Welcome! Be aware that this story contains adult content. If you're under 18 or that's not your cup of tea, please close the game now.
<<link 'To start, select your pronouns.'>>
<<pronouns>>
<</link>>
//By default, the pronouns are she/her.//
Then choose a first name:
<<textbox "$player.name" $player.name>> \
<<button "Confirm">>
<<set $name to $player.name.trim()>>
<<if $name is "">>
<<replace "#name-error">>Please enter a name!<</replace>>
<<elseif $name is "Viatro">>
<<replace "#name-error">>Please enter a //different// name!<</replace>>
<<else>>
<<goto "Intro I">>
<</if>>
<</button>> \
<span id="name-error"></span>
[[Please click here if you'd like a list of the types of content you may encounter in the game.|Full Content Warnings]]
/*
[[Intro I]]
''[[SKIP!|Intro IV][$player.mood to "horny"; $extraText.introIII to "horny"]]'' (Horny)
[[Dev Corner]]
*//* Declare variables here */
<<set $player = {
"name" : "Alais",
"mood" : "none",
}>>
/* All-purpose "need a bit of extra text" variable */
<<set $extraText = {
"introI" : "none",
"introII" : "none",
"introIII" : "none",
"kitty" : "none",
"key": "none",
}>>
/* List possible things this can be here:
- Intro I/II/III: polite, rude, horny
- Cat warning: inside, outside
/* Error messages & Testing */
<<set $error to "Initialized but not set by anything. Should NEVER be player-facing!!">>
<<set $dev = {
"mode" : true,
"chanceTest" : "none",
}>>
<<set $arousal to 0>>
/* Valid values are 0, 1, 2, at which point the next thing that would trigger arousal increase should instead reset it to 0 (+ orgasm) */
/* Orgasm counter - if this hits 2, trigger "Kept" end */
<<set $orgasm to 0>>
/* How many rooms has the player visited? */
<<set $roomCount to 0>>
/* How many times they've gone back and forth between outside and inside */
<<set $kittyCount to 0>>
/* If this reaches 10? 15?, trigger special bad kitty end */
/* Test variable to limit same result multiple times in a row */
<<set $repeat to 0>>
<<set $prevChance to "">>
/* Local variable arrays: has the player been there, can they go again? */
<<set $maze = {
"visit" : false,
"access" : true,
}>>
<<set $gazebo = {
"visit" : false,
"access" : true,
}>>
<<set $greenhouse = {
"visit" : false,
"access" : true,
}>>
<<set $stable = {
"visit" : false,
"access" : true,
}>>
<<set $gallery = {
"visit" : false,
"access" : true,
}>>
<<set $salle = {
"visit" : false,
"access" : true,
}>>
<<set $hall = {
"visit" : false,
"access" : true,
}>>
<<set $library = {
"visit" : false,
"access" : true,
}>>
<<set $outHub = {
"visit" : false,
"return" : true,
}>>
<<set $manHub = {
"visit" : false,
"return" : true,
}>> Made by:
[[Raecchi|https://raecchi.tumblr.com/]]You wake to the scent of damp earth and plants, which is by remarkable coincidence what you feel under your cheek instead of the familiar lumps of your battered old pillow. Honestly, the ground is almost as soft -- you should really get a new pillow, right after you deal with the more pressing matter of //where the hell you are.//
Opening your eyes gives you a glimpse of a sunny field of clover before the //sun// part of the equation makes you snap them shut again. Rubbing the sleep away and cautiously shading your eyes before peeking out at the world again does nothing to make it resolve itself into the familiar confines of your bedroom.
Could you be dreaming? You're still wearing your pajamas, but you also have a pair of sneakers on, which is a weird combination even for a dream. The ground under you //feels// real. You run your hand over the clover and all the leaves and stems slide through your fingers exactly as you would expect.
With an exasperated huff, you get to your feet. Wherever you've found yourself, dream or not, you can't just walk out: there's a massive metal gate topped with spikes a short distance in front of you, set into a pale stone wall several times your height.
"Oh my, a little rabbit has strayed into my garden," a cultured voice says from behind you. You whirl to find broad-shouldered man maybe a head taller than you, watching you with honey-brown eyes that glint oddly in the early morning light. As he tips his head, you catch a flicker of pale hair where it's tied back into a neat tail.
His old-fashioned black tailcoat is shot through with golden threads that catch the sun, and he's wearing several small fortunes' worth of jewelry to match. Rings on most of his fingers, piercings up and down the edges of his pointed ears, and mix of thin bands and delicate chains anywhere else that they can be attached. All of it gold, of course, and set with more colors of gemstones than you could even hope to name.
[[Bow and introduce yourself politely.|Intro II][$extraText.introI to "polite"]]
[[Demand to know where you are.|Intro II][$extraText.introI to "rude"]]
[[Stare at the attractive man a bit longer.|Intro II][$extraText.introI to "horny"]]<<nobr>>
<<if $extraText.introI == "polite">>
"Such good manners you have!" He smiles and returns your bow with one of his own, nowhere near as deep but far more graceful.
<<elseif $extraText.introI == "rude">>
"I think you'll find that you're in no position to make demands," he says coldly. He takes one step toward you and every animal instinct you have screams //danger//.
<<elseif $extraText.introI == "horny">>
You boggle at the strange but handsome man -- if he is a man at all. He doesn't seem to mind your scrutiny, or your confusion. The smile on his lips is distinctly amused but the set of his eyes is sharp and predatory. You're nervous, but no amount of nerves stops you from enjoying how good-looking he is. <br><br>
<</if>>
"You may address me as Viatro or simply sir, if you are so inclined. Now, take a brief look around, won't you?" He turns to the side and makes a graceful, sweeping gesture with one arm.
<</nobr>>
You follow the glittering motion of his hand to see a fairy tale mansion sprawled beyond the meadow you seem to have woken in the center of. There isn't any rhyme or reason to the architecture. The central structure looks halfway between house and castle, its stone walls threaded through with ivy and topped by a sharply sloping slate roof. Windows in as many hues as the owner's gems dot the walls, no two alike in size or shape.
A building to the left looks almost like a lighthouse, but painted with spiraling green stripes and topped with a massive spherical greenhouse. You can see a countless number of plants inside: fruit trees, flowers, vines, and various unfamiliar leaves fill the space. Something winged and bright red flits from a branch near the window out of sight.
To the right is a hedge maze, its dark bushes squared off well above the level of your head. They are dotted all over with blooms, but you spot more than a fair share of thorns hidden among the petals. You suspect the creator of the maze has strong feelings about anyone cheating their way through.
Beyond the maze is a body of water somewhere between a large pond and a small lake, with an ornate gazebo on the far side and a sturdy-looking stable on the side closer to you. A flower-lined path circles the water in both directions to connect the two. The grounds as a whole are sprawling, and yet the wall ringing everything in leaves you feeling trapped.
[[Compliment him on his lovely home.|Intro III][$extraText.introII to "polite"]]
[[Compliment him on his lovely body.|Intro III][$extraText.introII to "horny"]]
[[Make a "get on with it" gesture.|Intro III][$extraText.introII to "rude"]]<<nobr>>
<<if $extraText.introII == "polite">>
"Isn't it gorgeous?" Viatro asks with obvious pride. "Every last detail made to my exact specifications.
<<elseif $extraText.introII == "rude">>
Viatro stares you down until you break eye contact, and then calmly says, "
<<elseif $extraText.introII == "horny">>
Viatro chuckles and waggles a finger at you. "Now, now, my little rabbit, there will be time for that later. Please consider my home for now.
<</if>>
It's an excellent space to explore, if one was so inclined." Before you can even attempt to demure, his smile turns mocking and he adds, "Or a rather challenging space in which to find, for example, a missing key." With an elegant twirl of his wrist, he produces a tiny, filigreed gold key out of thin air and uses it to gesture behind you.
<</nobr>>
You face the gate and see that the handles have been looped with delicate bands of golden chain, secured at the center by a padlock the size of your palm that bobs gently in the air like a balloon. There's no way it's as breakable as it looks, so you ignore the urge to run over and try to tug it open.
When you face Viatro again, he tosses the key up into the air and it vanishes in a spray of glittering sparks. "The rules of the game are simple. Search my house and its grounds to find the key. You're free to wander wherever you please and rummage through anything you can set hands on. Don't worry about making a mess, though I would suggest not attempting to destroy my property."
The mild threat is unnecessary, because no matter how you might feel about the situation, you wouldn't feel right trying to wreck someone else's home. Not that it would be easy to do: You glance around again and your heart sinks at all of the space. One tiny key, in all this? You think you might prefer trying to find a needle in a haystack — if nothing else, it would feel a lot safer than exploring a place like this.
Viatro steps in closer and you flinch, but he only ducks his head forward whisper in your ear. "The only other caveat is that as long as you are in my domain, I may drop by and take a liberty here and there." The warm, honeyed tone of his voice and the smile you can see in the corner of your eye make very clear what sort of liberties he's implying. "I will do my best to see that you enjoy them all, but should anything displease you, merely say so and it will cease."
[[You're not entirely sure how you feel about the idea, but you nod your agreement.|Intro IV][$extraText.introIII to "polite"]]
[[You mutter that you'll believe it when you see it and cross your arms with a huff.|Intro IV][$extraText.introIII to "rude"]]
[[You let out a happy sigh and tell him you're looking forward to it.|Intro IV][$extraText.introIII to "horny"]]
[[You are absolutely against the idea and tell him you really just want to go home.|Nope?]]<<nobr>>
<<set $manHub.return = false>>
/* Intro text if player's not arriving from Outside Intro */
<<if $outHub.visit == true && $outHub.return == true>>
You make your way back to the small mound at the center of the grounds and look around to decide where you might want to go next.
<br><br>
<<elseif $outHub.visit == true>>
The mansion door opens to let you back out into the brilliant sunshine and you make your way over to the small mound that now serves as your starting point for searching any of the outdoor areas.
<br><br>
<</if>>
/* Arousal Description */
<<if $arousal == 0 && $orgasm == 1>>
Your knees are still a bit weak and your brain is fuzzy as you shiver through your fading afterglow. What were you trying to do again? Right, find the key, so you can leave. You're //mostly// sure that's something you want to do.
<br><br>
<<elseif $arousal == 2>>
There's no way for you to ignore how turned on you are. You're half-tempted to work on hunting down Viatro instead of the key, but you force yourself to focus on your goal.
<br><br>
<<elseif $arousal == 1>>
Your mind drifts back to your last encounter with Viatro and you shift restlessly from one foot to the other.
<br><br>
<</if>>
/* Hedge Maze */
<<if $maze.access == true && $maze.visit == false>>
One of the nearest points of interest to you is the imposing wall of thick, flowering hedges broken only by a small archway on one side. Your slight increase in height isn't enough to even let you get a hint of what the layout might be — if you want to find out what's inside, you'll have to ''[[make your way into the the hedge maze|Hedge Maze (Intro)]].''
<<elseif $maze.access == true && $maze.visit == true>>
Your eyes dart to the hedge maze and away. You know you haven't searched it fully, but it's hard to want to go back after your last attempt. Still, it's a likely option, so you may need to
''<<link "return to the hedge maze">>.''
<<movement "Hedge Maze" $roomCount $orgasm $prevChance $repeat>>
<</link>>
<<elseif $maze.access == false>>
The entrance to the hedge maze has grown shut behind you, leaving it as nothing more than an over-large, flowering hedge.
<</if>>
<br><br>
/* Empty Stable */
<<if $stable.access == true & $stable.visit == false>>
When you first glanced around the grounds, the stable had been easy to overlook in comparison to some of the more striking and fantastical structures. Now that you've gotten closer, you can see it has its own peculiarities, like one stall that seems to be made entirely of metal and a mounting block at the peak of the arched red roof. It's hard not to be curious about what you might ''[[find in the seemingly empty stable|Empty Stable (Intro)]].''
<<elseif $stable.access == true & $stable.visit == true>>
The stable remains one of the least mysterious looking structures in sight, but something about it nags at you all the same. You may yet have to go back and
''<<link "rifle through the hay in the stable">>''.
<<movement "Empty Stable" $roomCount $orgasm $prevChance $repeat>>
<</link>>
<br><br>
<<elseif $stable.access == false>>
The doors to the stable are firmly shut, and even the path leading to it has been completely overgrown with clover. You //could// get in, but it's quite clearly meant to be excluded from your search now.
