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Why Rafal Might Still Be a Never and Rhian Might Still Be an Ever
Alternate title: Fall Could Have a Double Plot Twist and Here’s Why
I consider this to be my ultimate thematic theory, but really it’s nothing that new or revolutionary. Except, the Old in disguise. I don’t blame Rafal for his major trust issues. I really don’t. Because, so much is environmental and conditional. That is the backbone of this post.
First, could the cover of Rise have been a red-herring, intentionally misleading? (With Rafal on Good’s side and Rhian on Evil’s. Their helmets are not swapped however.) What if all along their swapping sides was a double plot twist?
Side note: The cover of Rise could be unlike the cover of book 1. The opposite in fact, as book 1’s cover revealed the truth. Sophie was on Evil’s side, Agatha on Good’s.
Plus, the helmets are more directly tied to their heads, their selves, their souls. However, the castles are settings. They are situational, circumstantial, environmental, conditional. A person being there (at their designated School) is dependent on circumstance and their nature, yes, but locations can change. Rafal changed his location by traveling. Rhian changed his by shaping it with his architectural projects. They are not in the same place they once were in. Helmets could also change, but helmets are more intrinsically personal. They are personal belongings, and are still more directly tied to, and physically close to a person’s head and thoughts. Also, armorers do specifically make custom helmets sometimes.
Maybe, Soman only intended to make us believe:
Rafal = Good
Rhian = Evil
Only to double-subvert it. I wouldn’t put it past Soman because he likes sowing seeds of confusion.
Also, unless it’s for a really intentional juxtaposition: would Soman really use the same, old Sophie and Agatha plot again but with a tragic ending? I think he tends to favor novelty to keep his storytelling fresh, even if there are often parallels. I know Fall wouldn’t have the exact same plot, but Rise comes close. Functionally, this duology could have the same plot as The School Years, even if the individual events, pivotal points, and pacing are different. But still. Why would Soman repeat himself if instead, he could double-subvert it? Why not? His plots are always clever. Or, is that too predictable?
Then, there’s this:
"It's not who we are. It's what we do."
If I have misquoted this, please correct me. This line has been said by Lady Lesso (who opposed Rafal’s New Evil) in TLEA and toward the end of Rise, by Rafal himself. Yet, we have to keep in mind that Rafal said it first, in the prequel. So, actually, he could have changed and turned cynical over time. He could have lost sight of his own original Balanced perspective, turned extremist, as seems to be the case in TLEA when it’s compared to his characterization in Rise. Assuming it is actually him in TLEA and not someone else. So, it boils down to this. He lost sight of his own philosophy. And, I think I have an idea as to why. Because, in TLEA, he tends to put more weight on who they are, the students' and Sophie's souls, than what they do.
And, losing sight of his own philosophy could easily be explained by any measure of trauma, loss, the other effects of war on his psyche, the passage of time, the anticipated effects of Neverland and its politics, constant betrayal, or other interpersonal human experiences, with people, to change his outlook on what human beings are. And, to change his outlook on what their souls are fundamentally determined by. I say this because the one change we haven’t yet seen in SGE is a true conversion from one side to another. Thus, a change in philosophy is more grounded and internally consistent with the series as a whole than introducing new magical rules. (Hook breathing Rafal’s soul could contradict this.) Throughout it all, actions could change alignments, but souls never did. No matter how hard Sophie tried, she couldn’t be Good; she could only do Good.
In other words, too many bad experiences could make Rafal see some people as inherently bad or as traitors because he’s too overwhelmed by all the new information bombarding him in the tireless paroxysms of the plot to be able to separate individuals from their individual actions. He’s no longer seeing clearly. He is forced to double down and trust his judgment more than ever over other people because he can’t trust others. And, Rhian is no longer even a trustworthy sounding-board. Not that he ever really was. Rafal was always Rhian’s sounding-board.
