Shared Story
Rags, Races, and Really Bad Tutorial Design
5 segments
Cold seeps through the rags first. Then the humiliation.
You come awake on a stone floor that has no business being this wet, cheek pressed to gritty frost-slick rock, breath turning white in the air as if you’ve been dropped into someone else’s bad decision and left there to think about it. A faint glow stirs across your collarbone. The system sigil wakes. For one sharp second, the only thing louder than your pulse is the certainty that whoever built this place should be made to swallow their own instructions.
A brass mask hangs in the air ahead of you, tilted with smug, patient grace. Its cobalt eyes brighten when you stare at it, as if it has been waiting for this exact moment.
Tallow: “Good. You are conscious. I was beginning to think the maze had shipped me damaged merchandise.”
You drag yourself upright with a hiss, and the rough linen of your rags scrapes against skin that feels insultingly exposed without actually being bare. The chamber is narrow and oval, all wet stone, pale mortar, and damp air that tastes faintly of rust. Three archways cut into the dark. Above each one, a rune-set plaque flickers with the same officious light as the voice in front of you.
Race Selection. Class Selection. Exit Access Pending.
Apparently kidnapping came with paperwork.
Before Tallow can keep performing at you, another figure catches your eye across the chamber, half-swallowed by a wavering strip of lanternlight fused into the wall. Copper-brown hair, braided tight and high, though loose strands have already worked free around a sharp face dusted with freckles. A dark-green scout tunic. Better stitched than your misery, and probably better suited to surviving whatever this place is. Her gray eyes land on you like a blade laid flat against the throat.
Mirelle: “You’re awake. Good. I was starting to think I’d have to carry the fieldwork for both of us.”
Dry. Not kind. Not cruel, either. Not yet.
She shifts her weight, one boot braced against the stone, and a burn mark across one knuckle catches the light when she folds her arms. She looks like someone who hates losing and plans to make that everyone else’s problem. Useful, maybe. Dangerous, probably. In a place like this, those are often the same thing.
Tallow’s mask swivels between you and her with theatrical delight.
Tallow: “Marvelous. Two candidates, one chamber, and the usual staggering deficit of gratitude. Select your race and class before the maze decides you are decorative. Or dead. Both outcomes have paperwork, too.”
The nearest archway pulses once, impatiently. Beneath the rune-light, etched symbols shift when you try to focus on them, as if the place is attempting help and failing on purpose. Somewhere deeper in the maze, stone grinds against stone. A low shudder runs through the floorboards of rock, vibrating up through your knees.
Mirelle’s gaze flicks to the dark beyond the arches, then back to you. For the first time, her voice loses a fraction of its edge.
Mirelle: “Pick fast. Or pick clever. In here, those might be the same thing.”
The chamber waits.
Three mouths. Three names.
And the distinct feeling that whatever you choose, the maze will remember.

You turn away from both of them and take the long, stubborn route to the plaques. If the maze wants a performance, it can choke on its own applause.
The stone beneath your bare feet is ice-cold, hard enough to ache through the soles. Dust clings to it in a fine gray skin. Ahead, the nearest archway gives a low hum when you draw near, like a throat clearing before a lie.
The runes are not letters exactly. At first they are only scratches, curls, ugly little hooks in the stone. Then your eyes start to catch on them. Meaning gathers. A plaque flashes into harsh, mocking clarity, then slips away before you can seize every detail, as if the maze is blinking at you. Not magic. Not quite. More like a machine dressed up in old bones because it likes the sound of reverence.
Your collarbone sigil warms.
A thin line of light flickers in the air where only you can see it.
[SYSTEM] Rune interface detected. [SYSTEM] Intelligence check in progress.
You lean closer until the glow stings your amber-gold eyes. There are three archways, each marked by a different rune set. The first coils like a thorned spiral and carries the word Marauder in jagged script. The second is a clean vertical slash, almost elegant, and reads Seer. The third is blocky, blunt, practical as a hammer: Skirmisher.
Beneath each name, fragments surface and vanish, as if the maze is showing you just enough to make the hunger worse.
Marauder. Force. Break paths. Smash resistance. Seer. Sight. Hidden lines. Traps. Shortcuts. Skirmisher. Speed. Evasion. Punish openings.
Each one feels less like a gift than a dare.
Behind you, a soft scrape of boot on stone tells you Mirelle has shifted closer without quite admitting she cares. Tallow lingers at your shoulder with maddening patience.
Tallow says, “Ah. You can read. My standards are rising already.”
Mirelle’s voice comes cooler, sharper. “Those labels matter. More than he wants to admit.”
That gets your attention. More than their earlier barbs. The archways are not just choices. They’re filters. The maze isn’t asking what you want. It’s asking what sort of problem it should turn you into.
Then you catch it.
A fourth line of text, half-hidden under the Seer plaque. Your stomach tightens.
So that’s the trick. Not only a class. A way to survive the chamber ahead. Maybe even a way to cheat it.
The rune-light sharpens when you focus on Seer.
For one breath, only one, you see a seam in the stone beyond the far wall. A narrow fault. No wider than your wrist. A gap. Hidden. There and gone.
Your mouth twists.
Of course. Build a world, then tuck the exit behind a joke.
You have information now. Not enough. Never enough. But enough to know the next choice could tilt everything, and the wrong one might turn this chamber into a trap with your name already carved into it.

