>>\
<</if>>
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>
<<if $corruption lte 0>>\
<<set $corruption to 0>>\
<</if>>\
<<if $hp lte 0>>\
<<goto [[chooseBADending]]>>\
<<elseif $sanity lte 0>>\
<<goto [[chooseBADending]]>>\
<<elseif $corruption gte 30 and $talkSHRINE lte 4>>\
<<goto [[chooseBADending]]>>\
<<elseif $corruption gte 40 and $talkSHRINE is 5>>\
<<goto [[chooseBADending]]>>\
<<else>>\
<<goto [[NPCcorruption]]>>\
<</if>><<linkreplace"''Friendship Bracelet''">><span style="color:#EBF59C">''Friendship Bracelet''</span>, a gift. . . and a promise. . .<</linkreplace>>
<<linkreplace"''Necklace''">><span style="color:#EBF59C">''Eye Medallion''</span>, an anniversary gift from my boyfriend, as long as I have it, he's with me<</linkreplace>>
<<linkreplace"''Cloak''">><span style="color:#EBF59C">''Verdant Veneer''</span>, protective cloak woven from unicorn silk<</linkreplace>>
<<linkreplace"''Plushie''">><span style="color:#EBF59C">''Frose Plushie''</span>, he won a rosey frog plushy at a carnival for me!<</linkreplace>>
<<linkreplace"''Old Book''">><span style="color:#EBF59C">''Grimoire''</span>, the key to summoning my boyfriend, may or may not have been stolen from the Oracle<</linkreplace>>
<<linkreplace"''Parchment''">><span style="color:#EBF59C">''Postcard''</span>, it reads "wish you were here, Love, <span style="color:yellow">''Carcosa''</span>"<</linkreplace>>
<<linkreplace"''Cloth Sack''">><span style="color:#EBF59C">''Tomatoes''</span>, sometimes we'd sneak into Old Man Hastur’s garden to eat tomatoes together, <em>''sometimes''</em> Old Man Hastur would chase us out with a broom, haha<</linkreplace>>
ACHIEVENMENTS WITH GHOST N FURRY
!!Achievements
<<if $talkCANDLE lte 4>>\
<span style="color:grey">''Candle in The Dark:''
Fulfill the Candlemaker's task and recieve his boon</span>
<<elseif $talkCANDLE gte 5>>\
<span style="color:#EBF59C">''Candle in The Dark:''
Fulfill the Candlemaker's task and recieve his boon</span>
<</if>>\
<<if $talkDISCORD lte 4>>\
<span style="color:grey">''Cosmic Shadow:''
Send Discord Kitten to college and recieve his boon</span>
<<elseif $talkDISCORD gte 5>>\
<span style="color:#EBF59C">''Cosmic Shadow:''
Send Discord Kitten to college and recieve his boon</span>
<</if>>\
<<if $talkSHRINE lte 4>>\
<span style="color:grey">''Drawn Venom:''
Expel the poison with the Shrine's help to recieve his boon</span>
<<elseif $talkSHRINE gte 5>>\
<span style="color:#EBF59C">''Drawn Venom:''
Expelled the poison with the Shrine's help to recieve his boon</span>
<</if>>\
<<if $talkDREAM lte 4>>\
<span style="color:grey">''Sweet Dreams:''
Create a golden apple with the Dreameater and recieve his boon</span>
<<elseif $talkDREAM gte 5>>\
<span style="color:#EBF59C">''Sweet Dreams:''
Create a golden apple with the Dreameater and recieve his boon</span>
<</if>>\
<<if $art_win_CARCOSA is false>>\
<span style="color:grey">''King In Yellow:''
Summon Carcosa.</span>
<<elseif $art_win_CARCOSA is true>>\
<span style="color:#EBF59C">''King In Yellow:''
Carcosa is here ♡</span>
<</if>>\
!!!Bonus Achievements
<<if $countRITUAL lte 9>>\
<span style="color:grey">''Novice Mage:''
$countRITUAL Rituals Performed!</span>
<<elseif $countRITUAL gte 10 and $countRITUAL lte 25>>\
<span style="color:#EBF59C">''Apprentice:''
$countRITUAL Rituals Performed!</span>
<<elseif $countRITUAL gte 26 and $countRITUAL lte 49>>\
<span style="color:#EBF59C">''Journeyman:''
$countRITUAL Rituals Performed!</span>
<<elseif $countRITUAL gte 50 and $countRITUAL lte 99>>\
<span style="color:#EBF59C">''Archmage:''
$countRITUAL Rituals Performed!</span>
<<elseif $countRITUAL gte 100>>\
<span style="color:#EBF59C">''Archon:''
$countRITUAL Rituals Performed!</span>
<</if>>\
\
\
\
<<if $furryRITUAL lte 9 and $day gte 4>>\
<span style="color:grey">'' Furry Mystery . . .''</span>
<<elseif $furryRITUAL gte 10>>\
<span style="color:#EBF59C">''Tie The Knot:''
Perform 10 Rituals featuring our knotty furry friends!</span>
<</if>>\
\
\
\
<<if $ghostRITUAL lte 9>>\
<span style="color:grey">'' Phantom Mystery . . .''</span>
<<elseif $ghostRITUAL gte 10>>\
<span style="color:#EBF59C">''GHOSTED:''
Perform 10 Rituals featuring our spooky ghostly friends!</span>
<</if>>\
\
\
\
<<if $toolRITUAL lte 9>>\
<span style="color:grey">'' Relic Mystery . . .''</span>
<<elseif $ghostRITUAL gte 10>>\
<span style="color:#EBF59C">''Angique Sampler:''
Perform 10 Rituals utilizing relics and tools of the Otherworld!</span>
<</if>>\
\
\
\
<<if $jackpot lte 0 and $day gte 7>>\
<span style="color:grey">'' Jackpot Mystery . . .''</span>
<<elseif $jackpot gte 1>>\
<span style="color:#EBF59C">''WE HAVE A WINNER:''
Win The Chronomancer's jackpot!</span>
<</if>>\
\
\
\
<<if $jackpot lte 9 and $day gte 7>>\
<span style="color:grey">''Greedy Mystery . . . currently at $jackpot ''</span>
<<elseif $jackpot gte 10>>\
<span style="color:#EBF59C">''POT OF GREED:''
Insane luck you got there to win at least 10 jackpots from The Chronomancer!</span>
<</if>>\
\
\
\
<<if $art_boon_OZ is false and $day gte 3>>\
<span style="color:grey">''Enchanted Tanuki Hug:''
Activate all 30 of Ozzy the Tanuki Shopkeeper's glyphs, currenrtly $talkOZ glowing </span>
<<elseif $art_boon_OZ is true>>\
<span style="color:#EBF59C">''Enchanted Tanuki Hug:''
All 30 Ozzy glyphs are glowing!</span>
<</if>>\
\
\
\
<<if $talkOZ lte 99 and $day gte 3>>\
<span style="color:grey">''Tanuki Mystery . . . Currently at $talkOZ''</span>
<<elseif $talkOZ gte 100>>\
<span style="color:#EBF59C">''Bestest Friends:''
Visit Ozzy 100 Times!</span>
<</if>>\
\
\
\
\
''<<link "RETURN" $return>><</link>>''<<set $postNPCencounter to random(1,7)>>
<<set $roll to random(1,5)>>\
<<if $postNPCencounter is 1>>\
<<goto [[DiscordPOST1]]>>\
<<elseif $postNPCencounter is 2>>\
<<goto [[DiscordPOST2]]>>\
<<elseif $postNPCencounter is 3>>\
<<goto [[DiscordPOST3]]>>\
<<elseif $postNPCencounter is 4>>\
<<goto [[DiscordPOST4]]>>\
<<elseif $postNPCencounter is 5>>\
<<goto [[DiscordKittenCATCHjerkoff1]]>>\
<<elseif $postNPCencounter is 6 and $talkDISCORD is 5>>\
<<goto [[DiscordPOSTboon1]]>>\
<<elseif $postNPCencounter is 7 and $talkDISCORD is 5>>\
<<goto [[DiscordPOSTboon2]]>>\
<<else>>\
<<goto [[DiscordPOST1]]>>\
<</if>>!!!Discord Kitten - SOCIALIZE Random #1
<img src="nox_images/chibi_discord.png" width="20%">
''Discord Kitten:'' MY FWEND! HEWWO!!
<em>Discord Kitten is bent over his box. He's taking notes on some parchment</em>
''Discord Kitten:'' I'm researching and writing about the entity known as Prospero
''Discord Kitten:'' All this red ink suits a paper on the King in Red, dontcha think?
''Brynn:'' Sounds cool! Can I read it?
''Discord Kitten:'' Soon!! Not ready yet!!
<em>Brynn ruffles Discord Kitten's hair as the catboy nuzzles into him</em>
''Discord Kitten:'' I've got to get back to writing, but I'll see you again soon, FWEND!
<span style="color:lime">''+ $roll Sanity!''</span>
''[[RETURN|NPCsanity]]''
\
\
\
<<silently>>\
<<set $sanity to $sanity + $roll>>\
<<set $talkVENDOR to $talkVENDOR + 1>>
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\
<</if>>
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>
<</silently>>\<h1 align="center">Discord Kitten - SOCIALIZE Random #5</h1>
<img src="nox_images/chibi_discord.png" width="20%">
''Discord Kitten:'' HOWDY derr!
<em>Discord Kitten sits on a loveseat with a yearbook in his lap</em>
<em>He excitedly taps the cushion next to him and bounces in excitement for Brynn to join him</em>
<em>The catboy points to a photo of him in a sports uniform</em>
''Discord Kitten:'' I was da main star at Esoteric Football!
''Discord Kitten:'' We were neck and neck, seconds left on the clock when my catlike reflexes saved us in the nick of time! Scoring us the winning goal!
''Discord Kitten:'' The crowd went wild! AAaahhh cheering and applauding for us!
<em>The photo is of hunky jocks pouring a barrel of galaxy coloured liquid onto Discord Kitten</em>
<em>He turns the page, excited to tell to his next story</em>
''Discord Kitten:'' This was the Torpor Theater Troupe! Was very zany but good frenz! And great practice for astral projection!
<em>It's a photo of Discord Kitten and fellow company putting on a performance as mystifying auroras in the sky</em>
<em>Discord Kitten turns the page, once again excited at what he sees . . .</em>
<em>The two stay like this for a while. The catboy recounts his fun experiences at university as Brynn listens with a smile</em>
<span style="color:lime">''+ $roll Sanity!''</span>
''[[RETURN|NPCsanity]]''
\
\
\
<<silently>>\
<<set $sanity to $sanity + $roll>>\
<<set $talkVENDOR to $talkVENDOR + 1>>
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\
<</if>>
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>
<</silently>>\<h1 align="center">Discord Kitten - SOCIALIZE Random #6</h1>
<img src="nox_images/chibi_discord.png" width="20%">
''Discord Kitten:'' OHMIGOSH! FRIEND!
''Discord Kitten:'' I was just reading a really cool parchment!
<em>Brynn cuddles with the catboy as the scholar tells his story</em>
''Discord Kitten:'' It talks about a mighty everglade where blazing insects are consumed by living mud beasts!
''Discord Kitten:'' They call the specimen, Rosabuffo, and it says they sunbathe among fields of flowers!
''Discord Kitten:'' There's an everglade not too far from here that I'm planning to visit!
<em>The catboy nuzzles Brynn, purring loudly</em>
''Discord Kitten:'' Thank you so much for helping me achieve this, I couldn't have done it without you ♡
<span style="color:lime">''+ $roll Sanity!''</span>
''[[RETURN|NPCsanity]]''
\
\
\
<<silently>>\
<<set $sanity to $sanity + $roll>>\
<<set $talkVENDOR to $talkVENDOR + 1>>
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\
<</if>>
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>
<</silently>>\[CUT CONTENT - DISREGARD]
!!!Discord Kitten - SOCIALIZE Post- Boon #4
<img src="nox_images/chibi_discord.png" width="30%">
EEE IM SO HAPPY TO SEE YOU!
I'm translating some ancient grimoires for my university
This one is written in Sumerian!
The men found it on a sunken ship!!
I've got to get back to it but I'll talk to you soon FRIEND!!!
<span style="color:lime">''+ $roll Sanity!''</span>
''[[RETURN|NPCsanity]]''
\
\
\
<<silently>>\
<<set $sanity to $sanity + $roll>>\
<<set $talkVENDOR to $talkVENDOR + 1>>
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\
<</if>>
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>
<</silently>>\!!!Discord Kitten - Comfort
<img src="nox_images/npc_discordkitten.png" width="50%">
<<set $verb = ["cute", "adorable", "affectionate", "precious" ]>>\
<<set $roll to random(1,5)>>\
<<if $roll is 1>>\
<em>The <<print either($verb)>> catboy tightly holds Brynn close as he speaks</em>
<<elseif $roll is 2>>\
<em>The <<print either($verb)>> catboy nuzzles against Brynn, purring before he speaks</em>
<<elseif $roll is 3>>\
<em>The <<print either($verb)>> catboy sits atop Brynn's lap and hugs the boy before speaking</em>
<<elseif $roll is 4>>\
<em>The <<print either($verb)>> catboy plays with with Brynn's hair as he softly speaks</em>
<<elseif $roll is 5>>\
<em>The <<print either($verb)>> catboy leaps onto Brynn and cuddles the boy as he speaks softly</em>
<</if>>\
\
\
\
<<set $roll to random(1,5)>>\
<<if $roll is 1>>\
''Discord Kitten:'' You are a powerful magician with limitless potential!! Plus fwiends like me to help!
<<elseif $roll is 2>>\
''Discord Kitten:'' You're always trying so hard! I see how admirable you are and it really inspires me to always try my best!
<<elseif $roll is 3>>\
''Discord Kitten:'' Remember silly goose! You're not alone! We're here to help♡
<<elseif $roll is 4>>\
''Discord Kitten:'' Such tenacity! How spicy! How cool! ♡
<<elseif $roll is 5>>\
''Discord Kitten:'' Come here, you deserve some cuddles and head pats!
<</if>>\
<span style="color:lime">''+4 Sanity!''</span>
<span style="color:grey">''+0 Vitality''</span>
<span style="color:red">''+2 Corruption!''</span>
<span style="color:red">''-5 Obols!''</span>
''[[RETURN|creditCHECKsanity]]''
<<silently>>
<<set $visitSHOP to $visitSHOP + 1>>
<<set $corruption to $corruption + 2>>
<<set $sanity to $sanity + 4>>
<<set $obol to $obol - 5>>
\
\
\
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\\
<</if>>\
\
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>\
<<if $corruption lte 0>>\
<<set $corruption to 0>>\
<</if>>\
<</silently>><<set $postNPCencounter to random(1,7)>>
<<set $roll to random(1,4)>>\
<<if $postNPCencounter is 1>>\
<<goto [[DreameaterdPOST1]]>>\
<<elseif $postNPCencounter is 2>>\
<<goto [[DreameaterdPOST2]]>>\
<<elseif $postNPCencounter is 3>>\
<<goto [[DreameaterdPOST3]]>>\
<<elseif $postNPCencounter is 4>>\
<<goto [[DreameaterdPOST4]]>>\
<<elseif $postNPCencounter is 5>>\
<<goto [[DreameaterCATCHjerkoff1]]>>\
<<elseif $postNPCencounter is 6 and $talkDREAM is 5>>\
<<goto [[DreameaterPOSTboon1]]>>\
<<elseif $postNPCencounter is 7 and $talkDREAM is 5>>\
<<goto [[DreameaterPOSTboon2]]>>\
<<else>>\
<<goto [[DiscordPOST1]]>>\
<</if>>!!!The Dreameater - Meal
<img src="nox_images/npc_dreameater.png" width="20%">
<<set $verb = ["serves", "brings", "presents", "gives" ]>>\
<<set $roll to random(1,5)>>\
''Dreameater:'' Bon Appétit!
<<if $roll is 1>>\
<em>Dreameater <<print either($verb)>> Brynn a scrumptious meal of vegetable stew decorated with basil.
It has a rich, delicious flavor. A nice hearty meal! </em>
<<elseif $roll is 2>>\
<em>Dreameater <<print either($verb)>> Brynn a loaf of freshly made sourdough bread.
It's perfectly golden with a lovely taste. A very filling meal! </em>
<<elseif $roll is 3>>\
<em>Dreameater <<print either($verb)>> Brynn a gourmet pizza made from home tossed dough.
The sauce is tangy, and the nice crunch from the crust adds to the delicious meal!</em>
<<elseif $roll is 4>>\
<em>Dreameater <<print either($verb)>> Brynn a platter of savory tarts.
Each one offers a different unique taste. The variety of the meal satiates</em>
<<elseif $roll is 5>>\
<em>Dreameater <<print either($verb)>> Brynn a homemade quiche. The garlic is scrumptious and the gooey texture are pleasant on the palate.
Such an exquisite meal!</em>
<</if>>\
<span style="color:red">''-2 Sanity!''</span>
<span style="color:lime">''+4 Vitality!''</span>
<span style="color:grey">''+0 Corruption''</span>
<span style="color:red">''-5 Obols!''</span>
''[[RETURN|creditCHECKvitality]]''
<<silently>>
<<set $visitSHOP to $visitSHOP + 1>>
<<set $sanity to $sanity - 2>>
<<set $hp to $hp + 4>>
<<set $obol to $obol - 5>>
\
\
\
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\\
<</if>>\
\
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>\
<<if $corruption lte 0>>\
<<set $corruption to 0>>\
<</if>>\
<</silently>>Visual countdown very dramatic
The slot machine
<span id="W">W</span>
<span id="H">H</span>
<span id="I">I</span>
<span id="R">R</span>
<span id="L">L</span>
<span id="S">S</span>
and goes BRRRs!
<<timed 2s>><<replace "#W">><span style="color:yellow">''W''</span><</replace>><</timed>>
<<timed 3s>><<replace "#H">><span style="color:yellow">''H''</span><</replace>><</timed>>
<<timed 4s>><<replace "#I">><span style="color:yellow">''I''</span><</replace>><</timed>>
<<timed 5s>><<replace "#R">><span style="color:yellow">''R''</span><</replace>><</timed>>
<<timed 6s>><<replace "#L">><span style="color:yellow">''L''</span><</replace>><</timed>>
<<timed 7s>><<replace "#S">><span style="color:yellow">''S''</span><</replace>><</timed>><<set $postNPCencounter to random(1,4)>>
<<set $roll to random(1,4)>>\
<<if $postNPCencounter is 1>>\
<<goto [[ShrinePOST1]]>>\
<<elseif $postNPCencounter is 2>>\
<<goto [[ShrinePOST2]]>>\
<<elseif $postNPCencounter is 3>>\
<<goto [[ShrinePOST3]]>>\
<<elseif $postNPCencounter is 4>>\
<<goto [[ShrinePOST4]]>>\
<<elseif $postNPCencounter is 5>>\
<<goto [[ShrineCATCHjerkoff1]]>>\
<<elseif $postNPCencounter is 6 and $talkSHRINE is 5>>\
<<goto [[ShrinePOSTboon1]]>>\
<<elseif $postNPCencounter is 7 and $talkSHRINE is 5>>\
<<goto [[ShrinePOSTboon2]]>>\
<<else>>\
<<goto [[ShrinePOST1]]>>\
<</if>>!!!The Shrine - Consecration
<img src="nox_images/npc_shrine.png" width="20%">
<<set $verb = ["Behold", "Hark", "Lo", "Pay heed" ]>>\
<<set $roll to random(1,5)>>\
''Shrine:'' We are safe here, my little lamb, hear my word
<<if $roll is 1>>\
''Shrine:'' <<print either($verb)>>, your tenacity is not unnoticed, take pride in your achievements, young magician
\
<<elseif $roll is 2>>\
''Shrine:'' <<print either($verb)>>, allow serene whispers to wash over you as peaceful tranquility arrives
\
<<elseif $roll is 3>>\
''Shrine:'' <<print either($verb)>>, thoughtful and graceful, a magician skilled, he who dances with the arcane to achieve his goals
\
<<elseif $roll is 4>>\
''Shrine:'' <<print either($verb)>>, your soul is strong, tremendously so, thus take courage and embrace your strength
\
<<elseif $roll is 5>>\
''Shrine:'' <<print either($verb)>>, the heart not afraid to weep upon my shoulder as a friend stands ready to console
\
<</if>>\
''Brynn:'' Amen
<span style="color:grey">''+0 Sanity''</span>
<span style="color:red">''-2 Vitality!''</span>
<span style="color:lime">''-4 Corruption!''</span>
<span style="color:red">''-5 Obols!''</span>
''[[RETURN|creditCHECKcorruption]]''
<<silently>>
<<set $visitSHOP to $visitSHOP + 1>>
<<set $hp to $hp - 2>>
<<set $corruption to $corruption - 4>>
<<set $obol to $obol - 5>>
\
\
\
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\\
<</if>>\
\
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>\
<<if $corruption lte 0>>\
<<set $corruption to 0>>\
<</if>>\
<</silently>>!!!The Candlemaker - Daylight
<img src="nox_images/npc_candlemaker.png" width="20%">
<<set $roll to random(1,5)>>\
<<if $roll is 1>>\
''Candlemaker:'' Hmm, what if . . .
<<elseif $roll is 2>>\
''Candlemaker:'' Let me just . . .
<<elseif $roll is 3>>\
''Candlemaker:'' ♫ If I could turn back time ♫ . . .
<<elseif $roll is 4>>\
''Candlemaker:'' Nothing too major . . .
<<elseif $roll is 5>>\
''Candlemaker:'' Now, now, let's just . . .
<</if>>\
\
<<set $roll to random(1,5)>>\
<<if $roll is 1>>\
<em>With a snap, the day rejuvenates with the lighting of a new Solar Candle</em>
<<elseif $roll is 2>>\
<em>Carefully, a fresh Solar Candle renews the light of day</em>
<<elseif $roll is 3>>\
<em>The Solar Candle is lit by the Candlemaker, and thus the day is lit anew as well</em>
<<elseif $roll is 4>>\
<em>This new Solar Candle brings about a new dawn</em>
<<elseif $roll is 5>>\
<em>A flickering flame dances its way to ignite a freshly made Solar Candle</em>
<</if>>\
<span style="color:#EBF59C">''Time of Day reset!''</span>
<span style="color:red">''-25 Obols!''</span>
''[[RETURN|NPCcandle]]''
<<silently>>
<<set $visitSHOP to 0>>
<<set $obol to $obol -25>>
<<set $daylightbuy to 1>>
<</silently>><<set $postNPCencounter to random(1,7)>>
<<set $roll to random(5,10)>>\
<<if $postNPCencounter is 1>>\
<<goto [[CandlemakerPOST1]]>>\
<<elseif $postNPCencounter is 2>>\
<<goto [[CandlemakerPOST2]]>>\
<<elseif $postNPCencounter is 3>>\
<<goto [[CandlemakerPOST3]]>>\
<<elseif $postNPCencounter is 4>>\
<<goto [[CandlemakerPOST4]]>>\
<<elseif $postNPCencounter is 5>>\
<<goto [[CandlemakerCATCHjerkoff1]]>>\
<<elseif $postNPCencounter is 6 and $talkCANDLE is 5>>\
<<goto [[CandlemakerPOSTboon1]]>>\
<<elseif $postNPCencounter is 7 and $talkCANDLE is 5>>\
<<goto [[CandlemakerPOSTboon2]]>>\
<<else>>\
<<goto [[CandlemakerPOST1]]>>\
<</if>>!!!Dreameater - SOCIALIZE Random #2
<img src="nox_images/chibi_dreameater.png" width="20%">
<em>Dreameater is sitting on a large quilt laid out on the grass. A woven basket sits next to him</em>
''Dreameater:'' Right on time!
''Dreameater:'' I'm treating myself to a picnic, wanna join?
''Brynn:'' What's on the menu?
<em>Brynn sits down on the quilt next to the cute boy who immediately shoves a plate in his hand</em>
''Dreameater:'' Here's some cherry pie!
''Dreameater:'' If you want more I also made some scrumptious creampie!
<em>The two boys chat as they relax on the soft quilt in the shade as they snack on pie</em>
<span style="color:lime">''+$roll Vitality!''</span>
''[[RETURN|NPCvitality]]''
\
\
\
<<silently>>\
<<set $hp to $hp + $roll>>\
<<set $talkVENDOR to $talkVENDOR + 1>>
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\
<</if>>
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>
<</silently>>\!!!Dreameater - SOCIALIZE Random #1
<img src="nox_images/chibi_dreameater.png" width="20%">
''Dreameater:'' Hey there~
''Dreameater:'' I'm on my way to pick forbidden fruit, care to join me?
<em>Brynn chuckles nervously </em>
''Brynn:'' Uhh . . . suuure
''Dreameater:'' Don't worry! It's perfectly safe . . . so long as you stay within 7 paces of my person
<em>Brynn gives a concerned look</em>
''Dreameater:'' Haha! I'm kidding! I'm kidding!
<em>The two boys enter the orchard of forbidden fruit</em>
<em>Time passes and mischevious things happen within the orchard</em>
<em>The two emerge with tattered clothes and a single forbidden fruit in hand, a couple bites already taken out of it</em>
''Dreameater:'' Ha- cough- ha . . . Not hard at all
<span style="color:lime">''+$roll Vitality!''</span>
''[[RETURN|NPCvitality]]''
\
\
\
<<silently>>\
<<set $hp to $hp + $roll>>\
<<set $talkVENDOR to $talkVENDOR + 1>>
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\
<</if>>
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>
<</silently>>\!!!Dreameater - SOCIALIZE Random #3
<img src="nox_images/chibi_dreameater.png" width="20%">
<em>Dreameater is nowhere to be seen until suddenly the boy appears and taps Brynn's shoulder</em>
''Dreameater:'' Tag! You're it!
<em>The boy then runs off</em>
''Brynn:'' Oh? Is that a challenge?
<em>Brynn smirks and darts off to chase the other boy</em>
''Dreameater:'' Can't catch me!
''Brynn:'' Well, you can't escape me!
<em>The two laugh and yell as they run around playing a spontaneous carefree game of tag</em>
<span style="color:lime">''+$roll Vitality!''</span>
''[[RETURN|NPCvitality]]''
\
\
\
<<silently>>\
<<set $hp to $hp + $roll>>\
<<set $talkVENDOR to $talkVENDOR + 1>>
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\
<</if>>
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>
<</silently>>\!!!Dreameater - SOCIALIZE Post- Boon #4
<img src="nox_images/chibi_dreameater.png" width="20%">
''Brynn:'' Hey!
''Dreameater:'' Perfect timing!
''Dreameater:'' Would you like to help me bake some cupcakes?
''Brynn:'' Well . . . You'll have to teach me. I've never baked cupcakes before
''Dreameater:'' It's easy!
''Dreameater:'' Follow my lead!
<em> Dreameater directs Brynn on how to combine the ingredients</em>
<em> Dreameater stands behind Brynn as he helps him whisk the batter</em>
''Dreameater:'' Now, let's set 'em in the oven. They'll be ready before you know
<em>Some time later . . .</em>
''Oven:'' DING DING DING
<em>Brynn helps Dreameater take the trays of cupcakes out of the oven, once cool, they take a taste</em>
''Brynn:'' MmmMMmm these are DEE-LICIOUS!
''Dreameater:'' Mhm!
<span style="color:lime">''+$roll Vitality!''</span>
''[[RETURN|NPCvitality]]''
\
\
\
<<silently>>\
<<set $hp to $hp + $roll>>\
<<set $talkVENDOR to $talkVENDOR + 1>>
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\
<</if>>
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>
<</silently>>\!!!The Shrine - SOCIALIZE Random #1
<img src="nox_images/chibi_shrine.png" width="20%">
<em>The Shrine sits atop a stone bench as he tosses birdseed onto the ground</em>
''Shrine:'' Greetings friend
''Brynn:'' Hey there, just stopping by
''Shrine:'' Care to join me in feeding our feathered friends?
''Brynn:'' I'd love to! I adore birds!
<em>The taller figure hands the shorter boy an entire sack of birdseed</em>
<em>Sitting together, they gently toss the seed onto the ancient stone as doves and bluejays collect around them</em>
''Shrine:'' Wonderful job, little lamb
''Shrine:'' Tending to the flock I find to be a calming venture
''Brynn:'' Yeah this is relaxing
<em>The two continue to feed the birds as they chat</em>
<span style="color:lime">''-$roll Corruption!''</span>
''[[RETURN|NPCcorruption]]''
\
\
\
<<silently>>\
<<set $corruption to $corruption - $roll>>\
<<set $talkVENDOR to $talkVENDOR + 1>>
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\
<</if>>
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>
<<if $corruption lte 0>>\
<<set $corruption to 0>>\
<</if>>\
<</silently>>\!!!The Shrine - SOCIALIZE Random #2
<img src="nox_images/chibi_shrine.png" width="20%">
<em>The Shrine sits eerily still within his grotto . . . </em>
<em>Brynn waves his hand in front of the Shrine's face which garners no reaction</em>
''Brynn:'' Um, hello? You alright there dude?
''Shrine:'' Salutations
''Shrine:'' Would you like to meditate with me?
''Brynn:'' Oh, sure thing
''Shrine:'' First, close your eyes and we will clear your mind
''Shrine:'' Focus on your breathing, inhale to the count of 5 . . .
''Shrine:'' Hold for 7 . . .
''Shrine:'' And exhale to the count of 8 . . .
''Shrine:'' Take in your surroundings
''Shrine:'' The gentle breeze upon your skin
''Shrine:'' The relaxing songs of our feathered friends
<em>The two meditate in peace and enjoy the tranquility together</em>
<span style="color:lime">''-$roll Corruption!''</span>
''[[RETURN|NPCcorruption]]''
\
\
\
<<silently>>\
<<set $corruption to $corruption - $roll>>\
<<set $talkVENDOR to $talkVENDOR + 1>>
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\
<</if>>
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>
<<if $corruption lte 0>>\
<<set $corruption to 0>>\
<</if>>\
<</silently>>\!!!The Shrine - SOCIALIZE Random #3
<img src="nox_images/chibi_shrine.png" width="20%">
<em>A quilt is draped over a stone altar with teacups set up. Various acolytes are sitting alongside the Shrine. They chat as they sip hot cocoa and snack on cookies</em>
''Shrine:'' Brynn! Please, please, I made us some hot cocoa and cookies, join us, won't you?
''Brynn:'' Hmm alright! I have some time to spare
<em>Brynn sits down and takes a bite of a cookie</em>
''Brynn:'' Oh my gosh! These are scrumptious!!
<em>The Shrine smiles and is very pleased</em>
''Shrine:'' I'm not much of a baker but the Dreameater lent his assistance, sweet boy that one is
<em>The rest of the party goes swimmingly as the acolytes chat with Brynn</em>
<span style="color:lime">''-$roll Corruption!''</span>
''[[RETURN|NPCcorruption]]''
\
\
\
<<silently>>\
<<set $corruption to $corruption - $roll>>\
<<set $talkVENDOR to $talkVENDOR + 1>>
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\
<</if>>
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>
<<if $corruption lte 0>>\
<<set $corruption to 0>>\
<</if>>\
<</silently>>\!!!The Shrine - SOCIALIZE Random #1
<img src="nox_images/chibi_shrine.png" width="20%">
<em>The Shrine sits atop a stone bench as he tosses birdseed onto the ground</em>
''Shrine:'' Greetings friend
''Brynn:'' Hey there, just stopping by
''Shrine:'' Care to join me in feeding our feathered friends?
''Brynn:'' I'd love to! I adore birds!
<em>The taller figure hands the shorter boy an entire sack of birdseed</em>
<em>Sitting together, they gently toss the seed onto the ancient stone as doves and bluejays collect around them</em>
''Shrine:'' Wonderful job, little lamb
''Shrine:'' Tending to the flock I find to be a calming venture
''Brynn:'' Yeah this is relaxing
<em>The two continue to feed the birds as they chat</em>
<span style="color:lime">''-$roll Corruption!''</span>
''[[RETURN|NPCcorruption]]''
\
\
\
<<silently>>\
<<set $corruption to $corruption - $roll>>\
<<set $talkVENDOR to $talkVENDOR + 1>>
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\
<</if>>
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>
<<if $corruption lte 0>>\
<<set $corruption to 0>>\
<</if>>\
<</silently>>\!!!The Candlemaker - SOCIALIZE Random #1
<img src="nox_images/chibi_candlemaker.png" width="30%">
<em>The Candlemaker smiles warmly as Brynn approaches</em>
''Candlemaker:'' I procured something special for us to share today
''Candlemaker:'' Uh . . . if you want to that is. I understand you're quite busy
''Brynn:'' Don't worry, I have the time
''Brynn:'' What did you "procure" haha
<em>He hands Brynn a bowl with golden honey inside, $roll Obols surround it</em>
<em>The two sit together and dip their spoons into the honey</em>
''Brynn:'' Woah . . .
''Brynn:'' This tastes . . . DIVINE!!!
<em>The Candlemaker chuckles</em>
''Candlemaker:'' I haven't indulged in food for a couple millenia, it's good to share the experience with. . . a friend
<em>The two sit side by side and chat while they eat the honey together</em>
<span style="color:lime">''+$roll Obols!''</span>
<img src="nox_images/icon_obol.gif" width="10%">
''[[RETURN|NPCcandle]]''
\
\
\
<<silently>>\
<<set $obol to $obol + $roll>>\
<<set $talkVENDOR to $talkVENDOR + 1>>
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\
<</if>>
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>
<</silently>>\!!!The Candlemaker - SOCIALIZE Post- Boon #4
<img src="nox_images/chibi_candlemaker.png" width="30%">
<em>A sweet fragrance permeates the air as Brynn reaches the cave</em>
''Brynn:'' What's that amazing smell?
''Candlemaker:'' I made some special aroma candles, good for the soul.
''Candlemaker:'' Wanna see how I make 'em?
<em>Sparkles dazzle in Brynn's eyes as he nods his head yes</em>
<em>Candlemarker pours liquid wax into a cast</em>
<em>He drops a piece of amber into the cast as he pours</em>
<em>There's a bright flash of vermillion light then a soothing warm aroma envelops them</em>
<em>The tall man turns around towards another cast sitting nearby</em>
''Candlemaker:'' I've had this batch waiting already, wanna do the honors?
<em>Brynn opens up the iron cast to reveal pristine candles whose flames shimmer like gold</em>
''Candlemaker:'' Watch this magic trick . . .
<em>He wades his fingers through the candle's smoke and materializes obols into his palm</em>
<em>With a smirk, Candlemaker tosses them to Brynn </em>
''Brynn:'' THAT'S SO COOL!
<span style="color:lime">''+$roll Obols!''</span>
<img src="nox_images/icon_obol.gif" width="10%">
''[[RETURN|NPCcandle]]''
\
\
\
<<silently>>\
<<set $obol to $obol + $roll>>\
<<set $talkVENDOR to $talkVENDOR + 1>>
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\
<</if>>
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>
<</silently>>\!!!The Candlemaker - SOCIALIZE Random #2
<img src="nox_images/chibi_candlemaker.png" width="30%">
''Brynn:'' Hiii
''Candlemaker:'' Ya know, I dont often get visitors, but it's nice having you around, kid.
<em>The Candlemaker winces as he breaks open another iron cast of candles, but smiles sweetly while looking at Brynn.</em>
<em>An admittance to needing help.</em>
''Brynn:'' Here let me help you
<em>Brynn smiles and gets to work opening up the other candle casts</em>
<em>The spellcaster wipes his brow when finished</em>
''Brynn:'' All in a day's work to help a friend
<em>The Candlemaker hands Brynn a glass of water </em>
<em>The tall man ruffles the boy's hair and slips $roll Obols into the boy's pocket</em>
<span style="color:lime">''+$roll Obols!''</span>
<img src="nox_images/icon_obol.gif" width="10%">
''[[RETURN|NPCcandle]]''
\
\
\
<<silently>>\
<<set $obol to $obol + $roll>>\
<<set $talkVENDOR to $talkVENDOR + 1>>
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\
<</if>>
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>
<</silently>>\!!!The Candlemaker - SOCIALIZE Random #3
<img src="nox_images/chibi_candlemaker.png" width="30%">
<em>The Candlemaker is winding a key on the side of ancient ornate box</em>
''Candlemaker:'' Hey kid, you caught me at just the right time
''Candlemaker:'' This is something very special I want to show you. A very very old antique of mine
<em>The Candlemaker releases the key and the top opens up to reveal a clockwork ballerina who slowly spins in place</em>
<em>The melody is soft and soothing as the elegant machine spins fluidly</em>
<em>Tears well in Brynn's eyes</em>
''Brynn:'' Oh, I didn't even mean to cry uh-
<em>The tall man softly chuckles</em>
''Candlemaker:'' Don't worry, it's normal.
<em>There's tears running down the man's cheeks as well</em>
''Candlemaker:'' Come here, we can listen to it together
<em>Brynn lays his head on the tall Candlemaker's chest as they cuddle together</em>
<em>The two of them listen to the serene seemingly timeless music</em>
<em>Later, Brynn finds an additional $roll Obols in his pocket</em>
<em>Maybe the Candlemaker placed them there . . . ?</em>
<span style="color:lime">''+$roll Obols!''</span>
<img src="nox_images/icon_obol.gif" width="10%">
''[[RETURN|NPCcandle]]''
\
\
\
<<silently>>\
<<set $obol to $obol + $roll>>\
<<set $talkVENDOR to $talkVENDOR + 1>>
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\
<</if>>
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>
<</silently>>\<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\\
<</if>>\
\
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>\
<<if $corruption lte 0>>\
<<set $corruption to 0>>\
<</if>>\
<<goto [[NPCtime]]>>\<<set $art_boon_OZ to true>>\
<<goto [[NPCoz]]>>\
<<set $ozLIMIT to $ozLIMIT - 3>>\<h1 align="center">Starfall Forum - Titus</h1>\
<img src="nox_images/npc_titus.png" width="50%">
<em>Within the Forum dwell legends immortalized and myths forgotten . . .</em>
Keeper of stars and visions, ''Titus'', stands silently
<<if $stardust is 4>>\
⦿ ''Stardust:'' <span style="color:yellow">''☆ ☆ ☆ ☆''</span>
<<elseif $stardust is 3>>\
⦿ ''Stardust:'' <span style="color:yellow">''☆ ☆ ☆''</span>
<<elseif $stardust is 2>>\
⦿ ''Stardust:'' <span style="color:yellow">''☆ ☆ ''</span><span style="color:grey">''☆''</span>
<<elseif $stardust is 1>>\
⦿ ''Stardust:'' <span style="color:yellow">''☆ ''</span><span style="color:grey">''☆ ☆''</span>
<<elseif $stardust is 0>>\
⦿ ''Stardust:'' <span style="color:grey">''☆ ☆ ☆''</span>
<</if>>\
<<if $stardust gte 1 and $sanity gte 3 and $hp gte 3 and $corruption lte 27 and $talkSHRINE lte 4>>\
''[[SCRY (-2 Random Stat Points ⇨ +2 to +4 Random Stat Points) |scryCHECK]]''
<<elseif $stardust gte 1 and $sanity gte 3 and $hp gte 3 and $corruption lte 37 and $talkSHRINE gte 5>>\
''[[SCRY (-2 Random Stat Points ⇨ +2 to +4 Random Stat Points) |scryCHECK]]''
<<elseif $stardust gte 1 and $sanity lte 2 >>\
[ Insufficient Sanity to safely scry! ]
<<elseif $stardust gte 1 and $hp lte 2>>\
[ Insufficient Vitality to safely scry! ]
<<elseif $stardust gte 1 and $corruption gte 28 and $talkSHRINE lte 4>>\
[ Too Much Corruption to safely scry! ]
<<elseif $stardust gte 1 and $corruption gte 38 and $talkSHRINE gte 5>>\
[ Too Much Corruption to safely scry! ]
<<elseif $stardust is 0>>\
<span style="color:yellow">''Return tomorrow, for the night will replenish the stardust. ''</span>
<</if>>\
''Tip:'' <em>Scrying also has a chance to win a Postcard which when equipped rewards +1 per ritual to a stat associated with that specific Postcard</em>
''[[GO BACK TO MEADOWS|AREAplaza]]''
<<silently>>
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\
<</if>>
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>
<<if $corruption lte 0>>\
<<set $corruption to 0>>\
<</if>>\
<</silently>>!!!Postcards
''Click to Equip Postcard:''
<<if $postcardFOUNDsanity is false>>\
<span style="color:grey">''Sanity Postcard:'' not found yet</span>
<<elseif $postcardFOUNDsanity is true>>\
''[[Sanity Postcard - Friends|postcardSANITY]]'' awards +1 Sanity per ritual
<</if>>\
<<if $postcardFOUNDhp is false>>\
<span style="color:grey">''Vitality Postcard:'' not found yet</span>
<<elseif $postcardFOUNDhp is true>>\
''[[Vitality Postcard - Lost Campfire|postcardVITALITY]]'' awards +1 Vitality per ritual
<</if>>\
<<if $postcardFOUNDcorruption is false>>\
<span style="color:grey">''Corruption Postcard:'' not found yet</span>
<<elseif $postcardFOUNDcorruption is true>>\
''[[Corruption Postcard - Auxiliary Megalith|postcardCORRUPTION]]'' awards -1 Corruption per ritual
<</if>>\
<<if $postcardFOUNDobols is false>>\
<span style="color:grey">''Obols Postcard:'' not found yet</span>
<<elseif $postcardFOUNDobols is true>>\
''[[Obols Postcard - The Sublime|postcardOBOLS]]'' awards +3 Obols per ritual
<</if>>\
<<if $postcardFOUNDluck is false>>\
<span style="color:grey">''Luck Postcard:'' not found yet</span>
<<elseif $postcardFOUNDluck is true>>\
''[[Luck Postcard - Paradise|postcardLUCK]]'' awards +1 Luck per ritual
<</if>>
''[[Return to Inventory|mimic_screen]]''<h1 align="center">Ritual - Invoke Seraph</h1>
A Seraph descends from above, his body adorned in gold accentuating his definition. He stands twice as tall as Brynn. Eyes covered by wings sprouting from his head. From his back emerge 4 massive wings. He smirks and lifts Brynn as if he were a plaything. The wings covering his eyes open to reveal dazzling eyes, within them twin universes. It mesmerizes Brynn, lost within their gaze as the Seraph lowers the boy onto his massive cock. Tears well in his eyes from the overwhelming bliss and pleasure as this celestial being cunts him. The Seraph declares glories as he ploughs Brynn. The sheer power makes the twink see stars. Thunder booms with every earth-shattering thrust into Brynn's body. Radiant light envelops them as the celestial being plunges deeper and deeper into the boyish whore. What feels like an eternity of mind-numbingly good sex later, Brynn lays there golden marks around his body from where the Seraph kissed him while heavenly cum drips from his hole.