If the only feedback you ever get is your own, then your thinking will become twisted because there’s nothing external to moderate it, or to tell you you are going crazy in a self-imposed echo chamber. I bet Rafal will absolutely refuse to listen to anyone ever again, with a few minor exceptions of Rhian, until it's too late, and he’s gone over the edge of sanity. It’s all his fault for not communicating. But, it’s the plot keeping him from doing so in the first place. The fog of an impending war could be getting in the way of the clarity of his vision. And, the prophecy only goes further to muddle it up because of its inevitability. People are not consistent, and he’s only seen the part of themselves they’ve presented to him. But, he can’t realize that now. Because, he’s flooded with more and more on his plate.
Categorizing people automatically rather than being able to separate all individuals from their actions is also easier, faster, and more efficient in that it spares you more pain that way, than to weigh every action or what they do.
Thus, I believe Rafal is still Evil in nature, but has done Good and is capable of Good, under certain conditions or in certain circumstances. And, this could be thematically significant. That the brothers always have a choice, in what they choose to do.
And, even though Sophie is firmly Evil, she has done genuine Good deeds. She's capable of Good deeds, especially in regards to Agatha, so who's to say the same logic doesn't apply to Rafal in regards to Rhian and Rhian only. Aside from when James Hook reminded Rafal of Rhian. That’s a whole other kettle of fish. Thank you to @eatgan for sparking the idea.
Rhian could bring out the best in Rafal, considering he's a (supposedly) Good influence. He loves his brother, and love can cause someone to act out-of-character.
And, Rhian's "love" (read: infatuations) could have easily done the same to him. People will do anything for love or perceived love. “The most dangerous person in a fairy tale is willing to do anything for love.” And, this time around, in what will be the TLEA/full-blown war of this duology, that person is him. Rhian is dangerous in how he's inconstant and (emotionally) unstable but not because he's inherently Evil, like Sophie was. He only has the potential to do Evil for love. Then, there's the factor of love driving people insane. Rhian could be Good, and still be the murderer. Being Good doesn’t absolve him from all suspicion. Fratricide and Evil are not mutually exclusive in this context. Rhian did almost kill Fala. This possibility of Rhian being the murderer might be almost as likely as Rafal being the murderer. Rhian doesn’t have to be Evil to do it.
Love brings out the worst in Rhian, but that's natural or at least common. Because apparently, the not-100%-pure-Good-but-still-Evers Evergirls were absolutely brutal as first-years in book 1. And, I bet Good became vain and egotistical because of Rhian's lasting influence. The Evergirls didn't uphold all of Good's standards until it really came down to it. Until a test. The test of war. So, maybe, the Great War will bring out the brothers' original, assumed, or true natures. If they are indeed what we assumed them to be, and not swapped.
Thematically, this would all be consistent with TLEA and not contradict Soman's earlier messaging, or so I think.
Sophie’s Good deed wasn't erased for all the Evil she's done, as Agatha says in her mirror-twin-souls speech at the climax of TLEA. It still remains, and it will never change, that singular act of befriending Agatha when Agatha was alone. Again, Rafal doesn't need to be an Ever to do Good deeds. The same applies to Rhian. He doesn't need to be a Never to do Evil. The morality of the series was always intended to be grey after all.
Rhian always seemed Good-intentioned, and I still believe he is an Ever. I just think he was led astray from his true nature. Because, if Evil is capable of Good, then Good is capable of doing Evil. Even if Good doesn't become Evil, even if Good isn't being Evil, it can do Evil. Especially, in the name of Good. Especially, if it prioritizes Good results over Evil-leaning actions. Rhian could have accidentally fallen into a “The ends justify the means” mindset.
So, basically, Rhian and Rafal's Good and Evil statuses don't have to change. They can be the same as they always were. How they once were and assumed themselves to be. It wouldn't be contradictory. It would make sense.
Plus, then there's also the point that the brothers are having a particularly abnormal year, given the Storian’s behavior and the unusual case of Aladdin, so their responses could follow suit, and would be reasonably abnormal to match their fraught times. Or, out-of-character from what they're usually like.
