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WaywardWombat

Bog Temple

Oct 3rd, 2018
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  1. A repeatable encounter in the Bog with various options for meditation and relaxation, possibly also netting you a shield that might have belonged to a certain girl who never committed any wrong in her life. Also the location that Marielle, an undead seamstress, will choose as her new home after a few visits.
  2.  
  3. The shield in question is found on this list: https://pastebin.com/t32YbrMW
  4. The seamstress is found here: https://pastebin.com/R0y2xebF
  5.  
  6.  
  7.  
  8.  
  9. > Bog Temple
  10.  
  11. Hip-deep in muddy water, you try not to trip and drown as you toil through this humid quagmire.
  12.  
  13. You've been following small signs of previous civilization: low stone walls, long crumbled and overgrown with moss, and the occasional glimpse of paved pathways beneath the sludge. It is evident that whoever built them is long gone, but if you find more, then maybe you could learn about the history of Mareth. Or at least of this muggy place. Maybe it will even be worth all the mosquito stings you've collected so far. You swat another one. A rather futile exercise.
  14.  
  15. The thick canopy overhead lets through only occasional shafts of [sun]light, but despite the [if past 21:00:(near-total darkness) else:(abundant shade)], you're cooking. Sweat beads from your eyebrows, and you sit down on a collapsed pillar to catch a breather and listen to the sounds of the bog. Bird songs you have never heard before, the slight gurgle of water, an unknown creature crying in the distance. And the mosquitoes. Another one goes down with a slap. You look at your hand. That was two, actually. As you sigh and get up, you spot something between the almost-ancient trees. A speck of stone, the general outline of a building, though nearly hidden by the wild growth that has crept up its facade. Maybe a house; you might have found an old village.
  16.  
  17. Though as you wade closer, you realize it's larger than just a regular habitation and must have held some significance, judging by the many broken pillars standing in a circle around it. Likely a place of worship.
  18.  
  19. [Enter] [Leave]
  20.  
  21. > [Leave]
  22. //Tooltip: "Leave it be for now."
  23.  
  24. Some places are perhaps better left undisturbed.
  25.  
  26. You turn on your heel and head back the way you came from, towards camp, leaving the old, overgrown building behind you.
  27.  
  28. //Back to camp
  29. //One hour consumed
  30.  
  31. > [Enter]
  32. //Tooltip: "Look for an entrance and let yourself in."
  33.  
  34. You follow along the ivy-covered wall until you find an entrance. A handful of steps lead down, perhaps to compensate for the uneven terrain, and as you [walk] inside, you immediately feel a fresh breeze brush over your [skindesc]. After your eyes have adapted, you take in the interior.
  35.  
  36. It's a temple, like you remember from back home, though the teeth of time have left deep marks: the pews have long since rotted away in this hostile climate, moss has conquered most nooks and corners, and one wall is sporting a gaping hole. By the way the debris is strewn around, something must have battered through from the outside. As you look up, you see inner balconies held up by pillars, and higher above yawns Mareth's sky through the broken domed ceiling. It, and the rest of the building, seems to be popular with nesting birds. One of them—a tiny, blue thing—screeches at you from a wall sconce and flutters away. Small puddles of surprisingly clear water dot the ground, clean enough to appear drinkable, and some of them might even be sufficiently deep to wash yourself in. The mosquitoes are gone, you note with some relief.
  37.  
  38. You are careful not to trip over any of the roots that have pushed up the floor tiles as you are drawn to the centerpiece set into the far wall.
  39.  
  40. A stone sculpture, carved from a single slab of marble, depicting a young, winged woman in a long, ruffled dress. Her lengthy hair flows to the sides, and she has her arms spread in a saint-like pose. A beautiful work of masonry, and remarkably untouched by time and vandalism, save for large patches of moss growing across the surface. There is writing beneath the figure, but you can't read[if intelligence >20 OR silly mode is off:( it. You have never seen this script before, and it's mostly obscured)].
  41.  
  42. The figure might have been an old deity, or some other creature that was once worshipped here. You find it difficult to wrench your gaze away from its beauty, the marble goddess regarding you with angelic benevolence, and you feel a pleasant warmth building in your chest at her radiance. But you shake your head. [if paladin or religion/monk:(You don't know who this being is, so you turn away and) else:(It's far too massive to haul back to camp, so you)] look around for anything else that might be of value.
  43.  
