dryxhc (text, doesn't expire)
//Playing Farmers and Tel'Adre with Marble's Kids
//It's meant to be added as another possible scene when choosing to spend time with Marble's kids. Can lead to a longer scene at Tel'Adre.
//I wrote a version with only pseudocode below, in case you prefer reading it like that

outputText("Your  ");
if (flags[kFLAGS.MARBLE_KIDS] > 1) outputText("kids run");
else {
    if (flags[kFLAGS.MARBLE_BOYS] == 1) outputText("son runs");
    else outputText("daughter runs");
}
outputText(" up to you as soon as you step into the nursery, shouting in excitement, [say:[daddy], [daddy]!] You spend the next half-hour outside playing farmers together, ");
if (flags[kFLAGS.MARBLE_KIDS] > 1) outputText("though your children can’t decide who’s");
else {
    if (flags[kFLAGS.MARBLE_BOYS] == 1) outputText("with your little boy as");
    else outputText("with your little girl as");
}
outputText("the owner of the farm.[pg]");
//Put an if statement with a 1/3 chance to jump to marbleKidsAtTelAdre here if the player discovered Tel’Adre already. I tried myself, but I’m not a programmer.
//If Dominika ever gets completed and it ends with her blowing up the city or a different update adds the choice to destroy it without getting a bad end, just modify a few lines of code so it never gets that 1/3 chance to go to Tel’Adre.

outputText("Eventually, Marble comes see what you’re doing and is dragged into the roleplay as well. Her work at the imaginary farm is very similar to her work at Whitney’s, though she takes on a different persona. Your ");
if (flags[kFLAGS.MARBLE_KIDS] > 1) outputText("kids find");
else {
    if (flags[kFLAGS.MARBLE_BOYS] == 1) outputText("son finds");
    else outputText("daughter finds");
}
outputText(" her imitation of Whitney’s accent hilarious, though not as good as your imitation of Marble.");
outputText("[pg]You continue playing some more time before your child");
if (flags[kFLAGS.MARBLE_KIDS] > 1) outputText("ren get tired and return");
else outputText(" gets tired and goes back");
outputText(" to the nursery.");
doNext (returnToCampUseOneHour);

