LOCATIONS
THE TEMPLE
ENTRYWAY
A gleaming marble staircase is connected to the entryway at the southernmost part of the temple. There is no visible land below you - merely the clouds, above which this entire temple stands. Strictly speaking, there is nothing to stop you from attempting to descend the stairs. After about an hour's worth of walking, you'll reach the top of the clouds, and can continue further below... but no matter how long you walk, you'll never reach the bottom; in fact, you won't even seem to come out of the clouds. Turn around and head upwards again, and you'll reach the columned entryway of the temple, as if you'd never tried to leave.
Departing via the stairs is futile - this shall be your home for the next few weeks. After all, you agreed to be here, and isn't it important that you honor your agreements?
Departing via the stairs is futile - this shall be your home for the next few weeks. After all, you agreed to be here, and isn't it important that you honor your agreements?
FIRST FLOOR
Courtyard - Columned halls form the foundation of the temple itself. While these halls are enclosed, the courtyard at the center of the temple is not - though surrounded on all sides by the multi-storied marble of the temple, it is also open to the air, and you can wander out here at any time to catch a bit of sun. A water feature runs through the center of the courtyard, and along the walkways and among the plants, you will find statues in the likenesses of yourself and the other participants. The courtyard connects to the stairway to the clouds to the south, an altar room to the north, the east and west wings of the temple, and a few rooms contained to this floor. Staircases in the northwest and northeast corners connect each floor to the one above and below it, and on the higher floors, the columned halls overlook the courtyard, cut off by wooden railings rather than walls.
Altar Room - North of the courtyard, a heavy wooden door leads into the room where you all first found yourselves upon waking up. At the center of this wide, expansive room is an altar made of marble and edged in gold. A wide, low bowl meant for making offerings rests atop its surface. If you see something left inside this bowl... well, it's probably better to leave it alone. You wouldn't want to anger a god by stealing something meant for them, would you? A glittering marble throne sits at the northern wall, overlooking the room; you can generally find whichever god is in charge for the week sitting here, should you come looking. A stone plaque with an etched inscription stretches around the edges of the room, detailing the powers provided to the followers of each god participating in the game.
Dining Hall - A wooden door along the northeast hall off the courtyard leads into what appears to be a dining room. It isn't particularly fancy; there is just a long wooden table with fifty-five seats. Flickering candles always seem to light the room, but sadly, food doesn't just magically appear here... you'll have to prepare it and bring it in yourself.
Kitchen - A wooden door along the southwest hall off the courtyard leads into a large, full-service kitchen. While the majority of foods you'll find here are meats, cheeses and fruits, with a bit of digging you'll find modern amenities such as instant coffee, ramen, donuts, ingredients for sushi rolls, ingredients for parfaits and much more. You'll have to cook for yourself, of course, but there are supplies aplenty, and in stark contrast to the building's architecture, the stoves, pots, and pans are all quite modern.
East and West Wings - To the east and west of the courtyard, there are spots where it seems like there ought to be some kind of entrance. For now, nothing is there but solid marble... though you get the feeling that might change, should you check back at the start of each week.
Altar Room - North of the courtyard, a heavy wooden door leads into the room where you all first found yourselves upon waking up. At the center of this wide, expansive room is an altar made of marble and edged in gold. A wide, low bowl meant for making offerings rests atop its surface. If you see something left inside this bowl... well, it's probably better to leave it alone. You wouldn't want to anger a god by stealing something meant for them, would you? A glittering marble throne sits at the northern wall, overlooking the room; you can generally find whichever god is in charge for the week sitting here, should you come looking. A stone plaque with an etched inscription stretches around the edges of the room, detailing the powers provided to the followers of each god participating in the game.
Dining Hall - A wooden door along the northeast hall off the courtyard leads into what appears to be a dining room. It isn't particularly fancy; there is just a long wooden table with fifty-five seats. Flickering candles always seem to light the room, but sadly, food doesn't just magically appear here... you'll have to prepare it and bring it in yourself.
Kitchen - A wooden door along the southwest hall off the courtyard leads into a large, full-service kitchen. While the majority of foods you'll find here are meats, cheeses and fruits, with a bit of digging you'll find modern amenities such as instant coffee, ramen, donuts, ingredients for sushi rolls, ingredients for parfaits and much more. You'll have to cook for yourself, of course, but there are supplies aplenty, and in stark contrast to the building's architecture, the stoves, pots, and pans are all quite modern.
East and West Wings - To the east and west of the courtyard, there are spots where it seems like there ought to be some kind of entrance. For now, nothing is there but solid marble... though you get the feeling that might change, should you check back at the start of each week.