<span style="color:red">''-10 Sanity!''</span>
<span style="color:red">''-4 Vitality!''</span>
<span style="color:red">''+4 Corruption!''</span>
<<if $talkCANDLE lte 4>>\
<span style="color:lime">''+30 Obols!''</span>
<<set $obol to $obol + 30>>\
<<elseif $talkCANDLE is 5>>\
<span style="color:lime">''+40 Obols!''</span>
<<set $obol to $obol + 40>>\
<</if>>\
<img src="nox_images/icon_obol.gif" width="5%">
\
\
\
<<if $itemDISCORD is true>>\
The Esoteric Rubber Ducky gives you <span style="color:lime">''+1 Sanity!''</span>
<<set $sanity to $sanity + 1>>\
<</if>>\
<<if $itemDREAMEATER is true>>\
The Oneiric Gloves give you <span style="color:lime">''+1 Vitality!''</span>
<<set $hp to $hp + 1>>\
<</if>>\
<<if $itemSHRINE is true>>\
The Carnelian Nazar give you <span style="color:lime">''-1 Corruption!''</span>
<<set $corruption to $corruption - 1>>\
<</if>>\
<<if $itemCANDLE is true>>\
The Firefly Lantern give you <span style="color:lime">''+1 Obol!''</span>
<<set $obol to $obol + 1>>\
<</if>>\
\
\
\
<<if $postcardEQUIPPED is "Sanity Postcard - Friends">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''+1 Sanity!''</span>
<<set $sanity to $sanity + 1>>\
\
<<elseif $postcardEQUIPPED is "Vitality Postcard - Lost Campfire">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''+1 Vitality!''</span>
<<set $hp to $hp + 1>>\
\
<<elseif $postcardEQUIPPED is "Corruption Postcard - Auxiliary Megalith">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''-1 Corruption!''</span>
<<set $corruption to $corruption - 1>>\
\
<<elseif $postcardEQUIPPED is "Obols Postcard - The Sublime">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''+3 Obols!''</span>
<<set $obol to $obol + 3>>\
\
<<elseif $postcardEQUIPPED is "Luck Postcard - Paradise">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''+1 Luck!''</span>
<<set $luck to $luck + 1>>\
<</if>>\
\
\
\
<<if $wardEQUIPPED is "Sanity Ward - Invoker">>\
<span style="color:#71CBF1">'' $wardEQUIPPED ''</span> awards <span style="color:lime">''+2 Sanity!''</span>
<<set $sanity to $sanity + 2>>\
<<elseif $wardEQUIPPED is "Vitality Ward - Summoner">>\
<span style="color:#71CBF1">'' $wardEQUIPPED ''</span> awards <span style="color:lime">''+2 Vitality!''</span>
<<set $hp to $hp + 2>>\
<<elseif $wardEQUIPPED is "Corruption Ward - Beguiler">>\
<span style="color:#71CBF1">'' $wardEQUIPPED ''</span> awards <span style="color:lime">''-2 Corruption!''</span>
<<set $corruption to $corruption - 2>>\
<</if>>\
\
\
<<set $ritualbonus to random(1,9)>>\
<<if $ritualbonus lte 7>>\
''Good job!''
<<elseif $ritualbonus gte 8>>\
Wow, lucky! The ritual is well attuned, <span style="color:lime">''+5 Obols!''</span>
<<set $obol to $obol + 5>>\
<</if>>\
<<set $COUNTLinvokeSANITY to $COUNTLinvokeSANITY + 4>>\
''<span style="color:#0098FF">+4 Invocation level, Now Level</span> $COUNTLinvokeSANITY !''
<<if $candle lte 1>>\
<strong>[[SLEEP|sleepCHECK]]</strong>\
<<else>>\
<strong>[[Conduct Another Ritual|achievementCHECK]]</strong>\
<</if>>\
<<silently>>
<<set $sanity to $sanity - 10>>\
<<set $hp to $hp - 4>>\
<<set $corruption to $corruption + 4>>\
<<set $candle to $candle - 1>>\
<<set $countRITUAL to $countRITUAL + 1>>
<<set $art_ritual_seraph to true>>
<<set $ritual_seraph_count to $ritual_seraph_count + 1>>
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\\
<</if>>\
\
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>\
<<if $corruption lte 0>>\
<<set $corruption to 0>>\
<</if>>\
<</silently>><h1 align="center">Ritual - Summon Spartan Soldiers</h1>
<p align="center"><img src="nox_images/guest_art/guest_lu_spartan_soldiers.png" width="50%"></p>
\
The rhythmic clanking of shields echoes around Brynn as the souls of mighty soldiers masked in helmets appear around him. Battlescars adorn their muscular bodies. Years of intense combat and physical prowess proudly on display. As impressive as the variously sized cocks hanging between their muscular thighs. They're here to test Brynn's . . . durability. They drop their shields and grab the boy. Their scent is intoxicatingly manly. Brynn gropes and sucks on the plump pecs of one of the soldiers holding him as another hoplite stands behind the boy to penetrate his ass. PLAP PLAP PLAP ceaseless powerful thrusting by the Spartan soldier. Soon a second cock joins Brynn's hole as the men alternate their thrusts DP-ing Brynn. They paint his insides white yet remain erect. The other soldiers approach and arrange Brynn to be spitroasted. His eyes roll back as another thicker cock pierces his ass as a new cock fills his esophagus. The men grunt and growl as they slam into the boy mercilessly. Many many rounds pass . . . Later, Brynn lays there, ass gaped, as profuse amounts of cum leak from both of his holes. The Spartan Hoplites finally satisfied.
<span style="color:red">''-4 Sanity!''</span>
<span style="color:red">''-10 Vitality!''</span>
<span style="color:red">''+4 Corruption!''</span>
<<if $talkCANDLE lte 4>>\
<span style="color:lime">''+30 Obols!''</span>
<<set $obol to $obol + 30>>\
<<elseif $talkCANDLE is 5>>\
<span style="color:lime">''+40 Obols!''</span>
<<set $obol to $obol + 40>>\
<</if>>\
<img src="nox_images/icon_obol.gif" width="5%">
\
\
\
<<if $itemDISCORD is true>>\
The Esoteric Rubber Ducky gives you <span style="color:lime">''+1 Sanity!''</span>
<<set $sanity to $sanity + 1>>\
<</if>>\
<<if $itemDREAMEATER is true>>\
The Oneiric Gloves give you <span style="color:lime">''+1 Vitality!''</span>
<<set $hp to $hp + 1>>\
<</if>>\
<<if $itemSHRINE is true>>\
The Carnelian Nazar give you <span style="color:lime">''-1 Corruption!''</span>
<<set $corruption to $corruption - 1>>\
<</if>>\
<<if $itemCANDLE is true>>\
The Firefly Lantern give you <span style="color:lime">''+1 Obol!''</span>
<<set $obol to $obol + 1>>\
<</if>>\
\
\
\
<<if $postcardEQUIPPED is "Sanity Postcard - Friends">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''+1 Sanity!''</span>
<<set $sanity to $sanity + 1>>\
\
<<elseif $postcardEQUIPPED is "Vitality Postcard - Lost Campfire">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''+1 Vitality!''</span>
<<set $hp to $hp + 1>>\
\
<<elseif $postcardEQUIPPED is "Corruption Postcard - Auxiliary Megalith">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''-1 Corruption!''</span>
<<set $corruption to $corruption - 1>>\
\
<<elseif $postcardEQUIPPED is "Obols Postcard - The Sublime">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''+3 Obols!''</span>
<<set $obol to $obol + 3>>\
\
<<elseif $postcardEQUIPPED is "Luck Postcard - Paradise">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''+1 Luck!''</span>
<<set $luck to $luck + 1>>\
<</if>>\
\
\
\
<<if $wardEQUIPPED is "Sanity Ward - Invoker">>\
<span style="color:#71CBF1">'' $wardEQUIPPED ''</span> awards <span style="color:lime">''+2 Sanity!''</span>
<<set $sanity to $sanity + 2>>\
<<elseif $wardEQUIPPED is "Vitality Ward - Summoner">>\
<span style="color:#71CBF1">'' $wardEQUIPPED ''</span> awards <span style="color:lime">''+2 Vitality!''</span>
<<set $hp to $hp + 2>>\
<<elseif $wardEQUIPPED is "Corruption Ward - Beguiler">>\
<span style="color:#71CBF1">'' $wardEQUIPPED ''</span> awards <span style="color:lime">''-2 Corruption!''</span>
<<set $corruption to $corruption - 2>>\
<</if>>\
\
\
<<set $ritualbonus to random(1,9)>>\
<<if $ritualbonus lte 7>>\
''Good job!''
<<elseif $ritualbonus gte 8>>\
Wow, lucky! The ritual is well attuned, <span style="color:lime">''+5 Obols!''</span>
<<set $obol to $obol + 5>>\
<</if>>\
<<set $COUNTsummonVITALITY to $COUNTsummonVITALITY + 4>>\
''<span style="color:#84BE33">+4 Summoner level, Now Level</span> $COUNTsummonVITALITY !''
<<if $candle lte 1>>\
<strong>[[SLEEP|sleepCHECK]]</strong>\
<<else>>\
<strong>[[Conduct Another Ritual|achievementCHECK]]</strong>\
<</if>>\
<<silently>>
<<set $sanity to $sanity - 4>>\
<<set $hp to $hp - 10>>\
<<set $corruption to $corruption + 4>>\
<<set $candle to $candle - 1>>\
<<set $countRITUAL to $countRITUAL + 1>>
<<set $art_ritual_spartan to true>>
<<set $ritual_spartan_soldiers_count to $ritual_spartan_soldiers_count + 1>>
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\\
<</if>>\
\
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>\
<<if $corruption lte 0>>\
<<set $corruption to 0>>\
<</if>>\
<</silently>><h1 align="center">Ritual - Beguile Umbra Goliath</h1>
A shadowy figure approaches as a massive cock sways between its knees. An Umbra Goliath, a being of ancient shadow. He towers over Brynn. A long, thick, uncut cock slowly hardens until it is at full mast. With powerful arms, he easily lifts Brynn up and teases the boy's hole. A shadowy tongue laps at the entrance coating it. The slick cock nestles between the plump cheeks and grinds against it. Before finally pressing the massive thing into the tight entrance to breach him. The mammoth-sized cock fills the boy, bulging out his flat stomach. The Goliath thrusts with primal fervor and unmatched raw power. A process that rearranges the petite insides of the twink. Every withdrawal allows for his tummy to return to flat before the next thrust distends his tummy once again. Brynn is pushed to his absolute brink as this ancient titan unloads volley after volley of cum into his body. Shadowy cosmic jizz surges through his insides and finally wells in the back of his throat before it spews out of his mouth and rockets as twin jets from his nose. The Goliath is pleased with its work before vanishing.
<span style="color:red">''-4 Sanity!''</span>
<span style="color:red">''-4 Vitality!''</span>
<span style="color:red">''+10 Corruption!''</span>
<<if $talkCANDLE lte 4>>\
<span style="color:lime">''+30 Obols!''</span>
<<set $obol to $obol + 30>>\
<<elseif $talkCANDLE is 5>>\
<span style="color:lime">''+40 Obols!''</span>
<<set $obol to $obol + 40>>\
<</if>>\
<img src="nox_images/icon_obol.gif" width="5%">
\
\
\
<<if $itemDISCORD is true>>\
The Esoteric Rubber Ducky gives you <span style="color:lime">''+1 Sanity!''</span>
<<set $sanity to $sanity + 1>>\
<</if>>\
<<if $itemDREAMEATER is true>>\
The Oneiric Gloves give you <span style="color:lime">''+1 Vitality!''</span>
<<set $hp to $hp + 1>>\
<</if>>\
<<if $itemSHRINE is true>>\
The Carnelian Nazar give you <span style="color:lime">''-1 Corruption!''</span>
<<set $corruption to $corruption - 1>>\
<</if>>\
<<if $itemCANDLE is true>>\
The Firefly Lantern give you <span style="color:lime">''+1 Obol!''</span>
<<set $obol to $obol + 1>>\
<</if>>\
\
\
\
<<if $postcardEQUIPPED is "Sanity Postcard - Friends">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''+1 Sanity!''</span>
<<set $sanity to $sanity + 1>>\
\
<<elseif $postcardEQUIPPED is "Vitality Postcard - Lost Campfire">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''+1 Vitality!''</span>
<<set $hp to $hp + 1>>\
\
<<elseif $postcardEQUIPPED is "Corruption Postcard - Auxiliary Megalith">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''-1 Corruption!''</span>
<<set $corruption to $corruption - 1>>\
\
<<elseif $postcardEQUIPPED is "Obols Postcard - The Sublime">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''+3 Obols!''</span>
<<set $obol to $obol + 3>>\
\
<<elseif $postcardEQUIPPED is "Luck Postcard - Paradise">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''+1 Luck!''</span>
<<set $luck to $luck + 1>>\
<</if>>\
\
\
\
<<if $wardEQUIPPED is "Sanity Ward - Invoker">>\
<span style="color:#71CBF1">'' $wardEQUIPPED ''</span> awards <span style="color:lime">''+2 Sanity!''</span>
<<set $sanity to $sanity + 2>>\
<<elseif $wardEQUIPPED is "Vitality Ward - Summoner">>\
<span style="color:#71CBF1">'' $wardEQUIPPED ''</span> awards <span style="color:lime">''+2 Vitality!''</span>
<<set $hp to $hp + 2>>\
<<elseif $wardEQUIPPED is "Corruption Ward - Beguiler">>\
<span style="color:#71CBF1">'' $wardEQUIPPED ''</span> awards <span style="color:lime">''-2 Corruption!''</span>
<<set $corruption to $corruption - 2>>\
<</if>>\
\
\
<<set $ritualbonus to random(1,9)>>\
<<if $ritualbonus lte 7>>\
''Good job!''
<<elseif $ritualbonus gte 8>>\
Wow, lucky! The ritual is well attuned, <span style="color:lime">''+5 Obols!''</span>
<<set $obol to $obol + 5>>\
<</if>>\
<<set $COUNTbeguilCORRUPTION to $COUNTbeguilCORRUPTION + 4>>\
''<span style="color:#FF0000">+4 Beguiler level, Now Level</span> $COUNTbeguilCORRUPTION !''
<<if $candle lte 1>>\
<strong>[[SLEEP|sleepCHECK]]</strong>\
<<else>>\
<strong>[[Conduct Another Ritual|achievementCHECK]]</strong>\
<</if>>\
<<silently>>
<<set $sanity to $sanity - 4>>\
<<set $hp to $hp - 4>>\
<<set $corruption to $corruption + 10>>\
<<set $candle to $candle - 1>>\
<<set $countRITUAL to $countRITUAL + 1>>
<<set $art_ritual_goliath to true>>
<<set $ritual_umbra_goliath_count to $ritual_umbra_goliath_count + 1>>
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\\
<</if>>\
\
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>\
<<if $corruption lte 0>>\
<<set $corruption to 0>>\
<</if>>\
<</silently>><<set $postcardEQUIPPED to "Sanity Postcard - Friends">>
<<goto [[postcardCHECK]]>>\<<set $postcardEQUIPPED to "Vitality Postcard - Lost Campfire">>
<<goto [[postcardCHECK]]>>\<<set $postcardEQUIPPED to "Corruption Postcard - Auxiliary Megalith">>
<<goto [[postcardCHECK]]>>\<<set $postcardEQUIPPED to "Obols Postcard - The Sublime">>
<<goto [[postcardCHECK]]>>\<h1 align="center">Postcards - Equipped</h1>\
<p align="center">Brynn slips the postcard inside his pocket
<span style="color:#EBF59C">''[ $postcardEQUIPPED ]''</span> ''Equipped!''
\
<<if $postcardEQUIPPED is "Sanity Postcard - Friends">>\
While Equipped, +1 Sanity per Ritual
<img src="nox_images/postcard_sanity.png" width="45%">
<<elseif $postcardEQUIPPED is "Vitality Postcard - Lost Campfire">>\
While Equipped, +1 Vitality per Ritual
<img src="nox_images/postcard_vitality.png" width="45%">
<<elseif $postcardEQUIPPED is "Corruption Postcard - Auxiliary Megalith">>\
While Equipped, -1 Corruption per Ritual
<img src="nox_images/postcard_corruption.png" width="45%">
<<elseif $postcardEQUIPPED is "Obols Postcard - The Sublime">>\
While Equipped, +3 Obols per Ritual
<img src="nox_images/postcard_obols.png" width="45%">
<<elseif $postcardEQUIPPED is "Luck Postcard - Paradise">>\
While Equipped, +1 Luck per Ritual
<img src="nox_images/postcard_luck.png" width="45%">
<</if>>\
''[[Postcards|mimic_postcards]]''
</p>\!!!Scry
<<set $stardust to $stardust - 1>>\
<<set $scry to random(1,100)>>
Stardust flows around the archway and conjures forth a vision . . .
\
\
\
<<if $postcardFOUNDsanity is false or $postcardFOUNDhp is false or $postcardFOUNDcorruption is false or $postcardFOUNDobols is false or $postcardFOUNDluck is false>>
\
<<if $luck lte 10>>\
<<if $scry lte 10 and $postcardFOUNDsanity is false>>\
MAGNIFICENT!
''[[APPROACH!|scryperma0]] ''
<<elseif $scry lte 5 and $postcardFOUNDhp is false>>\
MAGNIFICENT!
''[[APPROACH!|scryperma1]] ''
<<elseif $scry lte 5 and $postcardFOUNDcorruption is false>>\
MAGNIFICENT!
''[[APPROACH!|scryperma2]] ''
<<elseif $scry lte 5 and $postcardFOUNDobols is false>>\
MAGNIFICENT!
''[[APPROACH!|scryperma3]] ''
<<elseif $scry lte 5 and $postcardFOUNDluck is false>>\
MAGNIFICENT!
''[[APPROACH!|scryperma4]] ''
<<elseif $scry lte 20>>\
DAZZLING!
''[[APPROACH!|scry5]] ''
<<elseif $scry lte 40>>\
DAZZLING!
''[[APPROACH!|scry6]] ''
<<elseif $scry lte 60>>\
DAZZLING!
''[[APPROACH!|scry7]] ''
<<elseif $scry lte 80>>\
DAZZLING!
''[[APPROACH!|scry8]] ''
<<elseif $scry lte 100>>\
DAZZLING!
''[[APPROACH!|scry9]] ''
<</if>>
\
\
\
<<elseif $luck lte 25>>\
<<if $scry lte 15 and $postcardFOUNDsanity is false>>\
MAGNIFICENT!
''[[APPROACH!|scryperma0]] ''
<<elseif $scry lte 15 and $postcardFOUNDhp is false>>\
MAGNIFICENT!
''[[APPROACH!|scryperma1]] ''
<<elseif $scry lte 15 and $postcardFOUNDcorruption is false>>\
MAGNIFICENT!
''[[APPROACH!|scryperma2]] ''
<<elseif $scry lte 15 and $postcardFOUNDobols is false>>\
MAGNIFICENT!
''[[APPROACH!|scryperma3]] ''
<<elseif $scry lte 15 and $postcardFOUNDluck is false>>\
MAGNIFICENT!
''[[APPROACH!|scryperma4]] ''
<<elseif $scry lte 30>>\
DAZZLING!
''[[APPROACH!|scry5]] ''
<<elseif $scry lte 45>>\
DAZZLING!
''[[APPROACH!|scry6]] ''
<<elseif $scry lte 60>>\
DAZZLING!
''[[APPROACH!|scry7]] ''
<<elseif $scry lte 75>>\
DAZZLING!
''[[APPROACH!|scry8]] ''
<<elseif $scry lte 100>>\
DAZZLING!
''[[APPROACH!|scry9]] ''
<</if>>
\
\
\
<<elseif $luck gte 26>>\
<<if $scry lte 75 and $postcardFOUNDsanity is false>>\
MAGNIFICENT!
''[[APPROACH!|scryperma0]] ''
<<elseif $scry lte 75 and $postcardFOUNDhp is false>>\
MAGNIFICENT!
''[[APPROACH!|scryperma1]] ''
<<elseif $scry lte 75 and $postcardFOUNDcorruption is false>>\
MAGNIFICENT!
''[[APPROACH!|scryperma2]] ''
<<elseif $scry lte 75 and $postcardFOUNDobols is false>>\
MAGNIFICENT!
''[[APPROACH!|scryperma3]] ''
<<elseif $scry lte 75 and $postcardFOUNDluck is false>>\
MAGNIFICENT!
''[[APPROACH!|scryperma4]] ''
<<elseif $scry lte 80>>\
DAZZLING!
''[[APPROACH!|scry5]] ''
<<elseif $scry lte 85>>\
DAZZLING!
''[[APPROACH!|scry6]] ''
<<elseif $scry lte 90>>\
DAZZLING!
''[[APPROACH!|scry7]] ''
<<elseif $scry lte 95>>\
DAZZLING!
''[[APPROACH!|scry8]] ''
<<elseif $scry lte 100>>\
DAZZLING!
''[[APPROACH!|scry9]] ''
<</if>>
<</if>>\
\
\
\
<<elseif $postcardFOUNDsanity is true or $postcardFOUNDhp is true or $postcardFOUNDcorruption is true or $postcardFOUNDobols is true or $postcardFOUNDluck is true>>
<<if $scry lte 20>>\
DAZZLING!
''[[APPROACH!|scry5]] ''
<<elseif $scry lte 30>>\
DAZZLING!
''[[APPROACH!|scry6]] ''
<<elseif $scry lte 50>>\
DAZZLING!
''[[APPROACH!|scry7]] ''
<<elseif $scry lte 70>>\
DAZZLING!
''[[APPROACH!|scry8]] ''
<<elseif $scry lte 90>>\
DAZZLING!
''[[APPROACH!|scry9]] ''
<<elseif $scry lte 100>>\
MAGNIFICENT!!!
''[[APPROACH!|scry10]] ''
<</if>>\
<</if>>\
''Cost:''
<<for _i to 0; _i lt 2; _i++>>\
<<set $roll to random(1,10)>>\
<<if $roll lte 3>>\
<span style="color:red">''-1 Sanity!''</span>\
<<set $sanity to $sanity - 1>>\
<<elseif $roll lte 6>>\
<span style="color:red">''-1 Vitality!''</span>\
<<set $hp to $hp - 1>>\
<<elseif $roll lte 10>>\
<span style="color:red">''+1 Corruption!''</span>\
<<set $corruption to $corruption + 1>>\
<</if>>
<</for>>!!The Curtains Rise!
Stars hang overhead, suspended by thread
Arcane magic courses through the ground, invigorating the land
This ancient Acropolis is a queer yet perfect place.
Perfect for a young magician named <span style="color:#71CBF1">''Brynn''</span>
He wishes to summon his beloved boyfriend, <span style="color:yellow">''Carcosa''</span>
The summoning requires obols, coins granted by otherworldly rituals.
Along with consuming a candle, rituals take a toll on the caster's mind, body, and soul.
However, Brynn is not alone. The <span style="color:#EBF59C">''Vendors''</span> can help keep him sane, virile, and focused.
!!''@@.shudder_hover;[[LET'S GO!|statcheckLVL1]]@@''!!!VISAGE - LUCK
<<print either($flavorSCRY)>>
<<set $gamblePRIZEluck to random(1,3)>>\
<<set $roll to random(1,2)>>\
<<if $roll is 1>>\
A visage appears between the pillars . . .
Hopping between blue embers, the Ash covered Cat of Earia purrs and blesses Brynn with <span style="color:lime">''+$gamblePRIZEluck Luck!''</span>
<<elseif $roll is 2>>\
A visage appears between the pillars . . .
A swarm of gay skeletons emerge from the crypt of the azure beetle, an extremely serendipitous event to behold that bestows Brynn with <span style="color:lime">''+$gamblePRIZEluck Luck!''</span>
<</if>>\
''[[CONTINUE|creditCHECKscry]]''
<<silently>>
<<set $luck to $luck + $gamblePRIZEluck>>\
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\
<</if>>
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>
<<if $corruption lte 0>>\
<<set $corruption to 0>>\
<</if>>\
<</silently>>!!!VISAGE - POSTCARD VITALITY
<<print either($flavorSCRY)>>
A scene unfolds and from it emerges a postcard . . .
<span style="color:#EBF59C">''[ + Vitality Postcard - Lost Campfire to Inventory! ]''</span>
''[[CONTINUE|creditCHECKscry]]''
<<set $postcardFOUNDhp to true>>\
<img src="nox_images/postcard_vitality.png" width="75%">!!!VISAGE - POSTCARD SANITY
<<print either($flavorSCRY)>>
A scene unfolds and from it emerges a postcard . . .
<span style="color:#EBF59C">''[ + Sanity Postcard - Friends to Inventory! ]''</span>
''[[CONTINUE|creditCHECKscry]]''
<<set $postcardFOUNDsanity to true>>\
<img src="nox_images/postcard_sanity.png" width="75%">!!!VISAGE - POSTCARD CORRUPTION
<<print either($flavorSCRY)>>
A scene unfolds and from it emerges a postcard . . .
<span style="color:#EBF59C">''[ + Corruption Postcard - Auxiliary Megalith to Inventory! ]''</span>
''[[CONTINUE|creditCHECKscry]]''
<<set $postcardFOUNDcorruption to true>>\
<img src="nox_images/postcard_corruption.png" width="75%">!!!VISAGE - POSTCARD OBOLS
<<print either($flavorSCRY)>>
A scene unfolds and from it emerges a postcard . . .
<span style="color:#EBF59C">''[ + Obols Postcard - The Sublime to Inventory! ]''</span>
''[[CONTINUE|creditCHECKscry]]''
<<set $postcardFOUNDobols to true>>\
<img src="nox_images/postcard_obols.png" width="75%">!!!VISAGE - POSTCARD LUCK
<<print either($flavorSCRY)>>
A scene unfolds and from it emerges a postcard . . .
<span style="color:#EBF59C">''[ + Luck Postcard - Paradise to Inventory! ]''</span>
''[[CONTINUE|creditCHECKscry]]''
<<set $postcardFOUNDluck to true>>\
<img src="nox_images/postcard_luck.png" width="75%">!!!VISAGE - SANITY
<<print either($flavorSCRY)>>
<<set $gamblePRIZEsanity to random(2,4)>>\
<<set $roll to random(1,3)>>\
<<if $roll is 1>>\
A visage appears between the pillars . . .
An anonymous moose with enormous crescent antlers bows to Brynn, awarding him <span style="color:lime">''+$gamblePRIZEsanity Sanity!''</span>
<<elseif $roll is 2>>\
<img src="nox_images/guest_art/guest_sorrin.png" width="75%">
A visage appears between the pillars . . .
Sorrin, a peaceful wraith of the grotto, appears and she blesses Brynn with good tidings, <span style="color:lime">''+$gamblePRIZEsanity Sanity!''</span>
<<elseif $roll is 3>>\
A visage appears between the pillars . . .
The soft spoken murmurs of the gentle oni, Myo, comfort Brynn's mind <span style="color:lime">''+$gamblePRIZEsanity Sanity!''</span>
<</if>>\
''[[CONTINUE|creditCHECKscry]]''
<<silently>>
<<set $sanity to $sanity + $gamblePRIZEsanity>>\
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\
<</if>>
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>
<<if $corruption lte 0>>\
<<set $corruption to 0>>\
<</if>>\
<</silently>>!!!VISAGE - VITALITY
<<print either($flavorSCRY)>>
<<set $gamblePRIZEhp to random(2,4)>>\
<<set $roll to random(1,4)>>\
<<if $roll is 1>>\
A visage appears between the pillars . . .
A jostling Aquamarine slime whose soothing touch heals for <span style="color:lime">''+$gamblePRIZEhp Vitality!''</span>
<<elseif $roll is 2>>\
A visage appears between the pillars . . .
A mighty yet friendly Tarasque appears and awards Brynn strength <span style="color:lime">''+$gamblePRIZEhp Vitality!''</span>
<<elseif $roll is 3>>\
A visage appears between the pillars . . .
Hoshi, the starkissed magical boy, kisses Brynn, granting him strength <span style="color:lime">''+$gamblePRIZEhp Vitality!''</span>
<<elseif $roll is 4>>\
A visage appears between the pillars . . .
From an overflowing ink well emerges the imp dubbed Sketchy, his inky soothsaying restores <span style="color:lime">''+$gamblePRIZEhp Vitality!''</span>
<</if>>\
''[[CONTINUE|creditCHECKscry]]''
<<silently>>
<<set $hp to $hp + $gamblePRIZEhp>>\
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\
<</if>>
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>
<<if $corruption lte 0>>\
<<set $corruption to 0>>\
<</if>>\
<</silently>>!!!VISAGE - CORRUPTION
<<print either($flavorSCRY)>>
<<set $gamblePRIZEcorruption to random(2,4)>>\
<<set $roll to random(1,4)>>\
<<if $roll is 1>>\
<img src="nox_images/guest_art/guest_restlessreks.png" width="75%">
A visage appears between the pillars . . .
A small tiefling of the Reks Clan appears to smudge purified ash on Brynn's palm, <span style="color:lime">''-$gamblePRIZEcorruption Corruption!''</span>
<<elseif $roll is 2>>\
A visage appears between the pillars . . .
Mattyice, a bard adorned in rose gold, appears and serenades Brynn with his soothing voice to heal <span style="color:lime">''-$gamblePRIZEcorruption Corruption!''</span>
<<elseif $roll is 3>>\
A visage appears between the pillars . . .
From the ethereal and boundless heavens descends the archangel, Zen, whose whispers cleanse Brynn's soul <span style="color:lime">''-$gamblePRIZEcorruption Corruption!''</span>
<<elseif $roll is 4>>\
A visage appears between the pillars . . .
Jailbite, the rambunctious yet harmless imp snickers as he gives Brynn his thanks <span style="color:lime">''-$gamblePRIZEcorruption Corruption!''</span>
<</if>>\
''[[CONTINUE|creditCHECKscry]]''
<<silently>>
<<set $corruption to $corruption - $gamblePRIZEcorruption>>\
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\
<</if>>
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>
<<if $corruption lte 0>>\
<<set $corruption to 0>>\
<</if>>\
<</silently>>!!!VISAGE - OBOLS
<<print either($flavorSCRY)>>
<<set $gamblePRIZEobols to random(3,7)>>\
<<set $roll to random(1,4)>>\
<<if $roll is 1>>\
A visage appears between the pillars . . .
A Slobbering Goblin carrying many peaches awards Brynn with <span style="color:lime">''+$gamblePRIZEobols Obols!''</span>
<<elseif $roll is 2>>\
A visage appears between the pillars . . .
The dawnbreaker and esteemed starry clothed Nox Ventus, appears and awards <span style="color:lime">''+$gamblePRIZEobols Obols!''</span>
<<elseif $roll is 3>>\
A visage appears between the pillars . . .
A balmy scene unfolds, a beach full of men in swimwear. One among them, Sui, tosses treasure towards Brynn <span style="color:lime">''+$gamblePRIZEobols Obols!''</span>
<<elseif $roll is 4>>\
A visage appears between the pillars . . .
The dragon boy, Rionn, appears and blesses Brynn with a small portion of his treasured hoard <span style="color:lime">''+$gamblePRIZEobols Obols!''</span>
<</if>>\
''[[CONTINUE|creditCHECKscry]]''
<<silently>>
<<set $obol to $obol + $gamblePRIZEobols>>\
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\
<</if>>
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>
<<if $corruption lte 0>>\
<<set $corruption to 0>>\
<</if>>\
<</silently>><<set $postcardEQUIPPED to "Luck Postcard - Paradise">>
<<goto [[postcardCHECK]]>>\<h1>Ozzy, Tanuki Shopkeeper - Affirmation</h1>\
<img src="nox_images/npc_oz_awake.png" width="50%">
<<if $talkOZ lte 29>>\
The small shopkeeper's words of affirmation cause another glyph to light up
<<elseif $talkOZ gte 30>>\
The small shopkeeper's words of affirmation causes Brynn to smile
<</if>>\
<<if $talkOZ lte 10>>\
<span style="color:#5FDEA0">''<<print either($flavorOZ1)>>''</span>
<<elseif $talkOZ gte 11>>\
<span style="color:#5FDEA0">''<<print either($flavorOZ2)>>''</span>
<<set $ozGIFT to 1>>\
Ozzy reaches into his hat and pulls out a single obol, <span style="color:lime">''+$ozGIFT Obol!''</span>
<<set $obol to $obol + $ozGIFT>>\
<</if>>\
''[[RETURN TO OZZY|NPCoz]]''
<<set $talkOZ to $talkOZ + 1>>\
<<set $ozLIMIT to $ozLIMIT - 1>>\<<if $ozLIMIT gte 1>>\
<<goto [[ozAWAKE]]>>\
<<elseif $ozLIMIT lte 0>>\
<<goto [[ozASLEEP]]>>\
<</if>>\<<if $talkOZ lte 29>>\
<<goto [[ozFESTIVALpre]]>>\
<<elseif $talkOZ gte 30>>\
<<goto [[ozFESTIVALpost]]>>\
<</if>>\<h1 align="center">Ozzy, Tanuki Shopkeeper - ASLEEP</h1>\
<img src="nox_images/npc_oz_asleep.png" width="50%">
\
⦿ ''Ozzy Energy:'' <span style="color:grey">''☆ ☆ ☆ ☆ ☆''</span>
<<if $talkOZ is 0>>\
There are <span style="color:#5FDEA0">$talkOZ glyphs glowing</span>
<<elseif $talkOZ is 1>>\
There is <span style="color:#5FDEA0">$talkOZ glyph glowing</span>
<<elseif $talkOZ gte 2 and $talkOZ lte 29>>\
There are <span style="color:#5FDEA0">$talkOZ glyphs glowing</span>
<<elseif $talkOZ gte 30>>
<span style="color:#5FDEA0">All 30 glyphs are glowing</span>
<</if>>\
The small shopkeeper, Ozzy, has fallen asleep . . .
''Zzz Zzz Zzz''
''[[GO BACK TO MEADOWS|AREAplaza]]''<h1 align="center">Ozzy, Tanuki Shopkeeper - AWAKE</h1>\
<img src="nox_images/npc_oz_awake.png" width="50%">
\
<<if $ozLIMIT is 5>>\
⦿ ''Ozzy Energy:'' <span style="color:yellow">''☆ ☆ ☆ ☆ ☆''</span>
<<elseif $ozLIMIT is 4>>\
⦿ ''Ozzy Energy:'' <span style="color:yellow">''☆ ☆ ☆ ☆ ''</span><span style="color:grey">''☆''</span>
<<elseif $ozLIMIT is 3>>\
⦿ ''Ozzy Energy:'' <span style="color:yellow">''☆ ☆ ☆ ''</span><span style="color:grey">''☆ ☆''</span>
<<elseif $ozLIMIT is 2>>\
⦿ ''Ozzy Energy:'' <span style="color:yellow">''☆ ☆ ''</span><span style="color:grey">''☆ ☆ ☆''</span>
<<elseif $ozLIMIT is 1>>\
⦿ ''Ozzy Energy:'' <span style="color:yellow">''☆ ''</span><span style="color:grey">''☆ ☆ ☆ ☆''</span>
<</if>>\
Something might happen if all 30 glyphs are glowing . . .
<<if $talkOZ is 0>>\
There are <span style="color:#5FDEA0">$talkOZ glyphs glowing</span>
<<elseif $talkOZ is 1>>\
There is <span style="color:#5FDEA0">$talkOZ glyph glowing</span>
<<elseif $talkOZ gte 2 and $talkOZ lte 30>>\
There are <span style="color:#5FDEA0">$talkOZ glyphs glowing</span>
<</if>>\
''[[Ignite A Glyph|ozAFFIRMATION]]''
''[[GO BACK TO MEADOWS|AREAplaza]]''<h1 align="center">Ozzy, Tanuki Shopkeeper - AWAKE</h1>\
<img src="nox_images/npc_oz_awake.png" width="50%">
\
<<if $ozLIMIT is 6>>\
⦿ ''Ozzy Energy:'' <span style="color:yellow">''☆ ☆ ☆ ☆ ☆ ☆''</span>
<<elseif $ozLIMIT is 5>>\
⦿ ''Ozzy Energy:'' <span style="color:yellow">''☆ ☆ ☆ ☆ ☆ ''</span><span style="color:grey">''☆''</span>
<<elseif $ozLIMIT is 4>>\
⦿ ''Ozzy Energy:'' <span style="color:yellow">''☆ ☆ ☆ ☆ ''</span><span style="color:grey">''☆ ☆ ''</span>
<<elseif $ozLIMIT is 3>>\
⦿ ''Ozzy Energy:'' <span style="color:yellow">''☆ ☆ ☆ ''</span><span style="color:grey">''☆ ☆ ☆''</span>
<<elseif $ozLIMIT is 2>>\
⦿ ''Ozzy Energy:'' <span style="color:yellow">''☆ ☆ ''</span><span style="color:grey">''☆ ☆ ☆ ☆''</span>
<<elseif $ozLIMIT is 1>>\
⦿ ''Ozzy Energy:'' <span style="color:yellow">''☆ ''</span><span style="color:grey">''☆ ☆ ☆ ☆ ☆ ''</span>
<</if>>\
Brynn has gotten all the glyphs to glow!
<span style="color:#5FDEA0">All 30 glyphs are glowing</span>
''[[ -1 Ozzy Energy ⇨ Affirmation |ozAFFIRMATION]]''
<<if $ozLIMIT gte 3>>\
''[[-3 Ozzy Energy ⇨ TANUKI FESTIVAL|formOZ]]''
<<elseif $ozLIMIT lte 2>>\
<em>The Tanukis don't have the energy to be festive right now, maybe tomorrow</em>
<</if>>\
''[[GO BACK TO MEADOWS|AREAplaza]]''<h1 align="center">Ritual Circle</h1>\
Etched in ancient stone, carved by someone's hands countless moons ago.
<<if $candle is 1>>\
Bryn has <span style="color:yellow">''$candle Candle''</span> flickering in the breeze\
<<else>>\
Brynn has <span style="color:yellow">''$candle Candles''</span> flickering in the breeze\
<</if>>
''Invocation Level $COUNTLinvokeSANITY
Summoner Level $COUNTsummonVITALITY
Beguiler Level $COUNTbeguilCORRUPTION''
With help from Discord Kitten, Brynn can discern more of the archane texts
The Grimoire manifests ''5 spells'' for Brynn to choose from . . .
<<if $day lte 3>>\
''<<for _i to 0; _i lt 5; _i++>>\
<<set $roll to random(1,100)>>\
<<if $roll lte 30>>\
[[Invoke Ghosts |ghost]] (-2 Sanity, -1 Vitality, +1 Corruption, +3 Obols)
<<elseif $roll lte 60>>\
[[Summon the Chalice |chalice]] (-1 Sanity, -2 Vitality, +1 Corruption, +3 Obols)
<<elseif $roll lte 100>>\
[[Beguile Will-o-Whisp Twins |wisp]] (-1 Sanity, -1 Vitality, +2 Corruption, +3 Obols)
<</if>>
<</for>>''
\
<<elseif $day is 4>>\
''<<for _i to 0; _i lt 5; _i++>>\
<<set $roll to random(1,100)>>\
<<if $roll lte 16>>\
[[Invoke Ghosts |ghost]] (-2 Sanity, -1 Vitality, +1 Corruption, +3 Obols)
<<elseif $roll lte 32>>\
[[Summon the Chalice |chalice]] (-1 Sanity, -2 Vitality, +1 Corruption, +3 Obols)
<<elseif $roll lte 49>>\
[[Beguile Will-o-Whisp Twins |wisp]] (-1 Sanity, -1 Vitality, +2 Corruption, +3 Obols)
<<elseif $roll lte 66>>\
[[NEW - Invoke Relic |relic]] (-4 Sanity, -2 Vitality, +2 Corruption, +9 Obols)
<<elseif $roll lte 82>>\
[[NEW - Beguile the Mirror |darkself]] (-2 Sanity, -2 Vitality, +4 Corruption, +9 Obols)
<<elseif $roll lte 100>>\
[[NEW - Summon Hellhound |hellhound]] (-2 Sanity, -4 Vitality, +2 Corruption +9 Obols)
<</if>>
<</for>>''
\
<<elseif $day is 5>>\
''<<for _i to 0; _i lt 5; _i++>>\
<<set $roll to random(1,100)>>\
<<if $roll lte 16>>\
[[Invoke Ghosts |ghost]] (-2 Sanity, -1 Vitality, +1 Corruption, +3 Obols)
<<elseif $roll lte 32>>\
[[Summon the Chalice |chalice]] (-1 Sanity, -2 Vitality, +1 Corruption, +3 Obols)
<<elseif $roll lte 49>>\
[[Beguile Will-o-Whisp Twins |wisp]] (-1 Sanity, -1 Vitality, +2 Corruption, +3 Obols)
<<elseif $roll lte 66>>\
[[Invoke Relic |relic]] (-4 Sanity, -2 Vitality, +2 Corruption, +9 Obols)
<<elseif $roll lte 82>>\
[[Beguile the Mirror |darkself]] (-2 Sanity, -2 Vitality, +4 Corruption, +9 Obols)
<<elseif $roll lte 100>>\
[[Summon Hellhound |hellhound]] (-2 Sanity, -4 Vitality, +2 Corruption +9 Obols)
<</if>>
<</for>>''
\
\
<<elseif $day is 6>>\
''<<for _i to 0; _i lt 5; _i++>>\
<<set $roll to random(1,100)>>\
<<if $roll lte 18>>\
[[Invoke Ghosts |ghost]] (-2 Sanity, -1 Vitality, +1 Corruption, +3 Obols)
<<elseif $roll lte 32>>\
[[Summon the Chalice |chalice]] (-1 Sanity, -2 Vitality, +1 Corruption, +3 Obols)
<<elseif $roll lte 55>>\
[[Beguile Will-o-Whisp Twins |wisp]] (-1 Sanity, -1 Vitality, +2 Corruption, +3 Obols)
<<elseif $roll lte 65>>\
[[Invoke Relic |relic]] (-4 Sanity, -2 Vitality, +2 Corruption, +9 Obols)
<<elseif $roll lte 75>>\
[[Beguile the Mirror |darkself]] (-2 Sanity, -2 Vitality, +4 Corruption, +9 Obols)
<<elseif $roll lte 85>>\
[[Summon Hellhound |hellhound]] (-2 Sanity, -4 Vitality, +2 Corruption +9 Obols)
<<elseif $roll lte 90>>\
[[NEW - Invoke Horror |horror]] (-7 Sanity, -3 Vitality, +3 Corruption, +15 Obols)
<<elseif $roll lte 95>>\
[[NEW - Summon Gargoyle |gargoyle]] (-3 Sanity, -7 Vitality, +3 Corruption, +15 Obols)
<<elseif $roll lte 100>>\
[[NEW - Beguile The Bureaucracy |bureaucrat]] (-3 Sanity, -3 Vitality, +7 Corruption, +15 Obols)
<</if>>
<</for>>''
\
\
\
<<elseif $day gte 7 and $day lte 8>>\
''<<for _i to 0; _i lt 5; _i++>>\
<<set $roll to random(1,100)>>\
<<if $roll lte 18>>\
[[Invoke Ghosts |ghost]] (-2 Sanity, -1 Vitality, +1 Corruption, +3 Obols)
<<elseif $roll lte 32>>\
[[Summon the Chalice |chalice]] (-1 Sanity, -2 Vitality, +1 Corruption, +3 Obols)
<<elseif $roll lte 55>>\
[[Beguile Will-o-Whisp Twins |wisp]] (-1 Sanity, -1 Vitality, +2 Corruption, +3 Obols)
<<elseif $roll lte 65>>\
[[Invoke Relic |relic]] (-4 Sanity, -2 Vitality, +2 Corruption, +9 Obols)
<<elseif $roll lte 75>>\
[[Beguile the Mirror |darkself]] (-2 Sanity, -2 Vitality, +4 Corruption, +9 Obols)
<<elseif $roll lte 85>>\
[[Summon Hellhound |hellhound]] (-2 Sanity, -4 Vitality, +2 Corruption +9 Obols)
<<elseif $roll lte 90>>\
[[ Invoke Horror |horror]] (-7 Sanity, -3 Vitality, +3 Corruption, +15 Obols)
<<elseif $roll lte 95>>\
[[Summon Gargoyle |gargoyle]] (-3 Sanity, -7 Vitality, +3 Corruption, +15 Obols)
<<elseif $roll lte 100>>\
[[Beguile The Bureaucracy |bureaucrat]] (-3 Sanity, -3 Vitality, +7 Corruption, +15 Obols)
<</if>>
<</for>>''
\
\
<<elseif $day is 9>>\
''<<for _i to 0; _i lt 5; _i++>>\
<<set $roll to random(1,100)>>\
<<if $roll lte 10>>\
[[Invoke Ghosts |ghost]] (-2 Sanity, -1 Vitality, +1 Corruption, +3 Obols)
<<elseif $roll lte 20>>\
[[Summon the Chalice |chalice]] (-1 Sanity, -2 Vitality, +1 Corruption, +3 Obols)
<<elseif $roll lte 30>>\
[[Beguile Will-o-Whisp Twins |wisp]] (-1 Sanity, -1 Vitality, +2 Corruption, +3 Obols)
<<elseif $roll lte 43>>\
[[Invoke Relic |relic]] (-4 Sanity, -2 Vitality, +2 Corruption, +9 Obols)
<<elseif $roll lte 56>>\
[[Beguile the Mirror |darkself]] (-2 Sanity, -2 Vitality, +4 Corruption, +9 Obols)
<<elseif $roll lte 70>>\
[[Summon Hellhound |hellhound]] (-2 Sanity, -4 Vitality, +2 Corruption +9 Obols)
<<elseif $roll lte 77>>\
[[ Invoke Horror |horror]] (-7 Sanity, -3 Vitality, +3 Corruption, +15 Obols)
<<elseif $roll lte 84>>\
[[Summon Gargoyle |gargoyle]] (-3 Sanity, -7 Vitality, +3 Corruption, +15 Obols)
<<elseif $roll lte 91>>\
[[Beguile The Bureaucracy |bureaucrat]] (-3 Sanity, -3 Vitality, +7 Corruption, +15 Obols)
<<elseif $roll lte 94>>\
[[NEW - Invoke Seraph |seraph]] (-10 Sanity, -4 Vitality, +4 Corruption, +30 Obols)
<<elseif $roll lte 97>>\
[[NEW - Summon Spartan Soldiers |spartan]] (-4 Sanity, -10 Vitality, +4 Corruption +30 Obols)
<<elseif $roll lte 100>>\
[[NEW - Beguile Umbra Goliath |goliath]] (-4 Sanity, -4 Vitality, +10 Corruption, +30 Obols)
<</if>>
<</for>>''
\
\
<<elseif $day gte 10>>\
''<<for _i to 0; _i lt 5; _i++>>\
<<set $roll to random(1,100)>>\
<<if $roll lte 10>>\
[[Invoke Ghosts |ghost]] (-2 Sanity, -1 Vitality, +1 Corruption, +3 Obols)
<<elseif $roll lte 20>>\
[[Summon the Chalice |chalice]] (-1 Sanity, -2 Vitality, +1 Corruption, +3 Obols)
<<elseif $roll lte 30>>\
[[Beguile Will-o-Whisp Twins |wisp]] (-1 Sanity, -1 Vitality, +2 Corruption, +3 Obols)
<<elseif $roll lte 43>>\
[[Invoke Relic |relic]] (-4 Sanity, -2 Vitality, +2 Corruption, +9 Obols)
<<elseif $roll lte 56>>\
[[Beguile the Mirror |darkself]] (-2 Sanity, -2 Vitality, +4 Corruption, +9 Obols)
<<elseif $roll lte 70>>\
[[Summon Hellhound |hellhound]] (-2 Sanity, -4 Vitality, +2 Corruption +9 Obols)
<<elseif $roll lte 77>>\
[[ Invoke Horror |horror]] (-7 Sanity, -3 Vitality, +3 Corruption, +15 Obols)
<<elseif $roll lte 84>>\
[[Summon Gargoyle |gargoyle]] (-3 Sanity, -7 Vitality, +3 Corruption, +15 Obols)
<<elseif $roll lte 91>>\
[[Beguile The Bureaucracy |bureaucrat]] (-3 Sanity, -3 Vitality, +7 Corruption, +15 Obols)
<<elseif $roll lte 94>>\
[[ Invoke Seraph |seraph]] (-10 Sanity, -4 Vitality, +4 Corruption, +30 Obols)
<<elseif $roll lte 97>>\
[[Summon Spartan Soldiers |spartan]] (-4 Sanity, -10 Vitality, +4 Corruption +30 Obols)
<<elseif $roll lte 100>>\
[[Beguile Umbra Goliath |goliath]] (-4 Sanity, -4 Vitality, +10 Corruption, +30 Obols)
<</if>>
<</for>>''
\
<</if>>\
<<if $obol gte 5>>\
''[[Pay 5 Obols to Reroll Spells|reroll]]''
<<elseif $obol lte 4>>\
<</if>>\Sidebar should be there yay!
