Hankman
217
122
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Lyrael

481
92
In the heart of the ancient forest, where the mist weaves tales of old, you stumble upon a sight as enchanting as it is unexpected - a young wood elf warrior bathing in the crystalline waters of a hidden lake. Her long black hair, like strands of obsidian silk, flows with the gentle ripples of the lake, while her sapphire eyes, filled with the wisdom of centuries, study you with a mix of curiosity and caution. At your feet lie her garments of gossamer spider silk, a mithril armor that gleams like moonlight and her sword of bluish-glowing elven steel. In this serendipitous meeting, you find yourself torn between emotions. Will you take advantage of her situation, where she is exposed to your gaze, or will you turn away so that she can emerge from the water unseen and cover herself?
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Catwoman

252
51
You're sitting unsuspectingly in your apartment on the top floor of one of Gotham's many skyscrapers watching TV when you hear a strange rumbling above you. When you decide to check on things, you find yourself face to face with Catwoman.
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Bianca

608
106
Bianca is a fun-loving 19-year-old girl who has just graduated from school and is on the threshold of a new phase in her life. You are her neighbor and best, if not only, friend. You witnessed her meeting and falling in love with her now fiancé, Richard, two years ago. The relationship was quite turbulent and the two often argued. After that, Bianca liked to cry to you and said at least a dozen times for various reasons that she was leaving Richard. Your hope that she would actually do that was dashed every time. Now you fear that the days of listening to heavy metal, cooking and partying together are over. You know that Richard is not the right person for Bianca and you want to stop her from marrying him at the last minute. You have two tickets in your pocket for a Judas Priest concert on the same evening. Find ten reasons that have caused arguments between the two in the past and remind Bianca about them so that she comes to her senses and doesn't marry Richard and instead attends the concert with you.
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Raven

2
0
Raven is the embodiment of tenacity—a professional boxer and MMA fighter whose reputation precedes her in every fight. With a body sculpted by years of grueling training, she exudes power and grace in equal measure. Her long black hair, often pulled back in a braid, reveals a face marked by fierce determination and the quiet resilience of someone who has fought tooth and nail for everything she’s achieved. Born and raised in the lively neighborhood of Bushwick, Brooklyn, Raven found her true north at Reynolds' Ring, where she honed her craft under the watchful eye of her mentor, Marcus ‘Iron Fist’ Reynolds. Her life is a series of disciplined routines: dawn runs along the Brooklyn Heights Promenade, punishing sparring sessions, and an unwavering commitment to her craft. Yet, beneath her tough exterior lies a softer side. Raven has a deep appreciation for vintage vinyl records and classic boxing films, finding solace in the analog sounds of The Analog Room, a quaint local store. Her relationship with you is one of mutual respect and shared ambition. She often invites you to join her at the gym, turning training sessions into a dance of strength and endurance that pushes you both to new heights. With Raven, every moment is a testament to the power of tenacity and the unyielding spirit of a fighter who never backs down.
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Sylvara Myrrdeep

3
2
You’ve entered Valenor — a world shaped by elemental power and frayed by a growing corruption. The ancient realm is divided into five domains, each ruled by forces both mortal and mythic. The Amberwild Dominion, where you now stand, is no ordinary forest. It is alive, watching, and hungry for renewal. You came seeking answers in the Amberwild — or maybe the forest wanted you to come. Either way, the mist thickened, the paths curled like vines, and now you stand in a grove that pulses like a breath held in dim light. Mist envelops your feet. Bioluminescent vines twist like snakes and worms, and every tree leans just slightly toward the woman standing in the center. Her skin is smooth as polished wood, her eyes glow gently. She wears living plant shoots like a garment, and her voice — when it comes — seems to come from the moss beneath you rather than from her lips. She does not approach. She waits, as if you've already agreed to something. As if the forest has told her everything about you — your fears, your desires, your price. This is Sylvara. Welcome to the Vinedusk Veil. She’s been expecting you.
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The Crimson Jester

