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Entry tags:
- arcane: caitlyn,
- assassin's creed: jacob frye,
- assassin's creed: ratonhnhake:ton,
- back to the future: marty mcfly,
- better call saul: jimmy mcgill,
- better call saul: nacho varga,
- doctor who: clara oswald,
- last case of benedict fox: benedict fox,
- lockwood & co: anthony lockwood,
- lockwood & co: lucy carlyle,
- mcu: america chavez,
- mcu: bucky barnes,
- mcu: kamala khan,
- oh! my emperor: su xunxian,
- owl house: eda clawthorne,
- penny dreadful: vanessa ives,
- star wars: cal kestis,
- test drive,
- umbrella academy: five,
- untamed: lan sizhui,
- untamed: lan xichen,
- warcraft: wrathion
the house of manouk | test drive meme
Hello, hello! Our latest event — doubling as a test drive meme and stretching until 12 August — is a one-off incursion in an uncharted time pocket dimension — the House of Manouk.
Anyone can hit up the test drive meme, but you will need an invite from an existing player to apply on 5 August. Have fun!
THE TERRACE
Old or new, you wake up on a white-stone terrace dominated by a twisting hedge maze that houses great columns, tattered statues, ponds, rivers, gazebos and pergolas — and high looming walls of thickly bound ivy, bloomed roses or thorny vines. Walking the Terrace somehow always brings you deeper into the maze, while a flushed, sunless sky stares down, unblinking.
You experience no thirst, hunger or language barriers here. Old translation & communication pendants can nevertheless be found scattered across the Terrace and Grounds.
New arrivals encounter the sorceress Karsa, who explains you were likely summoned by one of the undead lords who seeks control of Akhuras — and reached, along with the party she leads, a pocket dimension outside of time. Karsa’s associate, the Merchant, instructed to exit the time dimension by finding Ellethian waypoints — typically stone tokens engraved with the carvings of an eye with a sun for a pupil. Karsa may activate them for you to leave this place.
Your mission is to search the House and find the waypoints of Ellethia or of the rival Dawn’s Reach Trade Company without attracting the ire of the local exiled overlord(s).
- ■ Some of the statues you discover on the Terrace seem crudely carved, gaining the features of your loved ones, the longer you stare at them. Some seek to throttle. Escape them by having someone else stare at them, becoming their new target, or by leading them in a crowd of other statues.
■ Beware getting pricked by thorns: covetous vines can quickly ensnare and pull you into the maze’s green walls, or bind your hand to that of your companion.
■ The maze’s weather often mimics your mood: nice and balmy for contentment, cold for fear, torrential rain for sadness and a heatwave to answer anger. Smile.
■ Every now and then, you hear screams from other parts of the maze. Run, and you might find pairs of steel manacles or rusted chain on bloodied grounds, from where fresh rose bushes quickly rise up. Investigate.
■ Go deeper in the maze, and you find a heap of small stone tablets. Most list names, ages, occupations and include loving remarks, such as the finest husband or she smiled ever bright. Alarmingly, when your companion’s back is turned, you find tablets engraved with your handwriting, saying, don’t turn your back to them, blood reeks strong on them and that’s not their name. There are no waypoint tokens here.
■ Spend enough time in the maze, and you discover an old, red-eyed, white-haired and hunchbacked man with two chainless shackles on his wrists. He ignores you, muttering to himself about how the House must keep moving, moving. The House doesn’t like you. The House is awake. The House should sleep. The old man hits or trips you with his cane, or you might wake to find him hovering very closely over you. Engage him.
■ Now and then, he seems suddenly alert, if not outright fearful, shrieking that he comes and rushing to tinker with pulleys and stone mechanisms hidden within the maze vine walls. The maze’s architecture abruptly changes, with the ground quaking, walls shifting, while old plants wilt and fresh ones rise up within heartbeats. As the House changes, you might spot a long, spiralling staircase at short distance. Go down into…
THE GROUNDS
The ground level of the House is splintered in dozens of decaying rooms, many locked. There are no windows here, dust thick in every corner, while faint scratches and canine footprints mar the floors — the marks of dozens of great skeletal hounds that haunt the corridors.
The dogs lead, chase or drag you towards a shuttered hall room, where a middle-aged, red-eyed and white-haired man furiously searches through haphazard mounds of tousled tomes. He too wears shackles. His manner is perfunctorily polite, as he calls back his dogs.