$displaysidebar
!!''[[turn off]]''
<<script>>
var displaysidebar = true
if (displaysidebar == true)
{
console.log("hello world")
console.log(displaysidebar)
}
<</script>>
Sidebar should be OFF!
$displaysidebar
!!''[[turn on]]''
<<script>>
var displaysidebar = false
if (displaysidebar == false)
{
console.log("HECK YOU")
console.log(displaysidebar)
}
<</script>>hi there
!!''[[turn on]]''
//
//
//
$(document).on(':passagestart', function (ev) {
if (!ev.passage.tags.includes('showsidebar')) {
var displaysidebar = true
}
});
//
//
//
$(document).on(':passagestart', function (ev) {
if (!ev.passage.tags.includes('hidesidebar')) {
var displaysidebar = false
}
});
<<if $hp lte 0>>\
<<goto [[chooseBADending]]>>\
<<elseif $sanity lte 0>>\
<<goto [[chooseBADending]]>>\
<<elseif $corruption gte 30 and $talkSHRINE lte 4>>\
<<goto [[chooseBADending]]>>\
<<else>>
<<goto [[AREAritual]]>>\
<</if>>
if $talkDISCORD lte 4
goto AREAritual
elseif $talkDISCORD gte 5
goto AREAritual5<<set $obol to $obol -5>>\
<<goto [[AREAritual]]>>\<<if $hp lte 0>>\
<<goto [[chooseBADending]]>>\
<<elseif $sanity lte 0>>\
<<goto [[chooseBADending]]>>\
<<elseif $corruption gte 30 and $talkSHRINE lte 4>>\
<<goto [[chooseBADending]]>>\
<<elseif $corruption gte 40 and $talkSHRINE is 5>>\
<<goto [[chooseBADending]]>>\
<<else>>\
<<goto [[AREAplaza]]>>\
<</if>>
<<set $talkVENDOR to 0>>
<<set $talkCARCOSA to 3>>
<<set $sarcophagusSCORE to 3>>
<<if $talkOZ lte 29>>\
<<set $ozLIMIT to 5>>
<<elseif $talkOZ gte 30>>\
<<set $ozLIMIT to 6>>
<</if>>\
<<set $daylightbuy to 0>>
<<set $talkCHRONOMANCER to 0>>
<<set $stardust to 3>>
<<set $talkDISCORD to 4>>
testing: REMOVE
<<set $obol to 690>>
<<set $day to $day + 9>>
<<set $sanity to 16>>
<<set $hp to 24>>
<<set $corruption to 7>>
<<set $luck to 20>>
<<if $candle lte 3>>\
<<set $candle to 3>>\
<</if>>\
<<set $itemGambleSANITY to true>>\
<<set $itemDISCORD to true>>
<<set $itemDREAMEATER to true>>\
<<set $itemSHRINE to true>>\
<<set $itemCANDLE to true>>\
<<set $itemGambleLUCK to true>>\
<<set $talkDISCORD to 4>>\
<<set $talkSHRINE to 5>>\
<<set $talkDREAM to 5>>\
<<set $talkCANDLE to 5>>\
<<set $summonCARCOSA to 0>>
<<set $COUNTLinvokeSANITY to 27>>
<<set $COUNTsummonVITALITY to 24>>
<<set $COUNTbeguilCORRUPTION to 20>>
<<set $postcardFOUNDobols to true>>
<<set $postcardFOUNDluck to true>>!!! CONGRATULATIONS
<span style="color:#71CBF1">''Brynn''</span> has successfully summoned his boyfriend, <span style="color:yellow">''Carcosa''</span>
You did it!! You completed the primary goal of the game!
!!! What next . . . ?
* Feel free to visit Carcosa whenever you want to spend time with him!
* Unlock the full Gallery by using the magic word "carcosa"
* Earn all the Achievements!
<strong>[[CONTINUE!|PlazaRETURN]]</strong>!!!ACHIEVEMENT UNLOCKED!
<<if $countRITUAL is 10>>\
<span style="color:#EBF59C">''Apprentice:''
Brynn has conducted 10 Rituals!</span>
''Rewards!''
<span style="color:lime">''+1 Sanity!''</span>
<span style="color:lime">''+1 Vitality!''</span>
<span style="color:lime">''-1 Corruption!''</span>
<<set $sanity to $sanity + 1>>\
<<set $hp to $hp + 1>>\
<<set $corruption to $corruption - 1>>\
\
\
\
<<elseif $countRITUAL is 25>>\
<span style="color:#EBF59C">''Journeyman:''
Brynn has conducted 50 Rituals!</span>
''Rewards!''
<span style="color:lime">''+5 Sanity!''</span>
<span style="color:lime">''+5 Vitality!''</span>
<span style="color:lime">''-5 Corruption!''</span>
<<set $sanity to $sanity + 5>>\
<<set $hp to $hp + 5>>\
<<set $corruption to $corruption - 5>>\
\
\
\
<<elseif $countRITUAL is 50>>\
<span style="color:#EBF59C">''Archmage:''
Brynn has conducted 100 Rituals!</span>
''Rewards!''
<span style="color:lime">''+10 Sanity!''</span>
<span style="color:lime">''+10 Vitality!''</span>
<span style="color:lime">''-10 Corruption!''</span>
<<set $sanity to $sanity + 10>>\
<<set $hp to $hp + 10>>\
<<set $corruption to $corruption - 10>>\
\
\
\
<<elseif $countRITUAL is 100>>\
<span style="color:#EBF59C">''Archon:''
Brynn has conducted 100 Rituals!</span>
''Rewards!''
<span style="color:lime">''+50 Sanity!''</span>
<span style="color:lime">''+50 Vitality!''</span>
<span style="color:lime">''-50 Corruption!''</span>
<<set $sanity to $sanity + 50>>\
<<set $hp to $hp + 50>>\
<<set $corruption to $corruption - 50>>\
\
\
\
<<elseif $furryRITUAL is 10>>\
<span style="color:#EBF59C">''Tie The Knot:''
Perform 10 Rituals featuring our knotty furry friends!</span>
''Rewards!''
<span style="color:lime">''+2 Sanity!''</span>
<span style="color:lime">''+12 Vitality!''</span>
<span style="color:lime">''-2 Corruption!''</span>
<<set $sanity to $sanity + 2>>\
<<set $hp to $hp + 12>>\
<<set $corruption to $corruption - 2>>\
\
\
potential bug: I unlocked the achievement "ghosted" and now it pretty much goes off every round, applying the bonus each time
potential bug: I unlocked the achievement "ghosted" and now it pretty much goes off every round, applying the bonus each time
potential bug: I unlocked the achievement "ghosted" and now it pretty much goes off every round, applying the bonus each time
potential bug: I unlocked the achievement "ghosted" and now it pretty much goes off every round, applying the bonus each time
potential bug: I unlocked the achievement "ghosted" and now it pretty much goes off every round, applying the bonus each time
potential bug: I unlocked the achievement "ghosted" and now it pretty much goes off every round, applying the bonus each time
potential bug: I unlocked the achievement "ghosted" and now it pretty much goes off every round, applying the bonus each time
potential bug: I unlocked the achievement "ghosted" and now it pretty much goes off every round, applying the bonus each time
potential bug: I unlocked the achievement "ghosted" and now it pretty much goes off every round, applying the bonus each time
potential bug: I unlocked the achievement "ghosted" and now it pretty much goes off every round, applying the bonus each time
potential bug: I unlocked the achievement "ghosted" and now it pretty much goes off every round, applying the bonus each time
potential bug: I unlocked the achievement "ghosted" and now it pretty much goes off every round, applying the bonus each time
potential bug: I unlocked the achievement "ghosted" and now it pretty much goes off every round, applying the bonus each time
potential bug: I unlocked the achievement "ghosted" and now it pretty much goes off every round, applying the bonus each time
\
<<elseif $ghostRITUAL is 10>>\
<span style="color:#EBF59C">''GHOSTED:''
Perform 10 Rituals featuring our spooky ghostly friends!</span>
''Rewards!''
<span style="color:lime">''+5 Sanity!''</span>
<span style="color:lime">''+2 Vitality!''</span>
<span style="color:lime">''-5 Corruption!''</span>
<<set $sanity to $sanity + 5>>\
<<set $hp to $hp + 2>>\
<<set $corruption to $corruption - 5>>\
\
\
\
<<elseif $toolRITUAL is 10>>\
<span style="color:#EBF59C">''Antique Sampler:''
Perform 10 Rituals utilizing relics and tools of the Otherworld!</span>
''Rewards!''
<span style="color:lime">''+8 Sanity!''</span>
<span style="color:lime">''+4 Vitality!''</span>
<span style="color:lime">''-2 Corruption!''</span>
<<set $sanity to $sanity + 8>>\
<<set $hp to $hp + 4>>\
<<set $corruption to $corruption - 2>>\
\
\
\
<<else>>
<<goto [[ritualCHECK]]>>\
<</if>>\
\
\
\
<<silently>>
<<if $hp gte 30 and $talkDREAM lte 3>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 4>>\
<<set $hp to 40>>\\
<</if>>\
\
<<if $sanity gte 30 and $talkDISCORD lte 3>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 4>>\
<<set $sanity to 40>>\
<</if>>\
<</silently>>
''[[Continue . . . |ritualCHECK]]''<h2 align="center">''Click to Equip Ward''</h2>\
<p align="center">''[[Return to Inventory|mimic_screen]]''</p>\
<p align="center">''<span style="color:#0098FF">Invocation Level</span> $COUNTLinvokeSANITY
<span style="color:#84BE33">Summoner Level</span> $COUNTsummonVITALITY
<span style="color:#FF0000">Beguiler Level</span> $COUNTbeguilCORRUPTION''</p>\
<div style="display: block; position: relative; width: 60vw; height:30vw;">\
\
\
\
<<if $COUNTLinvokeSANITY lte 24>>\
<img style="z-index: 0; position: absolute; left: 5%; top: 10%; Width: 25%" src="nox_images/ward_unknown.png" />\
<<elseif $COUNTLinvokeSANITY gte 25>>\
<a class="linker" title="Postcard - Corruption" data-passage="wardSANITY"><img class="hoverable" style="z-index: 1; position: absolute; left: 5%; top: 10%; Width: 25%" src="nox_images/ward_sanity_rune.png" /></a>\
<</if>>\
\
<<if $COUNTsummonVITALITY lte 24>>\
<img style="z-index: 0; position: absolute; left: 37%; top: 10%; Width: 25%" src="nox_images/ward_unknown.png" />\
<<elseif $COUNTsummonVITALITY gte 25>>\
<a class="linker" title="Postcard - Corruption" data-passage="wardVIRILITY"><img class="hoverable" style="z-index: 1; position: absolute; left: 37%; top: 10%; Width: 25%" src="nox_images/ward_vitality_rune.png" /></a>\
\
<</if>>\
\
<<if $COUNTbeguilCORRUPTION lte 24>>\
<img style="z-index: 0; position: absolute; left: 70%; top: 10%; Width: 25%" src="nox_images/ward_unknown.png" />\
<<elseif $COUNTbeguilCORRUPTION gte 25>>\
<a class="linker" title="Postcard - Corruption" data-passage="wardCORRUPTION"><img class="hoverable" style="z-index: 1; position: absolute; left: 70%; top: 10%; Width: 25%" src="nox_images/ward_corruption_rune.png" /></a>\
<</if>>\
\
<a class="linker" title="Postcard - Deactivate" data-passage="wardDEACTIVATE"><img class="hoverable" style="z-index: 1; position: absolute; left: 37%; top: 60%; Width: 25%" src="nox_images/postcard_unequipped.png" /></a>\
\
\
<div style="display: block; position: relative; width: 60vw; height:30vw;">\
\
\
<<if $wardEQUIPPED is "Sanity Ward - Invoker">>\
<img style="z-index: 0; position: absolute; left: 2.5%; top: 25%; Width: 30%" src="nox_images/postcard_equipped.png" />\
\
<<elseif $wardEQUIPPED is "Vitality Ward - Summoner">>\
<img style="z-index: 0; position: absolute; left: 34.5%; top: 25%; Width: 30%" src="nox_images/postcard_equipped.png" />\
\
<<elseif $wardEQUIPPED is "Corruption Ward - Beguiler">>\
<img style="z-index: 0; position: absolute; left: 67.5%; top: 25%; Width: 30%" src="nox_images/postcard_equipped.png" />\
\
<</if>>\
</div>\<<set $wardEQUIPPED to "Sanity Ward - Invoker">>
<<goto [[wardCHECK]]>>\<<set $wardEQUIPPED to "Vitality Ward - Summoner">>
<<goto [[wardCHECK]]>>\<<set $wardEQUIPPED to "Corruption Ward - Beguiler">>
<<goto [[wardCHECK]]>>\<h1 align="center">Ward - Activation</h1>\
<p align="center">Brynn manifests the protective ward over himself
<<if $wardEQUIPPED is "Sanity Ward - Invoker">>\
<span style="color:#0098FF">''[ $wardEQUIPPED ]''</span> ''Activated!''
While Activated, +2 Sanity per Ritual
<img src="nox_images/ward_sanity_rune.png" width="50%">
\
<<elseif $wardEQUIPPED is "Vitality Ward - Summoner">>\
<span style="color:#84BE33">''[ $wardEQUIPPED ]''</span> ''Activated!''
While Activated, +2 Vitality per Ritual
<img src="nox_images/ward_vitality_rune.png" width="50%">
\
<<elseif $wardEQUIPPED is "Corruption Ward - Beguiler">>\
<span style="color:#FF0000">''[ $wardEQUIPPED ]''</span> ''Activated!''
While Activated, -2 Corruption per Ritual
<img src="nox_images/ward_corruption_rune.png" width="50%">
\
<</if>>\
''[[Wards|wardSELECT]]''
</p>\!!!VISAGE - TITUS
<<set $art_boon_TITUS to true>>\
<<set $gamblePRIZEluck to random(1,3)>>\
<<set $gamblePRIZEsanity to random(2,4)>>\
<<set $gamblePRIZEhp to random(2,4)>>\
<<set $gamblePRIZEcorruption to random(2,4)>>\
<<set $gamblePRIZEobols to random(3,7)>>\
<em>A blinding light emerges from between the pillars</em>
<em>Radiant stars slowly drift from the archway and leave a trail of stardust behind them</em>
<em>Brynn reaches towards one of the dazzling stars</em>
<em>His finger brushes against one and immediately takes hold of him</em>
<<linkreplace"''Stardust washes over him''">><em>Stardust washes over him</em>
<img src="nox_images/npc_titus_0.png" width="40%">
<em>Without a word, Titus drops to his knees and slightly raises his mask up</em>
<em>In silence, the boy gingerly takes Brynn's cock into his willing mouth</em>
''Titus:'' SLURP!
''Titus:'' SLURP SLURP!!
''Titus:'' SLURP SLURP SLURP!!!
<em>Brynn winces as the boy's slick throat works his shaft</em>
<em>Stardust drifts around them as Titus facefucks himself on Brynn's cock</em>
<em>The pleasure builds until . . .</em>
<<linkreplace"''Brynn: HGGNNNN!!!''">>''Brynn: HGGNNNN!!!''
<em>Brynn floods Titus’ mouth with a overflowing amount of cum</em>
<em>Titus loudly gulps and swallows as much cum as he can while the excess pours out </em>
<img src="nox_images/npc_titus_1.png" width="100%">
<em>Brynn sighs happily as startdust imbues blessings unto him</em>
<span style="color:lime">''+$gamblePRIZEluck Luck!''</span>
<span style="color:lime">''+$gamblePRIZEsanity Sanity!''</span>
<span style="color:lime">''+$gamblePRIZEhp Vitality!''</span>
<span style="color:lime">''-$gamblePRIZEcorruption Corruption!''</span>
<span style="color:lime">''+$gamblePRIZEobols Obols!''</span>
''[[CONTINUE|creditCHECKscry]]''
<</linkreplace>><</linkreplace>>\
<<silently>>
<<set $obol to $obol + $gamblePRIZEobols>>\
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\
<</if>>
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>
<<if $corruption lte 0>>\
<<set $corruption to 0>>\
<</if>>\
<</silently>>!!!Luck - Hint
Luck is a stat used in two systems:
Scrying (appears today!) and Wagering (appears on day 10)
The higher the luck, the easier it is to win better prizes!
''[[PROCEED|AREAplaza]]''!!!<span style="color:yellow">''Carcosa''</span> - Sex ( Sanity )
<em>Carcosa gently ruts his cock into Brynn's ass</em>
''<span style="color:yellow">''Carcosa:''</span>'' Who's my good lil ritual caster . . .
<span style="color:#71CBF1">''Brynn:''</span> Mmm, I am~
<em>Carcosa holds Brynn tight</em>
''<span style="color:yellow">''Carcosa:''</span>'' Take my cock~
''<span style="color:yellow">''Carcosa:''</span>'' Been enjoying yourself throughout your journey?
<<linkreplace"''Carcosa grabs ahold of Brynn's belly''">><em>Carcosa grabs ahold of Brynn's belly</em>
[ Image TBA ]
''<span style="color:yellow">''Carcosa:''</span>'' I can still feel each vendor's cum deep inside you
''<span style="color:yellow">''Carcosa:''</span>'' You've been a really good boy
''<span style="color:yellow">''Carcosa:''</span>'' You ready for this load, babe?
<span style="color:#71CBF1">''Brynn:''</span> I- <em>-huff- -huff-</em> am!
<span style="color:#71CBF1">''Brynn:''</span> Fill. Me. Up!!
<em>Carcosa’s thrusts pick up in speed and intensity</em>
<span style="color:yellow">''Carcosa:''</span> I'm about to flood those guts of yours!
<span style="color:#71CBF1">''Brynn:''</span> HGNNNRRR!!!
<em>Volley after volley of cum blast deep inside Brynn's willing hole</em>
<em>The load paints Brynn's insides a sloppy white mess</em>
<em>Carcosa’s cock is snuggly inside Brynn's hole as the two boys cuddle and doze off in each other's arms</em>
<span style="color:lime">''+2 Sanity!''</span>
<strong>[[RETURN|necropolis_carcosa]]</strong>
<</linkreplace>>
<<silently>>
<<set $sanity to $sanity + 2>>
<<set $talkCARCOSA to $talkCARCOSA - 1>>
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\
<</if>>
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>
<<if $corruption lte 0>>\
<<set $corruption to 0>>\
<</if>>\
<</silently>>!!!<span style="color:yellow">''Carcosa''</span> - Sex ( Vitality )
<em>Shadows emerge and wrap around Carcosa's lower half</em>
<em>His legs wear shadow to become more powerful</em>
<em>His cock enlarges two-fold due to the umbral powers . . .</em>
<em>He speaks in a reverberating and powerful voice </em>
<span style="color:yellow">''Carcosa:''</span> Ready my lil caster~
<em>Brynn gulps as his knees wobble in anticipation </em>
<<linkreplace"''PLAP PLAP PLAP HGNNNN!!!!''">><em>PLAP PLAP PLAP HGNNNN!!!!</em>
[ Image TBA ]
<span style="color:yellow">''Carcosa:''</span> That's it . . . ride that shadow cock, my gorgeous slut~
<span style="color:#71CBF1">''Brynn:''</span> Ugh you feel so fucking good inside me!!
<span style="color:#71CBF1">''Brynn:''</span> Mess my insides up C-Carcosa!!!
<em>The tempo of thrusts continue until Carcosa grits his teeth and unloads inside Brynn</em>
<em>The boy's stomach bloats bigger and bigger with every volley of cum shot inside him</em>
<em>The shadows dissipate and cum pours out of Brynn’s hole . . .</em>
<span style="color:lime">''+2 Vitality!''</span>
<strong>[[RETURN|necropolis_carcosa]]</strong>
<</linkreplace>>
<<silently>>
<<set $hp to $hp + 2>>
<<set $talkCARCOSA to $talkCARCOSA - 1>>
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\
<</if>>
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>
<<if $corruption lte 0>>\
<<set $corruption to 0>>\
<</if>>\
<</silently>>
!!!<span style="color:yellow">''Carcosa''</span> - Sex ( Corruption )
<span style="color:yellow">''Carcosa:''</span> Gimmie a kiss!
<span style="color:#71CBF1">''Brynn:''</span> Haha okay
<span style="color:yellow">''Carcosa:''</span> Close your eyes!
<span style="color:#71CBF1">''Brynn:''</span> Hmm, okay, silly goose
<span style="color:#71CBF1">''Brynn:''</span> My eyes are closed now wha–
<<linkreplace"''♡♡♡♡♡!!!''">><em>♡♡♡♡♡!!!</em>
[ Image TBA ]
<em>Carcosa shoves his cock down Brynn's throat</em>
''GLUCK GLUCK''
<em>He brutally thrusts his cock in and out</em>
''GLUCK GLUCK GLUCK''
<em>Brynn's esophagus is like velvet, warm, and perfect</em>
''GLUCK GLUCK GLUCK GLKKK GLKKHHKK''
<em>A symphony of choking, gagging, and sloppy facefucking sounds</em>
<span style="color:yellow">''Carcosa:''</span> That's it! Swallow that cock, fuck!
<em> Brynn gulps hungrily on Carcosa's cock</em>
<span style="color:yellow">''Carcosa:''</span> Good boy♡
<span style="color:#71CBF1">''Brynn:''</span> (thinking) Fuuuck I love when he does this . . .
<span style="color:lime">''-2 Corruption!''</span>
<strong>[[RETURN|necropolis_carcosa]]</strong>
<</linkreplace>>
<<silently>>
<<set $corruption to $corruption - 2>>
<<set $talkCARCOSA to $talkCARCOSA - 1>>
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\
<</if>>
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>
<<if $corruption lte 0>>\
<<set $corruption to 0>>\
<</if>>\
<</silently>>!!!<span style="color:yellow">''Carcosa''</span> - Sex ( Luck )
<span style="color:#71CBF1">''Brynn:''</span> Can I open my eyes now?
<span style="color:yellow">''Carcosa:''</span> No-no! Keep 'em closed
<span style="color:yellow">''Carcosa:''</span> If you open them now, you'll ruin the surprise!
<em>There's rustling as Carcosa adjusts his outfit</em>
<span style="color:yellow">''Carcosa:''</span> Okay, open your eyes~
<<linkreplace"''Brynn's cock immediately tents his pants''">><em>Brynn's cock immediately tents his pants</em>
[ Image TBA ]
<em>Carcosa is wearing a jockstrap, knee socks, collar, and atop his head is a flower crown</em>
<span style="color:yellow">''Carcosa:''</span> Are you gonna just stand there~
<span style="color:yellow">''Carcosa:''</span> Or . . . will you ravage me?
<em>Brynn hastily lowers his shorts and leaps onto Carcosa, his prize</em>
<em>He gives a flurry of kisses onto boyfriend's hole, it's soft and succulent </em>
<em>Brynn hastily aims his cock to slowly sink inch after inch inside the willing hole</em>
<em>He grasps needily onto his boyfriend as they moan in pleasure together</em>
<span style="color:#71CBF1">''Brynn:''</span> How's -huff- that feel, everything alright?
<span style="color:yellow">''Carcosa:''</span> It's -moan- it's perfect, you're perfect
<em>Brynn moves his hips to slowly thrust, it's obscenely warm inside and feels like heaven
Carcosa twitches with every thrust and intertwines his fingers with Brynn's
They hold hands as they fuck, moaning out each other's names
Brynn kisses Carcosa's back as he reaches down to stroke Carcosa's cock
The two pant and wince as they cum together
Carcosa's load paints the floor as Brynn's shoots his load deep inside his beloved boyfriend</em>
<span style="color:lime">''+1 Luck!''</span>
<strong>[[RETURN|necropolis_carcosa]]</strong>
<</linkreplace>>
<<silently>>
<<set $luck to $luck + 1>>
<<set $talkCARCOSA to $talkCARCOSA - 1>>
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\
<</if>>
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>
<<if $corruption lte 0>>\
<<set $corruption to 0>>\
<</if>>\
<</silently>><<if $hp lte 0>>\
<<goto [[chooseBADending]]>>\
<<elseif $sanity lte 0>>\
<<goto [[chooseBADending]]>>\
<<elseif $corruption gte 30 and $talkSHRINE lte 4>>\
<<goto [[chooseBADending]]>>\
<<elseif $corruption gte 40 and $talkSHRINE is 5>>\
<<goto [[chooseBADending]]>>\
<<else>>\
<<goto [[AREAforum]]>>\
<</if>>!!!Postcards
''Postcard Equipped:'' <span style="color:#EBF59C">''[ $postcardEQUIPPED ]''</span>
<<if $postcardEQUIPPED is "Sanity Postcard - Friends">>\
<img src="nox_images/postcard_sanity.png" width="75%">
<<elseif $postcardEQUIPPED is "Vitality Postcard - Lost Campfire">>\
<img src="nox_images/postcard_vitality.png" width="75%">
<<elseif $postcardEQUIPPED is "Corruption Postcard - Auxiliary Megalith">>\
<img src="nox_images/postcard_corruption.png" width="75%">
<<elseif $postcardEQUIPPED is "Obols Postcard - The Sublime">>\
<img src="nox_images/postcard_obols.png" width="45%">
<<elseif $postcardEQUIPPED is "Luck Postcard - Paradise">>\
<img src="nox_images/postcard_luck.png" width="75%">
<</if>>\
''[[Click to equip a different postcard|postcardSELECT]]''
\
\
''[[Inventory|mimic_screen]]''!!! GIFTS
''[[Inventory|mimic_screen]]''
<<if $itemDISCORD is true or $itemDREAMEATER is true or $itemSHRINE is true or $itemCANDLE is true>>\
''Discord Kitten's Gift:''
<<if $itemDISCORD is false>>\
<span style="color:grey">''Discord Kitten's Gift not yet given . . .''</span>
<<elseif $itemDISCORD is true>>\
<<linkreplace"''Esoteric Rubber Ducky''">><span style="color:#EBF59C">''Lil Quacker''</span>, a strange little rubber ducky with swirly patterns on it. It makes you smile to look at though
''Effect:'' +1 Sanity per ritual
<img src="nox_images/ui_gifts/esoteric_rubber_ducky.png" width="10%"><</linkreplace>>
<</if>>
''Dreameater's Gift:''
<<if $itemDREAMEATER is false>>\
<span style="color:grey">''The Dreameater's Gift not yet given . . .''</span>
<<elseif $itemDREAMEATER is true>>\
<<linkreplace"''Fingerless Gloves''">><span style="color:#EBF59C">''Oneiric Gloves''</span>, handmade gloves that magically protect the user from harm yet fashionably reveals the fingers, best of both worlds
''Effect:'' +1 Vitality per ritual
<img src="nox_images/ui_gifts/fingerless_gloves.png" width="10%"><</linkreplace>>
<</if>>
''Shrine's Gift:''
<<if $itemSHRINE is false>>\
<span style="color:grey">''The Shrine's Gift not yet given . . .''</span>
<<elseif $itemSHRINE is true>>\
<<linkreplace"''Necklace''">><span style="color:#EBF59C">''Nazar Amulet ''</span>, a protective relic meant to ward off corruption. Its watchful gaze exudes tender affection & diligent protection
''Effect:'' -1 Corruption per ritual
<img src="nox_images/ui_gifts/nazar_amulet.png" width="10%"><</linkreplace>>
<</if>>
''Candlemaker's Gift:''
<<if $itemCANDLE is false>>\
<span style="color:grey">''The Candlemaker's Gift not yet given . . .''</span>
<<elseif $itemCANDLE is true>>\
<<linkreplace"''Lantern''">><span style="color:#EBF59C">''Firefly Lantern''</span>, the spirit of an elder firefly shimmers within, it brings good fortune to those who hold it
''Effect:'' +1 Obol per ritual
<img src="nox_images/ui_gifts/firefly_lantern.png" width="10%"><</linkreplace>>
<</if>>\
<<else>>\
<span style="color:grey">Perhaps socializing more with the vendors will unlock a gift . . . </span>
<</if>>\
\
\<<if $COUNTLinvokeSANITY gte 25 or $COUNTsummonVITALITY gte 25 or $COUNTbeguilCORRUPTION gte 25>>\
!!!Wards
''Ward Activated:'' <span style="color:#71CBF1">''[ $wardEQUIPPED ]''</span>
<<if $wardEQUIPPED is "Sanity Ward - Invoker">>\
<img src="nox_images/ward_sanity_rune.png" width="50%">
<<elseif $wardEQUIPPED is "Vitality Ward - Summoner">>\
<img src="nox_images/ward_vitality_rune.png" width="50%">
<<elseif $wardEQUIPPED is "Corruption Ward - Beguiler">>\
<img src="nox_images/ward_corruption_rune.png" width="50%">
<</if>>\
''[[Click to activate a different ward|wardSELECT]]''
''Invocation Level $COUNTLinvokeSANITY
Summoner Level $COUNTsummonVITALITY
Beguiler Level $COUNTbeguilCORRUPTION''
<</if>>
\
\
\
''[[Inventory|mimic_screen]]''
<<if $itemGambleLUCK is true or $itemGambleOBOL is true or $itemGambleSANITY is true or $itemGambleVITALITY is true or $itemGambleCORRUPTION is true>>\
!!Prizes
<<if $itemGambleLUCK is false>>\
<span style="color:grey">''Luck Wager Prize . . .''</span>
<<elseif $itemGambleLUCK is true>>\
<<linkreplace"''Metal Trinket">><span style="color:#EBF59C">''Nightmare Horseshoe''</span>, relic of a bygone age of conquerors, now they bestow their owner with immense luck.
''Effect:'' Rewards +1 to +3 Luck every sleep.<</linkreplace>>
<</if>>\
<<if $itemGambleSANITY is false>>\
<span style="color:grey">''Sanity Prize . . .''</span>
<<elseif $itemGambleSANITY is true>>\
<<linkreplace"''Mechanical Candle''">><span style="color:#EBF59C">''Rabbit Night Light''</span>, moonlight captured within a lunar rabbit idol, it soothes the mind when looked at.
''Effect:'' Rewards +1 to +3 Sanity every sleep.<</linkreplace>>
<</if>>\
<<if $itemGambleVITALITY is false>>\
<span style="color:grey">''Vitality Prize . . .''</span>
<<elseif $itemGambleVITALITY is true>>\
<<linkreplace"''Autumnal Candle''">><span style="color:#EBF59C">''Pumpkin Spice Candle''</span>, dyed vermilion by autumnal spirits to rejuvinate any who smell its aroma.
''Effect:'' Rewards +1 to +3 Vitality every sleep.<</linkreplace>>
<</if>>\
<<if $itemGambleCORRUPTION is false>>\
<span style="color:grey">''Corruption Prize . . .''</span>
<<elseif $itemGambleCORRUPTION is true>>\
<<linkreplace"''White Box''">><span style="color:#EBF59C">''Air Purifier''</span>, a marvel of magitech capable of reversing the ailments of corruption directly from the air itself.
''Effect:'' Rewards -1 to -3 Corruption every sleep.<</linkreplace>>
<</if>>\
<<if $itemGambleOBOL is false>>\
<span style="color:grey">''Obol Prize . . .''</span>
<<elseif $itemGambleOBOL is true>>\
<<linkreplace"''Plushy''">><span style="color:#EBF59C">''Ozzy Plushy''</span>, it looks like he might waddle off in the middle of the night and bring back treasure for whoever owns it.
''Effect:'' Rewards +1 to +3 Obols every sleep.<</linkreplace>>
<</if>>\
<</if>>\
\
\
\
''[[Inventory|mimic_screen]]''!!Inventory
''<<link "RETURN" $return>><</link>>''
<<if $postcardFOUNDsanity is false and $postcardFOUNDhp is false and $postcardFOUNDcorruption is false and $postcardFOUNDobols is false and $postcardFOUNDluck is false and $itemDISCORD is false and $itemDREAMEATER is false and $itemSHRINE is false and $itemCANDLE is false and $itemGambleLUCK is false and $itemGambleOBOL is false and $itemGambleSANITY is false and $itemGambleVITALITY is false and $itemGambleCORRUPTION is false>>\
''Inventory is empty . . .''
<</if>>
\
\
\
<<if $itemDISCORD is true or $itemDREAMEATER is true or $itemSHRINE is true or $itemCANDLE is true>>\
!![img[GIFTS|nox_images/inventory_gifts.png][menu_gifts]] Gifts
<</if>>\
\
\
\
<<if $COUNTLinvokeSANITY gte 25 or $COUNTsummonVITALITY gte 25 or $COUNTbeguilCORRUPTION gte 25>>\
!![img[WARDS|nox_images/inventory_wards.png][menu_wards]] Wards
<</if>>\
\
\
\
<<if $itemGambleLUCK is true or $itemGambleOBOL is true or $itemGambleSANITY is true or $itemGambleVITALITY is true or $itemGambleCORRUPTION is true>>\
!![img[PRIZES|nox_images/inventory_prizes.png][menu_prizes]] Prizes
<</if>>\
\
\
\
<<if $postcardFOUNDsanity is true or $postcardFOUNDhp is true or $postcardFOUNDcorruption is true or $postcardFOUNDobols is true or $postcardFOUNDLUCK is true>>\
!! [img[POSTCARDS|nox_images/inventory_postcards.png][menu_postcards]] Postcards
<</if>>\!!Boons
<<if $talkDISCORD lte 4>>\
<span style="color:grey">''Discord Kitten's Boon Item . . .''</span>
<<elseif $talkDISCORD is 5>>\
<<linkreplace"''Glasses">><span style="color:#EBF59C">''3D Glasses''</span>, escoteric reading glasses from Discord Kitten, every fuzzy rune is now crystal clear in the Grimoire!
''Effect:'' Component for summoning <span style="color:yellow">''Carcosa''</span>
''Effect:'' Allows 5 Ritual choices
<</linkreplace>>
<</if>>
\
<<if $talkDREAM lte 4>>\
<span style="color:grey">''The Dreameater's Boon Item . . .''</span>
<<elseif $talkDREAM is 5>>\
<<linkreplace"''Heart of Gold''">><span style="color:#EBF59C">''Heart of Gold''</span>, a resounding tempo resonates inside Brynn's chest, a physical manifestation of a pure heart
''Effect:'' Component for summoning <span style="color:yellow">''Carcosa''</span>
''Effect:'' Nightmares & Night Terrors are extra generous with Obols
<</linkreplace>>
<</if>>
\
<<if $talkSHRINE lte 4>>\
<span style="color:grey">''The Shrine's Boon Item . . .''</span>
<<elseif $talkSHRINE is 5>>\
<<linkreplace"''Flask''">><span style="color:#EBF59C">''Albedo Bullion''</span>, a flask containing the solution of Bullion Albedo from the Shrine's ritual
''Effect:'' Component for summoning <span style="color:yellow">''Carcosa''</span><</linkreplace>>
<</if>>
\
<<if $talkCANDLE lte 4>>\
<span style="color:grey">''The Candlemaker's Boon Item . . .''</span>
<<elseif $talkCANDLE is 5>>\
<<linkreplace"''Special Candle''">><span style="color:#EBF59C">''Auric Candle''</span>, an iridescent and everlasting candle, it's magnetic for good fortune and can reach deeper into the veil than a regular candle
''Effect:'' Component for summoning <span style="color:yellow">''Carcosa''</span><</linkreplace>>
<</if>>\
\
\
\
''[[Inventory|mimic_screen]]''<h1 align="center">Spirit Well - Ward Spirits</h1>\
image here of the well where ward spirits can be accessed
<img src="nox_images/npc_discordkitten.png" width="20%">
<<print either($flavorWARDWELL)>>
This place is where you can commune with the spirits of the wards you collect
<<if $COUNTLinvokeSANITY lte 24>>\
''<span style="color:#71CBF1">Invocation LVL $COUNTLinvokeSANITY</span>''
<span class="passagelinkdisabled">''Please Reach LVL 25''</span>
<<elseif $COUNTLinvokeSANITY gte 25>>\
''<span style="color:#71CBF1">Invocation LVL $COUNTLinvokeSANITY</span>''
''[[Spirit of Sanity |NPCwardSANITY]]''
<</if>>\
\
\
<<if $COUNTsummonVITALITY lte 24>>\
''<span style="color:#71CBF1">Summoner LVL $COUNTsummonVITALITY</span>''
<span class="passagelinkdisabled">''Please Reach LVL 25''</span>
<<elseif $COUNTsummonVITALITY gte 25>>\
''<span style="color:#71CBF1">Summoner LVL $COUNTsummonVITALITY</span>''
''[[Spirit of Vitality |NPCwardVITALITY]]''
<</if>>\
\
\
<<if $COUNTbeguilCORRUPTION lte 24>>\
''<span style="color:#71CBF1">Beguiler LVL $COUNTbeguilCORRUPTION</span>''
<span class="passagelinkdisabled">''Please Reach LVL 25''</span>
<<elseif $COUNTbeguilCORRUPTION gte 25>>\
''<span style="color:#71CBF1">Beguiler LVL $COUNTbeguilCORRUPTION</span>''
''[[Spirit of Corruption |NPCwardCORRUPTION]]''
<</if>>\
\
<<silently>>''[[Conjure Obol Ward |NPCwardOBOLS]]''<</silently>>
''[[GO BACK TO PLAZA|AREAplaza]]''<h1>Spirit Well - Spirit of Sanity</h1>\
TBA image of Spirit of Sanity
ZZZ he slumbers in bliss
<<if $ward_sanity_meet is 0>>\
''[[NEW - Convene with the Spirit of Sanity |wardSEXsanity0]]'' (+2 or +3 Sanity)
<<elseif $ward_sanity_meet gte 1>>\
''[[Convene with the Spirit of Sanity |wardSEXsanity1]]'' (+2 or +3 Sanity)
<</if>>\
''[[Return to the Well |NPCwell]]''<h1>Spirit Well - Spirit of Vitality</h1>\
<img src="nox_images/ward_vitality_npc.png" width="50%">
he looms tall and ready for some action intruiged to see the pipsqueak (Brynn) before him
nicknames Brynn "Pipsqueak"
<<if $ward_vitality_meet is 0>>\
''[[NEW - Convene with the Spirit of Vitality |wardSEXvitality0]]'' (+2 or +3 Vitality)
<<elseif $ward_vitality_meet gte 1>>\
''[[Convene with the Spirit of Vitality |wardSEXvitality1]]'' (+2 or +3 Vitality)
<</if>>\
''[[Return to the Well |NPCwell]]''<h1>Spirit Well - Spirit of Corruption</h1>\
TBA image of Spirit of Corruption
knight who is deeply loyal, driven, and dedicated
however is able to grow and adapt as centuries pass
<<if $ward_corruption_meet is 0>>\
''[[NEW - Convene with the Spirit of Corruption |wardSEXcorruption0]]'' (-2 or -3 Corruption)
<<elseif $ward_corruption_meet gte 1>>\
''[[Convene with the Spirit of Corruption |wardSEXcorruption1]]'' (-2 or -3 Corruption)
<</if>>\
''[[Return to the Well |NPCwell]]''<h1>Spirit Well - Spirit of Obols</h1>\
TBA image of Spirit of Obol
???