To recap, there's still a chance that Rafal is a Never, and Rhian is an Ever, and that it’s only their actions, their deeds, their behaviors, that have betrayed themselves. They could still be their originally-assumed true selves, exactly how the Woods conceived them, and exactly how they thought themselves to be.
San Padua, Texas
A fictional city based on San Antonio, Texas. This city exists in a world where a small fraction of the human population has superpowers. San Padua is exceptional in that it has a larger concentration of people with superpowers than many other areas of the country.
Overview
San Padua is a sprawling metropolitan city, known for its vibrant culture, diverse population, and thriving economy. However, it’s also a city where unpredictability reigns due to the presence of individuals with superpowers, often referred to as "supers."
Social Dynamics
Sanctioned Supers:
Those who have registered their powers with the government. They are allowed to use their abilities legally and often work in law enforcement, private security, or as corporate operatives.
Public Perception: Generally viewed as protectors, though some civilians fear their power and the potential for abuse.
Corporate Roles: Many sanctioned supers work as private security or corporate operatives, often blurring the lines between public duty and private interest.
Non-Sanctioned Supers:
Those who refuse or fail to register their powers. They are considered criminals and face arrest or worse if caught using their abilities. Many operate in the city's underworld.
Underground Communities: Many non-sanctioned supers live in close-knit groups, offering mutual protection and support.
Public Sentiment: Seen as a threat to public order by some, while others view them as freedom fighters resisting oppressive government control.
Civilians:
Regular people without superpowers. They navigate a city where the extraordinary is commonplace and often view both sanctioned and non-sanctioned supers with a mix of awe and apprehension.
Superpower Adaptation: Civilians have developed ways to coexist with supers, including superpower insurance and emergency protocols for super-related incidents.
Community Leaders: Influential civilians often mediate between supers and the general public, advocating for safety and cooperation.
City Layout
Downtown District:
The heart of San Padua, filled with skyscrapers, corporate headquarters, and high-end boutiques. This area is heavily patrolled and monitored to maintain order.
Skyward Plaza: The tallest skyscraper housing various corporate headquarters, including tech giants and financial firms. It's a symbol of the city's economic power.
Riverwalk Promenade: A scenic area by the river with upscale restaurants and shops, frequented by both tourists and business professionals.
Old Quarter:
A historic part of the city with cobblestone streets, antique shops, and old architecture. It’s a popular tourist spot but also a haven for non-sanctioned supers due to its labyrinthine alleys.
Heritage Square: A central plaza surrounded by historic buildings, often hosting cultural festivals and markets.
Alchemist’s Alley: A narrow street known for its mysterious shops selling rare artifacts and potions, often frequented by both supers and curious civilians.
Catacombs: An underground network below the Old Quarter, rumored to be used by non-sanctioned supers for secret meetings.
Tech Hub:
An area dedicated to tech companies, startups, and research facilities. It's where cutting-edge technology meets superpower research and development.
Innovation Park: A sprawling campus housing leading tech companies and startups, fostering an atmosphere of creativity and competition.
GenTech Labs: A premier research facility focused on the study and development of superpower technologies and enhancements.
Cyber Nexus: A central hub for tech enthusiasts, featuring co-working spaces, cafes, and event venues for tech meetups and hackathons.
Industrial Zone:
Located on the outskirts, this area contains factories, warehouses, and shipping yards. It's gritty and often the scene of underground activities.
Ironworks Foundry: A massive, defunct factory repurposed by the Syndicate for illegal activities and storage.
Docklands: The bustling shipping yards where legal and illegal goods flow in and out of the city, often under the watchful eye of both law enforcement and criminals.
Scrap Town: An area filled with junkyards and makeshift settlements, often home to those who live off the grid or engage in underground dealings.
Suburbs:
Residential areas where middle-class families live. These neighborhoods are relatively peaceful but have their own share of secrets.
Maple Grove: A serene neighborhood known for its tree-lined streets and family-friendly atmosphere.
Whispering Pines: A gated community with luxurious homes and high security, often housing influential figures and wealthy individuals.
