text: [Themes: fantasy, grimdark, animal perspective]
  
  You awaken from a restless sleep, the smell of rust and blood filling your senses. The tiny cage you're in is filthy and made of cold iron bars, with only a single cowl of foul smelling, bloody, weevil-infested stew for nourishment, and you groggily look up to view your surroundings.
  
  You are being dragged on top of wheeled cart through a wide grassland, across hills under the light of a full moon. The creatures pulling you are two legged, upright wolf-like creatures with filthy maws caked in dried blood, known as the "Vargur".
  
  In the wake of the defeat of the "Horned God", the dark sorcerer who had unleashed uncountable monsters on the land, the Vargur Hordes turned from the armies' foot soldiers into scattered tribes lead by Warlords, pillaging, murdering and enslaving members of Unicorn villages. Your village had been the victim of one such raid, and though you managed to escape the initial carnage, the Vargur caught you on the borders. You don't know where they're taking you, but you have heard rumours of the unspeakable things done to Unicorn prisoners in the Vargur mines, far beneath the earth...
  
  "Awake!" Barks a Vargur, "The filthy mule is awake!"
  
  You feel the harsh sting of a whip on your back, and your mind is quickly shaken out of its grogginess.
  
  How do you react?
  
  > spit at your captor
  In fury, you spit at your captor. The Vargal grins, its teeth filled with strings of flesh and blood.
  
  "Mule is going to wish it hadn't done that," he growls, and grabs onto your forelegs, pulling you towards his foul maw that opens far more wide than it should be able to.
  
  Instinctively, your horn flares up with an aura of silver telekinetic energy, but it quickly fizzles out; the cold iron bars prevent any magic, especially offensive magic, from being used by anyone inside the cage.
  
  As you prepare for the worst, suddenly, you feel the pulling stop. The Vargur is still holding your legs, but he is frozen in place, an aura of dark blue magic surrounding him. You glance around, and realise this has happened to every Vargur around you; as such, the cart is no longer being pulled. If you strain your ears, you swear you can hear a soft, beautiful song mingled with the mournful howl of the wind.
  
  "Someone's far from home," comes a soft, female voice. You look to your right, and see a single pink unicorn standing there, in the darkness. Her mane is black with a few pink stripes in odd places, and it is perfectly straight, dropping down towards the floor. As is common in Unicorns, though by no means ubiquitous, the aura is the same colour as her eyes; dark blue.
  
  "I'm guessing the Vargur slave mines aren't your chosen holiday destination?" She says, in the manner of one discussing the weather, "They certainly wouldn't be mine. Not exactly the most charming of places, but I've seen many that are worse."
  
  "Can you get me out of here?" You plead.
  
  "Oh, you mean break you out of this rusty thing? Of course I can," she says.
  
  "And what do you want in return?"
  
  "Oh, just a small thing," she says, brightly, "I'll need you to do something simple; buy me something very specific. I'll provide you with all the necessary money, of course, but after that, consider your debt paid."
  
  What do you do?
  
  > accept the deal
  You desperately accept. The unicorn nods, and with a flash of light, the she vanishes. The Vargur holding you is freed, and for a moment you think he is about to eat you, but you look closer and see a huge gash surrounded by a dark blue glow, all the way down his chest. He collapses, and falls to the floor, yelping and screaming, unsuccessfully trying to stem the tide gushing from his body...
  
  Your surroundings disappear. You reappear in an empty City square, surrounded by tall, dark buidings. You're at the Capital of the Old Unicorn Lands; where you always wanted to be.
  
  It began as a whispered legend when you were a foal; the largest structure on the planet that was the envy and desire even of the very Sun and the Moon. You never quite believed it, so to see it here is breathtaking to say the least.
  
  "Well, with that unpleaseantness out of the way," says the melodious voice of your Mysterious Saviour, "It's about time I introduced myself; my name is Eris Gleam."
  
  "Well," you say, carefully, "I'm grateful that you rescued me-"
  
  "Ah, well that brings us to your part of our arrangement," interrupts Eris. She produces a sack of gold coins, out of thin air, "Take these, and go into the Alchemy Shop named "Potions and Powders". There you must ask for "Item number 87"-you will find the gold I gave you is quite enough to cover it, and I've even provided a little extra just for you, as thanks for your help. I can't get it myself; my powers far exceed anyone elses, and they scare the other unicorns. They call me a "Witch", and if I ever went near them they'd probably tie me up and sell me."
  
  You take the gold pouch, and she smiles.
  
  "Go on now," she says. Her smile does not vanish, but her voice suddenly takes on a chillier tone, "Oh, and please don't think about running away with the money when I'm not looking. I would hate it I had to teleport you back to where you came from...".
  
  You tentatively enter the shop. The shelves are stacked high with ancient artefacts; a skull with glowing green eyes stares down at you, following your every action. Potions bubble and froth, some of them making sounds that resemble soft cries for help. You speed up just a bit, and get to the counter in the centre of the room.
  
  An old, wizened grey unicorn alchemist sits on the counter, seemingly asleep, but wakes up the moment you get near him.
  
  "What do you want?" he ask, with a bored tone.
  
  "I was told to order "Item 87", " You say, and toss the pouch to the alchemist. He looks intrigued, and counts out 20 coins, before returning a single gold coin to you.
  
  "This way," he says, taking keys from under his desk.
  
  He leads you down a corridor to a massive, metal door at the end. He inserts a great black key into the lock, and opens it with a creak. He levitates a glass box containing two vials of powers. One vial contains a powder white as snow; the other, as black as volcanic ash.
  