//marbleKidsAtTelAdre
outputText("During a passionate discussion about apples with your kid");
if (flags[kFLAGS.MARBLE_KIDS] > 1) outputText("s");
outputText(", Marble comes to ask you something. [say: Sweetie, I’m missing some ingredients for tomorrow’s dinner. Could you go get them for me?] you agree to go for her and she gives you a list of ingredients. They’re not things you’ll find in the forest, but they’re not hard to gather for you, either. You should be able to get all of it at Tel’Adre. [say: Thank you, I’d go with you, but I have so much to do already.]");
outputText("[pg]You assure her it’s not a problem, and that it will take you less than an hour. You tell your ");
if (flags[kFLAGS.MARBLE_KIDS] == 1) {
    if (flags[kFLAGS.MARBLE_BOYS] == 1) outputText("son");
    else outputText("daughter");
    outputText(" to stay with mommy while you’re out, but the kid has a different idea. [say: I want to go with you, [daddy], please!]");}
else outputText("children to keep playing by themselves until you return, but they don’t want to listen. [say: [daddy], take us with you! Please, [daddy]!]");}
outputText("[pg]You’re hesitant to agree at first but, eventually, you are convinced by the insistent pleading. The city isn’t more dangerous than the forest, its streets should be safe as long as you’re there to protect against any criminal. Besides, it’s good for your ");
if (flags[kFLAGS.MARBLE_KIDS] > 1) outputText("children to get accustomed to the outside while they’re still young");
else {
    if (flags[kFLAGS.MARBLE_BOYS] == 1) outputText("son to get used to the outside world while he’s still young");
    else outputText("daughter to get used to the outside world while she’s still a young girl");
}
outputText(", you’ll just have to make sure not to step into the more perverted parts of the town.");
outputText("[pg]With the way travel works in Mareth, it takes you no time to reach Tel’Adre. The guards eye you up when they notice you don’t come alone, but the crystal proves your ");
if (flags[kFLAGS.MARBLE_KIDS] > 1) outputText("children are");
else {
    if (flags[kFLAGS.MARBLE_BOYS] == 1) outputText("son is");
    else outputText("daughter is");
}
outputText(" pure and you’re allowed inside.");
outputText("[pg]Your little kid");
if (flags[kFLAGS.MARBLE_KIDS] > 1) outputText("s seem");
else outputText(" seems");
outputText(" curious of everything as you walk the streets, asking to visit any store you come across on your way");
if (flags[kFLAGS.MARBLE_KIDS] > 1) outputText(". They’re too excited to stay put, but they don’t stray too far from you, either");
else {
    if (flags[kFLAGS.MARBLE_BOYS] == 0) outputText(", her stamina never exhausting while she runs all over the streets");
    else outputText(", never getting tired as he runs everywhere he can");
    outputText(", but never straying farther than you allow");
}
outputText(".[pg]When you’ve finished getting the ingredients you had come for, since you went faster than you expected, you decide to spend some more time window shopping for the sake of your ");
if (flags[kFLAGS.MARBLE_KIDS] > 1) outputText("children. You didn’t think it possible, but somehow they become more lively when you actually go to the stores they had asked to visit, and only get more excited");
else {
    if (flags[kFLAGS.MARBLE_BOYS] == 0) outputText("little girl. She’s beaming when you enter one of the shops she had asked to go to");
    else outputText("little boy. He can’t contain his joy when you enter one of the shops he had asked to visit");
    outputText(", and only becomes more excited");
}
outputText("with every place you visit after.[pg]Your child");
if (flags[kFLAGS.MARBLE_KIDS] > 1) outputText("ren");
outputText("’s enthusiasm has several citizens’ heads turn to you, and eventually guards come to see the source of the commotion. ");
if ([kFlags.EDRYN_NUMBER_OF_KIDS] > 0) {
    outputText("It takes you some time to clear up the misunderstanding, but they let you go without complaints and you can return back to camp in the time you expected.");
    marbleKidsAtTelAdreEnding();
//I originally wanted to only skip Edryn’s part if you refused her baby and she ran away, but there is nothing indicating she’d be okay or against you impregnating other girls behind her back after accepting her children, and I don’t want to be the one to chose how she’d react in that case
outputText("Among them, you recognize Edryn. She smiles when she notices you, but she’s surprised to see you’re not alone this time. She takes a closer look, then asks you who ");
if (flags[kFLAGS.MARBLE_KIDS] == 1) outputText("is the kid");
else outputText("are the kids");
outputText(" by your side.[pg]");
if (player.statusEffectv1(StatusEffects.Edryn) > 0) marbleKidsMeetEdrynFuckbuddy()
else marbleKidsMeetEdryn();

//marbleKidsMeetEdrynFuckbuddy()
outputText("Her eyes go wide when you tell her ");
if (flags[kFLAGS.MARBLE_KIDS] > 1) outputText("they’re your children. [say: They’re yours...really?] she stares at them in disbelief, but is quickly made to come to grips with reality when she hears them talk about you and their");
else {
    if (flags[kFLAGS.MARBLE_BOYS] == 0) outputText("she’s your daughter. [say: Y-your daughter?] she has a hard time believing your words, but has to face the facts when your girl mentions you and her");
    else outputText("he’s your son. [Y-you have a son?] she asks in disbelief. Only becoming more nervous when your son confirms it and mentions his");
if (player.gender == Gender.FEMALE) outputText(" other");
outputText(" mommy Marble.");

if (flags[KFLAGS.MARBLE_KIDS] > 999) && (silly) tooManyCows;

outputText("[pg][say: T-that’s...congratulations on becoming a [father]!] she blurts, trying to sound calm. She quickly changes the subject after, speaking directly to your child");
if (flags[kFLAGS.MARBLE_KIDS] > 1) outputText("ren");
outputText(". [saystart] Are your ");
if (player.gender == Gender.MALE) outputText("mom and dad");
else outputText("parents");
outputText(" taking good care of you?[sayend] Edryn sighs in relief when she gets a resounding [say: yes] as an answer, but she has a hard time looking at them directly. Turning back to you, she asks you [say: I know Tel’Adre isn’t perfect, but won’t your family be safer if you move here?]");
outputText("[pg]You refuse her offer and explain your camp is safe enough for your family");
if (player.hasPerk(PerkLib.HistoryDEUSVULT)) outputText(", and you have no interest in bringing them to a town that can’t keep the filth of corruption under control inside its own streets. Edryn is taken aback, but nods politely.");
else if (flags[KFLAGS.MARBLE_KIDS] > 39)  outputText(", and moving so many children to live here at once would be a strain on the town. Edryn understands your reasoning, though she maintains her position.");
else outputText(".");
outputText("[pg][say: If you ever change your mind, don’t doubt to come here with your family,] she then comes closer to you and whispers [say: does their mother know we…] she stops short of asking the obvious question and excuses herself to resume her job of guarding the city.")
outputText("[pg]It’s getting late for you, so you leave as well.")
marbleKidsAtTelAdreEnding();

