Kaeya "perpetual problem" Alberich (
cryovision) wrote2021-05-19 05:36 pm
Pavo Heart Game: Wednesday Session
When you enter the light, you find yourself hovering weightless in a void, as if caught in a moment of falling inertia. In the distance, you hear a voice that seems to shift and twist, familiar and yet unfamiliar.
"You shouldn't be here. But since you already are, let's make a wager. If you can uncover the truth, you'll find me. If you can't, you may be hopelessly lost... What a shame that would be."
You begin falling, and your vision blacks out--
[OOC NOTE: your goals are "reveal the truth" to "find the true heart". All images in toplevels are for general inspo, please make sure you read the flavourtext cause things are not exactly as they are in the images.]
"You shouldn't be here. But since you already are, let's make a wager. If you can uncover the truth, you'll find me. If you can't, you may be hopelessly lost... What a shame that would be."
You begin falling, and your vision blacks out--
[OOC NOTE: your goals are "reveal the truth" to "find the true heart". All images in toplevels are for general inspo, please make sure you read the flavourtext cause things are not exactly as they are in the images.]

START: KNIGHTS' HQ
When you wake, you find yourself standing in an official-looking hall. Any weapons or items you had on you are gone, and any powers are turned off. Everything here is neat and tidy, perfectly spaced, plants healthy and green and all the same size, paintings perfectly level with one another.
Here and there on the walls there are mirrors.
There are five possible exits:
- A sturdy wooden door bearing an insignia.
- A red door that occasionally rattles.
- A stone-framed door with reinforced hinges, which lets off a pleasant warmth.
- A blue door with a metal knob that's ice cold to the touch.
- A set of stairs leading upwards.
There is a double-wide door behind you that seems like it should go outside, but it appears to be sealed shut.
A knight with an unremarkable face approaches you, carrying a few ornate metal boxes.
"Welcome, strange yet respectable guests. I understand you might want to get to exploring, but there's a process we have to follow, so could you give me a moment of your time?"
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Process is important for exploring. [Its how you don't damage things needlessly.]
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Guests are to be given these gift packages. They're things you may have lost, somewhere... hopefully they're useful.
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... I'd say I'd hope by now I'm not so strange, but.... this is quite strange indeed.
[ Just what sort of game are these fairies playing at now...? ]
What do you need?
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Guests are to be given these gift packages. They're things you may have lost, somewhere... hopefully they're useful.
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[Will. Check on child while on floor.]
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...Are you okay?
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OFFICE
You enter a well-decorated office. The atmosphere is pleasant, cozy, with walls lined in bookshelves and a scent in the air like spiced vanilla. Around the room are vases full of various coloured roses.
On one side of the room is a desk, with a small number of papers spread across it and a quill pen and inkwell. On the other is a conference table, currently hosting a western-style tea set and some plates of small cakes and cookies.
On one bookshelf, there is a statuette of a small winged figure draped in robes and holding an orb out as if in offering to the sky.
There is an open window, through which comes a brisk breeze -- it smells a bit stale, and seems to have blown the flowers and books right off of a nearby table.
Browsing the books, there is a tall blonde woman. When you enter, she turns to look at you and gently smiles.
"Good afternoon. Can I help you?"
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[Moving over to look.]
Hello. I'm looking for locks.
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[She doesn't seem entirely sure, but she does seem generally helpful!]
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SOLITARY CONFINEMENT
You enter a small room. It appears, on first glance, to have been some kind of light security holding cell, judging by the size and the one small, barred window. However, it's nothing like a prison now. The walls are covered in shelves full of toys and storybooks, there's a plush rug over the floor and a very nice cot piled in fluffy blankets.
Across the floor are scattered crayon drawings and open books. On one wall, there is a rack of weapons -- mostly swords. A few miscellaneous items are piled in corners, and there are paper flowers strewn about.
A small girl is lying on the floor, drawing. When you come in, she looks up with a big sunny smile!