SECOND FLOOR
Beauty Salon - Behind a wooden door to the north is a room that some might describe as heaven. Everyone needs to be pampered every now and then, don't you think? Within this brightly lit and rather relaxing salon, you'll be able to give yourself a makeover, change your hair style, treat yourself to a mud bath or cucumber mask and more. No matter what treatment you come in for, you'll leave the room feeling revitalized and refreshed.
Dance Studio - The room behind the wooden door to the east is somewhere that you can push yourself past your limits. Flexibility is important in a game like this, and in this room characters will find a ballet barre attached to one wall opposite of a full wall of floor-to-ceiling mirrors. Ballet, jazz, and tap shoes of all sizes fill cubbyholes on another wall and a stereo with an assortment of CDs sits on a table near the front. The best part is that this room is soundproof. Blast your music as loud as you wish and dance like no one's watching.
Pool - A spacious indoor pool stretches from wall to wall behind a wooden door to the south. With a window running from floor to ceiling along the far side, a wide skylight that somehow manages to let in sunlight despite there being a floor above it, and miniature waterfalls beneath stony, vegetative linings, the place is clearly meant to mimic an oasis. There's even an enclosed tank in the center of the pool where brightly colored fish swim happily within an environment of white sand and fanning corals. The one thing that breaks the illusion of a tropical retreat is the winding water slide that scales nearly high up enough to touch the ceiling.
Parlor - For those with more sophisticated tastes, you can spend some time in the parlor off the western hall. Filled with small clusters of tables and chairs, the room is a perfect set piece to entertain a guest or two. A white grand piano sits near the window, sun gleaming across the keys and vases of roses fill the air with a sweet fragrance. There's a bar filled with bottles of water, juice, and even wine. Help yourself; they will always restock.
Dance Studio - The room behind the wooden door to the east is somewhere that you can push yourself past your limits. Flexibility is important in a game like this, and in this room characters will find a ballet barre attached to one wall opposite of a full wall of floor-to-ceiling mirrors. Ballet, jazz, and tap shoes of all sizes fill cubbyholes on another wall and a stereo with an assortment of CDs sits on a table near the front. The best part is that this room is soundproof. Blast your music as loud as you wish and dance like no one's watching.
Pool - A spacious indoor pool stretches from wall to wall behind a wooden door to the south. With a window running from floor to ceiling along the far side, a wide skylight that somehow manages to let in sunlight despite there being a floor above it, and miniature waterfalls beneath stony, vegetative linings, the place is clearly meant to mimic an oasis. There's even an enclosed tank in the center of the pool where brightly colored fish swim happily within an environment of white sand and fanning corals. The one thing that breaks the illusion of a tropical retreat is the winding water slide that scales nearly high up enough to touch the ceiling.
Parlor - For those with more sophisticated tastes, you can spend some time in the parlor off the western hall. Filled with small clusters of tables and chairs, the room is a perfect set piece to entertain a guest or two. A white grand piano sits near the window, sun gleaming across the keys and vases of roses fill the air with a sweet fragrance. There's a bar filled with bottles of water, juice, and even wine. Help yourself; they will always restock.
THIRD FLOOR
Costume Hall - Behind the northernmost wooden door lies a shock of bright, vibrant colors. This room is filled to the brim with costumes of all kinds, as far as the eye can see. Visit this glorified walk-in closet to change up your look, prepare for a fancy night out, or just trade your everyday duds for something new. Funny. It's almost as if you dream it, it'll appear...
Hall of Mirrors - Behind the wooden door to the east, this room may fill you with wonder, anxiety, or even regret. At first, what you find is beautiful, a long and ornate room filled with lovely embossed mirrors. But the more you explore, the more confusing it feels, and the more you see yourself, the more you may be filled with thoughts. Do you contemplate in quiet solitude? Do you try to smash the glass to escape the dread of what you see? Are you faced by flaws and past mistakes, or are you enamored with your reflection? Don't worry, the hall doesn't last forever, and there's only one way back if you can remember how to navigate the reflective walkways. Watch your step; vertigo is easy to succumb to in a place like this.
Laboratory - Enter this room behind the wooden door to the south and you're met with a haven for inventors and scientists alike. It looks like the majority of this room is built for the sole purpose in understanding, building, and powering robotic creations, but dig around the desks and cabinets and you'll likely find what you need for your chemical creations, as well. Conveniently for some of our more electronic champions, there appear to be charging stations meant for a familiar purpose to each of them. Computers line one wall, but are clearly meant for running programs, numbers, and crafting presentations, and don't have any wireless or global capabilities. It appears that a bookshelf full of volumes meant to explain the use of the different pieces of equipment inside of the lab has appeared against one wall, and a bit more specifically, an assorted amount of fontech has been provided for use.