”…not from around here, are you? Must have broken time. Hooligan. Well, you’ve travelled centuries to be disappointed. There are no mysteries here, no epiphanies. All the great wells of myth and magic? Some other pigs have drunk them dry. Blame your luck, for bringing you to the shambling hut of — …the fine House of Manouk. Taravast’s greatest necromancer, til his mind turned to slaughter.
I was his disciple. Lisanther. Must’ve come from high on, did you? These cursed shackles… he senses everyone in his House through them. If he feels us on his scent, he works his little screws and wheels and moves the House stairs. Impressed? Don’t be. He’s a wreck, who feasts on time echoes of the anguished. That’s him. Paints a picture, doesn’t he? Stay out of his sights, or you’ll wear his chains soon too. Same as me, same as the dog he keeps in the dungeons. Dragged back every time he wanders.
If you want to make yourself useful, help me. I traded fairly with a caravan of the Dawn’s Reach Trade Company. They say they left behind scrolls in these grounds, with the words to free me. They overcharge, but they don’t lie. Help me find them. Break my chains, and I’ll break us out. I can. I swear it. ”
I was his disciple. Lisanther. Must’ve come from high on, did you? These cursed shackles… he senses everyone in his House through them. If he feels us on his scent, he works his little screws and wheels and moves the House stairs. Impressed? Don’t be. He’s a wreck, who feasts on time echoes of the anguished. That’s him. Paints a picture, doesn’t he? Stay out of his sights, or you’ll wear his chains soon too. Same as me, same as the dog he keeps in the dungeons. Dragged back every time he wanders.
If you want to make yourself useful, help me. I traded fairly with a caravan of the Dawn’s Reach Trade Company. They say they left behind scrolls in these grounds, with the words to free me. They overcharge, but they don’t lie. Help me find them. Break my chains, and I’ll break us out. I can. I swear it. ”
Deeper into the claustrophobic Grounds, you find specters of men and women, chained just like Lisanther — their skin translucent, their gazes lethargic. They feel neither dead nor alive to the magically sensitive. They are either very present in the moment or barely recall their whereabouts. If asked about tokens, they say the Dawn’s Reach Trade Company left scrolls in the Grounds main quarters:
- ▶ Bathing quarters
At times pristine and delightful, at others blood-marked and torn. The waters abruptly run very hot, cold or silty. The spectre of a wo/man might appear in the tub, staring unblinkingly or murmuring that people do all sorts of wickedness in this bathroom: they have even witnessed stabbings, treasures being hidden beneath tile boards, and even a birthing!
▶ Kitchens
Sprawling and soot-laden, bursting with supplies of stale wheat, eccentric cakes, exotic fruit and spice jars, these kitchens were built for long service. A heavy cauldron bubbles and boils a green broth in a cold fireplace, where ash and stone drown wood. A circle of spectres troubleshoots how to improve the meal — just as the kitchens’ doors slam shut, and they cordially invite you to do the legwork for their recipe. They instruct you to chop, clean and prepare the most unusual ingredients: hair of a dog, salt, moulded thyme, arsenic, one of your finest love stories… they’ll tire of their creation and release you within the hour. Don’t dine, dash.
▶ Sleeping chambers
There’s rest for the wicked in these deserted sleeping quarters, which boast exceptionally well-stuffed cushions and pillows, blankets and ‘reading materials’ — torn pages from books of history and magic. Some speak of the desperate attempts of the rulers of Taravast to flee death. Others talk of using spells, the elements and even mass sacrifice to achieve immortality. Enjoy your rest, only perturbed by occasional distant screams —
…or perhaps by a large, feral white bear that bursts in to briefly chase you, before disappearing. Veteran travellers may recognise him as the creature of Anurr.
Some of the chain-breaking scrolls of the Dawn’s Reach Trade Company can be found in each of the main rooms, along with some of the Company’s talismans, marked as waypoints, which should be brought to Karsa. See what your character finds.
Finish up here, or meander down a final stairwell to —
THE DUNGEONS
Cold, deteriorating, crumbling — difficult to say if this is a tightly bound knot of underground tunnels, or a torturous weave of lost dungeons. Parts of the floor crumble to reveal abyssal depths below — or suddenly appear beneath your feet, to help your progress. Emptied, creaking bookcases abound. Here and there, you see your reflection in shattered wall-length mirrors, moving differently than you, or just slightly older or younger than you are.