<</if>>
<br><br>
/* Lakeside Gazebo */
<<if $gazebo.access == true && $gazebo.visit == false>>
The lake — or pond, you're still not sure — hopefully doesn't contain the key, but the gazebo on the far side seems like a reasonable possibility. It looks almost like a massive bird cage, with an domed roof and metal bars in elaborate swirling designs to make up its sides. You'll have to circle the water to reach it, so you ''[[head toward the lakeside gazebo|Lakeside Gazebo (Intro)]].''
<<elseif $gazebo.access == true && $gazebo.visit == true>>
The gazebo sits on the far side of the lake, almost taunting you. It's possible the key is still in there, but you're leery of facing the goose army again. You may need to gather your courage and
''<<link "go back to the Lakeside Gazebo">>.''
<<movement "Lakeside Gazebo" $roomCount $orgasm $prevChance $repeat>>
<</link>>
<<elseif $gazebo.access == false>>
The space where the gazebo was on the far side of the lake is empty — somehow the entire structure vanished as soon as you turned your back on it.
<</if>>
<br><br>
/* Towering Greenhouse */
<<if $greenhouse.access == true && $greenhouse.visit == false>>
From where you're standing, the odd tower with green stripes is even more imposing than when you saw it at a distance. The angled panes of glass that make up the dome on top are all spotless, giving you a clear view of the brightly colored plants inside. You're not excited to climb all the inevitable stairs, but you're very interested to ''[[see what you can find in the towering greenhouse|Towering Greenhouse (Intro)]].''
<<elseif $greenhouse.access == true && $greenhouse.visit == true>>
The thought of tackling all those stairs again is exhausting, but you know the key could easily be waiting for you at the top. You may need to buckle down and
''<<link "climb up the greenhouse tower once again">>.''
<<movement "Towering Greenhouse" $roomCount $orgasm $prevChance $repeat>>
<</link>>
<<elseif $greenhouse.access == false>>
The door at the base of the greenhouse tower is not just closed, but //gone//, leaving it nothing more than a beautiful landmark.
<</if>>
<br><br>
<<if $maze.access == false && $stable.access == false && $gazebo.access == false && $greenhouse.access == false>>
You've managed to rule out every major area on the grounds. Unless the key is hiding under a random plant, or sunk to the bottom of the lake, you're unlikely to find it out here.
<br><br>
<</if>>
/* Kitty code */
<<if $manHub.visit == false>>
[[Head inside the mansion.|Mansion Intro]]
<<elseif $kittyCount >= 10>>
<<set $extraText.kitty to "inside">>
[[Head inside the mansion.|Cat'd]]
<<elseif $kittyCount == 5 && !hasVisited("Getting Annoyed")>>
<<set $extraText.kitty to "inside">>
[[Head inside the mansion.|Getting Annoyed]]
<<else>>
[[Head inside the mansion.|Mansion Hub][$kittyCount += 1]]
<</if>>
<<set $outHub.visit to true>>
<</nobr>>
A chance encounter!
<<nobr>>
<<if $arousal >= 1>>
[[Forward text|Hedge Maze II]]
<<elseif $arousal == 0>>
[[Leaving text|Outside Hub][$arousal += 1]]
<</if>>
<</nobr>>
<<set $maze.visit = true>>
<<set $maze.access = false>>
<<set $outHub.return = true>>A chance encounter!
<<nobr>>
<<if $arousal >= 1>>
[[Forward text|Lakeside Gazebo II]]
<<elseif $arousal == 0>>
[[Leaving text|Outside Hub][$arousal += 1]]
<</if>>
<</nobr>>
<<set $gazebo.visit = true>>
<<set $gazebo.access = false>>
<<set $outHub.return = true>>A chance encounter!
<<nobr>>
<<if $arousal >= 1>>
[[Forward text|Towering Greenhouse II]]
<<elseif $arousal == 0>>
[[Leaving text|Outside Hub][$arousal += 1]]
<</if>>
<</nobr>>
<<set $greenhouse.visit = true>>
<<set $greenhouse.access = false>>
<<set $outHub.return = true>><<nobr>>
<<set $outHub.return = false>>
/* Intro text */
<<if $manHub.visit == true && $manHub.return == true>>
You return to the mansion's entry way and pause to consider where you might want to search next.
<<elseif $manHub.visit == true>>
You head up to the mansion, smiling as the door swings obligingly open at your approach. The inside remains well lit enough that your eyes adjust almost instantly, allowing you to take a look around at the places you could search.
<</if>>
/* Arousal description */
<<if $arousal == 0 && $orgasm == 1>>
Your knees are still a bit weak and your brain is fuzzy as you shiver through your fading afterglow. What were you trying to do again? Right, find the key, so you can leave. You're //mostly// sure that's something you want to do.
<br><br>
<<elseif $arousal == 2>>
There's no way for you to ignore how turned on you are. You're half-tempted to work on hunting down Viatro instead of the key, but you force yourself to focus on your goal.
<br><br>
<<elseif $arousal == 1>>
Your mind drifts back to your last encounter with Viatro and you shift restlessly from one foot to the other.
<br><br>
<<elseif $manHub.visit == true>>
<br><br>
<</if>>
/* Hall */
<<if $hall.access == true && $hall.visit == false>>
Directly across from the main entrance is a large stone archway leading into a room even larger than this one, with a wide path of red carpeting leading up to a dais with some sort of throne in the center. You decide to ''[[enter the audience hall|Audience Hall (Intro)]].''
<<elseif $hall.access == true && $hall.visit == true>>
The stone archway leading into the audience hall remains directly in front of you and hard to ignore. You're not confident that you've searched it thoroughly, so you consider
''<<link "returning to the audience hall">>.''
<<movement "Audience Hall" $roomCount $orgasm $prevChance $repeat>>
<</link>>
<<elseif $hall.access == false>>
The stone archway leading into the audience hall has sealed shut, closing off the area to any further searches.
<</if>>
/* Gallery */
<<if $gallery.access == true && $gallery.visit == false>>
<br><br>
To your left is a wide opening flanked by ornately carved marble pillars. The room beyond seems to house art — you can see a huge painting of the mansion and the edge of a metal sculpture from where you're standing. You decide to ''[[head into the marble gallery|Marble Gallery (Intro)]].''
<<elseif $gallery.access == true && $gallery.visit == true>>
<br><br>
The gallery opening to your left catches your eye again. Despite your earlier tour, you have no doubt you could have missed something hidden amongst the art pieces. You may want to
'' <<link "look through the marble gallery again">>.''
<<movement "Marble Gallery" $roomCount $orgasm $prevChance $repeat>>
<</link>>
<<elseif $gallery.access == false>>
<br><br>
The space between the carved marble pillars that opened onto the gallery now has the statue of Athena in the center, arms wide and robe flaring out to block it entirely.
<</if>>
/* Salle */
<<if $salle.access == true && $salle.visit == false>>
<br><br>
A plain door sits ajar on the wall to your right, and would have been easy to overlook except for how much sunlight comes in from the windowed room beyond. It has a polished wooden floor and racks of equipment or possibly weapons along one side. You decide to ''[[search the training salle|Training Salle (Intro)]]''.
<<elseif $salle.access == true && $salle.visit == true>>
<br><br>
The sunlit door way leading into the training salle still looks bright and inviting. While you have no idea whether or not the key is inside, it couldn't hurt
'' <<link "to go take another quick look around">>.''
<<movement "Training Salle" $roomCount $orgasm $prevChance $repeat>>
<</link>>
<<elseif $salle.access == false>>
<br><br>
The door to the training salle is firmly closed, with a padlocked iron bar dropped across it for good measure.
<</if>>
/* Library */
<<if $library.access == true && $library.visit == false>>
<br><br>
Two thickly carpeted sets of stairs curve up to a landing on the second floor, with a sign featuring a stack of books on the wall next to each one. You decide to go upstairs and ''[[take a look at what must be a massive library|Massive Library (Intro)]].''
<<elseif $library.access == true && $library.visit == true>>
<br><br>
The library all but calls your name every time you glance at the stairs leading up to it. There's no way you've searched everything, so why not
''<<link "go back into the library for a bit">>?''
<<movement "Massive Library" $roomCount $orgasm $prevChance $repeat>>
<</link>>
<<elseif $library.access == false>>
<br><br>
The stairs leading up to the library are now blocked off by tidy velvet ropes. They can't really stop you, but you suspect the doors up top would be locked even if you did climb over them.
<</if>>
<<if $gallery.access == false && $salle.access == false && $hall.access == false && $library.access == false>>
<br><br>
Unfortunately, it seems like you've exhausted all of your options inside the mansion. You peek behind a few of the tapestries and even rap on the walls, but don't find any new hidden passageways you could explore.
<</if>>
<br><br>
<<if $kittyCount >= 10>>
<<set $extraText.kitty to "outside">>
[[Go back outside.|Cat'd]]
<<elseif $kittyCount == 5 && !hasVisited("Getting Annoyed")>>
<<set $extraText.kitty to "outside">>
[[Go back outside.|Getting Annoyed]]
<<else>>
[[Go back outside.|Outside Hub][$kittyCount += 1]]
<</if>>
<</nobr>>
<<set $manHub.visit to true>>
/* (remove this if it works in the sidebar)
You're currently feeling <b>__<<cycle "$player.mood" autoselect>>.
<<option "neutral, a bit curious, or inclined to courtesy" "polite">>
<<option "irritable, or tempted to cause trouble" "rude">>
<<option "hedonistic, or very interested in your host" "horny">>
<</cycle>>__</b>.
(Click to change)
*/A spicier encounter!
<<nobr>>
<<if $arousal == 2>>
[[Forward text|Hedge Maze III]]
<<elseif $arousal == 1>>
[[Leaving text|Outside Hub][$arousal += 1]]
<</if>>
<</nobr>>WOW!! Max spicy!!!
<<nobr>>
<<if $arousal == 2 && $orgasm == 1>>
[[You stumble back the way you came...|Kept][$arousal to 0; $orgasm to 2]]
<<elseif $arousal == 2 && $orgasm == 0>>
[[You stumble back the way you came...|Getting Attached][$arousal to 0; $orgasm to 1]]
<</if>>
<</nobr>>
A chance encounter!
<<nobr>>
<<if $arousal >= 1>>
[[Forward text|Empty Stable II]]
<<elseif $arousal == 0>>
[[Leaving text|Outside Hub][$arousal += 1]]
<</if>>
<</nobr>>
<<set $stable.visit = true>>
<<set $stable.access = false>>
<<set $outHub.return = true>><<nobr>>
<<if $gallery.visit == false>>
It’s difficult to stay focused on the task at hand with so many beautiful works of art to examine. You’re reasonably sure the key couldn’t be hidden in a painting, but you stop to look at each of them all the same. The dim light continues to play tricks on you, though each time you get less certain that the movement you see out of the corner of your eye isn’t real.
<br><br>
You get your confirmation at last as you round a corner and watch a figure in a dark coat dash across the gap between two painted hedges that are a twin to the maze outside. Acting on instinct,
<<elseif $gallery.visit == true>>
You’re ready and alert and you return to the gallery, keeping your eyes scanning everything rather than focusing on any one piece of art as you make your way forward. You finally catch sight of the figure again in the same painting of the hedge maze as before. This time,
<</if>>
you run in the same direction he went and see him in a picture of the lake only a few steps ahead of you.
<</nobr>>
A few jumps down, you’ve closed the gap enough that the figure — definitely Viatro — is within arm’s reach. Acting on instinct, you slap a hand down on the canvas in front of him and he comes to a stop. You put your other hand on the far side of the painting to make sure he can’t loop back, and you see his tiny, painted lips turn up in a grin.
Then he’s coming //toward// you, stepping out of the painting and into the space between your arms. “Well done,” Viatro says. “You have a good eye and quick reflexes, and for that you are due a reward.” He places two fingers delicately under your chin, tipping it up.
<<nobr>>
You're breathing heavily and your heart is still racing from your run through the gallery.
<<if $player.mood == “polite”>>
It's hard not to feel like you're having a romantic moment, standing so close to a handsome man in a dimly-lit room. You wonder if you should back up, but you feel frozen in place.
<<elseif $player.mood == “rude”>>
Of course, your brain is far too happy to translate that into excitement, like you //want// him near you. You do your best to scowl at him, but it doesn't budge his calm smile in the slightest.
<<elseif $player.mood == “horny”>>
The skin to skin contact is electric and you smile up at him hopefully. In the dim light of the gallery, his handsome, sharp-featured face looks like a very roguish work of art, and his shadowed eyes even have a faint glimmer of gold to match the rest.