  "Now," says the alchemist, "The order instructions say that anyone who purchases this must inhale one of these two powders."
  
  "W-what?" you ask. You never agreed to inhaling stange dust!
  
  "I didn't write the rules," explains the alchemist, "But the order clearly states that, if you want it, you have to take one or the other. Don't know why, don't care, but do you want the box or not?"
  
  You gulp. You don't want to take these strange substances,which are very likely illegal, but you don't want to go back to the Vargur jail cell either. You take a closer look at the vials; the black one is labelled "Ashes of the future", and the white is labelled "Sugar of the past". Which do you take?
  
  In fury, you spit at your captor. The Vargal grins, its teeth filled with strings of flesh and blood.
  
  "Mule is going to wish it hadn't done that," he growls, and grabs onto your forelegs, pulling you towards his foul maw that opens far more wide than it should be able to.
  
  Instinctively, your horn flares up with an aura of silver telekinetic energy, but it quickly fizzles out; the cold iron bars prevent any magic, especially offensive magic, from being used by anyone inside the cage.
  
  As you prepare for the worst, suddenly, you feel the pulling stop. The Vargur is still holding your legs, but he is frozen in place, an aura of dark blue magic surrounding him. You glance around, and realise this has happened to every Vargur around you; as such, the cart is no longer being pulled. If you strain your ears, you swear you can hear a soft, beautiful song mingled with the mournful howl of the wind.
  
  "Someone's far from home," comes a soft, female voice. You look to your right, and see a single pink unicorn standing there, in the darkness. Her mane is black with a few pink stripes in odd places, and it is perfectly straight, dropping down towards the floor. As is common in Unicorns, though by no means ubiquitous, the aura is the same colour as her eyes; dark blue.
  
  "I'm guessing the Vargur slave mines aren't your chosen holiday destination?" She says, in the manner of one discussing the weather, "They certainly wouldn't be mine. Not exactly the most charming of places, but I've seen many that are worse."
  
  "Can you get me out of here?" You plead.
  
  "Oh, you mean break you out of this rusty thing? Of course I can," she says.
  
  "And what do you want in return?"
  
  "Oh, just a small thing," she says, brightly, "I'll need you to do something simple; buy me something very specific. I'll provide you with all the necessary money, of course, but after that, consider your debt paid."
  
  What do you do?
  
  > refuse the deal
  The mysterious Unicorn shrugs.
  
  "No matter," she says, "I'll find someone else. There are plenty of helpless prisoners trapped around here."
  
  After a hellish journey, you finally reach the entrance of the Vargur Mines. A bottomless hole with a path leading to nothing but darkness.
  
  "Look, mule," says one of the Vargur, "This is fate that awaits all those who try to escape."
  
  The crucifixes on the start of the path are decorated in the bodies of unicorns and many other innocent creatures, all hanging there, swaying in the wind.
  
  You are pulled down into the abyss below, the sobs and screams of the slaves mixed in with the laughter and whip-cracking of their Vargur masters.
  
  You don't last long in the mines. You manage to extract around 40-50 glittering crystals and gems before collapsing from the exhaustion and the beatings. As you expire in your sleep, you dream of that unicorn who you rejected months ago. The last words you hear, with the same casual tone as before, are "Looks like you probably should have taken that deal, right?"[Themes: modern, humor]
  
  Last you knew, you were in a bar having a merry time, when all of a sudden you wake up to find yourself in a dank dungeon. You see a guard and you ask him why you are there. He doesn't seem like a bright fellow, and responds only with "Because you the bad man, and get locked up."
  
  After making a quick overview of your surroundings, you realize that you are wearing only a leather jumpsuit, and the only objects at your disposal are a rusty spoon and a dog bowl full of corn meal.
  
  Although you are befuddled as to how you came to be in your current situation, you know you must escape. In your mind, this scenario leaves you with just three options for how to proceed.
  
  1) Attempt to bribe the guard. Sure, you don't have anything of value, but the guard is pretty stupid.
  
  2) Attempt to pick the lock with the rusty spoon.
  
  3) start yelling and flailing wildly.
  
  [Author's Note: Your name is Bob Baldwin. Due to your extreme incompetance, you are trapped in a prison in an unkown location and your task is to escape.Along the way, you will find clues as to why your unfortunate situation came about.]
  
  > 1: Try to bribe the gaurd
  Despite having nothing of value, you decide that attempting to bribe the guard is your best course of action. You attempt to get the attention of the guard by yelling "hey no-brains, want some stuff?" He comes over and unlocks the door. You think to yourself "This is easier than I thought". You proceed to offer him the rusty spoon as payment, which distracts him long enough for you to escape.
  
  Taking one last look at the distracted guard, you forge ahead into the dungeon.
  
  > continue into the dungeon
  After escaping the prison cell, you find yourself in a strange castle, the type of which you have only read about in musty books talking about days of yore.
  
  There are doors to your left and right, and a long hallway which you may go down. Each door looks like all the others; however, you suspect there is danger about as strange sounds emanate from a great many of the doors.
  
  You decide that you must act quickly in deciding where to go, but are uncertain as to which direction is best. The 2 most promising locations are a room whose door is marked "the triangle room", and the door at the end of the hallway, which may lead to another area.
  
  > go to the triangle room
  Curious as to what the triangle room might be, you enter through the door, whereupon you encounter two strange looking little creatures.
  
  You attempt to ask them how to escape the castle, but they do not appear to be very happy about your presence. You start to think that you should have been more careful about which room you picked, as this dynamic duo of triangle buddies commence savagely beating you until you forget all about your quest to leave the castle.