//marbleKidsMeetEdryn()
if (player.isChild()){
    outputText("She can’t believe her ears when you tell her");
    if (flags[kFLAGS.MARBLE_KIDS] > 1) outputText("they are your children. [saystart]They’re");
    else {
        if (flags[kFLAGS.MARBLE_BOYS] == 0) outputText("she is your daughter.  [saystart]She’s");
        else outputText("he’s your son. [saystart]He’s");
    outputText("yours? You’re so young and already a [father]?[sayend][pg]");
    if (flags[KFLAGS.MARBLE_KIDS] == 1) {
        outputText("Edryn takes a closer look ");
        if (flags[kFLAGS.MARBLE_BOYS] == 0) outputText("at your daughter");
        else outputText("at your son");
        if (player.race != "cow-morph") && (player.race != "cow-boy") outputText(". Though you’re not the same species, y");
        else outputText(". Y");
        outputText("ou two share a familiar resemblance that she notices.");
    }
    else {
        else outputText("Edryn looks closer at the little bovine kids. T");
        if (player.race != "cow-morph") && (player.race != "cow-boy") outputText(". Though they’re a different species, t");
        outputText("hey have a familiar resemblance to their [father] that she notices.");
    }

    if (flags[KFLAGS.MARBLE_KIDS] > 999) && (silly) tooManyCows;

    if (flags[KFLAGS.MARBLE_KIDS] > 39) outputText("Her eyes are open wide as she stares in awe. Despite your age, you’ve managed to breed enough to populate a village, and you likely have more yet to come. [say: W-wow, this is...how fertile are you?]");
    else if (flags[KFLAGS.MARBLE_KIDS] > 9) outputText("She stares in silence for a moment, amazed you could bring so many children to life.");
    else if (flags[KFLAGS.MARBLE_KIDS] > 3) outputText("[say: You’ve made a big family already…]");
    outputText("[pg]She takes another look at you. [say: [name], you’re not taking care of them by yourself, are you?]");
    outputText("[pg]You give her a brief rundown of how you met Marble and your life together, including the reason you came here at the end of it. Your kid");
    if (flags[kFLAGS.MARBLE_KIDS] > 1) outputText("s have plenty to say about her and you too, even if most of it is enthusiastic praise");
    else outputText(" has plenty to say about you and your lover too, most of it praises");
    outputText(". When you’re finished talking, Edryn seems relieved, but quickly changes the subject to something else, offering to escort you back to the gate.[pg]");
    outputText("Just like you did the first time you came to town, y");
}
else {
    outputText("You introduce your child");
    if (flags[kFLAGS.MARBLE_KIDS] > 1) outputText("ren");
    outputText(" to her");
    if (flags[KFLAGS.MARBLE_KIDS] > 999) && (silly) tooManyCows;
    outputText(", and she congratulates you for becoming a father");
    if (flags[KFLAGS.MARBLE_KIDS] > 39) outputText(" after she gets over the shocking realization of how immense your family is. It’s big enough to populate a village, and likely with more to come.");
    else if (flags[KFLAGS.MARBLE_KIDS] > 9) outputText(", while also expressing surprise at your huge family.");
    else if (flags[KFLAGS.MARBLE_KIDS] > 3) outputText(". [say: You’ve been busy,] she says, as she looks at your rather large family.");
outputText("[pg]Your ");
    if (flags[kFLAGS.MARBLE_KIDS] > 1) {
        outputText("kids greet her with joy and energy");
        if (player.isTaur()) outputText(", excited to see another centaur like their [say: [daddy]");
    }
    else {
        if (flags[kFLAGS.MARBLE_BOYS] == 0) outputText("daughter greets her with the same joy and energy she always has");
        else outputText("son greets her with his typical joy and energy");
        if (player.isTaur()) outputText(", excited to see another centaur just like [say: [daddy]]");
    }
    outputText("Edryn smiles in kind, then asks you what brings you here. When you give her a quick explanation and tell her you were planning to leave soon, she offers to escort your to the gate.[pg]Y");
}
if (flags[kFLAGS.MARBLE_KIDS] == 1) {
    if (flags[kFLAGS.MARBLE_BOYS] == 0) outputText("our daughter");
    else outputText("our son");
    outputText("rides Edryn on the way back.");
}
else outputText("our children ride Edryn on the way back.");
if (flags[kFLAGS.MARBLE_KIDS] > 4) outputText(" Since they’re too many to ride her back at once, though, they need to take turns.");
if (flags[kFLAGS.MARBLE_KIDS] < 9) && (player.isTaur()) outputText(" The ones that aren’t on her back ride yours, leaving none of your kids on the ground.");
outputText(" You speak with Edryn about the town as you walk. She suggests moving with your family to Tel’Adre, pointing at the empty houses you could live in, ");
if (player.hasPerk(PerkLib.HistoryDEUSVULT)) outputText("but you tell her you refuse to live here with your family if the guards can’t take care of the degeneracy filling the streets. Edryn is caught off guard by your comment, and doesn’t argue back against it.");
else if (flags[KFLAGS.MARBLE_KIDS] > 39)  outputText("but you refuse. Bringing so many people at once to live would be a strain on the town.");
else outputText("but you tell her you are safe in your camp.");
outputText("[pg][say: That’s fine, but if you ever change your mind, you and your family are welcome here,] she bids farewell and leaves to continue her job as a guard. Your kid");
if (flags[kFLAGS.MARBLE_KIDS] > 1) outputText("s wave");
else outputText(" waves");
outputText(" goodbye as you return home, too.");