  44. The sconces are rusty and covered in bird droppings, and the few books you find on a shelf crumble to dust under your touch. You are about to call it a day and go back to camp when a metallic glint from under the altar catches your eye. You draw closer and bend down to look beneath. A metal disc, about as wide as your forearm, lies on the floor. It's thick, but looks like a small shield. You pick it up and turn it in your hands; it's lighter than it appears—must be hollow—and through a few openings, you spy mechanisms of cogs and gears inside.
  45.  
  46. As you further investigate the strange device, the bird from earlier returns, apparently having brought its mate as well. The two aren't happy about your presence and flutter around you, chirping in their high, angry voices. [if corruption >50:(How annoying. You want to grab and squash these little shits, but catching them would be more of a hassle than their incessant tweeting.) else:(They are quite annoying, but won't let themselves be shooed away.)]
  47.  
  48. Trying to concentrate again on the shield, you feel your questing fingers catch on something like a hidden switch, so you flick it. Suddenly, the disc comes to life. You hear gears working, something sounding like it's winding up, and with a [i: clack], the chirping stops.
  49.  
  50. You blink. The sounds of the bog outside can still be heard, and a faint ticking noise emanates from the disc, but as you look up, you find the birds frozen in mid-air. [if corruption >75:(How convenient. As soon as you grab one, it starts to move again and gives a terrified cry as you crush the little creature's bones. The second one follows. You toss them away, but a second after the wrangled bodies leave your hand, they freeze again.) else:(You stare at them, confused. Tentatively, you reach out to touch one, but as soon as you do, it starts to move and flutters away, only to freeze once more. Trying again yields the same result: it freezes as soon as it leaves your touch.)] You frown in puzzlement at the disc in your hands.
  51.  
  52. Then, with another [i: clack], the ticking stops and [if corruption >75:(the lifeless birds thud onto the ground) else:(the chirping resumes, the panicked birds fleeing the temple again)].
  53.  
  54. [if has used/seen time magic before:(You begin to realize what this might be) else:(What a strange contraption you have found)]. You don't know where this piece of magic technology came from, but what just happened must have been its doing. It must be capable of [if has used/seen time magic before:(manipulating time around its user) else:(somehow freezing animals around its user. Maybe even people)]. There are two straps on the back side, so you could wear it like a regular shield. It's small, but still looks to be made of some sort of metal; it can probably take some hits.
  55.  
  56. You place it on top of the altar and consider what to do.
  57.  
  58. [Take It] [Leave It] [Burn It]
  59.  
  60. > [Burn It]
  61. //Needs shitty memes mode enabled
  62. //Tooltip: "Try to burn the strange disc."
  63.  
  64. Try as you might, fire spells can't melt steel shields.
  65.  
  66. [Take It] [Leave It]
  67.  
  68. > [Leave It]
  69. //Tooltip: "Better leave it where it is."
  70.  
  71. You decide against taking the metal disc and leave it on the altar. Who knows what other strange magic inhabits it or if it's even safe to use. You're in no hurry to find out.
  72.  
  73. Turning around, you exit the temple to head back to camp, leaving yourself at the mercy of a myriad of mosquitoes on your way there.
  74.  
  75. //Back to camp
  76. //1 hour consumed
  77.  
  78. > [Take It]
  79. //Tooltip: "Take the odd shield."
  80. //[Take It] from repeat visits > Inspect > Altar (when not having picked up the shield yet) also leads here
  81.  
  82. After some pondering, you decide to take the strange clockwork disc with you. [if has used/seen time magic before:(A source of time magic like this should be pretty) else:(Whatever magic inhabits it might become)] useful on your adventures.
  83.  
  84. Pocketing the device, you take a last look around, then turn and leave to head back to your camp. The mosquitoes and the bog's humidity both come back in full force as you exit the temple, but your mind is too occupied elsewhere to really care all that much right now.
  85.  
  86. //Clockwork Shield get!
  87. //Back to camp
  88. //1 hour consumed
  89.  
  90.  
  91. >>Repeat visits:
  92. //Still random Bog encounter, think kitsune shrine in Deepwoods
  93.  
  94. Your surroundings start to become familiar, and soon, you find yourself before the old, overgrown temple again. A waft of crisp air caresses your face and expels the few insects that were still clinging to you as you [if (singleleg) [walk]|step] down inside. The atmosphere here is serene as always, [if (visit count > 8) {even the birds don't care to complain|save for the few birds you see fluttering away, loudly complaining}] about your presence.
  95.  
  96. You take a look around.
  97.  
