code:
:: Schism
<<effects>><<set $schism to true>>
<<schismStart>>
You pick at the shackles binding your legs together. It's how you've passed most of the time, tonight. How could you sleep? Your crude bedroll offers no comfort, and your thoughts stay fixated on the others.

You can hear people elsewhere. The room must be quite large. It's too dark to see anything. Not too dark to hear the whipping, or the laughing, though. <<gtrauma>><<trauma 6>>

All you can do now is wait, and pray.

<<link [[Wait (?:??)|Schism 2]]>><<set $phase to 1>><<trauma 18>><</link>><<gtrauma>>

<<link [[Pray (?:??)|Schism 2]]>><<set $phase to 2>><<control 10>><<stress 18>><</link>><<gcontrol>><<gstress>>

:: Schism 2
<<effects>>
<<set $phaseWraith to 0>>
<<set $time to 784>><<set $minute to 784>>
<<if $phase is 1>>
	You sit and wait, continuing to pick at your leg shackles. You break another fingernail. You move on to the next finger.

	You think about what happened. It's blurred together. You remember making preparations for a ritual, and then screaming. The <<people>> in black robes.

	You decide to not think so much, after all. You clutch your necklace.
<<else>>
	You kneel in the cell. It's spacious. You wonder why they aren't keeping multiple people in each cell.

	You place your hands together, and pray for the other members of the order. With any luck, only you and a few others were grabbed. You clutch your necklace.
<</if>>

You're glad it wasn't lost in the struggle. You rub the largest sapphire, and find yourself calming down. <<stress -6>><<trauma -6>><<lstress>><<ltrauma>>

<<generatev1>><<generatev2>><<person1>>
As you move your thumb away, you catch the reflection of light in it. You look to the source. Someone's entering the room with a torch. It looks like they're coming up from a large staircase, followed by many black-robed figures. You remember being led upwards with a bag over your head. That must be the entrance. Or exit, if you're lucky.

The figure begins to light up the sconces along the walls, flooding the room with light. You grab the bars of your cage, and stand. You look around the room again. You can see a few members you know in the other cages. You wince as you recognise a few of them as initiates. You had hoped they only targeted more senior members.

You see the Cardinal in a far cage, looking around in much the same way as you. You remember how hard <<he>> fought to protect the other members. You're surprised <<he>> can stand.
Next to <<him>> is an initiate you'd easily recognise anywhere. You remember being there for <<person2>><<his>> first trial of purity. You remember how happy <<he>> was when <<he>> passed, and how <<he>> ran up and hugged you.

<<link [[Call out to the Cardinal|Schism 3]]>><<set $phase to 1>><</link>>

<<link [[Call out to the initiate|Schism 3]]>><<set $phase to 2>><</link>>

:: Schism 3
<<effects>>
<<set $time to 1005>><<set $minute to 1005>>
<<if $phase is 1>>
	You call out to the Cardinal. <<person1>><<He>> immediately locks eyes with you, and gives you a weary smile. <<He>> assures you that <<hes>> fine. <<He>> yells reassurance to the other caged <<people>>, giving them instructions, but is cut off as a black-robed figure slams a torch against the bars.

	The figure yells in a language you don't understand, before unlocking the cage and storming in. The initiate in the next cage screams, helpless to do anything but watch as the Cardinal is beaten, and worse. <<stress 18>><<trauma 12>><<ggstress>><<gtrauma>>

	<<Hes>> dragged out with <<his>> hands bound, clothing torn, and sporting fresh bruises. <<He>> turns to you one last time, and mouths the word "ritual" before being led down the stairs.
<<else>>
	You call out to the initiate. <<person2>><<His>> face lights up as soon as <<he>> sees you. <<He>> calls out your name, and you see tears in <<his>> eyes. You yell reassurances to <<him>> from across the room, and place your palm against the bars of your cage. <<He>> does the same.

	One of the black-robed figures slams the bars of <<his>> cage with a torch. <<He>> immediately stumbles back, landing on <<his>> bottom. The figure yells in a language you don't understand, before unlocking the cage and storming in. The Cardinal in the next cage screams at the figure, spitting threats and attempting to reach through the bars. There's nothing <<person1>><<he>> can do.

	You scream even louder. You beg the figure to take you instead. Your pleas fall on deaf ears. <<pain 4>><<stress 40>><<trauma 24>><<gggstress>><<ggtrauma>>

	<<person2>><<Hes>> dragged out with <<his>> hands bound, clothing torn, and sporting fresh bruises. <<His>> eyes are empty. You yell <<his>> name, but there's no reaction. You slam the bars as <<hes>> led down the stairs.

	The tears come quickly, but you're snapped out of it as the Cardinal calls your name. Through your hysteria, you make out the word "ritual".
<</if>>

The ritual.

You remember.

You rub your necklace. <<stress -6>><<trauma -6>><<lstress>><<ltrauma>>

<<link [[Remember|Schism 4]]>><<endevent>><</link>>

:: Schism 4
<<effects>>
<<generate1>><<person1>>
You were assisting with a ritual when it happened. More specifically, it was a counter-ritual. A sect of the order had gone rogue, and was attempting to commit sacrilege through a ritual of their own. A summoning, of some kind. The hymns echo in your mind.

You hope the ritual was finished in your absence. If these heretics finish their own ritual...

You're snapped back again. A masked figure slams your cage with a large rod. You don't know how much time has passed, but many of the cages are now empty. <<stress 6>><<trauma 12>><<awareness 5>><<gstress>><<gtrauma>><<gawareness>>

<<He>> throws in a clump of a strange purple plant. You recognise it immediately. It's a divine herb, used to grant visions to the faithful. <<He>> yells at you, demanding you consume it.

<<link [[Eat|Schism Lichen Eat]]>><<pain 4>><<set $hallucinogen += 120>><<trauma 50>><</link>><<ggtrauma>><<gghallucinogens>>

<<link [[Refuse|Schism Lichen Refuse]]>><<pain 4>><</link>>

:: Schism Lichen Eat
<<effects>>
<<set $time to 1232>><<set $minute to 1232>>
You slowly consume the plant. The figure makes a pleased sound, before moving on to the next cage and repeating the process.

You watch as other figures do the same, all around the room. You hear a yell, and watch a black-robed figure leap upon an initiate that refused to eat the herb. <<stress 24>><<trauma 24>><<ggstress>><<ggtrauma>>

You say a prayer, and rub your necklace. <<stress -6>><<trauma -6>><<lstress>><<ltrauma>>

<<link [[Rest|Schism 5]]>><<endevent>><</link>>

:: Schism Lichen Refuse
<<effects>>
<<set $time to 1232>><<set $minute to 1232>>
The figure yells again, and hastily unlocks your cage. You push yourself backwards against the floor, mumbling a prayer to yourself and clutching your necklace.

<<He>> lifts up your robe, revealing your gold chastity belt. <<He>> curses, but you see a grin form from under <<his>> mask. Before you can react, you're struck with the rod.

<<link [[Everything fades to black...|Schism Lichen Refuse 2]]>><<trauma 60>><<stress 60>><</link>>

:: Schism Lichen Refuse 2
<<effects>>
<<pain 6>>
You awaken with your arms hanging upwards. You look up, and see the floor.

You're suspended upside-down by your leg shackles. You quickly pat around your neck, feeling a spike of dread.

...no, it's still there.

You hold your necklace. <<stress -6>><<trauma -6>><<lstress>><<ltrauma>>

Several masked figures enter your cell. You only now notice that your robe is hanging downwards over your belly, totally exposing you from the waist down. Or, in this case, waist up.

You rush to cover yourself. The figure in front laughs. <<He>> makes a grab for your necklace, which you instinctively expose yourself to clutch away. <<He>> nods to the other figures.

<<link [[Next|Schism Lichen Refuse 3]]>><</link>>

:: Schism Lichen Refuse 3
<<effects>>
One of the figures holds a torch up to your groin, making sure not to catch your robes ablaze. You look up in horror.

Your gold chastity belt quickly begins to heat up.

You beg them to stop. They all laugh at you. You begin to sob. It's only warm right now, but you know you won't last long like this.

You yell and beg and cry. Finally, the figure in front kneels down to your level. <<He>> holds your cheeks to keep your mouth open, and inserts a mass of the purple herb. You can feel <<his>> gaze through the mask as you chew. <<trauma 50>><<gggtrauma>><<set $hallucinogen += 180>><<gghallucinogens>>

You're suddenly dropped, coming to rest on the floor. The figures all laugh once again as they exit your cage. You fix your robe, and cough.

You hold your necklace, as you lay down to rest. <<stress -6>><<trauma -6>><<lstress>><<ltrauma>>

<<link [[Rest|Schism 5]]>><<endevent>><</link>>

:: Schism 5
<<effects>>
<<set $time to 476>><<set $minute to 476>>
<<set $weekday to 2>>
<<set $monthday to 29>>
<<generate1>><<person1>>
You doze off quickly, but are once again awakened by a slam against your cage. Another masked figure stares at you, with an arm resting against the cage, and a hand under <<his>> chin. You can feel the sheer malice emanating off of <<him>>.

<<He>> asks for your gold bracelets and anklets. You didn't even realise you were still wearing them, thinking they would have been stolen by now. You look down. Their sparkle catches the light. They were a gift from the late bishop for reaching your current place in the order.

