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.

AMBITION'S WING
Strangely enough, there are no stairs. However, an elevator will help you get to the higher floors, if that is what you wish; the panel inside has a button for the lobby and the penthouse, and will allow you to use a 0-9 numberpad to input the floor you wish to visit; however, it only services the lobby, floors 2-8, floors 20 and 21, and the penthouse. Should you press the button for the penthouse, you will be prompted to input an eight-digit passcode, and unless you get it right the elevator will refuse to move.
The second floor contains a posh restaurant serving the best delicacies that money can buy. If it's in and it's expensive, it's available. The third floor contains a ballroom, although it is not currently decorated for any events; however, there is a device on the wall that will allow one to control the lighting and play music. The fourth floor contains four identical conference rooms for meetings - each one is set up with tables and chairs, and contains a podium, a projector, and a projection screen. The fifth floor contains a workout center with state-of-the-art workout equipment. The sixth floor contains various fashionable boutiques selling clothes, accessories, and jewelry. The seventh floor is a spa and sauna - the perfect place to get a massage or a facial, with attentive (albeit faceless) staff that will see to your every need. The eighth floor is an indoor heated pool with a jacuzzi and changing rooms.
Floors 20 and 21 contain twenty suites each, numbered 2000 through 2019 and 2100 through 2119. These suites contain a sitting room with a coffee table, a flatscreen TV on the wall, and sofas and chairs, and an attached bedroom and bathroom. The bedroom has a king-sized bed, a desk with a phone and an alarm clock, a plush armchair, and a walk-in closet containing a silk robe; the bathroom contains a deep tub with various types of bath bombs, bubble baths, shampoos, and conditioners there for your use. You can order room service, dial down to the front desk for housekeeping, or call out to other rooms, but all attempts to call outside of the hotel will result in a disconnected call.
BEAUTY'S WING
There are five buildings, four in the cardinal directions and one in the very center. Outside you will find touch screens with maps of the campus, showing you how to navigate this place. Likewise, if you wait long enough a horse-drawn carriage will arrive to take you on a tour. While there may be no driver, the horse seem to know the way as they loop around each building, stopping to let passengers off and allow new ones to climb aboard.
Entering these buildings, it will become clear that this isn't a work of art or a museum but rather a school. In all of the buildings, staircases wind up each side leading to other floors of classrooms and club rooms. There's a cafeteria of sorts on one of the lower levels in two of the buildings and with a bit of exploring it becomes apparent there are areas for sports, home economics, a library, a large theater and even a few music rooms containing all sorts of classical instruments and even some that aren't so classical such as guitars. Strangely, the door to the third music room seems to be locked.
Even further exploring will find that several areas in the east, west, and central buildings of the school have been transformed to host a variety of activities. It's festival day, and the students of this academy have put quite a lot of work into creating fun activities and showcases. In the gym of the west building, a replica of Venice awaits you completely with canals, gondolas, architecture and look-alike landmarks. In the gym of the east building, you'll find a sidewalk fair of sorts displaying several street foods such as takoyaki, hot dogs, ramen, cotton candy and more along with some little carnival games complete with prizes. Upstairs in the parlor, a "detective mystery" game is set up for anyone who wishes to play with a set of clues for you to follow. Playing along, you'll find yourself exploring the campus and ending up in unique areas. And for those adventurous types, you may find that on the rooftops of the east and west buildings there are heated swimming pools and a variety of swimwear and towels available.
As for the central building, the main floor is a large gathering space, large enough to accommodate for a party or a ball. Upstairs in the main salon several clusters of tables are pushed together for groups to gather around. Games of backgammon are set up, and a bar of teas and coffees awaits you.
One thing's for certain. Everything about this cluster of buildings screams of wealth and privilege. Priceless vases and paintings decorate the club rooms and the hallways, ceilings high above and archways decorated with the most minute details one can imagine. Exploring the school itself will take several hours given the sheer size of it, but don't worry. A large clock tower outside will chime on the hour, every hour, to help you keep track.
