[ You are within a circle of trees and angels all made of water and all glowing faintly in your team's color. Somehow everything beyond this circle disappears in that glow. ]
[ The shape of a silver hand glows just beneath the surface of the water, waiting to be touched and imbued with the memory requested. ]
Memory: (Describe the chosen memory in second person--it doesn't have to be enormously detailed, but it should give a good impression.) Character It Comes From: Keyword: (Assign a keyword to this memory that you feel best sums up the experience, ideally a conceptual noun, e.g. treachery or avarice.)
Memory: You are walking along, minding your own business, when suddenly something strange happens. You start to feel dizzy, light-headed, and your vision blacks out completely. When you wake up, you're not where you were before--you're in a huge field you don't recognize, full of chaotic images, as though you're in a dream. A stranger dressed in a disguise attacks you, demanding you fight them. Only, they don't call it a 'fight', they call it a 'game'--one you don't know how to play. You can't escape, even though you try. You know, on instinct, that if you lose you'll die. Your best friend is with you, but they can't do anything unless you give them orders. The stranger keeps attacking you, and you're low on health... then, all of a sudden, your mind goes hazy and you start giving orders like you know how to play the game. It's as though someone--or something--is speaking through you, a voice you almost don't even recognize. It's terrifying. You're out of control. Even though you'll barely remember it later, you fight to your last breath and, against all odds, you and your best friend beat the stranger.
But you're positive you won't ever remember how you did it.
Character It Comes From: Seragaki Aoba Keyword: Fight
[ The silver hand closes and retreats into the depths. For a fleeting moment, the memory imparted to it ripples out and passes briefly, vaguely, through the minds of all those present. ]
Virtue: Equality Why Did You Choose This Virtue? Heliodor values everyone's opinions and input, both in games and in major team decisions. Even if you think your thoughts don't matter, Heliodor will listen and tell you they do matter. They won't pull punches when it comes to your input, but they won't reject it outright either. This way, no one feels left out and we minimize in-team conflict.
[ The trees and angels surrounding you quietly melt away, replaced by thirteen archways, each with glowing writing upon them. You have the sudden awareness that you will need to explore three of these entrances. ]
A tale of despair. A tale of determination. A tale of betrayal. A tale of a pioneer. A tale of wrath. A tale of friendship. Another tale of determination. Yet another tale of determination. A tale of bitterness. A tale of discord. A tale of partnership. A tale of trust.
[ Comment here every time you decide to pass through an arch. You will be presented with a scenario in each one, to which you must then react as a team. If you don't wish to decide on a reaction or solution to any given scenario, you may exit the archway and pick another one, but to finish the game you must solve three of the tales given to you here. ]
[ You imagine something like the following scenario: ]
You're paying a visit to your friends in the country who are shepherds tending to their flock. How strange, though; they've convinced you to dress up in an absurd wolf costume in exchange for promises of sweets afterwards. Little did you know that they planned on using you as bait to lure out the wolf that's been stalking their flock. Now that wolf is completely smitten with you in your costume and...what is it doing to you now? That must be unsanitary.
[ You imagine something like the following scenario: ]
Deep within a dungeon, you and several companions are chained to the walls. The desire to escape fills you all the same: a wicked wizard has instilled you with such a desperate craving for the outside air that you will do anything to shake off your chains. Unfortunately, the only thing you can do is injure yourself--perhaps cut off a limb, perhaps break your fingers to better slip them out of the manacles. What makes it worse is that you care for your companions here, and you hate the thought of them suffering through this trial as well. Especially since you know you'll have to help them "escape."
ROUND ONE
Tell me of a time, whether here or in your world before, when one of you suffered and endured a trial.
DISCUSSION
Re: DISCUSSION
Re: DISCUSSION
That sounds unpleasant.
Re: DISCUSSION
Re: DISCUSSION
Re: DISCUSSION
Re: DISCUSSION
Re: DISCUSSION
Re: DISCUSSION
SUBMISSION
Memory: (Describe the chosen memory in second person--it doesn't have to be enormously detailed, but it should give a good impression.)
