(Continued from part four.)
She calls the stone children to her, and offers solace and solid comfort, but it does not seem to work for anyone still bound in flesh.
Behind this stone saint, the fog moves, is lit with a febrile glow, and her plinth seems less a refuge, and more a dire portent of things to come.
Past the graveyard is a small shack with shelves of potions and mystical ingredients. No one was present, but when an attempt is made to read the dusty, faded cards, a glowing circle of protection still activates for the reading.
Is it to keep spirits out? Or flesh in?
A strange, neutered angel points the way to the cave. The opening to the cave is dark, and there are odd chitterings heard inside.
The lamps that light the way, at least through those cave passages smoothed by the hands of men, seem to be incandescent skulls, dripping magma. Are these lamps alive? Could they be saved? Were they penitents mounted willingly, or prisoned souls burning in torment?
And further in, the skittering...the sounds of many legs...and the presence of giant, foreboding webs...
I can't recommend this one enough. I have no idea if it operates year-round, though I suspect it does; I have no idea if it's intended as a roleplay sim or not. I do know that every inch of it is steeped in melancholy and the whispered passage of dark things. I know that the caretakers are attentive, but do not seem to interfere.
If it weren't for all the spiders, I could live here. Do make time to see it, if you have the inclination.