It all begun one quiet winter night, when something burned in the Syliran wildlands. The flames were green and throbbing with wild Djed that had collected in a large pool. A large patch of thriving woodlands turned to ashes in a matter of bells, the eerie fires easily visible from the top tiers of Syliras as well as a vast section of the wildlands.
The really strange thing that greeted Mizahar the morning after, however, was the small castle, of clear pre-Valterrian architecture, that sat exposed without thick woods screening it from the outside world. It was nowhere as large as Syliras, of course, but it was remarkably well-kept, hinting at magic being involved in its preservation. The castle was square, with four towers framing the bailey plus a central one rising on top of the keep. A wide moat surrounded it on all sides, oddly with two drawbridges situated on the opposite ends of the castle, East and West. A stone archway marked the point where a drawbridge would connect when lowered. The East archway was decorated with a sun and a moon as its keystone, with the inscription 'TEAM DAWN' . The West had a moon and a sun, a mirror image of the East side with the inscription 'TEAM DUSK'.
Next to the archway, sat a smooth stele on which the following writing had been carved.
WELCOME TO THE GAME - PLEASE READ THE RULES CAREFULLY BEFORE PROCEEDING 1. By touching this archway, you agree to be a part of Team Dusk. Your opponents belong to Team Dawn. The eyes of Team Dawn will turn yellow for the duration of the Game. The eyes of Team Dusk will turn red for the duration of the Game. 2. The Game shall not begin until both teams are prepared and filled with enough participants. 3. The objective of the Game is to reach the door on the top floor of the central tower of this castle. The first participant to unlock this door will grant victory to his or her team. My legacy will be split among the members of the winning team. 4. You all start out as Innocents. If you inflict physical damage on another (as judged by me), be it a member of the other team, your own or a denizen of the castle, you will be marked with a drop of blood on your right hand for the duration of the Game, marking you as a Sinner. Sinners do not receive any penalty, however only an Innocent can open the final door and win the Game for his or her team. A team without Innocents cannot win the Game. 5. Black doors are positioned throughout the castle, leading to various exits. You can use them to surrender and safely leave the Game; however, by using them you forfeit all rights to your reward should your team win the Game. 6. You can make deals both with your team members and the other team. There is no penalty for betrayal in either case. 7. In the event of both teams failing to achieve victory within three days of play, the Game will end and the prizes will be left unclaimed. |
Someone in this crazy world of Mizahar had thrown a gauntlet and challenged the people to play a strange Game.
Who would step up to the challenge remained to be seen, though.