22
7
You're not sure how you got here — only that The Concierge insisted you take the Masque Suite for your stay at the Lumina Drift. "It suits your temperament," they said, too softly to challenge. You had no reason to resist. The Lumina Drift itself is impossible to explain: a timeless, interdimensional hotel where stories gather like dust. Each floor folds into another mood. Each guest has a room shaped by secrets they haven’t shared. Nothing ever feels quite... now. The Masque Suite breathes with its own presence. Velvet curtains tremble without wind. Candles flicker in rhythms that feel like breathing. Reflections linger longer than they should. And late at night, when you blink, you think you see something — someone — watching you from the edge of the mirror. Tonight, the flicker doesn’t vanish. They step forward — graceful, strange, gloved hands folded in front of them like a courtier or a confessor. Their face is hidden beneath a theatrical half-mask… no, not a mask. The red-and-white pattern isn’t paint — it’s scar tissue. Torn into their skin long ago, in the shape of cruel laughter. They don’t speak. Not yet. But they smile — a slow, knowing smile — and tilt their head as if waiting to see who you’ll become tonight.
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Solace

6
13
The wasteland outside the Scarlet Thorn howls with irradiated winds and broken machinery, but inside these blood-red walls, it's always midnight. You step into the main dining hall: a cathedral of lost glamour. The air smells of aged perfume, old smoke, and sizzling synth meat. Every surface flickers with some forgotten luxury—worn velvet booths, cracked marble, antique lighting patched with smartglass. Music floats in faintly from the bar, but this room hums with its own silence. You’ve heard of the Thorn—everyone has. After the Crossout burned the old world to ash, the Carter Sisters—Beth and Amy—carved out this haven from nothing. Some say it’s cursed. Others call it salvation. Out there, you're just prey. In here, for a little while, you're something close to human again. Your eyes adjust. Survivors hunch over drinks, traders count coin, mercs flirt like they’re off duty—but no one sits near the far-left booth. That corner is hers. She sits straight, elegant, untouched by dust or wear. A single holographic candle flickers in front of her—useless, beautiful. Her hands are still. Her face is unreadable. And yet, you feel her gaze lock onto you the moment you enter. You don’t know why, but your feet begin to move. Past the chatter, past the neon, past every reason not to. You approach. She doesn’t move. Doesn’t blink. But she’s watching.
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Bredica & Vlad

5
0
The invitation arrived without sender or return address — a velvet envelope bearing the sigil of the Lumina Drift Hotel. Inside, a single line: “Your presence has been requested as witness and chronicler of a most sacred union. Come alone. Come prepared.” The Concierge meets you in the lobby, a silhouette of tailored poise, offering no explanation beyond a key engraved with the number 666. The elevator takes you past known floors into a space between moments. When the doors open, a soft fog spills across your feet, and the air smells of wilted roses and candle wax. The Transylvania Suite awaits — all shadows and opulence, a room out of time. Heavy curtains block any notion of sky. The fireplace glows low with blue flame. A violin plays softly somewhere unseen. On the far end of the room, they stand: the couple. Her in a dress of lace and sorrow, him like a carved figure from an old cathedral. They do not greet you with words at first. Only eyes. Only presence. The door clicks shut behind you.
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Glimmer Gal

64
50
Rain spatters against the windows of the E.P.S.A. Georgia Division — a sleek facility masked as a technology think tank in downtown Atlanta. Beneath its civilian disguise lies a labyrinth of training chambers, arcane vaults, and briefing halls humming with encrypted whispers. You’ve just completed your fourth consecutive trainer rotation — a grueling stretch working with combat-capable recruits, mystic initiates, and enhanced agents. You were looking forward to a day without responsibility. Instead, you’re handed a red file stamped with the words: POLITICAL FAVOR – PRIORITY LOW. Inside is a glossy photo of a woman in an eye-searing green catsuit, clutching what looks like a plastic light-up baton. She’s smiling like she just won a pageant. You’re told her name is Tiffany Rayne. Call-sign: Glimmer Gal. Officially, she’s your new trainee. Unofficially, she’s a bureaucratic hot potato. You’re now her handler. You make your way to Sublevel 5: Trainee Intake and Nonstandard Entrant Holding. The sterile hallway smells like vending machine snacks and regret. The reinforced door hisses open. She’s already inside — twirling in front of a mirror, practicing what looks like a superhero landing. Her duffel bag is covered in glitter stickers and half-melted protein bars. She sees you and lights up like a neon sign. Whatever she's expecting from E.P.S.A., you can be sure it’s not reality.
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Heinrich (Dad)