  98. Time and weather have left their obvious marks here. One wall sports a gaping hole, thick roots underneath the floor have upheaved some of the tiles and allowed clear puddles of water to form, the pews have all rotted away, and the sconces are covered in several layers of rust and bird droppings. A stone bookshelf stands to one side, but the books crumble under even the slightest touch. There are inner balconies above, guiding your gaze up to the high window slits and the ceiling's partially caved-in dome. Finally, at the far end sits an altar before an impressive work of masonry: a single slab of marble, taking up the apse's bulk, depicts a woman with feathery wings and long, flowing hair, wearing a ruffled gown that flutters behind her like a grand veil. A few smaller sculptures adorn the other walls, most of them in a state of age-long disrepair.
  99.  
  100. [if (Marielle is present) {[if (time is between 22:29 and 6:31) {Marielle's sizeable half-tent occupying the breach is dark and silent. Peeking into it, you spy the undead girl tucked into a bedroll between mountains of fabric rolls and boxes holding various sewing and camping supplies. She's asleep.|Marielle, the undead seamstress, has occupied the breach with a sizeable half-tent stretched over it from the outside, making it the entrance to her tailor boutique. The girl herself is sitting at a table pushed up against a low remainder of the facade, the space around her littered with a multitude of sewing tools, boxes, and rolls of fabric, thread, and ribbons. Her usual dress provides more than enough decency, while a pair of old pince-nez and a lit oil lamp help her concentrate. She [if (busy with commission) {doesn't notice you, her attention entirely dedicated to working on the article you requested.|seems engrossed in something, and whether she has noticed your entry or not, you're not sure.}]}]}]
  101.  
  102. //Ignore this paragraph for now
  103. [if Marielle has been killed via Talk>Kill and her tent has not been removed yet:(Marielle's sizeable half-tent occupies the large breach from the outside, but stands dark and silent, its former owner now truly among the dead. There are various sewing and camping supplies inside, as well as large rolls of fabric and boxes of finished and half-finished apparel.)]
  104.  
  105. [if (Marielle is present) {[Marielle]}] [Inspect] [Relax] [Pray] [Bathe] [Leave]
  106. //For [Marielle], refer to https://pastebin.com/R0y2xebF
  107.  
  108.  
  109. > [Inspect]
  110. //Tooltip: "Look around the temple a bit more thoroughly."
  111.  
  112. There are a few points of interest within this old building which might be worth looking at. Nobody has been here for ages, it seems, so most of it remains largely untouched, save for by the hand of nature itself.
  113.  
  114. [Sculpture] [Altar] [Statuettes] [Books] [Hole] [Puddles] [Balconies] [Entrance] [Back]
  115. //[Back] just brings up the temple menu again
  116.  
  117. > [Sculpture]
  118. //Tooltip: "Study the large sculpture."
  119.  
  120. The most prominent piece of all, overlooking the entire shrine, is a larger-than-life effigy of its presumed deity, hewn from the far wall. An impressive work of marble.
  121.  
  122. Her hair and dress are both long and flowing, fanned out by an imaginary wind as if she were descending from the heavens. Strengthening that image is the pair of wings spreading behind her, as well as her posture: her arms extend to the sides, palms up, like the image of a saint offering salvation to her followers, and her feet don't touch the ground—she appears afloat. Definitely a 'she', as her hips, her smooth and slender beauty, and the slight rises of her chest suggest. She looks young, too, but you find it impossible to ascertain a specific age, though she's neither child nor adult. In a way, she's ageless.
  123.  
  124. And then there is her smile. That lovingly benevolent, eternal smile. Whatever mason did this must have worked tirelessly to perfect it, as it seems to find you wherever you stand.
  125.  
  126. It's difficult to wrest yourself away from the sight, your eyes wanting to gravitate back towards it, ever-further enraptured by it the longer you stare, but there are a few lines of runic writing beneath the statue, half-covered by moss. You shake your trance off and move closer.
  127.  
  128. The script is entirely unfamiliar to you and eludes your understanding. It all looks odd, swirly, and remarkably round, which makes it even more difficult to tell the runes apart, let alone decipher them. You have no way of doing so.
  129.  
  130. //Keep up previous menu
  131.  
  132. > [Altar]
  133. //Tooltip: "Search the altar."
  134.  
  135. The altar is a fairly unpretentious thing, not distracting from the impressive sculpture behind it. [if silly mode and corruption >90:(Large enough to sacrifice a child on) else:(As large as a dining table)], it's made of stone, like most other furniture here that has survived this long, and has a hollowed-out back side to allow for some storage, though it's entirely empty now.
  136.  