<<link [[Give them|Schism Gold Give]]>><</link>>

<<link [[Refuse|Schism Gold Refuse]]>><</link>>

:: Schism Gold Give
<<effects>><<handsruined>><<legsruined>>
You shakily remove your anklets first, struggling to manipulate them around your shackles. The figure watches patiently.

You remove your bracelets, and slide them to the edge of the cage. <<He>> picks them up through the bars, and thanks you in an overly polite tone before leaving.

You clutch your necklace. <<stress -6>><<trauma -6>><<lstress>><<ltrauma>>

<<link [[Rest|Schism 6]]>><<endevent>><</link>>

:: Schism Gold Refuse
<<effects>><<handsruined>><<legsruined>>
<<generatev2>>
You shake your head no, and say they mean too much to you. The figure nods in understanding before walking out of sight, to the next cage.

You slowly crawl forward, wondering if <<person1>><<hes>> really gone. You hear a yell from the next cell, and the slamming of a door. The figure walks back into view, holding a struggling initiate. The initiate immediately stills as the figure produces a wicked-looking bladed instrument and holds it to <<person2>><<his>> throat. <<stress 50>><<trauma 50>><<gggstress>><<ggtrauma>>

<<He>> looks to you with pleading eyes.
You quickly remove your gold bracelets and anklets, tossing them through the bars. The figure immediately releases the initiate, who makes a run for it. Other black-robed figures pursue <<him>>, but the figure before you casually inspects <<person1>><<his>> prize.

You see the initiate disappear down the stairs. You say a prayer for <<his>> safety, and rub your necklace. <<stress -6>><<trauma -6>><<lstress>><<ltrauma>>

<<link [[Rest|Schism 6]]>><<endevent>><</link>>

:: Schism 6
<<effects>>
<<set $time to 1126>><<set $minute to 1126>>
<<set $weekday to 3>>
<<set $monthday to 30>>
<<generate1>><<person1>>
The cages have begun to run empty. You've lost track of how long you've been here. It must have been days. Only you and half a dozen others remain now, the rest having been led down the dark staircase one by one.

A fine pink mist has started to fill the prison. You're unsure of the source, but it smells sweet. <<set $hallucinogen += 80>><<ghallucinogens>>

It looks like it won't be long until you're next. A figure approaches you carrying a set of rags, and demands your robe.

<<link [[Surrender your robe|Schism Robes Accept]]>><<stress 24>><<trauma 24>><</link>><<gstress>><<gtrauma>>

<<link [[Refuse|Schism Robes Refuse]]>><<set $molestationstart to 1>><</link>>

:: Schism Robes Accept
<<effects>>
<<upperruined>><<lowerruined>>
<<upperwear 79>>
<<lowerwear 71>>
You shakily disrobe. You can feel the hungry eyes of figures all around the room. You choke back a sob as you walk towards the door, covering yourself with your robe, before handing it to <<him>>.

<<He>> grabs your arm through the bars, and pulls you in. You yelp as <<he>> holds you there, and threatens that <<he>> would take you right there were you not needed. <<He>> harshly releases you, tossing in rags to cover yourself with as <<he>> leaves with your robe.

You hastily cover yourself with the rags as best you can. You sit in the corner, and let out a long breath.

You hold your necklace. <<stress -6>><<trauma -6>><<lstress>><<ltrauma>>

<<link [[Rest|Schism 7]]>><<endevent>><</link>>

:: Schism Robes Refuse
<<effects>>
<<if $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<controlloss>>
	<<violence 1>>
	<<neutral 1>>
	<<molested>>
	<<maninit>><<npcstrip>><<npcidlegenitals>>
	You weakly shake your head. <<He>> slams the bars before unlocking your door, and storming in. <<stress 24>><<ggstress>>

	<<set $speechdisable to 1>>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>

<<actionsman>>
<<if $enemyarousal gte $enemyarousalmax>>
	<<link [[Next|Schism Robes Refuse Finish]]>><</link>><<nexttext>>
<<elseif $enemyhealth lte 0>>
	<<link [[Next|Schism Robes Refuse Finish]]>><</link>><<nexttext>>
<<elseif $worn.upper.type.includes("naked") and $worn.lower.type.includes("naked")>>
	<<link [[Next|Schism Robes Refuse Finish]]>><</link>><<nexttext>>
<<else>>
	<<link [[Next|Schism Robes Refuse]]>><</link>><<nexttext>>
<</if>>

:: Schism Robes Refuse Finish

<<if $enemyhealth lte 0>>
	<<He>> crashes back against the bars and slumps against the floor. Other figures enter the cell to pull <<him>> out, giving you a wide space and wary looks. You're happy with this small revenge. <<stress -24>><<trauma -24>><<control 15>><<lstress>><<ltrauma>><<ggcontrol>>

	<<tearful>> you rise to your feet, and clutch your necklace. <<stress -6>><<trauma -6>><<lstress>><<ltrauma>>
<<else>>
	<<if $enemyarousal gte $enemyarousalmax>>
		<<ejaculation>>
	<</if>>
	<<He>> leaves with your clothing, leaving behind a few rags. You hastily cover yourself with them.
	<<stealclothes>>

	<<tearful>> you rise to your feet, and clutch your necklace. <<stress -6>><<trauma -6>><<lstress>><<ltrauma>>

	<<upperwear 79>>
	<<lowerwear 71>>
<</if>>

<<clotheson>>
<<endcombat>>
<<link [[Rest|Schism 7]]>><</link>>

:: Schism 7
<<effects>>
<<set $time to 1240>><<set $minute to 1240>>
<<pass 1 hour>><<pain 10>>
<<set $weekday to 4>>
<<set $monthday to 31>>
<<set $moonstate to "evening">>
<<generate1>><<person1>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>>
You awaken in a different cell than the one you fell asleep in. It's much smaller, but has a barred window.

You gaze outside, as you're mocked by the bars across the moon. It's red, tonight.

You hear the door open behind you. It's finally time. Four <<monks>> enter your cage, and grab you. You let yourself be led out.

One of the <<monks>> makes a grab for your necklace, stating its obvious value. You immediately break free from the first <<monk>>, grabbing the offender's hand and biting it. Hard.

<<He>> screams as the other <<monks>> quickly restrain you. The masked one chastises <<him>>, calling <<him>> a petty thief, and saying <<he>> should have learned from the <<monk>> that made a grab for you when you were first brought here.

The <<monk>> holds <<his>> hand and mumbles something, and you're led down the dark stairs. At this point, they're practically carrying you, with each <<monk>> holding you up by a limb.

<<link [[Next|Schism 8]]>><</link>>

:: Schism 8
<<effects>>
The staircase is dimly lit by torches. You spot a glowing rune at the very end of it, a long way down.

The lead <<monk>> places a hand against it, and the wall opens.
<<if $tentacledisable is "t">>
	You exit out into...

	...a temple? Everything looks wrong. Thuribles float suspended by nothing, and windows open into endless white. You feel something terrible on the edge of your mind.

	You look down, and see your skin ripple. The vision is starting to fall apart.

	You see visions of long, boneless limbs and writhing masses of purple tendrils. You're terrified by them, and start pushing against your consciousness, trying to force yourself to wake up. However, for one brief moment of lucidity, you wonder what would happen if you opened your mind to it.

	<<link [[Try to continue the vision|Schism Continue]]>><</link>><<willpowerdifficulty 1 1>> | This will enable tentacles.

	<<link [[Wake up|Schism Failure]]>><<endevent>><</link>>

<<else>>
	You exit out into the temple. Much of the iconography has been defaced. You feel sick seeing it in this state.

	You're led further down into the temple. Your pulse starts to rise. They're taking you to the plinth room, and you can feel it.

	Your limbs feel as though they're becoming weaker. Your struggles against the <<monks>> go almost unnoticed.

	Before long, you reach an ornate door. The masked <<monk>> produces a bronze key, and two others open it ahead of <<him>>.

	<<link [[Next|Schism 9]]>><</link>>

<</if>>

:: Schism Continue
<<effects>>
<<set $tentacledisable to "f">>
You steel your mind, and focus on the vision. It begins to reverse itself, as the temple comes into view.

Tentacles are now enabled.

<<link [[Next|Schism 8]]>><</link>>

:: Schism 9
<<effects>>
Purple smoke hisses through the door, as the rest of the <<monks>> don masks. You're carried in. The mist assails your mind, and you start to see shadows moving, writhing, and pointing at you. <<set $hallucinogen += 400>><<ggghallucinogens>>

You pray.

You hold your necklace. <<stress -6>><<trauma -6>><<lstress>><<ltrauma>>

You're placed on the large plinth, facing upwards. The ceiling extends up into sheer nothingness, and a faint red glow emanates from the floor. You hear whispers all around you. You can't tell which ones are from the black-robed figures.

You expect to be restrained, and clutch your necklace to your chest with both hands. However, you instead find all of your limbs immobilised by an invisible force. Candles are lit all around you.

You listen to the figures chant louder and louder. Your gaze is fixed on the expanse of darkness above, unable to look away. You're barely staying conscious. Tears begin to stream from your eyes. You wonder, you pray, that any of the others escaped, and didn't meet your fate.

<<link [[Pray|Schism 10]]>><</link>>

:: Schism 10
<<effects>><<rainWraith>>
The only thing you can feel is the pendant of your necklace between your hands. You clutch it, shaking in fear. You see it starting to take shape above you.