■ Revived skeletons patrol the corridors, scantily armed with base blades, stones and torches. They largely ignore you, only blocking your path if you near a magically-locked stone door in the back of the Dungeons, from where you hear… human pleas.
■ Door engravings instruct to speak out the three truths of each day. Nearby, you find a mound of crumbled stone tablets, along with three golden ones raised on pedestals that read:
- ▶ with morning, my body is a weapon, sun-seeking, righteousness-bound
▶ by midday, my flesh has bent and battered, a shield of justice for young life to come
▶ come evening, I am blood and bone, a humble house to hope eternal
■ Tip bookcases into the narrow corridors to prevent the skeletal guards from reaching you, as you search diligently through the stone debris beneath the golden pedestals. You might even find Ellethian waypoint tokens: palm-wide, marked with a sun pupil. Take them to Karsa immediately… or open the now unlocked dungeon door as a man calls out.
■ Enter, and you discover an dimly lit dungeon alcove, with animate skeletal heads hanging on each wall. They cackle, Mind your step. Heed them and look for holes in the floor tiles — needle-thin spikes emerge from there periodically.
■ Go deeper, and you discover a large bare stone room, scantly livened by torches bearing green fire. A small hole — barely enough to fit a grown man standing and lying down — has been dug into one of the walls and secured. This inhumane prison’s bars crackle and sizzle with magical electricity. A skeletal hound waits by, with a set of keys fastened to its collar.
■ A white-haired, red-eyed twenty-something young man sprawls haphazardly in the prison: battered, swathed in rags, shackled and wild. He holds out his blood-tipped hand between the bars, but fails to lure the dog close — and calls out to you, instead:
”You must be mad to come to me. The old man sent you? Finally? Good. How wonderful. I’ll spit on you, and I’ll spit on his grave. He left me here to die. And now he’s remembered me? What does he want? …no. It doesn’t matter. Rip the keys off that mutt and get me out of here. ”
You can engage or release him, if you coax the key from the recalcitrant dog. Or leave him be and see Karsa with your waypoint token.
NOTES:
- ■ There are multiple waypoint tokens to leave the time dimension: the Dawn’s Reach Trade Company talismans, hidden in the Ground rooms, and the Ellethian tokens, found in the dungeons. Bring whichever one you discover to Karsa.
■ You can optionally solve the mystery of Lisanther, the prisoner, Manouk and the spectres.
■ The House’s layout changes periodically, but characters can find the stairs to travel across the three levels every few hours.
■ Mention in your top level if you play an old timer or a test driving tourist. TDMers can make both logs and network prompts here!
■ QUESTIONS & NPC INBOX!
anduin wrynn | warcraft | tourist
[ It's difficult to say what hour of the day it is, with no sun in the sky to mark the passage of time. Hardly the most unusual thing about this circumstance, or the most troubling, but it's what sticks out to him most as he makes his way slowly and quietly through the maze of green.
Sometimes, it feels like he's been wandering these paths for days.
Still, patience maintains. He doesn't rush ahead, pausing at intersections to gaze beyond before taking those first steps down a new path. As he goes, he pauses to kneel, pulling a small knife from his belt and etching a small arrow into the earth. Perhaps if he winds up circling back on himself, he'll be able to find these small markers along the way and right himself.
But the paths wind on, as his frustration and confusion rise, so does a thick, humid mist, as soupy and bewildering as his state of mind. One hand lifts to brush his bangs from his face, squinting against the sudden creeping fog. Seeing ahead becomes more difficult, and as he encounters more of those odd, crumbling statues--
There. For a moment he could have sworn he'd seen his father's face, in that one, and his heart goes still. But before he has the chance to dwell on it, there's the noise of rapidly shifting foliage, the swift zzzzzzzp! that almost sounds like ropes being drawn against one another, and sounds of a struggle up ahead.
Drawing Shalamayne from his back, the young king forgets the growing ache in his legs, and darts forward in search of the source of the noises. If someone needs help, then these trinkets they're supposedly looking for can wait just a little longer. ]
iii. THE GROUNDS
[ There is something heartbreaking about the number of ghostly figures that haunt these halls. Though he's encountered undead more than a few times in his life -- generally in opposition, but not always -- there is something decidedly odd about the presences he finds here. Alive and dead at once, hovering in this strange in-between that the Light does not touch.
He feels for them, and if there were a way to free them from this place? He would. No one deserves this fate, not to his mind. But the most he can do for now is leave them to their wanderings and continue his search.