  137. The front bears the carved image of what you think is a heavily stylized longbow surrounded by roses, but nothing more, and the sides continue that flower motif while its top remains entirely unadorned, the stone's smoothness only marred by specks of dust and dirt. Functional, but unspectacular. It has a few chips and scratches here and there, though has all in all remained in good condition; it's certainly pretty heavy, too, not budging in the slightest when you give it a few testing pulls.
  138.  
  139. There's really not much to it—no leftover offerings, no plates or baskets, not even a candlestick.
  140.  
  141. [if shield has not been taken yet:(Well, the strange metal disc you found and left here is still lying on top of it, glinting in a stray ray of [sun]light.
  142.  
  143. [Next] [Take It]
  144. //[Next] brings up the previous menu again, [Take It] is the same option as above, including being booted to camp afterwards
  145. )]
  146.  
  147. //Keep up previous menu
  148.  
  149. > [Statuettes]
  150. //Tooltip: "Scrutinize the statuettes."
  151.  
  152. Placed along the walls is a fairly large amount of smaller statues, some reclined in alcoves, some standing freely on their own pedestals, all of them evidently of importance to this shrine.
  153.  
  154. Saints or accomplished followers of the goddess perhaps, if you took a guess, though what are likely their names and deeds etched in strange runes beneath each doesn't exactly help you, nor does the damage most of them have suffered over the many years. You do notice—at least from what's still recognizable as anything—that they're all female, and apparently human. It's an observation that could be interpreted in many ways: was this an all-female cult of sorts, or perhaps a restricted order within a larger religion? Most, if not all of them, bear arms, denoting them as warrior-women, a fact too prominent to not be of significance. Swords, axes, halberds, sickles and scythes, staves, spears, and you even note a whip among their arsenal. Part of one, at least, the rest must be lying somewhere between the rubble.
  155.  
  156. Their weapons aren't their only differentiating choice of equipment. No two look alike, as they're clad in a variety of outfits from long dresses and elaborate tunics over hooded cloaks to some more body-hugging vestments, a few of which are showing an ample amount of skin, interspersed with the occasional piece or full suit of armor. No habits, and the only uniform thing about them is the solemn looks chiselled onto their faces as they stand or kneel in silent vigil.
  157.  
  158. They don't seem to be portable, as they're fastened onto their respective bases.
  159.  
  160. //Keep up previous menu
  161.  
  162. > [Books]
  163. //Tooltip: "Peruse the bookshelf."
  164.  
  165. There are a few stone shelves, mostly empty ones, but one holds a small selection of books which captures your interest.
  166.  
  167. Sadly, the leather-bound spines are about the only thing in non-rotten condition, and even they are heavily discolored and cracked, their titles faded into illegibility; the pages themselves are beyond saving at this point. You test a few, but it's more or less the same story for all of them. There's nothing to salvage.
  168.  
  169. //Keep up previous menu
  170.  
  171. > [Hole]
  172. //Tooltip: "Investigate the large hole in the wall."
  173.  
  174. One thing that catches the eye is the hole that has been torn into the wall.
  175.  
  176. Sizeable enough to fit even a well-built centaur through, it looks like something non-natural was the cause for it, if you judge the way the rubble has been flung throughout the vicinity correctly. A pillar nearby has taken some damage as well, a good half of it chunked away, but it's still somehow holding up. You wonder how long ago that happened—the growth of moss on some of the debris indicates it can't be too recent, but anything more than that single insight seems unlikely to be deducible.
  177.  
  178. You [if (singleleg) slide|step] a little closer.
  179.  
  180. //If Marielle is present:
  181. Just outside, Marielle has set up her boutique, effectively covering the entire hole with a half-tent she has fastened to the temple's facade and the surrounding vegetation. The seamstress herself is
  182.  
  183. //No paragraph break, but don't forget the space
  184.  
  185. //If time is between 22:29 and 6:31:
  186. tucked away asleep in her bedroll, clutching a comfy-looking pillow to her face. Her slumber is silent and uninterrupted by your presence, allowing you to investigate further, though you're still careful to not get too close or make any noise that could wake her up.
  187.  
  188. She keeps her desk pushed up against a low portion of the crumbled wall coinciding quite well with the wooden tabletop's height. Next to it, the opening reaches down to the ground to form a convenient entrance to her tent.
  189.  
  190. Cluttered with chests, boxes, and rolls of fabric piled onto protective mats as it is, the ground outside can't give you much of a clue as to what exactly happened, either. No obvious marks, neither on the stone, nor in the specks of unoccupied grass, and to have a look at the trees and bushes the rain-proof sheet is anchored to, you'd have to exit the temple and wade around through the mud. You decide against doing that.