You can't look away. Not even closing your eyes works; it takes shape in the darkness of your eyelids. Your mind goes numb, but doesn't grant you the mercy of suppressing the dread. <<set $pain to 0>>

The purple mist swirls into a vortex, growing larger and larger as the figures raise their hands in triumph. Writhing purple tendrils slowly emerge from the vortex, grabbing the nothingness and physically pulling itself into the world.
You lose count of how many there are. The air itself crackles at its presence. With the sound of thunder, it stops.

<<unbind>>
The leading <<monk>> orders for the sacrifice to be offered. Your leg bindings are removed. It sees you. Tendrils shoot down from above.
Several tentacles worm their way around your legs.
They slither into your gold chastity belt, and start to pull away at it.
They cause you immense pain as they struggle against the shining metal. You hear sizzling, and it seems to be harming them, too. <<pain 6>><<gpain>>

With one final pull, the metal fractures and splinters, sending shards of gold clattering to the ground as your belt yields and shatters in a bright flash of light. The figures resume chanting, and your clothing meets a similar fate.
<<set $worn.genitals.type.push("broken")>><<genitalsruined>><<upperruined>><<lowerruined>><<underupperruined>>

You finish your prayer, and clutch your necklace. <<stress -6>><<trauma -6>><<lstress>><<ltrauma>>

<<link [[Next|Schism Awakening]]>><<endevent>><<set $molestationstart to 1>><</link>>

:: Schism Awakening
<<if $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<set $combat to 1>>
	<<set $enemytype to "tentacles">>
	<<controlloss>>
	<<molested>>
	<<tentaclestart 18 15>>
	<<set $timer to 30>>
<</if>>
Purple mist swirls in the chamber. <<set $hallucinogen += 10>><<ghallucinogens>>

<<statetentacles>>

<<effects>>
<<effectstentacles>>
<<tentacles>>
<<actionstentacles>>

<<if $tentacles.active lte ($tentacles.max / 2) or $timer lte 0>>
	<<link [[Next|Schism Awake]]>><</link>><<nexttext>>
<<elseif $pain gte 100 and $willpowerpain is 0 or $stress gte $stressmax or $trauma gte $traumamax>>
	<<link [[Next|Schism Failure]]>><</link>><<nexttext>>
<<else>>
	<<link [[Next|Schism Awakening]]>><</link>><<nexttext>>
<</if>>

:: Schism Awake
<<effects>>
The tentacles continue to have their way with you, as you lay helpless. The swirling mass above begins to widen. The creature, empowered by you, continues to pull itself into the world. Your ears start to ring, and you see flakes in your vision.

You think you see it open its eyes. You think they were already open, watching you. You can't think anymore. One of the figures binds you to the plinth, restraining you in an upright position. Your hands still hold your necklace. You refuse to stop clutching it, so your arms are bound forwards. <<legbind>>

More tendrils descend towards you.

<<link [[Sleep|Schism Battle]]>><<clotheson>><<endcombat>><</link>>

:: Schism Battle
<<effects>>
A bright flash lights up the room, and the tentacles heading for you are sliced through by a solid mass of light. They vanish in the mist.

The black-robed figures begin shouting in panic, their gaze drawn to the large doorway. It takes all of your effort, but you manage to lift your head to look. A brilliant golden light floods in. A pair of large arms grab the doorway. Then another. And another.

A large shrouded head with luminous hair looks in, with closed eyes. Behind it, a mass of wings follows. Two of the arms clutch a gigantic spear. It pulls itself through the doorway, and moves its head to look up at the creature.

For a moment, you think your prayers have been answered; an angel has come to deliver you from evil. Then, you remember the ritual. It must have worked after all.

You manage a weak smile. You've more than likely gone mad, and are seeing things. You realise this, but you decide to let the delusion take you. It's less painful than the alternative.

At least the heretics see something equally as terrifying, based on their panic. You allow yourself to enjoy their despair.

<<link [[Watch|Schism Battle 2]]>><</link>>

:: Schism Battle 2
<<effects>>
The angelic figure has fully pulled itself through. It must be four men tall, if not more. You count six arms, but can't count the wings. Its body is naked and largely featureless, but you think you see many open eyes on its legs. Each time one looks at a black-robed figure, they collapse.

You whisper a prayer. You hear an answer.

Purple tendrils lash out at the angel. Most are cut away by the spear, moving faster than you can track. A few make it through and pierce it. It falls to a knee, but quickly retaliates. It beats its wings, soaring upwards into the gaping expanse above.

Your vision gets blurry. You find yourself laughing at the absurdity of it all. But, a part of you wants to believe what you're seeing is real. You've been taught all your life that belief is power, after all.

The heretics begin to regain consciousness, and start to say something about sinking. Panic sets in.

The battle above becomes a spectacle of flashing golden and purple lights. Parts of the foundation are ripped away, and float upwards. Severed purple tendrils scatter and dissipate, while flawless white feathers fall like snow. One even feels cold as it lands on your chest. You clutch it with your necklace.

The room begins to shake and rumble. You hear a sound not unlike a waterfall building up.

They all flee the room, leaving you bound to the plinth.

<<link [[Next|Schism Battle 3]]>><</link>>

:: Schism Battle 3
<<effects>>
The angel comes hurtling down. It narrowly avoids crushing you. The ground cracks, and water begins rising from it.

It braces its spear, and aims it upwards. It says something that makes your head feel full, and gestures strangely with its four free hands before taking off again. It hits its mark, and disappears into the purple vortex, pushing the creature with it. The portal closes behind it with a crackle.

A jet of water erupts from in between stone bricks. You struggle against your bindings, but it's no use. Your heart races as the water rises up to your ankles.

<<link [[Struggle|Schism Struggle]]>><</link>>

:: Schism Struggle
<<effects>>
<<if !$schismStruggle>>
	<<set $schismStruggle to 0>>
<</if>>
<<switch $schismStruggle>>
	<<case 0>>
		You struggle against your bindings.

		The water rises to your knees.
	<<case 1>>
		You struggle against your bindings.

		The water rises to your groin.
	<<case 2>>
		You struggle against your bindings, and weakly scream for help.

		The water rises to your tummy.
	<<case 3>>
		<<water>>
		You desperately struggle, choking back sobs.

		The water rises to your chest.
	<<case 4>>
		<<water>>
		You clutch your necklace. <<stress -6>><<trauma -6>><<lstress>><<ltrauma>>

		The water rises to your neck.
<</switch>>

<<if $schismStruggle lt 4>>
<<link [[Struggle!|Schism Struggle]]>><<stress 24>><</link>><<gggstress>>

<</if>>
<<set $schismStruggle ++>>
<<link [[Close your eyes|Schism Drown]]>><</link>>

:: Schism Drown
<<effects>>
<<silently>><<water>><</silently>>
<<if $schismStruggle gte 2>>
	Your struggling is senseless.
<</if>>
<<unset $schismStruggle>>
You close your eyes. Your heart rate slows. You can hear it pounding in your ears, but it slowly grows quiet.

You breathe deeply. You focus on the sound of the water. You let it lull you into a trance.

You say one last prayer.

The water reaches your chin.

You let out one last breath.

You hold your necklace.

One last time.

<<link [[Sleep|Schism Drowned]]>><<set $wraithSkin to 1>><</link>>

:: Schism Drowned
<<silently>><<dry>><</silently>><<effects>><<set $location to "lake_ruin">><<set $possessed to true>><<unset $schism>><<set $wraith.state to "active">>
<<neckruined>><<upperruined>><<lowerruined>><<underupperruined>><<unbind>><<set $arousal to 0>>
<<upperwear 7 "white">><<upperruined>><<upperwear 79 "white">><<handswear 7>><<legswear 10>>
<<if $trauma lte ($traumamax / 5) and $stress lte $stressmax / 5>>
<<set $pain to 0>>
<<else>>
<<set $pain to 5>>
<</if>>
You open your eyes.

You're underwater. You can't breathe, but it's okay. You don't feel like you need to anymore.

You can see everything. You can see through the walls, and all around you. There's a silent beauty to the submerged place.

You hold your...

...

Where is it?

You drift through the empty ruin. You can feel it pulling you. You see it. It's still on the plinth.

<<link [[Enter|Schism Necklace]]>><</link>>

:: Schism Necklace
<<effects>><<set $moonstate to 0>>
You can't. You can't enter. The room is only walls, and no doors. But that's okay. You only need to see it.

You place your palm against the wall. You feel it around your neck. You hold your necklace.

It's all you need. But no one else can be down here. This is yours. No one can take it.

<<link [[Watch|Schism Ghost]]>><</link>>

:: Schism Ghost
<<effects>><<set $season to "autumn">><<set $weather to "clear">><<set $schism to true>>
<<neckwear 23>>
You watch the moon. You watch the things around you crumble, while you stay eternally beautiful. As long as you have it.

You watch people you think you knew in life rebuild. They make a beautiful chapel, and practice their faith. They don't remember you, but that's okay. As long as you have it.

You watch time pass. You watch the seasons change. You watch the people of the fledgeling town nearby use your lake to swim. That's okay. As long as they stay up there.

Sometimes, you try to appear to them. Sometimes, you play with them. It's okay. As long as they don't come down here.

You watch.

You laugh.

You cry.

You hold your necklace.

