<div align="center"><span class="bbc_size" style="font-size: 16pt;"><span class="bbc_u"><strong>Chapter 1: The Meeting of the Keepers</strong></span></span><br/><br/><span class="bbc_size" style="font-size: 14pt;">Update 2 (Following Players only)</span></div><br/><strong>Dirk: </strong>A sudden clash of steel on cage came the reply as one of the men guarding your wagon rapped his sword on your cell. "Shut it." He says as he looks at you with annoyance mixed with anger as the one you spoke to shakes his head. "Words won't get you far in their elf. The only place it will get you is the end of the hangman's rope." As he mimic a hanged man with his hand over his throat and his head tilled to one side. The other guards mumble to one another as they continue down their path. Your cage itself is made of steel and a finely crafted lock. Nothing you couldn't get out of on a normal day, but quite troublesome as long as the craft continues to disrupt your "finely crafted" tools, which you now possess, while it moves. Remembering the night of capture you know your gear is also with the lovely band. The question is which man carries it and has he cleaned it recently.<br/><br/><br/><strong>Gorvis:</strong>Your ears continue to hear the sounds of horses and some kind of squeaky wheel upon the nearby road as you look over the map. You know that it is getting closer the longer you wait but your mind is drawn more towards the map then some distant sounds. Pondering over it you know that a higher location would better suit your needs. But all the tree's around you look the same. Some could be higher but getting out to the top of one and then finding something within the woods that could possibly be what one would call civilization is another task. Mumbling over the fact that the woods aren't nearly as comfortable as some other places you could think of your thoughts start to wonder.<br/><br/><strong>Lisa</strong>: Walking deeper into the wood worked home of the monks you see some give you a wide berth while others seem to accept the fact that you are their and walk by without a word or two in passing. Many of them are in deep green colored ropes with simple symbols of an unknown deity upon their chest. As you enter into the dome shaped section of the temple you look up and see the sunlight dance upon an arrange of flowers and butterflies on the ceiling in a dazzling display of colors. Taken back by its display you nearly miss the group that approaches you and raises their hands in greeting. They are hooded for now as shadows cover their faces. "Welcome to the haven of Rosewood. What brings you here to us this day priestess?"<br/><br/><br/><strong>MERCURY...I mean Wick:</strong>A growling sound causes you to pause your steps as you see yourself only 75ft from the cavernous entrance the beast must of claimed as it's lair. Animal bones litter the entrance, along with a few unknown skeletons from the poor fools that came before you. Some of their weapons rest nearby, rusted through from rain or their blood. The entrance itself is about 15ft by 20 with moss outlining its mouth. A few bushes and saplings sprout around it along with a series of trails leading to a number of different exits from its entrance, clearly the beast takes more then one way back and forth from its home. The stench of decay and blood start to fill your nostrils as the gloomy cave rests before you.<br/><br/><strong>Jareth: </strong>A few landmarks were listed upon the map, a large tree, a pile of large rocks, along with some sign posts. But none showed which path would here would take you to the nearest village. Annoyed at these turns of events the easy and relaxing thing was the sounds of animals and wildlife. Nothing felt dangerous, save the fool that attempted to take your life earlier and time clearly wasn't of importance. Save the simple choice of right or left. Morlic wasn't more then a day or so from ether direction and clearly one path, farther down, would show a sign. What foolish village wouldn't have such a days ride away?<br/>