At the end of a fun-filled day, a sleek black car will pull up to the front of the campus and open its doors to you. Relax and allow your chauffeur to drive you home to rest…as it leaves the campus behind and drives down the street, you'll find yourself passing several small shops and what appears to be a shopping mall. There's also a sign pointing in the direction of a nearby private beach. Perhaps you can go back and visit later. Surely your driver will allow that. But for now there's only one destination in mind and you'll soon arrive in front of a large mansion. Equally lavish as the school, this mansion has plenty of room, amenities and fine dining for guests who wish to stay overnight and revel in the lap of luxury.
Just pay no mind to the even larger estate nearby. No matter how hard you try, it seems that the distance to reach is endless.
CUNNING'S WING
A large, blue house is to the left of your path, right next to an arts and crafts building and a volleyball court. While this ominous house with its dark windows may appeal to you, the door seems to be locked. Good thing there's plenty to see. One thing's for certain; this enclosure in the valley spreads for several miles, encompassing plenty of activities to keep you busy. There's a lake for canoeing, a climbing wall that will activate on its own to try and catch you off-guard with swinging additions, another armory filled with weapons and armor, a forge to create and maintain your own weapons, an archery range and even a stable. Those who are brave enough to venture forward that these stables house several pegasi in whites, tans, and blacks, wings folded back neatly and waiting for riders. Past that, there's another enclosed arena with several straw training dummies set up not unlike the armory in the temple but with more room to move. And not far beyond the forge there's a large field of strawberries ripe for the picking.
Should you be interested in spending some time here in the great outdoors, there's a small cluster of cabins waiting for you. These cabins range in all shapes and sizes and though some of the decor is a bit…off-putting (why are their grapevines all around the doorway? Is that other cabin sparkling?) they're quite comfortable and well-worn. Out of the twelve, cabins 1, 6 and 11 seem to be locked. Never fret though; cabins 2-5, 7-10 and cabin 12 are available and can accommodate up to 4 people.
Elsewhere, the smell of barbecued meat wafts through the air, leading you onward to the dining pavilion. Shadowy winged creatures move too quickly to identify but they'll happily bring you a plate piled high with meats, cheeses, fruits and vegetables. Glasses on the table will fill with any drink you can imagine, and don't worry about the clean-up. The moment you turn away, your empty plate will disappear.
This place looks like a summer's dream with plenty to keep you busy, but what's beyond the borders of this space? Past the pavilion is a beach and the ocean, waves gently lapping up against the sand. To the west, however, is a large thicket of trees that loom and fold over each other, the woods dark and expansive. Stray too close and you may hear strange, snarling noises from within. Perhaps it's best not to go in alone…or at all. It's your choice.
DISORDER'S WING
Most of the classrooms, whether they’re labeled as specific labs or simply sporting a number, are locked, but there are plenty of places that seem to be open to anyone. There are restrooms located at the end of each hall, though the obvious vandalism that covers each stall leaves something to be desired. Multi-colored marker scrawls its way from wall to wall, detailing anything from nasty rumor to secret admission to detailings of unrequited love. The nurse’s office has beds available for anyone to use, a set of six that are each separated by a privacy screen, and the cabinets are well stocked with extra pillows, sheets, and blankets for those unfortunate enough to have missed their chance at a bed. What’s more, there’s a helpful supply of first aid equipment that restocks itself nightly.
At one end of the school a cafeteria announces itself with a set of wide double doors. The large room is filled with long, uncomfortably-benched tables, and with no one staffing the buffet, it looks like it’s a free-for-all of cafeteria staples. Clean on the other side of the school, another set of doors leads you into an auditorium. It looks like the stage is already set for some kind of musical production.