<<link [[Hold|Schism Wraith]]>><</link>>

:: Schism Wraith
<<effects>>
Someone's coming down. A <<if $real_playergender is "m">>boy<<else>>girl<</if>> with
<<set _colour to $real_haircolour>>
<<if _colour in setup.colours.hair_map>>
	<<print setup.colours.hair_map[_colour].name>>
<<else>>
	_colour
<</if>>
hair and $real_eyecolour
<<if $real_angel gte 4>>
	eyes, and a ring of light proudly circling <<if $real_playergender is "m">>his<<else>>her<</if>> head.
<<elseif $real_fallenangel gte 2>>
	eyes, and a shattered ring of light circling <<if $real_playergender is "m">>his<<else>>her<</if>> head.
<<elseif $real_demon gte 2>>
	eyes, and two baleful horns protruding from <<if $real_playergender is "m">>his<<else>>her<</if>> head.
<<else>>
	eyes.
<</if>>
You try to stop <<if $real_playergender is "m">>him<<else>>her<</if>>. You can't.

You yell. You scream. You cry.

<<if $real_playergender is "m">>He<<else>>She<</if>> enters the plinth room. You can't follow. You wail. You claw at the walls. You churn the waves.

<<if $real_playergender is "m">>He<<else>>She<</if>> takes it. It disappears from around your neck.

<<link [[Hate.|Schism Wraith 2]]>><</link>>

:: Schism Wraith 2
<<effects>><<unset $schism>><<set $moonstate to "evening">><<set $wraith.state to "haunt">>
<<neckruined>><<set $pain to 80>>
You cry.

You scream.

You float endlessly, clawing at your bare neck, sobbing, sulking, longing.

You hate <<if $real_playergender is "m">>him<<else>>her<</if>>. <<if $real_playergender is "m">>He<<else>>She<</if>> took the last thing you have.

But that's okay.

As long as you take everything from <<if $real_playergender is "m">>him<<else>>her<</if>>.

<<link [[Wake up|Schism End]]>><<unset $wraithSkin>><</link>>

:: Schism End
<<schismEnd>><<effects>>
<<earnFeat "Schism">>
<<set $pain to 30>>
You gasp for air, and snap to an upright position. You immediately turn your head and start retching, coughing up water.

You feel sick, dizzy and confused. That might have been the most intense nightmare you've ever had. You look around, but the pale figure seems to be gone. You look for a way out.

Your vision is blurry. You wipe the tears from your eyes, but you don't remember when you started crying, or why. You're safe until the next blood moon.
<<set $wraithPrison.state to "gone">>
<<set $wraithPrison.vision to true>>
<<endWraith>>
<<clearWraith>>

<<link [[Next|Lake Ruin Prison]]>><</link>>

:: Schism Failure
<<schismEnd>><<effects>>
Your mind can't handle the vision any longer. Everything fades away.

You gasp for air, and find yourself back in the underwater prison. You look around frantically, but the pale figure is nowhere to be seen.

The feeling of dread rapidly fades. You're safe until the next blood moon.
<<endcombat>>
<<clotheson>>
<<set $wraithPrison.state to "gone">>
<<unset _wraithEvent>>
<<endWraith>>
<<clearWraith>>

<<if !$wraithPrison.vision>>
	You wonder what would have happened next, had you not woken up.

<</if>>
<<link [[Next|Lake Ruin Prison]]>><</link>>

:: Widgets Schism [widget]
<<widget "schismStart">>
/*Store player stats*/
<<set $statFreeze to true>>
<<set $real_playersex to $player.sex>>
<<set $real_playergender to $player.gender>>
<<set $real_penisexist to $player.penisExist>>
<<set $real_vaginaexist to $player.vaginaExist>>
<<set $real_ballsexist to $player.ballsExist>>
<<set $real_eyecolour to $eyecolour>>
<<set $real_haircolour to $haircolour>>
<<set $real_hairlength to $hairlength>>
<<set $real_hairtype to $hairtype>>
<<set $real_hairlenghthstage to $hairlengthstage>>
<<set $real_fringelength to $fringelength>>
<<set $real_fringetype to $fringetype>>
<<set $real_fringelengthstage to $fringelengthstage>>
<<set $real_breastsize to $breastsize>>

<<set $real_goooutsidecount to $goooutsidecount>>
<<set $real_semenoutsidecount to $semenoutsidecount>>
<<set $real_bodyliquid to clone($player.bodyliquid)>>
<<set $real_virginity to clone($player.virginity)>>
<<set $real_parasite to clone($parasite)>>
<<set $real_pain to $pain>>
<<set $real_arousal to $arousal>>
<<set $real_tiredness to $tiredness>>
<<set $real_stress to $stress>>
<<set $real_trauma to $trauma>>
<<set $real_control to $control>>
<<set $real_angel to $angel>>
<<set $real_angelbuild to $angelbuild>>
<<set $real_demon to $demon>>
<<set $real_wolfgirl to $wolfgirl>>
<<set $real_cat to $cat>>
<<set $real_cow to $cow>>
<<set $real_bird to $bird>>
<<set $real_famesex to $famesex>>
<<set $real_famerape to $famerape>>
<<set $real_fameexhibitionism to $fameexhibitionism>>
<<set $real_famescrap to $famescrap>>
<<set $real_fame to $fame>>
<<set $real_sexStats to clone($sexStats)>>
<<set $real_skulduggery to $skulduggery>>
<<set $real_purity to $purity>>
<<set $real_submissive to $submissive>>
<<set $real_awareness to $awareness>>
<<set $real_awarelevel to $awarelevel>>
<<set $real_spray to $spray>>
<<set $real_spraymax to $spraymax>>
<<set $real_skin to clone($skin)>>
<<set $real_skinColor to clone($skinColor)>>
<<set $real_season to $season>>
<<set $real_weekday to $weekday>>
<<set $real_monthday to $monthday>>
<<set $real_month to $month>>
<<set $real_year to $year>>
<<set $real_moonstate to $moonstate>>
/*store player clothing*/
<<set $real_rebuy to $clothingrebuy>>
<<undress "wraith">>
<<if $worn.genitals.name isnot "naked">>
	<<set $real_wornGenitals to clone($worn.genitals)>>
	<<set $worn.genitals to clone(setup.clothes.genitals[0])>>
<</if>>
/*store time and date*/
<<set $real_minute to $minute>>
<<set $real_time to $time>>
/*morph player into the Ivory Wraith*/
<<set $player.gender to $per_npc.wraith.gender>>
<<set $player.sex to $per_npc.wraith.gender>>
<<if $player.sex is "f">>
	<<set $vaginastate to 0>>
	<<set $vaginause to 0>>
	<<set $player.vaginaExist to true>>
	<<set $player.penisExist to false>>
	<<set $player.ballsExist to false>>
<<elseif $player.sex is "m">>
	<<set $penisstate to 0>>
	<<set $penisusue to 0>>
	<<set $player.vaginaExist to false>>
	<<set $player.penisExist to true>>
	<<set $player.ballsExist to true>>
<<else>>
	<<set $vaginastate to 0>>
	<<set $vaginause to 0>>
	<<set $penisstate to 0>>
	<<set $penisuse to 0>>
	<<set $player.vaginaExist to true>>
	<<set $player.penisExist to true>>
	<<set $player.ballsExist to false>>
<</if>>
<<for _bodypart range setup.bodyliquid.bodyparts>>
	<<set $player.bodyliquid[_bodypart].goo to 0>>
	<<set $player.bodyliquid[_bodypart].semen to 0>>
<</for>>
<<for _bodypart range $parasite.bodyparts>>
	<<set $parasite[_bodypart] to {}>>
<</for>>
<<set $player.virginity to {anal:true,oral:true,penile:true,vaginal:true,temple:false,handholding:true,kiss:true}>>
<<set $eyecolour to "dark blue">>
<<set $haircolour to "white">>
<<set $hairlength to 800>>
<<set $hairlengthstage to "thighs">>
<<set $hairtype to "defined curl">>
<<set $fringelength to 200>>
<<set $fringelengthstage to "shoulder">>
<<set $fringetype to "loose">>
<<set $breastsize to $per_npc.wraith.breastsize>>
<<bodywriting_init>>

<<set $pain to 10>>
<<set $arousal to 0>>
<<set $tiredness to 1500>>
<<set $stress to 500>>
<<set $trauma to 200>>
<<set $control to 500>>
<<set $angel to 3>>
<<set $angelbuild to 100>>
<<set $demon to 0>>
<<set $wolfgirl to 0>>
<<set $cat to 0>>
<<set $cow to 0>>
<<set $bird to 0>>
<<hideTransformations>>
<<set $skulduggery to 0>>
<<set $submissive to 1000>>
<<set $awareness to 200>>
<<set $awarelevel to 1>>
<<set $spray to 0>>
<<set $spraymax to 0>>
<<for _i to 0; _i lt $skinColor.tanValues.length; _i++>>
	<<set $skinColor.tanValues[_i] to 0>>
<</for>>
/*change location and time*/
<<set $time to 316>><<set $minute to 316>>
<<set $weekday to 1>>
<<set $monthday to 28>>
<<set $month to "january">>
<<set $season to "winter">>
<<set $year to 361>>
<<set $moonstate to 0>>
<<time>>
<<location "temple">>
/*give player clothes*/
<<set $clothingrebuy to 0>>
<<feetwear 3>>
<<upperwear 32>>
<<underupperwear 17>>
<<handswear 7>>
<<legswear 10>>
<<genitalswear 3>>
<<headwear 1>>