<</if>>
<</nobr>>
Every instinct you have tells you he's going to kiss you, but he doesn't. He studies your face for a long moment and then says, "Your reward is the knowledge that the key isn't anywhere within my gallery. I hope that's satisfactory for you." Viatro drops his hand and ducks smoothly under one of your arms, leaving you staring blankly at the canvas in front of you.
<<nobr>>
<<if $arousal >= 1>>
It's //not// satisfactory — you're a bit too riled up to let him tease you and stroll away. You turn, quick enough on the draw to catch one of his hands before he can disappear again. Viatro's smile is sharp as he turns to face you, twining your fingers together and using the hold to push you back toward the painting he had stepped out of.
<br><br>
The frame hits the back of your knees, knocking you off-balance. Viatro's other hand braces against your shoulder and he lunges forward, sending both of you [[tumbling into the painting|Marble Gallery II]].
<<elseif $arousal == 0>>
You stand in shock for only a brief moment, but Viatro has vanished by the time you turn to look. Well, at least you have one less place to search now. Confused and maybe a bit disappointed, [[you return to the main hall of the mansion.|Mansion Hub][$arousal += 1]].
<</if>>
<</nobr>>
<<set $gallery.visit = true>>
<<set $gallery.access = false>>
<<set $manHub.return = true>>A chance encounter!
<<nobr>>
<<if $arousal >= 1>>
[[Forward text|Training Salle II]]
<<elseif $arousal == 0>>
[[Leaving text|Mansion Hub][$arousal += 1]]
<</if>>
<</nobr>>
<<set $salle.visit = true>>
<<set $salle.access = false>>
<<set $manHub.return = true>>A chance encounter!
<<nobr>>
<<if $arousal >= 1>>
[[Forward text|Audience Hall II]]
<<elseif $arousal == 0>>
[[Leaving text|Mansion Hub][$arousal += 1]]
<</if>>
<</nobr>>
<<set $hall.visit = true>>
<<set $hall.access = false>>
<<set $manHub.return = true>>A chance encounter!
<<nobr>>
<<if $arousal >= 1>>
[[Forward text|Massive Library II]]
<<elseif $arousal == 0>>
[[Leaving text|Mansion Hub][$arousal += 1]]
<</if>>
<</nobr>>
<<set $library.visit = true>>
<<set $library.access = false>>
<<set $manHub.return = true>>[[Dev Corner]]
- "Achievement" system to give people an idea of how many passages they've seen? (Partially done, with print visitedTags("tagName"))
- "Developer mode" that lets you choose any path forward/see any possible scene
- This is mostly done in Dev Corner
- Expansion ideas:
- Add text for second (or greater) search to the same room
- Add description variety to hubs based on where you've been before
(e.g. "You've already searched the gallery, but it's possible you missed something the first time.")
- Add alternates to the first section of sex scenes
- Add <<print either("","")>> to all scenes to add some variety
- Give player a chance to change their mood from their initial one? Maybe put it in the "Getting Attached" warning? You're almost guaranteed to see that in a playthrough
- Add in some flavor text if player has been to one area or another
(E.g. fear of tiny drawers from the hall, in the cabinets of the salle)<<nobr>>
<<if $maze.visit == false>>
The temperature drops with your first few steps into the maze as the towering hedges block out a good deal of the sunlight. After a brief shudder, you turn left at random and make your way forward. The flowers on the hedges bloom in clusters high up, though the path is littered with fallen petals and every now and then their scents drift down to you.
<br><br>
You do your best to memorize which way you're going by alternating between turns and continuing forward, but you suspect you've gone in at least once circle before too long. This would be so much easier if you had some chalk, or a really long piece of yarn, or a better sense of direction. Without a lot of other options, you press on.
<br><br>
You
<<elseif $maze.visit == true>>
You steel yourself for a second trip through the maze, hugging your arms close as you turn in the opposite direction from last time. It was unnerving the first time, but you're prepared now and you're not going to give up for no reason this time.
<br><br>
At least, you try to be. Again, you
<</if>>
would swear the hedges are getting closer together as you continue, forming a maze of twisty little passageways, all alike. The unfamiliar bird song that had been your only company cuts off abruptly, leaving your own breathing and the rapidly increasing pace of your heart loud in your ears.
<br><br>
<<if $maze.visit == false>>
If Viatro meant for you to come to harm, surely there were simpler options available to him than trapping you in a maze with some kind of monster, and yet there's no convincing your hindbrain of that. You turn on the spot and trace your path back to the exit at a pace too fast to plausibly be considered a walk.
<<elseif $maze.visit == true>>
No matter how hard you try to convince yourself that it's fine, nothing works and you wind up scrambling back to the exit again, breaking free of the hedges with a sigh of relief.
<</if>>
<</nobr>>
The key could absolutely be somewhere in the maze still, but for the time being, you're happy to let it remain there if it is. You give one last glance at the mass of hedges and creepiness behind you and ''[[make your way back to the center of the grounds|Outside Hub]].''
<<set $maze.visit = true>>
<<set $outHub.return = true>><<nobr>>
<<if $maze.visit == false>>
When
<<elseif $maze.visit == true>>
You've given the maze some thought since the first time you went in, and you know a haphazard approach won't work. This time, when
<</if>>
you step through the archway, you turn right and follow the wall until you're forced to turn. At the first opportunity you have, you turn right again. It's not the fastest way to solve a maze, requiring you to go down dead ends and loop back repeatedly, but unless the hedges are rearranging themselves when you're not looking, it //will// work.
<</nobr>>
Most of the flowers near the entrance had been red, but the petals drifting down around you now are a pale pink. As they shift again to white and then a sunny yellow, you're certain that you must be making progress. The thorns are unfortunately getting more frequent, and longer — a few stick out into the path far enough that you have to sidestep around them.
You finally have to duck under one that's as long as your arm and nearly spans from one hedge to the other. The obstacle turns out to be a blessing in disguise: when you get closer to the ground, you can see that the edges of the fallen yellow petals are dusted with a faint shimmer of gold.
One more right turn, and a massive pair of thorns block your way like guards with crossed swords. You have to crawl to make it underneath them, but you manage to squeeze through unharmed and get back on your feet in the clear space beyond. It's a circular courtyard, the path giving way to concentric circles of pale stones with lines of gold like mortar between them.
At the center is a small fountain with a carved white rose the size of your head for a centerpiece. As you approach, it begins to bloom with the unsettling sound of stone sliding on stone. The last of the petals unfold to reveal the key glittering in the sunlight.
As soon as you pick it up, you're blinded by a shower of golden sparks. You feel unsteady for a moment, and the sound of the fountain cuts off abruptly. ''[[You blink a few times and wait as your eyes slowly adjust.|Key Found]]''<<nobr>>
<<if $stable.visit == false>>
You begin your search in the tack room, but the space is so open and everything so neatly organized that it lacks hiding places. Still, you look through everything diligently, checking inside saddlebags, lifting piles of blankets, and even stretching out on the floor to peer underneath the racks of gear. You turn up nothing, and head back to the main room with a sigh.
<br><br>
None of the stalls hold anything beyond bedding, or water in the case of the one aquatic stall. You're not ready to start digging just yet, so you turn your attention to the hayloft. The ladder is sturdy, not shifting under your weight as you climb up and poke your head over the top. It's piled with hay, mounds of the stuff taller than you, and you immediately climb back down to the ground floor.
<<elseif $stable.visit == true>>
You drag your heels a bit as you return to the stable. It seems impossible that Viatro would have hidden the key by burying it in straw, but you've looked the place over quite thoroughly already and can't think of many other likely options.
<</if>>
<</nobr>>
After poking around a bit longer, glancing guiltily up at the hayloft every time you pass by the ladder, you decide to move on. Your heart can't handle the thought of trying to deal with the mass of hay, and there's really nowhere else to look. You wrinkle your nose at the space, then turn and ''[[head back to the center of the grounds|Outside Hub]].''
<<set $stable.visit = true>>
<<set $outHub.return = true>><<nobr>>
<<if $stable.visit == false>>
You begin your search in the tack room, but the space is so open and everything so neatly organized that it lacks hiding places. Still, you look through everything diligently, checking inside saddlebags, lifting piles of blankets, and even stretching out on the floor to peer underneath the racks of gear. You turn up nothing, and head back to the main room with a sigh.
<br><br>
None of the stalls hold anything beyond bedding, or water in the case of the one aquatic stall.
<<elseif $stable.visit == true>>
You drag your heels a bit as you return to the stable. It seems impossible that Viatro would have hidden the key by burying it in straw, but you've looked the place over quite thoroughly already and can't think of many other likely options.
<</if>>
<br><br>
After poking around a bit longer, you decide there's no helping it: you're going to have to tackle the hayloft somehow.
<<if $player.mood == "polite">>
You're tempted to call out to Viatro and see if your host would be willing to spare you the trouble by confirming it's not up there, but it feels unsporting. With a sigh, you climb the ladder.
<<elseif $player.mood == "rude">>
You think longingly of matches as you scale the ladder, though you recognize fire would be a terrible idea for many reasons. If nothing else, sifting through ashes would take just as long and smell much worse.
<<elseif $player.mood == "horny">>
You ease up the ladder and peek over the edge again. Nothing's changed from earlier, and all you can think is that this isn't the sort of roll in the hay you were hoping for.
<</if>>
<</nobr>>
Once you're up in the hayloft proper, you realize that bringing up a pitchfork or something would have been a good plan.
As you glance down to see if there's even one in sight anywhere below, you spot a line of metallic paint that starts right at the top of the ladder. It's marked a few inches in with what looks like an arrow, so you follow it along the edge of the piled hay. The line never runs too far into the hay, so you only have to brush a little bit aside to trace its path.
You almost bump your head against the wall because of how intently you're looking at the floor. The line loops around a small knothole, and you can see it continue down the wall underneath. You stretch out to peer through the gap and see a metal-walled stall below.
Excitement begins to mount as you scramble back down the ladder and find the line again from the ground floor. It's indistinguishable from other decorative gold stripes, but you trace its curving path from the small hole overhead down to the floor with one finger on the cool metal wall. From there, you only need to clear a small section of straw away to discover the key, tucked under a gilded section of grating.
You lift up the small grate and grab the key, which throws a shower of blinding golden sparks into your face. The room spins, and you feel the solid metal under your hands change to soft clover. ''[[You blink a few times and wait as your eyes slowly adjust.|Key Found]]''<<nobr>>
<<if $greenhouse.visit == false>>
The moss of the stairs makes for a pleasant cushion at first, but you quickly realize that your feet sink in so far that each step requires a lot more of a stretch than your average staircase would. You make one loop around the tree trunk and pause to sit for a moment to rest. With a faint groan of wood, the whole structure shifts underneath of you and tilts sharply, sending you sliding back to the base of the stairs.
<<elseif $greenhouse.visit == true>>
You make your way back to the greenhouse and warm up a bit at the base of the stairs, determined to reach the top this time. Pacing yourself, you make it further than last time, but the stairs seem almost endless — you still can't see the top when you finally have to pause. The longer trip back down lets you pick up a bit more speed, but nothing worse than a playground slide.
<</if>>
<</nobr>>
You tumble to a stop on the thankfully soft bed of moss at the foot of the stairs. They reform behind you, and once the creaking stops, it's as if they never moved at all. You're not sure if a tree can //be// smug, but this one seems to be making a valiant effort. With an annoyed huff, you decide to try again later and ''[[return to the center of the grounds|Outside Hub]].''
<<set $greenhouse.visit = true>>
<<set $outHub.return = true>>
<<nobr>>
<<if $greenhouse.visit == false>>
The moss of the stairs makes for a pleasant cushion at first, but you quickly realize that your feet sink in so far that each step requires a lot more of a stretch than your average staircase would. You make one loop around the tree trunk and pause to sit for a moment to rest. With a faint groan of wood, the whole structure shifts underneath of you and tilts sharply, sending you sliding back to the base of the stairs.
You land on a soft bed of moss at the foot of the stairs, and they shift back into their original shape with only a faint creak. Once you're back on your feet, mind sharp with adrenaline, you stand and look up to consider your options.
<br><br>
<<elseif $greenhouse.visit == true>>
You make your way back to the greenhouse and consider the staircase carefully before you even put a foot on it.
