[Your vision goes black and there's a cold rushing wind, along with the sound of rustling tree limbs. . . and then you’re falling, until you land with a loud CRUNCH.]
[When your vision returns, you're standing in the middle of a forest clearing. There are trees everywhere, and dried leaves litter the ground - so much so, that whenever you take a step, you hear a loud CRUNCH. It's nighttime, judging from how dark the forest is. Very little light makes it through the leaves.
In the distance, there's a makeshift village.
You know, instinctively, that you need at least three keys. For what, you may not know, but you know that you need at least three keys.]
[heading toward the village, slow and careful -- he can see well in the dark, but it's always best to take things slowly in unfamiliar territory when one's STRENGTH is a hazard to one's surroundings.]
[The makeshift village is, for the most part, fairly quiet and empty. Aside from a large, singular building that's in fairly good condition in the middle, everything is in various stages of disrepair. It resembles the village of the lost boys.
The path branches out to five different places.
Which do you choose?
> the building with a … store window? > the building with some Sage green on it. > the decent looking building > the building with some books scattered outside of it. > the darkest building.
If you don’t want to go anywhere, though, you can chill out in the creepy village or something.]
[well drat. it w001d be uncivilized to try to force the padlock, so he steps back to survey the other options. and goes to pick up one of the books lying outside the next building's door.]
[When you step into the library, it looks... well, a lot like the library in Court. The only difference is that there are only a few shelves that actually have books in them. The rest are bare and dusty, with only the outlines of what used to look like hundreds of books.]
[Frills and ruffles are everywhere on their chairs, while table legs are carved with fire-breathing dragons. The dining table is set for six, but the skulls that decorate the plats are overflowing with flowers... and the chairs seemt o be cut from bone, while covered in sage green velvet. The kitchen itself is fairly velvet-y.
Beyond the dining area is a hall with seven doors. Six of the doors are normal, but there is one at the end, that has iron bars and a peephole.]
THE CLEARING
In the distance, there's a makeshift village.
You know, instinctively, that you need at least three keys. For what, you may not know, but you know that you need at least three keys.]
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[heading for the village, that seems like the right thing to do for some mysterious reason]
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THE VILLAGE
The path branches out to five different places.
Which do you choose?
> the building with a … store window?
> the building with some Sage green on it.
> the decent looking building
> the building with some books scattered outside of it.
> the darkest building.
If you don’t want to go anywhere, though, you can chill out in the creepy village or something.]
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But when in doubt take refuge in order: he heads for the decent-looking building in the middle]
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Taking refuge here isn't something you can do. Yet.]
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THE LIBRARY
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There shelves with these labels: THE LIBRARY, THE MURDERCAVE, AATHER, LIFE.]
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SAGE
Beyond the dining area is a hall with seven doors. Six of the doors are normal, but there is one at the end, that has iron bars and a peephole.]
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[going to peek in the closest door first]
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Exactly how you would remember it, too.]
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