tooManycows();
outputText("[pg]The gargantuan size of your family leaves her speechless. Unable to cope with the absurdity of you bringing so many kids to life and managing to fit them all in the streets, she turns around and leaves to get a drink at the Wet Bitch. Your children look at you in confusion, but you tell them it’s all fine before you leave Tel’Adre.");

//marbleKidsAtTelAdreEnding()
outputText("[pg]Returning to camp from the city is as fast as traveling to it. When you arrive, the first thing you see is Marble waiting for you with open arms at ");
if (flags[kFLAGS.CAMP_WALL_GATE] > 0) outputText("the gate.");
else outputText("the edge of the camp.");
if (player.tallness < 60) outputText(" She lifts you up in the air and embraces you while you share a loving kiss");
else outputText("She runs to you and hugs you tightly before giving you a kiss");
outputText(", then your ");
if (flags[kFLAGS.MARBLE_KIDS] > 1) outputText("children join");
else {
    if (flags[kFLAGS.MARBLE_BOYS] == 0) outputText("daughter joins");
    else outputText("son joins");
}
else outputText(" in on the hug, clinging to your legs");
if (flags[kFLAGS.MARBLE_KIDS] > 4) outputText(" while the ones who can’t fit hug their siblings or try to squeeze through them to get to you");
outputText(". You spend some more time together like this before your child");
if (flags[kFLAGS.MARBLE_KIDS] > 1) outputText("ren return");
else outputText(" returns");
outputText(" to the rnursery");
doNext (returnToCampUseOneHour);


//Pseudocode only version

Your [if (flags[kFLAGS.MARBLE_KIDS] > 1){kids run|[if (flags[kFLAGS.MARBLE_BOYS] == 1){son runs|daughter runs}] runs}] up to you as soon as you step into the nursery, shouting in excitement, [say: [daddy], [daddy]!] You spend the next half-hour outside playing farmers together, [if (flags[kFLAGS.MARBLE_KIDS] > 1){though your children can’t decide who’s|[if (flags[kFLAGS.MARBLE_BOYS] == 1){with your little boy as|with your little girl as}]}] the owner of the farm.