<<neckwear 23>>

<<freezePlayerStats>>

<</widget>>

<<widget "schismEnd">>
<<unfreezePlayerStats>>
<<unset $possessed>>
<<unset $schism>>
/*restore clothes integrity and undress*/
<<silently>><<clotheson>><</silently>>
<<set $worn.genitals.type.push("broken")>>
<<genitalsruined>>
<<ruined>><<unbind>>
<<set $clothingrebuy to $real_rebuy>>

/*restore real clothes*/
<<storeon "wraith">>
<<if $real_wornGenitals isnot undefined>>
	<<set $worn.genitals to clone($real_wornGenitals)>>
	<<unset $real_wornGenitals>>
<</if>>
/*restore players stats*/
<<set $player.sex to $real_playersex>>
<<set $player.gender to $real_playergender>>
<<set $player.penisExist to $real_penisexist>>
<<set $player.vaginaExist to $real_vaginaexist>>
<<set $player.ballsExist to $real_ballsexist>>
<<if !$player.vaginaExist>>
	<<set $player.bodyliquid.vaginaoutside.semen to 0>>
	<<set $player.bodyliquid.vaginaoutside.goo to 0>>
	<<set $vaginastate to "none">>
	<<set $vaginause to "none">>
<</if>>
<<if !$player.penisExist>>
	<<set $player.bodyliquid.penis.semen to 0>>
	<<set $player.bodyliquid.penis.goo to 0>>
	<<set $penisstate to "none">>
	<<set $penisuse to "none">>
<</if>>
<<unset $statFreeze>>
<<set $eyecolour to $real_eyecolour>>
<<set $haircolour to $real_haircolour>>
<<set $hairlength to $real_hairlength>>
<<set $hairtype to $real_hairtype>>
<<set $hairlengthstage to $real_hairlenghthstage>>
<<set $fringelength to $real_fringelength>>
<<set $fringetype to $real_fringetype>>
<<set $fringelengthstage to $real_fringelengthstage>>
<<set $breastsize to $real_breastsize>>

<<set $goooutsidecount to $real_goooutsidecount>>
<<set $semenoutsidecount to $real_semenoutsidecount>>
<<set $player.bodyliquid to clone($real_bodyliquid)>>
<<set $parasite to clone($real_parasite)>>
<<set $player.virginity to clone($real_virginity)>>
<<set $arousal to ($arousal + $real_arousal)>>
<<set $tiredness to ($tiredness + $real_tiredness)>>
<<set $stress to $real_stress>>
<<set $trauma to ($trauma + $real_trauma)>>
<<set $control to $real_control>>
<<set $angel to $real_angel>>
<<set $angelbuild to $real_angelbuild>>
<<set $demon to $real_demon>>
<<set $wolfgirl to $real_wolfgirl>>
<<set $cat to $real_cat>>
<<set $cow to $real_cow>>
<<set $bird to $real_bird>>
<<showTransformations>>
<<set $famesex to $real_famesex>>
<<set $famerape to $real_famerape>>
<<set $fameexhibitionism to $real_fameexhibitionism>>
<<set $famescrap to $real_famescrap>>
<<set $fame to $real_fame>>
<<set $sexStats to clone($real_sexStats)>>
<<set $skulduggery to $real_skulduggery>>
<<set $purity to $real_purity>>
<<set $submissive to $real_submissive>>
<<set $awareness to $real_awareness>>
<<set $awarelevel to $real_awarelevel>>
<<set $spray to $real_spray>>
<<set $spraymax to $real_spraymax>>
<<set $skin to clone($real_skin)>>
<<set $skinColor to clone($real_skinColor)>>
<<set $real_skinColor to clone($skinColor)>>
/*restore location and time*/
<<set $location to "lake_ruin">>
<<set $season to $real_season>>
<<set $weekday to $real_weekday>>
<<set $monthday to $real_monthday>>
<<set $month to $real_month>>
<<set $year to $real_year>>
<<set $moonstate to $real_moonstate>>
<<set $minute to $real_minute>>
<<set $time to $real_time>>
<<time>>
<<switch $hour>>
	<<case 21>>
		<<pass 9 hours>>
	<<case 22>>
		<<pass 8 hours>>
	<<case 23>>
		<<pass 7 hours>>
	<<case 0>>
		<<pass 6 hours>>
	<<case 1>>
		<<pass 5 hours>>
	<<case 2>>
		<<pass 4 hours>>
	<<case 3>>
		<<pass 3 hours>>
	<<case 4>>
		<<pass 2 hours>>
	<<case 5>>
		<<pass 1 hour>>
<</switch>>
<</widget>>


code:
:: Wraith Snatched Home Mirror
<<effects>>
You shamble over to your mirror. A pale <<girl>> with <<wraithEyes>> eyes stares back.

<<link [[Step away|Wraith Snatched Home Mirror 2]]>><<pass 1>><</link>>

<<link [[Stare.|Wraith Snatched Home Mirror 2]]>><<pass 1>><</link>>

:: Wraith Snatched Home Mirror 2
<<effects>>
You move each finger individually, as if to test them.

You place your hand against the mirror.
<<if $hour is 3 and $hallucinations gte 2 and $mirrortentacles isnot 1 and $tentacledisable is "f">>
	The surface flashes a terrible red. You see an open space on the other side, but it quickly dissolves away.
<<else>>
	You can't feel the surface.
<</if>>

Your head quickly tilts to the side, making sickening cracks. Your hands open and clench.

<<set $wraithWillMessage to true>>
Fully restore your control to take back your body.

<<link [[Step away|Bedroom]]>><<pass 1>><<set $phase2 to 1>><</link>>

:: Wraith Snatched Home Window
<<pass 10>><<effects>><<getTarget>>
You steady yourself against the wall, and push yourself to the window.

<<if $hour gte 6 and $moonstate is "morning">>
	The sun has started to come up. You stare at the horizon for some time. You can feel your mind begin to focus. You try to move your arm. It twitches.

	You sigh, and look at yourself in the reflection of the glass. You don't look so pale anymore. You giggle.

	"See you soon," the reflection says. <<trauma 50>><<gggtrauma>>

	You shamble back to your bed, and crawl in. You slowly feel yourself slipping back into place, able to feel your skin, your hands, your legs, yourself again. <<control 50>><<ggcontrol>>

	You're safe until the next blood moon.

	<<endWraith>>
	<<clearWraith>>
	<<link [[Separate|Sleep]]>><<set $sleephour to 1>><<set $saveDetails.auto.count++>><<unset $possessed>><</link>><<ltiredness>>

<<else>>
	<<set $nextPassage to "Wraith Snatched Home Leave">>
	<<set $nextPassageCheck to "Wraith Snatched Home Leave">>
	The red moon fills you with a horrible chill. Translucent pale limbs quietly open the window. You place your hands on the frame.

	<<link [[Go.|Wraith Snatched Home Leave]]>><</link>>

	<<link [[Grip the frame|Bedroom]]>><</link>>

<</if>>

:: Wraith Snatched Home Leave
<<pass 10>><<effects>><<getTarget>><<rainWraith>>
You push yourself out your window, into the night air.

The ground comes hurtling towards you. You never hit it.

Just before you do, you slow in mid-air and right yourself. The tips of your feet gently touch the ground without any disturbance or noise. You don't feel the $weather on your skin.

A long, translucent limb slithers up the side of the orphanage, and shuts your window.

<<link [[Walk.|Domus Street]]>><<set $location to "town">><<set $wraith.exit to "town">><<set $bus to "domus">><<set $phase2 to 1>><<set $phaseWraith to 0>><</link>>

:: Wraith Snatched Cabin Mirror
<<effects>>
You shamble over to the mirror. A pale <<girl>> with <<wraithEyes>> eyes stares back.

<<link [[Step away|Wraith Snatched Cabin Mirror 2]]>><<pass 1>><</link>>

<<link [[Stare.|Wraith Snatched Cabin Mirror 2]]>><<pass 1>><</link>>

:: Wraith Snatched Cabin Mirror 2
<<effects>>
You move each finger individually, as if to test them.

You place your hand against the mirror.
You can't feel the surface.

Your head quickly tilts to the side, making sickening cracks. Your hands open and clench.

<<set $wraithWillMessage to true>>
Fully restore your control to take back your body.

<<link [[Step away|Cabin Actions]]>><<pass 1>><<set $phase2 to 1>><</link>>

:: Wraith Snatched Cabin Leave
<<effects>><<getTarget>><<rainWraith>>
Your gaze passes over Eden one last time. You open the door, walk out into the $weather, and escape into the forest.

<<link [[Walk.|Forest]]>><<endevent>><<set $location to "forest">><<set $wraith.exit to "forest">><<set $forest to 90>><<set $phase2 to 1>><<set $phaseWraith to 0>><</link>>

:: Wraith Snatched Cave Reflection
<<effects>>
You approach the stream. You reach a hand in, and the surface becomes completely still.

You look at your reflction. A pale <<girl>> with <<wraithEyes>> eyes stares back.

<<link [[Step away|Wraith Snatched Cave Reflection 2]]>><<pass 1>><</link>>

<<link [[Stare.|Wraith Snatched Cave Reflection 2]]>><<pass 1>><</link>>

:: Wraith Snatched Cave Reflection 2
<<effects>>
You move each finger individually, as if to test them.