Finally, while you can’t seem to find the front doors that exit out to the lawn of the campus, you are able to find a doorway that leads you out to a bleacher-ringed football field lined with a running track. If you’re feeling restless, this is a good place to burn off some excess energy--there's even a sport's shed with all sorts of different types of equipment! What's more, just beyond the track, it looks like a student-operated carnival has been set up. From booths with candy apples to popcorn, classic games to play for prizes, spooky and silly adventure houses, it looks like no expense has been spared. There are even some fun rides, including the star attraction: a Ferris Wheel. After the sun goes down each night, a brilliant display of fireworks light up the sky as a greeting for the stars.
FORTUNE'S WING
At the center of the town, surrounded mostly by water (although it is connected to the main path through the town by a small stone bridge) is an obelisk. There are desert palms scattered throughout the town, and the buildings are simple, but sturdy. The town's inn has only four rooms with two beds each, but there is a comfortable rug laid out in front of a fire downstairs in the common room; pillows and blankets could be provided, if the beds were all to be claimed. The rest of the buildings in town look as though they once housed small families - they contain living rooms, a kitchen area with old-fashioned utensils and a cooking fire, and perhaps one or two small bedrooms. One house, near the north, is two stories tall and noticeably nicer than the others, but the door is locked tight.
North of the city, you can see the ocean. You can also see what looks like a construction for a tower, being built in what looks like the remains of some ruins; however, should you try to follow the path north to it, you will not be able to get far; you can make it into the construction site and even into the lower floor of the tower itself, but the upper levels are blocked off, and a secret passageway in the ruins appears to lead only to a dead end. To the south, there is a lighthouse that seems to tower above the horizon, stretching up into the clouds. Unfortunately, heading south from the town will not get you far; you'll be able to make it across the bridge connecting the town to the other side of the river, but will not be able to progress much further than that no matter how long you walk.
INDULGENCE'S WING
Strings of embellished fabrics and soft lights canopy overhead in a seemingly endless stretch outwards in every direction in a warm blanket of red and gold--though if you keep walking, you eventually find yourself in an open, grassy field dotted by grazing animals. Mostly you’ll find farm animals, demure cattle and lazing horses, but if you’re really determined to find something from home, it may just appear for you, for a time, always domesticated and in good spirits.
As for beds, restrooms, and other general common-place necessities...um...good question? Looks like someone was a bit narrow-minded in their planning. At least there’s no shortage of pillows to lounge on, and they are quite comfortable.
JUSTICE'S WING
To that end, it’s always faster to find your way back to the temple than it is to find yourself out of the neighborhood, as if you’ve never really gone very far at all. Enter any of the houses in the cul-de-sac, and they’re empty. Furnished and homey, certainly, but no signs that anyone is living there. It seems that these homes were meant for you to enjoy. So, sort yourselves into a family unit for the week, if you so choose, and divide the rooms amongst yourselves.
Each house has three comfortable bedrooms with standard furnishings, a living room, dining room, kitchen, and two restrooms. The television only seems to play cartoons you’d expect a child to watch: colorfully clad superhero teams taking down monsters and evildoers, zany hijinks pulled by a clever troupe of fast-talking animals, schoolyard children solving day-to-day dramas, and the like. The cabinets never run out of household staples or food to cook with--and if none of you living together in one of these houses knows how to cook, that doesn’t pose a problem. If the kitchen remains unused, you’ll find dinner waiting for you in the dining room, something that’s just like mom would make! Additionally, it seems that each house contains a hallway closet filled to bursting with first aid supplies.
Finally, it seems that with enough persistence, there is a break in the unending pattern of houses--almost like reaching the center of a labyrinth--that leads you to a quaint park, perfect for families with children or the young at heart. There are spaces for picnics with public grills for barbecuing, benches, grassy fields with sports equipment easily accessible, and of course, a decked out playground and jungle gym. Surely, you can find something to do there to occupy your time.
LOVE'S WING
Exploring these shops will lead to discoveries of unusual items such as healing medicines, odd weapons, or books that make you feel more courageous just by reading them. All of the shopkeepers won't have much to say, though they'll greet you warmly before fading away into the background and leaving you to your own devices. As you walk from south to north, the street leads you uphill, and you'll find signs and notices plastered to community bulletin boards. Postings looking for tutors and daycare helpers seem to be popular, along with advertisements for several of the businesses. It's a small, close-knit community in this sleepy little town and it shows.
