[ 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: Your friends are tricking you by promising you that they have a mission for you that will involve a fabulous~ bed. In fact, that bed is part of a sting operation to catch a local pervert and the two dress you up as a sexy lady to play the part, despite your loud protests. You put up with the pervert's schmoozing for a while, until the man tries to cop a feel and you blast him with lightning magic on the spot. The pervert is then arrested by the authorities and you storm away to take another nap. Character It Comes From: Night Keyword: friendship
[ 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: Logic Why Did You Choose This Virtue? Logic is really important to everyone on Amethyst. We're all pretty logical people, so logic is something we value even though Aather can be really illogical sometimes. Logic helps us figure out things during games and how to live our lives in Aather. I don't think Amethyst would really be Amethyst without logic guiding us.
[ 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. Another tale of determination. A tale of a fight. 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. ]
ROUND ONE
Tell me of a time, whether here or in your world before, when one of you suffered and endured a trial.
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Well, that's easy.
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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.)
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Character It Comes From: Night
Keyword: friendship
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ROUND TWO
Choose your team's most prized virtue, which you most aspire to uphold.
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[he answers without hesitation]
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Virtue: (This does not have to be a classical or cardinal virtue. "Curiosity" is as acceptable as "charity.")
Why Did You Choose This Virtue?
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Why Did You Choose This Virtue? Logic is really important to everyone on Amethyst. We're all pretty logical people, so logic is something we value even though Aather can be really illogical sometimes. Logic helps us figure out things during games and how to live our lives in Aather. I don't think Amethyst would really be Amethyst without logic guiding us.
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ROUND THREE
THE WRITING ON THE ARCHES
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Determination doesn't sound bad...
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Looks like other people had the same idea I did.
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ENTER AN ARCHWAY
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