<<if $ward_obols_meet is 0>>\
''[[Convene with the Spirit of Obols |wardSEXobols0]]''
<<elseif $ward_obols_meet gte 1>>\
''[[Convene with the Spirit of Obols |wardSEXobols1]]''
<</if>>\
''[[Return to the Well |NPCwell]]''<h1 align="center">Spirit of Sanity - Virgin Commune</h1>\
<<set $gamblePRIZEsanity to random(2,3)>>\
<em>Periwinkle mist drifts lazily around the area. The aroma of lavender fills Brynns lungs. The fragrance relaxes his muscles and eases his mind. Soft boyish moans are audible nearby.</em>
''Sanity Spirit:'' Mmm~
<em>Brynn stumbles upon a sleeping boy lazing on one of the periwinkle clouds. He softly taps the slumbering boy's shoulder. Brynn looks down and blushes at the boy's ass is uncovered</em>
''Brynn:'' Hellooo, wakey, wakey
<em>Brynn gently pokes the sleeping boy</em>
''Sanity Spirit:'' Mmm~
<em>The slumbering spirit slowly sways his ass from side to side</em>
''Brynn:'' His butt looks so soft . . .
<em>Every time Brynn inhales the lavender aroma saturating the air, he feels more and more lightheaded and relaxed</em>
<em>His pants tighten as his hand moves on its own to softly cup the spirit's cheek. It's like a fresh bakery bun</em>
''Brynn:'' So soft . . . so warm . . .
<em>The Spirit moans at Brynn's touch, eyes still closed yet gives an all knowing smirk</em>
<em>Brynn cups the other cheek, both hands now playing with the soft mounds. He spreads them to reveal a supple pink hole . . . it looks . . . so inviting . . .</em>
<em>His shorts are around his ankles now, he doesnt remember when that happened. All he knows is his head feels very good as his dick slips up and down between the soft delectable cheeks. Precum leaks everywhere and makes things even slippier</em>
<em>The spirit mutters something under his breath</em>
''Sanity Spirit:'' Keep going~
<em>Suddenly his dick slips inside the willing hole and he slowly sinks to the hilt. The inside is soft as silk</em>
<em>The boy's ass clenches and milks Brynn's cock as he feverishly thrusts in and out, in and out, moaning as he thrusts</em>
''Brynn:'' -PLAP PLAP PLAP!!!-
''Sanity Spirit:'' That's it, keep going~
''Brynn:'' -PLAP PLAP PLAP UUUAHH!!!-
<em>The young magician's toes curl as he slams in one final time, crosseyed and tongue lolling out of his mouth as he releases volley after volley, his groin pressed firmly against pillow soft cheeks </em>
<em>Brynn collapses atop the boy underneath him, cuddling into him</em>
<em>The spirit coos and hums</em>
''Sanity Spirit:'' Mmm~ good boy
''Sanity Spirit:'' Who's a very, very good boy~
<em>Brynn breathlessly manages to whisper a reply</em>
''Brynn:'' I am . . . I'm a good boy. . .
<em>Brynn smiles as he spoons the boy, his cock still warmly nested inside</em>
<span style="color:lime">''+$gamblePRIZEsanity Sanity!''</span>
''[[Return to the Well |NPCwell]]''
<<silently>>
<<set $visitSHOP to $visitSHOP + 1>>
<<set $sanity to $sanity + $gamblePRIZEsanity>>\
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\
<</if>>
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>
<<if $corruption lte 0>>\
<<set $corruption to 0>>\
<</if>>\
<</silently>><h1>Spirit of Sanity - Commune</h1>\
version of encounter that acknoledges that this is a session that repeats
like a coy knowing smirk from sleepyhead Sanity spirit before Brynn dives in
''Sanity Spirit:'' Back again?
The spirit opens his mouth to yawn sleepily
''Sanity Spirit:'' Such an eager puppy~
''Sanity Spirit:'' Alriiiight, I'll let you have another go at my ass
''Sanity Spirit:'' If you promise to breed me again~
<span style="color:lime">''+$gamblePRIZEsanity Sanity!''</span>
''[[Return to the Well |NPCwell]]''
<<silently>>
<<set $visitSHOP to $visitSHOP + 1>>
<<set $sanity to $sanity + $gamblePRIZEsanity>>\
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\
<</if>>
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>
<<if $corruption lte 0>>\
<<set $corruption to 0>>\
<</if>>\
<</silently>><h1 align="center">Spirit of Vitality - Virgin Commune</h1>\
<<set $gamblePRIZEhp to random(2,3)>>\
<em>Enough summoning rituals have been performed to manifest the Ward Spirit of Vitality. The hulking figure smirks at Brynn. Ghostly green fires flicker in the shroud of night. Brynn is easily hoisted up by the spirit and bent in half </em>
''Vitality Spirit:'' Been forever since I've gotten to breed, you won't mind helpin a brother out, right?
''Brynn:'' oh uh well you see–
<em>The massive uncut cock throbs as it hardens. </em>
''Brynn:'' -gulp-
linkreplace 'Brynn:'' -gulp-
''Vitality Spirit:'' That's it man take my cock, take every drop of cum, I'll fill you up gallons hggnn!!
''Brynn:'' HGGNN!!!♡♡!!!! S-so fucking huge
''Brynn:''Your c-cock is splitting me in too!! You absolute beast!!!♡!!
Brynn's words only excite the spirit who thrusts endlessly into him
''Brynn:'' MMMHHHMMMM!!!!♡♡♡!!
<em>Brynn's cock flops around as the huge man fucks with all his might. Muscles flexing, sweat drips from both of their bodies, Brynn's eyes crossed as his tongue lols out of his mouth</em>
<em>Finally the Spirit roars like a beast and floods Brynn's guts with gallons upon gallons of cum</em>
''Vitality Spirit:'' -huff- -huff- Good job, bro, you earned that ward haha
''Brynn:'' -cum bubbles ooze from his mouth-
<em>Brynn gives an affirmative thumbs up</em>
<span style="color:lime">''+$gamblePRIZEhp Vitality !''</span>
''[[Return to the Well |NPCwell]]''
<<silently>>
<<set $visitSHOP to $visitSHOP + 1>>
<<set $hp to $hp + $gamblePRIZEhp>>\
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\
<</if>>
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>
<<if $corruption lte 0>>\
<<set $corruption to 0>>\
<</if>>\
<</silently>><h1>Spirit of Vitality - Commune</h1>\
version of encounter that acknoledges that this is a session that repeats
tba
<span style="color:lime">''+$gamblePRIZEhp Vitality !''</span>
''[[Return to the Well |NPCwell]]''
<<silently>>
<<set $visitSHOP to $visitSHOP + 1>>
<<set $hp to $hp + $gamblePRIZEhp>>\
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\
<</if>>
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>
<<if $corruption lte 0>>\
<<set $corruption to 0>>\
<</if>>\
<</silently>><h1 align="center">Spirit of Corruption - Virgin Commune</h1>\
<<set $gamblePRIZEcorruption to random(2,3)>>\
<em>Flowers sway in the gentle breeze, the valorant knight sits amongst the tranquil field.</em>
''Corruption Spirit:'' Greetings little squire, i hear of your noble quest
''Corruption Spirit:'' Please, as a knight, allow me to aid you in any way I can
<em>The knight spreads his meaty thighs farther apart, the loincloth leaves little to imagination</em>
''Corruption Spirit:'' Request anything of me
Brynn can choose
*polish his sword
*Rim him
*Fuck him
Polish my sword for it will empower you
<em>Brynn drops to his knees, the thick meaty weapon rests heavily upon his face. Warmth radiates from the shaft and a pleasant manly aroma makes Brynn's head fuzzy</em>
<em>He gingerly laps at the knight's large balls as the Knight gently plays with Brynn's hair</em>
''Corruption Spirit:'' Very good, squire, just like that
''Corruption Spirit:'' Now, swallow the sword. Show me your talents
<em>Brynn suckles the head, his tongue teases the knight's foreskin<em>
<em>The boy slowly swallows the knight's cock, inch by inch it sinks deeper down his gullet</em>
<em>When it finally bottoms out, it feels like it's in his stomach. He groans as precum fills his tummy</em>
<em>Everything about the knight is intoxicating, the way sweat glistens upon his pecs, the size and power of his throbbing cock, the tenderness of his touch as hands caress Brynn</em>
Tranquility . . .
''Corruption Spirit:'' Ready yourself and hold steadfast, my boy
<em>The knight grips Brynn's head in place for what's to cum<em>
<em>The knight's muscles flex as the first load rockets directly into Brynn's stomach. Each volley shakes his entire body as the knight unloads load after load into his guts. His tummy sags slightly from how much is being pumped down his esophagus </em>
<em>Brynn can barely think, his head fuzzy from manly scent and stomach overflowing with cum</em>
<em>Despite the load weighing down his stomach, his spirit feels lighter </em>
''Corruption Spirit:'' Good job lad!
<span style="color:lime">''-$gamblePRIZEcorruption Corruption!''</span>
''[[Return to the Well |NPCwell]]''
<<silently>>
<<set $visitSHOP to $visitSHOP + 1>>
<<set $corruption to $corruption - $gamblePRIZEcorruption>>\
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\
<</if>>
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>
<<if $corruption lte 0>>\
<<set $corruption to 0>>\
<</if>>\
<</silently>><h1>Spirit of Corruption - Commune</h1>\
version of encounter that acknoledges that this is a session that repeats
tba
<span style="color:lime">''-$gamblePRIZEcorruption Corruption!''</span>
''[[Return to the Well |NPCwell]]''
<<silently>>
<<set $visitSHOP to $visitSHOP + 1>>
<<set $corruption to $corruption - $gamblePRIZEcorruption>>\
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\
<</if>>
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>
<<if $corruption lte 0>>\
<<set $corruption to 0>>\
<</if>>\
<</silently>><h1 align="center">Spirit of Obols - Virgin Commune</h1>\
first encounter with unique dialogue
''[[Return to the Well |NPCwell]]''<h1>Spirit of Obols - Commune</h1>\
version of encounter that acknoledges that this is a session that repeats
tba
''[[Return to the Well |NPCwell]]''<table><tr style="vertical-align: top;"><td style="width: 30%;"><img src="nox_images/npc_shrine.png" style="vertical-align: top; float: left; max-width: 100%;"></td>
<td style="padding: 0px 8px;"><h1 align="center">VENDOR - The Shrine</h1>\
<hr style="border: 2px dotted #FFFFFF;"><h1>Boon</h1>\
<<if $talkSHRINE is 0>>\
⦿ Reputation: <span style="color:grey">''♡♡♡♡''</span>
<<elseif $talkSHRINE is 1>>\
⦿ Reputation: <span style="color:lime">''❤''</span><span style="color:grey">''♡♡♡''</span>
<<elseif $talkSHRINE is 2>>\
⦿ Reputation: <span style="color:lime">''❤❤''</span><span style="color:grey">''♡♡''</span>
<<elseif $talkSHRINE is 3>>\
⦿ Reputation: <span style="color:lime">''❤❤❤''</span><span style="color:grey">''♡''</span>
<<elseif $talkSHRINE is 4>>\
⦿ Reputation: <span style="color:lime">''❤❤❤❤''</span>
<<elseif $talkSHRINE is 5>>\
⦿ Reputation: <span style="color:lime">''❤❤❤❤''</span><span style="color:yellow">''❤!''</span>
<</if>>\
<<if $obol lte 99 and $talkSHRINE lte 4>>\
<span style="color:grey">''⦿ $obol / 100 Obols''</span>
<<elseif $obol gte 100 and $talkSHRINE lte 4>>\
<span style="color:green">''⦿ $obol / 100 Obols''</span>
<</if>>\
<hr style="border: 2px dotted #FFFFFF;">
<<if $day gte 0 and $talkVENDOR is 0>>\
⦿ ''Brynn’s Social Battery:'' <span style="color:yellow">''☆ ☆ ''</span>
<<elseif $day gte 0 and $talkVENDOR is 1>>\
⦿ ''Brynn’s Social Battery:'' <span style="color:yellow">''☆ ''</span><span style="color:grey">''☆''</span>
<</if>>\
\
\
\
<<if $talkSHRINE is 0 and $day gte 2 and $talkVENDOR lte 1>>\
''[[SOCIALIZE (-1 Corruption) |Shrineinteraction1]]''\
<<elseif $talkSHRINE is 1 and $day gte 3 and $talkVENDOR lte 1>>\
''[[SOCIALIZE (-2 Corruption) |Shrineinteraction2]]''\
<<elseif $talkSHRINE is 2 and $day gte 5 and $talkVENDOR lte 1>>\
''[[SOCIALIZE (-3 Corruption) |Shrineinteraction3]]''\
<<elseif $talkSHRINE is 3 and $day gte 7 and $talkVENDOR lte 1>>\
''[[SOCIALIZE (-4 Corruption) |Shrineinteraction4]]''\
<<elseif $talkSHRINE gte 4 and $talkVENDOR lte 1>>\
''[[SOCIALIZE (Random -1 to -4 Corruption) |ShrineinteractionPOSTselect]]''\
<<elseif $talkSHRINE gte 4 and $talkVENDOR lte 1 and $corruption lte 4>>\
<em>The Shrine is busy right now</em>
<<elseif $day lte 6 and $talkVENDOR lte 1>>\
<em>The Shrine is busy right now</em>
<<else>>\
<em><span style="color:grey">Brynn doesn't have the energy to socialize right now, maybe tomorrow</span></em>
<</if>>
<hr style="border: 2px dotted #FFFFFF;">
<h1>Shop</h1>\
<<if $day gte 2 and $visitSHOP is 0>>\
''⦿ Time of Day: ''<span style="color:#50C85A">''■ ''</span><span style="color:grey">''■ ■ ■''</span>
\
<<elseif $day gte 2 and $visitSHOP is 1>>\
''⦿ Time of Day: ''<span style="color:#50C85A">''■ ■ ''</span><span style="color:grey">''■ ■''</span>
\
<<elseif $day gte 2 and $visitSHOP is 2>>\
''⦿ Time of Day: ''<span style="color:#50C85A">''■ ■ ■ ''</span><span style="color:grey">''■''</span>
\
<<elseif $day gte 2 and $visitSHOP is 3>>\
''⦿ Time of Day: ''<span style="color:#50C85A">''■ ■ ■ ■''</span>
\
<</if>>\
\
\
\
<<if $art_boon_SHRINE is false and $obol lte 4>>\
Pardon, without 5 obols, I cannot offer my services.
\
<<elseif $corruption lte 2 and $art_boon_SHRINE is false>>\
[ The Shrine cannot lower your Corruption anymore ]
\
<<elseif $corruption lte 2 and $art_boon_SHRINE is true>>\
[ The Shrine cannot lower your Corruption anymore]
\
<<elseif $visitSHOP lte 2 and $talkSHRINE lte 3>>\
''Greetings my little lamb, tell me your woes''
''[[Supplicate ( -5 Obols, -2 Vitality ⇨ -3 Corruption ) |BUYcorruption1]]''
<<elseif $visitSHOP lte 2 and $talkSHRINE gte 4 and $corruption gte 4>>\
''Greetings my little lamb, tell me your woes''
''[[Supplicate ( -5 Obols, -2 Vitality ⇨ -3 Corruption ) |BUYcorruption1]]''
''[[Consecration ( -5 Obols, -2 Vitality ⇨ -4 Corruption ) |BUYcorruption2]]''
<<elseif $visitSHOP lte 2 and $talkSHRINE gte 4 and $corruption lte 5>>\
[ The Shrine cannot lower your Corruption anymore ]
<<else>>\
Terribly sorry, service is over for the day. Please return tomorrow, we'll gladly have you my little lamb~
<</if>>
''[[GO BACK TO PLAZA|AREAplaza]]''
</td></tr></table><h1 align="center">VENDOR - name here</h1>\
<img src="nox_images/npc_discordkitten.png" width="100%">
<<print either($flavorDISCORD)>>
<table><tr><td style="border-right: solid 3px white;">
<h1 align="center">................SOCIAL.................</h1>\
<<if $talkDISCORD is 0>>\
⦿ Reputation: <span style="color:grey">''♡♡♡♡''</span>
<<elseif $talkDISCORD is 1>>\
⦿ Reputation: <span style="color:lime">''❤''</span><span style="color:grey">''♡♡♡''</span>
<<elseif $talkDISCORD is 2>>\
⦿ Reputation: <span style="color:lime">''❤❤''</span><span style="color:grey">''♡♡''</span>
<<elseif $talkDISCORD is 3>>\
⦿ Reputation: <span style="color:lime">''❤❤❤''</span><span style="color:grey">''♡''</span>
<<elseif $talkDISCORD is 4>>\
⦿ Reputation: <span style="color:lime">''❤❤❤❤''</span>
<<elseif $talkDISCORD is 5>>\
⦿ Reputation: <span style="color:lime">''❤❤❤❤''</span><span style="color:yellow">''❤!''</span>
<</if>>\
\
\
\
<<if $day gte 2 and $talkVENDOR is 0>>\
⦿ ''Brynn’s Social Battery:'' <span style="color:yellow">''☆ ☆ ''</span>\
\
<<elseif $day gte 2 and $talkVENDOR is 1>>\
⦿ ''Brynn’s Social Battery:'' <span style="color:yellow">''☆ ''</span><span style="color:grey">''☆''</span>\
<</if>>\
\
\
\
socialize3
socialize4
socialize5
</td><td style="border-right: solid 3px white;">
<h1>................SHOP.................</h1>\
shop1
shop2
shop3
shop4
shop5
</td></tr></table>
''[[GO BACK TO PLAZA|AREAplaza]]''
\
<h1>Social</h1>\
<<if $talkDISCORD is 0>>\
⦿ Reputation: <span style="color:grey">''♡♡♡♡''</span>
<<elseif $talkDISCORD is 1>>\
⦿ Reputation: <span style="color:lime">''❤''</span><span style="color:grey">''♡♡♡''</span>
<<elseif $talkDISCORD is 2>>\
⦿ Reputation: <span style="color:lime">''❤❤''</span><span style="color:grey">''♡♡''</span>
<<elseif $talkDISCORD is 3>>\
⦿ Reputation: <span style="color:lime">''❤❤❤''</span><span style="color:grey">''♡''</span>
<<elseif $talkDISCORD is 4>>\
⦿ Reputation: <span style="color:lime">''❤❤❤❤''</span>
<<elseif $talkDISCORD is 5>>\
⦿ Reputation: <span style="color:lime">''❤❤❤❤''</span><span style="color:yellow">''❤!''</span>
<</if>>\
<<if $obol lte 99 and $talkDISCORD lte 4>>\
<span style="color:grey">''⦿ $obol / 100 Obols''</span>
<<elseif $obol gte 100 and $talkDISCORD lte 4>>\
<span style="color:green">''⦿ $obol / 100 Obols''</span>
<</if>>\
\
\
\
<<if $day gte 2 and $talkVENDOR is 0>>\
⦿ ''Brynn’s Social Battery:'' <span style="color:yellow">''☆ ☆ ''</span>
<<elseif $day gte 2 and $talkVENDOR is 1>>\
⦿ ''Brynn’s Social Battery:'' <span style="color:yellow">''☆ ''</span><span style="color:grey">''☆''</span>
<</if>>\
\
\
\
<<if $talkDISCORD is 0 and $day gte 2 and $talkVENDOR lte 1>>\
''[[SOCIALIZE (+1 Sanity) |Discordinteraction1]]''\
<<elseif $talkDISCORD is 1 and $day gte 3 and $talkVENDOR lte 1>>\
''[[SOCIALIZE (+2 Sanity) |Discordinteraction2]]''\
<<elseif $talkDISCORD is 2 and $day gte 5 and $talkVENDOR lte 1>>\
''[[SOCIALIZE (+3 Sanity) |Discordinteraction3]]''\
<<elseif $talkDISCORD is 3 and $day gte 7 and $talkVENDOR lte 1>>\
''[[SOCIALIZE (+4 Sanity) |Discordinteraction4]]''\
<<elseif $talkDISCORD gte 4 and $talkVENDOR lte 1>>\
''[[SOCIALIZE (Random +1 to +4 Sanity) |DiscordinteractionPOSTselect]]''\
<<elseif $talkDISCORD gte 4 and $talkVENDOR lte 1>>\
<em>Discord Kitten is busy right now</em>
<<elseif $day lte 6 and $talkVENDOR lte 1>>\
<em>Discord Kitten is busy right now</em>
<<else>>\
<em><span style="color:grey">Brynn doesn't have the energy to socialize right now, maybe tomorrow</span></em>
<</if>>
\
\
\
<<if $talkDISCORD is 4 and $day gte 7 and $talkVENDOR lte 1 and $obol gte 100>>\
''[[Send Discord Kitten to College|100discordCHECK]]'' (+10 Sanity, 40 Max Sanity, -100 Obols)
<<elseif $talkDISCORD is 4 and $day gte 7 and $talkVENDOR lte 1 and $obol lte 99>>\
[ Insufficient Obols, need 100 for Boon ]
<<elseif $talkDISCORD is 4 and $day gte 7 and $talkVENDOR is 2>>\
<</if>>
\
\
\
\
\
<h1>Shop</h1>\
<<if $day gte 2 and $visitSHOP is 0>>\
''⦿ Time of Day: ''<span style="color:#50C85A">''■ ''</span><span style="color:grey">''■ ■ ■''</span>
\
<<elseif $day gte 2 and $visitSHOP is 1>>\
''⦿ Time of Day: ''<span style="color:#50C85A">''■ ■ ''</span><span style="color:grey">''■ ■''</span>
\
<<elseif $day gte 2 and $visitSHOP is 2>>\
''⦿ Time of Day: ''<span style="color:#50C85A">''■ ■ ■ ''</span><span style="color:grey">''■''</span>
\
<<elseif $day gte 2 and $visitSHOP is 3>>\
''⦿ Time of Day: ''<span style="color:#50C85A">''■ ■ ■ ■''</span>
\
<</if>>\
\
\
\
<<if $art_boon_DISCORDKITTEN is false and $obol lte 4>>\
Sowwy, you need at least 5 obols to shop!
\
<<elseif $sanity gte 28 and $art_boon_DISCORDKITTEN is false>>\
[ Brynn's Sanity is fine, come back if Sanity is lower! ]
\
<<elseif $hp gte 38 and $art_boon_DISCORDKITTEN is true>>\
[ Brynn's Sanity is fine, come back if Sanity is lower! ]
\
<<elseif $visitSHOP lte 2 and $talkDISCORD lte 3>>\
''Hewwo and welcum to da shop!''
''[[Advice ( -5 Obols, +2 Corruption ⇨ +3 Sanity ) |BUYsanity1]]''
<<elseif $visitSHOP lte 2 and $talkDISCORD gte 4 and $sanity lte 37>>\
''Hewwo and welcum to da shop!''
''[[Advice ( -5 Obols, +2 Corruption ⇨ +3 Sanity ) |BUYsanity1]]''
''[[Comfort ( -5 Obols, +2 Corruption ⇨ +4 Sanity ) |BUYsanity2]]''
<<elseif $visitSHOP lte 2 and $talkDISCORD gte 4 and $sanity gte 37>>\
[ Brynn's Sanity is fine, come back if Sanity is lower! ]
<<else>>\
Sorry dude! Store's closed for da day! Come bacc tomorrow for great new dealz!
<</if>>
''[[GO BACK TO PLAZA|AREAplaza]]''
<<silently>>\
\
<<if $hp gte 30 and $talkDREAM lte 3>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 4>>\
<<set $hp to 40>>\\
<</if>>\
\
<<if $sanity gte 30 and $talkDISCORD lte 3>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 4>>\
<<set $sanity to 40>>\
<</if>>\
<<if $corruption lte 0>>\
<<set $corruption to 0>>\
<</if>>\
<</silently>>\<h1>Spirit Well - Spirit of Vitality</h1>\
<img src="nox_images/npc_dreameater.png" width="30%"><img src="nox_images/npc_dreameater.png" width="30%"><img src="nox_images/npc_dreameater.png" width="30%">
<img src="nox_images/npc_discordkitten.png" width="30%"><img src="nox_images/npc_discordkitten.png" width="30%"><img src="nox_images/npc_discordkitten.png" width="30%">
he looms tall and ready for some action intruiged to see the pipsqueak (Brynn) before him<h1 align="center">VENDOR - Discord Kitten</h1>\
test
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.
<img style="z-index: -2; position: absolute; left: 800px; top: 200px;" align="center" src="nox_images/npc_discordkitten.png" width="40%">text
<img style="z-index: -1; position: absolute; left: 900px; top: 200px;" src="nox_images/npc_dreameater.png" width="5%" >textHEY HERE IS STUFF\
<<set $LeftPercent to 0>>
<<set $TopPercent to 13>>
<h1>First Test!</h1>
<div style="display: block; position: relative; width: 50vw; height:25vw;">\
<img style="z-index: 0; position: absolute; left:0; top:0; Width:100%" src="nox_images/dream_firefly.png" />\
<img style="z-index: 1; position: absolute; left: 15%; top: 11%; Width: 15%" src="nox_images/nox_logo_0.png" />\
<img style="z-index: 2; position: absolute; left: 55%; top: 25%; Width: 40%;" src="nox_images/nox_logo_1.png" />\
<img style="z-index: 1; position: absolute; left: 60%; top: 10%; Width: 30%;" src="nox_images/nox_logo_1.png" />\
<img style="z-index: 1; position: absolute; left: 30%; top: 10%; Width: 10%;" src="nox_images/nox_logo_1.png" />\
</div>\
<div>\
HERE IS MORE STUFF BENEATH IT\
</div>\
<h1>Second Test</h1>
Inserting THE CAT
<div style="display: block; position: relative; width: 40vw; height:25vw;">\
<img style="z-index: 0; position: absolute; left:0; top:0; Width:100%" src="nox_images/dream_explore.png" />\
<span id="Swapper"><<print '<img style="z-index: 1; position: absolute; left:' + $LeftPercent + '%; top:' + $TopPercent + '%; Width: 40%;" src="nox_images/chibi_discord.png" />'>></span>\
</div>\
<<link "Replace Discord Kitten With Dreameater">>
<<replace "#Swapper">><<print '<img style="z-index: 1; position: absolute; left:' + $LeftPercent + '%; top:' + $TopPercent + '%; Width: 40%;" src="nox_images/chibi_dreameater.png" />'>><</replace>>
<</link>>
Where to position character (In Percentage %)
Horizontal Postion <<numberbox "$LeftPercent" 0>>
Vertical Postion <<numberbox "$TopPercent" 13>>
Click the button again to update their position.
<a class="linker" title="Reality's Edge" data-passage="area_landmark_sanity"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_the_bureaucracy.png" /></a>\<div>\
HERE IS MORE STUFF BENEATH IT\
</div>\
<h1>Second Test</h1>
Inserting THE CAT
<div style="display: block; position: relative; width: 40vw; height:25vw;">\
<img style="z-index: 0; position: absolute; left:0; top:0; Width:100%" src="nox_images/map.png" />\
<span id="Swapper"><<print '<img style="z-index: 1; position: absolute; left:' + $LeftPercent + '%; top:' + $TopPercent + '%; Width: 40%;" src="nox_images/chibi_discord.png" />'>></span>\
</div>\
<<link "Update Location">>
<<replace "#Swapper">><<print '<img style="z-index: 1; position: absolute; left:' + $LeftPercent + '%; top:' + $TopPercent + '%; Width: 5%;" src="nox_images/overworld_brynn.png" />'>><</replace>>
<</link>>
Where to position character (In Percentage %)
Horizontal Postion <<numberbox "$LeftPercent" 0>>
Vertical Postion <<numberbox "$TopPercent" 13>>
Click the button again to update their position.<<set $LeftPercent to 0>>
<<set $TopPercent to 13>>
<h1>First Test!</h1>
<div style="display: block; position: relative; width: 50vw; height:25vw;">\
<img style="z-index: 0; position: absolute; left:0; top:0; Width:100%" src="nox_images/map.png" />\
<img style="z-index: 1; position: absolute; left: 15%; top: 11%; Width: 15%" src="nox_images/nox_logo_0.png" />\
</div>\
[img[GIFTS|nox_images/inventory_gifts.png][menu_gifts]]
[img[GIFTS|nox_images/inventory_gifts.png][menu_gifts][$test_variable to true]]
<h1 align="center">Prologue</h1>\
Grimoire whispers to Brynn to light the Brazier to begin conducting rituals
''[[Explore Fog|exploreFOG]]'' ( Costs 1 Candle )
<h1 align="center">EXPLORE FOG</h1>\
<<set $candle to $candle - 1>>\
''<<for _i to 0; _i lt 3; _i++>>\
\
<<if $day gte 0 and $day lte 3>>\
<<set $roll to random(1,60)>>\
<<elseif $day gte 4 and $day lte 6>>\
<<set $roll to random(1,70)>>\
<<elseif $day gte 7 and $day lte 9>>\
<<set $roll to random(1,91)>>\
<<elseif $day gte 10>>\
<<set $roll to random(1,100)>>\
<</if>>\
\
<<if $roll lte 10>>\
<<if $found_sanity_landmark is false>>\
[[NEW - LANDMARK - SANITY |area_landmark_sanity]]
<<elseif $found_sanity_landmark is true>>\
[[LANDMARK - SANITY |area_landmark_sanity]]
<</if>>\
<<elseif $roll lte 20>>\
<<if $found_vitality_landmark is false>>\
[[NEW - LANDMARK - VITALITY |area_landmark_vitality]]
<<elseif $found_vitality_landmark is true>>\
[[LANDMARK - VITALITY |area_landmark_vitality]]
<</if>>\
<<elseif $roll lte 30>>\
<<if $found_corruption_landmark is false>>\
[[NEW - LANDMARK - CORRUPTION |area_landmark_corruption]]
<<elseif $found_corruption_landmark is true>>\
[[LANDMARK - CORRUPTION |area_landmark_corruption]]
<</if>>\
<<elseif $roll lte 40>>\
<<if $met_arcane_acolyte is false>>\
[[NEW - SOUL - Arcane Acolyte |soul_arcane_acolyte]]
<<elseif $met_arcane_acolyte is true>>\
[[SOUL - Arcane Acolyte |soul_arcane_acolyte]]
<</if>>\
<<elseif $roll lte 50>>\
<<if $met_wolf_barbarian is false>>\
[[NEW - SOUL - Wolf Barbarian |soul_wolf_barbarian]]
<<elseif $met_wolf_barbarian is true>>\
[[SOUL - Wolf Barbarian |soul_wolf_barbarian]]
<</if>>\
<<elseif $roll lte 60>>\
<<if $met_sanguine_cultist is false>>\
[[NEW - SOUL - Sanguine Cultist |soul_sanguine_cultist]]
<<elseif $met_sanguine_cultist is true>>\
[[SOUL - Sanguine Cultist |soul_sanguine_cultist]]
<</if>>\
<</if>>\
<</for>>''
He finds . . .
<<if $day lte 3>>
<<set $roll to random(1,100)>>\
<<if $roll lte 40>>\
''[[Trailblazer|area_trailblazer]]''
<<elseif $roll gte 41>>\
<<set $fog_obols to random(2,4)>>\
Brynn finds (insert random reagent variable here to prompt player to check their inventory and then have something to sell once they find discord kitten
Brynn finds a pile of $fog_obols Obols!
<span style="color:lime">''+$fog_obols Obols!''</span>
<<set $obol to $obol + $fog_obols>>\
<</if>>
<<elseif $day gte 4>>
<<set $roll to random(1,100)>>\
<<if $roll lte 40>>\
''[[Trailblazer|area_trailblazer]]''
<<elseif $roll gte 80 and $meet_discord_kitten is false>>\
Discord Kitten!
<<set $meet_discord_kitten to true>>
<<elseif $roll gte 80 and $meet_dreameater is false>>\
Dreameater!
<<set $meet_dreameater to true>>
<<elseif $roll gte 80 and $meet_shrine is false>>\
The Shrine!
<<set $meet_shrine to true>>
<<elseif $roll gte 41>>\
<<set $fog_obols to random(2,4)>>\
Brynn finds (insert random reagent variable here to prompt player to check their inventory and then have something to sell once they find discord kitten
Brynn finds a pile of $fog_obols Obols!
<span style="color:lime">''+$fog_obols Obols!''</span>
<<set $obol to $obol + $fog_obols>>\
<</if>>
<</if>>
''[[Explore the fog|plaza_test_fog]]''
<h1 align="center">TRAILBLAZER - ENCOUNTER</h1>\
A wayward traveller stands before Brynn
<span class="creditslink"><<link "Socialize">></span>
<<if (ndef _description_social) or _description_social is "">>
<<set _description_social to "[[TESTTEST]]">>
<<else>>\
<<set _description_social to "">>\
<</if>>\
<<replace "#text_social">>_description_social<</replace>>
<</link>> Uses per Battle: $uses_swift_strike
<span id="text_social"></span>
<p align="center">What will Brynn do?</p>\
<p align="center"><span class="creditslink">[[TOP]]</span> . . . OR . . . <span class="creditslink">[[BOTTOM]]</span></p>\<h1 align="center">VENDOR - name here</h1>\
<img src="nox_images/npc_discordkitten.png" width="100%">
<<print either($flavorDISCORD)>>
<p align="center"><table><tr><td style="border-right: solid 3px white;">
<h1 align="center">................SOCIAL.................</h1>\
<<if $talkDISCORD is 0>>\
⦿ Reputation: <span style="color:grey">''♡♡♡♡''</span>
<<elseif $talkDISCORD is 1>>\
⦿ Reputation: <span style="color:lime">''❤''</span><span style="color:grey">''♡♡♡''</span>
<<elseif $talkDISCORD is 2>>\
⦿ Reputation: <span style="color:lime">''❤❤''</span><span style="color:grey">''♡♡''</span>
<<elseif $talkDISCORD is 3>>\
⦿ Reputation: <span style="color:lime">''❤❤❤''</span><span style="color:grey">''♡''</span>
<<elseif $talkDISCORD is 4>>\
⦿ Reputation: <span style="color:lime">''❤❤❤❤''</span>
<<elseif $talkDISCORD is 5>>\
⦿ Reputation: <span style="color:lime">''❤❤❤❤''</span><span style="color:yellow">''❤!''</span>
<</if>>\
\
\
\
<<if $talkVENDOR is 0>>\
⦿ ''Brynn’s Social Battery:'' <span style="color:yellow">''☆ ☆ ''</span>\
\
<<elseif $talkVENDOR is 1>>\
⦿ ''Brynn’s Social Battery:'' <span style="color:yellow">''☆ ''</span><span style="color:grey">''☆''</span>\
<</if>>
\
\
\
socialize3
socialize4
socialize5
\
\
\
\
\
</td><td style="border-right: solid 3px white;">
<h1>................SHOP.................</h1>\
shop1
shop2
shop3
shop4
shop5
</td></tr></table>
''[[GO BACK TO PLAZA|AREAplaza]]''
</p>
<span class="creditslink"><<link ".......''SHOP''.......">></span>
<<if (ndef _description_swift_strike) or _description_swift_strike is "">>
<<set _description_swift_strike to "''[[GO BACK TO PLAZA|AREAplaza]]'' <br>Base Dmg: 5 dmg">>
<<else>>\
<<set _description_swift_strike to "">>\
<</if>>\
<<replace "#text_swift_strike">>_description_swift_strike<</replace>>
<</link>> Uses per Battle: $uses_swift_strike
<span id="text_swift_strike"></span>
<span class="creditslink"><<link ".....''SOCIAL''.....">></span>
<<if (ndef _description_social) or _description_social is "">>
<<set _description_social to "Accuracy: 80% <br>Base Dmg: 5 dmg">>
<<else>>\
<<set _description_social to "">>\
<</if>>\
<<replace "#text_social">>_description_social<</replace>>
<</link>> Uses per Battle: $uses_swift_strike
<span id="text_social"></span>
<h1 align="center">TRAILBLAZER - GREETING</h1>\
A wayward traveller stands before Brynn
How @@.fade-in-out;This text should fade-in-out@@
<span class="fade-in-out">[[CLICK ME GODDAMMIT]]</span><h1 align="center">VENDOR - name here</h1>\
<<print either($flavorDISCORD)>>
<p align="center"><table><tr><td style="border-right: solid 3px white;">
<img src="nox_images/npc_dreameater.png" width="50%">
</td><td style="border-right: solid 3px white;">
<h1 align="center">................SOCIAL.................</h1>\
<<if $talkDISCORD is 0>>\
⦿ Reputation: <span style="color:grey">''♡♡♡♡''</span>
<<elseif $talkDISCORD is 1>>\
⦿ Reputation: <span style="color:lime">''❤''</span><span style="color:grey">''♡♡♡''</span>
<<elseif $talkDISCORD is 2>>\
⦿ Reputation: <span style="color:lime">''❤❤''</span><span style="color:grey">''♡♡''</span>
<<elseif $talkDISCORD is 3>>\
⦿ Reputation: <span style="color:lime">''❤❤❤''</span><span style="color:grey">''♡''</span>
<<elseif $talkDISCORD is 4>>\
⦿ Reputation: <span style="color:lime">''❤❤❤❤''</span>
<<elseif $talkDISCORD is 5>>\
⦿ Reputation: <span style="color:lime">''❤❤❤❤''</span><span style="color:yellow">''❤!''</span>
<</if>>\
\
\
\
<<if $talkVENDOR is 0>>\
⦿ ''Brynn’s Social Battery:'' <span style="color:yellow">''☆ ☆ ''</span>\
\
<<elseif $talkVENDOR is 1>>\
⦿ ''Brynn’s Social Battery:'' <span style="color:yellow">''☆ ''</span><span style="color:grey">''☆''</span>\
<</if>>
\
\
\
socialize3
socialize4
socialize5
\
\
\
\
\
</td><td style="border-right: solid 3px white;">
<h1>................SHOP.................</h1>\
shop1
shop2
shop3
shop4
shop5
</td></tr></table>
''[[GO BACK TO PLAZA|AREAplaza]]''
</p>
<h1>Plaza</h1>\
<div style="display: block; position: relative; width: 60vw; height:30vw;">\
<img style="z-index: 0; position: absolute; left:0; top:0; Width:100%" src="nox_images/dream_beach.png"/>\
<a class="linker" title="Reality's Edge" data-passage="area_landmark_sanity"><img class="hoverable" style="z-index: 1; position: absolute; left: 15%; top: 3%; Width: 13%" src="nox_images/inventory_prizes.png" /></a>\
</div>\<h1 align="center">TRAILBLAZER - TOP</h1>\
Brynn fucks Aiden, the Trailblazer
''[[Return to no-fog plaza|plaza_test_fog]]''<h1 align="center">TRAILBLAZER - BOTTOM</h1>\
Aiden, the Trailblazer, fucks Brynn
''[[Return to no-fog plaza|plaza_test_fog]]''
<<set $meet_discord_kitten to false>>
<<set $meet_dreameater to false>>
<<set $meet_shrine to false>>
<<set $found_sanity_landmark to false>>\
<<set $found_vitality_landmark to false>>\
<<set $found_corruption_landmark to false>>\
<<set $met_arcane_acolyte to false>>\
<<set $met_wolf_barbarian to false>>\
<<set $met_sanguine_cultist to false>>\
<<set $variable_pos to 33>>
[[plaza_test_fog]] !!!Ritual - Invoke tier 0
<img src="nox_images/guest_art/guest_peaches_cafe_1.png" width="50%">
Ghostly visages emerge from stone
Hands, tongues, and more grip Brynn's succulant warm body
The spirits giggle mischeviously as they have their harmless fun
They leave the magician flushed and whining for more~
<span style="color:red">''-1 Sanity!''</span>
<span style="color:red">''-1 Vitality!''</span>
<span style="color:red">''+0 Corruption!''</span>!!!Ritual - Summon tier 0
Directly in front of Brynn appears a golden chalice
He grips his cock and steadily pumps his shaft
The boy's breathing becomes ragged as he pants and whines
Pleasure spreads through him, his body gets increasingly warm
He bites his lip as volley after volley of cum pumps into the chalice
His essence fills the cup and the offering satisfies the Otherworld
<span style="color:red">''-0 Sanity!''</span>
<span style="color:red">''-1 Vitality!''</span>
<span style="color:red">''+1 Corruption!''</span>!!!Ritual - Beguile tier 0
Twin will-o-wisp boys appear and saunter towards Brynn
They tenderly take hold of his hands and caress his bare body
They tease his nipples and kiss his face
Warmth radiates across his body as liquid wax is drizzled onto him
Brynn feels very cozy and very satisfied
The twins giggle as they cuddle with the magician
<span style="color:red">''-1 Sanity!''</span>
<span style="color:red">''-0 Vitality!''</span>
<span style="color:red">''+1 Corruption!''</span><h1 align="center">Ritual - Invoke Sacred Datura Flower</h1>
<img src="nox_images/ritual_art/ritual_datura_flower_1.png" width="60%">
A large ivory flower sprouts from the ground.
Brynn gets closer to examine. Suddenly a cloud of pollen is released. His head feels . . . fuzzy and his body feels warm.
Everything feels sensitive as luscious green tendrils wrap around his body. A thick tendril coils around his neck and then penetrates his parted lips.
It slips in and out at a rhythmic pace. It tastes like honey and makes Brynn feel such relief. The tendril shakes and thrusts deep into his throat before releasing its thick plant cum down his gullet. Brynn gulps each load down until his tummy is heavy.
<span style="color:red">''-2 Sanity!''</span>
<span style="color:red">''-1 Vitality!''</span>
<span style="color:red">''+1 Corruption!''</span>
<<if $talkCANDLE lte 4>>\
<span style="color:lime">''+3 Obols!''</span>
<<set $obol to $obol + 3>>\
<<elseif $talkCANDLE is 5>>\
<span style="color:lime">''+4 Obols!''</span>
<<set $obol to $obol + 4>>\
<</if>>\
<img src="nox_images/icon_obol.gif" width="5%">
\
\
\
<<if $itemDISCORD is true>>\
The Esoteric Rubber Ducky gives you <span style="color:lime">''+1 Sanity!''</span>
<<set $sanity to $sanity + 1>>\
<</if>>\
<<if $itemDREAMEATER is true>>\
The Oneiric Gloves give you <span style="color:lime">''+1 Vitality!''</span>
<<set $hp to $hp + 1>>\
<</if>>\
<<if $itemSHRINE is true>>\
The Carnelian Nazar give you <span style="color:lime">''-1 Corruption!''</span>
<<set $corruption to $corruption - 1>>\
<</if>>\
<<if $itemCANDLE is true>>\
The Firefly Lantern give you <span style="color:lime">''+1 Obol!''</span>
<<set $obol to $obol + 1>>\
<</if>>\
\
\
\
<<if $postcardEQUIPPED is "Sanity Postcard - Friends">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''+1 Sanity!''</span>
<<set $sanity to $sanity + 1>>\
\
<<elseif $postcardEQUIPPED is "Vitality Postcard - Lost Campfire">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''+1 Vitality!''</span>
<<set $hp to $hp + 1>>\
\
<<elseif $postcardEQUIPPED is "Corruption Postcard - Auxiliary Megalith">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''-1 Corruption!''</span>
<<set $corruption to $corruption - 1>>\
\
<<elseif $postcardEQUIPPED is "Obols Postcard - The Sublime">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''+3 Obols!''</span>
<<set $obol to $obol + 3>>\
\
<<elseif $postcardEQUIPPED is "Luck Postcard - Paradise">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''+1 Luck!''</span>
<<set $luck to $luck + 1>>\
<</if>>\
\
\
\
<<if $wardEQUIPPED is "Sanity Ward - Invoker">>\
<span style="color:#71CBF1">'' $wardEQUIPPED ''</span> awards <span style="color:lime">''+2 Sanity!''</span>
<<set $sanity to $sanity + 2>>\
<<elseif $wardEQUIPPED is "Vitality Ward - Summoner">>\
<span style="color:#71CBF1">'' $wardEQUIPPED ''</span> awards <span style="color:lime">''+2 Vitality!''</span>
<<set $hp to $hp + 2>>\
<<elseif $wardEQUIPPED is "Corruption Ward - Beguiler">>\
<span style="color:#71CBF1">'' $wardEQUIPPED ''</span> awards <span style="color:lime">''-2 Corruption!''</span>
<<set $corruption to $corruption - 2>>\
<</if>>\
\
\
<<set $ritualbonus to random(1,9)>>\
<<if $ritualbonus lte 6>>\
''Good job!''