<</if>>
<</nobr>>
Magical or not, your opponent is only a tree — it probably can't be //that// smart. You start climbing again, this time pausing to pant dramatically long before you actually start to get tired.
When you decide to sit down, you lean carefully on the railing for a moment and then sit down backward. The steps are wide enough to make it possible, though you have to brace yourself quite carefully. If it sends you sliding down again, the process is going to be terrifying.
You hold your breath as the branches start to shift, slower than before. The sound grows louder behind you, and then you're slowly tipped upright as the branches start to lift your body over your feet. You hide your triumphant grin behind one hand, just in case, as you start to slide //up//. Before you have much time to gloat, the tree deposits you in the greenhouse proper.
The air is even warmer up here, filled with the heavy scent of flowers and strange birdsong. All of the plant life is so tall and tense that you can only catch glimpses of the windows, leaving you with the illusion that you're lost in a tropical jungle. The central tree trunk continues here, rising overhead and spreading out into a dense canopy that shades you and the staircase.
A flicker of yellow weaves through the branches, wending its way toward you. It's something like a hummingbird, wings moving so fast they blur, but covered in delicate golden scales that catch the sunlight. You carefully stretch out a hand, palm up, and the creature alights on your fingertips. With a small hop and a chirped melody, it transforms into a key that drops into your hand.
The key seems to draw in all the light and then bursts in a shower of dazzling sparks. A wave of dizziness hits you and you sway, but a sudden cool breeze helps clear your head. ''[[You blink a few times and wait as your eyes slowly adjust.|Key Found]]''<<nobr>>
<<if $gazebo.visit == false>>
You make your way around to what you think is the front of the gazebo, but you don't even manage to step inside before a flutter of wings behind you distracts you from your search. A sizable flock of birds lands in the water nearby. Like so many of the strange things on the grounds, the group seems to be composed of many different species.
<br><br>
Unlike most of the things you've seen, you can unfortunately identify what they are: //geese//. They paddle around, bills dipping into the water, and you start to relax. Without any chicks around, maybe they're not so inclined to be territorial. You start to turn back to the gazebo, but a large white goose has broken away from the rest of the flock and climbed out onto the shore near you.
<br><br>
You watch it carefully, trying not to make eye contact. Do geese see eye contact as a threat? You can't remember, and don't want to risk it. Instead, you take a slow step away from the gazebo, hands spread out at your sides.
<br><br>
Your efforts go unrewarded. The white goose lets out a sharp honk like a war cry and every bird nearby snaps to attention, padding straight toward you.
<<elseif $gazebo.visit == true>>
You go around the lake in the other direction this time, your eyes darting between the water and the sky on watch for the flock of angry geese. Everything looks clear as you make your way up to the gazebo, but you decide to circle to the back in hopes of finding another way inside.
<br><br>
The smaller archway on the far side is almost invisible under a curtain of leafy vines, but you spot one edge. With a relieved smile, you brush the greenery aside, and — no. //No!// The geese are //inside// the gazebo, seemingly asleep with their heads tucked under their wings, except for the large, white goose.
<br><br>
You're frozen in place as its beady eyes stare into yours. It shifts a little, ruffling up its feathers almost like it's settling down. You start to relax, and that's when it stretches out its long neck to let out a deafening ''honk''. The other geese all snap to attention, beaks opening in hisses and wings spreading in menace.
<</if>>
<</nobr>>
You turn and run at top speed, and you don't stop running until the sound of webbed feet slapping on the ground behind you stops and stays stopped for several minutes. You're still a bit jumpy as you ''[[make your way back to the center of the grounds|Outside Hub]].''
<<set $gazebo.visit = true>>
<<set $outHub.return = true>><<nobr>>
<<if $gazebo.visit == false>>
You do one careful circle of the gazebo, but see nothing unusual around the outside. Looping back around, you head to what you think is the entrance of the gazebo and
<<elseif $gazebo.visit == true>>
You return to the gazebo at a tense march, hand balled into fists at your sides, braced and ready for battle. This time, the geese are nowhere to be seen, even when you peer in through the vines at several points around the perimeter. As assured of your safety as you're likely to get, you
<</if>>
<</nobr>>
push a few trailing bits of greenery out of the way to step inside.
Shaded by all of the leaves, the space is cool enough to make you shiver as you duck out of the sunlight. It's a bit dark, but you can make out two wooden benches with thick, white cushions to soften them and several small hexagonal tables probably intended to hold drinks. Vines coil along the support beams overhead, dangling down like natural party streamers.
You check under the benches and their cushions, then stand in the center and take a slow turn around. There really aren't that many possible hiding places, even given the dim lighting. One of the few beams of sunlight that have made it inside glints off of something at the edge of one of the tables and you tug it over to get a closer look.
It's only paint, but the gold lines look very much like the teeth of a key, drawn to look like it's floating above the surface. Another table has a golden curve that could easily be the loop on top, and you quickly check the others for any hint of a design. With all the pieces found, you turn the tables until they fit together correctly, completing the image of a key on their joined edges.
And then... nothing happens.
You sit down on a bench with a huff, trying to figure out if you've done something wrong, or if the whole thing was simply a red herring. As your eyes drift idly around the gazebo, you notice that most of the sunbeams meet in one central point to form a little natural spotlight. When you drag the tables over to it, the image of the key glows brightly and drops to the table with a faint clink.
As soon as you pick it up, you're blinded by a burst of golden sparks. The earth underneath you seems to sway for a moment and you brace your feet to keep your balance. ''[[You blink a few times and wait as your eyes slowly adjust.|Key Found]]''[[Dev Corner]]
- Add a nope confirmation
- Add access to "Nope?" from the sidebar
- May be easier to limit to sex scenes for continuity?
- In a perfect world, allow player to go there and choose to return or call the game off
- Set it up as a "magic word" (word not in text at any point) that will freeze time and give the player a chance to yea/nay leaving
- Add "How to play" available from the sidebar?
-------------
- Add a external/internal genitalia name option with pronoun stuff?
- An option to change player's mood:
- DEFINITELY after an orgasm
- Maybe after any sexual encounter?
[Currently this] - Could also just put something in the hub, a "How do you feel" that loops to moods (the click loop kind)
- Move mood to sidebar:
if intro/not set, "still waking up"
elseif for each of the moods
else: error
--------------
Sam suggests:
- Yes finish it
- Let player choose how they're feeling at "Getting Attached"<<nobr>>
When you can see again, you find yourself right where you began: in front of the gate with the padlock floating on loops of delicate gold chain still holding it closed. This time, you have the key resting in your palm, gleaming in the sunlight.
<<if $roomCount <= 6>>
It's hard to believe you found it so quickly.
<<elseif $roomCount >= 10>>
It feels like you've been searching forever, but you finally found it.
<<else>>
It took some hunting, but you found it.
<</if>>
<br> <br>
"I see you've managed to succeed at my little challenge," Viatro says from behind you. You turn, closing your fingers tightly around the key. He puts a hand delicately over his heart, but he's smiling too brightly to put on a plausible display of wounded feelings. "You have my word that I will not attempt to stop you, if leaving is what you wish to do, but know you are welcome to stay — or simply drop by to visit now and then — if either would please you."
<br><br>
You give the offer a moment of serious consideration.
<<if $player.mood == "polite">>
The mansion and grounds are spacious and contain some of the most beautiful places you've seen in your life. It's impossible not to be tempted by the thought of spending more time here, and Viatro certainly isn't //bad// company, though he might be a bit intense as a constant companion.
<<elseif $player.mood == "rude">>
While you've felt annoyed by some of your experiences, you can't deny that the mansion and grounds are something special. Viatro is even pleasant company on occasion, though you're not about to go admitting that to //him//. You suppose you could do a lot worse than living in magical luxury, all irritations aside.
<<elseif $player.mood == "horny">>
The whole place is incredible, but you're quick to admit that Viatro himself is the major draw. Gorgeous, magical, and willing to keep you in his giant mansion, living a life of luxury? It seems almost too good to be true, but here it is, being offered to you on a metaphorical golden platter.
<</if>>
After a long look over the grounds, you make your choice.
<</nobr>>
[[You decide to leave and simply put this strange adventure behind you.|The End][$extraText.key = "leave"]]
[[You decide to leave, but you would like to return in the future.|The End][$extraText.key = "visit"]]
[[You decide that actually, you don't actually want to leave at all.|The End][$extraText.key = "stay"]]/* Triggered when player has a second orgasm */
(Viatro has decided to keep you.)
[[The End|Stats]] <<nobr>>
<<if $extraText.key == "leave">>
Ultimately, you can't see this being somewhere you want to live, or even return to. Something in your face must give away your intentions, because Viatro's expression goes solemn before you even begin to speak. You explain that you appreciate the offer, but just want to return to your ordinary life.
<br><br>
"Of course," he says, giving you a gracious nod. "Please unlock the gate, step through, and you will find yourself safely back in your home. I do hope that your time here will be as pleasant a memory for you as it likely will be for myself." Viatro gives you a very deep bow, and vanishes into a glittering cloud before you can say anything more.
<<elseif $extraText.key == "visit">>
You can't imagine living here full time — you have your own life back home, after all — but the thought of leaving forever stings too much. Viatro smiles gently at you as you explain that you would very much like to visit him again, however much you're welcome to.
<br><br>
"I would be glad to host you as often as our mutual schedules permit," he says. "My key will stay with you after you return home through the gate. When you wish to visit, simply use it in any lock. If it turns, I am free, and you will arrive here once you pass through the doorway. I look forward to seeing you again." Viatro takes your hand and bows over it, pressing a delicate kiss to the back before vanishing in a puff of glittering smoke.
<<elseif $extraText.key == "stay">>
Your brief visit has only whetted your appetite for the mansion, the beautiful grounds, and their very attractive owner. Viatro's face lights up as you explain that you'd like to stay, once you make a brief trip back to your house to collect some of your stuff. He has one of your hands cradled in both of his before you even finish speaking.
<br><br>
"I'm delighted that you wish to stay," he says, bowing to brush a kiss over your knuckles. "Please bring as much or as little as you wish. Use my key in any lock to return here, and use it on the gate to be back in your home again. If you require any assistance, you need only call my name and I will arrive. In the meantime, I'll see to getting a suite in order for you while you gather your belongings. "
<</if>>
<br><br>
You step up to the gate and slot the key into the lock. It clicks open instantly, dropping the key back into your palm. With some complex twirls, the lock unwraps the chains from the gate and then floats gently away into the sky. Beyond the edge of the grounds, all you can see is a thick fog. You step through, and find yourself standing inside your own bedroom, safe and sound, with the closed door at your back.
<br><br>
<<if $extraText.key == "leave">>
It's hard to believe you're right back at home, with everything seemingly just as you left it. You glance behind you at the door, but it remains stubbornly ordinary even when you crack it open and peer through the gap. Whatever strange adventure you may have had, you've been left with nothing but the memories and a few new grass stains on your sneakers. The secret feels like a tiny ball of warmth in your chest, something you can call on whenever life feels a bit too mundane.
<br><br>
You check the time — too early to be up yet — then toe off your shoes and climb into bed. Despite all the excitement, you fall right into a deep, restful slumber with a tiny smile on your face.
<<elseif $extraText.key == "visit" or $extraText.key == "stay">>
It almost seems like an incredible dream, except for the key still in your hand. Somehow it gleams as brightly indoors as it did outside in the sunshine, and it seems to have a faint magnetic pull toward the door behind you. You grin at it and clutch it close to your heart. A //magical// key, all yours, and an invitation to return to the fascinating place it came from — your life has taken an odd turn, but you couldn't be happier.
<</if>>
<</nobr>>
[[The End|Stats]]A spicier encounter!
<<nobr>>
<<if $arousal == 2>>
[[Forward text|Lakeside Gazebo III]]
<<elseif $arousal == 1>>
[[Leaving text|Outside Hub][$arousal += 1]]
<</if>>
<</nobr>>WOW!! Max spicy!!!
<<nobr>>
<<if $arousal == 2 && $orgasm == 1>>
[[You stumble back the way you came...|Kept][$arousal to 0; $orgasm to 2]]
<<elseif $arousal == 2 && $orgasm == 0>>
[[You stumble back the way you came...|Getting Attached][$arousal to 0; $orgasm to 1]]
<</if>>
<</nobr>>
Using either inset in text: <<print either:("Welcome!", "Greetings!", "Hiya!")>>
''Areas that aren't normally accessible:''
[[Error]]
[[Ideas]]
[[To Do]]
------------------
''Variable Editing:''
[[Arousal up|Dev Corner][$arousal += 1]]
[[Arousal down|Dev Corner][$arousal -= 1]]
Currently: $arousal
Valid values are 0, 1, and 2.