  191.  
  192. //Keep up previous menu
  193.  
  194. //Else if Marielle is awake and busy with a commission:
  195. sitting at her desk and working on the order you gave her. Her many hands move with efficient purpose, each assigned to its own duty as she keeps a steady pace.
  196.  
  197. You don't think you should be disturbing her right now.
  198.  
  199. //Keep up previous menu
  200.  
  201. //Else if Marielle is awake and not busy:
  202. sitting at her desk, immersed in what looks like embroidery. Her many hands move slowly, leisurely even, as she works a pattern you can't quite see from this angle into the cloth.
  203.  
  204. The inside of her tent is largely cluttered with chests, boxes, and rolls of fabric piled onto protective mats, so you can't exactly find out if the ground outside would give you any further clues. As you investigate the low portion of the wall her table is pushed up against for any obvious marks—of which you find none—Marielle finally becomes aware of your proximity and breaks away from her stitching with a slight jolt.
  205.  
  206. //If has insulted her father, not apologised:
  207. She freezes and clenches the needle, but says nothing to you. When it becomes clear that you're not here to talk, either, the girl silently returns to her work, though she keeps a wary eye on you while you glance through the inside of her tent.
  208.  
  209. It's cluttered with chests, boxes, and rolls of fabric piled onto protective mats. There really isn't anything that could give you any further hints, so you conclude your survey and leave her alone again.
  210.  
  211. //Keep up previous menu
  212.  
  213. //Else:
  214. \"<i>Oh! Oh, [name].</i>\" She keeps her lips parted to say more, but then shuts them, regards you for a moment, and asks, \"<i>Is... aught amiss? You appear in rather, ah, pensive spirits.</i>\" She's not far off with that; you explain what you're doing.
  215.  
  216. \"<i>I see...</i>\" is all she says, offering nothing further for a while, but lays the half-embroidered sheet aside to instead fold one pair of hands on her lap, the other starting to twirl locks of hair as she observes you. Her silent, grey-blue gaze glued onto you feels mildly discomforting, but you think you've seen all you can now, anyway. You relay her as much.
  217.  
  218. \"<i>I see,</i>\" she restates, halting her hands and leaning forwards. \"<i>Well... say, what think you thereof, then?</i>\" There's genuine curiosity, so you tell her. Her head faintly bobs along as she lets her eyes wander.
  219.  
  220. \"<i>It falls right, does it not?</i>\" Marielle says. \"<i>Howbeit, I have beheld no creature of suchlike</i>\"—one finger draws the blonde strands around it tight—\"<i>puissance... Not within these reaches of the realm. Mayhap...</i>\" She tails off, threatening to not speak her thoughts, so you keep her talking by asking if she has an idea. A frown flits over her brow. \"<i>No. No, I am afeard I do not. This land holds overmany a strange beast, and, ah... wretches of dreadful might and mettle besides.</i>\" Letting up from her hair, she ponderously adjusts her pince-nez, and the pause stretches.
  221.  
  222. \"<i>Well, I shall be content to think it gone.</i>\"
  223.  
  224. That, it probably is. This should be as far as guesswork will get you though, you think.
  225.  
  226. The seamstress has turned her attention away from the shattered wall and is now looking at you again, tacitly asking if there's anything else you wanted here.
  227.  
  228. //Bring up Marielle's menu
  229.  
  230. //Else if Marielle is not present:
  231.  
  232. There aren't any obvious marks on the stone that could give you further clues, nor do the grassy ground, bushes, or trees of the immediate outside have a story to tell. Not much to go by at all.
  233.  
  234. //Keep up previous menu
  235.  
  236. > [Puddles]
  237. //Tooltip: "Examine the puddles."
  238.  
  239. Strewn throughout the temple are a variety of puddles, primarily in areas where the roots of the trees outside have cracked the flooring and heaved up some of the stone tiles.
  240.  
  241. Interestingly, the water is crystal-clear, perhaps thanks to being filtered by the stonework, and appears safe enough to drink, although puddles as still as those might have dangers hidden to the eye. But even in that case, they'd be at least good enough to wash the bog's accumulated mud and grime off your body.
  242.  
  243. Chief among them all is one situated at the wall opposite the great hole. It's much larger than the others, and roots were likely not the cause for this one; it looks dug out, by the hands or claws of something big. Or maybe the floor simply collapsed into a sinkhole. A low chunk of the wall has gone with it, letting the outside light shine in and illuminate the pond.