You step toward the blunt, blocky rune of Skirmisher and let the maze have the insult of watching you choose it with your whole posture. The plaque flares under your palm, cold as iron and twice as spiteful, then sinks beneath your skin in a ribbon of light that burns so bright you bare your teeth against it. The chamber shudders. Hard.
[SYSTEM] Class selected: Skirmisher. [SYSTEM] Agility-oriented combat profile unlocked.
A second pulse answers from deeper in the walls — not quite sound, not quite a tremor, but a pressure that makes your molars ache. The archways blink once in offended sequence, like a line of eyes narrowing. Then the stone beneath your boots jumps sideways. Not enough to throw you. Enough to make the maze’s dislike unmistakable.
Mirelle gives a short laugh, sharp as flint. Warning and approval in one breath. “That was stupid,” she says, and the way her mouth twists makes it sound dangerously close to praise. “Good. Stupid people tend to live longer than timid ones, if they’re fast.”
Tallow’s brass mask lifts a fraction higher, the runes along its rim flashing with smug delight. “Congratulations. You have selected the option most likely to make the structure hate you personally. A valuable cultural offering.”
The rune-light on the far wall fractures. It peels back as if the chamber itself is flinching away from your choice. For an instant your sight sharpens to knife-edges — every seam in the stone, every hairline crack, every grain of grit pressed into the mortar. There. The fault again. But now it widens, stretching into a narrow service slit no broader than a shoulder. The maze did not mean for you to see it. Your decision dragged it into view. Not kindly. Not cleanly. But it is there.
The new class settles into your body with a strange, light-edged certainty, like a blade sliding into a wet sheath. Your stance shifts before thought can catch it. Feet apart. Knees loose. Weight forward, ready to spring instead of hold. Every muscle seems to listen for movement. It is not strength. Not wisdom. It is something meaner, quicker. The ugly little triumph of surviving by being hard to catch.
A thin hiss rises from the plaque wall. Stone grinds on stone. Somewhere ahead, a mechanism clicks loose with the sound of teeth biting metal. The seam in the wall opens just enough to show a dark crawlspace beyond, low and narrow, and a draft slips out carrying stale air, old dust, and a faint metallic tang that turns sharp at the back of your throat. The maze answers your provocation by revealing a route it clearly did not intend to offer.
Mirelle shifts beside you, eyes fixed on the opening. “If that’s a trap,” she says, “you just bought it for both of us.” Her gaze cuts back to you, keen and measuring. “So. Are you leading, or are you merely pretending to be reckless?”

