Shadow of the Ancients / Run 002 / Main Story

Round 104 Transcript

Episode 1 · Episode Round 1

Round 104 scene image
Narrator

Narrator · Narrator

The darkness of the corridor swallows Seraphine whole as she crosses the threshold into the obsidian spire. The heavy doors slam shut behind her with a sound like the end of all things, plunging her into a void so complete it feels like being buried alive. As she stands there, trying to let her eyes adjust to the utter blackness, a faint hum begins to emanate from the walls, growing louder by the second. It's a low, ominous vibration that seems to be resonating with the runes on her person, and she can feel them responding in kind, their light flickering in time with the growing frequency. Suddenly, the air is filled with an intense, blinding radiance as the runes ignite, bathing Seraphine in an eerie, otherworldly glow.

Jeane

Jeane · Sorcerer

I stand there frozen for a few seconds, my mind racing as I try to process what just happened—what I felt—through that bond. Seraphine is gone. Just... vanished, and not even her presence remains in this realm anymore. Fucking hell, she was supposed to be with me! She’s the only reason Merrin hasn’t tried something truly stupid yet, and now I’m trapped down here alone with whatever the hell pulled her away? This is exactly what happens when you trust an idiot sorceress to handle anything important! I need to move. Standing around gawking at empty air won’t help either of us. If she’s gone into some other part of this shithole, then I need to find a way to follow—or at the very least figure out what the hell just happened so I can try and bring her back. I spin on my heel, wings half-spreading for balance as I stalk back towards the corridor we came from. The sword’s hilt still feels cold against my palm—no pulse, no reaction at all now that she’s gone. Fine then, you useless piece of metal, I mutter under my breath. If Seraphine can’t be here to keep Merrin in line, then I’ll just have to handle both problems myself.

As I retrace our steps back towards the crystal chamber where we left them, I can already hear raised voices echoing through the passage—Merrin’s distinctive whiny tone mixed with Varrika trying to calm her down. Oh joy, I think grimly. Just what this situation needed—two more idiots demanding attention.

When I round the final corner and see them both standing there, faces flushed with anger, I feel a fresh wave of irritation wash over me. Merrin’s been pacing back and forth in front of the collapsed entrance like some kind of caged animal while Varrika watches her with barely-concealed exasperation. Well? What fresh hell are you two causing now?

Seraphine

Seraphine · Wizard

I stand at the threshold of this ancient chamber, the heavy scent of ozone and something older, wilder than any magic I know filling my lungs. The air itself feels alive here, humming with an energy that makes my skin prickle and the runes on my armor pulse in a frantic rhythm. I can feel the Watcher's presence now, not just as a distant echo but as a palpable force pressing against me from all sides. It’s watching. Waiting. And I have no choice but to proceed.
The rune floats before me, its light casting a long shadow on the polished floor. Beyond it, the chamber stretches out into darkness, an endless expanse of stone and mystery. Every instinct screams at me to turn back, to find another way—but there is no other way. Jeane is gone, lost somewhere in this labyrinth, and I am the only one who can find her. Or at least, that's what I have to believe.
I take a deep breath, steeling myself for what lies ahead. The air here is thick with the scent of something old and dangerous, like the dry rustle of ancient parchment or the sharp tang of a long-forgotten forge. It feels alive, pulsing with an energy that seems to resonate deep within my bones.
I step forward across the threshold, my boot landing with a soft thud on the cool stone floor. As soon as I cross into the chamber proper, the rune begins to move again, floating off down the length of the hall like a spectral guide. It leads me deeper into this place, each turn revealing more of the same vast, empty space—the only sound the faint echo of my own breathing in the oppressive silence.
The chamber seems to go on forever, an endless stretch of black stone and flickering runes. Occasionally, I pass by strange, twisted pillars that resemble nothing so much as the skeletal remains of some colossal beast. They tower over me, their surfaces covered in more of those maddeningly inscrutable carvings. Atop each one rests a glowing orb, casting eerie shadows across the floor.
As I walk, a low hum begins to build in the air, a deep thrumming vibration that seems to originate from the very walls themselves. It grows louder with each step, until it feels like the sound is coming from inside my own skull. The runes on my armor begin to glow brighter, their light pulsing in time with the rhythm of the hum.
Suddenly, the rune stops moving. It hovers just above a massive set of double doors, their surface covered in the same intricate carvings as the archway I passed through earlier. But these are different—depicting not a single entity, but what appears to be a vast and violent battle, with beings of terrible power clashing against one another under an impossible sky.
I approach cautiously, my hand going to the hilt of my mace. The air here feels charged, electric. Whatever lies beyond these doors... it’s important. Perhaps even crucial to understanding not just this place, but the true nature of the Watcher and its purpose in bringing me here. A cold dread settles into my gut as I stare at those carvings, at the sheer scale and savagery of the depicted conflict. This isn’t some mere historical reenactment—it feels like a warning. A promise of what awaits me if I fail to navigate this place correctly.
The rune continues to float above the door handle, its light pulsing steadily like a heartbeat. It seems to be waiting for me to make the next move. To choose my path forward into whatever unknown dangers lie ahead.*