Your head quickly tilts to the side, making sickening cracks. Your hands open and clench. The <<wolf_cave_plural>> begin barking and howling at you, their tails frayed.

<<set $wraithWillMessage to true>>
Fully restore your control to take back your body.

<<link [[Step away|Wolf Cave Clearing]]>><<pass 1>><<set $phase2 to 1>><</link>>

:: Wraith Snatched Cave Leave
<<pass 10>><<effects>><<getTarget>>
You point. You see a translucent limb strike a <<beastNEWinit 1 wolf>><<beasttype>>, who yelps and staggers away. <<endevent>>

The rest of them back away. You walk out into the forest, but can tell some of them are trying to follow you.

<<link [[Walk.|Forest]]>><<set $location to "forest">><<set $wraith.exit to "forest">><<set $forest to 90>><<set $phase2 to 1>><<set $phaseWraith to 0>><</link>>

:: Wraith Snatched Far Mirror
<<effects>><<endevent>>
You shamble over to the mirror. A pale <<girl>> with <<wraithEyes>> eyes stares back.

<<link [[Step away|Wraith Snatched Far Mirror 2]]>><<pass 1>><</link>>

<<link [[Stare.|Wraith Snatched Far Mirror 2]]>><<pass 1>><</link>>

:: Wraith Snatched Far Mirror 2
<<effects>>
You move each finger individually, as if to test them.

You place your hand against the mirror. It passes right through. The surface flashes a terrible red.

Your head quickly tilts to the side, making sickening cracks. Your free hand opens and clenches.

<<link [[Step inside|Wraith Snatched Far Mirror 3]]>><<pass 1>><</link>>

:: Wraith Snatched Far Mirror 3
<<effects>><<set $location to "tentworld">>
You put your foot forward. It passes through the mirror. You place your other hand in.

You fall forwards, and everything goes a brilliant purple. You see writhing masses blotting out the sky, and an endless expanse of tendrils. It doesn't last.

You pass through a swirling purple disc, and emerge in a thicket. It looks like the forest just outside town. You look behind you, and see the Asylum.

Your head swiftly turns again, causing more cracks. You can't feel anything anymore.

<<set $wraithWillMessage to true>>
Fully restore your control to take back your body.

<<link [[Walk.|Forest]]>><<set $location to "forest">><<set $wraith.exit to "forest">><<set $forest to 90>><<set $phase2 to 1>><<set $phaseWraith to 0>><</link>>

:: Wraith Snatched Guest
<<pass 10>><<effects>><<getTarget>>
<<set $nextPassage to "Wraith Snatched Guest 2">>
<<if $location is "home">>
	<<if $robinbed is 1>>
		<<set _bedGuest to "Robin">>
	<<else>>
		<<set _bedGuest to "Kylar">>
	<</if>>
<<elseif $location is "cabin">>
	<<set _bedGuest to "Eden">>
<</if>>
You quietly approach the bed. You stare at _bedGuest, unmoving.

You remain purely focused on <<nnpc_him _bedGuest>>. You raise an arm, and begin to reach for <<nnpc_him _bedGuest>>.

<<link [[Try to scream|Bedroom]]>><</link>>

<<link [[Take.|Wraith Snatched Guest 2]]>><</link>>

:: Wraith Snatched Guest 2
<<pass 5>><<effects>><<getTarget>><<set $phase2 to 1>>
<<if $willpowerSuccess>>
	You manage to force a short exhale.

<</if>>
<<if $location is "home">>
	<<if $robinbed is 1>>
		<<set _bedGuest to "Robin">>
	<<else>>
		<<set _bedGuest to "Kylar">>
	<</if>>
<<elseif $location is "cabin">>
	<<set _bedGuest to "Eden">>
<</if>>
You place your hand on <<nnpc_his _bedGuest>> face. You can't feel it. You stroke it gently.

<<if $tentacledisable is "f" and random(0, 1)>>
	You hear a faint slithering. The blankets move. You see pale tendrils creep into your vision as they begin to worm their way up the bed, and over <<nnpc_him _bedGuest>>.

	<<nnpc_He _bedGuest>> stirs slightly, and all the tendrils snap away, vanishing out of sight without a sound.
<<else>>
	Another hand softly touches <<nnpc_him _bedGuest>>. Then another, on <<nnpc_his _bedGuest>> chest. Another one begins tracing down <<nnpc_his _bedGuest>> stomach.

	<<nnpc_He _bedGuest>> stirs slightly, and all the arms snap away, vanishing out of sight without a sound.
<</if>>

<<nnpc_He _bedGuest>> stills. You can't feel yourself breathing.

<<switch $wraith.exit>>
	<<case "home">>
		<<link [[Step away|Bedroom]]>><</link>>
	<<case "cabin">>
		<<link [[Step away|Cabin Actions]]>><</link>>
<</switch>>

:: Wraith Snatched Offspring
<<control 20>><<effects>><<getTarget>>
You clumsily walk over to the $container[$location].name.
<<set $outside to 0>>
<<set _container to $container[$location]>>
<<set _pregnancy to $sexStats.anus.pregnancy>>
<<set $checkboxResult to {}>><<set _paleCount to 0>>
<<for _i to 0; _i lt _container.count; _i++>>
	<<if _container.creatures[_i].creature.includes("Pale")>>
		<<set _paleCount ++>>
	<</if>>
<</for>>
You feverishly check on your pale child<<if _paleCount isnot 1>>ren<</if>>, taking <<if _paleCount isnot 1>>them<<else>>it<</if>> out and holding <<if _paleCount isnot 1>>them<<else>>it<</if>>.

<<creatureVisit>>

You hold <<if _paleCount isnot 1>>them<<else>>it<</if>> close to you. You feel a strange warmth growing within, and your vision starts to get blurry.

You're crying. <<set $pain to 100>><<set $phase2 to 2>>

You don't know how long you sit there. You hardly feel anything. Your face remains locked in cold unexpression. <<set _palePass to (45 + (15 * _paleCount))>><<pass _palePass>><<ggcontrol>>

Eventually, your gaze turns to <<if $wraith.exit is "home" and ($robinbed is 1 or $kylarbed is 1)>><<if $robinbed is 1>>Robin.<<else>>Kylar.<</if>><<else>>the lake.<</if>>

<<switch $wraith.exit>>
	<<case "home">>
		<<set $nextPassage to "Bedroom">>
		<<set $nextPassageCheck to "Bedroom">>
		<<link[[Step away|Bedroom]]>><</link>>

		<<link [[Try to stay still|Containers]]>><</link>>
	<<case "lake">>
		<<set $nextPassage to "Lake Waterfall">>
		<<set $nextPassageCheck to "Lake Waterfall">>
		<<link[[The lake.|Lake Waterfall]]>><</link>>

		<<link [[Try to stay still|Containers]]>><</link>>
	<<case "alex_farm">>
		<<set $nextPassage to "Bedroom">>
		<<link[[Step away|Bedroom]]>><</link>>

		<<link [[Try to stay still|Containers]]>><</link>>
<</switch>>

:: Wraith Snatched Intro
<<effects>>
<<set $wraithWillMessage to true>>
<<if $location is "park">>
	You shamble over to the fountain,
<<elseif $location is "forest" or $location is "moor">>
	You shamble over to a <<if $season is "winter">>frozen <</if>>pool of water,
<<elseif $bus is "lakeshore">>
	You shamble over to the edge of the lake,
<<elseif $location is "lake_ruin">>
	You float over to a reflective part of the wall,
<<elseif $location is "drain">>
	You peek over the edge of the walkway,
<<else>>
	You shamble over to a window,
<</if>>
and look at your reflction. A pale <<girl>> with <<wraithEyes>> eyes stares back.

You move each finger individually, as if to test them.

Your head quickly tilts to the side, making sickening cracks. Your hands open and clench.

Fully restore your control to take back your body.

<<exitWraith true>><<rainWraith>>

:: Wraith Resisted
<<effects>><<unset $possessed>>
<<if $hour gte 6 and $moonstate is "morning">>
	Your body begins to grow heavy as the first rays of sunlight crest over the horizon. You try to move your arm. It twitches.

	You fall to your knees, and your vision grows blurry. You see a set of pale, translucent arms emerging from your own. Your body goes stiff, and you start leaning backwards.

	<<if $wraithIntro>>
		The pale figure exits your body, staring back at you <<if $wraith.state is "haunt">>scornfully as it scratches at its neck<<else>>playfully as it thumbs a necklace made of ivory<</if>>.

		"You belong to me<<if $wraith.state is "haunt">>, thief<</if>>." <<trauma 50>><<gggtrauma>>

	<<else>>
		A beautiful pale figure walks out of your body, towering over you. <<if $wraith.state is "haunt">>It angrily claws at its own neck as it stares you down.<<else>>It's naked, save an ornate necklace of ivory around its neck.<</if>> It places a hand under your chin.

		"Cut short. Next time. See you soon<<if $wraith.state is "haunt">>, thief<</if>>." <<trauma 50>><<gggtrauma>>

	<</if>>
	It vanishes in a torrent of water. You slowly regain feeling in your body, and try to stand. It takes a few tries, but eventually, you hoist yourself up.

	<<tearful>> you try to make sense of what happened to you.
<<else>>
	You stop.