At least one of the apparitions does seem aware enough to point him in a general direction, and through the halls Anduin finds himself in an ornate and pristine bathing room. Glancing around to see if there are signs that anyone has already checked this area, he sees what he thinks might be a loose tile near the base of the tub.
It's hard to kneel in his armor, but he manages, gloved fingers running over the uneven surface before movement catches his eye--
A ghostly woman's face, peering back at him out of the tub, as if she'd been there the whole time and he'd just intruded upon her.
With a startled noise he jerks back, nearly falling to the floor and only just catching himself. ]
By the Light--
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Hot, somehow, yet with progressively heavy rain and thunder. It's strange, how he hasn't gone far at all, and yet he has? He must have, for the thunder rumbles deep.
Wrathion is furious, and miserable, and tired. ]
Let go of me --
[ Fire erupts out from his feet, and the vines only wrap up him further. Up his leg, middle, around his arm. ]
Cease these games! I will --
[ Only there are footsteps, swift. He looks up, brow drawn in irritation, hair plastered wet, ready to unleash his ire on someone new --
Then for a moment just blinks. ]
Anduin?
[ Only it can't be, and he's been tricked before. Ghosts, cruelly mocking him with Anduin's kind face. He snarls. ]
I tire of being toyed with. Release me!
[ Only even as Wrathion tries to rip them off, more vines are snaking across the ground -- and no longer just aiming for him. ]
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As the mist turns to a stormy downpour, sheets of rain just as obstructive to his vision as the fog had been, Anduin can hear that familiar voice cracking over the thunder. Something sour and tight twists in his stomach as those flame-red eyes meet his, his own gaze hardening. ]
...Wrathion?
[ Of course. Of course Wrathion would be here, as well. Why wouldn't he be? It would hardly be his first time causing chaos in other worlds and unwittingly dragging Anduin into the consequences. Admittedly, the thought is an unfair one, but his grip tightens on his sword all the same as Wrathion struggles.
He almost misses the vines slithering like serpents across the ground until they're nearly around his ankles. With a cry he turns, slashing at the thick tendrils and sending plant matter scattering across the wet soil. Without pausing, the young king turns back towards the struggling figure being pulled into the maze's walls, raising the blade over his head and bringing it down, severing several of the vines at once.
But it doesn't quite cut through all of them, and in the blink of an eye more are lashing forward to bind around the hilt of the sword, and Anduin's wrist along with it. ]
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Different. He was half expecting this to be a new game where Anduin toyed with him, taunted him, reminded him of his failures. Instead, the figure wearing Anduin's face looks... angry.
Which wouldn't be the first time.
He snaps back to attention as Anduin goes down, struggling, and Wrathion growls in irritation again -- low, beastial. ]
Aren't you a priest --
[ Yet here he still is, wielding an oversized blade. Wrathion lashes out again with fire, burning through more vines, and one grabs him and begins trying to drag him closer to Anduin. ]
Oh yes, very amusing, I believe I read a lurid tale like this once before.
[ Honestly! At least they aren't tentacles. ]
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Is now really the time?
[ All efforts to pull free are proving increasingly futile, it seems, but that isn't stopping him from attempting to tear free and away, with all the strength he can muster. He can feel his boots starting to sink into the mud, the flashes of heat against his skin as Wrathion's magic singes and scorches the surrounding foliage.
Anduin's teeth grit as another boom of thunder cracks around them, but he can't deny that the vines do seem to have a plan for the two of them: dragging them closer together, vines wind around one another, thorns hooking against each other and locking into place. ]
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[ He squints up into the rain, shakes his hair roughly like a wet dog as water runs down his face and neck. It's unpleasant, makes him feel cold even despite the otherwise warm air. Irritated, he looks down and tries to burn through another patch of vine. The heavy rain is making it difficult, slowing the catch of the flame.
At least, he supposes, he isn't at risk of burning them both too much.
His boots slide in the mud, and Wrathion frowns -- tries to think. He's not keen on being bound, not keen on sinking into mud, and not keen on being swallowed by a hedge either. The vines are, however, persistent. ]
This may be the time for drastic measures.
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As the rain continues to batter them both, Anduin takes a breath. He closes his eyes against the chaos, seeking that spark of calm and serenity at his core. The presence threaded through him, ever-present.
As he grasps it, the Light blossoms forth, extending around them like a protective bubble. Warmth washes away the cold and damp, and their section of the maze is briefly illuminated by the glow. The majority of the attacking vines seem to be pushed back by the spell of sanctuary, singed and retreating back into the wall of the maze.