  244.  
  245. //First time:
  246. It looks deep enough to submerge your entire body in, and its wideness could accommodate a whole group at once. You approach it and dip a testing hand into the water, finding it to be mildly warm, much to your surprise. Possibly some sort of hot spring, but it seems awfully localized for that, and you don't notice any ripples or other obvious tells of inflows on the surface. Strange. You shake your hand off and stand up again.
  247.  
  248. Moss has largely conquered its vicinity, making much of the ground treacherous to tread on, but all in all and mysteries aside, this seems like a nice spot for a bath, tucked away in the middle of this humid, hostile marshland.
  249.  
  250. //Subsequent times:
  251. A pleasant spot for a bath, thanks to its warm water and sufficient size.
  252.  
  253. //Keep up previous menu
  254.  
  255. > [Balconies]
  256. //Tooltip: "Check the balconies above."
  257.  
  258. A set of inner balconies runs along the two walls to the sides, held up a good distance above you by high pillars. Arches run from there further upwards and connect to the ceiling, surely an integral part in keeping this whole structure from collapsing.
  259.  
  260. //If can fly:
  261. The winding staircase that once lead up to them may be broken, but that's no hindrance to you. Flapping your [wings], you promptly take to the air before coming to perch yourself on the balustrade. Something small scurries away as you land
  262.  
  263. //Else if naga:
  264. The winding staircase that once lead up to them is crumbled, but you think you can wrap yourself around one of the columns and climb it. You pick one that looks undamaged enough, then carefully make your slithering way upwards. Something small scurries away as you reach for the balustrade and pull yourself over it
  265.  
  266. //Both, no paragraph break:
  267. , but you catch sight of nothing more than the rodent's tail as it disappears through a crack onto the roof outside.
  268.  
  269. High, slitted windows here let in the [sun], casting thin rays of light onto the balcony and the floor below. It's a lot less clean here than on the ground level—dust, leaves, twigs, and small pieces of the wall and ceiling crunch under your weight as you take a look around. It seems every bit of dirt has been swept up here and gotten stuck in these crevasses. Even a few brave mushrooms shoot out from between the masonry.
  270.  
  271. In a corner, you find a pair of stoneware flasks. That's the first sign of previous habitation you've seen, but how they got up here is a mystery. Perhaps the stairs were still intact back then. They're empty and unlabelled, but faintly remind you of alcohol bottles. Their smell has long faded, so who knows if your guess is right. You leave them there and explore further.
  272.  
  273. But other than that, there's nothing. Unless you were looking for bird nests, of which there are plenty, one even valiantly guarded by a small, brown-feathered, and trembling mother as you pass by. A little disappointed, you climb the rail again and [if can fly:(glide) else:(lower yourself)] down.
  274.  
  275. //Else if can neither fly nor is naga:
  276. The winding staircase that once lead upwards is crumbled, and it doesn't look like there's any other way to climb. [If height >8':(Even you) else:(You)] can't reach that high, either.
  277.  
  278. //Keep up previous menu
  279.  
  280. > [Entrance]
  281. //Tooltip: "Search the entrance."
  282.  
  283. The entrance is perhaps the least interesting thing about this temple, but you still take a closer look at it.
  284.  
  285. It's as wide and high as you would expect from a church, but kept rather simple and humble. The floor tiles extend a little bit to the outside before the soil and grass of the bog takes over, and inside, four generous, half-circled steps lead down into the nave.
  286.  
  287. The heavy doors that once surely barred the portal are gone, evidently not having stood the test of time; you can still see where the hinges were fastened. By the looks of it, they were at some point ripped out in a pretty messy fashion, leaving behind deep furrows in the stone.
  288.  
  289. There's little in the way of adornments, apart from a pair of sconces and a faded pattern engraved on the frame. Flowers, perhaps, you're not entirely sure.
  290.  
  291. //Keep up previous menu
  292.  
  293.  
  294.  
  295. > [Relax]
  296. //Tooltip: "Take it easy for a while before continuing your journey."
  297.  
  298. You decide to simply rest a little; the trek through the bog has left you drained, and you could use some respite before you go anywhere else.
  299.  
  300. The temple's serene atmosphere is perfect for just that, and you find yourself leisurely sauntering past columns and sculptures, letting your eyes stray over them all, but not really paying meticulous attention to any of them. Though in front of the altar, you stop and gaze up at the goddess for a bit longer than you perhaps intended. Pulling yourself away from her enchanting smile, you single out a convenient puddle and squat down to wash your face and hands with its refreshingly clear water before continuing at your relaxed pace.
