The world is silent. Not a gust of wind, not a flick of a bird’s wings can be heard within the gray. The space is wide and generous; an enormous yet terribly plain cement field with controlled patches of garden flowers and meticulously trimmed trees lined the path. The vegetation, though is should be bright and lively, is muted. The sky is a bright white color, though is not blinding, and the smooth cement of the courtyard seems to reflect it.
The combatants stand at either end, while the harlequin stands in the middle. She is small, scraggly, greasy, and the yellowed teeth stretch so far it seems as if her mouth is too big for her face.
The shadows the combatants cast are immense, while the harlequin has none.
She claps and cackles with glee.
“Jolly good, jolly good, such a glorious show!
Such might shows the tree, such grace shows the boy,
now pitted against one another as foes.
So what shall you do when your souls are the toys?”
No longer do the combatants cast shadows, as they snake free of their bonds. Vague figures now seem to surround the gray of the courtyard, though their outline is subtle enough that they are hardly noticeable.
“Do you hear them? Their rich desires, their jeers?
They see you, they feel you; not a want in disguise.
This world is their own, and out of love they see fear.
Their whispers speak truths and their claws discern lies."
She disappears.
---
Throughout the battle, you may make the shadows whisper to your character, to entice them as a siren might a sailor. Use your imagination, but be weary that they do not mean well (though for now they appear to), and can delve into your character’s deepest wants and desires. I'd like to see some creativity in how your characters handle this kind of vague direction on a story-telling level as well on a combat level.
After each combatant has had four turns [eight posts in total], there will be a small change to the field.
At the toss of a coin, Housemaster goes first.

















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