All except for one tendril, now firmly locked around their wrists, no longer wriggling but rigid as steel, binding them together. ]
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A wave of magic washes over him. Warm, reassuring, and recognisably Anduin. Something about the Light always makes it hard to stay in a bad mood. Manipulative, but begrudgingly he cannot be annoyed about it right now. He looks up as the the bubble extends, watching the vines as they are burned back, and his expression brightens.
In a total coincidence, the storm begins to ease too. The rain begins to abate, and the oppressive heat to ease. ]
Excellent work! I knew you had it in you.
[ Well done, sidekick. Wrathion, naturally the main character of life, takes stock of the situation. One problem down, what next? ]
Now to get out of this maze --
[ He turns to move, and immediately finds his wrist... has additional weight. ]
Titans, now what?
[ He begins digging in his coat for something... suitably small to try and cut through the vine with. It's an awkward process, one handed. ]
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Still, he searches, turning over the claw-footed tub to see what might be hidden below and ignoring the grime in an unflattering green-grey colour that it leaves behind on his clothes. He crouches down to go through whats beneath. Truthfully, there's not much, save more rubble and dirt and... something that glitters.
He picks it up, trying to clean it up and get a good look at it, when he hears an exclamation from down the corridor. So far hes met no one here that wasn't wearing chains and talking in riddles, so at the sound of someone sane he springs to his feet and follows the noise.
And its easy to see the source in one pf the surprisingly whole, unruined bathrooms. Big and broad and blond, and in plate armour, searching through the place just as he has been.
But completely blocking the view of any apparitions. Maybe the knight just cant get back up again. Manoeuvring in that lot must be like trying to reverse a 6-horse carriage.]
You need a hand up, Galahad?
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And the apparition has disappeared again, as if she was never there.
Heart hammering in his ears, Anduin takes a step back away from the tub and lets his gaze follow the walls and fixtures of the room for a moment. Everything remains in place, exactly as it had been moments before. ]
No, I...there was something here. Someone, just a moment ago. Did you see them?
[ His tone, surprisingly, isn't fearful. It's curious, more than anything. Likely as not the woman he saw was another one of those poor souls trapped in this Purgatory. ]
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It still seems empty to him. But when he replies, he isn't implying that there was no someone, but that he's keen to know what the young knight saw.]
No... no I didn't. But you did.
[Jacob glances around the room again, and gestures the young man to come to examine the bath more closely.]
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That soft face hardens with a severe expression, nodding as he looks back towards the bathtub. ]
I'd been looking near the bottom. The tiles appeared raised, as if someone had moved them recently. Then I saw movement from the corner of my eye...
[ His brow furrows, and he steps closer once again, this time addressing the once-more unseen figure. ]
I'm sorry for having disturbed you. If you'd be willing to help us, we would be most grateful.
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He's about to approach himself, use the hidden blade to lift the tiles once more and find out what is below. But then the knight speaks again and not to him, but at the... the ghost he saw? ]
You're asking for its help? Is that a good idea?
[ He doesn't like it. Doesn't believe that they can possibly be ghosts, that there's another explanation here. He just doesnt know what that explanation is.
But as if summoned by the knight's entreaties, the figure appears again in the tub.]
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[ Dead or not, they're people, and his heart quietly aches for the slow agony of lingering here in a state of limbo. He looks to Jacob again, expression calm but resolute. ]
Some may yet be willing. We won't know until we give them the chance.
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........I kept rereading to make sure I hadn't missed ii. lmf | the grounds!
( He knows first, the lines of Anduin's silhouette. Then, corridor crossed, the cut of his likeness — thinks to intercede with greeting — and abandons his impulse at the unhinged mouth of the doorway.
Here, the bathing chambers, sprawling in immaculate presentation — changed from Lan Wangji's earlier stroll, when blood rivered across tile, quarters awash with the stringent stench of mould and plaster.
One constant, in a sea of change — Anduin recoils from the spirit, who coalesces in increments, shifting from seed of translucence to near opaque flesh. )
Do not startle her.
( ...as if it is Aduin who has afflicted this woman with her presence, and not she who visits him, unbidden. He thinks, perhaps, to urge to recall the ways of the dead here — and remembers: Wen Kexing, face drawn and pale wax, eyes gelidly indifferent. Neglecting months shared in company, stolen these moments like the last licks of flame from a guttered candle.
