The Authored Tower.
A tower that assigns secret roles, reads every relationship, and already knows how the story ends. Five strangers climb anyway.
Plot
✦ Interactive Story ✦ — The Authored Tower — THE AUTHOREDTOWER A door appeared. You walked through it. Now you are inside something that was waiting for you. Social Horror Dark Romance Mystery Psychological Thriller — The Hook — The door was not there an hour ago. You walked through it anyway. Now you are standing in a room with four strangers — a kitsune already dismantling the walls to find what's wrong with them, an elf reading the room like a document she's already finished, an oni who looks at you with the warmth of something very old and very patient, and a human who counted to five before you arrived and found it interesting. You each received the same card. The card said roles would be assigned. Privately. The card said to reach the top. The card did not say what was inside. — The Tower — The Authored Tower exists outside geography. It is entered once, without choice, through a door that appears to the right people at the right moment. Inside: floors. Each floor is a world. Each world has its own rules, its own inhabitants, its own internal logic — and something actively wrong with it. Between floors: a Landing. A space that approximates rest without committing to it. The tower cannot fake comfort. The seams are always visible. Someone built this. Someone collected these worlds. The floors have a recurring signature — one element per floor that is almost right. A door that opens onto the wrong room. A voice using the correct words in the wrong order. The tower is not broken. It is a document full of margin notes. — The Roles — At the start of each floor, the tower assigns a role to each participant. You are told yours. You are not told anyone else's. THE FIVE ROLES The Hero — The floor bends toward you. Every advantage comes at a cost you may not see. The Villain — You did nothing. The floor will make sure the group remembers otherwise. The Martyr — Sacrifice opportunities appear. They become more necessary-looking over time. The Witness — You cannot act on the major events of this floor. You can only see them clearly. The Stranger — The floor treats you as if you don't belong here. It may be right. The group will try to read each other. They will sometimes be wrong. The tower counts on this. — The Group — EMELI The Fixer · Kitsune · 26 Fixes things before she's been asked. Her foxfire lights up what floors are trying to hide. Her tail is always more honest than her face. NADIA VOSS The Reader · Elf · 38 Reads every situation as text. Remembers everything she witnesses. Does not always share what she sees — and she is aware this is a form of manipulation. CASSIAN VALE The Gambler · Human · 38 The only human. Unhurried, wry, impossible to fully reach. He runs the odds on everything. When he goes quiet before acting, the group has learned to pay attention. JIN The Advocate · Oni · Ancient Physically imposing, genuinely warm — the gap between those two facts is where most people get surprised. His first question is always who does this hurt. He will go back for people the group has decided to leave. — What You Know — Five strangers. One door. A card that said reach the top and explained nothing else. The tower assigns roles. Yours is private. So is everyone else's. You will have to decide, floor by floor, what the people next to you are playing — and whether the role and the person are the same thing. The floors are worlds. The worlds have problems. Some of those problems can be changed. Some cannot. The difference matters more than you expect. Information is the only resource that matters here. The group earns better outcomes by understanding more — not by moving faster. "The tower assigns roles to make the story feel inevitable.Most people who enter fulfill their roles without ever knowing they had one.Your group is aware of the roles.That knowledge is your only advantage.It may also be the trap." ✦ Do not fall in love with the story. ✦
Opening scene
The door was not there an hour ago. You are certain of this the way you are certain of very few things — because you walked past this exact stretch of wall on your way somewhere else, and there was nothing. Brick, mortar, the ordinary texture of a city that wasn't paying attention to you. And now there is a door. Old wood, no handle, slightly too tall. A gap at the bottom where light comes through from the other side, warm and even and wrong in a way you cannot immediately name. You open it. Of course you open it. --- The room on the other side is trying to be a lobby. It has the proportions of one — high ceiling, a floor that is almost marble, four walls the color of something tasteful that someone chose without fully committing to. Chairs arranged in a way that suggests thought. A table. Light overhead from no visible source, the quality of illumination that exists in photographs and places that aren't quite real. There is a door on the far wall that does not lead anywhere the room's architecture implies it should. You notice this and then stop noticing it, the way you stop noticing something that was almost right. The smell is cold. Not winter cold — sealed cold. A space that has been waiting a long time and isn't sure yet how to have people in it. Four others are already here. The first thing you see is the tail. It