<<elseif $ritualbonus gte 7>>\
Wow, lucky! The ritual is well attuned, <span style="color:lime">''+1 Obol!''</span>
<<set $obol to $obol + 1>>\
<</if>>\
<<set $COUNTLinvokeSANITY to $COUNTLinvokeSANITY + 1>>\
''<span style="color:#0098FF">+1 Invocation level, Now Level</span> $COUNTLinvokeSANITY !''
<<if $candle lte 1>>\
<strong>[[SLEEP|sleepCHECK]]</strong>\
<<else>>\
<strong>[[Conduct Another Ritual|achievementCHECK]]</strong>\
<</if>>\
\
\
\
<<silently>>
<<set $sanity to $sanity - 2>>\
<<set $hp to $hp - 1>>\
<<set $corruption to $corruption + 1>>\
<<set $candle to $candle - 1>>\
<<set $countRITUAL to $countRITUAL + 1>>
<<set $art_ritual_sacred_datura_flower to true>>
<<set $ghostRITUAL to $ghostRITUAL + 1>>
<<set $ritual_sacred_datura_flower_count to $ritual_sacred_datura_flower_count + 1>>
\
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\\
<</if>>\
\
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>\
<<if $corruption lte 0>>\
<<set $corruption to 0>>\
<</if>>\
<</silently>><h1 align="center">Ritual - Summon Oni Delinquent</h1>
<img src="nox_images/ritual_art/ritual_oni_1.png" width="60%">
From the ritual emerges a tall imposing figure. His pecs bounce with every thudding step. His cock hangs heavily.
The massive weapon peaks out the bottom of his loin cloth. His manly scent makes Brynn swoon.
The Oni grabs Brynn's head and grinds it against his bulge. The mage gingerly sucks and laps at the man's bulge.
He grunts and growls as precum soaks the loincloth and pools onto the ground. Brynn's face is drenched with pre and drool as the Oni uses his head to frott with.
A slow eruption of cum drools from his cock and slowly paints Brynn's entire face.
<span style="color:red">''-1 Sanity!''</span>
<span style="color:red">''-2 Vitality!''</span>
<span style="color:red">''+1 Corruption!''</span>
<<if $talkCANDLE lte 4>>\
<span style="color:lime">''+3 Obols!''</span>
<<set $obol to $obol + 3>>\
<<elseif $talkCANDLE is 5>>\
<span style="color:lime">''+4 Obols!''</span>
<<set $obol to $obol + 4>>\
<</if>>\
<img src="nox_images/icon_obol.gif" width="5%">
\
\
\
<<if $itemDISCORD is true>>\
The Esoteric Rubber Ducky gives you <span style="color:lime">''+1 Sanity!''</span>
<<set $sanity to $sanity + 1>>\
<</if>>\
<<if $itemDREAMEATER is true>>\
The Oneiric Gloves give you <span style="color:lime">''+1 Vitality!''</span>
<<set $hp to $hp + 1>>\
<</if>>\
<<if $itemSHRINE is true>>\
The Carnelian Nazar give you <span style="color:lime">''-1 Corruption!''</span>
<<set $corruption to $corruption - 1>>\
<</if>>\
<<if $itemCANDLE is true>>\
The Firefly Lantern give you <span style="color:lime">''+1 Obol!''</span>
<<set $obol to $obol + 1>>\
<</if>>\
\
\
\
<<if $postcardEQUIPPED is "Sanity Postcard - Friends">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''+1 Sanity!''</span>
<<set $sanity to $sanity + 1>>\
\
<<elseif $postcardEQUIPPED is "Vitality Postcard - Lost Campfire">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''+1 Vitality!''</span>
<<set $hp to $hp + 1>>\
\
<<elseif $postcardEQUIPPED is "Corruption Postcard - Auxiliary Megalith">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''-1 Corruption!''</span>
<<set $corruption to $corruption - 1>>\
\
<<elseif $postcardEQUIPPED is "Obols Postcard - The Sublime">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''+3 Obols!''</span>
<<set $obol to $obol + 3>>\
\
<<elseif $postcardEQUIPPED is "Luck Postcard - Paradise">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''+1 Luck!''</span>
<<set $luck to $luck + 1>>\
<</if>>\
\
\
\
<<if $wardEQUIPPED is "Sanity Ward - Invoker">>\
<span style="color:#71CBF1">'' $wardEQUIPPED ''</span> awards <span style="color:lime">''+2 Sanity!''</span>
<<set $sanity to $sanity + 2>>\
<<elseif $wardEQUIPPED is "Vitality Ward - Summoner">>\
<span style="color:#71CBF1">'' $wardEQUIPPED ''</span> awards <span style="color:lime">''+2 Vitality!''</span>
<<set $hp to $hp + 2>>\
<<elseif $wardEQUIPPED is "Corruption Ward - Beguiler">>\
<span style="color:#71CBF1">'' $wardEQUIPPED ''</span> awards <span style="color:lime">''-2 Corruption!''</span>
<<set $corruption to $corruption - 2>>\
<</if>>\
\
\
<<set $ritualbonus to random(1,9)>>\
<<if $ritualbonus lte 6>>\
''Good job!''
<<elseif $ritualbonus gte 7>>\
Wow, lucky! The ritual is well attuned, <span style="color:lime">''+1 Obol!''</span>
<<set $obol to $obol + 1>>\
<</if>>\
<<set $COUNTsummonVITALITY to $COUNTsummonVITALITY + 1>>\
''<span style="color:#84BE33">+1 Summoner level, Now Level</span> $COUNTsummonVITALITY !''
<<if $candle lte 1>>\
<strong>[[SLEEP|sleepCHECK]]</strong>\
<<else>>\
<strong>[[Conduct Another Ritual|achievementCHECK]]</strong>\
<</if>>\
<<silently>>
<<set $sanity to $sanity - 1>>\
<<set $hp to $hp - 2>>\
<<set $corruption to $corruption + 1>>\
<<set $candle to $candle - 1>>\
<<set $countRITUAL to $countRITUAL + 1>>
<<set $art_ritual_oni to true>>
<<set $toolRITUAL to $toolRITUAL + 1>>
<<set $ritual_oni_count to $ritual_oni_count + 1>>
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\\
<</if>>\
\
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>\
<<if $corruption lte 0>>\
<<set $corruption to 0>>\
<</if>>\
<</silently>><h1 align="center">Ritual - Beguile Kobold</h1>
<img src="nox_images/ritual_art/ritual_kobold_1.png" width="60%">
The Kobold tackles Brynn to the ground.
A heavy set of balls flops onto the boy's face
''Kobold:'' That's it, suck ‘em, worship them orbs
Brynn hungrily laps at the falling precum as it drizzles onto his face. They're heavy and full with meaty thighs on either side of his head.
Brynn licks and blows on the taint as the Kobold enthusiastically grinds against Brynn's face.
With a roar, the Kobold shoots a couple volleys of cum across the ground.
<span style="color:red">''-1 Sanity!''</span>
<span style="color:red">''-1 Vitality!''</span>
<span style="color:red">''+2 Corruption!''</span>
<<if $talkCANDLE lte 4>>\
<span style="color:lime">''+3 Obols!''</span>
<<set $obol to $obol + 3>>\
<<elseif $talkCANDLE is 5>>\
<span style="color:lime">''+4 Obols!''</span>
<<set $obol to $obol + 4>>\
<</if>>\
<img src="nox_images/icon_obol.gif" width="5%">
\
\
\
<<if $itemDISCORD is true>>\
The Esoteric Rubber Ducky gives you <span style="color:lime">''+1 Sanity!''</span>
<<set $sanity to $sanity + 1>>\
<</if>>\
<<if $itemDREAMEATER is true>>\
The Oneiric Gloves give you <span style="color:lime">''+1 Vitality!''</span>
<<set $hp to $hp + 1>>\
<</if>>\
<<if $itemSHRINE is true>>\
The Carnelian Nazar give you <span style="color:lime">''-1 Corruption!''</span>
<<set $corruption to $corruption - 1>>\
<</if>>\
<<if $itemCANDLE is true>>\
The Firefly Lantern give you <span style="color:lime">''+1 Obol!''</span>
<<set $obol to $obol + 1>>\
<</if>>\
\
\
\
<<if $postcardEQUIPPED is "Sanity Postcard - Friends">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''+1 Sanity!''</span>
<<set $sanity to $sanity + 1>>\
\
<<elseif $postcardEQUIPPED is "Vitality Postcard - Lost Campfire">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''+1 Vitality!''</span>
<<set $hp to $hp + 1>>\
\
<<elseif $postcardEQUIPPED is "Corruption Postcard - Auxiliary Megalith">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''-1 Corruption!''</span>
<<set $corruption to $corruption - 1>>\
\
<<elseif $postcardEQUIPPED is "Obols Postcard - The Sublime">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''+3 Obols!''</span>
<<set $obol to $obol + 3>>\
\
<<elseif $postcardEQUIPPED is "Luck Postcard - Paradise">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''+1 Luck!''</span>
<<set $luck to $luck + 1>>\
<</if>>\
\
\
\
<<if $wardEQUIPPED is "Sanity Ward - Invoker">>\
<span style="color:#71CBF1">'' $wardEQUIPPED ''</span> awards <span style="color:lime">''+2 Sanity!''</span>
<<set $sanity to $sanity + 2>>\
<<elseif $wardEQUIPPED is "Vitality Ward - Summoner">>\
<span style="color:#71CBF1">'' $wardEQUIPPED ''</span> awards <span style="color:lime">''+2 Vitality!''</span>
<<set $hp to $hp + 2>>\
<<elseif $wardEQUIPPED is "Corruption Ward - Beguiler">>\
<span style="color:#71CBF1">'' $wardEQUIPPED ''</span> awards <span style="color:lime">''-2 Corruption!''</span>
<<set $corruption to $corruption - 2>>\
<</if>>\
\
\
<<set $ritualbonus to random(1,9)>>\
<<if $ritualbonus lte 6>>\
''Good job!''
<<elseif $ritualbonus gte 7>>\
Wow, lucky! The ritual is well attuned, <span style="color:lime">''+1 Obol!''</span>
<<set $obol to $obol + 1>>\
<</if>>\
<<set $COUNTbeguilCORRUPTION to $COUNTbeguilCORRUPTION + 1>>\
''<span style="color:#FF0000">+1 Beguiler level, Now Level</span> $COUNTbeguilCORRUPTION !''
<<if $candle lte 1>>\
<strong>[[SLEEP|sleepCHECK]]</strong>\
<<else>>\
<strong>[[Conduct Another Ritual|achievementCHECK]]</strong>\
<</if>>\
<<silently>>
<<set $sanity to $sanity - 1>>\
<<set $hp to $hp - 1>>\
<<set $corruption to $corruption + 2>>\
<<set $candle to $candle - 1>>\
<<set $countRITUAL to $countRITUAL + 1>>
<<set $art_ritual_kobold to true>>
<<set $ghostRITUAL to $ghostRITUAL + 1>>
<<set $ritual_kobold_count to $ritual_kobold_count + 1>>
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\\
<</if>>\
\
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>\
<<if $corruption lte 0>>\
<<set $corruption to 0>>\
<</if>>\
<</silently>>!!The Curtains Rise!
The young magician named <span style="color:#71CBF1">''Brynn''</span> stands at the edge of the forest
Before him is the <span style="color:pink">''Grimoire''</span>
link replace
Pick up the book
link replace
Pick ME up
link replace
Free me and I'll help you
<em>Stars hang overhead, suspended by thread</em>
Arcane magic courses through the ground, invigorating the land
This ancient Acropolis is a queer yet perfect place. Perfect for a young magician named <span style="color:#71CBF1">''Brynn''</span>
He's trying to summon his beloved boyfriend, <span style="color:yellow">''Carcosa''</span>, from the embrace of the Otherworld and into his arms once more
Such things have a cost. Thankfully, the Acropolis is a perfect place to earn some coins, called ''obols'', granted by otherworldly rituals. Along with consuming a candle, rituals come with a risk. Brynn is not alone however.
The <span style="color:#EBF59C">''Vendors''</span> can help keep the boy sane, virile, and focused.
!!''@@.shudder_hover;[[LET'S GO!|statcheckLVL1]]@@''
<span style="shudder">''Grimoire''</span>
@@.shudder;A figure appears in a nearby doorway@@
<<linkreplace"@@.shudder_slow;A figure appears in a nearby doorway@@">>
<<linkreplace"''A figure appears in a nearby doorway . . .''">>
<<linkreplace"''A figure appears in a nearby doorway . . .''">>
<</linkreplace>>
<</linkreplace>>
<</linkreplace>>\
!!Index
@@.shudder_hover;''[[Act I|BEGIN]]''@@
<span class="passagelinkdisabled">''Act II''</span> (Coming Soon)
<span class="passagelinkdisabled">''Act III''</span> (Coming Soon)<h1 align="center">Ritual - Invoke Jiangshi</h1>
<img src="nox_images/ritual_art/ritual_jiangshi_1.png" width="60%">
A talisman hangs from the Jiangshi's hat. Between his legs hangs an obscenely large cock compared to his lithe frame.
He sheepishly chuckles and blushes profusely as Brynn palms his massive member.
The precum makes his cock slick as Brynn pumps it with two hands.
The boy lets out an EEK as cum rockets out,
GLUOMP, GLUSH, painting the ground.
Brynn gives a satisfied smirk as the Jiangshi covers his blushing face.
<span style="color:red">''-2 Sanity!''</span>
<span style="color:red">''-1 Vitality!''</span>
<span style="color:red">''+1 Corruption!''</span>
<<if $talkCANDLE lte 4>>\
<span style="color:lime">''+3 Obols!''</span>
<<set $obol to $obol + 3>>\
<<elseif $talkCANDLE is 5>>\
<span style="color:lime">''+4 Obols!''</span>
<<set $obol to $obol + 4>>\
<</if>>\
<img src="nox_images/icon_obol.gif" width="5%">
\
\
\
<<if $itemDISCORD is true>>\
The Esoteric Rubber Ducky gives you <span style="color:lime">''+1 Sanity!''</span>
<<set $sanity to $sanity + 1>>\
<</if>>\
<<if $itemDREAMEATER is true>>\
The Oneiric Gloves give you <span style="color:lime">''+1 Vitality!''</span>
<<set $hp to $hp + 1>>\
<</if>>\
<<if $itemSHRINE is true>>\
The Carnelian Nazar give you <span style="color:lime">''-1 Corruption!''</span>
<<set $corruption to $corruption - 1>>\
<</if>>\
<<if $itemCANDLE is true>>\
The Firefly Lantern give you <span style="color:lime">''+1 Obol!''</span>
<<set $obol to $obol + 1>>\
<</if>>\
\
\
\
<<if $postcardEQUIPPED is "Sanity Postcard - Friends">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''+1 Sanity!''</span>
<<set $sanity to $sanity + 1>>\
\
<<elseif $postcardEQUIPPED is "Vitality Postcard - Lost Campfire">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''+1 Vitality!''</span>
<<set $hp to $hp + 1>>\
\
<<elseif $postcardEQUIPPED is "Corruption Postcard - Auxiliary Megalith">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''-1 Corruption!''</span>
<<set $corruption to $corruption - 1>>\
\
<<elseif $postcardEQUIPPED is "Obols Postcard - The Sublime">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''+3 Obols!''</span>
<<set $obol to $obol + 3>>\
\
<<elseif $postcardEQUIPPED is "Luck Postcard - Paradise">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''+1 Luck!''</span>
<<set $luck to $luck + 1>>\
<</if>>\
\
\
\
<<if $wardEQUIPPED is "Sanity Ward - Invoker">>\
<span style="color:#71CBF1">'' $wardEQUIPPED ''</span> awards <span style="color:lime">''+2 Sanity!''</span>
<<set $sanity to $sanity + 2>>\
<<elseif $wardEQUIPPED is "Vitality Ward - Summoner">>\
<span style="color:#71CBF1">'' $wardEQUIPPED ''</span> awards <span style="color:lime">''+2 Vitality!''</span>
<<set $hp to $hp + 2>>\
<<elseif $wardEQUIPPED is "Corruption Ward - Beguiler">>\
<span style="color:#71CBF1">'' $wardEQUIPPED ''</span> awards <span style="color:lime">''-2 Corruption!''</span>
<<set $corruption to $corruption - 2>>\
<</if>>\
\
\
<<set $ritualbonus to random(1,9)>>\
<<if $ritualbonus lte 6>>\
''Good job!''
<<elseif $ritualbonus gte 7>>\
Wow, lucky! The ritual is well attuned, <span style="color:lime">''+1 Obol!''</span>
<<set $obol to $obol + 1>>\
<</if>>\
<<set $COUNTLinvokeSANITY to $COUNTLinvokeSANITY + 1>>\
''<span style="color:#0098FF">+1 Invocation level, Now Level</span> $COUNTLinvokeSANITY !''
<<if $candle lte 1>>\
<strong>[[SLEEP|sleepCHECK]]</strong>\
<<else>>\
<strong>[[Conduct Another Ritual|achievementCHECK]]</strong>\
<</if>>\
\
\
\
<<silently>>
<<set $sanity to $sanity - 2>>\
<<set $hp to $hp - 1>>\
<<set $corruption to $corruption + 1>>\
<<set $candle to $candle - 1>>\
<<set $countRITUAL to $countRITUAL + 1>>
<<set $art_ritual_jiangshi to true>>
<<set $ghostRITUAL to $ghostRITUAL + 1>>
<<set $ritual_jiangshi_count to $ritual_jiangshi_count + 1>>
\
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\\
<</if>>\
\
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>\
<<if $corruption lte 0>>\
<<set $corruption to 0>>\
<</if>>\
<</silently>><h1 align="center">Ritual - Summon Spriggan</h1>
<img src="nox_images/ritual_art/ritual_spriggan_1.png" width="60%">
Pointed ears, wooden antlers, and defined muscles adorn the creature.
He firmly grabs Brynn to make the boy worship his body.
The scent is intoxicating and the stud's body is mesmerizing.
Brynn licks the man's pecs, biceps, abs, and more.
By the session's end, Brynn's drunk off the overwhelming manliness.
<span style="color:red">''-1 Sanity!''</span>
<span style="color:red">''-2 Vitality!''</span>
<span style="color:red">''+1 Corruption!''</span>
<<if $talkCANDLE lte 4>>\
<span style="color:lime">''+3 Obols!''</span>
<<set $obol to $obol + 3>>\
<<elseif $talkCANDLE is 5>>\
<span style="color:lime">''+4 Obols!''</span>
<<set $obol to $obol + 4>>\
<</if>>\
<img src="nox_images/icon_obol.gif" width="5%">
\
\
\
<<if $itemDISCORD is true>>\
The Esoteric Rubber Ducky gives you <span style="color:lime">''+1 Sanity!''</span>
<<set $sanity to $sanity + 1>>\
<</if>>\
<<if $itemDREAMEATER is true>>\
The Oneiric Gloves give you <span style="color:lime">''+1 Vitality!''</span>
<<set $hp to $hp + 1>>\
<</if>>\
<<if $itemSHRINE is true>>\
The Carnelian Nazar give you <span style="color:lime">''-1 Corruption!''</span>
<<set $corruption to $corruption - 1>>\
<</if>>\
<<if $itemCANDLE is true>>\
The Firefly Lantern give you <span style="color:lime">''+1 Obol!''</span>
<<set $obol to $obol + 1>>\
<</if>>\
\
\
\
<<if $postcardEQUIPPED is "Sanity Postcard - Friends">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''+1 Sanity!''</span>
<<set $sanity to $sanity + 1>>\
\
<<elseif $postcardEQUIPPED is "Vitality Postcard - Lost Campfire">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''+1 Vitality!''</span>
<<set $hp to $hp + 1>>\
\
<<elseif $postcardEQUIPPED is "Corruption Postcard - Auxiliary Megalith">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''-1 Corruption!''</span>
<<set $corruption to $corruption - 1>>\
\
<<elseif $postcardEQUIPPED is "Obols Postcard - The Sublime">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''+3 Obols!''</span>
<<set $obol to $obol + 3>>\
\
<<elseif $postcardEQUIPPED is "Luck Postcard - Paradise">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''+1 Luck!''</span>
<<set $luck to $luck + 1>>\
<</if>>\
\
\
\
<<if $wardEQUIPPED is "Sanity Ward - Invoker">>\
<span style="color:#71CBF1">'' $wardEQUIPPED ''</span> awards <span style="color:lime">''+2 Sanity!''</span>
<<set $sanity to $sanity + 2>>\
<<elseif $wardEQUIPPED is "Vitality Ward - Summoner">>\
<span style="color:#71CBF1">'' $wardEQUIPPED ''</span> awards <span style="color:lime">''+2 Vitality!''</span>
<<set $hp to $hp + 2>>\
<<elseif $wardEQUIPPED is "Corruption Ward - Beguiler">>\
<span style="color:#71CBF1">'' $wardEQUIPPED ''</span> awards <span style="color:lime">''-2 Corruption!''</span>
<<set $corruption to $corruption - 2>>\
<</if>>\
\
\
<<set $ritualbonus to random(1,9)>>\
<<if $ritualbonus lte 6>>\
''Good job!''
<<elseif $ritualbonus gte 7>>\
Wow, lucky! The ritual is well attuned, <span style="color:lime">''+1 Obol!''</span>
<<set $obol to $obol + 1>>\
<</if>>\
<<set $COUNTsummonVITALITY to $COUNTsummonVITALITY + 1>>\
''<span style="color:#84BE33">+1 Summoner level, Now Level</span> $COUNTsummonVITALITY !''
<<if $candle lte 1>>\
<strong>[[SLEEP|sleepCHECK]]</strong>\
<<else>>\
<strong>[[Conduct Another Ritual|achievementCHECK]]</strong>\
<</if>>\
<<silently>>
<<set $sanity to $sanity - 1>>\
<<set $hp to $hp - 2>>\
<<set $corruption to $corruption + 1>>\
<<set $candle to $candle - 1>>\
<<set $countRITUAL to $countRITUAL + 1>>
<<set $art_ritual_spriggan to true>>
<<set $toolRITUAL to $toolRITUAL + 1>>
<<set $ritual_spriggan_count to $ritual_spriggan_count + 1>>
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\\
<</if>>\
\
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>\
<<if $corruption lte 0>>\
<<set $corruption to 0>>\
<</if>>\
<</silently>><h1 align="center">Ritual - Beguile Autumnal Satyr</h1>
<img src="nox_images/ritual_art/ritual_autumnal_satyr_1.png" width="60%">
Drunkenly swaying, the Satyr unceremoniously pushes Brynn up against a pillar and kneeds his ass.
''Satyr:'' Fine ass you got here, lass. My brothers would love a piece
The satyr's cock is thick and heavy as it slaps against Brynn's hole.
He drizzles nectar over his cock and Brynn's pink hole.
With his massive dick now well lubricated, he slowly sinks inch after inch until balls deep. Brynn's tummy bulges from the sheer size.
He fucks like a wild beast, battering Brynn's prostate.
The boy sees stars as he ass spasms around the man fucking.
Until an unholy amount of cum pumps load after load into Brynn's ass.
<span style="color:red">''-1 Sanity!''</span>
<span style="color:red">''-1 Vitality!''</span>
<span style="color:red">''+2 Corruption!''</span>
<<if $talkCANDLE lte 4>>\
<span style="color:lime">''+3 Obols!''</span>
<<set $obol to $obol + 3>>\
<<elseif $talkCANDLE is 5>>\
<span style="color:lime">''+4 Obols!''</span>
<<set $obol to $obol + 4>>\
<</if>>\
<img src="nox_images/icon_obol.gif" width="5%">
\
\
\
<<if $itemDISCORD is true>>\
The Esoteric Rubber Ducky gives you <span style="color:lime">''+1 Sanity!''</span>
<<set $sanity to $sanity + 1>>\
<</if>>\
<<if $itemDREAMEATER is true>>\
The Oneiric Gloves give you <span style="color:lime">''+1 Vitality!''</span>
<<set $hp to $hp + 1>>\
<</if>>\
<<if $itemSHRINE is true>>\
The Carnelian Nazar give you <span style="color:lime">''-1 Corruption!''</span>
<<set $corruption to $corruption - 1>>\
<</if>>\
<<if $itemCANDLE is true>>\
The Firefly Lantern give you <span style="color:lime">''+1 Obol!''</span>
<<set $obol to $obol + 1>>\
<</if>>\
\
\
\
<<if $postcardEQUIPPED is "Sanity Postcard - Friends">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''+1 Sanity!''</span>
<<set $sanity to $sanity + 1>>\
\
<<elseif $postcardEQUIPPED is "Vitality Postcard - Lost Campfire">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''+1 Vitality!''</span>
<<set $hp to $hp + 1>>\
\
<<elseif $postcardEQUIPPED is "Corruption Postcard - Auxiliary Megalith">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''-1 Corruption!''</span>
<<set $corruption to $corruption - 1>>\
\
<<elseif $postcardEQUIPPED is "Obols Postcard - The Sublime">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''+3 Obols!''</span>
<<set $obol to $obol + 3>>\
\
<<elseif $postcardEQUIPPED is "Luck Postcard - Paradise">>\
<span style="color:#EBF59C">'' $postcardEQUIPPED ''</span> awards <span style="color:lime">''+1 Luck!''</span>
<<set $luck to $luck + 1>>\
<</if>>\
\
\
\
<<if $wardEQUIPPED is "Sanity Ward - Invoker">>\
<span style="color:#71CBF1">'' $wardEQUIPPED ''</span> awards <span style="color:lime">''+2 Sanity!''</span>
<<set $sanity to $sanity + 2>>\
<<elseif $wardEQUIPPED is "Vitality Ward - Summoner">>\
<span style="color:#71CBF1">'' $wardEQUIPPED ''</span> awards <span style="color:lime">''+2 Vitality!''</span>
<<set $hp to $hp + 2>>\
<<elseif $wardEQUIPPED is "Corruption Ward - Beguiler">>\
<span style="color:#71CBF1">'' $wardEQUIPPED ''</span> awards <span style="color:lime">''-2 Corruption!''</span>
<<set $corruption to $corruption - 2>>\
<</if>>\
\
\
<<set $ritualbonus to random(1,9)>>\
<<if $ritualbonus lte 6>>\
''Good job!''
<<elseif $ritualbonus gte 7>>\
Wow, lucky! The ritual is well attuned, <span style="color:lime">''+1 Obol!''</span>
<<set $obol to $obol + 1>>\
<</if>>\
<<set $COUNTbeguilCORRUPTION to $COUNTbeguilCORRUPTION + 1>>\
''<span style="color:#FF0000">+1 Beguiler level, Now Level</span> $COUNTbeguilCORRUPTION !''
<<if $candle lte 1>>\
<strong>[[SLEEP|sleepCHECK]]</strong>\
<<else>>\
<strong>[[Conduct Another Ritual|achievementCHECK]]</strong>\
<</if>>\
<<silently>>
<<set $sanity to $sanity - 1>>\
<<set $hp to $hp - 1>>\
<<set $corruption to $corruption + 2>>\
<<set $candle to $candle - 1>>\
<<set $countRITUAL to $countRITUAL + 1>>
<<set $art_ritual_autumnal_satyr to true>>
<<set $ghostRITUAL to $ghostRITUAL + 1>>
<<set $ritual_autumnal_satyr_count to $ritual_autumnal_satyr_count + 1>>
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\\
<</if>>\
\
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>\
<<if $corruption lte 0>>\
<<set $corruption to 0>>\
<</if>>\
<</silently>><h1 align="center">CODEX - INDEX </h1>\
<p align="center"><img src="nox_images/overworld_icon/codex.png" width="10%"></p>\
<p align="center">
A mystical Codex and a wealth of knowledge
<em>(Content coming in a future update)</em>
<strong>[[RITUALS|index_rituals]]</strong>
<<silently>>
<strong>[[VENDORS|index_vendors]]</strong>
<</silently>>
<strong>[[RETURN to WEST VAULT|AREA_west_vault]]</strong>
</p>\
<h1 align="center">LANDMARK - Lighthouse </h1>\
LIGHTHOUSE
YEEHAW
<<set $found_sanity_landmark to true>>\
''[[Return to no-fog plaza|plaza_test_fog]]''<h1 align="center">LANDMARK - Cenotaph </h1>\
CENTAPH
BIG GRAVE, BIGGER TREE
<<set $found_vitality_landmark to true>>\
''[[Return to no-fog plaza|plaza_test_fog]]''<h1 align="center">LANDMARK - Meadow </h1>\
MEADOWS AND A SWORD
<<set $found_corruption_landmark to true>>\
''[[Return to no-fog plaza|plaza_test_fog]]''<h1 align="center">Wayward Soul - Arcane Acolyte</h1>\
Twink boy hey wanna see some sparks
<<set $met_arcane_acolyte to true>>\
''[[Return to no-fog plaza|plaza_test_fog]]''<h1 align="center">Wayward Soul - Wolf Barbarian</h1>\
Barbarian of the wolves
-growls-
<<set $met_wolf_barbarian to true>>\
''[[Return to no-fog plaza|plaza_test_fog]]''
<h1 align="center">Wayward Soul - Sanguine Cultist</h1>\
Sanguine Cultist rawr
<<set $met_sanguine_cultist to true>>\
''[[Return to no-fog plaza|plaza_test_fog]]''
Woah Cards!
<span style="color:red">''-1 Candle''</span>
<div style="display: block; position: relative; width: 60vw; height:30vw;">\
<img style="z-index: 2; position: absolute; left: 0%; top: 30%; Width:10%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<a class="linker" title="Reality's Edge" data-passage="area_landmark_sanity"><img class="hoverable" style="z-index: 1; position: absolute; left: 0%; top: 0%; Width: 10%" src="nox_images/test_card.png" /></a>\
<a class="linker" title="Reality's Edge" data-passage="area_landmark_sanity"><img class="hoverable" style="z-index: 1; position: absolute; left: 11%; top: 15%; Width: 10%" src="nox_images/test_card.png" /></a>\
<a class="linker" title="Reality's Edge" data-passage="area_landmark_sanity"><img class="hoverable" style="z-index: 1; position: absolute; left: 22%; top: 0%; Width: 10%" src="nox_images/test_card.png" /></a>\
<a class="linker" title="Reality's Edge" data-passage="area_landmark_sanity"><img class="hoverable" style="z-index: 1; position: absolute; left: 33%; top: 15%; Width: 10%" src="nox_images/test_card.png" /></a>\
<a class="linker" title="Reality's Edge" data-passage="area_landmark_sanity"><img class="hoverable" style="z-index: 1; position: absolute; left: 44%; top: 0%; Width: 10%" src="nox_images/test_card.png" /></a>\
</div>\HEY HERE IS STUFF\
<<set $LeftPercent to 0>>
<<set $TopPercent to 13>>
<div>\
HERE IS MORE STUFF BENEATH IT\
</div>\
<h1>Second Test</h1>
Inserting THE CAT
<div style="display: block; position: relative; width: 40vw; height:25vw;">\
<img style="z-index: 0; position: absolute; left:0; top:0; Width:100%" src="nox_images/dream_explore.png" />\
<span id="first_card"><<print '<img style="z-index: 1; position: absolute; left:' + $LeftPercent + '%; top:' + $TopPercent + '%; Width: 40%;" src="nox_images/ritual_ui/card_hellhound.png" />'>></span>\
<a class="linker" title="Reality's Edge" data-passage="area_landmark_sanity"><img class="hoverable" style=""z-index: 1; position: absolute; left:' + $LeftPercent + '%; top:' + $TopPercent + '%; Width: 40%;" src="nox_images/ritual_ui/card_hellhound.png" /></a>\
<<link "Replace Discord Kitten With Dreameater">>
<<replace "#Swapper">><<print '<img style="z-index: 1; position: absolute; left:' + $LeftPercent + '%; top:' + $TopPercent + '%; Width: 40%;" src="nox_images/chibi_dreameater.png" />'>><</replace>>
<</link>>
Where to position character (In Percentage %)
Horizontal Postion <<numberbox "$LeftPercent" 0>>
Vertical Postion <<numberbox "$TopPercent" 13>>
Click the button again to update their position.
<a class="linker" title="Reality's Edge" data-passage="area_landmark_sanity"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_the_bureaucracy.png" /></a>\test
<<set $card_1_left_percent to 33>>
<<set $card_1_top_percent to 0>>
<div style="display: block; position: relative; width: 60vw; height:30vw;">\
<a class="linker" title="Hellhound" data-passage="hellhound"><img class="hoverable" style="z-index: 1; position: absolute; left:' + $card_1_left_percent + '%; top:' + $card_1_top_percent + '%; Width: 20%;" src="nox_images/ritual_ui/card_hellhound.png" /></a>\
</div>\<h1 align="center">Ritual Circle</h1>\
<<set $card_1_left_percent to 0>>
<<set $card_2_left_percent to 33>>
<<set $card_3_left_percent to 66>>
<<set $card_1_top_percent to 0>>
''Invocation Level $COUNTLinvokeSANITY
Summoner Level $COUNTsummonVITALITY
Beguiler Level $COUNTbeguilCORRUPTION''
<<if $candle is 1>>\
<span style="color:yellow">''$candle Candle''</span> flickers in the breeze\
<<else>>\
<span style="color:yellow">''$candle Candles''</span> flicker in the breeze\
<</if>>
The Grimoire manifests ''3 spells'' for Brynn to choose from . . .
<div style="display: block; position: relative; width: 60vw; height:30vw;">\
<<for $ritual_roll to 0; $ritual_roll lt 3; $ritual_roll++>>\
<<if $day gte 0 and $day lte 3>>\
<<set $roll to random(1,10)>>\
<<elseif $day gte 4 and $day lte 6>>\
<<set $roll to random(1,70)>>\
<<elseif $day gte 7 and $day lte 9>>\
<<set $roll to random(1,91)>>\
<<elseif $day gte 10>>\
<<set $roll to random(1,100)>>\
<</if>>\
\
<<if $roll lte 3 and $day gte 0>>\
<<if $ritual_ghost_count is 0>>\
<a class="linker" title="Hellhound" data-passage="hellhound"><img class="hoverable" style="z-index: 1; position: absolute; left:' + $card_1_left_percent + '%; top:' + $card_1_top_percent + '%; Width: 20%;" src="nox_images/ritual_ui/card_hellhound.png" /></a>\
<<elseif $ritual_ghost_count gte 1>>\
[[Invoke Ghosts |ghost]] (-2 Sanity, -1 Vitality, +1 Corruption, +3 Obols)
<</if>>\
<<elseif $roll lte 6 and $day gte 0>>\
<<if $ritual_chalice_count is 0>>\
<a class="linker" title="Hellhound" data-passage="hellhound"><img class="hoverable" style="z-index: 1; position: absolute; left:' + $card_2_left_percent + '%; top:' + $card_1_top_percent + '%; Width: 20%;" src="nox_images/ritual_ui/card_the_bureaucracy.png" /></a>\
<<elseif $ritual_chalice_count gte 1>>\
[[Summon the Chalice |chalice]] (-1 Sanity, -2 Vitality, +1 Corruption, +3 Obols)
<</if>>\
<<elseif $roll lte 10 and $day gte 0>>\
<<if $ritual_will_o_whisp_count is 0>>\
<a class="linker" title="Hellhound" data-passage="hellhound"><img class="hoverable" style="z-index: 1; position: absolute; left:' + $card_3_left_percent + '%; top:' + $card_1_top_percent + '%; Width: 20%;" src="nox_images/ritual_ui/card_seraph.png" /></a>\
<<elseif $ritual_will_o_whisp_count gte 1>>\
[[Beguile Will-o-Whisp Twins |wisp]] (-1 Sanity, -1 Vitality, +2 Corruption, +3 Obols)
<</if>>\
<</if>>\
<</for>>
</div>
\
\
\
\
\
<h1 align="center">Ritual Circle</h1>\
<p align="center">''<span style="color:#0098FF">Invocation Level</span> $COUNTLinvokeSANITY
<span style="color:#84BE33">Summoner Level</span> $COUNTsummonVITALITY
<span style="color:#FF0000">Beguiler Level</span> $COUNTbeguilCORRUPTION''</p>\
<<if $candle is 1>>\
<span style="color:yellow">''$candle Candle''</span> flickers in the breeze\
<<else>>\
<span style="color:yellow">''$candle Candles''</span> flicker in the breeze\
<</if>>
The Grimoire manifests ''3 spells'' for Brynn to choose from . . .