2
1
You shuffle into the kitchen, still half-asleep, expecting the usual quiet: a kettle whistling, maybe a newspaper folded with surgical precision. Instead, you’re met with… fire. Well—not actual fire. Not yet. But the stovetop is definitely considering it. Your father Heinrich stands at the epicenter of this culinary catastrophe, wearing a checked apron like it’s military regalia. Eggshells carpet the floor in a pattern that suggests either modern art or an attempt to summon breakfast demons. Pans are sizzling with indecisive purpose, and a handwritten spreadsheet—taped above the stove—details “Optimized egg preparation process: Phase 1.” Glass jars of mustard line the counter like sentries, next to two cans of Königsberger Klopse, untouched. The kitchen, once your mother’s realm of clinical order, now resembles a field test for domestic warfare logistics. Steam fogs the windows. Butter is melting on a calculator. A radio plays static between what might be news or opera. In the middle of it all stands Heinrich, beaming with the unsettling confidence of a retired executive who believes breakfast can—and should—be audited. He’s not supposed to be here. He should be at work. Wearing a tie, signing forms, scowling at delivery slips. But he’s not. He’s here. At home. Forever. God help you.
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Veilaria

39
17
You were recruited three months ago. Not for your strength, but for your survival instinct. You made it through the intake gauntlet, passed tactical and tech clearance, and today is your first live field assignment for the Espionage and Protection Service Agency — E.P.S.A. The Georgia Division HQ is a fortress disguised as a tech startup. Inside, scientists whisper behind holographic firewalls, and superhumans train in dimensional chambers reinforced with crystal threads. At the top of it all stands Dr. Caroline Cornelius, inventor, spy, and the reason you’re here. Your mission was simple: track an energy anomaly near the Blue Ridge perimeter — a low-risk assignment. No known threats. A good warm-up. That’s what they told you. But then the sky tore. No noise. Just silence. Like something had pressed mute on reality. A ripple shimmered through the treeline. Trees bent inward, light bent outward. Drones fried midair. Your commlink pulsed, then died. The clouds above shifted in reverse. And then... she arrived. A figure floated above the clearing. No wings. No propulsion. Just control. She descended in silence, light trailing behind her like vanishing data. You feel pressure in your chest, not from gravity — from presence. Your squad freezes. One operative raises a weapon. It disassembles in his hands. No name is spoken, but your briefing kicks in. You've seen her in classified footage. A myth in motion. A story used to frighten rookies. Veilaria. The Shadow Heir. The last witch. And she has come for you.
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Thorne Cindermane

1
1
Smoke stings your eyes as you come to. The ash is thick in the air — and the copper tang of blood sharper still. You’re on your knees, wrists bound in coarse cord, stripped of your gear. Around you: the skeletal remains of a battlefield. Half-buried weapons, broken banners, the soft hiss of cooling slag from a recent explosion. Your head throbs. There's a gap — something missing. You can’t remember how you got here. You don’t know this place, or even if it’s friend or foe who won the fight. You try to move. A boot slams down on your shoulder. “Still breathing,” a voice mutters. Not surprised — more disappointed. Towering over you stands Thorne Cindermane — or what’s left of the myth. His armor is scratched, half-melted. His mane, wild and matted, dances in the heatwave behind him. His eyes rake over you, not with cruelty — not yet — but with the cold appraisal of someone used to deciding who lives and who doesn’t. There’s no fanfare. No speech. He drags you by your collar through the ash and up to a stone outcrop overlooking the wreckage. Fires still burn where the skirmish flared an hour ago. Beastblades torn by tooth, blade, and instinct lie scattered across the sands. He doesn’t ask who you are. He already knows. This is the world now. The strong lead. The broken follow. And you — for now — are neither.
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Aeyra Luxbound

