Entry tags:
Betrayal - Taisho Roman Revolution
[ You spill out of the elevator into a Pentagram Chamber— the elevator is gone when you look back.
It's a Pentagram Chamber. As in, it is a chamber with the markings of a pentagram - or several pentagrams, rather. One takes up the whole wall, unrecognizable runes drawn upon it in what looks like blood, with an accompanying circle. The second, matching circle sits on the ground, where a rock slab sits in the middle. Put two and two together: clearly, the ground's circle is where you put the sacrifice in, and the wall circle's where whatever you summoned comes. . . out. Probably.
There's a shovel in this room, sitting in the corner; dirt tracks from the chamber to the singular entrance and exit.
There's a fuzzy impression of something off here in the back of your mind. Like this place should look different, or maybe it even did once. Something happened here - not in this room, but in the very earth it's built on. A person was kept still there once, amidst the low hum of funeral rites. Or so you think, anyway - it's hard to be sure of even that much. You probably don't want to dwell on it any further than that; you're already feeling a little drawn to the shovel, as if it might help alleviate the ugly, helpless feelings permeating the air. If you lose your sanity, or are damaged too far, the sensation will overwhelm you.
A mask sits on the rock slab, and Exael's leans against the wall, standing apart from both pentagrams. If you have questions and she's not busy with hosting or another unit, she'll appear here to answer them.
A readout on your phone tells you the rules and displays the sanity goal (explore rooms) and your traitor goal (bury someone alive) as well as the item that you've been given (mask). It looks like nothing is stopping you from committing the traitor goal even while you're sane, if you wish to.
There is one exit: East. ]
It's a Pentagram Chamber. As in, it is a chamber with the markings of a pentagram - or several pentagrams, rather. One takes up the whole wall, unrecognizable runes drawn upon it in what looks like blood, with an accompanying circle. The second, matching circle sits on the ground, where a rock slab sits in the middle. Put two and two together: clearly, the ground's circle is where you put the sacrifice in, and the wall circle's where whatever you summoned comes. . . out. Probably.
There's a shovel in this room, sitting in the corner; dirt tracks from the chamber to the singular entrance and exit.
There's a fuzzy impression of something off here in the back of your mind. Like this place should look different, or maybe it even did once. Something happened here - not in this room, but in the very earth it's built on. A person was kept still there once, amidst the low hum of funeral rites. Or so you think, anyway - it's hard to be sure of even that much. You probably don't want to dwell on it any further than that; you're already feeling a little drawn to the shovel, as if it might help alleviate the ugly, helpless feelings permeating the air. If you lose your sanity, or are damaged too far, the sensation will overwhelm you.
A mask sits on the rock slab, and Exael's leans against the wall, standing apart from both pentagrams. If you have questions and she's not busy with hosting or another unit, she'll appear here to answer them.
A readout on your phone tells you the rules and displays the sanity goal (explore rooms) and your traitor goal (bury someone alive) as well as the item that you've been given (mask). It looks like nothing is stopping you from committing the traitor goal even while you're sane, if you wish to.
There is one exit: East. ]