"Oh, hi! Are you here to help with Klee's new treasures?"
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Hello Klee? What new treasures? [What are these drawings?]
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Klee is gonna make the biggest jumpty dumpty ever! But I can't reach the stuff on the high shelves...
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THE SEA OF STARS
You enter some sort of planetarium. It's a beautiful room with a domed ceiling covered in stars, with a floor made up of one giant marble compass rose.
However, it seems something has been tearing this beautiful room apart. The ceiling is half pulled down, the pieces scattered across the floor like an ugly jigsaw puzzle. The bare ceiling behind the stars is rough, plaster-caked stone, and there's dust all over everything. The curved walls seem to have once been covered in velvet curtains, but a few of them have been torn down and lie strewn across the floor.
Near one wall, there is a ladder.
Along one half of the room there are seats, plush and comfy. The ones more towards the right are dusty and only look up at the ruined ceiling, but the ones on the left are cleaner. At the very far left, there is a pile of downed curtains.
In the center of the room, there is a jumble of alchemy equipment, tended to by a handsome young man who is completely and utterly ignoring you.
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[AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA]
Who could do this, this is amazing? [Excuse me, I am PICKING UP PIECES and looking between them and what's left and I am]
[Going]
[TO FIX THIS MOTHERFUCKER like the goddamn feral nerd I am.]
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You can use the ladder to put the ceiling back together. There's even a bucket of plaster!
As you place the pieces, the sounds of the experiments begin to echo a bit. Have you improved the acoustics, maybe?
Regardless, when you get close to finished, you'll notice there's a missing piece... and it matches the shape of your constellation tile.]
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ANGEL'S SHARE
You walk through the door and find yourselves in a bustling tavern. Patrons fill most of the available seats, and the air is filled with the smell of alcohol and sizzling chicken mushroom skewers. The atmosphere is jovial, party-like, welcoming, and the walls are covered in various framed pictures. Here, a painting of a crackling flame. There, a drawing of a lioness dozing in lush grass.
Tending bar is a stoic-faced man with fluffy red hair that you may recognize as a fellow fairyhell resident. Sitting and drinking with him is Pavo himself.
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[Oh, there's Pavo. And....someone who might be around? Eh.]
[She'll take a look at those pictures while on her way to Pavo.]
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Notably, while small and somewhat out of the way, there is a sketch of a dark-furred panther with a familiar set of horns...
But Pavo has noticed you, and he waves with a smile.]
Well hi there! Want to share a drink with us?
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ICE MAZE
You find yourself in a frozen wasteland. The exit you just came through stands as an ornate stone arch, but there are no walls or other manmade structures in this area. There's only a storm-dark sky and the endless, jagged maze of ice. The slight breeze is painfully cold and dry and the ice creaks ominously.
There is nothing immediately apparent to interact with, except your reflections in the ice immediately near you, which distort like in a funhouse mirror. You have a deep sense of foreboding, and yet the maze beckons.]
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[ This is worse than Dragonspine, somehow. And she found the BEATING HEART OF A LONG DEAD DRAGON THERE....
With a dueling sense of foreboding resignation and stubborn determination, she steps deeper into the icy maze. ]
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[Why this, she doesn't wear SHOES, you dick-]
[She kneels down and gonna just CREATE A PATCH OF DIRT before her feet get frozen to the wasteland.]
[And then pull on the Elemental Sight again.]
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HOME
You find yourself standing on a well-worn path that leads through lush grapevines to a fine timberframe manor. The sun plays through the leaves of trees and glowing teal "butterflies" float amongst the ripening grapes.
It smells of earth, and growing things, and comfort. A warm and gentle breeze teases your hair, inviting you up the path, where you'll find Pavo standing under a terrace in elegant dress that's much less flamboyant than usual, picking grapes and dropping them by the bunch into a wooden basket.
"Ah, you made it. Good job."
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You have so many issues.
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