[[Set orgasm to 1|Dev Corner][$orgasm = 1]]
[[Set orgasm to 0|Dev Corner][$orgasm = 0]]
Currently: $orgasm
Valid values are 0 and 1.
At 1, you will get a warning that he is [[Getting Attached]].
A second orgasm leads to the "bad" end, [[Kept]].
There's also a hidden bad end if you go back and forth between the two hubs excessively.
At 5 times, you will be warned that he is [[Getting Annoyed]].
At 10 times, you will be [[Cat'd]]. :)
------------------
''Area select:''
To see the full (3 part) sex scene for an area, set arousal to 2 and choose the appropriate "(Meet)" area option.
''Possible options for the [[Outside Hub]]''
[[Hedge Maze (Meet)]]
[[Hedge Maze (Nothing)]]
[[Hedge Maze (Key)]]
[[Lakeside Gazebo (Meet)]]
[[Lakeside Gazebo (Nothing)]]
[[Lakeside Gazebo (Key)]]
[[Towering Greenhouse (Meet)]]
[[Towering Greenhouse (Nothing)]]
[[Towering Greenhouse (Key)]]
[[Empty Stable (Meet)]]
[[Empty Stable (Nothing)]]
[[Empty Stable (Key)]]
''Possible options for [[Mansion Hub]]''
[[Marble Gallery (Meet)]]
[[Marble Gallery (Nothing)]]
[[Marble Gallery (Key)]]
[[Training Salle (Meet)]]
[[Training Salle (Nothing)]]
[[Training Salle (Key)]]
[[Audience Hall (Meet)]]
[[Audience Hall (Nothing)]]
[[Audience Hall (Key)]]
[[Massive Library (Meet)]]
[[Massive Library (Nothing)]]
[[Massive Library (Key)]]/* Triggered when player has an orgasm for the first time */
You’re still adrift in the afterglow of your orgasm, and thus lean happily into Viatro’s touch when he cups your cheek. "I’m quite enjoying our time together, $player.name," he murmurs to you. "If you continue being such enjoyable company, I may not be able to let you go again." The soft laugh makes it sound like pillow-talk, but the few brain cells you can gather together are sure that he means every word.
Before you can muster any response, Viatro taps a finger to your lips and gently shakes his head. "No need to answer yet, little rabbit. We can cross that bridge if we reach it. For the moment, all I desire is to keep you in my arms a little longer before you return to your searching." You don't have the energy to argue, so you let your head rest on his shoulder and enjoy the soft warmth of his embrace.
<<nobr>>
At some point, you drift off and you wake to find yourself clean and dressed. Viatro’s vanished on you again, leaving you alone with your scattered thoughts.
<<if $player.mood == "polite">>
You're a bit intimidated by his casual mention of keeping you, but his interest does feel genuine and that's rather flattering. There are certainly worse scenarios than being kept in the lap of luxury by an attractive and magical man.
<<elseif $player.mood == "rude">>
You’re not thrilled that he’s potentially changing the rules of the game, not to mention making major life decisions on your behalf. On the other hand, there are worse people's attention to catch than a magical hot guy.
<<elseif $player.mood == "horny">>
You're a bit unsure about being stuck here forever, but it's hard to summon up much annoyance in the wake of having such a very good time. Viatro's quite the catch: gorgeous, magical, and anything but boring.
<</if>>
Everything else aside, you're //mostly// sure he'll let you leave if you decide you absolutely don't want to stay — though he'll probably get annoyed if you don't at least try to play his game in the meantime. With that in mind, you get up and
<<if $outHub.return == true>>
''[[head back to continue your search for the key|Outside Hub]].''
<<elseif $manHub.return == true>>
''[[head back to continue your search for the key|Mansion Hub]].''
<</if>>
<</nobr>>A spicier encounter!
<<nobr>>
<<if $arousal == 2>>
[[Forward text|Towering Greenhouse III]]
<<elseif $arousal == 1>>
[[Leaving text|Outside Hub][$arousal += 1]]
<</if>>
<</nobr>>WOW!! Max spicy!!!
<<nobr>>
<<if $arousal == 2 && $orgasm == 1>>
[[You stumble back the way you came...|Kept][$arousal to 0; $orgasm to 2]]
<<elseif $arousal == 2 && $orgasm == 0>>
[[You stumble back the way you came...|Getting Attached][$arousal to 0; $orgasm to 1]]
<</if>>
<</nobr>>
A spicier encounter!
<<nobr>>
<<if $arousal == 2>>
[[Forward text|Empty Stable III]]
<<elseif $arousal == 1>>
[[Leaving text|Outside Hub][$arousal += 1]]
<</if>>
<</nobr>>WOW!! Max spicy!!!
<<nobr>>
<<if $arousal == 2 && $orgasm == 1>>
[[You stumble back the way you came...|Kept][$arousal to 0; $orgasm to 2]]
<<elseif $arousal == 2 && $orgasm == 0>>
[[You stumble back the way you came...|Getting Attached][$arousal to 0; $orgasm to 1]]
<</if>>
<</nobr>>
<<nobr>>
<<if $gallery.visit == false>>
It's difficult to stay focused on the task at hand with so many beautiful works of art to examine. You're reasonably sure the key couldn't be hidden in a painting, but you stop to look at each of them all the same. The dim light continues to play tricks on you, though each time you get less certain that the movement you see out of the corner of your eye isn't real.
<br><br>
You get your confirmation at last as you round a corner and watch a figure in a dark coat dash across the gap between two painted hedges that are a twine to the maze outside. The figure doesn't reappear, even after you stay still for a long moment, watching the painting like a hawk.
<<elseif $gallery.visit == true>>
You're on high alert as you return to the gallery, eyes darting from side to side and watching for that telltale flash of movement. Nothing happens until you make it a good way into the dark room, and then it's such a brief flicker that you can't even make out which direction he was moving in.
<</if>>
<</nobr>>
With a huff, you finish your circuit of the gallery. Even though you see the figure who //must// be Viatro dart by several more times, he's always gone before you can take a closer look or make any attempt to catch him somehow. Your frustration peaks as you wind up back at the door again, and grudgingly ''[[return to the entry way|Mansion Hub]].''
<<set $gallery.visit = true>>
<<set $manHub.return = true>><<nobr>>
<<if $gallery.visit == false>>
It's difficult to stay focused on the task at hand with so many beautiful works of art to examine. You're reasonably sure the key couldn't be hidden in a painting, but you stop to look at each of them all the same. The dim light continues to play tricks on you, though each time you get less certain that the movement you see out of the corner of your eye isn't real.
<br><br>
You get your confirmation at last as you round a corner and watch a figure in a dark coat dash across the gap between two painted hedges that are a twine to the maze outside. Acting on instinct,
<<elseif $gallery.visit == true>>
You're ready and alert and you return to the gallery, keeping your eyes scanning everything rather than focusing on any one piece of art as you make your way forward. You finally catch sight of the figure again in the same painting of the hedge maze as before. This time,
<</if>>
you take a few quick steps back to see if you can track where he's going instead of trying to chase after him.
<</nobr>>
You spot the man, who must be Viatro, in a few places around the room and at first can't see any rhyme or reason to where he turns up. Then you stretch up on your toes to track his movement over the statue of a dog and several glints of gold catch your eye. A few corners of paintings you've seen Viatro pass through have golden markings on them.
Inspiration strikes and you whirl around to find a pedestal you'd overlooked as empty before. You climb onto it and look back at the paintings. A careful step to the side and a slight tilt of your head, and the array of seemingly random markings throughout the gallery come together to make the unmistakable shape of a key.
You reach out into the empty air and aren't surprised when your fingers hit metal and the golden key drops onto the floor in front of you.
Your heart is pounding as you hop down from the pedestal and hesitantly pick up the key. As soon as it's in your hand, you're blinded by a shower of golden sparkles and you stagger as a brief wave of dizziness hits you. ''[[You blink a few times and wait as your eyes slowly adjust.|Key Found]]''<<nobr>>
<<if $salle.visit == false>>
You start a circuit of the salle, walking down the line of the windows. Your attention is split between looking over the rows of mounted swords and checking all of the window sills, though neither one turns up anything.
<br><br>
The mirrored wall has no gaps even at floor level, so you give it a very cursory check and hurry on. The second set of more exotic weapon weaponry takes you a bit longer to search, as you pick your way carefully around all the sharp edges to make sure the key isn't tucked away in there somewhere.
<br><br>
You make it around the cabinets without anything worse than a small poke on the tip of one finger that stops bleeding quickly. The first one you open is beyond empty — there's not a forgotten hanger or even a patch of dust inside. You go through the others, yanking the doors open with increasing force, but only find more of the same.
<br><br>
When you realize you're staring at one of the large, spiked morning stars and at least a little tempted to see what kind of damage it could do to the cabinets, you decide to leave. Probably best to go before your temper gets the better of you; you can always ''[[come back later after you've cooled down|Mansion Hub]].''
<<elseif $salle.visit = true>>
Searching again is as fruitless as the first time, and even more frustrating. You stand in front of some of the fancier weapons for a long moment, imagining the kind of damage you could do with one — or at least a hypothetical someone could do. You're not sure that you could wield any of the weapons safely, or even lift several of the larger ones.
<br><br>
In any case, neither irritation nor property damage is likely to get you the results you want, so you give up on the idea and ''[[return to the entry way|Mansion Hub]].''
<</if>>
<</nobr>>
<<set $salle.visit = true>>
<<set $manHub.return = true>><<nobr>>
<<if $salle.visit == false>>
You start a circuit of the salle, walking down the line of the windows. Your attention is split between looking over the rows of mounted swords and checking all of the window sills, though neither one turns up anything.
<br><br>
The mirrored wall has no gaps even at floor level, so you give it a very cursory check and hurry on. The second set of more exotic weapon weaponry takes you a bit longer to search, as you pick your way carefully around all the sharp edges to make sure the key isn't tucked away in there somewhere.
<br><br>
You make it around the cabinets without anything worse than a small poke on the tip of one finger that stops bleeding quickly. The first one you open is beyond empty — there's not a forgotten hanger or even a patch of dust inside. You go through the others, yanking the doors open with increasing force, but only find more of the same.
<<elseif $salle.visit == true>>
You step back into the bright light of the training salle to give it another once over, though you feel like you've already exhausted most of your possible options. Taking the same loop as before, the opposite way around this time, turns up nothing new.
<</if>>
<</nobr>>
With a sigh, you turn and lean against one of the cabinets, looking down the length of the room with frustration. On the far end, your reflection does the same... except ?their head tips back like ?they <<verb 'is' 'are'>> rolling ?their eyes at you. ?They hold a finger up to their lips and you nod, wide-eyed with shock.
You watch as they pull out a drawer at the base of the cabinet and use it as a step to reach up to a patch of carved flowers at the very top. The central rose seems to twist, and then a panel hinges out. Even at the distance, you can see the glint of gold inside. Your double doesn't take it, but instead hops back to the floor and centers themself in front of you again.
After a moment, you cautiously wave one hand and discover that your reflection is behaving as expected once again. You have mere seconds to relax before the whole mirror glints like it's been tipped at an angle and you see another version of yourself leaning back against the cabinet as you'd done moments before.
Magic is //ridiculous//, it turns out. You roll your eyes and go through the actions your mirror-self did to pull open the hidden compartment. This time, when your reflection returns to normal, it stays that way even after you spend a long moment pacing back and forth to check.
Have you helped your future self, or a version from a parallel universe? You're not sure, but it seems prudent to keep the chain unbroken, and try not to think about it too much.
You clamber back up and take the key. As soon as you pick it up, you're blinded by a shower of golden sparks. You step back down to the floor quickly as a wave of dizziness hits you and manage to land on your feet. ''[[You blink a few times and wait as your eyes slowly adjust.|Key Found]]''<<nobr>>
<<if $hall.visit == false>>
You realize you're holding your breath as you start up the steps to the dais and let it out in a soft laugh as you reach the top without Viatro appearing out of thin air. The space had looked empty from a distance, but now that you're close you find a remarkable amount of furniture hidden behind the heavy drapery surrounding three sides of the throne.