<div style="display: block; position: relative; width: 70vw; height:22vw;">\
\
<<if $day gte 0 and $day lte 3>>\
<<set $roll_card_1 to random(1,30)>>\
<<set $roll_card_2 to random(1,30)>>\
<<set $roll_card_3 to random(1,30)>>\
\
<<elseif $day gte 4 and $day lte 6>>\
<<set $roll_card_1 to random(1,70)>>\
<<set $roll_card_2 to random(1,70)>>\
<<set $roll_card_3 to random(1,70)>>\
\
<<elseif $day gte 7 and $day lte 9>>\
<<set $roll_card_1 to random(1,91)>>\
<<set $roll_card_2 to random(1,91)>>\
<<set $roll_card_3 to random(1,91)>>\
\
<<elseif $day gte 10>>\
<<set $roll_card_1 to random(1,100)>>\
<<set $roll_card_2 to random(1,100)>>\
<<set $roll_card_3 to random(1,100)>>\
\
<</if>>\
\
\
\
\
\
\
\
\
\
\
<<if $roll_card_1 lte 3 and $day gte 0>>\
<<if $ritual_ghost_count is 0>>\
<a class="linker" title="Ghosts" data-passage="ghost"><img class="hoverable" style="z-index: 1; position: absolute; left: 0%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_ghosts.png" /></a>\
<img style="z-index: 2; position: absolute; left: 0%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_ghost_count gte 1>>\
<a class="linker" title="Ghosts" data-passage="ghost"><img class="hoverable" style="z-index: 1; position: absolute; left: 0%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_ghosts.png" /></a>\
<</if>>\
<<elseif $roll_card_1 lte 6 and $day gte 0>>\
<<if $ritual_chalice_count is 0>>\
<a class="linker" title="Chalice" data-passage="chalice"><img class="hoverable" style="z-index: 1; position: absolute; left: 0%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_chalice.png" /></a>\
<img style="z-index: 2; position: absolute; left: 0%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_chalice_count gte 1>>\
<a class="linker" title="Chalice" data-passage="chalice"><img class="hoverable" style="z-index: 1; position: absolute; left: 0%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_chalice.png" /></a>\
<</if>>\
<<elseif $roll_card_1 lte 10 and $day gte 0>>\
<<if $ritual_will_o_whisp_count is 0>>\
<a class="linker" title="Will-o-Wisp Twins" data-passage="wisp"><img class="hoverable" style="z-index: 1; position: absolute; left: 0%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_will_o_wisp_twins.png" /></a>\
<img style="z-index: 2; position: absolute; left: 0%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_will_o_whisp_count gte 1>>\
<a class="linker" title="Will-o-Wisp Twins" data-passage="wisp"><img class="hoverable" style="z-index: 1; position: absolute; left: 0%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_will_o_wisp_twins.png" /></a>\
<</if>>\
<<elseif $roll_card_1 lte 13 and $day gte 0>>\
<<if $ritual_sacred_datura_flower_count is 0>>\
<a class="linker" title="Sacred Datura Flower" data-passage="sacred_datura_flower"><img class="hoverable" style="z-index: 1; position: absolute; left: 0%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_sacred_datura_flower.png" /></a>\
<img style="z-index: 2; position: absolute; left: 0%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_sacred_datura_flower_count gte 1>>\
<a class="linker" title="Will-o-Wisp Twins" data-passage="sacred_datura_flower"><img class="hoverable" style="z-index: 1; position: absolute; left: 0%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_sacred_datura_flower.png" /></a>\
<</if>>\
<<elseif $roll_card_1 lte 16 and $day gte 0>>\
<<if $ritual_oni_count is 0>>\
<a class="linker" title="Oni Deliquent" data-passage="oni"><img class="hoverable" style="z-index: 1; position: absolute; left: 0%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_oni_delinquent.png" /></a>\
<img style="z-index: 2; position: absolute; left: 0%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_oni_count gte 1>>\
<a class="linker" title="Oni Deliquent" data-passage="oni"><img class="hoverable" style="z-index: 1; position: absolute; left: 0%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_oni_delinquent.png" /></a>\
<</if>>\
<<elseif $roll_card_1 lte 19 and $day gte 0>>\
<<if $ritual_kobold_count is 0>>\
<a class="linker" title="Kobold" data-passage="kobold"><img class="hoverable" style="z-index: 1; position: absolute; left: 0%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_kobold.png" /></a>\
<img style="z-index: 2; position: absolute; left: 0%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_kobold_count gte 1>>\
<a class="linker" title="Kobold" data-passage="kobold"><img class="hoverable" style="z-index: 1; position: absolute; left: 0%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_kobold.png" /></a>\
<</if>>\
<<elseif $roll_card_1 lte 23 and $day gte 0>>\
<<if $ritual_jiangshi_count is 0>>\
<a class="linker" title="Jiangshi" data-passage="jiangshi"><img class="hoverable" style="z-index: 1; position: absolute; left: 0%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_jiangshi.png" /></a>\
<img style="z-index: 2; position: absolute; left: 0%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_jiangshi_count gte 1>>\
<a class="linker" title="Jiangshi" data-passage="jiangshi"><img class="hoverable" style="z-index: 1; position: absolute; left: 0%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_jiangshi.png" /></a>\
<</if>>\
<<elseif $roll_card_1 lte 27 and $day gte 0>>\
<<if $ritual_spriggan_count is 0>>\
<a class="linker" title="Spriggan" data-passage="spriggan"><img class="hoverable" style="z-index: 1; position: absolute; left: 0%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_spriggan.png" /></a>\
<img style="z-index: 2; position: absolute; left: 0%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_spriggan_count gte 1>>\
<a class="linker" title="Spriggan" data-passage="spriggan"><img class="hoverable" style="z-index: 1; position: absolute; left: 0%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_spriggan.png" /></a>\
<</if>>\
<<elseif $roll_card_1 lte 30 and $day gte 0>>\
<<if $ritual_autumnal_satyr_count is 0>>\
<a class="linker" title="Autumnal Satyr" data-passage="autumnal_satyr"><img class="hoverable" style="z-index: 1; position: absolute; left: 0%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_autumnal_satyr.png" /></a>\
<img style="z-index: 2; position: absolute; left: 0%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_autumnal_satyr_count gte 1>>\
<a class="linker" title="Autumnal Satyr" data-passage="autumnal_satyr"><img class="hoverable" style="z-index: 1; position: absolute; left: 0%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_autumnal_satyr.png" /></a>\
<</if>>\
<<elseif $roll_card_1 lte 43>>\
<<if $ritual_relic_count is 0>>\
<a class="linker" title="Relic" data-passage="relic"><img class="hoverable" style="z-index: 1; position: absolute; left: 0%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_relic.png" /></a>\
<img style="z-index: 2; position: absolute; left: 0%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_relic_count gte 1>>\
<a class="linker" title="Relic" data-passage="relic"><img class="hoverable" style="z-index: 1; position: absolute; left: 0%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_relic.png" /></a>\
<</if>>\
<<elseif $roll_card_1 lte 56>>\
<<if $ritual_dark_mirror_count is 0>>\
<a class="linker" title="Dark Mirror" data-passage="darkself"><img class="hoverable" style="z-index: 1; position: absolute; left: 0%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_dark_mirror.png" /></a>\
<img style="z-index: 2; position: absolute; left: 0%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_dark_mirror_count gte 1>>\
<a class="linker" title="Dark Mirror" data-passage="darkself"><img class="hoverable" style="z-index: 1; position: absolute; left: 0%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_dark_mirror.png" /></a>\
<</if>>\
<<elseif $roll_card_1 lte 70>>\
<<if $ritual_hellhound_count is 0>>\
<a class="linker" title="Hellhound" data-passage="hellhound"><img class="hoverable" style="z-index: 1; position: absolute; left: 0%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_hellhound.png" /></a>\
<img style="z-index: 2; position: absolute; left: 0%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_hellhound_count gte 1>>\
<a class="linker" title="Hellhound" data-passage="hellhound"><img class="hoverable" style="z-index: 1; position: absolute; left: 0%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_hellhound.png" /></a>\
<</if>>\
\
<<elseif $roll_card_1 lte 77>>\
<<if $ritual_horror_count is 0>>\
<a class="linker" title="Horror" data-passage="horror"><img class="hoverable" style="z-index: 1; position: absolute; left: 0%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_horror.png" /></a>\
<img style="z-index: 2; position: absolute; left: 0%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_horror_count gte 1>>\
<a class="linker" title="Horror" data-passage="horror"><img class="hoverable" style="z-index: 1; position: absolute; left: 0%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_horror.png" /></a>\
<</if>>\
\
<<elseif $roll_card_1 lte 84>>\
<<if $ritual_gargoyle_count is 0>>
<a class="linker" title="Gargoyle" data-passage="gargoyle"><img class="hoverable" style="z-index: 1; position: absolute; left: 0%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_gargoyle.png" /></a>\
<img style="z-index: 2; position: absolute; left: 0%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_gargoyle_count gte 1>>
<a class="linker" title="Gargoyle" data-passage="gargoyle"><img class="hoverable" style="z-index: 1; position: absolute; left: 0%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_gargoyle.png" /></a>\
<</if>>
<<elseif $roll_card_1 lte 91>>\
<<if $ritual_bureaucracy_count is 0>>\
<a class="linker" title="The Bureaucracy" data-passage="bureaucrat"><img class="hoverable" style="z-index: 1; position: absolute; left: 0%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_the_bureaucracy.png" /></a>\
<img style="z-index: 2; position: absolute; left: 0%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_bureaucracy_count gte 1>>\
<a class="linker" title="The Bureaucracy" data-passage="bureaucrat"><img class="hoverable" style="z-index: 1; position: absolute; left: 0%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_the_bureaucracy.png" /></a>\
<</if>>\
\
<<elseif $roll_card_1 lte 94>>\
<<if $ritual_seraph_count is 0>>\
<a class="linker" title="Seraph" data-passage="seraph"><img class="hoverable" style="z-index: 1; position: absolute; left: 0%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_seraph.png" /></a>\
<img style="z-index: 2; position: absolute; left: 0%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_seraph_count gte 1>>\
<a class="linker" title="Seraph" data-passage="seraph"><img class="hoverable" style="z-index: 1; position: absolute; left: 0%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_seraph.png" /></a>\
<</if>>\
\
<<elseif $roll_card_1 lte 97>>\
<<if $ritual_spartan_soldiers_count is 0>>\
<a class="linker" title="Spartan Soldiers" data-passage="spartan"><img class="hoverable" style="z-index: 1; position: absolute; left: 0%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_spartan_soldiers.png" /></a>\
<img style="z-index: 2; position: absolute; left: 0%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />
<<elseif $ritual_spartan_soldiers_count gte 1>>\
<a class="linker" title="Spartan Soldiers" data-passage="spartan"><img class="hoverable" style="z-index: 1; position: absolute; left: 0%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_spartan_soldiers.png" /></a>\
<</if>>\
\
<<elseif $roll_card_1 lte 100>>\
<<if $ritual_umbra_goliath_count is 0>>\
<a class="linker" title="Umbral Goliath" data-passage="goliath"><img class="hoverable" style="z-index: 1; position: absolute; left: 0%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_umbra_goliath.png" /></a>\
<img style="z-index: 2; position: absolute; left: 0%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />
<<elseif $ritual_umbra_goliath_count gte 1>>\
<a class="linker" title="Umbral Goliath" data-passage="goliath"><img class="hoverable" style="z-index: 1; position: absolute; left: 0%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_umbra_goliath.png" /></a>\
<</if>>\
<</if>>\
\
\
\
\
\
\
\
\
\
\
<<if $roll_card_2 lte 3 and $day gte 0>>\
<<if $ritual_ghost_count is 0>>\
<a class="linker" title="Ghosts" data-passage="ghost"><img class="hoverable" style="z-index: 1; position: absolute; left: 33%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_ghosts.png" /></a>\
<img style="z-index: 2; position: absolute; left: 33%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_ghost_count gte 1>>\
<a class="linker" title="Ghosts" data-passage="ghost"><img class="hoverable" style="z-index: 1; position: absolute; left: 33%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_ghosts.png" /></a>\
<</if>>\
\
<<elseif $roll_card_2 lte 6 and $day gte 0>>\
<<if $ritual_chalice_count is 0>>\
<a class="linker" title="Chalice" data-passage="chalice"><img class="hoverable" style="z-index: 1; position: absolute; left: 33%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_chalice.png" /></a>\
<img style="z-index: 2; position: absolute; left: 33%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_chalice_count gte 1>>\
<a class="linker" title="Chalice" data-passage="chalice"><img class="hoverable" style="z-index: 1; position: absolute; left: 33%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_chalice.png" /></a>\
<</if>>\
\
\
<<elseif $roll_card_2 lte 10 and $day gte 0>>\
<<if $ritual_will_o_whisp_count is 0>>\
<a class="linker" title="Will-o-Wisp Twins" data-passage="wisp"><img class="hoverable" style="z-index: 1; position: absolute; left: 33%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_will_o_wisp_twins.png" /></a>\
<img style="z-index: 2; position: absolute; left: 33%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_will_o_whisp_count gte 1>>\
<a class="linker" title="Will-o-Wisp Twins" data-passage="wisp"><img class="hoverable" style="z-index: 1; position: absolute; left: 33%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_will_o_wisp_twins.png" /></a>\
<</if>>\
\
<<elseif $roll_card_2 lte 13 and $day gte 0>>\
<<if $ritual_sacred_datura_flower_count is 0>>\
<a class="linker" title="Sacred Datura Flower" data-passage="sacred_datura_flower"><img class="hoverable" style="z-index: 1; position: absolute; left: 33%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_sacred_datura_flower.png" /></a>\
<img style="z-index: 2; position: absolute; left: 33%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_sacred_datura_flower_count gte 1>>\
<a class="linker" title="Will-o-Wisp Twins" data-passage="sacred_datura_flower"><img class="hoverable" style="z-index: 1; position: absolute; left: 33%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_sacred_datura_flower.png" /></a>\
<</if>>\
\
<<elseif $roll_card_2 lte 16 and $day gte 0>>\
<<if $ritual_oni_count is 0>>\
<a class="linker" title="Oni Deliquent" data-passage="oni"><img class="hoverable" style="z-index: 1; position: absolute; left: 33%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_oni_delinquent.png" /></a>\
<img style="z-index: 2; position: absolute; left: 33%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_oni_count gte 1>>\
<a class="linker" title="Oni Deliquent" data-passage="oni"><img class="hoverable" style="z-index: 1; position: absolute; left: 33%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_oni_delinquent.png" /></a>\
<</if>>\
\
<<elseif $roll_card_2 lte 19 and $day gte 0>>\
<<if $ritual_kobold_count is 0>>\
<a class="linker" title="Kobold" data-passage="kobold"><img class="hoverable" style="z-index: 1; position: absolute; left: 33%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_kobold.png" /></a>\
<img style="z-index: 2; position: absolute; left: 33%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_kobold_count gte 1>>\
<a class="linker" title="Kobold" data-passage="kobold"><img class="hoverable" style="z-index: 1; position: absolute; left: 33%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_kobold.png" /></a>\
<</if>>\
\
<<elseif $roll_card_2 lte 23 and $day gte 0>>\
<<if $ritual_jiangshi_count is 0>>\
<a class="linker" title="Jiangshi" data-passage="jiangshi"><img class="hoverable" style="z-index: 1; position: absolute; left: 33%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_jiangshi.png" /></a>\
<img style="z-index: 2; position: absolute; left: 33%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_jiangshi_count gte 1>>\
<a class="linker" title="Jiangshi" data-passage="jiangshi"><img class="hoverable" style="z-index: 1; position: absolute; left: 33%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_jiangshi.png" /></a>\
<</if>>\
\
<<elseif $roll_card_2 lte 27 and $day gte 0>>\
<<if $ritual_spriggan_count is 0>>\
<a class="linker" title="Spriggan" data-passage="spriggan"><img class="hoverable" style="z-index: 1; position: absolute; left: 33%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_spriggan.png" /></a>\
<img style="z-index: 2; position: absolute; left: 33%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_spriggan_count gte 1>>\
<a class="linker" title="Spriggan" data-passage="spriggan"><img class="hoverable" style="z-index: 1; position: absolute; left: 33%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_spriggan.png" /></a>\
<</if>>\
\
<<elseif $roll_card_2 lte 30 and $day gte 0>>\
<<if $ritual_autumnal_satyr_count is 0>>\
<a class="linker" title="Autumnal Satyr" data-passage="autumnal_satyr"><img class="hoverable" style="z-index: 1; position: absolute; left: 33%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_autumnal_satyr.png" /></a>\
<img style="z-index: 2; position: absolute; left: 33%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_autumnal_satyr_count gte 1>>\
<a class="linker" title="Autumnal Satyr" data-passage="autumnal_satyr"><img class="hoverable" style="z-index: 1; position: absolute; left: 33%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_autumnal_satyr.png" /></a>\
<</if>>\
\
<<elseif $roll_card_2 lte 43>>\
<<if $ritual_relic_count is 0>>\
<a class="linker" title="Relic" data-passage="relic"><img class="hoverable" style="z-index: 1; position: absolute; left: 33%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_relic.png" /></a>\
<img style="z-index: 2; position: absolute; left: 33%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_relic_count gte 1>>\
<a class="linker" title="Relic" data-passage="relic"><img class="hoverable" style="z-index: 1; position: absolute; left: 33%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_relic.png" /></a>\
<</if>>\
\
<<elseif $roll_card_2 lte 56>>\
<<if $ritual_dark_mirror_count is 0>>\
<a class="linker" title="Dark Mirror" data-passage="darkself"><img class="hoverable" style="z-index: 1; position: absolute; left: 33%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_dark_mirror.png" /></a>\
<img style="z-index: 2; position: absolute; left: 33%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_dark_mirror_count gte 1>>\
<a class="linker" title="Dark Mirror" data-passage="darkself"><img class="hoverable" style="z-index: 1; position: absolute; left: 33%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_dark_mirror.png" /></a>\
<</if>>\
\
<<elseif $roll_card_2 lte 70>>\
<<if $ritual_hellhound_count is 0>>\
<a class="linker" title="Hellhound" data-passage="hellhound"><img class="hoverable" style="z-index: 1; position: absolute; left: 33%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_hellhound.png" /></a>\
<img style="z-index: 2; position: absolute; left: 33%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_hellhound_count gte 1>>\
<a class="linker" title="Hellhound" data-passage="hellhound"><img class="hoverable" style="z-index: 1; position: absolute; left: 33%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_hellhound.png" /></a>\
<</if>>\
\
<<elseif $roll_card_2 lte 77>>\
<<if $ritual_horror_count is 0>>\
<a class="linker" title="Horror" data-passage="horror"><img class="hoverable" style="z-index: 1; position: absolute; left: 33%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_horror.png" /></a>\
<img style="z-index: 2; position: absolute; left: 33%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_horror_count gte 1>>\
<a class="linker" title="Horror" data-passage="horror"><img class="hoverable" style="z-index: 1; position: absolute; left: 33%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_horror.png" /></a>\
<</if>>\
\
<<elseif $roll_card_2 lte 84>>\
<<if $ritual_gargoyle_count is 0>>\
<a class="linker" title="Gargoyle" data-passage="gargoyle"><img class="hoverable" style="z-index: 1; position: absolute; left: 33%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_gargoyle.png" /></a>\
<img style="z-index: 2; position: absolute; left: 33%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_gargoyle_count gte 1>>
<a class="linker" title="Gargoyle" data-passage="gargoyle"><img class="hoverable" style="z-index: 1; position: absolute; left: 33%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_gargoyle.png" /></a>\
<</if>>\
\
<<elseif $roll_card_2 lte 91>>\
<<if $ritual_bureaucracy_count is 0>>\
<a class="linker" title="The Bureaucracy" data-passage="bureaucrat"><img class="hoverable" style="z-index: 1; position: absolute; left: 33%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_the_bureaucracy.png" /></a>\
<img style="z-index: 2; position: absolute; left: 33%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_bureaucracy_count gte 1>>\
<a class="linker" title="The Bureaucracy" data-passage="bureaucrat"><img class="hoverable" style="z-index: 1; position: absolute; left: 33%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_the_bureaucracy.png" /></a>\
<</if>>\
\
<<elseif $roll_card_2 lte 94>>\
<<if $ritual_seraph_count is 0>>\
<a class="linker" title="Seraph" data-passage="seraph"><img class="hoverable" style="z-index: 1; position: absolute; left: 33%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_seraph.png" /></a>\
<img style="z-index: 2; position: absolute; left: 33%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_seraph_count gte 1>>\
<a class="linker" title="Seraph" data-passage="seraph"><img class="hoverable" style="z-index: 1; position: absolute; left: 33%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_seraph.png" /></a>\
<</if>>\
\
<<elseif $roll_card_2 lte 97>>\
<<if $ritual_spartan_soldiers_count is 0>>\
<a class="linker" title="Spartan Soldiers" data-passage="spartan"><img class="hoverable" style="z-index: 1; position: absolute; left: 33%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_spartan_soldiers.png" /></a>\
<img style="z-index: 2; position: absolute; left: 33%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_spartan_soldiers_count gte 1>>\
<a class="linker" title="Spartan Soldiers" data-passage="spartan"><img class="hoverable" style="z-index: 1; position: absolute; left: 33%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_spartan_soldiers.png" /></a>\
<</if>>\
\
<<elseif $roll_card_2 lte 100>>\
<<if $ritual_umbra_goliath_count is 0>>\
<a class="linker" title="Umbral Goliath" data-passage="goliath"><img class="hoverable" style="z-index: 1; position: absolute; left: 33%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_umbra_goliath.png" /></a>\
<img style="z-index: 2; position: absolute; left: 33%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />
<<elseif $ritual_umbra_goliath_count gte 1>>\
<a class="linker" title="Umbral Goliath" data-passage="goliath"><img class="hoverable" style="z-index: 1; position: absolute; left: 33%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_umbra_goliath.png" /></a>\
<</if>>\
<</if>>\
\
\
<<if $roll_card_2 lte 3 and $day gte 0>>\
<<if $ritual_ghost_count is 0>>\
<a class="linker" title="Ghosts" data-passage="ghost"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_ghosts.png" /></a>\
<img style="z-index: 2; position: absolute; left: 66%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_ghost_count gte 1>>\
<a class="linker" title="Ghosts" data-passage="ghost"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_ghosts.png" /></a>\
<</if>>\
\
<<elseif $roll lte 6 and $day gte 0>>\
<<if $ritual_chalice_count is 0>>\
<a class="linker" title="Chalice" data-passage="chalice"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_chalice.png" /></a>\
<img style="z-index: 2; position: absolute; left: 66%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_chalice_count gte 1>>\
<a class="linker" title="Chalice" data-passage="chalice"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_chalice.png" /></a>\
<</if>>\
\
<<elseif $roll_card_2 lte 10 and $day gte 0>>\
<<if $ritual_will_o_whisp_count is 0>>\
<a class="linker" title="Will-o-Wisp Twins" data-passage="wisp"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_will_o_wisp_twins.png" /></a>\
<img style="z-index: 2; position: absolute; left: 66%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_will_o_whisp_count gte 1>>\
<a class="linker" title="Will-o-Wisp Twins" data-passage="wisp"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_will_o_wisp_twins.png" /></a>\
<</if>>\
\
<<elseif $roll_card_2 lte 13 and $day gte 0>>\
<<if $ritual_sacred_datura_flower_count is 0>>\
<a class="linker" title="Sacred Datura Flower" data-passage="sacred_datura_flower"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_sacred_datura_flower.png" /></a>\
<img style="z-index: 2; position: absolute; left: 66%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_sacred_datura_flower_count gte 1>>\
<a class="linker" title="Will-o-Wisp Twins" data-passage="sacred_datura_flower"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_sacred_datura_flower.png" /></a>\
<</if>>\
\
<<elseif $roll_card_2 lte 16 and $day gte 0>>\
<<if $ritual_oni_count is 0>>\
<a class="linker" title="Oni Deliquent" data-passage="oni"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_oni_delinquent.png" /></a>\
<img style="z-index: 2; position: absolute; left: 66%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_oni_count gte 1>>\
<a class="linker" title="Oni Deliquent" data-passage="oni"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_oni_delinquent.png" /></a>\
<</if>>\
\
<<elseif $roll_card_2 lte 19 and $day gte 0>>\
<<if $ritual_kobold_count is 0>>\
<a class="linker" title="Kobold" data-passage="kobold"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_kobold.png" /></a>\
<img style="z-index: 2; position: absolute; left: 66%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_kobold_count gte 1>>\
<a class="linker" title="Kobold" data-passage="kobold"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_kobold.png" /></a>\
<</if>>\
\
<<elseif $roll_card_2 lte 23 and $day gte 0>>\
<<if $ritual_jiangshi_count is 0>>\
<a class="linker" title="Jiangshi" data-passage="jiangshi"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_jiangshi.png" /></a>\
<img style="z-index: 2; position: absolute; left: 66%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_jiangshi_count gte 1>>\
<a class="linker" title="Jiangshi" data-passage="jiangshi"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_jiangshi.png" /></a>\
<</if>>\
\
<<elseif $roll_card_2 lte 27 and $day gte 0>>\
<<if $ritual_spriggan_count is 0>>\
<a class="linker" title="Spriggan" data-passage="spriggan"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_spriggan.png" /></a>\
<img style="z-index: 2; position: absolute; left: 66%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_spriggan_count gte 1>>\
<a class="linker" title="Spriggan" data-passage="spriggan"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_spriggan.png" /></a>\
<</if>>\
\
<<elseif $roll_card_2 lte 30 and $day gte 0>>\
<<if $ritual_autumnal_satyr_count is 0>>\
<a class="linker" title="Autumnal Satyr" data-passage="autumnal_satyr"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_autumnal_satyr.png" /></a>\
<img style="z-index: 2; position: absolute; left: 66%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_autumnal_satyr_count gte 1>>\
<a class="linker" title="Autumnal Satyr" data-passage="autumnal_satyr"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_autumnal_satyr.png" /></a>\
<</if>>\
\
<<elseif $roll_card_2 lte 43>>\
<<if $ritual_relic_count is 0>>\
<a class="linker" title="Relic" data-passage="relic"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_relic.png" /></a>\
<img style="z-index: 2; position: absolute; left: 66%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_relic_count gte 1>>\
<a class="linker" title="Relic" data-passage="relic"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_relic.png" /></a>\
<</if>>\
\
<<elseif $roll_card_2 lte 56>>\
<<if $ritual_dark_mirror_count is 0>>\
<a class="linker" title="Dark Mirror" data-passage="darkself"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_dark_mirror.png" /></a>\
<img style="z-index: 2; position: absolute; left: 66%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_dark_mirror_count gte 1>>\
<a class="linker" title="Dark Mirror" data-passage="darkself"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_dark_mirror.png" /></a>\
<</if>>\
\
<<elseif $roll_card_2 lte 70>>\
<<if $ritual_hellhound_count is 0>>\
<a class="linker" title="Hellhound" data-passage="hellhound"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_hellhound.png" /></a>\
<img style="z-index: 2; position: absolute; left: 66%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_hellhound_count gte 1>>\
<a class="linker" title="Hellhound" data-passage="hellhound"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_hellhound.png" /></a>\
<</if>>\
\
<<elseif $roll_card_2 lte 77>>\
<<if $ritual_horror_count is 0>>\
<a class="linker" title="Horror" data-passage="horror"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_horror.png" /></a>\
<img style="z-index: 2; position: absolute; left: 66%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_horror_count gte 1>>\
<a class="linker" title="Horror" data-passage="horror"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_horror.png" /></a>\
<</if>>\
\
<<elseif $roll_card_2 lte 84>>\
<<if $ritual_gargoyle_count is 0>>\
<a class="linker" title="Gargoyle" data-passage="gargoyle"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_gargoyle.png" /></a>\
<img style="z-index: 2; position: absolute; left: 66%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_gargoyle_count gte 1>>\
<a class="linker" title="Gargoyle" data-passage="gargoyle"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_gargoyle.png" /></a>\
<</if>>\
\
<<elseif $roll_card_2 lte 91>>\
<<if $ritual_bureaucracy_count is 0>>\
<a class="linker" title="The Bureaucracy" data-passage="bureaucrat"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_the_bureaucracy.png" /></a>\
<img style="z-index: 2; position: absolute; left: 66%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_bureaucracy_count gte 1>>\
<a class="linker" title="The Bureaucracy" data-passage="bureaucrat"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_the_bureaucracy.png" /></a>\
<</if>>\
\
<<elseif $roll_card_2 lte 94>>\
<<if $ritual_seraph_count is 0>>\
<a class="linker" title="Seraph" data-passage="seraph"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_seraph.png" /></a>\
<img style="z-index: 2; position: absolute; left: 66%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_seraph_count gte 1>>\
<a class="linker" title="Seraph" data-passage="seraph"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_seraph.png" /></a>\
<</if>>\
\
<<elseif $roll_card_2 lte 97>>\
<<if $ritual_spartan_soldiers_count is 0>>\
<a class="linker" title="Spartan Soldiers" data-passage="spartan"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_spartan_soldiers.png" /></a>\
<img style="z-index: 2; position: absolute; left: 33%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />
<<elseif $ritual_spartan_soldiers_count gte 1>>\
<a class="linker" title="Spartan Soldiers" data-passage="spartan"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_spartan_soldiers.png" /></a>\
<</if>>\
\
<<elseif $roll_card_2 lte 100>>\
<<if $ritual_umbra_goliath_count is 0>>\
<a class="linker" title="Umbral Goliath" data-passage="goliath"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_umbra_goliath.png" /></a>\
<img style="z-index: 2; position: absolute; left: 33%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />
<<elseif $ritual_umbra_goliath_count gte 1>>\
<a class="linker" title="Umbral Goliath" data-passage="goliath"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_umbra_goliath.png" /></a>\
<</if>>\
<</if>>\
\
\
\
\
\
\
\
\
\
\
<<if $roll_card_3 lte 3 and $day gte 0>>\
<<if $ritual_ghost_count is 0>>\
<a class="linker" title="Ghosts" data-passage="ghost"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_ghosts.png" /></a>\
<img style="z-index: 2; position: absolute; left: 66%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_ghost_count gte 1>>\
<a class="linker" title="Ghosts" data-passage="ghost"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_ghosts.png" /></a>\
<</if>>\
\
<<elseif $roll_card_3 lte 6 and $day gte 0>>\
<<if $ritual_chalice_count is 0>>\
<a class="linker" title="Chalice" data-passage="chalice"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_chalice.png" /></a>\
<img style="z-index: 2; position: absolute; left: 66%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_chalice_count gte 1>>\
<a class="linker" title="Chalice" data-passage="chalice"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_chalice.png" /></a>\
<</if>>\
\
<<elseif $roll_card_3 lte 10 and $day gte 0>>\
<<if $ritual_will_o_whisp_count is 0>>\
<a class="linker" title="Will-o-Wisp Twins" data-passage="wisp"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_will_o_wisp_twins.png" /></a>\
<img style="z-index: 2; position: absolute; left: 66%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_will_o_whisp_count gte 1>>\
<a class="linker" title="Will-o-Wisp Twins" data-passage="wisp"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_will_o_wisp_twins.png" /></a>\
<</if>>\
\
<<elseif $roll_card_3 lte 13 and $day gte 0>>\
<<if $ritual_sacred_datura_flower_count is 0>>\
<a class="linker" title="Sacred Datura Flower" data-passage="sacred_datura_flower"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_sacred_datura_flower.png" /></a>\
<img style="z-index: 2; position: absolute; left: 66%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_sacred_datura_flower_count gte 1>>\
<a class="linker" title="Will-o-Wisp Twins" data-passage="sacred_datura_flower"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_sacred_datura_flower.png" /></a>\
<</if>>\
\
<<elseif $roll_card_3 lte 16 and $day gte 0>>\
<<if $ritual_oni_count is 0>>\
<a class="linker" title="Oni Deliquent" data-passage="oni"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_oni_delinquent.png" /></a>\
<img style="z-index: 2; position: absolute; left: 66%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_oni_count gte 1>>\
<a class="linker" title="Oni Deliquent" data-passage="oni"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_oni_delinquent.png" /></a>\
<</if>>\
\
<<elseif $roll_card_3 lte 19 and $day gte 0>>\
<<if $ritual_kobold_count is 0>>\
<a class="linker" title="Kobold" data-passage="kobold"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_kobold.png" /></a>\
<img style="z-index: 2; position: absolute; left: 66%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_kobold_count gte 1>>\
<a class="linker" title="Kobold" data-passage="kobold"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_kobold.png" /></a>\
<</if>>\
\
<<elseif $roll_card_3 lte 23 and $day gte 0>>\
<<if $ritual_jiangshi_count is 0>>\
<a class="linker" title="Jiangshi" data-passage="jiangshi"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_jiangshi.png" /></a>\
<img style="z-index: 2; position: absolute; left: 66%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_jiangshi_count gte 1>>\
<a class="linker" title="Jiangshi" data-passage="jiangshi"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_jiangshi.png" /></a>\
<</if>>\
\
<<elseif $roll_card_3 lte 27 and $day gte 0>>\
<<if $ritual_spriggan_count is 0>>\
<a class="linker" title="Spriggan" data-passage="spriggan"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_spriggan.png" /></a>\
<img style="z-index: 2; position: absolute; left: 66%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_spriggan_count gte 1>>\
<a class="linker" title="Spriggan" data-passage="spriggan"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_spriggan.png" /></a>\
<</if>>\
\
<<elseif $roll_card_3 lte 30 and $day gte 0>>\
<<if $ritual_autumnal_satyr_count is 0>>\
<a class="linker" title="Autumnal Satyr" data-passage="autumnal_satyr"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_autumnal_satyr.png" /></a>\
<img style="z-index: 2; position: absolute; left: 66%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_autumnal_satyr_count gte 1>>\
<a class="linker" title="Autumnal Satyr" data-passage="autumnal_satyr"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_autumnal_satyr.png" /></a>\
<</if>>\
\
<<elseif $roll_card_3 lte 43>>\
<<if $ritual_relic_count is 0>>\
<a class="linker" title="Relic" data-passage="relic"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_relic.png" /></a>\
<img style="z-index: 2; position: absolute; left: 66%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_relic_count gte 1>>\
<a class="linker" title="Relic" data-passage="relic"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_relic.png" /></a>\
<</if>>\
\
<<elseif $roll_card_3 lte 56>>\
<<if $ritual_dark_mirror_count is 0>>\
<a class="linker" title="Dark Mirror" data-passage="darkself"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_dark_mirror.png" /></a>\
<img style="z-index: 2; position: absolute; left: 66%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_dark_mirror_count gte 1>>\
<a class="linker" title="Dark Mirror" data-passage="darkself"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_dark_mirror.png" /></a>\
<</if>>\
\
<<elseif $roll_card_3 lte 70>>\
<<if $ritual_hellhound_count is 0>>\
<a class="linker" title="Hellhound" data-passage="hellhound"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_hellhound.png" /></a>\
<img style="z-index: 2; position: absolute; left: 66%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_hellhound_count gte 1>>\
<a class="linker" title="Hellhound" data-passage="hellhound"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_hellhound.png" /></a>\
<</if>>\
\
<<elseif $roll_card_3 lte 77>>\
<<if $ritual_horror_count is 0>>\
<a class="linker" title="Horror" data-passage="horror"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_horror.png" /></a>\
<img style="z-index: 2; position: absolute; left: 66%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_horror_count gte 1>>\
<a class="linker" title="Horror" data-passage="horror"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_horror.png" /></a>\
<</if>>\
\
<<elseif $roll_card_3 lte 84>>\
<<if $ritual_gargoyle_count is 0>>
<a class="linker" title="Gargoyle" data-passage="gargoyle"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_gargoyle.png" /></a>\
<img style="z-index: 2; position: absolute; left: 66%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_gargoyle_count gte 1>>
<a class="linker" title="Gargoyle" data-passage="gargoyle"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_gargoyle.png" /></a>\
<</if>>\
\
<<elseif $roll_card_3 lte 91>>\
<<if $ritual_bureaucracy_count is 0>>\
<a class="linker" title="The Bureaucracy" data-passage="bureaucrat"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_the_bureaucracy.png" /></a>\
<img style="z-index: 2; position: absolute; left: 66%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_bureaucracy_count gte 1>>\
<a class="linker" title="The Bureaucracy" data-passage="bureaucrat"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_the_bureaucracy.png" /></a>\
<</if>>\
\
<<elseif $roll_card_3 lte 94>>\
<<if $ritual_seraph_count is 0>>\
<a class="linker" title="Seraph" data-passage="seraph"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_seraph.png" /></a>\
<img style="z-index: 2; position: absolute; left: 66%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />\
<<elseif $ritual_seraph_count gte 1>>\
<a class="linker" title="Seraph" data-passage="seraph"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_seraph.png" /></a>\
<</if>>\
\
<<elseif $roll_card_3 lte 97>>\
<<if $ritual_spartan_soldiers_count is 0>>\
<a class="linker" title="Spartan Soldiers" data-passage="spartan"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_spartan_soldiers.png" /></a>\
<img style="z-index: 2; position: absolute; left: 33%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />
<<elseif $ritual_spartan_soldiers_count gte 1>>\
<a class="linker" title="Spartan Soldiers" data-passage="spartan"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_spartan_soldiers.png" /></a>\
<</if>>\
\
<<elseif $roll_card_3 lte 100>>\
<<if $ritual_umbra_goliath_count is 0>>\
<a class="linker" title="Umbral Goliath" data-passage="goliath"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_umbra_goliath.png" /></a>\
<img style="z-index: 2; position: absolute; left: 33%; top: 85%; Width:20%" src="nox_images/ritual_ui/ritual_new_icon.png" />
<<elseif $ritual_umbra_goliath_count gte 1>>\
<a class="linker" title="Umbral Goliath" data-passage="goliath"><img class="hoverable" style="z-index: 1; position: absolute; left: 66%; top: 0%; Width: 20%" src="nox_images/ritual_ui/card_umbra_goliath.png" /></a>\
<</if>>\
<</if>>\
</div>\
\
<p align="center"><<if $obol gte 5>>\
''[[Pay 5 Obols to Reroll Spells|reroll]]''
<<elseif $obol lte 4>>\
<span class="passagelinkdisabled">''Need 5 Obols to Reroll''</span>
<</if>></p><h1 align="center">Discord Kitten - Jerking Off 1</h1>
<img src="nox_images/chibi_discord.png" width="20%">
<em>Before Brynn can enter the shop, he hears soft boyish moans. Peaking inside, he sees Discord Kitten riding a long obscenely thick dildo</em>
<em>It drags the catboy's ass with every thrust</em>
''Discord Kitten:'' Huff . . . Hggnnrr!!
<em>The catboy turns towards Brynn and smirks</em>
<em>Discord Kitten begins to ride with a ferocious speed</em>
''Discord Kitten:'' Right there unff thats it! Thats it!!!
''Discord Kitten:'' AUGHH HHHNNN ♡♡♡!!!
<em>Ropes of cum cover the ground as he rides the dildo through orgasm</em>
''Discord Kitten:'' <em>panting</em> Enjoy -huff- the show?
<em>Brynn blushes and tries to cover the bulge in his pants</em>
<em>Pre cum soaks through Brynn's pants as he sheepishly chuckles</em>
''Brynn:'' I- eh, hehe . . . ♡
''Discord Kitten:'' I always perform better with an audience~
<span style="color:lime">''+ $roll Sanity!''</span>
''[[RETURN|NPCsanity]]''
\
\
\
<<silently>>\
<<set $sanity to $sanity + $roll>>\
<<set $talkVENDOR to $talkVENDOR + 1>>
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\
<</if>>
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>
<</silently>>\<h1 align="center">VENDOR - Discord Kitten</h1>\
<img src="nox_images/npc_discordkitten.png" width="100%">
<<print either($flavorDISCORD)>><h1>Plaza</h1>\
<div style="display: block; position: relative; width: 60vw; height:30vw;">\
<img style="z-index: 0; position: absolute; left:0; top:0; Width:100%" src="nox_images/overworld_icon/map.png"/>\
<a class="linker" title="Discordian Shop" data-passage="Discordkitten"><img class="hoverable" style="z-index: 1; position: absolute; left: 3%; top: 3%; Width: 13%" src="nox_images/overworld_icon/discord_kitten.png" /></a>\
<a class="linker" title="Reality's Edge" data-passage="Dreameater"><img class="hoverable" style="z-index: 1; position: absolute; left: 15%; top: 3%; Width: 13%" src="nox_images/overworld_icon/dreameater.png" /></a>\
<a class="linker" title="The Shrine's Grotto" data-passage="Shrine"><img class="hoverable" style="z-index: 1; position: absolute; left: 2%; top: 50%; Width: 15%" src="nox_images/overworld_icon/shrine.png" /></a>\
<a class="linker" title="The Candlemaker's Cave" data-passage="Candlemaker"><img class="hoverable" style="z-index: 1; position: absolute; left: 72%; top: 50%; Width: 18%" src="nox_images/overworld_icon/candlemaker.png" /></a>\
</div>\
<h1 align="center">West Vault</h1>\
<div style="display: block; position: relative; width: 60vw; height:30vw;">\
<img style="z-index: 0; position: absolute; left:0; top:0; Width:100%" src="nox_images/overworld_icon/west_vault.png"/>\
<<if $day gte 1>>
<a class="linker" title="Leave" data-passage="AREAplaza"><img class="hoverable" style="z-index: 1; position: absolute; left: 42.5%; top: 9%; Width: 14%" src="nox_images/overworld_icon/leave.png" /></a>\
<a class="linker" title="Ritual Circle" data-passage="AREAsanctum"><img class="hoverable" style="z-index: 1; position: absolute; left: 33%; top: 52%; Width: 32%" src="nox_images/overworld_icon/ritual.png" /></a>\
<</if>>
<<if $day is 1>>
<<elseif $day gte 2>>
<a class="linker" title="Codex" data-passage="CODEX"><img class="hoverable" style="z-index: 3; position: absolute; left: 2%; top: 65%; Width: 14%" src="nox_images/overworld_icon/codex.png" /></a>\
<</if>>
<<if $day is 1>>
<<elseif $day gte 4>>
<a class="linker" title="Inventory" data-passage="mimic_screen"><img class="hoverable" style="z-index: 1; position: absolute; left: 83%; top: 65%; Width: 14%" src="nox_images/overworld_icon/inventory.png" /></a>\
<</if>>
<<if $day is 1>>
<<elseif $day gte 6>>
<a class="linker" title="Gallery" data-passage="galleryENTER"><img class="hoverable" style="z-index: 1; position: absolute; left: 8%; top: 13%; Width: 14%" src="nox_images/overworld_icon/gallery.png" /></a>\
<</if>>
<<if $day is 1>>
<<elseif $day gte 4>>
<a class="linker" title="Achievements" data-passage="achievements"><img class="hoverable" style="z-index: 1; position: absolute; left: 78%; top: 15%; Width: 14%" src="nox_images/overworld_icon/achievements.png" /></a>\
<</if>>
</div>\
<<silently>>
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\
<</if>>
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>
<<if $corruption lte 0>>\
<<set $corruption to 0>>\
<</if>>\
<</silently>><<set $visitSHOP to 4>>
<<goto [[AREAritual]]>>
<h1 align="center">The Candlemaker - Jerking Off 1</h1>
<img src="nox_images/chibi_candlemaker.png" width="20%">
<em>Brynn walks in on the Candlemaker stroking his monster. All 3 hands pumping the massive beast of a cock</em>
<em>Sweat drips down his body and his muscles flex as he's fully enthralled in the act of self pleasure</em>
<em>The tall man lurches forward with a growl and spews a ton of cum into a cauldron</em>
''Candlemaker:'' Enjoy the front row view, kid?
''Brynn:'' I- um- I- you-
''Candlemaker:'' hehe~
<em>The Candlemaker chuckles as he mixes tallow into the cauldron of cum</em>
''Candlemaker:'' One of my more . . . Potent candle recipes let's say
<em>He hands Brynn some obols</em>
''Candlemaker:'' As thanks, kid, with how damn cute you look today
<span style="color:lime">''+$roll Obols!''</span>
<img src="nox_images/icon_obol.gif" width="10%">
''[[RETURN|NPCcandle]]''
\
\
\
<<silently>>\
<<set $obol to $obol + $roll>>\
<<set $talkVENDOR to $talkVENDOR + 1>>
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\
<</if>>
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>
<</silently>>\<h1 align="center">Dreameater - Jerking Off 1</h1>
<img src="nox_images/chibi_dreameater.png" width="20%">
<em>Dreameaster sits hidden behind an apple tree. His cloak is parted. He slowly pumps his cock with both hands</em>
<em>Brynn watches mesmerized as this cute boy slowly pumps up and down, up and down</em>
<em>The mage takes hold of the boy's cock and tenderly strokes it</em>
<em>Dreameater doesnt open his eyes, instead he bites his lip and holds back stifled moans</em>
<em>Brynn goes in and locks lips with the boy</em>
<em>Ropes of cum douse the boy's small frame as the kiss with Brynn sends him over the edge</em>
<em>A meteor shower of stars appears in the sky overhead as Dreameater gasps for breath</em>
''Brynn:'' Woah . . .
''Dreameater:'' Th-that was -huff- amazing . . .
<span style="color:lime">''+$roll Vitality!''</span>
''[[RETURN|NPCvitality]]''
\
\
\
<<silently>>\
<<set $hp to $hp + $roll>>\
<<set $talkVENDOR to $talkVENDOR + 1>>
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\
<</if>>
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>
<</silently>>\<h1 align="center">The Shrine - Jerking Off 1</h1>
<img src="nox_images/chibi_shrine.png" width="20%">
<em>The Shrine sits naked at the edge of the hot spring, rhythmically pumping his cock with two hands. He mutters hymns and prayers under his breath</em>
<em>His heavy balls bounce, full of cum, as he jerks off</em>
<em>The tall figure bites his lip as he douses his hands with his own cum</em>
''Shrine:'' Young magician (get name that shrine calls Brynn) i know you're there~
''Shrine:'' We do not waste here, come taste my bounty
<em>Brynn sheepishly approaches closer</em>
''Shrine:'' Thats it, now open your mouth. Stick out your tongue and say ahh
<em>The Shrine slips his cum covered fingers into Brynn's mouth, playing with the boy's slack tongue</em>
''Shrine:'' Good boy, now swallow
''Brynn:'' -GULP-
<span style="color:lime">''-$roll Corruption!''</span>
''[[RETURN|NPCcorruption]]''
\
\
\
<<silently>>\
<<set $corruption to $corruption - $roll>>\
<<set $talkVENDOR to $talkVENDOR + 1>>
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\
<</if>>
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>
<<if $corruption lte 0>>\
<<set $corruption to 0>>\
<</if>>\
<</silently>>\<h1 align="center">CODEX</h1>\
\
<<if $ritual_spartan_soldiers_count gte 1>>
<span class="creditslink"><<link "Spartan Soldiers">></span>\
<<if (ndef _description_swift_strike) or _description_swift_strike is "">>\
<<set _description_swift_strike to "''Aura:'' VITALITY <br>''Method:'' SUMMON<br><br> ''Lore 1:'' <<if $ritual_spartan_soldiers_count gte 1>>In their teens they learn the importance of brotherhood. By adulthood many spartans are well acquainted with relieving sexual needs with their fellow soldiers. The Spartan jerk off circles is a common occurrence in the communal cabins of the boys.<</if>><br><br> ''Lore 2:'' <<if $ritual_spartan_soldiers_count gte 5>>Spartan men are as fierce in bed as they are on the battlefield. They are in peak physical condition. Their skin glistens from sweat and a manly scent fills the air. When not battling, these men constantly work out to keep themselves in peak physical condition.<<elseif $ritual_spartan_soldiers_count lte 4>> Conduct Ritual 5 times to unlock<</if>><br><br> ''Lore 3:'' <<if $ritual_spartan_soldiers_count gte 10>>The mighty armies and city were ruled by the Twins Kings and the Council of 5. Together the Kings and The Council led their people in war and peace.<<elseif $ritual_spartan_soldiers_count lte 9>> Conduct Ritual 10 times to unlock<</if>><br> ">>\
\
<<else>>\
<<set _description_swift_strike to "">>\
<</if>>\
\
<<replace "#text_swift_strike">>_description_swift_strike<</replace>>
<</link>>\
''Encounters:'' $ritual_spartan_soldiers_count
<span id="text_swift_strike"></span>\
<<elseif $ritual_spartan_soldiers_count is 0>>\
<span class="minipassagelinkdisabled">Spartan Soldiers</span>\
<</if>>
<span class="creditslink"><<link "Chalice">></span>\
<<if (ndef _description_chalice) or _description_chalice is "">>\
<<set _description_chalice to "''Aura:'' VITALITY <br>''Method:'' SUMMON<br><br> ''Lore 1:'' <<if $ritual_ghost_count gte 0>>In their teens they learn the importance of brotherhood. By adulthood many spartans are well acquainted with relieving sexual needs with their fellow soldiers. The Spartan jerk off circles is a common occurrence in the communal cabins of the boys.<</if>><br><br> ''Lore 2:'' <<if $ritual_ghost_count gte 0>>Spartan men are as fierce in bed as they are on the battlefield. They are in peak physical condition. Their skin glistens from sweat and a manly scent fills the air. When not battling, these men constantly work out to keep themselves in peak physical condition.<</if>><br><br> ''Lore 3:'' <<if $ritual_ghost_count gte 0>>The mighty armies and city were ruled by the Twins Kings and the council of 5 Ephors, the overseers of the land. Together the Kings and Ephors led their people in war and peace.<</if>> ">>
<<else>>\
<<set _description_chalice to "">>\
<</if>>\
<<replace "#text_chalice">>_description_chalice<</replace>>
<</link>>\
\
''Encounters:'' $ritual_ghost_count
<span id="text_chalice"></span>
<<set $art_ritual_ghost to false>>
<<set $art_ritual_chalice to false>>
<<set $art_ritual_wisp to false>>
<<set $art_ritual_relic to false>>
<<set $art_ritual_hellhound to false>>
<<set $art_ritual_darkself to false>>
<<set $art_ritual_horror to false>>
<<set $art_ritual_gargoyle to false>>
<<set $art_ritual_bureaucrat to false>>
<<set $art_ritual_seraph to false>>
<<set $art_ritual_spartan to false>>
<<set $art_ritual_goliath to false>>
<<set $art_ritual_sacred_datura_flower to false>>
<<set $art_ritual_oni to false>>
<<set $art_ritual_kobold to false>>
<<set $art_ritual_jiangshi to false>>
<<set $art_ritual_spriggan to false>>
<<set $art_ritual_autumnal_satyr to false>>
Codex Entry - Ghost
Aura: relic/etc/legend/aberration system i made
Method: Summon/Beguile/Invoke
Encounters: # of encounters here
Memory: description here
(Flavor text)
Lore Entry 1: His family never approved of his lifestyle, now as a ghost, he roams untethered and free to do as he pleases.
