ᵛ (
selfpreservationist) wrote2008-01-23 09:03 pm
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[RAVEN'S HEART GAME - SESSION TWO]

The first thing you hear is the sound of rain faintly hitting the exterior of the house. The soft pitter-patter is almost soothing, in a way, but it’s quickly followed up by rumbling thunder in the distance. You open your eyes, and for a second all you see is a flash of light--at first it seems like it’s lightning, but then you see something. A vision of a man dressed in rags, hunched over, waves of demonic power rolling over him. He howls, and something terrible starts to grow out of him: the bloody roots of a massive tree. An immense wave of panic hits you, and you can’t move, you can’t speak, you can’t breathe--
And then it’s over. It’s over. You’re fine.
The sound of rain returns. (This time it’s definitely soothing, compared to what you just saw.) You’re standing in the foyer of a mansion, a wide open living room in front of you. The door behind you is faintly ajar, leading outside.
[Powers are OFF. Make sure you’ve joined the discord channel! If you need to, you can ping me directly at haeralis#8694. Sign-ups are here.]
THE LIVING ROOM
The most recent stain is easily identifiable: a severed demonic arm (visual) lies in the middle of the floor, congealed blood gathered around it.
Hanging above the fireplace is a large portrait that’s been heavily damaged, but you can still make out the figures it originally depicted. It’s a family of four; a mother, a father, and two twin boys. Their faces have all been smeared and ripped away, but you can still make out the mother’s long, blonde hair, and the short silvery white strands on the children.
Instead of a chandelier hanging from the ceiling, there are three crossed swords: one large, one thin, and one you could feasibly rev like a motorcycle. They appear somewhat unbalanced, like the weight isn’t properly distributed in order to keep them hanging properly. Something is definitely missing from this sword-chandelier. Swordelier?
From here, you can go outside, upstairs, or into the cellar.
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[a...rm...
heading over and crouching to take a closer look without like, touching it.]
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[this is so fucking extra
but okay just going to head upstairs]
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After looking around for a time, she's heading outside. ]
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when he's finally of a state of mind to look around, his brow furrows. after considering the surroundings, he crouches down by the demonic arm, picking it up to observe it more carefully. ]
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CELLAR AGAIN. unless the arm does something.]
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Theeere we go.
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OUTSIDE
Past the cobblestone steps that lead up to the mansion is a small patch of green. Once upon a time there was a playground here, but the structures have been smashed and bent; the ones that haven’t are heavily rusted over. The only thing that’s semi-intact is an old seesaw that creaks loudly in the wind.
You’re not alone here: sitting on one end of the seesaw is a boy, about eight years old, with white hair and a dour expression. He’s wearing an amulet around his neck.
You can go back into the living room from here.
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heading over to child ]
... Are you okay...?
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1/2
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Vergil!
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Yo.
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UPSTAIRS
Door one is a set of lacquered wooden double-doors that wouldn’t look out of place in any fancy pants mansion, except these are clean and shiny.
Door two is painted pitch-black, with window panes that show a vast swirling constellation of stars.
Door three is sheer white with white curtains hanging from the window panes.
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No reason not to go in order. Hitting up door one first. ]
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door two! unit represent.]
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THE CELLAR
“Lo, a shadow of horror is risen
In Eternity! Unknown, unprolific!
Self-clos'd, all-repelling: what Demon
Hath form'd this abominable void
This soul-shudd'ring vacuum?—Some said
“It is Urizen”, But unknown, abstracted
Brooding secret, the dark power hid.”
In the middle of the checkered tile floor is a trapdoor. There doesn’t appear to be any lock on it, or a knocker. There is only the imprint of a hand, one with sharp pointed nails.
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[back. to the foyer. to fetch the arm. goddamnit.]
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If this doesn't work I'm gonna feel like such a creep, man.
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DOOR ONE - THE LIBRARY
This room is humongous. It would easily fill the size of the rest of the house, if dimensional geometry mattered even a little bit. (It does not.) Bookshelves two, three stories high fill the walls, with rows upon rows of books. There are plush velvet sofas in deep, rich burgundy scattered throughout, with lamps on side tables to provide cozy, quiet reading spaces. The sound of rain from this room feels much gentler, compared to the rest of the house.
Further in, you’ll find a reading nook nestled cozily in a corner, with numerous pillows and a soft fleece blanket. On the side table is a lamp for reading, along with a large mug of what looks like a coffee frappuccino monstrosity, with whipped cream and candy and edible glitter and a big straw. It looks amazing, if you’re into that.
The nook itself is occupied… by Raven, who is currently in a deep sleep, curled up under the blanket. His hair is white, as are all of his clothes--soft linen, simple but comfortable.
You can leave this room and go back to the upstairs corridor.
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he beelines straight for the nook, leaning over Raven until he's close enough to get a good look at his sleeping face. ]
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she's certain she could find the book herself, but seeing raven there distracts her so she's heading for the nook first. ]
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DOOR TWO - ★ZRAEL
Despite the lighting, this is ostensibly the bathroom, though it looks a bit like an old-fashioned boudoir, too. There is a gorgeous claw-footed bathtub in here, filled with dark, glittering water like someone dropped a galactic bath bomb in it. There’s a tall vanity mirror, a large shag rug, and a beanbag chair for relaxing in.
On every wall are a series of collages; framed photos, papers, and trinkets focusing on a particular individual. There are nine in total. There’s also a hole in the wall by one of the collages.
You can leave this room and go back to the upstairs corridor.
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examines the collages! is it going to be each member of the unit]
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DOOR THREE - THE BEDROOM
It feels peaceful in here… calming, even. Like you could curl up and take a nap, if you wanted to.
You can leave this room and go back to the upstairs corridor.
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THE QLIPHOTH
You don’t know how long you’ve been walking, but the further you go, the more it feels like this was a bad idea… and yet, you find you can’t stop yourself from walking, as though your limbs are being pulled by an unknown force. Deeper and deeper you go, until...
You step in something wet, and as soon as you do a rotting stench fills your nostrils. You want to gag, want to turn back, but all you can do is march forward. The smell gets worse. Soon, you’re trudging through a sea of blood and viscera, each splash soaking through to your legs--a cold, unpleasant sensation that you can’t seem to shake.
Eventually, you come to a stop. Faintly, you see it ahead of you: a massive throne built out of rotting flesh and blood-slicked roots. Embedded in the ground in front of the throne is a cane sword (visual). But before you can approach, the roots begin to move, slithering like giant snakes through the gore at your feet, and quickly they wind around your ankles, moving up your legs.
What do you do?
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Randy kicks at them, trying to break free enough to dive for the canesword. He's wicked fast even without powers, in spite of his size.]
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