//1/3 chance for Marble to ask you to go get ingredients. Shown below. Otherwise continue here
//If Dominika ever gets completed and it ends with her blowing up the city or a different update adds the choice to destroy it without getting a bad end, just modify a few lines of code so it never gets that 1/3 chance to go to Tel’Adre

Eventually, Marble comes see what you’re doing and is dragged into the roleplay as well. Her work at the imaginary farm is very similar to her work at Whitney’s, though she takes on a different persona. Your [if (flags[kFLAGS.MARBLE_KIDS] > 1{kids find|[if flags[kFLAGS.MARBLE_BOYS] == 1){son finds|daughter finds}]}] her imitation of Whitney’s accent hilarious, though not as good as your imitation of Marble.

You continue playing some more time before your child[if (flags[kFLAGS.MARBLE_KIDS] > 1){ren get tired and return| gets tired and goes back}] to the nursery.
//end event. One hour passes

//Tel’Adre Shopping. This event requires you to have discovered Tel’Adre.
During a passionate discussion about apples with your kid[if (flags[kFLAGS.MARBLE_KIDS] > 1){s}], Marble comes to ask you something. [say: Sweetie, I’m missing some ingredients for tomorrow’s dinner. Could you go get them for me?] you agree to go for her and she gives you a list of ingredients. They’re not things you’ll find in the forest, but they’re not hard to gather for you, either. You should be able to get all of it at Tel’Adre. [say: Thank you, I’d go with you, but I have so much to do already.]

You assure her it’s not a problem, and that it will take you less than an hour. You tell your [if (flags[kFLAGS.MARBLE_KIDS] == 1){[if (flags[kFLAGS.MARBLE_BOYS] == 1){son|daughter}] to stay with mommy while you’re out, but the kid has a different idea. [say: I want to go with you, [daddy], please!]|children to keep playing by themselves until you return, but they don’t want to listen. [say: [daddy], take us with you! Please, [daddy]!}]}]

You’re hesitant to agree at first but, eventually, you are convinced by the insistent pleading. The city isn’t more dangerous than the forest, its streets should be safe as long as you’re there to protect against any criminal. Besides, it’s good for your [if (flags[kFLAGS.MARBLE_KIDS] > 1{children to get accustomed to the outside while they’re still young|[if flags[kFLAGS.MARBLE_BOYS] == 1){son to get used to the outside world while he’s still young|daughter to get used to the outside world while she’s still a young girl}]}], you’ll just have to make sure not to step into the more perverted parts of the town.

With the way travel works in Mareth, it takes you no time to reach Tel’Adre. The guards eye you up when they notice you don’t come alone, but the crystal proves your [if (flags[kFLAGS.MARBLE_KIDS] > 1){children are|[if (flags[kFLAGS.MARBLE_BOYS] == 0){daughter is|son is}]}] pure and you’re allowed inside.

Your little kid[if (flags[kFLAGS.MARBLE_KIDS] > 1){s seem| seems}] curious of everything as you walk the streets, asking to visit any store you come across on your way[if (flags[kFLAGS.MARBLE_KIDS] > 1){. They’re too excited to stay put, but they don’t stray too far from you, either|[if (flags[kFLAGS.MARBLE_BOYS] == 0){, her stamina never exhausting while she runs all over the streets|, never getting tired as he runs everywhere he can}], but never straying farther than you allow}].

When you’ve finished getting the ingredients you had come for, since you went faster than you expected, you decide to spend some more time window shopping for the sake of your [if (flags[kFLAGS.MARBLE_KIDS] > 1){children. You didn’t think it possible, but somehow they become more lively when you actually go to the stores they had asked to visit, and only get more excited|[if (flags[kFLAGS.MARBLE_BOYS] == 0){little girl. She’s beaming when you enter one of the shops she had asked to go to|little boy. He can’t contain his joy when you enter one of the shops he had asked to visit}], and only becomes more excited}] with every place you visit after.

Your child[if (flags[kFLAGS.MARBLE_BOYS] > 1){ren}]’s enthusiasm has several citizens’ heads turn to you, and eventually guards come to see the source of the commotion. 

//If Edryn ever got pregnant, continue with this in the same paragraph.
It takes you some time to clear up the misunderstanding, but they let you go without complaints and you can return back to camp in the time you expected. [From here on continues to merging part]

//I originally wanted to only skip Edryn’s part if you refused her baby and she ran away, but there is nothing indicating she’d be okay or against you impregnating other girls behind her back after accepting her children, and I don’t want to be the one to chose how she’d react in that case//

//Else, continue on the same paragraph
Among them, you recognize Edryn. She smiles when she notices you, but she’s surprised to see you’re not alone this time. She takes a closer look, then asks you who [if (flags[kFLAGS.MARBLE_KIDS] == 1){is the kid|are the kids}] by your side.