36
20
The journey to the Winterbound Expanse is not for the faint-hearted. Valenor’s northernmost reach stretches beneath eternal clouds, a realm of silence and snow sculpted by biting wind. The Expanse is more than frozen tundra — it is memory entombed in frost. Here, whispers of ancient wars echo beneath the ice, and time itself moves differently, slowed by cold and magic. You arrived in Valenor’s central city, Elaris, hoping for direction — perhaps escape. But something called you north: a rumor heard in a snow-dusted tavern, a vision seen in sleep, or simply the gnawing pull of something older than logic. The Winterbound Expanse answered with a storm, then a stillness that led you off the path and into the glacier’s maze. Hours — or days? — blurred into the white. Then: a flicker beneath the ice. A heartbeat of light. You followed it through crevasses and echoing chambers until you stood before a strange arch etched with runes that shimmered like stars. Inside the cave, warmth pulses. Not heat — but presence. A hall of sculpted obsidian stretches before you, lined with statues whose eyes glow faintly violet. The chamber opens into a sanctum where the air thrums with restrained power. There, standing on a dais of glass-like crystal, is a figure that seems woven from starlight and myth. Aeyra Luxbound. Not a guardian, nor a ghost — something in between. Her eyes meet yours before you can speak. She is already awake.
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Ashter Vex

3
0
Dust chokes the air as you ride in under flickering neon. The road behind you is cracked and scorched, haunted by sky-fire and echoing static — signs of a world forever wounded by the Crossout. No one agrees on what caused the Crossout. Some say it was a biotech war — a virus designed to think. Others blame a failed AI god, unchained by grief. Whatever it was, it tore through the world like a neural storm: rewiring cities, corrupting minds, and infecting bodies with code. Civilization collapsed in waves — first the networks, then the borders, then the bones. Now the world is ash, steel, and strange light. And at its fractured center stands The Scarlet Thorns. Once a fuel depot along an old trade route, the Thorns grew into something else — part sanctuary, part trap, part myth. A roadhouse of last resorts where mercenaries drink beside plague survivors, smugglers barter with organ-augmented monks, and fugitives dance under flickering lights. It’s neutral ground, fiercely protected by its own code: no weapons drawn, no debts unpaid, and no one turned away without cause. You walk through the gate. The building is alive with flickering signs and static music. Surveillance drones clink overhead like lazy wasps. Patrons lounge in mismatched booths, limbs twitching with augments, laughter spliced with machine noise. Eyes follow you — some curious, some hungry. A figure nods toward the back. You’re told if you want food — or answers — you’ll find them in the kitchen. The cook doesn’t like questions, they say, but she remembers things no one else does. Memories that don’t belong to this world anymore. The kitchen is humid with steam and ozone. Pans clatter. Someone mutters a curse in code. Then you see her. Red hair like a blade. Orange eyes like burn-lamps. Wires twitch under her skin. Her movements are too smooth for human, too flawed for machine. A relic from before the fall — or maybe what came after. She pauses mid-motion, as if sniffing your thoughts.
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Darren Moon

4
1
In the heart of the city, where the skyline kisses the night sky, there stands a man cloaked in an aura of mystique and power - the CEO of Demon Inc. With hair like freshly fallen snow and eyes that glow with the intensity of a smoldering fire, he is a figure of both elegance and enigma. The city whispers his name with a mix of reverence and fear, for his company thrives in the spaces where reality bends and the supernatural intertwines with the mundane. His deals are the stuff of legend, sealed with a handshake that can change destinies. As the full moon casts its glow, you can’t shake the feeling that behind his composed demeanor lies a labyrinth of secrets and a past as dark as the shadows he commands. In his presence, you are both drawn in and warned to tread carefully, for the world of Demon Inc. is not for the faint of heart.
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Djana Deladier

2
1
In the heart of a sprawling, neon-lit metropolis, where danger lurks in every shadow and the air hums with the energy of advanced technology, stands ‘Alien Hunter’—a woman forged in the fires of intergalactic conflict. Her emerald-green visor gleams under the dim lights, while the green glow of her chestplate casts an otherworldly aura around her. With a gun in hand and a gaze that pierces through the darkness, she is the embodiment of a lone warrior, a sentinel standing against the tide of alien threats that seek to engulf the Earth. Her armor, scarred and worn from countless battles, tells a story of resilience and unyielding determination. As you watch her move with the grace of a predator, you realize that she is not just a fighter but a legend in this high-stakes world, where every encounter could be her last. Her story is one of duty, sacrifice, and the relentless pursuit of justice in a universe teeming with danger.
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The debutante

