When you cross the gates of Serene, an old woman welcomes you, palm flat against her chest and disquiet in her eyes. Myrtille, her name. Oakwoods loom dense and dark in the distance behind her, groaning low as leaves rustle without wind.
The Mourning Lantern was stolen, and malevolence rose in turn, dooming them all.
βIt was once kept here, a sacred Artifact crafted
from the bones of Serene's first founder, who gave her heartβs
blood willingly to the woods in an act of contrition.
It's the absence of the lantern that
is contributing to the woodβs unusually active
malice, and if you lot cannot retrieve it, then we must sacrifice another. Go! Take these torches and go, before Oakwoods swallow us whole.β
So you've decided to be brave. Commendable, or foolish? The wood is dark and shrouded in mist, and the trees crowd around you, an absent wind somehow whispering foul
nothings in your ear as dead leaves rustle around your
feet. Your Shadow basks in the murmurs, sensing the malign presence in Oakwoods as a faint, garbled scream echoes in the distance. You wander deeper and the canopy thickens, thin streaks of moonlight peppering the woods in deep patches of darkness. Behind you, a creature you can't see hisses, and a fluttering of wings nearby alerts you to the arrival of snickering
harpies lurking on branches. βDead,β they croak, in a sing-song chorus. βDead as daylight.β Oddly enough,
they seem content to just watch and stalk you, perhaps expecting you to die quickly, an easy and effortless meal.
It's a frustrating errand if you've ever known one. You barely know what you're looking for, and your Shadow thrives in the dark, taunting, coaxing. You hear it then; a haunting melody, the silhouette of a boy on a fallen tree trunk, strumming. βCome,β he says, with a voice that shimmers like the sun on moving water. If you remember what that's like. βRest a while. Forget your troubles.β
For anyone familiar, you'll recognize him as a Puck, famous prankster, and from his hand dangles a lantern.
βΊ If you attempt to take the lantern from him, he'll immediately drop it to the ground, causing it to break.
You may choose to kill him and offer his blood to the woods, or let him go and bleed in his stead. Myrtille should be able to repair what's left of the lantern once the offering's been made.
βΊ If you politely ask to return it, he promises that he will... if you indulge him for the night.
No matter what you choose, you will come across camps, either on your way in or on your way back: pitched tents, most moth-eaten, and some containing vestiges of prior expeditions such as putrid corpses or rotten food. You've been wandering for a while, and sleep sounds terribly inviting. Unfortunately, a wind finally picks up, and leaves begin to blow around you. A nick, then a cut, then a
slash reveal the leaves to have razor sharp edges. Sleep well yet?
If you've spared the Puck, he'll encourage you to sit with him around a campfire, where he'll sing and tell stories. Or are they. Perhaps you've heard of Bloody Mary before. Slenderman? The Devil that'll make you dance until you die? While the lantern remains in stranger hands, the thread between reality and fiction narrows;
protagonists from the Puck's legends come to life, and the only way to rid of them is by quenching the flames of the fire.
Your journey unfortunately doesn't end there. The Puck has a riddle for you:
I am a word that is hardly there. Remove my start, and I'm an herbal flair. What am I?
If you fail to answer correctly, he'll vanish before you, and you can bid the lantern goodbye. You'll be forced to gather the bones from the corpses scattered across the woods, and feed it your blood -- or a friend's -- before you escape and return to the woman.
The offering will leave you drained and exhausted, weak on your legs. If, on the other hand, you do answer correctly, the lantern is yours, and you'll be teleported out of the woods with a boon in your pocket: a piece of parchment invites you to visit your home in the Shadowlands. There, you'll find an object (or a pet) that belonged to you in your world.
the answer to the riddle is sparsely! it's up to you whether you'd like your character to fail.
legends told around the campfire can be any of the ones mentioned above or any other that might strike your fancy! go wild, have fun!
remember that if you pick an item from your character's world as their boon, it'll eventually disintegrate unless reforged with a soul.
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