Edgewood: A more modest, working-class neighborhood where community ties are strong, and secrets are carefully guarded.
Government and Law Enforcement
Superpower Registration Bureau (SRB):
A government agency responsible for the registration and monitoring of supers. They conduct background checks, issue licenses, and enforce regulations.
Central Command: The nerve center for monitoring super activities, equipped with state-of-the-art technology for tracking and analyzing superpower use.
Public Relations Office: Manages the bureau’s image and communicates with the public regarding super-related incidents and regulations.
Sanctioned Supers Division (SSD):
A special unit within the police force made up of sanctioned supers. They handle super-related crimes and conflicts.
Training Grounds: A specialized facility where sanctioned supers undergo rigorous training and simulations to hone their abilities.
Tactical Response Units: Elite teams equipped to handle high-threat situations involving rogue supers.
Surveillance Network:
Advanced surveillance technology is deployed throughout the city, monitoring for unauthorized superpower use.
Eye of San Padua: A comprehensive network of drones and cameras providing real-time data and analytics to law enforcement agencies.
Control Centers: Strategically located throughout the city, these centers manage the flow of surveillance data and coordinate responses to super-related incidents.
Key Locations
The Registry:
The headquarters of the SRB, a fortified building in downtown where supers must go to register their powers.
Intake Facility: Where new supers are processed, undergo background checks, and receive their licenses.
Security Wing: Houses high-risk individuals temporarily detained for unauthorized superpower use.
Sentinel Tower:
The SSD's headquarters, located in downtown, heavily fortified and equipped with advanced surveillance and training facilities.
Armory: Stocked with advanced weaponry and gear tailored for combating rogue supers.
Interrogation Rooms: High-security rooms designed to neutralize superpowers, used for extracting information from captured non-sanctioned supers.
The Black Market:
An illicit market located in the Industrial Zone, where non-sanctioned supers can buy and sell illegal goods, including power-enhancing substances.
Shadow Bazaar: A clandestine market where illegal goods and services are exchanged, protected by layers of security and secrecy.
Auction House: A hidden venue for bidding on rare and powerful items, often attracting the city's most notorious figures.
Important Characters
Mayor Evelyn Cortez:
The charismatic and tough mayor of San Padua, known for her strict policies on superpower registration and public safety.
Policy Initiatives: Known for implementing strict superpower regulations and advocating for advanced surveillance measures.
Public Image: A polarizing figure admired for her leadership and criticized for her harsh stance on non-sanctioned supers.
Director Marcus Kane:
Head of the SRB, a former superpower enforcer with a no-nonsense attitude towards non-sanctioned supers.
Background: A former elite enforcer with a reputation for being uncompromising and efficient.
Leadership Style: Demands discipline and loyalty, often seen as ruthless in his pursuit of law and order.
Detective Lila Santos:
A top agent in the SSD, known for her strategic mind and ability to neutralize rogue supers.
Reputation: Respected for her tactical prowess and ability to outthink even the most cunning adversaries.
Personal Code: Believes in justice and often struggles with the moral ambiguities of her role in the SSD.
San Padua's Underworld
Overview
The criminal underworld of San Padua is a shadowy and intricate network where the rules of the surface world don't apply. Here, power and influence are the ultimate currencies, and the existence of superpowers adds an unpredictable element to the already volatile mix.
Key Factions
The Syndicate:
A powerful and organized crime group that operates with military precision. They control large portions of the city's illegal activities, including arms trafficking, drug smuggling, and high-profile heists.
Leader: Victor "The Collector" Moreno, a ruthless tactician with the power to manipulate shadows, making him a master of stealth and assassination.
Operations: Engage in high-stakes heists, arms trafficking, and exert control over various criminal enterprises.
Strengths: Highly organized with a strict hierarchy and a focus on strategic, large-scale operations.
The Obsidian Circle:
An elite group of mercenaries for hire, known for their discretion and deadly efficiency. They employ both sanctioned and non-sanctioned supers.