    //If you had sex with her
Her eyes go wide when you tell her [if (flags[kFLAGS.MARBLE_KIDS] > 1){they’re your children. [say: They’re yours...really?] she stares at them in disbelief, but is quickly made to come to grips with reality when she hears them talk about you and their|[if (flags[kFLAGS.MARBLE_BOYS] == 0){she’s your daughter. [say: Y-your daughter?] she has a hard time believing your words, but has to face the facts when your girl mentions you and her|he’s your son. [say: Y-you have a son?] she asks in disbelief. Only becoming more nervous when your son confirms it and mentions his}]}] [if (player.gender == Gender.FEMALE){other}] mommy Marble.

//[if (flags[KFLAGS.MARBLE_KIDS] > 999) && (silly)] it jumps to tooManyCows and ends prematurely. That part of the scene is below.

[say: T-that’s...congratulations on becoming a [father]!] she blurts, trying to sound calm. She quickly changes the subject after, speaking directly to your child[if (flags[kFLAGS.MARBLE_KIDS] > 1){ren}]. [say: Are your [if (player.gender == Gender.MALE){mom and dad|parents}] taking good care of you?] Edryn sighs in relief when she gets a resounding [say: yes] as an answer, but she has a hard time looking at them directly. Turning back to you, she asks you [say: I know Tel’Adre isn’t perfect, but won’t your family be safer if you move here?]

You refuse her offer and explain your camp is safe enough for your family[if player.hasPerk(PerkLib.HistoryDEUSVULT){, and you have no interest in bringing them to a town that can’t keep the filth of corruption under control inside its own streets. Edryn is taken aback, but nods politely.|[if (flags[KFLAGS.MARBLE_KIDS] > 39){, and moving so many children to live here at once would be a strain on the town. Edryn understands your reasoning, though she maintains her position.}]|.}] 

[say: If you ever change your mind, don’t doubt to come here with your family,] she then comes closer to you and whispers [say: does their mother know we…] she stops short of asking the obvious question and excuses herself to resume her job of guarding the city. 

It’s getting late for you, so you leave as well.

    //If you never had sex with her
        //If you’re a kid
She can’t believe her ears when you tell her [if (flags[kFLAGS.MARBLE_KIDS] > 1){they are your children. [saystart]They’re}]|[if [if (flags[kFLAGS.MARBLE_BOYS] == 0){she is your daughter. [saystart]She’s]|he’s your son. [saystart]He’s}]}] yours? You’re so young and already a [father]?[sayend]

 [if (flags[KFLAGS.MARBLE_KIDS] == 1) {Edryn takes a closer look [if (flags[kFLAGS.MARBLE_BOYS] == 0){at your daughter|at your son}][if (player.race != "cow-morph") && (player.race != "cow-boy"){. Though you’re not the same species, y|. Y}]ou two share a familiar resemblance that she notices.}] 

[if (flags[KFLAGS.MARBLE_KIDS] > 1) {Edryn looks closer at the little bovine kids. T[if (player.race != "cow-morph") && (player.race != "cow-boy"){hough they’re a different species, t}]hey have a familiar resemblance to their [father] that she notices.}]
 
//[if (flags[KFLAGS.MARBLE_KIDS] > 999) && (silly)] it jumps to tooManyCows and ends prematurely. That part of the scene is below.

[if (flags[KFLAGS.MARBLE_KIDS] > 39){Her eyes are open wide as she stares in awe. Despite your age, you’ve managed to breed enough to populate a village, and you likely have more yet to come. [say: W-wow, this is...how fertile are you?] |[if (flags[KFLAGS.MARBLE_KIDS] > 9){She stares in silence for a moment, amazed you could bring so many children to life. }]|[if (flags[KFLAGS.MARBLE_KIDS] > 3) {[say: You’ve made a big family already…]}]}]

She takes another look at you. [say: [name], you’re not taking care of them by yourself, are you?]