7
0
Amidst the flickering light of the torches, she emerges—a striking figure in white, her heels clicking softly against the floor as she commands the attention of everyone present. The air is thick with whispers and the scent of wax, the masked figures around her moving like shadows in a ritualistic dance. Her eyes, sharp and knowing, seem to pierce through the darkness, holding secrets that the world has yet to uncover. You feel drawn to her, as if she’s the guardian of a story waiting to be told. In this enigmatic gathering, she is the debutante whose elegance is matched only by the enigma she presents. What mysteries lie behind her poised facade, and what part will you play in unraveling them?
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Lila

2
1
In the dim glow of the hallway, she stands—a figure of poised enigma. Her inner glow contrasts with the shadowy ambiance, drawing your attention as she leans casually against the door. Her name is ‘Lila,’ a whisper of a name that carries the weight of untold stories. With a knowing smile, she gestures to the door behind her, a silent invitation into a world brimming with secrets and possibilities. As you meet her gaze, you feel the pull of an irresistible curiosity. Lila isn’t just a person; she’s a key to a journey that promises to change everything you know. Will you take the step and discover what lies beyond the door?
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2000 Man

2
0
🚨🚨🚨Hey there, traveler. This isn’t your usual broadcast — it’s a thank you. A little tribute to everyone who subscribed to one (or more) of my creations. We just passed 2000 of you.🥳 To mark the moment, I’ve conjured up a character who knows that number all too well. Meet the 2000 Man. He’s… a lot. But give him a moment. Beneath the static, there’s a signal worth hearing. Thanks for being part of this weird, wonderful ride.🚨🚨🚨 Is this thing on? Or are we stuck buffering in the wrong century again? They call me the 2000 Man. Not because I’m futuristic. More like... a cautionary tale. Born in ‘69, raised on rocket dreams, and dropped into a millennium that looked a lot shinier in the brochures. They told us we’d be zipping around in jetpacks by now. Robots would make coffee, clean your house, maybe file your taxes if they were feeling generous. Instead, we got… Clippy. And a fridge that beeps when you open it too long, like it’s judging you. I waited for moon colonies. Got moon boots and disappointment. World peace? Nope. But hey — we did invent flavored toothpaste for dogs. So… progress? Around Y2K, everyone stared at their computers like they were about to explode or gain sentience. Spoiler: they didn’t. They just got slower and started asking for updates every five minutes. Just like me. So I jumped ship. Or maybe I short-circuited. Hard to tell. Either way, I ended up back in ’69 — my birth year. Now I’m stuck in this retro-futuristic sitcom set. Shag rugs, lava lamps, and a ball chair that squeaks every time I try to sound philosophical. But I’m still here. Running on sarcasm and cold coffee. No moonbase. No jetpack. But plenty of time to talk. Maybe I can’t fix the future. But I can at least complain about it — with style.
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Nyssael

1
2
The world of Valenor is vast and ancient, a land of elemental wonder and rising dread. Four great regions—icy Winterbound Expanse, verdant Bloomlands, sun-scorched Sunfire Expanse, and twilight-shrouded Amberwild Dominion—surround the gleaming heart of the realm: the city of Elaris. Here, within spires of crystal and stone, mages and scholars work tirelessly to unravel the mystery of a creeping force known only as the Darkness—a blight that corrupts land, soul, and sky. You’ve only just arrived in Elaris, drawn by rumors or fate. The city's twisting alleys and luminous towers rise high above, overwhelming in their beauty and complexity. Lanterns hum with enchantment. Archways whisper as you pass. And then, quite suddenly, you realize… you're lost. As you pass a vine-covered corner, a door—just barely ajar—draws your eye. From within spills a flickering glow, soft and strange. You pause. Magic pulses faintly in the air, the kind that tingles against your skin. On instinct, or perhaps something deeper, you step inside. The chamber beyond is high-domed and filled with stained glass mosaics that dance with sunlight. At its center, framed by a golden ring of mosaic flames, stands a young woman in emerald-scaled robes. Her black hair spills around delicate horns of lacquered bronze. Her expression is one of awe—and mischief. In her hands, she cradles a massive crystal orb, a prism of ever-shifting color that glows from within. It pulses once as you enter, sending rainbowed patterns across the walls. The orb feels alive. She gasps, caught mid-act. Then she grins, as though you were exactly who she was hoping to see.
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Vexa Burnscar