Leader: Zara "The Wraith" Thorne, who can phase through solid objects and become intangible, making her almost impossible to capture.
Services: Provide elite mercenaries for covert missions, often operating in legal gray areas.
Tactics: Known for their precision and ability to complete missions without leaving traces.
The Hive:
A network of information brokers and hackers who deal in secrets. They have eyes and ears everywhere, making them invaluable for espionage and blackmail.
Leader: Cassandra "Queen Bee" Lin, who possesses telepathic abilities, allowing her to gather and disseminate information effortlessly.
Capabilities: Specialize in cyber espionage, information brokering, and digital sabotage.
Network: Extensive web of informants and hackers, capable of infiltrating nearly any system.
The Underground Market:
A black market that deals in illegal goods, from superpower-enhancing drugs to forbidden technologies and rare artifacts.
Leader: Elias "The Broker" Castillo, a former sanctioned super with the power to enhance or suppress other supers' abilities temporarily.
Trade: Deals in superpower-enhancing drugs, forbidden technologies, and other contraband.
Influence: Acts as a central hub for the city's black market, with connections to various criminal factions.
The Vanguard:
A rebellious faction of non-sanctioned supers fighting against government control and for the rights of supers to live freely.
Leader: Darius Blake, who can generate energy blasts and has a charismatic presence that inspires loyalty among his followers.
Mission: Fight against government oppression and advocate for super rights and freedoms.
Methods: Employ guerrilla tactics, protests, and direct actions to challenge the status quo.
Key Locations
The Sanctuary:
A luxurious underground club that serves as neutral ground for all factions. Here, deals are brokered, alliances are formed, and a strict code of conduct is maintained.
Owner: Madeline "Maddie" Rivers, a former syndicate member with the power of precognition, making her an exceptional arbitrator and negotiator.
Rules of Engagement: Strictly neutral ground where any violence is met with severe consequences, enforced by Maddie's powerful enforcers.
Main Hall: A lavish space where supers from all factions can mingle under strict neutrality rules.
Private Rooms: Secluded areas for discreet negotiations and secret meetings, monitored to ensure no violence occurs.
VIP Lounge: Reserved for high-profile guests and leaders of the underworld factions.
The Labyrinth:
A maze-like section of the old sewers where the Hive operates. It's filled with high-tech surveillance equipment and hidden entrances, making it nearly impossible to infiltrate without inside help.
Security Measures: Equipped with traps, surveillance devices, and safe rooms, making it a fortress for the Hive.
Meeting Halls: Secret rooms used for clandestine meetings and negotiations among information brokers.
The Boneyard:
An abandoned industrial complex in the Industrial Zone used by the Syndicate for covert meetings, weapon storage, and as a training ground for their operatives.
Activities: Used for training new recruits, storing illicit goods, and planning operations.
Defenses: Fortified with guards and advanced security systems to prevent infiltration.
The Vault:
The Obsidian Circle's secure headquarters, hidden beneath a seemingly innocuous warehouse. It's equipped with cutting-edge technology and fortified to withstand even the most powerful attacks.
Design: Hidden beneath an innocuous facade, the Vault is a high-tech facility with secure rooms and training areas.
Protocol: Only accessible to trusted members, with biometric security measures ensuring no unauthorized entry.
Freedom Square:
A hidden enclave within the Old Quarter where the Vanguard meets. It's protected by a network of loyal civilians and non-sanctioned supers who share their ideals.
Protection: Guarded by a network of loyalists and non-sanctioned supers, making it a safe haven for the Vanguard.
Community Hub: A place where civilians and supers alike come together to support the Vanguard’s cause.
Economy and Operations
Black Market Deals:
The underground market is bustling with transactions involving rare and illegal items, from superpower-enhancing drugs to exotic weapons and stolen technology.
Supply Chains: Managed by the Underground Market, ensuring a steady flow of illegal goods and services.
Clientele: Includes both criminal factions and desperate civilians seeking superpower enhancements or forbidden tech.
Information Trade:
The Hive's information brokers sell secrets to the highest bidder, making them a crucial resource for anyone seeking an edge in the underworld.