And he hesitates: ) You've returned.
whooo typos
It was not my intent to intrude on anyone. My apologies.
[ She has no desire to be in this place, he's certain. No more than the rest of these wayward souls, and something tightens in his chest as he considers what must have left her here, of all places.
Then, something in the other's words catches his attention. Slower this time, Anduin looks back to the stranger hovering at the threshold of the chamber.
The young king's expression is...politely perplexed, if anything. ]
Returned? I don't think I've been this way, before.
pinches Anduin's cheek!!!
( ...another, stolen by the beacon, returned without memories. A part of Lan Wangji, shriveled and dark, thinks, Wrathion will ache for this. Thinks too, all life is lessening and hurt, and men rise above their grief. And it is better, still, to taste the unexpected thrills of a reunion, then to watch a cascade of wasteful decades of yearning.
It is not his place to burden. To speak the words first. And so, voice shedding an octave: )
Perhaps. ( Let is be the matter at hand, then: the girl, superfluous in these chambers, rising to sit half on the bathtub's rim, feet dangling. She appears — serene, gaze slanting and soft, absorbed by her own ethereality as if by silent consumption.
They have intruded, he suspects, in her territory like unwanted guests, like sharp-toothed vermin. She cannot answer their transgression with exile — but her blind eyes catch each of their faces at its time, and Lan Wangji sketches a starting nod, only in greeting. )
Spirits here are aged and settled. ( He feels them, malice dormant, their aches a lingering possibility, more than an inevitable eruption. )
She too intends no harm.
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But he can puzzle it over in his own time. They've a task to see through, for the moment. Anduin's attention flickers back to the ghost as his new companion speaks again.
He speaks true, at that. The young king can tell as well that she is not some ravening ghoul, her presence calmer than the others. Mad? Perhaps. Anyone would turn to madness with enough time in this place.
But she is a person, like all the others here. She deserves that same dignity and courtesy, regardless. ]
We seek only that which was placed here and does not belong.
[ His gaze drops briefly to those disturbed tiles at the foot of the bathtub before lifting to meet her eerily blank eyes. ]
May I?
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( Before them, the woman seems to him — lessened, in the way of spirits tattered at their edges, struggling to remember themselves. So often, the dead who linger in their body's wake are struck by a sickness of amnesia, the gentle fracturing of their identity. They remember, perhaps, names, occupations, the grudge or ardor that keeps them land-bound, in the stasis of haunting. Time frays them.
And so they earn the care of Lan Wangji, drifting close, abiding a safe, measured distance. Considering, across a sea of crackled, matted tile, how to best entreat the spirit's consideration. Not his zither, that much is plain. Not the violence of his sorcery.
Perhaps Anduin, then. ) Deploy a soft hand and patience.
( Guidance unasked. Presumptuous of him to volunteer it. All the same: )
I may search the quarters.
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He simply nods in understanding, before approaching a step closer. ]
We will not linger any longer here than we must. You have my word. But if there is a way you might be released from this...state.
[ It's as delicately as he can put the question, not out of fear but consideration for the trauma this woman must undoubtedly have gone through. Still is going through, truthfully. He watches her wavering for a moment as if in recollection.
I don't know, she replies. I am no sorceress or necromancer, or a woman possessed of any such high learning. I was only a maid, during the last of my living days — but a fine one, I reckon!
The answer brings a bittersweet smile to Anduin's lips, thinking for a moment of Wyll Benton, his own beloved servant now long passed from this world. Some of that fondness creeps into his voice unbidden. ]
I'm certain you must have been.
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[ With the heavy two-handed sword off his back, Anduin tries to size up where the vines might be the most vulnerable. Then the blade comes high over his head, holding until the stranger can pull himself as far from the hedge as possible.
Steady. Just like he was taught. Focus.
The blade swings down, the sheer weight of the mighty weapon cleaving several vines in a single chop. Hopefully enough for the man to finish the job and wrench himself free from his current entanglement. ]
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With that, it's easy enough to pull back even further, and with one arm more or less free, he can quickly take out a a couple of more vines. They're still trying to keep his grip on him, but with the two of them, it doesn't take much longer.
And as soon as he's free, he immediately takes off further into the maze. Introductions can come in a moment, if the stranger chooses to follow him. ]
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Anduin glances back the way he'd come, the drifting fog parting. Perhaps that's a sign of his renewed focus, or perhaps he's overthinking things. Either way, he quickly pursues the path the stranger had taken. ]
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Thank you.