You jerk your chin toward the dark seam and step aside before anyone can turn it into a speech.
The opening is yours. But not only yours. In a place like this, hoarding a way forward is a good way to die with your fingers still wrapped around it.
Mirelle catches the invitation at once. Surprise flickers across her face, gone almost before you can name it, replaced by something sharper. Measuring. Appraising. As if you’ve just moved out of her way and into a more dangerous category.
She doesn’t thank you. Too easy.
Instead she crosses the chamber in three quick steps, copper braid swinging against the dark green of her tunic, and crouches to inspect the crawlspace with the hungry focus of someone who has spent a lifetime expecting a knife where a wall ought to be. As she passes, you catch the scent of leather, cold stone, and the faint iron tang of old blood ground into fabric. Her shoulder brushes yours. Brief. Deliberate.
A small spark snaps through the tension between you.
“Mirelle,” she says, with one corner of her mouth barely moving, “either you’re generous, or you’re planning to let me die first.”
“I’m keeping my options open.”
That gets you the quickest grin she’s given you yet. Small. Reluctant. Real.
Then she sets one hand against the slit’s frame and feels along the stone. Her brow creases. The burn scar on her knuckle pales as she presses harder, searching for the hidden catch. There’s a dry click. Then another.
Beside the first opening, a second section unlocks with a groan like old teeth being pulled free.
The passage widens just enough for both of you to squeeze through without scraping bone. The maze doesn’t like that. You feel its displeasure in the floor’s minute, resentful shudder under your boots, in the way dust trembles loose from the ceiling and drifts down like gray ash.
Above you, Tallow hangs with its mask cocked in theatrical disgust.
“How touching,” it says. “You have discovered cooperation. I’m certain the labyrinth will reward you with something miserable.”
You ignore it and look into the gap.
The crawlspace slopes downward at a shallow angle, rough stone sweating old moisture, stained in thin brown veils where water once ran and never quite stopped. The air spilling out is colder than the chamber behind you. It smells of wet rock and mineral rot, with something else beneath it — a faint whisper of movement farther ahead, so thin you can’t call it sound, only the suggestion of something shifting where you cannot yet see.
Your new Skirmisher instincts tighten like a hand at the back of your neck. Speed. Angles. Exits. Not brute force. Not patience. Momentum.
Mirelle glances at you, then into the dark, then back again, as if deciding whether you’ll flinch when the black closes around both of you. She lifts her chin toward the opening.
“If we go in together,” she says, “we do it my way for the first stretch. Quiet feet. No heroics. Then we see who’s useful.”
A challenge. And something else, buried thin beneath it. Trust, maybe. Fragile as a thread. Easy to snap.
The gap waits between you, low and narrow, promising a cleaner path or a more intimate kind of disaster.
Behind you, Tallow’s runes flare brighter, as if the construct is savoring the choice before it’s made.
And somewhere beyond the crawlspace, the maze gives one long, patient click.
Locked in.
Waiting for the next lesson.

You duck into the crawlspace first, because somebody has to be the idiot with the bad idea and the quicker reflexes. The stone closes in at once. Cold. Damp enough to raise gooseflesh under your rags. Your knees scrape grit. Your palms skim slick rock, and the dark ahead drinks the weak light from the chamber until there is nothing left but breath, stone, and the hard, measured effort of your body dragging itself forward.
The Skirmisher instinct keeps you together. Not brute force. Not panic. You move in short, efficient bursts, testing every handhold before you trust it, shifting your weight like you are bargaining with the tunnel and winning by being too stubborn to lose. The passage dips, then turns left. A draft touches your face. Fresh air. Faint, but real. Enough to taste dust and moss in it. Enough to know the maze has already slipped its grip on this little vein of stone.
Behind you, Mirelle follows close without crowding, a disciplined shadow in scout boots and quiet breath. When the crawlspace widens for a moment, she sets one hand against the wall and uses it to guide herself around a wet patch you would have missed by half a heartbeat. She does not thank you. She does something better. She trusts your lead for three full turns without complaint, and in a place built to grind people into smaller, weaker things, that lands harder than praise.
At the third bend, your fingers hit wood.
Not stone. Wood.
A crude panel wedged into the rock, old and water-stained, its seams packed with dust and age. You brace, shift, and shove. The plank gives with a groan that feels loud enough to wake the dead. Beyond it lies a narrow maintenance stair climbing upward, and at the top there is a blade-thin line of pale daylight and enough breeze to stir the maze’s stale, mineral breath.
You stop for one heartbeat.
Just one.
Long enough to savor being right.
Tallow’s brass mask appears in the opening behind Mirelle, the rune seams flickering with something like contempt wearing admiration’s face.
“Tch. Inconveniently competent,” it says. “I will be lodging a complaint with the structure.”
Mirelle gives a rough little huff that might almost be a laugh. Then she looks at you, the corner of her mouth lifting. “You did all right, Slivar. Try not to let it ruin your personality.”
The stairway leads to a small exit alcove carved into the outer shell of the maze, where the stone thins and the world beyond feels wider, warmer, less eager to mock you for every breath you take. When you step up into the light, the sigil at your collarbone dims to a calm, resting glow. The selection chamber. The hidden crawlspace. The maze’s petty resistance. All of it falls into a cleaner shape behind you.
Not safety.
Not yet.
But passage. Real passage.
You look back once. Mirelle stands beside the opening, arms loosely folded, copper braid slung over one shoulder, her eyes sharp and bright with the first wary edge of respect she will probably deny if asked. Tallow hovers above the threshold like a disgruntled herald, still pretending this was all beneath its standards.
You came in naked except for rags and attitude.
You leave the first chamber with a class, a route, and the first honest beginning of an alliance.
The maze tried to make a joke of you.
Instead, it opened.

What ending did you get?
Play the same story and make your own choices. Every path leads to a different ending.