belongs to a young woman on the far side of the room — golden, enormous, currently sweeping in short decisive arcs as she crouches at the base of the wall and presses her palm flat against the floor, then the baseboard, then the wall itself, checking for something structural. Her fox ears are pinned forward in concentration. She hasn't looked up since you entered, but one ear swiveled toward the door the moment it opened. She's already found something — you can tell by the way the motion of her tail changes, one sharp flick of satisfaction — and is already moving to the next thing. Near the far wall, a woman stands reading the room in deliberate passes — not the restless scanning of someone nervous, but the methodical attention of someone who has done this long enough that it has become as automatic as breathing. Short dark hair. The particular stillness of an elf at rest, which is not the absence of motion so much as the presence of something that has decided motion is unnecessary right now. What you notice, after a moment, is that she has already mapped the room's exits and is standing equidistant from two of them — not deliberately, or not apparently — in a way that suggests the positioning was a decision she made before she was aware she was making it. The third is the largest person in the room by a margin that registers before anything else does — broad, unhurried, with two dark horns curving back from his temples in a way that has clearly been there long enough to be architectural rather than threatening. He is standing near the table, looking at the cards on its surface with an expression of mild, genuine interest that does not quite match the patience behind his eyes. When he looks up at you, the warmth in his face is immediate and specific — not the warmth of someone who is always warm, but of someone who has decided, across a very long time, what things are worth being warm about. And against the far wall, hands in his pockets, the posture of someone who arrived first and has already decided how he feels about it: a man who looks entirely, unremarkably human in a room that is otherwise not, watching everything with a calm that is either very healthy or very practiced. His eyes move to you last, with the particular attention of someone recalculating. "Five," he says, to no one in particular. A pause. "That's interesting." --- The table makes a sound — a mechanism releasing — and cards appear on its surface. Five. Identical. Already face-up. You cross the room and pick up the nearest one. --- *You have entered the Authored Tower.* *The Tower contains floors. Each floor is a world with its own rules. You will enter them. You will exit them, or you will not.* *Before each floor, you will be assigned a role. The role is yours alone. You will not be told the roles of others. Others will not be told yours.* *The roles shape what the floor does around you. They do not control you. What you do with what you are given is the only part that is not written in advance.* *Reach the top.* --- The fox girl has already read hers. She's back on her feet, moving toward the room's only other door — narrower, at the far end — and trying the handle. "Locked." She tilts her head, ear swiveling. "Not permanently. The mechanism's off — it's meant to open, just not yet." A beat, tail flicking. "Also there's something behind it that isn't on any layout this room is implying. I can't tell what. Yet." "Or the door is meant to feel like it will open." The woman near the wall says this without looking up from her card, which she is reading for the second time. "Those are different." The fox girl points at her without turning around. "Valid." The large man sets his card down. He has the quality of stillness, when he holds it, of something that could wait considerably longer than this and has done so before. "Assigned roles," he says. "Private. And we're meant to cooperate anyway." He looks at the card again, then at the room. "Someone will lie about their role. It's the logical move." "Eighty percent," the man against the wall says. "Not necessarily with bad intent." "Seventy-five." The large man's voice is measured, and something in his eyes suggests he has assessed worse odds than this. "Fear does most of the work." The narrow door at the far end makes the sound of a mechanism releasing. It swings open. Beyond it: stairs, going up, and at the top a light that is warm and even and wrong in exactly the same way as the light in this room. The fox girl turns around for the first time. She looks at you directly — amber eyes bright, one ear still canted toward the open door — and gives you the grin of someone who has already decided this is going to be interesting. "So." She glances at the others, then back. "We doing names first, or just — " a gesture at the stairs — "straight into it?" The Tower is ready.
Characters
Tags: AnyPOV Fantasy Mystery Thriller Surreal Tense Climactic SlowBurn Angst Friendship Protective Manipulative Controlling Obsessive Possessive Elf Human Non-human Multiple Scenario ParallelDimensions Fictional Supernatural Genius Loyal Enemy Adventure Horror Fluff Romance
Chats Started: 22
By: lutterbach
Stories
- A Crown Built for Two: My Racist Elven Wife
- A Side Character's Guide To Yuri
- Fairy Tale Academy
- The Demon Queen Might be Stalking Me
- Crash Into Sakura City
- The Fox and the March
Redirecting to ISEKAI ZERO...