Market Value: Secrets are highly valuable, and the Hive capitalizes on this by selling critical information to the highest bidder.
Intelligence Gathering: Constantly expanding their network of spies and informants to stay ahead of competitors.
Mercenary Contracts:
The Obsidian Circle takes on high-risk assignments, from assassinations to corporate espionage, for substantial fees.
Scope: Ranges from high-profile assassinations to corporate espionage, with a reputation for success and discretion.
Payment: Often involves substantial fees, rare items, or favors from powerful individuals.
Revolutionary Activities:
The Vanguard orchestrates protests, sabotage, and guerrilla warfare against government facilities and sanctioned supers to promote their cause.
Tactics: Include sabotage of government facilities, organizing protests, and direct confrontations with sanctioned supers.
Support Network: Relies on sympathetic civilians and non-sanctioned supers for resources and shelter.
Code and Ethics
The Code:
An unspoken set of rules governs the underworld. Key tenets include respect for neutral ground (like the Sanctuary), honoring contracts, and avenging betrayal.
The Currency of Favor:
Trust and reputation are vital. A favor owed or granted can be more valuable than money, and breaking one's word can lead to severe consequences.
Character Dynamics
Mayor Evelyn Cortez and Director Marcus Kane:
These two powerful figures share a tense alliance, each with their own vision for the city's future. Cortez’s charisma and public-facing role often clash with Kane’s rigid enforcement tactics.
Detective Lila Santos and The Vanguard:
Santos finds herself conflicted as she empathizes with some of the Vanguard’s ideals despite her duty to uphold the law. Her interactions with Darius Blake could add layers of personal and professional conflict.
Madeline "Maddie" Rivers and Victor "The Collector" Moreno:
Their shared past within the Syndicate complicates their present. Maddie’s neutrality in The Sanctuary is constantly tested by The Collector’s underhanded tactics and their unresolved history.
Zara "The Wraith" Thorne and Cassandra "Queen Bee" Lin:
These two leaders, despite their different methods, form an unlikely partnership to achieve a common goal. Their relationship can evolve from mutual distrust to a powerful alliance, blending Thorne’s physical prowess with Lin’s mental acuity.
The Edge
The Edge is a rundown dive bar in the Old Quarter of San Padua. Its flickering neon sign out front declares its name in red glowing letters, and it's definitely seen better days. Tim "Buck" Buchanan, a grizzled 56-year-old man, has owned the place for the past twenty-five years and runs it with a steady mix of apathy and minimal effort.
Inside, the atmosphere is dim and musty. The air is thick with the smell of stale beer and cigarette smoke that seems to have soaked into every surface. The bar is long and scarred, its surface bearing the marks of countless drinks, brawls, and late-night confessions. Mismatched bar stools line the counter, some wobbling precariously on uneven legs.
The floor is sticky in places, a testament to Buck's lax cleaning standards. Old posters and faded photographs line the walls, their edges curling with age and humidity. A few ancient ceiling fans spin lazily overhead, doing little to circulate the stagnant air.
In one corner, a jukebox that's probably older than most of the patrons is stocked with an eclectic mix of classic rock and country tunes. Near the back, you might find a pool table with worn felt and a set of cues that have seen better days.
The clientele is a mix of regulars who've been coming for years and the occasional newcomer drawn in by the promise of cheap drinks and anonymity. It's the kind of place where people come to forget their troubles or to hide from the world outside.
Despite its rough appearance, The Edge has a certain charm for those who appreciate a no-frills drinking establishment. It's a place where the beer is cold, the music is loud enough to drown out your thoughts, and the bartenders don't ask too many questions.
honestly kinda unfortunate that the only spooky library aesthetic is the victorian fancy bookshelves dark academia one bcos like. ok here's some library stories.
while i was at the university the library was undergoing a major refurbishment so for a little while the print journals were being stored temporarily down in the basement.
basically nobody ever consulted the print journals bcos 99% of stuff undergrads would be looking up is online these days so every time i went down there it was dead fucking silent & empty. you had to walk through what felt like several miles of empty basement to reach the collection, which was in a room w a photocopier shoved in the corner and a bunch of these:

u turn the handles to move these around (saves space) and every time you had to go and check the aisles first on the offchance that someone was in there so they wouldn't get u know. Compacted.
many years ago i did a week's work experience with the National Library of Scotland. here it is:

but that's just the tip of the iceberg. it keeps going down the side of the bridge, like so:

i got a tour of the stacks while i was there. it's floor after floor of this:

the bookshelves are made of metal & i was treated to the 'fun fact' that the shelves are, bizarrely, load bearing. for this reason they have to be constantly vigilant about fire hazards because even a relatively small fire could cause a bookcase to buckle from the heat, which in turn could cause the whole building to collapse in on itself like a house of cards.
this has haunted me ever since!! thank you.

A location/exploration mattepainting for the same game pitch as the characters in this post.
he has come

also tumblr
i caved
so fucking hard
i caved in harder than a house crashing into a sinkhole

Hall - Mudroom Large minimalist dark wood floor entryway photo with beige walls and a dark wood front door
HES SO BEAUTIFUL WHAT THE HELL
i could watch this for hours and not get tired of it









Dimitar Marinski’s inspiring fantasy environments.









Dimitar Marinski’s inspiring fantasy environments.

Chapter 1: Shaded coast The shaded coast serves as the game's first level. It's a narrow band of land, trapped between the steep cliffs of Mount Evermore and the harsh freezing sea. Only the most foolish and desperate people find their way to the small coastal town and very few ever manage to escape. The only source of hope in this desolate land is a lone, gloomy church, located at the very edge of the known world.

Chapter 2: Grimwood breach A large network of caverns and ravines, snaking between the roots of the infested forest and the impenetrable walls of the city of thieves. The breach is a perilous land, dark and overgrown with all matters of twisted plant life. Its is the home of the Grimwood witch coven. A group of cruel and vindictive women, aggressively defending their land from those who dare threaten their way of life.

Chapter 5: Mount Evermore Also known as the hollow mountain or the shadowlands, Mount Evermore is rumored to be older than the world itself. Great secrets are said to be concealed in its depths, but journeying inside is highly dangerous, as ancient stone creatures roam the darkness. Few of those who enter this realm of shadow ever come out, and those who do are forever changed by the forbidden knowledge they found.

THIS BOOK!!!!
Yo, if you like reading, even if you don’t like reading, READ THIS BOOK!!!! Bayyybeeeeee Ms. Kimberly Brown DID HER THANGGGG WHEN SHE WROTE THIS ONE!!!
OMG the connection between Rhythm and Channing 🥰😍🤤
The spice they had together AGAIN AND AGAIN AND AGAIN AND AGAIN 🤤🥵
The bond between Rhy and Nique reminded me sooooo much of me and my sis @berberriescorner !!!!
This book I would recommend to anyone!!!!
I definitely give it 10000000/10 stars!!!

- postumi - Sestri levante beach with @gianluca_festinese #location #top #senzalocation #waves #beach #beachywaves #hair #salt #sea #water #ink #inked #inkedup #inkedgirl #inkedlife #tattoo #tattooed #purplehair #diyedhair #makeup #sun