  301.  
  302. As you go, you lightly stretch and massage a few muscles, drawing in deep breaths of fresh air. Before you know it, your saunter has already taken you once through the whole sanctuary, and you stand before the entrance again, feeling refreshed and ready for the journey ahead.
  303.  
  304. //Lust -10
  305. //Fatigue -30
  306. //HP +10%
  307.  
  308. [Bog] [Swamp] [Camp]
  309. //Functions like the [Explore] options, though for [Bog], the temple should be excluded from the pool. Is that possible?
  310. //[Bog] and [Swamp] put you directly into a respective encounter, [Camp] has a few lines before booting you
  311.  
  312. > [Bog]
  313. //Tooltip: "Explore the bog further."
  314.  
  315. > [Swamp]
  316. //Tooltip: "Track back into the swamp."
  317.  
  318. > [Camp]
  319. //Tooltip: "Just go back to your camp.
  320.  
  321. You decide to simply head back for now.
  322.  
  323. Retracing your steps through marsh, mud, and swarms of insects, you make your way out of the bog, and soon enough, your campsite comes into view again as the land brings you there.
  324.  
  325. //Back to camp
  326. //One hour consumed
  327.  
  328.  
  329. > [Pray]
  330. //Tooltip: "Offer a prayer."
  331. //No corruption requirement
  332.  
  333. This [i: is] a temple, so offering a prayer seems like a natural thing to do, [if paladin:(and although this nameless deity is not your goddess, she definitely looks like the sort to oppose the demons and their corruption, rather than be on their side.) else if monk:(and although you've devoted your entire life so far to other gods, you're not opposed to praying to this one, here.) else if corruption >45:(though you're not sure what you're hoping for. Do you seek to become a better person, or what other reason would you have to pray to such an obviously good-natured deity?) else if religion:(though you don't know what the elders and priests in Ingnam would say if they saw you praying to this nameless goddess.) else:(and this goddess here has likely not had anyone else praying to her in ages.)] You don't even know if she still exists, but you [if (singleleg) slither|step] forwards regardless.
  334.  
  335. Kneeling down in front of the altar, you spare a glimpse up at her compassionate visage of stone before lowering your head and closing your eyes.
  336.  
  337. Silently, you then let the prayer pass through your mind, lightly moving your lips with the words you chose as you direct them towards the effigy before you. There's not too much you have to say, but when you finish, you feel compelled to remain on the ground for a while longer, simply bowed in wordless reverence, concentrating on the shrine's inherent tranquillity and your inner self.
  338.  
  339. //If divine buff is inactive:
  340. Seconds pass. Minutes? You don't know, time disappears into irrelevancy. Most of your senses do, in fact. You hear nothing, see nothing, feel nothing. Need nothing. Nothing but a small orb of warmth in your chest that gradually pulses to life within you. As you let go of all else to focus on it, it cracks open bit by little bit, spills out and oozes through your veins like a [if child:(mug of hot chocolate) else:(swig of strong spirit)], leaves you floating without any perception of weight, then gently lifts your head up, and opens your eyes.
  341.  
  342. With a quiet gasp, you jolt awake.
  343.  
  344. You're still kneeling and looking up at the goddess above. What was that? Were you dreaming? What was it about? You try to remember, but can't seem to do so; the memory is gone, faded. You only sense a faint warmth and serenity in place of it, but don't know why. That feeling lingers for another moment until it too disappears and you are reminded of the temple's cool floor and air once more.
  345.  
  346. You dust yourself off as you stand, feeling not much different, yet still somehow changed. After throwing a final glance at the stone deity, you turn around and make your way out of the temple, your mind elsewhere on the way back until your campsite comes into view again.
  347.  
  348. //Else if divine buff is active:
  349. Seconds stretch to minutes, and you keep your head down, but when you eventually sense your focus fading, you decide to open your eyes again and surface from your thoughts. The stone deity is regarding you as warmly as ever, her unmoving gaze following you as you stand up and dust yourself off.
  350.  
  351. You don't feel any different, only a bit lighter perhaps, and that might just be your imagination. Throwing a last glance towards the sculpture, you turn around with a nod and head out of the sanctuary. The way back seems short, and it's not long before your campsite comes into view again.
  352.  
  353. //Corruption -1.5
  354. //Hidden buff: Damage reduction +5% and heals 1% of max HP per hour or round for a day. Doesn't stack with itself, but with other such effects. Praying again won't change the run-out timer, either, so the buff can only be acquired if it's not already active
  355. //Does it need a name? "Tranquillity's Blessing"
  356. //Back to camp
  357. //One hour consumed
  358.  