	You can feel it pushing you to take another step. It clashes against you, pushing against your mind and body, trying to assert its dominance. You have a hold of it now, and you're not letting go.

	You double over in agony. It's pulling itself out of you, knowing it's been bested. You see a pair of pale, translucent arms erupt from your chest. With a great amount of effort, it expels itself out of you.

	<<if $wraithIntro>>
		The pale figure floats before you, staring at you <<if $wraith.state is "haunt">>scornfully as it scratches at its neck<<else>>playfully as it thumbs a necklace made of ivory<</if>>.

		"You belong to me. You will not hold against me forever<<if $wraith.state is "haunt">>, thief<</if>>." <<trauma 50>><<gggtrauma>>

	<<else>>
		A beautiful pale figure floats before you. <<if $wraith.state is "haunt">>It angrily claws at its own neck as it stares you down.<<else>>It's naked, save an ornate necklace of ivory around its neck.<</if>> It places a hand under your chin.

		"<<if $wraith.state isnot "haunt">>Your will is strong. I like you.<<else>>I will have you, graverobber. Soon.<</if>>" <<trauma 50>><<gggtrauma>>

	<</if>>
	A massive torrent of water shoots up from below, completely engulfing it. You can only see its <<wraithEyes>> eyes glowing through it. When it passes, the figure is gone. <<tearful>> you try to make sense of what you just went through.
<</if>>
<<exposure>>
<<clotheson>>
<<exitWraith>>
<<clearWraith>>

:: Wraith Resisted Lake
<<effects>><<unset $possessed>>
<<if $hour gte 6 and $moonstate is "morning">>
	Your body begins to grow heavy as the first rays of sunlight reach the depths. You try to move your arm. It twitches.

	You float aimlessly in the water, and your vision grows blurry. You see a set of pale, translucent arms emerging from your own. Your body goes stiff, and you start leaning backwards.

	<<if $wraithIntro>>
		The pale figure exits your body, staring back at you <<if $wraith.state is "haunt">>scornfully as it scratches at its neck<<else>>playfully as it thumbs a necklace made of ivory<</if>>.

		"You belong to me. You will not hold against me forever<<if $wraith.state is "haunt">>, thief<</if>>." <<trauma 50>><<gggtrauma>>

	<<else>>
		A beautiful pale figure floats out of your body, towering over you. <<if $wraith.state is "haunt">>It angrily claws at its own neck as it stares you down.<<else>>It's naked, save an ornate necklace of ivory around its neck.<</if>> It places a hand under your chin.

		"Cut short. Next time. See you soon<<if $wraith.state is "haunt">>, thief<</if>>." <<trauma 50>><<gggtrauma>>

	<</if>>
	It vanishes with a bright flash. You slowly regain feeling in your body, and try to swim. It takes some time, but you're able to move yourself again.

	<<tearful>> you try to make sense of what happened to you.
<<else>>
	You stop.

	You can feel it pushing you to keep going. It clashes against you, pushing against your mind and body, trying to assert its dominance. You have a hold of it now, and you're not letting go.

	You double over in agony. It's pulling itself out of you, knowing it's been bested. You see a pair of pale, translucent arms erupt from your chest. With a great amount of effort, it expels itself out of you.

	<<if $wraithIntro>>
		The pale figure floats before you, staring at you <<if $wraith.state is "haunt">>scornfully as it scratches at its neck<<else>>playfully as it thumbs a necklace made of ivory<</if>>.

		"You belong to me. You will not hold against me forever<<if $wraith.state is "haunt">>, thief<</if>>." <<trauma 50>><<gggtrauma>>

	<<else>>
		A beautiful pale figure floats before you. <<if $wraith.state is "haunt">>It angrily claws at its own neck as it stares you down.<<else>>It's naked, save an ornate necklace of ivory around its neck.<</if>> It places a hand under your chin.

		"<<if $wraith.state isnot "haunt">>Your will is strong. I like you.<<else>>I will have you, graverobber. Soon.<</if>>" <<trauma 50>><<gggtrauma>>

	<</if>>
	A bright flash of light blinds you. When it passes, the figure is gone. <<tearful>> you try to make sense of what you just went through.
<</if>>
<<exposure>>
<<clotheson>>
<<exitWraith>>
<<clearWraith>>

:: Forest Blood Deeper
<<effects>>
DEBUG PASSAGE. Should be unreachable.

<<link [[Fuck|Bedroom]]>><<endevent>><</link>>

:: Forest Blood Less Deep
<<effects>>
DEBUG PASSAGE. Should be unreachable.

<<link [[Fuck|Bedroom]]>><<endevent>><</link>>

:: Lake Depths Ice Break
<<effects>><<getTarget>>
You look down. You see your reflection in the ice. A pale <<girl>> with <<wraithEyes>> eyes still stares back.

You find yourself sinking through the ice, submerging without causing a break.