Character It Comes From:
Keyword: (Assign a keyword to this memory that you feel best sums up the experience, ideally a conceptual noun, e.g. treachery or avarice.)
Re: SUBMISSION
But you're positive you won't ever remember how you did it.
Character It Comes From: Seragaki Aoba
Keyword: Fight
Re: SUBMISSION
ROUND TWO
Choose your team's most prized virtue, which you most aspire to uphold.
DISCUSSION
Re: DISCUSSION
Re: DISCUSSION
Re: DISCUSSION
Re: DISCUSSION
Re: DISCUSSION
Re: DISCUSSION
Re: DISCUSSION
Re: DISCUSSION
Re: DISCUSSION
Re: DISCUSSION
Re: DISCUSSION
Re: DISCUSSION
SUBMISSION
Virtue: (This does not have to be a classical or cardinal virtue. "Curiosity" is as acceptable as "charity.")
Why Did You Choose This Virtue?
Re: SUBMISSION
Why Did You Choose This Virtue? Heliodor values everyone's opinions and input, both in games and in major team decisions. Even if you think your thoughts don't matter, Heliodor will listen and tell you they do matter. They won't pull punches when it comes to your input, but they won't reject it outright either. This way, no one feels left out and we minimize in-team conflict.
Re: SUBMISSION
ROUND THREE
THE WRITING ON THE ARCHES
DISCUSSION
Re: DISCUSSION
Re: DISCUSSION
Re: DISCUSSION
Re: DISCUSSION
Re: DISCUSSION
Re: DISCUSSION
Re: DISCUSSION
Re: DISCUSSION
Re: DISCUSSION
ENTER AN ARCHWAY
[A TALE OF FRIENDSHIP]
[A TALE OF FRIENDSHIP]
You're paying a visit to your friends in the country who are shepherds tending to their flock. How strange, though; they've convinced you to dress up in an absurd wolf costume in exchange for promises of sweets afterwards. Little did you know that they planned on using you as bait to lure out the wolf that's been stalking their flock. Now that wolf is completely smitten with you in your costume and...what is it doing to you now? That must be unsanitary.
[ How do you endure this situation? ]
DISCUSSION
Re: DISCUSSION
Re: DISCUSSION
Re: DISCUSSION
Re: DISCUSSION
Re: DISCUSSION
Re: DISCUSSION
Re: DISCUSSION
Re: DISCUSSION
Re: DISCUSSION
SUBMISSION
Re: SUBMISSION
Re: SUBMISSION
[A TALE OF PARTNERSHIP]
[A TALE OF PARTNERSHIP]
Deep within a dungeon, you and several companions are chained to the walls. The desire to escape fills you all the same: a wicked wizard has instilled you with such a desperate craving for the outside air that you will do anything to shake off your chains. Unfortunately, the only thing you can do is injure yourself--perhaps cut off a limb, perhaps break your fingers to better slip them out of the manacles. What makes it worse is that you care for your companions here, and you hate the thought of them suffering through this trial as well. Especially since you know you'll have to help them "escape."
[ How do you endure this situation? ]
DISCUSSION
Re: DISCUSSION
Re: DISCUSSION
Re: DISCUSSION
Re: DISCUSSION
Re: DISCUSSION
Re: DISCUSSION
Re: DISCUSSION
Re: DISCUSSION
Re: DISCUSSION
Re: DISCUSSION
SUBMISSION
Re: SUBMISSION
Re: SUBMISSION
[YET ANOTHER TALE OF DETERMINATION]
[YET ANOTHER TALE OF DETERMINATION]
DISCUSSION
Re: DISCUSSION
Re: DISCUSSION
Re: DISCUSSION
Re: DISCUSSION
Re: DISCUSSION
Re: DISCUSSION
Re: DISCUSSION
Re: DISCUSSION
Re: DISCUSSION
Re: DISCUSSION
Re: DISCUSSION
SUBMISSION
Re: SUBMISSION
Re: SUBMISSION