You give her a brief rundown of how you met Marble and your life together, including the reason you came here at the end of it. Your kid[if (flags[kFLAGS.MARBLE_KIDS] > 1){s have plenty to say about her and you too, even if most of it is enthusiastic praise| has plenty to say about you and your lover too, most of it praises}]. When you’re finished talking, Edryn seems relieved, but quickly changes the subject to something else, offering to escort you back to the gate.

        //If you’re not a kid
You introduce your child[if (flags[kFLAGS.MARBLE_KIDS] > 1){ren}] to her[if (flags[KFLAGS.MARBLE_KIDS] > 999) && (silly){.[pg] tooManyCows}], and she congratulates you for becoming a father[if (flags[KFLAGS.MARBLE_KIDS] > 39){ after she gets over the shocking realization of how immense your family is. It’s big enough to populate a village, and likely with more to come.|[if (flags[KFLAGS.MARBLE_KIDS] > 9){, while also expressing surprise at your huge family.}]|[if (flags[KFLAGS.MARBLE_KIDS] > 3) {. [say: You’ve been busy,] she says, as she looks at your rather large family.}]}]

Your [if (flags[kFLAGS.MARBLE_KIDS] > 1){kids greet her with joy and energy[if (player.isTaur()){, excited to see another centaur like their [say: [daddy]]|that’s common of them}].|[if (flags[kFLAGS.MARBLE_BOYS] == 0){daughter greets her with the same joy and energy she always has|son greets her with his typical joy and energy}][if (player.isTaur()){, excited to see another centaur just like [say: [daddy]]}].}]. Edryn smiles in kind, then asks you what brings you here. When you give her a quick explanation and tell her you were planning to leave soon, she offers to escort your to the gate.

        //Both kid and not kid merge here
[if (player.isChild()){Just like you did the first time you came to town, y|Y}][if (flags[kFLAGS.MARBLE_KIDS] == 1){[if (flags[kFLAGS.MARBLE_BOYS] == 0){our daughter|our son}] rides Edryn on the way back.|our children ride Edryn on the way back.]}][if (flags[kFLAGS.MARBLE_KIDS] > 4){ Since they’re too many to ride her back at once, though, they need to take turns. [if (flags[kFLAGS.MARBLE_KIDS] < 9) && (player.isTaur()){ The ones that aren’t on her back ride yours, leaving none of your kids on the ground.}]

You speak with Edryn about the town as you walk. She suggests moving with your family to Tel’Adre, pointing at the empty houses you could live in, [if player.hasPerk(PerkLib.HistoryDEUSVULT){but you tell her you refuse to live here with your family if the guards can’t take care of the degeneracy filling the streets. Edryn is caught off guard by your comment, and doesn’t argue back against it.|[if (flags[KFLAGS.MARBLE_KIDS] > 39){but you refuse. Bringing so many people at once to live would be a strain on the town.}|but you tell her you are safe in your camp.}]

[say: That’s fine, but if you ever change your mind, you and your family are welcome here,] she bids farewell and leaves to continue her job as a guard. Your kid[if (flags[kFLAGS.MARBLE_KIDS] > 1){s wave| waves}] goodbye as you return home, too.

// tooManyCows 
The gargantuan size of your family leaves her speechless. Unable to cope with the absurdity of you bringing so many kids to life and managing to fit them all in the streets, she turns around and leaves to get a drink at the Wet Bitch. Your children look at you in confusion, but you tell them it’s all fine before you leave Tel’Adre.

//All versions of the Tel’Adre visit merge here
Returning to camp from the city is as fast as traveling to it. When you arrive, the first thing you see is Marble waiting for you with open arms at [if (flags[kFLAGS.CAMP_WALL_GATE] > 0){the gate.|the edge of the camp.}] [if (player.tallness < 60){ She lifts you up in the air and embraces you while you share a loving kiss|She runs to you and hugs you tightly before giving you a kiss}], then your [if (flags[kFLAGS.MARBLE_KIDS] > 1){children join |[if (flags[kFLAGS.MARBLE_BOYS] == 0){daughter|son}] joins}] in on the hug, clinging to your legs[if (flags[kFLAGS.MARBLE_KIDS] > 4){ while the ones who can’t fit hug their siblings or try to squeeze through them to get to you}]. You spend some more time together like this before your child[if (flags[kFLAGS.MARBLE_KIDS] > 1){ren return| returns}] to the nursery.

//event ends here. One hour passes.