<br><br>
You set to it with a will, but are quickly overwhelmed by the sheer number of places to check. One fancy covered desk hinges open to reveal at least two dozen tiny drawers, every one of them the perfect size to hide a key. You take a deep breath and decide to open any of the larger compartments first before attempting to go back and deal with the smaller ones.
<br><br>
<<elseif $hall.visit == true>>
You check the sides of the room more carefully this time, even shaking out a few of the banners, and search over every inch of the dais again.
<</if>>
When all your poking around turns up nothing, you eventually give up and leave, though you can't help giving the throne a nervous glance over your shoulder as you go ''[[back to the entry way|Mansion Hub]].''
<</nobr>>
<<set $hall.visit = true>>
<<set $manHub.return = true>><<nobr>>
<<if $hall.visit == false>>
You realize you're holding your breath as you start up the steps to the dais and let it out in a soft laugh as you reach the top without Viatro appearing out of thin air. The space had looked empty from a distance, but now that you're close you find a remarkable amount of furniture hidden behind the heavy drapery surrounding three sides of the throne.
<br><br>
You set to it with a will, but are quickly overwhelmed by the sheer number of places to check. One fancy covered desk hinges open to reveal at least two dozen tiny drawers, every one of them the perfect size to hide a key.
<<elseif $hall.visit == true>>
This time, you march up the dais without hesitation and duck behind the drapery to confront the army of tiny drawers again.
<</if>>
An idea strikes you — Viatro had said not to worry about making a mess, and that gives you a remarkably simple way to deal with all the possible hiding places.
<br><br>
It's impossible not to grin as you tip the expensive-looking desk forward and watch every last one of the drawers slide out and clatter to the floor. You find some pieces of cord amongst the mess and tie all of the hangings out of the way so you can more easily deal with the rest of the furniture.
<br><br>
Two cabinets full of papers and a second desk later, the dais looks like a whirlwind has it it. Your eyes catch on a golden glint, half-hidden in a pile of amber colored candy. You brush the sweets aside and sure enough, there's the key.
<</nobr>>
Your heart is pounding as you reach down and hesitantly pick up the key. As soon as it's in your hand, you're blinded by a shower of golden sparkles and you stagger as a brief wave of dizziness hits you. ''[[You blink a few times and wait as your eyes slowly adjust.|Key Found]]''<<nobr>>
<<if $library.visit == false>>
You allow yourself a few minutes to wallow in the admittedly quite comfortable armchair before hauling yourself up and starting to look around the main room. If you were right about the organization system, this must be all romances. Some of the books look ancient, but even a quick glance at the contents confirms your guess.
<br><br>
About half of the ones you check are illustrated, too. Feeling a bit hot under the collar, you duck into an adjacent area to see if it might contain something more relevant. It seems to be mostly scientific texts and leans more modern than the previous room — interesting, but not useful.
<br><br>
Several sections later, you're not even sure what would //be// useful.
<<elseif $library.visit == true>>
A second trip around the library leaves you increasingly familiar with the organizational system, but doesn't give you any insight into where the key might be hidden.
<</if>>
Various books catch your eye, mostly ones with gilded lettering. A few even have the word "key" on them, but unless there are directions for finding it hidden somewhere in the hundreds of pages of text, they seem useless to you. With a heavy sigh, you take one quick roll on a ladder to lift your spirits before leaving the beautiful library and ''[[returning to the entry way|Mansion Hub]].''
<</nobr>>
<<set $library.visit = true>>
<<set $manHub.return = true>><<nobr>>
<<if $library.visit == false>>
You allow yourself a few minutes to wallow in the admittedly quite comfortable armchair before hauling yourself up and starting to look around the main room. Checking a few books at random confirms your guess that the sections must be sorted by subject — everything you grab is a romance, and about half of them are illustrated, too.
<br><br>
If you let yourself browse any one area too much, you know you'll get sucked in by the books and lose sight of what you're here for. Instead, you drift from room to room,
<<elseif $library.visit == true>>
The library is no less impressive on a second trip, nor any easier to search. You try to trace a different path from last time,
<</if>>
letting your eyes unfocus a little and hoping you can notice general details instead of getting hung up on any gilded titles on the spines.
<</nobr>>
It takes a good bit of wandering, but finally something catches your eye: a book quite high up, pulled out so far it's in danger of tipping off the shelf. You climb one of the ladders to push it back into place and notice the title is simply "Lower Left". When you make it back to the floor, you glance down and spot another book where it shouldn't be. Not only is it upside down, it's a marine biology textbook and you're in a fiction section.
Taking it back to the correct location reveals another one, and suddenly you're off on a treasure hunt. You find yourself following a trail of book titles with directions in them, ranging from the simply "right" to subject-related words that send you back and forth through the space. If this is somehow all a wild goose chase, it's going to leave you exhausted by the end of it.
Finally, you count three shelves down and find the next book out of place has no title on its spine, but a simple arrow in gold, pointing up. You can see the next one, at the very top of the towering shelf and you wheel over one of the ladders almost at a run. In seconds, you've scampered up and pulled out what looked like a book but is actually a small jewelry box tipped on its side.
Inside, nestled into thick black velvet, is a small, golden key. You carry it back down the ladder and then tip it out into your palm. As soon as it touches your skin, you're blinded by a shower of golden sparks. A wave of dizziness hits you and you brace one hand on your leg to steady yourself. ''[[You blink a few times and wait as your eyes slowly adjust.|Key Found]]''A spicier encounter!
<<nobr>>
<<if $arousal == 2>>
[[Forward text|Massive Library III]]
<<elseif $arousal == 1>>
[[Leaving text|Mansion Hub][$arousal += 1]]
<</if>>
<</nobr>>A spicier encounter!
<<nobr>>
<<if $arousal == 2>>
[[Forward text|Audience Hall III]]
<<elseif $arousal == 1>>
[[Leaving text|Mansion Hub][$arousal += 1]]
<</if>>
<</nobr>>A spicier encounter!
<<nobr>>
<<if $arousal == 2>>
[[Forward text|Training Salle III]]
<<elseif $arousal == 1>>
[[Leaving text|Mansion Hub][$arousal += 1]]
<</if>>
<</nobr>>A spicier encounter!
<<nobr>>
<<if $arousal == 2>>
[[Forward text|Marble Gallery III]]
<<elseif $arousal == 1>>
[[Leaving text|Mansion Hub][$arousal += 1]]
<</if>>
<</nobr>>WOW!! Max spicy!!!
<<nobr>>
<<if $arousal == 2 && $orgasm == 1>>
[[You stumble back the way you came...|Kept][$arousal to 0; $orgasm to 2]]
<<elseif $arousal == 2 && $orgasm == 0>>
[[You stumble back the way you came...|Getting Attached][$arousal to 0; $orgasm to 1]]
<</if>>
<</nobr>>
WOW!! Max spicy!!!
<<nobr>>
<<if $arousal == 2 && $orgasm == 1>>
[[You stumble back the way you came...|Kept][$arousal to 0; $orgasm to 2]]
<<elseif $arousal == 2 && $orgasm == 0>>
[[You stumble back the way you came...|Getting Attached][$arousal to 0; $orgasm to 1]]
<</if>>
<</nobr>>
WOW!! Max spicy!!!
<<nobr>>
<<if $arousal == 2 && $orgasm == 1>>
[[You stumble back the way you came...|Kept][$arousal to 0; $orgasm to 2]]
<<elseif $arousal == 2 && $orgasm == 0>>
[[You stumble back the way you came...|Getting Attached][$arousal to 0; $orgasm to 1]]
<</if>>
<</nobr>>
WOW!! Max spicy!!!
<<nobr>>
<<if $arousal == 2 && $orgasm == 1>>
[[You stumble back the way you came...|Kept][$arousal to 0; $orgasm to 2]]
<<elseif $arousal == 2 && $orgasm == 0>>
[[You stumble back the way you came...|Getting Attached][$arousal to 0; $orgasm to 1]]
<</if>>
<</nobr>>
Well, fuck, something went wrong.
Your error message is: $error. Please report it to me if possible. Thanks!<<nobr>>
<<if $extraText.kitty == "outside">>
You start meander back out into the warm sunshine,
<<elseif $extraText.kitty == "inside">>
You start to wander back into the house,
<</if>>
<</nobr>>only to find Viatro standing between you and the door, scowling. "There seems to be some confusion on your part about what //searching// entails," he says. "Going back and forth through that door repeatedly will not help you find anything other than the limits of my patience."
He waits, staring you down with his arms crossed over his chest until you tell him that you understand.
"Excellent. Assuming you get back to your search and stop behaving like a house cat, we will have no further difficulties." Viatro watches you a moment longer with more suspicion than you think is strictly necessary, then vanishes in a puff of red smoke that smells vaguely of sulfur.
<<nobr>>
<<if $extraText.kitty == "outside">>
[[With a small shrug, you push open the door and step outside.|Outside Hub]]
<<elseif $extraText.kitty == "inside">>
[[With a small shrug, you push open the door and head inside.|Mansion Hub]]
<</if>>
<</nobr>><<nobr>>
<<if $extraText.kitty == "outside">>
You scamper toward the door, but there's Viatro again, right between you and the freedom of the outdoors.
<<elseif $extraText.kitty == "inside">>
You skip toward the house, but Viatro is back, standing between you and the comfort of the mansion.
<</if>>
He looks absolutely furious, drawn up to his full height with a fearsome scowl twisting his usually calm features. You tip your head to one side in confusion and he lets out a heavy sigh.
<</nobr>>
"I did //warn// you," he says through gritted teeth, "but no, you simply had to go inside and outside in an endless loop for no reason whatsoever. If you're so determined not to abide by the rules and play the obstinate feline, so be it. I shall make you one in truth."
<<nobr>>
Viatro snaps his fingers and your line of sight drops from his shoulders to his ankles in the blink of an eye. They're very nice ankles, with dark pants that have a tragic lack of cat hair on them. You twine through them with a chirp and then go scratch at the door to be let
<<if $extraText.kitty == "outside">>
out into the sunshine.
<<elseif $extraText.kitty == "inside">>
back into the house.
<</if>>
With another sigh, slightly more fond this time, Viatro opens the door for you and you trot happily through.
<</nobr>>
When you wake up the next morning, you're curled up into an improbably tight ball on a pile of clothes on the floor, all of them somehow coated in an ungodly amount of fur. Your back protests horribly as you get to your feet and you feel weirdly off-balance. The feeling fades and you go on about your day normally, other than a small flinch when you have to open the door to leave the house.
[[The End|Stats]]
- All of the content within the game can be read as somewhat ''dubiously consensual'', given the context that the player is stuck in the location and in a position of lesser power
- That said, it is intended to be titillating, not frightening. Absolutely nothing sexual is done to the player character without their consent and everything is described as enjoyable for them.
- It is not possible to complete the game (other than one bad end) without engaging with at least //some// of the sexual content, but it's possible to complete the game while avoiding 1-2 specific locations if the specific content there doesn't appeal
- ''Please do not play this game if you don't want to read sexual content'', or if any of the caveats above sound like they might make it unpleasant for you
- If you have any questions, please feel free to message me on Tumblr: [[Raecchi|https://raecchi.tumblr.com/]]
''Sexual content'':
- Currently unimplemented
''Nonsexual content'':
- Involuntary animal transformation (bad ending, warning when you're on the route to trigger it)
- Lakeside Gazebo: Chased by geese (you escape unharmed)
- Training Salle: Combat with bladed weapons (no blood/injury)
''Assumptions about the player:''
- They are relatively able-bodied, able to walk a moderate amount, climb stairs, etc.
- They are sexually interested in a cisgender male character (no sexuality is discussed or labeled)
<<back "Return to the game">>
<<nobr>>
/* Count up player mood choices */
<<set _polite to $extraText.introI.concat($extraText.introII, $extraText.introIII)>>
<<set _rude to $extraText.introI.concat($extraText.introII, $extraText.introIII)>>
<<set _horny to $extraText.introI.concat($extraText.introII, $extraText.introIII)>>
/* Determine player's starting mood by most frequent OR last pick */
<<if _polite.count("polite") >= 2>>
<<set $player.mood to "polite">>
<<elseif _rude.count("rude") >= 2>>
<<set $player.mood to "rude">>
<<elseif _horny.count("horny") >= 2>>
<<set $player.mood to "horny">>
<<else>>
<<set $player.mood to $extraText.introIII>>
<</if>>
/* Now the actual passage */
<<if $extraText.introIII == "polite">>
"Never fear, we'll ease into these things as your comfort dictates," Viatro says gently.