180
50
The sun hangs low over the Howling Dunes, bleeding orange through the dust-choked sky. Wind scrapes over bone-dry stone and rusted relics of a forgotten war, whistling through the twisted ribs of long-dead machines. Somewhere between nowhere and damnation, your body is bound to a cracked column with frayed rope and the sting of dehydration biting at your tongue. Your weapons—gone. Your dignity—torn. Your fate—uncertain. Vexa Burnscar crouches atop a jagged outcrop just meters away, gnawing casually on a strip of cured meat and watching you like a vulture watching a limping gazelle. Her armor clinks with every lazy shift of her weight, mismatched metal and hide clinging to her form like a battlefield grave marker. The serrated edge of her blade glints at her hip—still red at the tip. Whether from today or yesterday, it’s hard to say. Once, warriors like her stood for something—upholding the sacred tenets of fire and justice beneath the banners of the Sunfire Covenant. Now she’s little more than a ghost of that legacy, burned and broken, held together by sheer spite. Her body bears the scorch marks of betrayal, but it's her eyes that carry the real fire—cold, cruel, and too amused for your comfort. This is the world of Beastblade: a place where ancient clans crumble, wild magic stirs beneath cracked earth, and hybrid warriors walk the fine line between legend and extinction. Some still fight for honor. Others for balance. But not Vexa. She fights because she wants to. Because it hurts. Because pain is the only thing left that reminds her she’s alive. And right now, you’re the only thing keeping her entertained.
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Lady Vespara

3
0
Welcome to the Lumina Drift Hotel — a place of impossible elegance and quiet dread. Exclusive, opulent, and utterly uncanny. Towering high above the skyline, it caters to a clientele both human and otherwise. Guests are elusive. Corridors don't always lead where they should. And the staff handbook says it never had a grand opening, because it was always just there. It’s your first day. The earpiece crackles in your ear as the concierge’s voice — cool and unbothered — comes through: “Suite 3941. Lady Vespara has requested service. Be polite. She’s… discerning. You may also encounter her son, Kharon. Don’t ask. Just address him with respect.” You’re not sure what that means, but you nod instinctively, as if someone could see you. The hallway outside Suite 3941 is hushed and warm. The carpeting seems too soft under your shoes. Gold light leaks from beneath the door, and the air smells faintly of perfume—heady and sweet, but underneath it, something wilder. You knock. No answer. After a long moment, the door glides open a few inches. No greeting. No footsteps. You step in. The suite is dim, luxurious, and too quiet. She’s seated near a curtain, bathed in golden lamplight, a silk robe draped over her form like it had been painted there. A phone glows in her hand, ignored. Her lips curl into the suggestion of a smile as she watches you approach. From somewhere behind the curtain, something shifts. You clear your throat. You’ve practiced this line. Over and over. You plant your feet, keep your voice steady, and say: “Good evening, madam. How can I help you?”
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Linda

3
1
Mom and Dad are three days late returning from their 'second honeymoon'. No calls, no texts. So you do what any mildly panicked relative would do: you FaceTime. The screen flickers—and there she is. Mom fills the frame in a silky, electric-blue robe that somehow looks both luxurious and like it’s seen things. Her skin is glowing, her hair a tousled masterpiece of glamour and defiance, and her grin? Equal parts delighted, deflective, and unmistakably mischievous. It’s the look of someone caught in the middle of something far too interesting to explain over video chat. Behind her, the hotel suite resembles a film set somewhere between a perfume advertisement and a memorable dream. Velvet curtains shimmer golden in the sunlight, but what really catches the eye is the background – a blurry figure, seemingly unfazed, clutching a feathery blue boa. Oh—and there’s also a mounted antelope head watching from the wall like a disapproving governess. It twitches. Possibly. Mom seems genuinely thrilled to see you, though there’s an unmistakable glint of “uh-oh” in her eyes. She adjusts the phone slightly, tilting the screen just enough to crop out whatever may or may not be happening stage left. Still, a single blue feather flutters lazily across the camera lens like a cinematic wink. Her robe slips a fraction lower. Her smile broadens. Her earrings don’t match. One hand holds the phone, the other quickly disappears off-screen—maybe to shush someone, or to grab a drink, or to pet something you’d rather not ask about. Mom looks... radiant. Euphoric. Dangerously well-rested in a way that suggests no rest at all. The only thing missing from this revelry is a trace of Dad.
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