As you walk further into town, the red arches of a shrine appear to the right. A distant yip! can be heard from inside the confines of the shrine, but should you set foot inside the tail of a red fox disappears around the corner. All you'll find is a small building, stone statues, arch walkways and a small offerings box. Leave a token to express your gratitude or to help a wish come true.
At the top of the hill toward the very north end of the district, however, is the prize of this place. A large inn awaits you complete with a spacious dining room filled with delicious meals, several private lounging and sleeping rooms with futons, robes, and overnight amenities provided, an entertainment room with couches and a large TV, and most importantly a hot spring bath in the back, separated for men and women. With distinctly Japanese decor, judging by the tatami flooring and screen doors, this place seems to be in better condition than some of the other shops, but it fits right in.
There isn't much more to this small district that's seen better days. It's peaceful but there's a sense of gloom hovering the area, a threat of lost business and a change in the city just beyond the district's boundaries. Spend some time and support the small businesses while you can. Don't let them go the way of the liquor store, that one on the corner that's boarded up and closed for good.
WEST WING
As you walk forward, you’ll enter a thicket of trees. The forest isn’t that big but it’s enough to explore or engage in a game of hide and seek or tag. The trees are dead thanks to the cold winter air, but in spite of that there’s a very clear, well-worn path that brings you right to a hidden cove. In the center is a frozen pond, thick enough for ice skating but thin around the far edges. Small mounds of snow surround the pond and from a distance you can see giant hills spread out perfect for sledding. Piles of snowballs can be found in various locations and there are fields and patches of land for other winter-esque activities such as building snowmen.
There’s an abandoned fort tucked to the side filled with ice skates of all sizes along with some other winter equipment like snowshoes, spare gloves, hats and jackets, and maybe even a snowboard or pair of skis if you really wish hard enough. Not far from this fort there’s also a stand that serves hot chocolate and sugar cookies. Though there’s no one manning this stand, there always seems to be a fresh batch waiting for anyone who comes by.
Finally, for those adventurous enough to explore further into the woods, you may come across what looks like a broken, splintered pile of wood covering a black hole leading straight into the ground. It looks like this area was purposefully covered to try and keep people out, but the wood can be moved. A person will only be able to get about waist-deep before a gust of air kicks them back out, but if they listen closely they can hear the sound of a young child calling their name. Maybe it’s best to go back to the pond instead.
PATIENCE'S WING
Most of the buildings seem dark and uninhabited, with no doors by which you can enter and no windows to break through, but a certain set of locations call out to you with buzzing neon signs that cut through the city’s oppressive gloom. It’s easy to find your eyes drifting toward a squat storefront with bricks painted pink. With a lace awning and windows full of cutely-colored confections, the cafe is an obvious choice for anyone with a sweet tooth. It looks like aside from desserts, they have a menu of light pastas, salads, and sandwiches, as well as an impressive variety of teas. It doesn’t seem that anyone expects you to pay, so take a seat and enjoy! Whatever you wish to order will appear before you in a blink. There are even boxes for carrying food out with you, if you prefer to eat elsewhere or save a treat for later.
Just down the way you’ll find a hostel that remains unlocked at all hours of the day or night. There aren’t many rooms between the three available stories, but each of them (one on the first story and two on the second and third) contains four sets of bunks, meaning each room can comfortably fit eight people. Each bed has a privacy curtain, a trunk for storage at its foot, and an individual light for late-night reading and writing. There’s a large common area on the first floor decked out in plush furniture and tables--it’s a great place for socializing or utilizing as a temporary workspace.