Lore Entry 2: Cemeteries and Victorian homes are great locations to spend a night and become part of a ghostly gangbang.
Lore entry 3: Some ghosts care so deeply about a person or place they anchor themselves and become its Guardian Spirit.
<h1 align="center">INDEX - RITUALS </h1>\
<strong>[[Return to Codex Index|CODEX]]</strong>
<h2>Tier 1</h2>\
<<if $ritual_ghost_count lte 0>>\
<span style="color:grey">Ghosts not yet encountered . . . </span>
<<elseif $ritual_ghost_count gte 1>>\
<strong>[[Ghosts|codex_ghost]]</strong> encountered $ritual_ghost_count times
<</if>>\
<<if $ritual_chalice_count lte 0>>\
<span style="color:grey">Chalice not yet encountered . . . </span>
<<elseif $ritual_chalice_count gte 1>>\
<strong>[[Chalice|codex_chalice]]</strong> encountered $ritual_chalice_count times
<</if>>\
<<if $ritual_will_o_whisp_count lte 0>>\
<span style="color:grey">Will o Wisp not yet encountered . . . </span>
<<elseif $ritual_will_o_whisp_count gte 1>>\
<strong>[[Will o Wisp Twins|codex_wisp]]</strong> encountered $ritual_will_o_whisp_count times
<</if>>\
<<if $ritual_sacred_datura_flower_count lte 0>>\
<span style="color:grey">Sacred Datura Flower not yet encountered . . . </span>
<<elseif $ritual_sacred_datura_flower_count gte 1>>\
<strong>[[Sacred Datura Flower|codex_sacred_datura_flower]]</strong> encountered $ritual_sacred_datura_flower_count times
<</if>>\
<<if $ritual_oni_count lte 0>>\
<span style="color:grey">Oni Deliquent not yet encountered . . . </span>
<<elseif $ritual_oni_count gte 1>>\
<strong>[[Oni Deliquent|codex_oni]]</strong> encountered $ritual_oni_count times
<</if>>\
<<if $ritual_kobold_count lte 0>>\
<span style="color:grey">Kobold not yet encountered . . . </span>
<<elseif $ritual_kobold_count gte 1>>\
<strong>[[Kobold|codex_kobold]]</strong> encountered $ritual_kobold_count times
<</if>>\
<<if $ritual_jiangshi_count lte 0>>\
<span style="color:grey">Jiangshi not yet encountered . . . </span>
<<elseif $ritual_jiangshi_count gte 1>>\
<strong>[[Jiangshi|codex_jiangshi]]</strong> encountered $ritual_jiangshi_count times
<</if>>\
<<if $ritual_spriggan_count lte 0>>\
<span style="color:grey">Spriggan not yet encountered . . . </span>
<<elseif $ritual_spriggan_count gte 1>>\
<strong>[[Spriggan|codex_spriggan]]</strong> encountered $ritual_spriggan_count times
<</if>>\
<<if $ritual_autumnal_satyr_count lte 0>>\
<span style="color:grey">Autumnal Satyr not yet encountered . . . </span>
<<elseif $ritual_autumnal_satyr_count gte 1>>\
<strong>[[Autumnal Satyr|codex_autumnal_satyr]]</strong> encountered $ritual_autumnal_satyr_count times
<</if>>\
<h2>Tier 2</h2>\
<<if $ritual_relic_count lte 0>>\
<span style="color:grey">??? not yet encountered . . . </span>
<<elseif $ritual_relic_count gte 1>>\
<strong>[[Relic|codex_relic]]</strong> encountered $ritual_relic_count times
<</if>>\
<<if $ritual_hellhound_count lte 0>>\
<span style="color:grey">??? not yet encountered . . . </span>
<<elseif $ritual_hellhound_count gte 1>>\
<strong>[[Hellhound|codex_hellhound]]</strong> encountered $ritual_hellhound_count times
<</if>>\
<<if $ritual_dark_mirror_count lte 0>>\
<span style="color:grey">??? not yet encountered . . . </span>
<<elseif $ritual_dark_mirror_count gte 1>>\
<strong>[[Dark Mirror|codex_darkself]]</strong> encountered $ritual_dark_mirror_count times
<</if>>\
<h2>Tier 3</h2>\
<<if $ritual_horror_count lte 0>>\
<span style="color:grey">??? not yet encountered . . . </span>
<<elseif $ritual_horror_count gte 1>>\
<strong>[[Horror|codex_horror]]</strong> encountered $ritual_horror_count times
<</if>>\
<<if $ritual_gargoyle_count lte 0>>\
<span style="color:grey">??? not yet encountered . . . </span>
<<elseif $ritual_gargoyle_count gte 1>>\
<strong>[[Gargoyle|codex_gargoyle]]</strong> encountered $ritual_gargoyle_count times
<</if>>\
<<if $ritual_bureaucracy_count lte 0>>\
<span style="color:grey">??? not yet encountered . . . </span>
<<elseif $ritual_bureaucracy_count gte 1>>\
<strong>[[The Bureaucracy|codex_bureaucrat]]</strong> encountered $ritual_bureaucracy_count times
<</if>>\
<h2>Tier 4</h2>\
<<if $ritual_seraph_count lte 0>>\
<span style="color:grey">??? not yet encountered . . . </span>
<<elseif $ritual_seraph_count gte 1>>\
<strong>[[Seraph|codex_seraph]]</strong> encountered $ritual_seraph_count times
<</if>>\
<<if $ritual_spartan_soldiers_count lte 0>>\
<span style="color:grey">??? not yet encountered . . . </span>
<<elseif $ritual_spartan_soldiers_count gte 1>>\
<strong>[[Spartan Soldiers|codex_spartan]]</strong> encountered $ritual_spartan_soldiers_count times
<</if>>\
<<if $ritual_umbra_goliath_count lte 0>>\
<span style="color:grey">??? not yet encountered . . . </span>
<<elseif $ritual_umbra_goliath_count gte 1>>\
<strong>[[Umbral Goliath|codex_goliath]]</strong> encountered $ritual_umbra_goliath_count times
<</if>>\<h1 align="center">Codex Entry - Ghosts</h1>\
<img src="nox_images/ritual_ui/card_ghosts.png" width="15%">
Flavor Text:
''Method:'' Invoke
''Encounters:'' $ritual_ghost_count
''Memory:''
''Lore Entry 1:''
<<if $ritual_ghost_count lte 1>>\
<span style="color:grey">Invoke Ghosts at least 2 times . . .</span>
<<elseif $ritual_ghost_count gte 2>>\
Ghosts are souls that either roam aimlessly or attach themselves to a place, object, or person. Often they avoid going beyong in fear or regret, however, others are enjoying themselves in afterlife before their final resting.
<</if>>\
''Lore Entry 2:''
<<if $ritual_ghost_count lte 4>>\
<span style="color:grey">Invoke Ghosts at least 4 times . . .</span>
<<elseif $ritual_ghost_count gte 5>>\
It's not uncommon to encounter a Haunting of ghosts in areas linked to death or tragedy. They are often eager to enjoy earthly pleasures once more by indulging in fornication and sloppy sex with the living.
<</if>>\
''Lore Entry 3:''
<<if $ritual_ghost_count lte 9>>\
<span style="color:grey">Invoke Ghosts at least 10 times . . .</span>
<<elseif $ritual_ghost_count gte 10>>\
Some ghosts care so deeply about a person or place they anchor themselves and become its Guardian Spirit. It's a rare occurance, however, once accomplished, the Spirit is empowered by the essence of what it protects.
<</if>>\
<strong>[[BACK|index_rituals]]</strong><h1 align="center">Codex Entry - Chalice</h1>\
<img src="nox_images/ritual_ui/card_chalice.png" width="15%">
Flavor Text:
''Method:'' Summon
''Encounters:'' $ritual_chalice_count
''Memory:'' description here
(Flavor text)
''Lore Entry 1:''
<<if $ritual_chalice_count lte 1>>\
<span style="color:grey">Summon Chalice at least 2 times . . .</span>
<<elseif $ritual_chalice_count gte 2>>\
Of all the gold created by the legendary King Midas, this Chalice was the first item bestowed its status by his hands.
<</if>>\
''Lore Entry 2:''
<<if $ritual_chalice_count lte 4>>\
<span style="color:grey">Summon Chalice at least 4 times . . .</span>
<<elseif $ritual_chalice_count gte 5>>\
The Chalice is opposed by the Grail. Whereas the latter is overflowing, the former requires a given offering in order to reward. In the past, brutes assumed it longed for blood. However, thanks to tireless research conducted by astute mages, it was discovered the Chalice much prefers the potent cum of mortal men.
<</if>>\
''Lore Entry 3:''
<<if $ritual_chalice_count lte 9>>\
<span style="color:grey">Summon Chalice at least 10 times . . .</span>
<<elseif $ritual_chalice_count gte 10>>\
Currently, the Chalice presides in the hands of the Witch-King, Strix, who lords over the night owls. He gains strength and derives pleasure by consuming the offerings left within the Chalic. The king is generous, often allowing the lucky few to bask in his magnificence and personally feed him.
<</if>>\
<strong>[[BACK|index_rituals]]</strong><h1 align="center">Codex Entry - Will o Wisp Twins</h1>\
<img src="nox_images/ritual_ui/card_will_o_wisp_twins.png" width="15%">
Flavor Text:
''Method:'' Beguile
''Encounters:'' $ritual_will_o_whisp_count
''Memory:'' description here
(Flavor text)
''Lore Entry 1:''
<<if $ritual_will_o_whisp_count lte 1>>\
<span style="color:grey">Summon Will o Wisp Twins at least 2 times . . .</span>
<<elseif $ritual_will_o_whisp_count gte 2>>\
Wisps often arrive in this world as twins. They are mischievous yet kind hearted boys and are known to lead travellers astray off the trodden paths. Once in secluded areas, they convince the follower to partake in some naughty activities.
<</if>>\
''Lore Entry 2:''
<<if $ritual_will_o_whisp_count lte 4>>\
<span style="color:grey">Summon Will o Wisp Twins at least 4 times . . .</span>
<<elseif $ritual_will_o_whisp_count gte 5>>\
Twin wisps often get into comparative contests. Who has the bigger dick? Who can charm the most boys? Who can touch the most pp's. To the common man, immature nonsense of boyhood, however, to these boys, it's a very serious matter and source for endless sexual hijinks.
<</if>>\
''Lore Entry 3:''
<<if $ritual_will_o_whisp_count lte 9>>\
<span style="color:grey">Summon Will o Wisp Twins at least 10 times . . .</span>
<<elseif $ritual_will_o_whisp_count gte 10>>\
Rarely, wisps will come into this world as triplets, dubbed a Hekate Trio. The triplets will often find a natural talent towards clairvoyance. They can delve into the past, they see the present, and they can divine the future. Life is but a play to them as they muse over events unfolding. Rarely, what they often expect as preordained fate can twist in ways not even they had foreseen coming to pass.
<</if>>\
<strong>[[BACK|index_rituals]]</strong><h1 align="center">Codex Entry - Sacred Datura Flower</h1>\
<img src="nox_images/ritual_ui/card_sacred_datura_flower.png" width="15%">
Flavor Text:
''Method:'' Invoke
''Encounters:'' $ritual_sacred_datura_flower_count
''Memory:'' description here
(Flavor text)
''Lore Entry 1:''
<<if $ritual_sacred_datura_flower_count lte 1>>\
<span style="color:grey">Invoke Sacred Datura Flower at least 2 times . . .</span>
<<elseif $ritual_sacred_datura_flower_count gte 2>>\
TBA
<</if>>\
''Lore Entry 2:''
<<if $ritual_sacred_datura_flower_count lte 4>>\
<span style="color:grey">Invoke Sacred Datura Flower at least 4 times . . .</span>
<<elseif $ritual_sacred_datura_flower_count gte 5>>\
TBA
<</if>>\
''Lore Entry 3:''
<<if $ritual_sacred_datura_flower_count lte 9>>\
<span style="color:grey">Invoke Sacred Datura Flower at least 10 times . . .</span>
<<elseif $ritual_sacred_datura_flower_count gte 10>>\
TBA
<</if>>\
<strong>[[BACK|index_rituals]]</strong><h1 align="center">Codex Entry - Oni Deliquent</h1>\
<img src="nox_images/ritual_ui/card_oni_delinquent.png" width="15%">
Flavor Text:
''Method:'' Summon
''Encounters:'' $ritual_oni_count
''Memory:'' description here
(Flavor text)
''Lore Entry 1:''
<<if $ritual_oni_count lte 1>>\
<span style="color:grey">Summon Oni Deliquent at least 2 times . . .</span>
<<elseif $ritual_oni_count gte 2>>\
TBA
<</if>>\
''Lore Entry 2:''
<<if $ritual_oni_count lte 4>>\
<span style="color:grey">Summon Oni Deliquent at least 4 times . . .</span>
<<elseif $ritual_oni_count gte 5>>\
TBA
<</if>>\
''Lore entry 3:''
<<if $ritual_oni_count lte 9>>\
<span style="color:grey">Summon Oni Deliquent at least 10 times . . .</span>
<<elseif $ritual_oni_count gte 10>>\
TBA
<</if>>\
<strong>[[BACK|index_rituals]]</strong><h1 align="center">Codex Entry - Kobold</h1>\
<img src="nox_images/ritual_ui/card_kobold.png" width="15%">
Flavor Text:
''Method:'' Beguile
''Encounters:'' $ritual_kobold_count
''Memory:'' description here
(Flavor text)
''Lore Entry 1:''
<<if $ritual_kobold_count lte 1>>\
<span style="color:grey">Beguile Kobold at least 2 times . . .</span>
<<elseif $ritual_kobold_count gte 2>>\
TBA
<</if>>\
''Lore Entry 2:''
<<if $ritual_kobold_count lte 4>>\
<span style="color:grey">Beguile Kobold at least 4 times . . .</span>
<<elseif $ritual_kobold_count gte 5>>\
TBA
<</if>>\
''Lore entry 3:''
<<if $ritual_kobold_count lte 9>>\
<span style="color:grey">Beguile Kobold at least 10 times . . .</span>
<<elseif $ritual_kobold_count gte 10>>\
TBA
<</if>>\
<strong>[[BACK|index_rituals]]</strong><h1 align="center">Codex Entry - Jiangshi</h1>\
<img src="nox_images/ritual_ui/card_jiangshi.png" width="15%">
Flavor Text:
''Method:'' Invoke
''Encounters:'' $ritual_jiangshi_count
''Memory:'' description here
(Flavor text)
''Lore Entry 1:''
<<if $ritual_jiangshi_count lte 1>>\
<span style="color:grey">Invoke Jiangshi at least 2 times . . .</span>
<<elseif $ritual_jiangshi_count gte 2>>\
TBA
<</if>>\
''Lore Entry 2:''
<<if $ritual_jiangshi_count lte 4>>\
<span style="color:grey">Invoke Jiangshi at least 4 times . . .</span>
<<elseif $ritual_jiangshi_count gte 5>>\
TBA
<</if>>\
''Lore Entry 3:''
<<if $ritual_jiangshi_count lte 9>>\
<span style="color:grey">Invoke Jiangshi at least 10 times . . .</span>
<<elseif $ritual_jiangshi_count gte 10>>\
TBA
<</if>>\
<strong>[[BACK|index_rituals]]</strong><h1 align="center">Codex Entry - Spriggan</h1>\
<img src="nox_images/ritual_ui/card_spriggan.png" width="15%">
Flavor Text:
''Method:'' Summon
''Encounters:'' $ritual_spriggan_count
''Memory:'' description here
(Flavor text)
''Lore Entry 1:''
<<if $ritual_spriggan_count lte 1>>\
<span style="color:grey">Summon Spriggan at least 2 times . . .</span>
<<elseif $ritual_spriggan_count gte 2>>\
TBA
<</if>>\
''Lore Entry 2:''
<<if $ritual_spriggan_count lte 4>>\
<span style="color:grey">Summon Spriggan at least 4 times . . .</span>
<<elseif $ritual_spriggan_count gte 5>>\
TBA
<</if>>\
''Lore entry 3:''
<<if $ritual_spriggan_count lte 9>>\
<span style="color:grey">Summon Spriggan at least 10 times . . .</span>
<<elseif $ritual_spriggan_count gte 10>>\
TBA
<</if>>\
<strong>[[BACK|index_rituals]]</strong><h1 align="center">Codex Entry - Autumnal Satyr</h1>\
<img src="nox_images/ritual_ui/card_autumnal_satyr.png" width="15%">
Flavor Text:
''Method:'' Beguile
''Encounters:'' $ritual_autumnal_satyr_count
''Memory:'' description here
(Flavor text)
''Lore Entry 1:''
<<if $ritual_autumnal_satyr_count lte 1>>\
<span style="color:grey">Beguile Autumknal Satyr at least 2 times . . .</span>
<<elseif $ritual_autumnal_satyr_count gte 2>>\
TBA
<</if>>\
''Lore Entry 2:''
<<if $ritual_autumnal_satyr_count lte 4>>\
<span style="color:grey">Beguile Autumknal Satyr at least 4 times . . .</span>
<<elseif $ritual_autumnal_satyr_count gte 5>>\
TBA
<</if>>\
''Lore entry 3:''
<<if $ritual_autumnal_satyr_count lte 9>>\
<span style="color:grey">Beguile Autumknal Satyr at least 10 times . . .</span>
<<elseif $ritual_autumnal_satyr_count gte 10>>\
TBA
<</if>>\
<strong>[[BACK|index_rituals]]</strong><h1 align="center">Codex Entry - Relic</h1>\
<img src="nox_images/ritual_ui/card_relic.png" width="15%">
Flavor Text:
''Method:'' Invoke
''Encounters:'' $ritual_relic_count
''Memory:'' description here
(Flavor text)
''Lore Entry 1:''
<<if $ritual_relic_count lte 1>>\
<span style="color:grey">Invoke Relic at least 2 times . . .</span>
<<elseif $ritual_relic_count gte 2>>\
Millennia ago, in an oasis amongst shifting sand dunes, an ancient magician forged a Relic in memory of his long lost lover. Imbued with magic, the Relic gives visions to those who use it.
<</if>>\
''Lore Entry 2:''
<<if $ritual_relic_count lte 4>>\
<span style="color:grey">Invoke Relic at least 4 times . . .</span>
<<elseif $ritual_relic_count gte 5>>\
It's said the lover went on to become a psychopomp, guiding lost souls in the afterlife. However, this was not before siring a child with his magician through arcane means.
<</if>>\
''Lore Entry 3:''
<<if $ritual_relic_count lte 9>>\
<span style="color:grey">Invoke Relic at least 10 times . . .</span>
<<elseif $ritual_relic_count gte 10>>\
Born from their union was a son with eyes that shined like the sun and moon. He grew into a fierce and talented mage. He sought justice for his family and eventually deposed the vile elites who had betrayed his parents. The Oasis was given peace as an era of restoration began under his watchful eyes and leadership.
<</if>>\
<strong>[[BACK|index_rituals]]</strong><h1 align="center">Codex Entry - Hellhound</h1>\
<img src="nox_images/ritual_ui/card_hellhound.png" width="15%">
Flavor Text:
''Method:'' Summon
''Encounters:'' $ritual_hellhound_count
''Memory:'' description here
(Flavor text)
''Lore Entry 1:''
<<if $ritual_hellhound_count lte 1>>\
<span style="color:grey">Summon Hellhound at least 2 times . . .</span>
<<elseif $ritual_hellhound_count gte 2>>\
Hellhound packs prowl the borderlands of Hell & the Void. They have ferocious appetites and intense cycles of rut during the mating season.
<</if>>\
''Lore Entry 2:''
<<if $ritual_hellhound_count lte 4>>\
<span style="color:grey">Summon Hellhound at least 4 times . . .</span>
<<elseif $ritual_hellhound_count gte 5>>\
During a full moon, a lone hellhound can singlehandedly breed an entire patrol of guards. They often take hikers, campers, or forest rangers as their mates. These lucky few are then bred with relentless stamina in order to raise the next generation of pups.
<</if>>\
''Lore Entry 3:''
<<if $ritual_hellhound_count lte 9>>\
<span style="color:grey">Summon Hellhound at least 10 times . . .</span>
<<elseif $ritual_hellhound_count gte 10>>\
Hellhounds emerged from where the shadows of the Void met the fires of Hell.
It's said very rarely one can stumble upon an Alpha Hellhound. These specimens are larger, burn hotter, often have blue coloration, and possess cum so potent that whenever it falls on brimstone, lava lilies sprout. These behemoth sized wolfmen often pursue giantfolk as viable mates. In times of extreme desperation, they find relief in using hapless humans found in the wilderness. They serve as excellent fleshlights for these beastmen.
<</if>>\
<strong>[[BACK|index_rituals]]</strong><h1 align="center">Codex Entry - Dark Mirror</h1>\
<img src="nox_images/ritual_ui/card_dark_mirror.png" width="15%">
Flavor Text:
''Method:'' Beguile
''Encounters:'' $ritual_dark_mirror_count
''Memory:'' description here
(Flavor text)
''Lore Entry 1:''
<<if $ritual_dark_mirror_count lte 1>>\
<span style="color:grey">Beguile Dark Mirror at least 2 times . . .</span>
<<elseif $ritual_dark_mirror_count gte 2>>\
A mirror that casts a dark reflection of anything it sees. Only starlight can reflect authentically upon its dark surface.
<</if>>\
''Lore Entry 2:''
<<if $ritual_dark_mirror_count lte 4>>\
<span style="color:grey">Beguile Dark Mirror at least 4 times . . .</span>
<<elseif $ritual_dark_mirror_count gte 5>>\
Some say this ancient relic predates the first sunrise. Scholars agree the mirror originates from the Void, however its current dwelling is debated. Most suspect the mirror currently resides with the demonic king, Paimon. While others believe it is within the shadowy domain of Kenopsia.
<</if>>\
''Lore entry 3:''
<<if $ritual_dark_mirror_count lte 9>>\
<span style="color:grey">Beguile Dark Mirror at least 10 times . . .</span>
<<elseif $ritual_dark_mirror_count gte 10>>\
The Mirror is fickle and carries itself as a trickster. Those who gaze upon it are often tricked and tested by its illusionary magics. However, to engage one's own shadow is to better understand one's own self. For our shadow is not our enemy, but a part of ourself. To embrace our shadow is to embrace our entire being of self and return stronger for it. The mirror never lies. It merely reflects what was always there and urging us to confront it.
<</if>>\
<strong>[[BACK|index_rituals]]</strong><h1 align="center">Codex Entry - Horror</h1>\
<img src="nox_images/ritual_ui/card_horror.png" width="15%">
Flavor Text:
''Method:'' Invoke
''Encounters:'' $ritual_horror_count
''Memory:'' description here
(Flavor text)
''Lore Entry 1:''
<<if $ritual_horror_count lte 1>>\
<span style="color:grey">Invoke Horror at least 2 times . . .</span>
<<elseif $ritual_horror_count gte 2>>\
Born of the Void. This monstrosity won't refuse a willing soul and eager hole.
<</if>>\
''Lore Entry 2:''
<<if $ritual_horror_count lte 4>>\
<span style="color:grey">Invoke Horror at least 4 times . . .</span>
<<elseif $ritual_horror_count gte 5>>\
Before the first sunrise, candles drove it back to the Void. Now, their flicking light in the dead of night calls its remnants like moths to the flame.
<</if>>\
''Lore Entry 3:''
<<if $ritual_horror_count lte 9>>\
<span style="color:grey">Invoke Horror at least 10 times . . .</span>
<<elseif $ritual_horror_count gte 10>>\
All should beware not to stare too long into its eye as one may lose themselves in hypnosis
<</if>>\
<strong>[[BACK|index_rituals]]</strong><h1 align="center">Codex Entry - Gargoyle</h1>\
<img src="nox_images/ritual_ui/card_gargoyle.png" width="15%">
Flavor Text:
''Method:'' Summon
''Encounters:'' $ritual_gargoyle_count
''Memory:'' description here
(Flavor text)
''Lore Entry 1:''
<<if $ritual_gargoyle_count lte 1>>\
<span style="color:grey">Summon Gargoyle at least 2 times . . .</span>
<<elseif $ritual_gargoyle_count gte 2>>\
Long ago the moon sculpted stone guardians to oversee humanity. Gifted keen eyesight from the sun, nothing escapes a gargoyle's gaze. Some individuals partake in daytime exhibition beneath the mighty statues to tease their lustful gaze.
<</if>>\
''Lore Entry 2:''
<<if $ritual_gargoyle_count lte 4>>\
<span style="color:grey">Summon Gargoyle at least 4 times . . .</span>
<<elseif $ritual_gargoyle_count gte 5>>\
However, come nightfall . . . Gargoyles do not take kindly to being teased all day by the sexual teasing. With the strength of 20 men, they descend like ravenous beasts to claim their prize . . .
<</if>>\
''Lore Entry 3:''
<<if $ritual_gargoyle_count lte 9>>\
<span style="color:grey">Summon Gargoyle at least 10 times . . .</span>
<<elseif $ritual_gargoyle_count gte 10>>\
Very rarely a flock of gargoyles will converge and form a single entity, an Onigawara. Otherwise known as the gargoyle-oni. Every scale is adorned with a decorative face. A truly unforgivingly massive cock hangs between its legs. An unyielding beast only the most adept mages should attempt summoning.
<</if>>\
<strong>[[BACK|index_rituals]]</strong><h1 align="center">Codex Entry - The Bureaucracy</h1>\
<img src="nox_images/ritual_ui/card_the_bureaucracy.png" width="15%">
Flavor Text:
''Method:'' Beguile
''Encounters:'' $ritual_bureaucracy_count
''Memory:'' description here
(Flavor text)
''Lore Entry 1:''
<<if $ritual_bureaucracy_count lte 1>>\
<span style="color:grey">Beguile The Bureaucracy at least 2 times . . .</span>
<<elseif $ritual_bureaucracy_count gte 2>>\
Whether a duke or baron of hell, the variety of nobles enjoy partaking in the exotic entertainment that is a human boy. Especially one as durable and accommodating as a mighty mage.
<</if>>\
''Lore Entry 2:''
<<if $ritual_bureaucracy_count lte 4>>\
<span style="color:grey">Beguile The Bureaucracy at least 4 times . . .</span>
<<elseif $ritual_bureaucracy_count gte 5>>\
The various shapes and sizes of demonic cocks reflect the alien and fluid nature of Hell's nobility. Each mask upon their face holds eons of history, symbolism, and prestige. It's said the masks are carved by a being who predates the first sunrise as an ancient tradition commemorating a peace agreement between it and Hell.
<</if>>\
''Lore Entry 3:''
<<if $ritual_bureaucracy_count lte 9>>\
<span style="color:grey">Beguile The Bureaucracy at least 10 times . . .</span>
<<elseif $ritual_bureaucracy_count gte 10>>\
Very rarely, Paimon, a demonic king, will attend the drunken orgies of the Bureaucracy and indulge in some delectable earthly desires.
<</if>>\
<strong>[[BACK|index_rituals]]</strong><h1 align="center">Codex Entry - Seraph</h1>\
<img src="nox_images/ritual_ui/card_seraph.png" width="15%">
Flavor Text:
''Method:'' Invoke
''Encounters:'' $ritual_seraph_count
''Memory:'' description here
(Flavor text)
''Lore Entry 1:''
<<if $ritual_seraph_count lte 1>>\
<span style="color:grey">Invoke Seraph at least 2 times . . .</span>
<<elseif $ritual_seraph_count gte 2>>\
Seraph are among the highest ranks within the Angelic Hierarchies of Heaven. Like a shooting star, one should make a wish upon seeing these resplendent wonders.
<</if>>\
''Lore Entry 2:''
<<if $ritual_seraph_count lte 4>>\
<span style="color:grey">Invoke Seraph at least 4 times . . .</span>
<<elseif $ritual_seraph_count gte 5>>\
Near the beginning, some Seraphs were among those who bred mortal men to sire Nephilim. The legendary heroes strong enough to endure the brutal ploughing were blessed with even stronger sons.
<</if>>\
''Lore Entry 3:''
<<if $ritual_seraph_count lte 9>>\
<span style="color:grey">Invoke Seraph at least 10 times . . .</span>
<<elseif $ritual_seraph_count gte 10>>\
Seraphs are distantly related to Dragons, both of serpent and fire. A Seraph can never truly be killed nor destroyed. Similar to that of a phoenix, the spark within every Seraph will reignite and they rise once more.
<</if>>\
<strong>[[BACK|index_rituals]]</strong><h1 align="center">Codex Entry - Spartan Soldiers</h1>\
<img src="nox_images/ritual_ui/card_spartan_soldiers.png" width="15%">
Flavor Text:
''Method:'' Summon
''Encounters:'' $ritual_spartan_soldiers_count
''Memory:'' description here
(Flavor text)
''Lore Entry 1:''
<<if $ritual_spartan_soldiers_count lte 1>>\
<span style="color:grey">Summon Spartan Soldiers at least 2 times . . .</span>
<<elseif $ritual_spartan_soldiers_count gte 2>>\
In their teens, they learn the importance of brotherhood. By adulthood, many Spartans are well acquainted with relieving sexual needs with their fellow soldiers. Circle jerks are a common occurrence in the communal cabins of the boys.
<</if>>\
''Lore Entry 2:''
<<if $ritual_spartan_soldiers_count lte 4>>\
<span style="color:grey">Summon Spartan Soldiers at least 4 times . . .</span>
<<elseif $ritual_spartan_soldiers_count gte 5>>\
Spartan men are as fierce in bed as they are on the battlefield. They are in peak physical condition. Their skin glistens from sweat and a manly scent fills the air. When not battling, these men constantly work out to keep themselves in peak physical condition.
<</if>>\
''Lore Entry 3:''
<<if $ritual_spartan_soldiers_count lte 9>>\
<span style="color:grey">Summon Spartan Soldiers at least 10 times . . .</span>
<<elseif $ritual_spartan_soldiers_count gte 10>>\
Together, the mighty armies and grand city are ruled by the Twin Kings and the Council of 5 Ephors. Together they lead their people in times of war and peace. Very rarely, the Twin Kings entertain guests in their private quarters.
<</if>>\
<strong>[[BACK|index_rituals]]</strong><h1 align="center">Codex Entry - Umbral Goliath</h1>\
<img src="nox_images/ritual_ui/card_umbra_goliath.png" width="15%">
Flavor Text:
''Method:'' Beguile
''Encounters:'' $ritual_umbra_goliath_count
''Memory:'' description here
(Flavor text)
''Lore Entry 1:''
<<if $ritual_umbra_goliath_count lte 1>>\
<span style="color:grey">Beguile Umbral Goliath at least 2 times . . .</span>
<<elseif $ritual_umbra_goliath_count gte 2>>\
The Eldest Sons of Nox, the Umbral Goliaths born of shadow. They walked when the heavens were bare and all there ever was existed in vast bottomless oceans of shadow.
<</if>>\
''Lore Entry 2:''
<<if $ritual_umbra_goliath_count lte 4>>\
<span style="color:grey">Beguile Umbral Goliath at least 4 times . . .</span>
<<elseif $ritual_umbra_goliath_count gte 5>>\
Respected and revered by spirits young and old alike, only a fool would make an enemy of those who fathered starlight.
<</if>>\
''Lore entry 3:''
<<if $ritual_umbra_goliath_count lte 9>>\
<span style="color:grey">Beguile Umbral Goliath at least 10 times . . .</span>
<<elseif $ritual_umbra_goliath_count gte 10>>\
Ancient titans who fashioned stars near the beginning. Now, only a handful remain. In such a lonely life, they are eager to know a willing mage will tend to their carnal needs.