<<link [[Down.|Lake Underwater]]>><<set $phase2 to 1>><</link>>

:: Widgets Wraith Snatched [widget]
<<widget "getTarget">>
<<if $possessed>>
	<<set $eventskip to 1>>
	<<if $args[0]>>
		<<switch $passage>>
			<<case "Bedroom">>
				<<pass 1>>
				<<set $wraith.exit to "home">>
				<<if !$nextPassageCheck>>
					<<set $phaseWraith to 0>>
					<<set $nextPassageCheck to "Mirror">>
					<<set $nextPassage to "Wraith Snatched Home Mirror">>
					<<if $leftarm is "bound" or $rightarm is "bound" or $feetuse is "bound">>
						<<set $unbind to 1>>
					<</if>>
				<<else>>
					<<if $phaseWraith lt 1 and $container and $container.home and $container.home.count gte 1 and !$wraithPaleVisit>>
						<<for _i to 0; _i lt $container.home.count; _i++>>
							<<if $container.home.creatures[_i].creature.includes("Pale")>>
								<<set $wraithPaleVisit to "home">>
							<</if>>
						<</for>>
						<<set $phaseWraith to 1>>
					<</if>>
					<<if $phaseWraith lt 2 and $wraithPaleVisit and $wraithPaleVisit is "home">>
						<<set $nextPassageCheck to "Containers">>
						<<set $nextPassage to "Wraith Snatched Offspring">>
						<<set $phaseWraith to 2>>
					<<elseif $phaseWraith lt 3 and ($robinbed is 1 or $kylarbed is 1)>>
						<<set $nextPassageCheck to "Bed">>
						<<set $nextPassage to "Wraith Snatched Guest">>
						<<set $phaseWraith to 3>>
					<<else>>
						<<set $nextPassageCheck to "Bedroom">>
						<<set $nextPassage to "Wraith Snatched Home Window">>
						<<set $phaseWraith to 4>>
					<</if>>
				<</if>>
			<<case "Eden Cabin">>
				<<pass 1>>
				<<set $wraith.exit to "cabin">>
				<<if !$nextPassageCheck>>
					<<set $nextPassageCheck to "Cabin Actions">>
					<<set $nextPassage to "Cabin Actions">>
					<<set $phaseWraith to 0>>
				<<else>>
					<<set $phaseWraith to 4>>
					<<set $nextPassageCheck to "Eden Clearing">>
					<<set $nextPassage to "Wraith Snatched Cabin Leave">>
				<</if>>
			<<case "Cabin Actions">>
				<<pass 1>>
				<<if $phaseWraith is 0>>
					<<set $phaseWraith to 1>>
					<<set $nextPassageCheck to "Eden Mirror">>
					<<set $nextPassage to "Wraith Snatched Cabin Mirror">>
				<<elseif $phaseWraith lt 2>>
					<<set $nextPassageCheck to "Eden Cabin Bed">>
					<<set $nextPassage to "Wraith Snatched Guest">>
					<<set $phaseWraith to 2>>
				<<elseif $phaseWraith lt 3>>
					<<set $nextPassageCheck to "Eden Cabin">>
					<<set $nextPassage to "Eden Cabin">>
					<<set $phaseWraith to 3>>
					<<endevent>>
					<<set $phase2 to 1>>
				<</if>>
			<<case "Wolf Cave">>
				<<pass 1>>
				<<if !$nextPassageCheck>>
					<<set $nextPassageCheck to "Wolf Cave Clearing">>
					<<set $nextPassage to "Wolf Cave Clearing">>
					<<set $phaseWraith to 0>>
				<</if>>
			<<case "Wolf Cave Clearing">>
				<<pass 5>>
				<<if $phaseWraith is 0>>
					<<set $nextPassageCheck to "Wolf Cave Wash">>
					<<set $nextPassage to "Wraith Snatched Cave Reflection">>
					<<set $phaseWraith to 1>>
				<<else>>
					<<set $nextPassageCheck to "Forest">>
					<<set $nextPassage to "Wraith Snatched Cave Leave">>
				<</if>>
			<<case "Bird Tower">>
				<<set $nextPassageCheck to "Bird Tower Mirror">>
				<<set $nextPassage to "Wraith Snatched Far Mirror">>
			<<case "Farm Alex Bedroom">>
				<<set $nextPassageCheck to "Farm Bedroom">>
				<<set $nextPassage to "Farm Bedroom">>
			<<case "Farm Bedroom">>
				<<set $nextPassageCheck to "Farm Mirror">>
				<<set $nextPassage to "Wraith Snatched Far Mirror">>
			<<case "Domus Street" "Barb Street" "Danube Street" "Residential Drain">>
				<<pass 5>>
				<<set $nextPassageCheck to "Residential alleyways">>
				<<set $nextPassage to "Residential alleyways">>
			<<case "Residential alleyways">>
				<<pass 5>>
				<<set $nextPassageCheck to "Connudatus Street">>
				<<set $nextPassage to "Connudatus Street">>
			<<case "Connudatus Street" "Cliff Street" "Wolf Street" "Commercial Drain">>
				<<pass 5>>
				<<set $nextPassageCheck to "Commercial alleyways">>
				<<set $nextPassage to "Commercial alleyways">>
			<<case "Commercial alleyways">>
				<<pass 5>>
				<<set $nextPassageCheck to "High Street">>
				<<set $nextPassage to "High Street">>
			<<case "Drain Exit">>
				<<pass 5>>
				<<set $nextPassageCheck to "Industrial Drain">>
				<<set $nextPassage to "Industrial Drain">>
			<<case "Harvest Street" "Mer Street" "Industrial Drain">>
				<<pass 5>>
				<<set $nextPassageCheck to "Industrial alleyways">>
				<<set $nextPassage to "Industrial alleyways">>
			<<case "Industrial alleyways">>
				<<pass 5>>
				<<set $nextPassageCheck to "Oxford Street">>
				<<set $nextPassage to "Oxford Street">>
			<<case "Oxford Street" "Starfish Street" "High Street">>
				<<pass 5>>
				<<set $nextPassageCheck to "Park">>
				<<set $nextPassage to "Park">>
			<<case "Park" "Elk Street">>
				<<pass 5>>
				<<set $nextPassageCheck to "Nightingale Street">>
				<<set $nextPassage to "Nightingale Street">>
			<<case "Nightingale Street">>
				<<pass 5>>
				<<set $nextPassageCheck to "Forest">>
				<<set $nextPassage to "Forest">>
				<<set $forest to 0>>
				<<set $wraith.exit to "forest">>
			<<case "Forest">>
				<<pass 8>>
				<<if $forest lte 20>>
					<<set $nextPassageCheck to "Forest Blood Deeper">>
					<<set $nextPassage to "Forest">>
					<<if $phaseWraith isnot 5>>
						<<set $phaseWraith to 5>>
					<<else>>
						<<set $forestmod to 1.5>><<set $forest += 5>>
					<</if>>
				<<elseif $forest gt 40 and $forest lte 50>>
					<<set $nextPassageCheck to "Lake Fishing Rock">>
					<<set $nextPassage to "Lake Fishing Rock">>
					<<set $wraith.exit to "lake">>
				<<elseif $forest gt 30>>
					<<set $nextPassageCheck to "Forest Blood Less Deep">>
					<<set $nextPassage to "Forest">>
					<<if $phaseWraith isnot 5>>
						<<set $phaseWraith to 5>>
					<<else>>
						<<set $forestmod to 1.5>><<set $forest -= 5>>
					<</if>>
				<<else>>
					<<set $nextPassageCheck to "Lake Shore">>
					<<set $nextPassage to "Lake Shore">>
					<<set $wraith.exit to "lake">>
				<</if>>
			<<case "Lake Campsite">>
				<<pass 5>>
				<<set $nextPassageCheck to "Lake Fishing Rock">>
				<<set $nextPassage to "Lake Fishing Rock">>
				<<set $wraith.exit to "lake">>
			<<case "Lake Fishing Rock">>
				<<pass 5>>
				<<set $nextPassageCheck to "Lake Waterfall">>
				<<set $nextPassage to "Lake Waterfall">>
				<<set $wraith.exit to "lake">>
			<<case "Lake Firepit">>
				<<pass 5>>
				<<set $nextPassageCheck to "Lake Shore">>
				<<set $nextPassage to "Lake Shore">>
				<<set $wraith.exit to "lake">>
			<<case "Lake Waterfall">>
				<<pass 5>>
				<<if $phaseWraith lt 1 and $container and $container.lake and $container.lake.count gte 1 and !$wraithPaleVisit>>
					<<for _i to 0; _i lt $container.lake.count; _i++>>
						<<if $container.lake.creatures[_i].creature.includes("Pale")>>
							<<set $wraithPaleVisit to "lake">>
						<</if>>
					<</for>>
					<<set $phaseWraith to 1>>
				<</if>>
				<<if $wraithPaleVisit and $wraithPaleVisit is "lake" and $phaseWraith lt 3>>
					<<set $nextPassageCheck to "Containers">>
					<<set $nextPassage to "Wraith Snatched Offspring">>
					<<set $phaseWraith to 3>>
				<<else>>
					<<set $nextPassageCheck to "Lake Shore">>
					<<set $nextPassage to "Lake Shore">>
					<<set $wraith.exit to "lake">>
				<</if>>
			<<case "Lake Shore">>
				<<pass 5>>
				<<if $phaseWraith lt 1 and $container and $container.lake and $container.lake.count gte 1 and !$wraithPaleVisit>>
					<<for _i to 0; _i lt $container.lake.count; _i++>>
						<<if $container.lake.creatures[_i].creature.includes("Pale")>>
							<<set $wraithPaleVisit to "lake">>
						<</if>>
					<</for>>
					<<set $phaseWraith to 1>>
				<</if>>
				<<if $phaseWraith lt 2 and $wraithPaleVisit and $wraithPaleVisit is "lake">>
					<<set $nextPassageCheck to "Lake Waterfall">>
					<<set $nextPassage to "Lake Waterfall">>
					<<set $phaseWraith to 2>>
				<<else>>
					<<if $season is "winter">>
						<<set $nextPassageCheck to "Lake Shallows Ice">>
						<<set $nextPassage to "Lake Shallows Ice">>
					<<else>>
						<<set $nextPassageCheck to "Lake Shallows">>
						<<set $nextPassage to "Lake Shallows">>
					<</if>>
				<</if>>
			<<case "Lake Shallows">>
				<<pass 5>>
				<<set $nextPassageCheck to "Lake Depths">>
				<<set $nextPassage to "Lake Depths">>
			<<case "Lake Shallows Ice">>
				<<pass 5>>
				<<set $nextPassageCheck to "Lake Depths Ice">>
				<<set $nextPassage to "Lake Depths Ice">>
			<<case "Lake Depths">>
				<<pass 5>>
				<<set $nextPassageCheck to "Lake Underwater">>
				<<set $nextPassage to "Lake Underwater">>
			<<case "Lake Depths Ice">>
				<<pass 5>>
				<<set $nextPassageCheck to "Lake Depths Ice Break">>
				<<set $nextPassage to "Lake Depths Ice Break">>
			<<case "Lake Underwater" "Lake Ruin Deep">>
				<<pass 5>>
				<<set $nextPassageCheck to "Lake Ruin">>
				<<set $nextPassage to "Lake Ruin">>
			<<case "Lake Ruin">>
				<<pass 2>>
				<<set $nextPassageCheck to "Lake Ruin Prison Intro">>
				<<set $nextPassage to "Lake Ruin Prison Intro">>
		<</switch>>
	<</if>>
	<<if !$wraith.will>>
		<<if $wraith.state is "haunt">>
			<<set $wraith.will to random(1300, 1700)>>
		<<else>>
			<<set $wraith.will to random(1100, 1500)>>
		<</if>>
	<</if>>
	<<set _wraithWill to Math.floor(1 + $wraith.will)>>
	<<if $wraithWillMessage and !$combat>>
		<<if $phase2 is 1>>
			<<set $phase2 to 0>>
			<<controlcaption>>

		<<elseif $passage isnot "Forest" and $passage is $nextPassageIntended or $nextPassageCheck is $nextPassageIntended>>
			<<controlcaption>>
			<<set $willpowerSuccess to 0>>

			You let it take you.
			<<pain -2>><<stress -12>><<set $submissive += 2>><<lpain>><<llstress>><<set $wraith.will += 30>>

		<<else>>
			<<set $willpowerSuccess to 0>>
			<<willpowerdifficulty 1 _wraithWill true>>
			<<if $willpowerSuccess>>
				<<set $control += Math.floor($willpower / 8)>>
				<<controlcaption>>

				You fight for control. It becomes slower.
				<<pass 4>><<pain 4>><<stress 12>><<trauma 12>><<set $submissive -= 2>><<gpain>><<ggtrauma>><<ggstress>><<gcontrol>><<set $wraith.will -= Math.floor($willpower / 8)>>

			<<else>>
				<<controlcaption>>

				Your body does not obey.
				<<stress 6>><<trauma 6>><<willpower 1>><<set $submissive -= 1>><<gtrauma>><<gstress>><<gwillpower>><<set $wraith.will -= Math.floor($willpower / 10)>>

			<</if>>
		<</if>>
	<</if>>
	<<if $phase2 is 2>>
		<<set $phase2 to 0>><<set $pain to 0>>
	<</if>>
	<<if $args[0]>>
		<<if $bus isnot "lake_ruin_prison" and ($hour gte 6 and $moonstate is "morning" and $wraith.exit isnot "home" or $control gte $controlmax)>>
			<<if $location is "lake_ruin">>
				<<set $nextPassage to "Wraith Resisted Lake">>
			<<else>>
				<<set $nextPassage to "Wraith Resisted">>
			<</if>>
		<</if>>
	<</if>>
<</if>>
<</widget>>

repo_name: Area/degrees

license: mit