Game Room - Who doesn't like to have fun? If you're looking for a way to entertain yourself, look no further than the wooden door to the west. Board games, decks of cards, even some video games can be found in this room. Billiard tables and dart boards are scattered around as well, and games are available to take out of this room and carry to other parts of the temple. Spending some time here may cause you to notice some strange occurrences, however. Why is that skateboard rolling across the floor by itself? And wasn't that checkerboard on the other side of the room a minute ago? Oh, well. Perhaps it's best not to worry about that for now.
Hall of Mirrors - Behind the wooden door to the east, this room may fill you with wonder, anxiety, or even regret. At first, what you find is beautiful, a long and ornate room filled with lovely embossed mirrors. But the more you explore, the more confusing it feels, and the more you see yourself, the more you may be filled with thoughts. Do you contemplate in quiet solitude? Do you try to smash the glass to escape the dread of what you see? Are you faced by flaws and past mistakes, or are you enamored with your reflection? Don't worry, the hall doesn't last forever, and there's only one way back if you can remember how to navigate the reflective walkways. Watch your step; vertigo is easy to succumb to in a place like this.
Laboratory - Enter this room behind the wooden door to the south and you're met with a haven for inventors and scientists alike. It looks like the majority of this room is built for the sole purpose in understanding, building, and powering robotic creations, but dig around the desks and cabinets and you'll likely find what you need for your chemical creations, as well. Conveniently for some of our more electronic champions, there appear to be charging stations meant for a familiar purpose to each of them. Computers line one wall, but are clearly meant for running programs, numbers, and crafting presentations, and don't have any wireless or global capabilities. It appears that a bookshelf full of volumes meant to explain the use of the different pieces of equipment inside of the lab has appeared against one wall, and a bit more specifically, an assorted amount of fontech has been provided for use.
Game Room - Who doesn't like to have fun? If you're looking for a way to entertain yourself, look no further than the wooden door to the west. Board games, decks of cards, even some video games can be found in this room. Billiard tables and dart boards are scattered around as well, and games are available to take out of this room and carry to other parts of the temple. Spending some time here may cause you to notice some strange occurrences, however. Why is that skateboard rolling across the floor by itself? And wasn't that checkerboard on the other side of the room a minute ago? Oh, well. Perhaps it's best not to worry about that for now.
FOURTH FLOOR
Private Study - To the north, you will find a small room behind a modest doorway. It seems, in fact, that it was meant to be used by no more than a couple of people at a time. There's a calming air about the study with its quaint desk and self-replenishing supply of writing materials. The small fireplace keeps you warm and there's another chair by it for sitting if you prefer to hole up in here to read privately or consider what words you're trying to put down to paper. The supplies you need to press wax seals and bind scrolls are just as plentiful as more modern envelopes, fountain pens are poised cleanly beside feathered quills. There are two bookshelves on both the eastern and the western walls - the bookshelves to the west contain nonfiction on a variety of topics, and the bookshelves to the east contain a variety of novels.
Psychic's Den - Behind the wooden door to the east lies a room that is thick with the smell of incense. Ornate fabrics drape along the walls, giving the illusion of the inside of a tent, and low tables are set up throughout the rooms, flanked on either side by comfortable-looking pillows and cushions. Each table contains a different way of telling fortunes - a crystal ball at one, tarot cards on another, runestones on a third... if it's a way of telling fortunes, it's there. A bookshelf at the far end contains tomes on these various methods of fortune-telling, for those who wish to learn the art themselves.
Dungeon - A wooden door along the southernmost part of the hall leads into quite an unpleasant room. It is dank and damp, with dim lighting... although that only serves to disguise some of the slightly suspicious-looking stains on the walls, so perhaps that's for the better. Along the southern wall there are three sturdy doors that are locked up tightly. They each have a slot that can be pulled open to look inside - each one is a cell containing a threadbare cot, a thin-looking blanket, and a pot made of porcelain. Each one locks with a heavy padlock, although the keys are nowhere in sight. Along the eastern and western walls are a set of chains and manacles for both ankles and wrists, and there is a rack of whips, riding crops, and various other devices that could be used to torture a confession out of someone. You will find that you cannot leave the room with them, however.
Armory - Behind the wooden door to the west lies a plethora of swords, shields, axes, and daggers. There is weaponry as far as the eye can see and tools to care for each piece of metal flanking the walls. Everything in this room seems to be well-organized, though you will need to sign out a weapon in a logbook near the entrance in order to leave with it; you will find yourself unable to pass through the door if you do not. If you don't really know how to use your weapon of choice, you'll want to get some practice in first. Good thing there's an open arena in the center of the room to grapple with your friends (or enemies) and test your strength.