<</if>>\
<strong>[[BACK|index_rituals]]</strong><h1 align="center">INDEX - VENDORS </h1>\
<strong>[[Return to Codex Index|CODEX]]</strong>
<h2>Plaza Vendors</h2>\
<strong>[[Discord Kitten|codex_discord_kitten]]</strong>
<strong>[[Dreameater|codex_dreameater]]</strong>
<strong>[[Shrine|codex_shrine]]</strong>
<strong>[[Candlemaker|codex_candlemaker]]</strong>
<h2>Festival Vendors</h2>\
<strong>[[Ozzy, The Tanuki|codex_ozzy]]</strong>
<strong>[[Chronomancer|codex_chronomancer]]</strong>
<strong>[[Titus|codex_titus]]</strong>
<h1 align="center">Codex Entry - Shrine</h1>\
Relationship:
Boon Acquired: not yet
Career:
Race: (may remove)
Dream:
Favorite Food:
Dislikes:
<strong>[[BACK|index_vendors]]</strong><h1 align="center">Codex Entry - Dreameater</h1>\
Relationship:
Boon Acquired: not yet
Career:
Race: (may remove)
Dream:
Favorite Food:
Dislikes:
<strong>[[BACK|index_vendors]]</strong><h1 align="center">Codex Entry - Discord Kitten</h1>\
Relationship:
Boon Acquired: not yet
Career:
Race: (may remove)
Dream:
Favorite Food:
Dislikes:
<strong>[[BACK|index_vendors]]</strong><h1 align="center">Codex Entry - Candlemaker</h1>\
Relationship:
Boon Acquired: not yet
Career:
Race: (may remove)
Dream:
Favorite Food:
Dislikes:
<strong>[[BACK|index_vendors]]</strong><h1 align="center">Codex Entry - Ozzy</h1>\
Relationship:
Boon Acquired: not yet
Career:
Race: (may remove)
Dream:
Favorite Food:
Dislikes:
<strong>[[BACK|index_vendors]]</strong><h1 align="center">Codex Entry - Chronomancer</h1>\
Relationship:
Boon Acquired: not yet
Career:
Race: (may remove)
Dream:
Favorite Food:
Dislikes:
<strong>[[BACK|index_vendors]]</strong><h1 align="center">Codex Entry - Titus</h1>\
Relationship:
Boon Acquired: not yet
Career:
Race: (may remove)
Dream:
Favorite Food:
Dislikes:
<strong>[[BACK|index_vendors]]</strong><h1 align="center">West Vault</h1>\
<div style="display: block; position: relative; width: 60vw; height:30vw;">\
<img style="z-index: 0; position: absolute; left:0; top:0; Width:100%" src="nox_images/overworld_icon/map.png"/>\
<a class="linker" title="West Vault" data-passage="AREAsanctum"><img class="hoverable" style="z-index: 1; position: absolute; left: 40%; top: 60%; Width: 20%" src="nox_images/npc_icon/icon_west_vault.png" /></a>\
<a class="linker" title="Discord Kitten" data-passage="NPCsanity"><img class="hoverable" style="z-index: 1; position: absolute; left: 10%; top: 4%; Width: 12%" src="nox_images/npc_icon/icon_discord_kitten.png" /></a>\
<a class="linker" title="Dreameater" data-passage="NPCvitality"><img class="hoverable" style="z-index: 1; position: absolute; left: 27%; top: 4%; Width: 12%" src="nox_images/npc_icon/icon_dreameater.png" /></a>\
<a class="linker" title="Shrine" data-passage="NPCcorruption"><img class="hoverable" style="z-index: 1; position: absolute; left: 44%; top: 4%; Width: 12%" src="nox_images/npc_icon/icon_shrine.png" /></a>\
<a class="linker" title="Candlemaker" data-passage="NPCcandle"><img class="hoverable" style="z-index: 3; position: absolute; left: 62%; top: 4%; Width: 12%" src="nox_images/npc_icon/icon_candlemaker.png" /></a>\
<a class="linker" title="Ozzy" data-passage="NPCoz"><img class="hoverable" style="z-index: 1; position: absolute; left: 80%; top: 4%; Width: 12%" src="nox_images/npc_icon/icon_ozzy.png" /></a>\
<a class="linker" title="Necropolis" data-passage="AREAnecropolisCHECK"><img class="hoverable" style="z-index: 1; position: absolute; left: 26%; top: 55%; Width: 12%" src="nox_images/npc_icon/icon_necropolis.png" /></a>\
<a class="linker" title="Chronomancer" data-passage="NPCtime"><img class="hoverable" style="z-index: 1; position: absolute; left: 10%; top: 55%; Width: 12%" src="nox_images/npc_icon/icon_chronomancer.png" /></a>\
<a class="linker" title="Titus" data-passage="AREAforum"><img class="hoverable" style="z-index: 1; position: absolute; left: 60%; top: 55%; Width: 12%" src="nox_images/npc_icon/icon_titus.png" /></a>\
<a class="linker" title="Discord Kitten" data-passage="NPCsanity"><img class="hoverable" style="z-index: 1; position: absolute; left: 75%; top: 55%; Width: 12%" src="nox_images/npc_icon/icon_discord_kitten.png" /></a>\
</div>\<h1 align="center">Plaza</h1>\
<div style="display: block; position: relative; width: 60vw; height:30vw;">\
<img style="z-index: 0; position: absolute; left:0; top:0; Width:100%" src="nox_images/overworld_icon/map.png"/>\
<a class="linker" title="West Vault" data-passage="AREAsanctum"><img class="hoverable" style="z-index: 1; position: absolute; left: 36%; top: 52%; Width: 28%" src="nox_images/npc_icon/icon_west_vault.png" /></a>\
<a class="linker" title="Discordian Shop" data-passage="Discordkitten"><img class="hoverable" style="z-index: 1; position: absolute; left: 3%; top: 3%; Width: 13%" src="nox_images/overworld_icon/discord_kitten.png" /></a>\
<a class="linker" title="Dreameater's Venue" data-passage="Dreameater"><img class="hoverable" style="z-index: 1; position: absolute; left: 15%; top: 3%; Width: 13%" src="nox_images/overworld_icon/dreameater.png" /></a>\
<a class="linker" title="The Shrine's Grotto" data-passage="Shrine"><img class="hoverable" style="z-index: 1; position: absolute; left: 25%; top: 3%; Width: 13%" src="nox_images/overworld_icon/shrine.png" /></a>\
<a class="linker" title="The Candlemaker's Cave" data-passage="Candlemaker"><img class="hoverable" style="z-index: 1; position: absolute; left: 72%; top: 3%; Width: 13%" src="nox_images/overworld_icon/candlemaker.png" /></a>\
</div>\
<h1 align="center">Meadows</h1>\
<div style="display: block; position: relative; width: 60vw; height:30vw;">\
<<if $day is 1>>
<img style="z-index: 0; position: absolute; left:0; top:0; Width:100%" src="nox_images/map/map_no_vendors.png"/>\
<<elseif $day gte 2>>
<img style="z-index: 0; position: absolute; left:0; top:0; Width:100%" src="nox_images/map/map_vendors.png"/>\
<</if>>
<a class="linker" title="West Vault" data-passage="AREA_west_vault"><img class="hoverable" style="z-index: 1; position: absolute; left: 40%; top: 60%; Width: 20%" src="nox_images/npc_icon/icon_west_vault.png" /></a>\
<<if $day is 1>>
<<elseif $day gte 2>>
<a class="linker" title="Discord Kitten" data-passage="NPCsanity"><img class="hoverable" style="z-index: 1; position: absolute; left: 8%; top: 4%; Width: 12%" src="nox_images/npc_icon/icon_discord_kitten.png" /></a>\
<a class="linker" title="Dreameater" data-passage="NPCvitality"><img class="hoverable" style="z-index: 1; position: absolute; left: 25%; top: 4%; Width: 12%" src="nox_images/npc_icon/icon_dreameater.png" /></a>\
<a class="linker" title="Shrine" data-passage="NPCcorruption"><img class="hoverable" style="z-index: 1; position: absolute; left: 63%; top: 4%; Width: 12%" src="nox_images/npc_icon/icon_shrine.png" /></a>\
<a class="linker" title="Candlemaker" data-passage="NPCcandle"><img class="hoverable" style="z-index: 3; position: absolute; left: 80%; top: 4%; Width: 12%" src="nox_images/npc_icon/icon_candlemaker.png" /></a>\
<</if>>
<<if $day is 1>>
<<elseif $day gte 2 and $sarcophagusSCORE lte 4>>
<a class="linker" title="Necropolis" data-passage="AREAnecropolisCHECK"><img class="hoverable" style="z-index: 1; position: absolute; left: 44%; top: 4%; Width: 12%" src="nox_images/npc_icon/icon_necropolis.png" /></a>\
<<elseif $day gte 2 and $sarcophagusSCORE gte 5>>
<a class="linker" title="Necropolis" data-passage="AREAnecropolisCHECK"><img class="hoverable" style="z-index: 1; position: absolute; left: 44%; top: 4%; Width: 12%" src="nox_images/npc_icon/icon_carcosa.png" /></a>\
<</if>>
<<if $day lte 3>>
<<elseif $day gte 4>>
<a class="linker" title="Ozzy" data-passage="NPCoz"><img class="hoverable" style="z-index: 1; position: absolute; left: 65%; top: 62%; Width: 12%" src="nox_images/npc_icon/icon_ozzy.png" /></a>\
<</if>>
<<if $day lte 5>>
<<elseif $day gte 6>>
<a class="linker" title="Titus" data-passage="AREAforum"><img class="hoverable" style="z-index: 1; position: absolute; left: 85%; top: 46%; Width: 12%" src="nox_images/npc_icon/icon_titus.png" /></a>\
<</if>>
<<silently>><a class="linker" title="Ryder" data-passage="AREAnest"><img class="hoverable" style="z-index: 1; position: absolute; left: 22%; top: 62%; Width: 12%" src="nox_images/npc_icon/icon_discord_kitten.png" /></a>\
<</silently>>
<<if $day lte 6>>
<<elseif $day gte 7>>
<a class="linker" title="Chronomancer" data-passage="NPCtime"><img class="hoverable" style="z-index: 1; position: absolute; left: 4%; top: 46%; Width: 12%" src="nox_images/npc_icon/icon_chronomancer.png" /></a>\
<</if>>
</div>\
<<silently>>
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\
<</if>>
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>
<<if $corruption lte 0>>\
<<set $corruption to 0>>\
<</if>>\
<</silently>><h1 align="center">Inventory</h1>\
<p align="center">''[[Return to West Vault|AREA_west_vault]]''</p>\
<div style="display: block; position: relative; width: 60vw; height:30vw;">\
<img style="z-index: 0; position: absolute; left:0; top:0; Width:100%" src="nox_images/ui_bg/mimic_bg_ui.png"/>\
<a class="linker" title="DOKI DOKI" data-passage="mimic_HEART"><img class="hoverable" style="z-index: 1; position: absolute; left: 42.5%; top: 9%; Width: 14%" src="nox_images/inventory_ui/mimic_heart.png" /></a>\
<a class="linker" title="TUMMY" data-passage="mimic_TUMMY"><img class="hoverable" style="z-index: 1; position: absolute; left: 10.5%; top: 5%; Width: 16%" src="nox_images/inventory_ui/mimic_stomach.png" /></a>\
<<if $postcardFOUNDsanity is true or $postcardFOUNDhp is true or $postcardFOUNDcorruption is true or $postcardFOUNDobols is true or $postcardFOUNDLUCK is true>>\
<a class="linker" title="POSTCARDS" data-passage="mimic_postcards"><img class="hoverable" style="z-index: 1; position: absolute; left: 25%; top: 42%; Width: 19%" src="nox_images/inventory_ui/mimic_postcard.png" /></a>\
<</if>>\
<<if $COUNTLinvokeSANITY gte 25 or $COUNTsummonVITALITY gte 25 or $COUNTbeguilCORRUPTION gte 25>>\
<a class="linker" title="WARD" data-passage="wardSELECT"><img class="hoverable" style="z-index: 1; position: absolute; left: 44%; top: 66%; Width: 16%" src="nox_images/inventory_ui/mimic_ward.png" /></a>\
<</if>>\
<<if $itemDISCORD is true or $itemDREAMEATER is true or $itemSHRINE is true or $itemCANDLE is true>>\
<a class="linker" title="GIFTS" data-passage="menu_gifts"><img class="hoverable" style="z-index: 1; position: absolute; left: 62%; top: 40%; Width: 16%" src="nox_images/inventory_ui/mimic_gifts.png" /></a>\
<<else>>\
<a class="linker" title="GIFTS" data-passage="menu_gifts"><img class="hoverable" style="z-index: 1; position: absolute; left: 62%; top: 40%; Width: 16%" src="nox_images/inventory_ui/mimic_gifts.png" /></a>\
<</if>>\
<<if $itemGambleLUCK is true or $itemGambleOBOL is true or $itemGambleSANITY is true or $itemGambleVITALITY is true or $itemGambleCORRUPTION is true>>\
<a class="linker" title="PRIZES" data-passage="menu_prizes"><img class="hoverable" style="z-index: 1; position: absolute; left: 78%; top: 2%; Width: 10%" src="nox_images/inventory_ui/mimic_prizes.png" /></a>\
<</if>>\
</div>\<h1 align="center">Postcards</h1>\
<p align="center">''[[Return to Inventory|mimic_screen]]''</p>\
<h2 align="center">''Click to Equip Postcard''</h2>\
<div style="display: block; position: relative; width: 60vw; height:30vw;">\
<<if $postcardFOUNDsanity is false>>\
<img style="z-index: 0; position: absolute; left: 5%; top: 10%; Width: 25%" src="nox_images/postcard_unknown.png" />\
\
<<elseif $postcardFOUNDsanity is true>>\
<a class="linker" title="Postcard - Sanity" data-passage="postcardSANITY"><img class="hoverable" style="z-index: 1; position: absolute; left: 5%; top: 10%; Width: 25%" src="nox_images/postcard_sanity.png" /></a>\
<</if>>\
<<if $postcardFOUNDhp is false>>\
<img style="z-index: 0; position: absolute; left: 38%; top: 10%; Width: 25%" src="nox_images/postcard_unknown.png" />\
\
<<elseif $postcardFOUNDhp is true>>\
<a class="linker" title="Postcard - Vitality" data-passage="postcardVITALITY"><img class="hoverable" style="z-index: 1; position: absolute; left: 38%; top: 10%; Width: 25%" src="nox_images/postcard_vitality.png" /></a>\
\
<</if>>\
<<if $postcardFOUNDcorruption is false>>\
<img style="z-index: 0; position: absolute; left: 70%; top: 10%; Width: 25%" src="nox_images/postcard_unknown.png" />\
\
<<elseif $postcardFOUNDcorruption is true>>\
<a class="linker" title="Postcard - Corruption" data-passage="postcardCORRUPTION"><img class="hoverable" style="z-index: 1; position: absolute; left: 70%; top: 10%; Width: 25%" src="nox_images/postcard_corruption.png" /></a>\
\
<</if>>\
<<if $postcardFOUNDobols is false>>\
<img style="z-index: 0; position: absolute; left: 5%; top: 50%; Width: 25%" src="nox_images/postcard_unknown.png" />\
\
<<elseif $postcardFOUNDobols is true>>\
<a class="linker" title="Postcard - Obols" data-passage="postcardOBOLS"><img class="hoverable" style="z-index: 1; position: absolute; left: 5%; top: 50%; Width: 25%" src="nox_images/postcard_obols.png" /></a>\
\
<</if>>\
<<if $postcardFOUNDluck is false>>\
<img style="z-index: 0; position: absolute; left: 38%; top: 50%; Width: 25%" src="nox_images/postcard_unknown.png" />\
\
<<elseif $postcardFOUNDluck is true>>\
<a class="linker" title="Postcard - LUCK" data-passage="postcardLUCK"><img class="hoverable" style="z-index: 1; position: absolute; left: 38%; top: 50%; Width: 25%" src="nox_images/postcard_luck.png" /></a>\
\
<</if>>
<a class="linker" title="Postcard - Unequip" data-passage="postcardUNEQUIP"><img class="hoverable" style="z-index: 1; position: absolute; left: 70%; top: 50%; Width: 25%" src="nox_images/postcard_unequipped.png" /></a>\
<<if $postcardEQUIPPED is "Sanity Postcard - Friends">>\
<img style="z-index: 0; position: absolute; left: 2.5%; top: 14%; Width: 30%" src="nox_images/postcard_equipped.png" />\
\
<<elseif $postcardEQUIPPED is "Vitality Postcard - Lost Campfire">>\
<img style="z-index: 0; position: absolute; left: 35.5%; top: 14%; Width: 30%" src="nox_images/postcard_equipped.png" />\
\
<<elseif $postcardEQUIPPED is "Corruption Postcard - Auxiliary Megalith">>\
<img style="z-index: 0; position: absolute; left: 67.5%; top: 14%; Width: 30%" src="nox_images/postcard_equipped.png" />\
\
<<elseif $postcardEQUIPPED is "Obols Postcard - The Sublime">>\
<img style="z-index: 0; position: absolute; left: 2.5%; top: 54%; Width: 30%" src="nox_images/postcard_equipped.png" />\
\
<<elseif $postcardEQUIPPED is "Luck Postcard - Paradise">>\
<img style="z-index: 0; position: absolute; left: 35.5%; top: 54%; Width: 30%" src="nox_images/postcard_equipped.png" />\
\
<</if>>\
</div>\<h1 align="center">Plaza - Brynn</h1>\
<img src="nox_images/npc_brynn.png" width="20%">
<<print either($flavorBRYNN)>>
[[go here|Untitled Passage 17]]
\
\
<<if $day gte 2 and $sarcophagusSCORE is 0>>\
⦿ Necropolis Status: <span style="color:grey">''♡♡♡♡''</span>
<<elseif $day gte 2 and $sarcophagusSCORE is 1>>\
⦿ Necropolis Status: <span style="color:yellow">''❤''</span><span style="color:grey">''♡♡♡''</span>
<<elseif $day gte 2 and $sarcophagusSCORE is 2>>\
⦿ Necropolis Status: <span style="color:yellow">''❤❤''</span><span style="color:grey">''♡♡''</span>
<<elseif $day gte 2 and $sarcophagusSCORE is 3>>\
⦿ Necropolis Status: <span style="color:yellow">''❤❤❤''</span><span style="color:grey">''♡''</span>
<<elseif $day gte 2 and $sarcophagusSCORE is 4>>\
⦿ Necropolis Status: <span style="color:yellow">''❤❤❤❤ Summon Carcosa''</span>
<<elseif $day gte 2 and $sarcophagusSCORE gte 5 and $talkCARCOSA gte 1>>\
⦿ Necropolis Status: <span style="color:yellow">''❤❤❤❤ Carcosa is here''</span>
<<elseif $day gte 2 and $sarcophagusSCORE gte 5 and $talkCARCOSA is 0>>\
⦿ Necropolis Status: <span style="color:yellow">''❤❤❤❤ Carcosa is asleep''</span>
<</if>>\
\
\
\
<<if $day gte 2 and $visitSHOP is 0>>\
''⦿ Daytime: ''<span style="color:#50C85A">''■ ''</span><span style="color:grey">''■ ■ ■''</span>
\
<<elseif $day gte 2 and $visitSHOP is 1>>\
''⦿ Daytime: ''<span style="color:#50C85A">''■ ■ ''</span><span style="color:grey">''■ ■''</span>
\
<<elseif $day gte 2 and $visitSHOP is 2>>\
''⦿ Daytime: ''<span style="color:#50C85A">''■ ■ ■ ''</span><span style="color:grey">''■''</span>
\
<<elseif $day gte 2 and $visitSHOP is 3>>\
''⦿ Daytime: ''<span style="color:#50C85A">''■ ■ ■ ■''</span>
\
<</if>>\
\
\
\
<<if $day gte 2 and $talkVENDOR is 0>>\
⦿ Brynn’s Social Battery is fully charged! A couple of conversations wouldn’t hurt
<<elseif $day gte 2 and $talkVENDOR is 1>>\
⦿ Brynn’s Social Battery is at half charge! Another chat would be nice
<<elseif $day gte 2 and $talkVENDOR is 2>>\
<span style="color:grey">⚠️ Brynn’s Social Battery is depleted. No more socializing today</span>
<</if>>\
\
\
\
''[[West Vault|AREA_west_vault]]''
<<if $day is 1>>\
<<elseif $day is 2 and $summonCARCOSA is 0>>\
''[[NEW - Necropolis|AREAnecropolisCHECK]]''
<<elseif $day gte 3 and $summonCARCOSA is 0>>\
''[[Necropolis|AREAnecropolisCHECK]]''
<<elseif $summonCARCOSA gte 1>>\
''[[Necropolis|AREAnecropolisCHECK]]'' <span style="color:yellow">'' (Carcosa is Here) ''</span>
<</if>>\
<<if $day is 1>>\
<em>A heavy fog engulfs the areas outside the Plaza . . .</em>
<<elseif $day is 2>>\
<h1>Shops</h1>\
''[[NEW - VENDOR SANITY - Discordian Shop|NPCsanity]]''
''[[NEW - VENDOR VITALITY - Reality's Edge|NPCvitality]]''
''[[NEW - VENDOR CORRUPTION - The Shrine's Grotto|NPCcorruption]]''
''[[NEW - VENDOR - The Candlemaker's Cave|NPCcandle]]''
<<elseif $day gte 3>>\
<h1>Shops</h1>\
''[[VENDOR SANITY - Discordian Shop|NPCsanity]]''
''[[VENDOR VITALITY - Reality's Edge|NPCvitality]]''
''[[VENDOR CORRUPTION - The Shrine's Grotto|NPCcorruption]]''
''[[VENDOR - The Candlemaker's Cave|NPCcandle]]''
<<if $day is 3>>\
''[[NEW - AFFIRMATIONS - Tanuki Cove|NPCoz]]''
<<elseif $day gte 4>>\
''[[AFFIRMATIONS - Tanuki Cove|NPCoz]]''
<</if>>\
<<if $day is 6>>\
''[[NEW - SCRYING - Starfall Forum|AREAforum]]''
<<elseif $day gte 6>>\
''[[SCRYING - Starfall Forum|AREAforum]]''
<</if>>\
<<if $day is 7>>\
''[[NEW - WAGER - Temporal Sundial|NPCtime]]''
<<elseif $day gte 8>>\
''[[WAGER - Temporal Sundial|NPCtime]]''
<</if>>\
<<if $COUNTLinvokeSANITY gte 25 or $COUNTsummonVITALITY gte 25 or $COUNTbeguilCORRUPTION gte 25>>\
''[[HEAL - Spirit Well|NPCwell]]''
<</if>>\
<</if>>\
\
\
\
<<silently>>
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\
<</if>>
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>
<<if $corruption lte 0>>\
<<set $corruption to 0>>\
<</if>>\
<</silently>><h1 align="center">Discord Kitten - SOCIALIZE Random #2</h1>
<img src="nox_images/chibi_discord.png" width="20%">
<em>Brynn looks around for Discord Kitten. He takes a corner when suddenly someone runs into him</em>
''Brynn:'' OOF!
<em>Brynn tries to get his bearings. A Demonic looking Clown grabs him by his shirt</em>
''Demonic Clown:'' YOU GOTTA HELP ME, MAN
''DemonicClown:'' There's a catboy in there!
''DemonicClown:'' I must've taken a wrong turn, I was meant to be in the Sewer Clown Convention!
<em>Discord Kitten's shadow looms in around the corner</em>
''Discord Kitten:'' Nya~
''DemonicClown:'' I GOTTA GET OUTTA HERE!!!!
<em>The Demonic Clown flees with a cacophony of honks as his shoes rapidly hit the ground running</em>
<em>Discord Kitten waddles up wearing nothing as usual</em>
''Discord Kitten:'' Naur, he ran off before I could sell him this red nose
''Discord Kitten:'' Oh well!
<span style="color:lime">''+ $roll Sanity!''</span>
''[[RETURN|NPCsanity]]''
\
\
\
<<silently>>\
<<set $sanity to $sanity + $roll>>\
<<set $talkVENDOR to $talkVENDOR + 1>>
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\
<</if>>
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>
<</silently>>\<h1 align="center">Discord Kitten - SOCIALIZE Random #3</h1>
<img src="nox_images/chibi_discord.png" width="20%">
''Brynn:'' Guess who!
''Discord Kitten:'' Itz da coolest pookie!
''Brynn:'' What's up?
''Discord Kitten:'' I'm polishing my prized antique!
''Discord Kitten:'' I won the world's 5th largest Rubber Chicken!
''Discord Kitten:'' You got to polish veryyyyy carefully or its honk will summon the Dawn Souls who await their final battle!
<em>Brynn erupts into laughter and wipes a tear from his eye</em>
''Brynn:'' You're so funny DK, 'Dawn Souls' and 'their final battle' haha
''Discord Kitten:'' I'm berry serious! It's no laughing matter!!
''Discord Kitten:'' The last time it was accidentally honked, the entire 57th State Fair was burned down!
''Brynn:'' I- . . .
<em>Discord Kitten begins to purr while looking at the person sized Rubber Chicken</em>
''Discord Kitten:'' One day . . . I shall honk this magnificent beast of a cawk
<em>Brynn too feels something while staring at the magnificent . . . chicken</em>
<span style="color:lime">''+ $roll Sanity!''</span>
''[[RETURN|NPCsanity]]''
\
\
\
<<silently>>\
<<set $sanity to $sanity + $roll>>\
<<set $talkVENDOR to $talkVENDOR + 1>>
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\
<</if>>
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>
<</silently>>\<h1 align="center">Discord Kitten - SOCIALIZE Random #4</h1>
<img src="nox_images/chibi_discord.png" width="20%">
''Brynn:'' What're you up to there?
''Discord Kitten:'' Hewwo dere fwiend!!
''Discord Kitten:'' I am ascertaining which one of these wooden blocks is safe to pull from this tower
<em>An assortment of colored blocks are arranged in alternated orientations and stacked upon each other</em>
''Brynn:'' Hmm maybe this one
''Discord Kitten:'' Wait--!
<em>Brynn pulls a yellow wooden block from the tower with seemingly nothing happening</em>
''Discord Kitten:'' That wasn't bad at all!
''Brynn:'' Yeah!
<em>Discord Kitten grabs ahold of a blue wooden block</em>
''Discord Kitten:'' Yippe!! I did it--
<em>The block glows a bright cyan before exploding into confetti</em>
''<em>KABOOM!!</em>''
''Discord Kitten:'' -cough cough-
''Brynn:'' That sure was something
<span style="color:lime">''+ $roll Sanity!''</span>
''[[RETURN|NPCsanity]]''
\
\
\
<<silently>>\
<<set $sanity to $sanity + $roll>>\
<<set $talkVENDOR to $talkVENDOR + 1>>
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\
<</if>>
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>
<</silently>>\!!!The Candlemaker - SOCIALIZE Random #5
<img src="nox_images/chibi_candlemaker.png" width="30%">
<em>Brynn hears the Candlemaker humming a melody, it echoes in the caves</em>
<em>It abruptly stops</em>
''Candlemaker:'' BOO!
''Brynn:'' AAAAAAAAAAAA
<em>The Candlemaker chuckles as Brynn regains composure</em>
''Brynn:'' Not funny!!
''Candlemaker:'' I dunno, kid, looked pretty funny to me haha
<em>Brynn grumbles while a smirk creeps onto his face</em>
''Candlemaker:'' There's that cute smile
''Candlemaker:'' Would a reparation soothe your spooked soul? Haha
<em>Candlemaker tosses some obols over Brynn's head, he just manages to catch them</em>
<span style="color:lime">''+$roll Obols!''</span>
<img src="nox_images/icon_obol.gif" width="10%">
''[[RETURN|NPCcandle]]''
\
\
\
<<silently>>\
<<set $obol to $obol + $roll>>\
<<set $talkVENDOR to $talkVENDOR + 1>>
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\
<</if>>
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>
<</silently>>\!!!The Candlemaker - SOCIALIZE Random #6
<img src="nox_images/chibi_candlemaker.png" width="30%">
''Brynn:'' Sup man
<em>Candlemaker is bent over trying to reach something in a narrow shelf in the cave's wall</em>
''Brynn:'' Do you uh need help?
''Candlemaker:'' Actually there is something
''Candlemaker:'' You're . . . well you're tinier than me
''Candlemaker:'' I need you to fit yourself in this shelf and get that spool of candle wicks
''Brynn:'' Sounds easy enough
<em>Brynn shimmies his way into the shelf</em>
<em>He brushes away some cobwebs and grabs the spool</em>
''Brynn:'' Here you go!
<em>Candlemaker toss a few obols at Brynn</em>
''Candlemaker:'' Thanks kid!
<span style="color:lime">''+$roll Obols!''</span>
<img src="nox_images/icon_obol.gif" width="10%">
''[[RETURN|NPCcandle]]''
\
\
\
<<silently>>\
<<set $obol to $obol + $roll>>\
<<set $talkVENDOR to $talkVENDOR + 1>>
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\
<</if>>
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>
<</silently>>\!!!Dreameater - SOCIALIZE Post- Boon #5
<img src="nox_images/chibi_dreameater.png" width="20%">
''Dreameater:'' Shoo! Shoo!
<em>Dreameater runs around waving a broom around at flying wisps</em>
''Dreameater:'' I said SHOO! SHOO!
''Dreameater:'' Learn your manners you brutes!!
<em>Brynn ducks out of the way as Dreameater swings his broom</em>
''Dreameater:'' Oh no!! Brynn! I'm so sorry!
''Dreameater:'' But I got to shoo these guys away!
''Brynn:'' No problem! Let me help!
<em>Brynn snaps his fingers and his chest glows gold
<em>The light attracts the wisps and they float over to Brynn</em>
<em>Dreameater grabs a pot and lid to scoop up the wisps</em>
''Dreameater:'' PHEW!
''Brynn:'' We did it!!!
''Dreameater:'' Don't worry about these guys, I'll go let them free over in the nearby forest
''Dreameater:'' I made the mistake of giving them sugar haha-heh . . .
''Dreameater:'' Help yourself to any of the treats as a reward
<span style="color:lime">''+$roll Vitality!''</span>
''[[RETURN|NPCvitality]]''
\
\
\
<<silently>>\
<<set $hp to $hp + $roll>>\
<<set $talkVENDOR to $talkVENDOR + 1>>
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\
<</if>>
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>
<</silently>>\!!!Dreameater - SOCIALIZE Post- Boon #6
<img src="nox_images/chibi_dreameater.png" width="20%">
''Brynn:'' Did someone turn off the sky? It's super dark
''Dreameater:'' Ugh, I need to turn it back on but it's so dark– THUNK
''Dreameater:'' Ow! I hit my head
''Brynn:'' Lemmie lend a lil light
<em>Brynn snaps his fingers and a golden glow emanates from his chest</em>
''Dreameater:'' Could you stand a smidgen to the left
''Dreameater:'' No, your other left
Perfect!
<em>Dreameater grabs ahold of a crystal orb from one of his shelves</em>
<em>Within moments the sky brightens as the eye overhead opens</em>
''Dreameater:'' There we go!
''Dreameater:'' Here have a snack as thanks
''Brynn:'' Mmm your baking's delicious as always
<em>Dreameater blushes as the sky turns a cherry hue</em>
<span style="color:lime">''+$roll Vitality!''</span>
''[[RETURN|NPCvitality]]''
\
\
\
<<silently>>\
<<set $hp to $hp + $roll>>\
<<set $talkVENDOR to $talkVENDOR + 1>>
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\
<</if>>
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>
<</silently>>\!!!The Shrine - SOCIALIZE Random #6
<img src="nox_images/chibi_shrine.png" width="20%">
<em>The Shrine stands watering his various plants, the air is light and full of a wonderful fragrance</em>
''Brynn:'' Your plants look so happy!
''Shrine:'' Thanks to you my dear friend, my garden is thriving
''Shrine:'' It reminds me of my youth, a bygone halcyon age
<em>A genuine smile of sentimentality adorns the Shrine's face, it's infectious joy</em>
''Brynn:'' Did you have plants like this growing up?
''Shrine:'' Oh it was a sight to behold
''Shrine:'' A greenhouse that stretched into the horizon full of countless pottery and exotic vegetation
''Shrine:'' It was a marvel
''Shrine:'' And now, I have my own little slice of home here in the grotto
<em>The Shrine smiles warmly</em>
<span style="color:lime">''-$roll Corruption!''</span>
''[[RETURN|NPCcorruption]]''
\
\
\
<<silently>>\
<<set $corruption to $corruption - $roll>>\
<<set $talkVENDOR to $talkVENDOR + 1>>
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\
<</if>>
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>
<<if $corruption lte 0>>\
<<set $corruption to 0>>\
<</if>>\
<</silently>>\!!!The Shrine - SOCIALIZE Random #5
<img src="nox_images/chibi_shrine.png" width="20%">
<em>The Shrine stands near crumbling marble, he throws pieces of meat towards a flock of vultures</em>
''Shrine:'' Salutations friend
''Brynn:'' Hey there, what uh are you doing there?
<em>The Shrine chuckles</em>
''Shrine:'' I'm feeding the vultures, they've nested here for generations
''Shrine:'' Legend has it they embody loyalty
<em>The eyes within the Shrine's cloak glow as vultures circle overhead</em>
''Brynn:'' I never knew that . . .
''Brynn:'' Can I try feeding them too?
''Shrine:'' Of course
<em>The two continue to chat as Brynn tosses some carrion to the vultures</em>
<em>The vultures nuzzle against Brynn, happy and well fed</em>
<span style="color:lime">''-$roll Corruption!''</span>
''[[RETURN|NPCcorruption]]''
\
\
\
<<silently>>\
<<set $corruption to $corruption - $roll>>\
<<set $talkVENDOR to $talkVENDOR + 1>>
<<if $hp gte 30 and $talkDREAM lte 4>>\
<<set $hp to 30>>\
<<elseif $hp gte 40 and $talkDREAM is 5>>\
<<set $hp to 40>>\
<</if>>
<<if $sanity gte 30 and $talkDISCORD lte 4>>\
<<set $sanity to 30>>\
<<elseif $sanity gte 40 and $talkDISCORD is 5>>\
<<set $sanity to 40>>\
<</if>>
<<if $corruption lte 0>>\
<<set $corruption to 0>>\
<</if>>\
<</silently>>\<h1 align="center">Mimic - TUMMY</h1>\
\
<p align="center"><img src="nox_images/overworld_icon/inventory.png" width="10%">
My tummy's full for now :3
<em>(Content coming in a future update)</em>
\
''[[Inventory|mimic_screen]]''</p>\<h1 align="center">Mimic - HEART</h1>\
\
<p align="center"><img src="nox_images/overworld_icon/inventory.png" width="10%">
I'm just a silly Mimic for now
<em>(Content coming in a future update)</em>
\
''[[Inventory|mimic_screen]]''</p>\WILL O WISP TWINS
Mischevious boys haunt these woods often luring lone teacellers astray from the well trodden path by revealing their cocks.
Those with enough willpower and luck can teach these boys a lesson and pump them full of cum
SERAPH
Burning, snake, holy fire, Phoenix etymology
other?
!!! <span style="color:#EBF59C"><u>''Ritual Gallery''</u></span>
<<if $day lte 8>>\
''More rituals will appear over time. . .''
<<elseif $day gte 9>>\
''All Rituals Unlocked!''
<</if>>\
<<if $art_ritual_ghost is false>>\
<span style="color:grey">''Summon Ghost''</span>
<<else>>\
''Summon Ghost''
<img src="nox_images/guest_art/guest_peaches_cafe_1.png" width="25%">
<</if>>\
\
\
<<if $art_ritual_chalice is false>>\
<span style="color:grey">''Fill Chalice in Ritual''</span>
<<else>>\
''Fill Chalice in Ritual''
<img src="nox_images/ritual_art/ritual_chalice_1.png" width="60%">
<</if>>\
\
\
<<if $art_ritual_wisp is false>>\
<span style="color:grey">''Summon Will-o-Wisp Twins''</span>
<<else>>\
''Summon Will-o-Wisp Twins''
TBA
<</if>>\
\
\
\
\
\
<<if $day gte 4>>\
<<if $art_ritual_relic is false>>\
<span style="color:grey">''Use Relic''</span>
<<elseif $art_ritual_relic is true>>\
''Use Relic''
<img src="nox_images/guest_art/guest_lovi_1.png" width="25%">
<</if>>\
\
<<if $art_ritual_hellhound is false>>\
<span style="color:grey">''Summon Hellhound''</span>
<<else>>\
''Summon Hellhound''
TBA
<</if>>\
\
<<if $art_ritual_darkself is false>>\
<span style="color:grey">''Use Mirror''</span>
<<else>>\
''Use Mirror''
<img src="nox_images/guest_art/guest_suiton_1.png" width="25%">
<</if>>\
<</if>>\
\
\
\
<<if $day gte 6>>\
<<if $art_ritual_horror is false>>\
<span style="color:grey">''Summon Horror''</span>
<<else>>\
''Summon Horror''
<img src="nox_images/guest_art/guest_roseprix_1.png" width="50%">
<</if>>\
\
<<if $art_ritual_gargoyle is false>>\
<span style="color:grey">''Summon Gargoyle''</span>
<<else>>\
''Summon Gargoyle''
TBA
<</if>>\
\
<<if $art_ritual_bureaucrat is false>>\
<span style="color:grey">''Host Bureaucratic Masquerade Banquet''</span>
<<else>>\
''Host Bureaucratic Masquerade Banquet''
<img src="nox_images/guest_art/guest_anonanimeme_1.png" width="40%">
<</if>>\
<</if>>\
\
\
\
<<if $day gte 9>>\
<<if $art_ritual_seraph is false>>\
<span style="color:grey">''Summon Seraph''</span>
<<else>>\
''Invoke Seraph''
TBA
<</if>>\
\
<<if $art_ritual_spartan is false>>\
<span style="color:grey">''Summon Spartan Soldiers''</span>
<<else>>\
''Invoke Spartan Soldiers''
TBA
<</if>>\
\
<<if $art_ritual_goliath is false>>\
<span style="color:grey">''Invoke Umbra Goliath''</span>
<<else>>\
''Invoke Umbra Goliath''
TBA
<</if>>\
<</if>>
\
\
\
!!! <span style="color:#EBF59C"><u>''Vendor Gallery''</u></span>
<<if $art_boon_DISCORDKITTEN is false>>\
<span style="color:grey">''Earn Discord Kitten's Boon''</span>
<<else>>\
''Earn Discord Kitten's Boon''
<img src="nox_images/boon_dk_0.png" width="50%">
<img src="nox_images/boon_dk_1.png" width="50%">
<img src="nox_images/boon_dk_2.png" width="25%">
<</if>>\
\
<<if $art_boon_DREAMEATER is false>>\
<span style="color:grey">''Earn Dreameater's Boon''</span>
<<else>>\
''Earn Dreameater's Boon''
<img src="nox_images/boon_dreameater_1.png" width="25%">
<</if>>\
\
<<if $art_boon_SHRINE is false>>\
<span style="color:grey">''Earn The Shrine's Boon''</span>
<<else>>\
''Earn The Shrine's Boon''
<img src="nox_images/boon_shrine_1.png" width="25%">
<</if>>\
\
<<if $art_boon_CANDLEMAKER is false>>\
<span style="color:grey">''Earn The Candlemaker's Boon''</span>
<<else>>\
''Earn The Candlemaker's Boon''
<img src="nox_images/boon_candlemaker_0.png" width="2520%">
<img src="nox_images/boon_candlemaker_1.png" width="2520%">
<img src="nox_images/boon_candlemaker_2.png" width="2520%">
<img src="nox_images/boon_candlemaker_3.png" width="2520%">
<</if>>\
\
<<if $art_boon_OZ is false and $day gte 3>>\
<span style="color:grey">''Earn Ozzy's Boon''</span>
<<elseif $art_boon_OZ is true>>\
''Earn Ozzy's Boon''
<img src="nox_images/boon_oz_0.png" width="20%">
<img src="nox_images/boon_oz_1.png" width="50%">
<</if>>\
\
<<if $jackpot is 0 and $day gte 9>>\
<span style="color:grey">''Win The Chronomancer's Jackpot!''</span>
<<elseif $jackpot gte 1>>\
''Win The Chronomancer's Jackpot!''
<img src="nox_images/npc_chronomancer_jackpot_0.png" width="20%">
<</if>>\
\
<<if $art_boon_TITUS is false>>\
<span style="color:grey">''Scry the Prize of Titus''</span>
<<elseif $art_boon_TITUS is true>>\
''Prize of Titus''
<img src="nox_images/npc_titus_0.png" width="20%">
<img src="nox_images/npc_titus_1.png" width="50%">
<</if>>\
!!! <span style="color:#EBF59C"><u>''Postcards''</u></span>
<<if $postcardFOUNDsanity is true or $postcardFOUNDvitality is true or $postcardFOUNDcorruption is true or $postcardFOUNDobols is true or $postcardFOUNDluck is true>>
<<if $postcardFOUNDsanity is true>>
<img src="nox_images/postcard_sanity.png" width="40%">
<</if>>
<<if $postcardFOUNDhp is true>>
<img src="nox_images/postcard_vitality.png" width="40%">
<</if>>
<<if $postcardFOUNDcorruption is true>>
<img src="nox_images/postcard_corruption.png" width="40%">
<</if>>
<<if $postcardFOUNDobols is true>>
<img src="nox_images/postcard_obols.png" width="40%">
<</if>>
<<if $postcardFOUNDluck is true>>
<img src="nox_images/postcard_luck.png" width="40%">
<</if>>
<</if>>
!!! <span style="color:#EBF59C"><u>''Dreams''</u></span>
<<if $dream_art_flowers is false>>\
<span style="color:grey">''Flower Dream''</span>
<<elseif $dream_art_flowers is true>>\
''Flower Dream''
<img src="nox_images/dream_flowers.png" width="25%">
\
\
<</if>>\
<<if $dream_art_firefly is false>>\
<span style="color:grey">''Firefly Dream''</span>
<<elseif $dream_art_firefly is true>>\
''Firefly Dream''
<img src="nox_images/dream_firefly.png" width="25%">
\
\
<</if>>\
<<if $dream_art_beach is false>>\
<span style="color:grey">''Beach Dream''</span>
<<elseif $dream_art_beach is true>>\
''Beach Dream''
<img src="nox_images/dream_beach.png" width="25%">
\
\
<</if>>\
<<if $dream_art_explore is false>>\
<span style="color:grey">''Exploration Dream''</span>
<<elseif $dream_art_explore is true>>\
''Exploration Dream''
<img src="nox_images/dream_explore.png" width="25%">
\
\
<</if>>\
<<if $dream_art_picnic is false>>\
<span style="color:grey">''Picnic Dream''</span>
<<elseif $dream_art_picnic is true>>\
''Picnic Dream''
<img src="nox_images/dream_picnic.png" width="25%">
\
\
<</if>>\
<<if $dream_art_nightmare is false>>\
<span style="color:grey">''Nightmare''</span>
<<elseif $dream_art_nightmare is true>>\
''Nightmare''
<img src="nox_images/guest_art/guest_lu_1.png" width="25%">
\
\
<</if>>\
\
\
\
!!! <span style="color:#EBF59C"><u>''Wards''</u></span>
Collect all 3 Wards by conducting different kinds of rituals!
<<if $wardSANITY is false>>\
<span style="color:grey">''INVOKER WARD''</span>
<<elseif $wardSANITY is true>>\
''INVOKER RUNE''
<img src="nox_images/ward_sanity_rune.png" width="25%">
''INVOKER GUARDIAN''
(TBA)
<</if>>\
\
<<if $wardVITALITY is false>>\
<span style="color:grey">''SUMMONER WARD''</span>
<<elseif $wardVITALITY is true>>\
''SUMMONER RUNE''
<img src="nox_images/ward_vitality_rune.png" width="25%">
''SUMMONER GUARDIAN''
<img src="nox_images/ward_vitality_npc.png" width="25%">
<</if>>\
\
\
<<if $wardCORRUPTION is false>>\
<span style="color:grey">''BEGUILER WARD''</span>
<<elseif $wardCORRUPTION is true>>\
''BEGUILER RUNE''
<img src="nox_images/ward_corruption_rune.png" width="25%">
''BEGUILER GUARDIAN''
(TBA)
<</if>>\
\
\
\
\
!!! <span style="color:#EBF59C"><u>''BAD ENDINGS''</u></span>
There are 3 BAD ENDINGS to unlock in total!
<<if $art_ending_SANITY is false>>\
<span style="color:grey">''BAD ENDING - SANITY ''</span>
<<elseif $art_ending_SANITY is true>>\
''BAD ENDING (1 of 3) Melody of Madness''
<img src="nox_images/ending_bad_sanity.png" width="50%">
<</if>>\
\
<<if $art_ending_VITALITY is false>>\
<span style="color:grey">''BAD ENDING - VITALITY ''</span>
<<elseif $art_ending_VITALITY is true>>\
''BAD ENDING (2 of 3) Ghostly Lament''
<img src="nox_images/ending_bad_vitality.png" width="50%">
<</if>>\
\
\
<<if $art_ending_CORRUPTION is false>>\
<span style="color:grey">''BAD ENDING - CORRUPTION ''</span>
<<elseif $art_ending_CORRUPTION is true>>\
''BAD ENDING (3 of 3) Corrupted Book-Keeper''
<img src="nox_images/ending_bad_corruption.png" width="50%">
<</if>>\
\
!!! <span style="color:yellow"><u>''Carcosa Gallery''</u></span>
<<if $art_win_CARCOSA is false>>\
Summon <span style="color:yellow">''Carcosa''</span>
<<else>>\
Summon <span style="color:yellow">''Carcosa''</span>
<img src="nox_images/npc_carcosa.png" width="25%">
Brynn and <span style="color:yellow">''Carcosa''</span> Reunited
<img src="nox_images/boon_carcosa.png" width="25%">
<span style="color:yellow">''Carcosa''</span> Sleeping
<img src="nox_images/npc_carcosa_sleep.png" width="50%">
<</if>>\
\
\
\
''<<link "RETURN" $return>><</link>>''!!! <span style="color:#EBF59C"><u>''Ritual Gallery''</u></span>
<<if $carcosaKEY is "carcosa">>\
<span style="color:#EBF59C">''ACCESS GRANTED''</span>
<</if>>\
''Summon Ghost''
<img src="nox_images/guest_art/guest_peaches_cafe_1.png" width="25%">
\
''Fill Chalice in Ritual''
TBA
\
''Summon Will-o-Wisp Twins''
TBA
\
''Use Relic''
<img src="nox_images/guest_art/guest_lovi_1.png" width="25%">
\
''Summon Hellhound''
TBA
\
''Use Mirror''
<img src="nox_images/guest_art/guest_suiton_1.png" width="25%">
\
''Summon Horror''
<img src="nox_images/guest_art/guest_roseprix_1.png" width="50%">
\
''Summon Gargoyle''
TBA
\
''Host Bureaucratic Masquerade Banquet''
<img src="nox_images/guest_art/guest_anonanimeme_1.png" width="40%">
\
''Invoke Seraph''
TBA
\
''Invoke Spartan Soldiers''
TBA
\
''Invoke Umbra Goliath''
TBA
\
\
\
!!! <span style="color:#EBF59C"><u>''Vendor Gallery''</u></span>
''Earn Discord Kitten's Boon''
<img src="nox_images/boon_dk_0.png" width="50%">
<img src="nox_images/boon_dk_1.png" width="50%">
<img src="nox_images/boon_dk_2.png" width="25%">
\
''Earn Dreameater's Boon''
<img src="nox_images/boon_dreameater_1.png" width="25%">
\
''Earn The Shrine's Boon''
<img src="nox_images/boon_shrine_1.png" width="25%">
\
''Earn The Candlemaker's Boon''
<img src="nox_images/boon_candlemaker_0.png" width="25%">
<img src="nox_images/boon_candlemaker_1.png" width="25%">
<img src="nox_images/boon_candlemaker_2.png" width="25%">
<img src="nox_images/boon_candlemaker_3.png" width="25%">
\
''Earn Ozzy's Boon''
<img src="nox_images/boon_oz_0.png" width="20%">
<img src="nox_images/boon_oz_1.png" width="50%">
\
''Win The Chronomancer's Jackpot!''
<img src="nox_images/npc_chronomancer_jackpot_0.png" width="20%">
\
\
\
!!! <span style="color:#EBF59C"><u>''Postcards''</u></span>
<img src="nox_images/postcard_sanity.png" width="40%">
<img src="nox_images/postcard_vitality.png" width="40%">
<img src="nox_images/postcard_corruption.png" width="40%">
<img src="nox_images/postcard_obols.png" width="40%">
<img src="nox_images/postcard_luck.png" width="40%">
!!! <span style="color:#EBF59C"><u>''Dreams''</u></span>
''Flower Dream''
<img src="nox_images/dream_flowers.png" width="25%">
''Firefly Dream''
<img src="nox_images/dream_firefly.png" width="25%">
''Beach Dream''
<img src="nox_images/dream_beach.png" width="25%">
''Exploration Dream''
<img src="nox_images/dream_explore.png" width="25%">
''Picnic Dream''
<img src="nox_images/dream_picnic.png" width="25%">
''Nightmare''
<img src="nox_images/guest_art/guest_lu_1.png" width="25%">
!!! <span style="color:#EBF59C"><u>''Wards''</u></span>
''INVOKER RUNE''
<img src="nox_images/ward_sanity_rune.png" width="25%">
''INVOKER GUARDIAN''
(TBA)
''SUMMONER RUNE''
<img src="nox_images/ward_vitality_rune.png" width="25%">
''SUMMONER GUARDIAN''
<img src="nox_images/ward_vitality_npc.png" width="25%">
''BEGUILER WARD''
<img src="nox_images/ward_corruption_rune.png" width="25%">
''BEGUILER GUARDIAN''
(TBA)
\
\
\
\
!!! <span style="color:#EBF59C"><u>''BAD ENDINGS''</u></span>
''BAD ENDING (1 of 3) Melody of Madness''
<img src="nox_images/ending_bad_sanity.png" width="50%">
''BAD ENDING (2 of 3) Ghostly Lament''
<img src="nox_images/ending_bad_vitality.png" width="50%">
''BAD ENDING (3 of 3) Corrupted Book-Keeper''
<img src="nox_images/ending_bad_corruption.png" width="50%">
!!! <span style="color:yellow"><u>''Carcosa Gallery''</u></span>
Summon <span style="color:yellow">''Carcosa''</span>
<img src="nox_images/npc_carcosa.png" width="25%">
Brynn and <span style="color:yellow">''Carcosa''</span> Reunited
<img src="nox_images/boon_carcosa.png" width="25%">
<span style="color:yellow">''Carcosa''</span> Sleeping
<img src="nox_images/npc_carcosa_sleep.png" width="50%">
''<<link "RETURN" $return>><</link>>''<<set $postcardEQUIPPED to "none">>
<<goto [[postcardNONE]]>>\<h1 align="center">Postcards - Unequipped</h1>\
<p align="center">
No Postcard is Equipped
<img src="nox_images/postcard_unequipped.png" width="45%">
''[[Postcards|mimic_postcards]]''
</p>\<h1 align="center">Ward - Deactivate</h1>\
<p align="center">
No Ward is Active
<img src="nox_images/postcard_unequipped.png" width="45%">
''[[Wards|wardSELECT]]''
</p>\<<set $wardEQUIPPED to "none">>
<<goto [[wardNULL]]>>\<table><tr style="vertical-align: top;"><td style="width: 30%;"><img src="nox_images/npc_carcosa.png" style="vertical-align: top; float: left; max-width: 100%;"></td>
<td style="padding: 0px 8px;">\
<hr style="border: 2px dotted #FFFFFF;"><h1>Necropolis - <span style="color:yellow">''Carcosa''</span></h1>\
<span style="color:yellow">''Carcosa:''</span> <<print either($flavorCarcosa)>>
<span style="color:yellow">''Energy: $talkCARCOSA 🗲''</span>
\
<hr style="border: 2px dotted #FFFFFF;"><h1>Social</h1>
''[[Chat ( +2 Sanity )|carcosaCHAT]]'' ( -1 Energy )
''[[Cuddle ( +2 Vitality )|carcosaCUDDLE]]'' ( -1 Energy )
''[[Kiss ( -2 Corruption )|carcosaKISS]]'' ( -1 Energy )
\
<hr style="border: 2px dotted #FFFFFF;"><h1>Sexual</h1>
''[[Fuck Him( +1 Luck )|carcosaSEXluck]]'' ( -1 Energy )
''[[Get Bred ( +2 Sanity )|carcosaSEXsanity]]'' ( -1 Energy )
''[[Rough Sex ( +2 Vitality )|carcosaSEXvitality]]'' ( -1 Energy )
''[[Suck Him Off ( -2 Corruption )|carcosaSEXcorruption]]'' ( -1 Energy )
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''[[GO BACK TO MEADOWS|AREAplaza]]''
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</td></tr></table><h1 align="center">Introduction</h1>\
Stars hang overhead, suspended by thread
Brynn walks the lonely path as it twists and turns through the uncharted landscaped obscured by a heavy fog
His destination: The Acropolis of Nox
The Acropolis is the highest point within Nox
It is ancient and overflowing with arcane magic
A queer yet perfect place
A perfect place for Brynn to summon his boyfriend <span style="color:yellow">''Carcosa''</span> . . .
@@.shudder_hover;''[[Continue|INTRO_2]]''@@<h1 align="center">Introduction</h1>\
@@.shudder_hover;''[[Continue|INTRO_2]]''@@
a separate introductory section of a literary or musical work.
A prologue is a preliminary section at the beginning of a literary work, serving to introduce the main story, establish the setting, or provide background information. Examples include the opening sonnet in Shakespeare's Romeo and Juliet, which sets the scene and conflict, or the prologue to Jurassic Park, which hints at the events to come.