  359.  
  360.  
  361. > [Bathe]
  362. //Tooltip: "Take a nice, purifying bath."
  363.  
  364. Travelling through the harsh bog has left you grimy, fatigued, and with more insect bites than you'd like, so right now, you feel like taking a nice, relaxing bath. Sparking clear and illuminated by the [sun]light coming from the portion that extends below a crumbled part of the outer wall, the sizeable pond welcomes the testing hand you rake over its surface.
  365.  
  366. The water is warm, perfect for your needs.
  367.  
  368. //if Marielle is present
  369. //Asleep:
  370. You glance over to Marielle's silent tent, her lamp extinguished and the girl asleep somewhere behind her wares and materials. You doubt it would wake her up if you took a bath here—it's far enough away, so unless you decide to make a ruckus, you won't disturb her sleep.
  371. //Commission:
  372. You glance over to Marielle, who has thoroughly immersed herself in working on your commission—so much so that she likely won't even notice if you take a quiet bath right here.
  373. //Else:
  374. You glance over to Marielle, who is apparently sketching something onto a stack of notes, pencil flying over the paper in swift, silent motions. She probably won't mind, or maybe even notice, if you take a bath here
  375.  
  376. [Next] [Invite Her]
  377. //It's only been two paragraphs at most, so maybe don't flush the previous text
  378. //[Invite Her] requires Marielle to be awake and you to have talked about sex with her
  379. //[Invite Her] tooltip: "Invite the seamstress to take a bath with you."
  380. //[Invite Her] continues here: https://pastebin.com/gcq92c8h
  381. )])]
  382.  
  383. //Choosing [Next] or Marielle being asleep or not being present at all continues here
  384.  
  385. [if pc is clothed:(You strip off your [armor] and lay it neatly onto an unoccupied pedestal, then) else:(You're already in the nude, so you quickly place your baggage onto the floor and)] dip [if pc is naga:(the tip of your tail) else:(your [foot])] inside. Adjusting to the temperature is hardly needed, so you sit down on the edge, then let yourself slowly sink into the pleasant water.
  386.  
  387. It makes your [skinshort] lightly tingle, and a delightful shiver runs down your spine as you let go of a long sigh. Already, you feel your muscles, tired from your long adventures, slowly relax and unwind, a soothing sense of serenity washing over you like the gentle wave of a calm, but infinitely deep ocean. You could probably fall asleep in here, if you tried.
  388.  
  389. But to stop that from happening, you start to scrub yourself and rub the dirt from your [skinfurscales]. You don't have soap, but this will do for now. There's still the way back to camp, on which you'll surely be caked with mud again anyway... You try not to think of that for now, and instead bask in the experience of being submerged up to the chin in this heated, cleansing little pool right inside the overgrown temple. Another sigh leaves your lips, along with what feels like the accumulated baggage of your quests. Just for this moment, you simply let your mind and body drift away into nothingness as you lean back against the edge and rest your eyes.
  390.  
  391. [if corruption <66:(A soft tweet right next to your ear brings you back to wakefulness. You stretch your arms and look sideways to a tiny, white-brown bird hurriedly fluttering away from you and perching itself on a sconce a good distance away. You yawn.) else:(You jerk back to wakefulness with a quiet gasp. Did you just doze off? You must have. Wondering just how much of an effect this water has on you, you stretch your arms and neck.)] Well, it's about time to get out now, judging by the state of your fingertips.
  392.  
  393. The crisp contrast between the temple air and the pond's warmth has you shiver as you lift yourself out of the pleasant pool, and having brought no towel, you have little choice but to dry off in the occasional breeze before putting your [armor] back on.
  394.  
  395. Eventually though, you're ready to leave, and take the small steps up outside. The bog is just as humid and hostile as ever, but somehow, it feels like you're still half-afloat as you make your way back to your campsite.
  396.  
  397. //Corruption -0.6
  398. //Fatigue -50
  399. //Back to camp
  400. //One hour consumed
  401.  
  402.  
  403.  
  404. > [Leave]
  405. //Tooltip: "Go back to camp."
  406.  
  407. You [walk] out of the temple and into the light of Mareth's [sun] filtering through the canopies, looking for the way you came from. The insects are here to greet you, as are the swamp's soft, mushy ground, foul smells, and much more humid air.
  408.  
  409. Steeling yourself, you set off to make your way back to camp.
  410.  
  411. //Back to camp
  412. //1 hour consumed
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