<<elseif $extraText.introIII == "rude">>
"Such spirit! Don't worry, little brat, I am more than capable of backing up my words," Viatro says.
<<elseif $extraText.introIII == "horny">>
"Oh, I can tell we're going to have such a grand time, you and I," Viatro whispers to you.
<</if>>
"For now, I'll let you be on your way. Begin wherever you see fit, and take your time — though perhaps not //too// much, or I may find myself getting so attached that I can't easily let you go."<</nobr>>
He lets out a small laugh and falls silent. You wait a moment, then another, then slowly sneak a glance back. There's nothing behind you but empty air and the vast sprawl of the mysterious, walled-in estate. Since you've been invited to explore and standing out on the lawn all day would be boring, you may as well take a look around, right?
[[Start your search inside the mansion.|Mansion Intro]]
[[Start your search on the grounds.|Outside Intro]]As soon as you verbalize your refusal a second time, Viatro gives you a subdued nod and steps back. "Then you are free to go. For all that I choose to toy with those who wander into my home, I will not have anyone against their will."
You feel the tension that had been winding tight in you release all at once as Viatro summons the key once again and holds it out to you. He bows to you after you take it, deeper this time, and vanishes in a flash of golden light.
At the gate, the key slots neatly into the lock, which then clicks open and floats away as soon as it slips free from the chains. You unwind those and the gate swings obligingly outward when you touch the handle.
Once you step through, you find yourself standing inside your own bedroom, safe and sound, with the closed door at your back. You check the time and discover it's about when you would normally go to sleep. Your bed is neatly made, with a corner turned down. Everything that just happened is already getting fuzzy like a fading dream as you slip under the covers and drift into a peaceful slumber.
//The End//You make your way up to the grand double doors of the mansion, growing increasingly concerned as you approach and realize their arched peaks are least three times your height. Unless they're made of something much lighter than the dark wood and metal inlays they //appear// to be made of, you're not sure if you'll even be able to budge one of them.
With no other option, you grab the base of one of the massive steel loops that serve as handles and tug. It moves so easily you almost lose your balance, because what actually opens is an ordinary-sized door, edges cleverly hidden under what you'd mistaken for decorative metalwork. You have to smile as you step inside — the trick seems a perfect fit for the strange place you've found yourself in.
The space you step into is massive: thick wooden struts curve up to support a vaulted ceiling at least three stories high, and the floor space is large enough to fit even the most spacious apartment you've ever been in. Orbs of light hang suspended throughout the room, lighting it with a steady, warm glow. The stone walls are covered in elaborate tapestries depicting all kinds of fantastical scenes, though even a brief glance at them nearly overwhelms you with the sheer amount of bare flesh on display.
<<nobr>>
<<if $player.mood == "polite">>
You look over the erotic tapestries a little, because they're beautiful even if the content is making your face feel warm. A remarkable amount of detail is enhanced with metallic threads that catch the light as you walk through: silver on a scene with a full moon overhead, blue-green on the scaled tails of a group of mermaids, and gold on the jewelry of a suspiciously familiar figure with a woman in his lap.
<br><br>
With an embarrassed giggle that echoes in the large room, you make your way back to the center so you can look around and ''[[consider which room you want to search first|Mansion Hub]].''
<<elseif $player.mood == "rude">>
You suspect Viatro would want you to examine his porn tapestries, so you pointedly avoid looking close enough to notice any details. With a brief roll of your eyes at the weird, lavish entry way, you stomp to the center of the room and ''[[consider which room you want to search first|Mansion Hub]].''
<<elseif $player.mood == "horny">>
You know you're meant to be hunting for the key, but you can't help drifting over to take a closer look at some of the erotic tapestries. A lot of the figures are clearly drawn from myth: you spot satyrs with goat legs, at least one bull-headed minotaur, and a group of mermaids with their tails embroidered in shining blue-green threads.
<br><br>
Everyone involved, human or otherwise, seems to be depicted at the height of ecstasy. Your eyes linger on a suspiciously familiar figure with pointed ears. His face is obscured by the woman sitting in his lap, but you can make an educated guess as to who it might be. You put a hand to your heated face and step back to ''[[look at the adjacent rooms|Mansion Hub]].''
<</if>>
<</nobr>><<nobr>>
<<if previous() == "Intro IV">> /* Player starts outside */
You turn in a slow circle to consider how best to start your search.
<<else>>
You step out of the mansion into sunshine so bright you have to shield your eyes for a moment.
<</if>>
The whole area is overflowing with plants, maintained enough to feel like a garden while still lush enough to give the grounds an air of wilderness. Beyond the thick clover that seems to be make up the main lawn, you don't recognize anything.
<br><br>
A tiny mound, too small to be a hill, seems to be a good central point for you to use to survey the area. You head toward it,
<<if $player.mood == "polite">>
taking the time to admire the array of strange and beautiful plants you pass on the way. Many of the trees seem to have different leaves from branch to branch, and even the smaller shrubs are covered in an array of mismatched flowers. You're not sure if it's the work of careful grafting or outright magic, but the effect is dazzling.
<<elseif $player.mood == "rude">>
doing your best to ignore all the fancy plants along your route. Despite your efforts, you can't but notice the scent of the flowers you pass. There are so many blossoms that it should be overwhelming, but instead you're treated to an array of sweet smells that layer together perfectly. All of them are lovely, but totally unfamiliar.
<<elseif $player.mood == "horny">>
stopping every few steps to look at a particularly bright flower or figure out which one has a tantalizing scent that caught your attention. When you pass a deep red blossom with petals each bigger than your outstretched hand, you have to stop and feel it. The petal is smooth as silk under your fingertips and seems to curl gently toward you at your touch.
<br><br>
As the whole flower tilts toward you, a few drops of some kind of thick, golden nectar drips over your outstretched hand. The sun-warmed fluid is hot against your skin and smells so sweet that you lean down to taste it before you can think about what you're doing. It's sugary, with a subtle floral flavor that you can't place, and the taste lingers even as you gently free your hand and continue on your way.
<</if>>
<br><br>
[[When you make it up to your vantage point, you stop and consider your options.|Outside Hub]]
<</nobr>>The thick, red carpet underfoot muffles your footsteps, but the impressed whistle you let out at the size of the room echoes. Stone columns wider than your arm span and banded with gold line both sides of the room, supporting an elaborate frescoed ceiling that depicts a sunny sky with a few scattered clouds. A small flock of birds crosses the space over your head and you realize that the painted sun is providing all of the light. The effect could be unsettling, if it weren't so beautiful.
The golden throne draws your attention as soon as you stop gazing at the ceiling, but you find yourself hesitant to approach it. While it's not much larger than a good-sized armchair, the tall back, arms, and legs are all inlaid with enough gemstones to make it dazzling. They're designed to look like some of the odd plants you noticed on the grounds, chips of emeralds twining around to form vines and a staggering amount of diamonds making up sprays of unfamiliar flowers.
<<nobr>>
<<if $player.mood == "polite">>
You'd like to go take a closer look, but something about the throne unsettles you — it has an air of being empty that feels //temporary//. Instead, you turn your attention back to the details of the rest of the room. The clouds overhead shift in a nonexistent wind, even breaking apart and reforming from time to time. You take a few steps further into the room and realize that the carpet underfoot is bordered in complicated knot-work in the same shade of red, almost invisible at a casual glance.
<<elseif $player.mood == "rude">>
You're half tempted to march right up to the throne and see if you can't prise a few gems out, but Viatro's warning about not destroying his property tempers the urge. Also something about the throne unsettles you — it has an air of being empty that feels //temporary// that keeps you from heading toward it at all. If he doesn't turn up, though, you're definitely going to at least sit in it for a moment and see what it feels like to be a ruler.
<<elseif $player.mood == "horny">>
You're captivated by the throne, though most of the appeal is imagining how nice Viatro would look sitting in it. His dark clothing would be a striking contrast to all the gold, and you have no doubt he could command the attention of everyone in the room. Given the sheer size of the hall, that might be a staggering number of people.
<br><br>
Despite the fact you haven't seen anyone else around, it's easy to imagine the room packed with an array of colorful nobles, human and otherwise. You take a few steps forward, thinking of what it might feel like to have that many eyes on you, especially if you had the chance to approach the throne and drop to your knees.... The idea is captivating, but you remind yourself that you have a task to accomplish and turn your attention elsewhere.
<</if>>
<</nobr>>
You wander off to one side of the hall to check behind the columns, but the sides of the room room seem to be more or less empty. There are a few plain banners along the walls bearing a leaf made up of intricate whorls of green thread and highlighted with gold. You assume the symbol must belong to Viatro, unless he is somehow //not// the lord of the manor.
With no other obvious places to search, you make your way back to the center of the room and ''<<link "approach the throne">>.''
<<movement "Audience Hall" $roomCount $orgasm $prevChance $repeat>>
<</link>> The gallery is darker than you took it to be from outside, with small beams of warm light illuminating every piece of art but leaving the rest of the space in shadows. Wide, irregular gold inlays embedded in the floor form something of a stepping-stone path through the space, shiny enough that you can see their edges even in the dimmest areas.
The glitter of gold is as distracting as it is helpful — every time it catches at the corner of your vision, you think it might be the key, no matter how ridiculous it would be to find it simply lying on the floor. Another gleam around eye level startles you, but you whirl to find yourself trying to stare down a statue with gilded lips.
<<nobr>>
<<if $player.mood == "polite">>
You laugh at yourself gently for jumping at shadows and take a moment to examine the statue to give your racing heart a chance to calm down. The tall, stern-faced figure is quite lifelike, with the stone edges of her robe shifted to one side as if caught in a passing breeze and her head tipped to one side as if listening for something.
<br><br>
A small plaque sits in the palm of her hand and you bend over to take a closer look. It says //The Goddess Athena// but doesn't credit any artist. It seems a shame not to credit such fine work, and you find yourself wondering aloud, "Who made you?"
<<elseif $player.mood == "rude">>
It's no surprise you're jumping at shadows, alone in a room like this. Even if it had been well lit, an art gallery in a magical mansion seems ripe for trickery from the pieces in it, or simply the surprise appearance of the mansion's owner. Neither your nerves nor your slightly sour mood can stop you from noticing how beautiful the statue of a stern-faced woman in front of you is.
<br><br>
A plaque in her hand tells you that she is the goddess Athena, and you would believe it. She towers over you, and is carved with such lifelike detail that you give in to the urge to incline your head in respect.
<<elseif $player.mood == "horny">>
You're somewhat disappointed when it's //not// Viatro, but you take a moment to look over the statue all the same. The tall, stern-faced woman is so lifelike you catch yourself starting to reach out to touch the sleeve of her carved robe. You realize there's no reason not to, and complete the motion, fingertips bumping along the stone pleats.
<br><br>
Biting back a giggle, you slide your hand up and trace over the line of the statue's collarbone. It's faintly cool, though not as cold as you would expect stone to be.
<</if>>
A faint glimmer draws your attention up and you see the statue's golden lips have curved into a smile, her head tipped in your direction as if she was watching you.
<</nobr>>
You flinch back a step and watch the statue intently for a long moment. When it makes no further moves, you start to wonder if it was merely a trick of the light or the angle you were looking from. It probably wasn't, but you know you'll never find the key if you stay in one place and stare at a statue for hours on end, so you ''<<link "continue further into the gallery">>.''
<<movement "Marble Gallery" $roomCount $orgasm $prevChance $repeat>>
<</link>> You step hesitantly into the room, but are relieved to find the space empty. It's too open and well-lit to have many surprises for you, though you keep a suspicious eye on the staggering collection of swords arrayed under the windows on the far wall. If there's any organization system, you can't figure it out. A set of two curved blades etched to look like leaves sits directly above a massive broadsword that has to be nearly as long as you are tall.
<<nobr>>
The space to the far left houses a collection of identical wooden storage cabinets, tightly packed together and all closed.
<<if $hall.visit == true>>
You wince at the thought they might also contain a multitude of tiny drawers,
<<else>>
You frown at the thought of having to search so many cabinets,
<</if>>
but they're too likely a hiding place //not// to look through.
<</nobr>>
You discover there are even more weapons along the wall with the door as you walk further into the room, more than you could easily put a name to. The sheer amount of spikes, blades, and chains leaves you wondering if anyone walks away from training in one piece.
<<nobr>>
Floor to ceiling mirrors cover the wall to the right, making the space seem even larger and brighter than it actually is.