Psychic's Den - Behind the wooden door to the east lies a room that is thick with the smell of incense. Ornate fabrics drape along the walls, giving the illusion of the inside of a tent, and low tables are set up throughout the rooms, flanked on either side by comfortable-looking pillows and cushions. Each table contains a different way of telling fortunes - a crystal ball at one, tarot cards on another, runestones on a third... if it's a way of telling fortunes, it's there. A bookshelf at the far end contains tomes on these various methods of fortune-telling, for those who wish to learn the art themselves.
Dungeon - A wooden door along the southernmost part of the hall leads into quite an unpleasant room. It is dank and damp, with dim lighting... although that only serves to disguise some of the slightly suspicious-looking stains on the walls, so perhaps that's for the better. Along the southern wall there are three sturdy doors that are locked up tightly. They each have a slot that can be pulled open to look inside - each one is a cell containing a threadbare cot, a thin-looking blanket, and a pot made of porcelain. Each one locks with a heavy padlock, although the keys are nowhere in sight. Along the eastern and western walls are a set of chains and manacles for both ankles and wrists, and there is a rack of whips, riding crops, and various other devices that could be used to torture a confession out of someone. You will find that you cannot leave the room with them, however.
Armory - Behind the wooden door to the west lies a plethora of swords, shields, axes, and daggers. There is weaponry as far as the eye can see and tools to care for each piece of metal flanking the walls. Everything in this room seems to be well-organized, though you will need to sign out a weapon in a logbook near the entrance in order to leave with it; you will find yourself unable to pass through the door if you do not. If you don't really know how to use your weapon of choice, you'll want to get some practice in first. Good thing there's an open arena in the center of the room to grapple with your friends (or enemies) and test your strength.

RUIN'S WING
The door lets you out about midway up the mountain, where the village begins, marked by a wooden board - though the village's name has been obscured too severely to read by claw marks. You can hike about two miles down, and while you won't be able to reach the foot of the mountain (you'll start noticing that the scenery seems to be repeating itself as you round the bend once you're about two miles down), there are occasional openings in the mountainside. Some are simple caverns, and could be used for shelter; others are full-blown caves that you could explore... although there are strange, monstrous-looking footprints outside of them, so perhaps you may want to bring a friend or two.
Heading up toward the summit, you'll pass the occasional wooden structure - there's an inn near the town's entrance, although it's small; it boasts only two rooms on the second floor, each with two beds and a rug. Downstairs, there's the entryway where a wooden check-in desk sits, with a logbook, a quill, and a jar of ink for recording guests. The stairs lead up to the guest rooms, and on the first floor, there's a door to the right that leads into a combination of old-fashioned kitchen (with a cooking fire) and common area. To the right of the inn is a blue canopy over a rug and some piles of various wares - medicinal gels, ropes, tents, lanterns, oil - that were probably sold at one point in time, but that do not have anyone around to sell them now.
There are four wooden two-room homes dotted throughout the village. Each contains a common area (for cooking, dining, and hanging out) furnished with rugs, wooden tables and chairs, a cooking fire and hearth, etc) and a sleeping area (two homes contain one king-sized bed, and two homes contain two twin-sized beds; all four contain a dresser, a desk, and a chair in the room). The largest wooden structure in the village, however, is an orphanage. Built just shy of the summit, where the path starts to turn upward, it overlooks a breathtaking view of the land below them. The first floor contains a common area for eating, with two long wooden tables and benches; a cooking fire is set in along the far wall. A private room off to the side is locked, and cannot be entered. The entirety of the upstairs is devoted to a sleeping area - it's a communal room filled with cots and scratchy blankets, each with a wooden trunk at the foot of the bed.
The summit of the mountain itself is sparse - it's dotted with large rocks and the occasional patch of grass, and a single unlit torch. However, there are fresh-looking prints in the dust that the more fantasy-inclined may recognize as dragon footprints, and the imprint of a long tale.
During the daytime, the town is peaceful. However, starting from midnight to sunup, there's the sound of the beating of wings from the summit as a dragon lands there, and monsters come out to play from the caves on the cliffs, roaming through the village. Most of them congregate near the orphanage, although they do not attempt to go inside. They're avoidable if you're stealthy, but if they spot you, they will pursue you relentlessly until dawn breaks; getting inside a building will keep you safe, since they cannot open doors, but they will wait for you outside whatever entrance you used, be it door or window; if you want to go out again, you'll have to find another way out.