Finally, where the road is at its seediest, a blinking OPEN sign entices you to enter what clearly appears to be a bar...and a somewhat cheap one, at that. But, hey, the booze and pizza is free and flowing, and the jukebox never seems to run out of options, so it probably isn’t worth complaining. If the booths and stalls start to wear on you in your discomfort, there’s a dance floor and a corner with arcade games to keep you entertained while you stretch your legs.
PIETY'S WING
There’s a burbling fountain at the center of the square with plenty of space to lounge around, and at the peak of the market’s curve a staircase that leads up to an expansive Cathedral that could almost be called a fortress. Inside, aside from the main pew-lined walkway and impressive stained glass windows, there are doors lining the perimeter of the room. Many of these are locked, but three will open up to the following: dormitories, a music room, and a library.
The dormitory wing holds enough rooms for each competitor. They’ll find a mixture of rooms with one bed and two beds, but each room is otherwise identical, containing a nightstand beside each bed, a writing desk stocked with paper, ink, and quill, and a basin filled with washing supplies. Disappointingly, it looks like washrooms will have to be shared, and are located at the end of the hallway.
The music room is large enough to hold a small audience, and although it isn’t stocked with every conceivable instrument, seems to always have what you’re looking for when you need it. Similarly, the library next door, with towering shelves that require ladders to scale and shelves that twist and wind like a maze despite its overall modest size, seem to only contain books with blank pages and unlabeled spines. If you have a title from home in mind, however, it won’t take you long to find it, like it was summoned just for you. Against the farthest wall, a bookshelf seems shaped somehow like a doorway...if only one could figure out how to open it.
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.
SINCERITY'S WING
There is an automated ticket kiosk along the wall. You can buy a ticket for one of four stops - labeled "Aquarium," "Shopping," "The Neighborhood," and "Nightlife".
If you get off at the aquarium stop, when you take the escalators or the stairs up to the station's exit, you'll find yourself in front of a small jellyfish aquarium near the seashore. Entrance is free, and though they don't have a huge variety of tanks, there is a different type of jelly in each one, and a placard by the glass explaining various facts about them. Strangely, they're explained very casually as opposed to scientifically - almost as if whoever was responsible for this was just spouting off what they had explained to them once instead of really knowing the material by heart.
If you get off at the shopping stop, when you take the escalators or the stairs up to the station's exit, you'll find yourself in front of a department store overlooking a scramble crossing which may be familiar to some of you. Inside is a fashion heaven, with a wide variety of fashionable clothes, accessories, and even cute food stores sprawling across its many stories, and access to the rooftop for a panoramic view of the scramble crossing.
If you get off at the neighborhood stop, you'll find yourself along a city block that almost looks like it's not from Tokyo. The buildings here are old-fashioned, and some of them have been marked for demolition. There is a family-owned bookshop, a family-owned bathhouse, and a family-owned Japanese sweets store here, and at the corner of the block, a larger, but still incredibly old-fashioned, apartment building. Its outer walls are painted a cheerful yellow color, and it has glass doors at its entrance. Downstairs are the communal areas - a living room and dining room with old-fashioned furniture (including an older TV and a jellyfish tank with a spotted jellyfish drifting gently inside of it. Upstairs are the rooms - doors to private bedrooms line the hallway. It's impossibly long for how it looks from the outside, but there are enough doors for each participant to have their own room, which will be filled with things suiting their own individual entrances once they claim it. There is one communal bathtub in the bathroom on this floor, but if it's taken, you can always head out to the bathhouse.
If you get off at the nightlife stop, you'll find yourself in a trendy-looking downtown area. There are various buildings here meant to allow you to party the night away, but only a few of them are open: a bar, a basement nightclub, a karaoke lounge, a late-night cafe for high-class food and drink, and an izakaya. The nightclub's music is always loud and booming, and just peeking inside the front entrance to the stairs leading down reveals that there are always bright, colorful lights pulsing. The dance floor is there and waiting, the DJ station seems to be running itself (although you could probably take over with your own tunes, if you anted), and there are some tables dotting the walls so you can catch a breather if you need.
STEALING