<<if $player.mood == "polite">>
It could almost be a ballroom, with a few changes in decor. The idea of attending a fancy party here is downright magical, but you don't let yourself drift too far into daydreaming. You're a bit edgy about all the weapons surrounding you,
<<elseif $player.mood == "rude">>
You almost wish Viatro would turn up in here, though you suspect the duel you're imagining wouldn't turn out as well for you in reality. There's not much chance you'll get to beat him in a sword fight,
<<elseif $player.mood == "horny">>
You grin at your own reflection. The room has the potential for all kinds of interesting encounters, from a duel crackling with sexual tension to simply watching in the mirror as someone touches you. You're getting very distracted,
<</if>>
but at least most of the room is bare floor that can't hide anything. It should make for a quick search. You stand in the center of the room and ''<<link "consider how to examine the room most effectively">>''
<<movement "Training Salle" $roomCount $orgasm $prevChance $repeat>>
<</link>>
<</nobr>><<nobr>>
You make your way up one of the staircases, trailing a hand over the thick wooden banister as you go. Something about the heavy red carpet underfoot and smooth wood under your fingers really drives home the fairy tale feeling of the strange mansion. In a perfect world,
<<if $player.mood == "polite">>
you would be a guest, wearing something properly fancy as you went to explore the library.
<<elseif $player.mood == "rude">>
you wouldn't be //trapped// in it, but it's impossible for you not to be excited by the prospect of a huge, magical library despite that.
<<elseif $player.mood == "horny">>
Viatro would be by your side, escorting you up to the library with a gentlemanly hand on your arm and at least a few wicked things whispered into your ear.
<</if>>
You reach the second floor and seeing the pair of heavy doors that must lead into the library chases away any other thoughts. Taking a deep breath, you pull them open.
<</nobr>>
The sheer size of the room — //rooms//, actually — inside leaves you standing in the doorway gaping for a few long moments. Archways divide different sections, possibly by subject given the small plaques you can see with delicate lettering and arrows. The tallest shelves lining the walls have rolling ladders with railings carved to look like curling vines, and the smaller, freestanding ones have nooks for armchairs and tables built in.
You manage a few small steps into the library, turning around in breathless amazement at the space and the staggering number of books inside it. Some of them look quite modern, even: there's a small shelf of paperback romance novels that wouldn't be out of place in any ordinary bookstore or library.
Dismay follows quick on the heels of your excitement. How are you supposed to look through all of this? You drop into the nearest chair and sink into the thickly cushioned seat so far you grab one arm to keep your balance. At least you have somewhere comfortable to sit and ''<<link "consider how best to search the library">>.''
<<movement "Massive Library" $roomCount $orgasm $prevChance $repeat>>
<</link>>The walls of hedges seem to rise up to meet you as you approach — with nothing but open field between you and the maze, you had misjudged the distance. They had seemed only too tall to peer over from afar, but the archway alone is twice your height and its opening barely reaches halfway up the surrounding hedges. What you had taken for miniature flowers were full-sized blooms; some are even bigger than a dinner plate.
You take a moment to walk from the entrance down to one of the corners, but you don't see another way in when you peer around the corner. As you make your way back, you try to convince yourself that this is a positive — only one entrance means you can't pick the wrong one, at least. Then you're back in front of the archway, eyes locked on a thorn as long as your hand, and the idea of going in at all is daunting. You take a moment to give yourself a pep talk.
<<nobr>>
<<if $player.mood == "polite">>
No matter how large and imposing the maze might be, it //is// part of someone's garden. It seems unlikely that anyone would design and create a hedge maze that was actually dangerous to put in their own home. At the worst, it's probably going to be like a haunted house: intended to scare but not cause any real harm. You'll be fine.
<<elseif $player.mood == "rude">>
It's just a bunch of plants — no matter how spiky they might be, they're not going to be a threat as long as you're careful. You're not too hopeful that the maze will be fair, or even just an ordinary but complicated maze, but there's nothing to be done about that. As long as you pay attention and approach the thing with caution, you're sure you'll be okay.
<<elseif $player.mood == "horny">>
Viatro has made his interest in you pretty clear, so no matter how scary the maze looks, it's probably not going to hurt you. Maybe //he's// in there. The idea of running into him deep inside the maze is surprisingly pleasant. You'd be all alone and hidden from view, but still outside with the warm sun falling on your bare skin — because somehow your clothes have vanished in this hypothetical situation. Yeah, you can deal with some thorny hedges.
<</if>>
<</nobr>>
Now that you've talked yourself up to the best of your ability, the only thing left to do is step forward and ''<<link "try to make it through the hedge maze">>.''
<<movement "Hedge Maze" $roomCount $orgasm $prevChance $repeat>>
<</link>>By the time you've made it halfway to the gazebo, you're more than ready to upgrade the body of water to a lake — it's a long walk around. Despite the fact you'd prefer it to be a bit shorter, you can't object to the view. The water is a gem-like blue in the sun, and the cool breeze rolling off of it carries the scent from the rainbow of flowers lining the path to you.
You pause along the way when you spot a few broad, flat stones making a trail out into the water. A patch of lily pads surrounds the furthest one. It seems like something you should stop and look at, so you kick off your shoes and socks and roll your pajama pants up, just in case.
<<nobr>>
<<if $player.mood == "polite">>
The stones are close enough together than you can get from one to the next with only a bit of a stretch, so you take your time and focus on keeping your balance as you cross them. You peer down into the water and see no sign of the key, but there are some beautiful black and white fish darting around through the roots of the floating plants.
<br><br>
No matter how strange everything has been, you take a moment enjoy the peaceful atmosphere. You stretch your arms up and roll your shoulders back, shaking out a bit of tension
<<elseif $player.mood == "rude">>
You start to stomp across the stones, but halfway across you misjudge the distance and dip your toes into the chilly lake water. The yelp you let out startles a group of black and white fish, sending them darting further out into the lake. You sigh and give the lake bed a brief scan
<<elseif $player.mood == "horny">>
The smooth stones are warm under your bare feet as you take careful hops over the gaps between them. You sit down on the last one, basking in the sunshine for a moment before leaning over to peer into the lake. Fancy fish dart around the lily pads' roots, their black and white scales in elaborate patterns with no two alike.
<br><br>
You're half tempted to shuck the rest of your clothes and take a dip, but you settle for trailing your fingers into the cool water. You take a moment to breathe deep and enjoy the view
<</if>>
before making your way back to the path to retrieve your socks and shoes.
<</nobr>>
There are no other obvious places to search before you reach the gazebo itself. The bars that had looked black at a distance have a green shine to them in the sunlight as you approach, and most of the elaborate curlicues are threaded through with a variety of vines. They seem to lack both flowers and thorns, making them something of an oddity among the plants you've seen so far.
While the structure is larger than any similar one you've seen, you're confident that it can't take that long ''<<link "to search through the whole gazebo">>.''
<<movement "Lakeside Gazebo" $roomCount $orgasm $prevChance $repeat>>
<</link>>The tower shifts from imposing to downright impossibly large as you approach its base, barely watching your step as you boggle up at the greenhouse above. You get close enough to realize the spiral of stripes winding around the tower isn't paint but //glass//, with such a dense layer of plant life behind it that it appeared solid green at a distance. Bronze double doors, easily twice your height, swing outward at your approach and you're struck with a wave of humid, greenery-scented air.
You take a few cautious steps in, sighing with relief as the doors fail to slam shut behind you. The center of the room is occupied by a thick tree trunk. Its branches have been tamed into a set of broad stairs complete with railings along the outside, although they are covered in such a dense layer of plants you can hardly see the wood beneath.
<<nobr>>
<<if $player.mood == "polite">>
There's so much to see that you hardly know where to begin. You make a slow circuit of the central tree, marveling at the rich orange-brown hue of its bark. Unless it was grown with magic, it must be ancient. The staircase almost has to be magic, given how each step is even and level, and the center is carpeted with a thick runner of moss. As elsewhere, there are more types of flowers than you've ever seen in your life, though somehow their combined scent doesn't overwhelm your nose.
<<elseif $player.mood == "rude">>
The tree is impressive, the plants are pretty, but all you can think is: //why are there so many fucking stairs?// Viatro clearly has magic — there's no way anything like this exists without magic or several generations of the most patient people in the universe — so why not a magic elevator? Then again, for all you know he can just sprout wings and fly straight to the top.
<<elseif $player.mood == "horny">>
It's impossible to resist the urge to inspect all the unusual plants. The bark of the central tree is rough, made up of many different sections that fit together almost like long, thin shingles. Moss covers the center of the organic staircase, giving it the look of being draped with plush green carpet. You find a honey-yellow fruit that looks like a raspberry dangling along one railing and pop it in your mouth, grinning at the sweet and tart flavor.
<</if>>
<br><br>
After you poke around for a while, you decide the bottom floor isn't likely to be hiding the key. The only thing you can really do is
''<<link "take the stairs and climb higher into the tower">>.''
<<movement "Towering Greenhouse" $roomCount $orgasm $prevChance $repeat>>
<</nobr>><<nobr>>
You stroll over toward the stable,
<<if $gazebo.visit == true>>
happy that you won't have to walk around the entire lake to reach it.
<<elseif $gazebo.visit == false>>
gazing out at the lake briefly as you skirt the edge of it.
<</if>>
<<if $player.mood == "polite">>
The building is huge and well-maintained, all of the paint spotless and clean, and not even a hint of rust on the hinges of the doors. You walk inside and smell nothing but dust and the clean hay heaped in every one of the empty stalls.
<br><br>
Each door is decorated with patterns that you assume once marked the magical creatures housed inside. You trail your hand over over one that is aquatic themed, and peek inside to see a sunken pool of water with some kind of seaweed growing at the bottom. Everything seems deserted, though there's a
<<elseif $player.mood == "rude">>
Like everything else on the estate, the building is needlessly large and cleaner than any human staff could probably manage. Must be nice to have magic! The stalls inside are all empty, but piled with a thick layer of hay anyway.
<br><br>
Most of the stall doors are painted with twee little patterns that you roll your eyes at, though you do have to wonder what kind of animals used to be housed here. It's probably safer for you that they're gone, but it does make the place a bit less interesting. The rest of the place is pretty bare, except for a
<<elseif $player.mood == "horny">>
The building is huge, spotless, and totally empty inside. Everything smells pleasantly of clean hay in the sunshine, but you're somewhat disappointed by the lack of any animals. You wouldn't even mind if they were normal horses and not the more fanciful creatures you'd secretly hoped for.
<br><br>
There are hints of what the stable might have once housed: the door to the metal stall is painted with a repeating motif of various treasures and little bursts of flame that scream //dragon//. One of the stalls is twice as wide as the rest, with a door in both the wall and the ceiling that suggests something with wings. There's nothing else interesting, but you note a
<</if>>
<</nobr>>
wide ladder leading up to a hayloft overhead, and a tack room to your right with all its equipment stowed in perfect order.
Despite the size of the stable, there really can't be too many hiding places unless the key is simply buried in a pile of hay somewhere. You try not to think too hard about all the scratchy hay you'd have to dig through if it //is// and ''<<link "begin your search of the stable">>.'' <<movement "Empty Stable" $roomCount $orgasm $prevChance $repeat>>
<</link>> ''Statistics for this run:''
Times you found nothing: <<print visitedTags("nothing")>> out of a possible maximum of 12 (Nearly impossible to get all 12 in one run!)
Number of sex scene pieces viewed: <<print visitedTags("meet")>> out of a possible maximum of 9 (key found) or 12 (key not found).
You saw <<print visitedTags("warning")>> of 2 possible "bad end" warning scenes.
[Text Unfinished; function works]
Would you like to ''[[review the content warnings|Full Content Warnings]]?''
<<nobr>>
If you decide you want to keep playing, ''<<return "click here to continue">>.''
<</nobr>>
If you're sure you'd like to stop, ''[[click here to end the game|Nope!]].''<<nobr>>
<b>__Mood__:</b>
<br>
<<if $player.mood == "none">>
You're still waking up....
<<else>>
<<cycle "$player.mood" autoselect>>
<<option "neutral, curious, or inclined to be polite" "polite">>
<<option "irritable, contrary, or inclined to cause trouble" "rude">>
<<option "sensual, hedonistic, or very interested in your host" "horny">>
<</cycle>>
<br>
(Click to change)
<</if>>
<</nobr>>
/*
If at any time you don't like what's happening:
[[Say you want to stop|Nope?]]
*/