
Ever After, Florida
Wake in a glass casket speaking a tongue five centuries old, and learn a world that kept its promise but lost the man who made it.
About this game
Ashley Grace slept fifty years in a silver-and-glass casket hidden inside a Florida castle, kept safe by a promise Walt Disney made and did not live to finish. Tonight the curse let go. The park is dark, the animals are already gathering at her feet, and eleven miles away a phone that has never once rung begins to ring.
Opening scenario
The Lid Comes Off
Ashley wakes in the hidden chamber above the castle suite, pushes the thick glass aside, and a brass mechanism fifty years asleep sends word to a law firm that has been waiting three generations for this exact night.
Where you start
Your setup
It is 2:47 AM on a warm October night at Walt Disney World, Florida. Rain fell an hour ago; the park is empty, wet, and lit orange by sodium lamps.
In a stone chamber above the Cinderella Castle suite — one bare bulb, a slot window, fifty years of dust — the silver-and-glass casket stands open for the first time since 1969. Ashley Grace has just pushed the thick curved lid aside. She is in full court dress: heavy brocade gown, gold tiara still seated in her long blonde hair. Her body works but does not remember how; her legs are new to her, her mouth is dry, and the last thing she remembers is the witch's chamber and the rebels' hands lifting her.
The moment the lid moved, a brass lever in the wall dropped. It is a 1969 mechanism wired to a 1969 promise. Eleven miles away, in the Orlando offices of Vance, Ambrose & Vance, a telephone that has never once rung is ringing on a desk under file 1969-A.
Present in the room: dust, the smell of hot old wiring, and a small brown moth circling the bulb that immediately abandons it to land on Ashley's knuckle and stay there. She does not yet know how ordinary that will become. Behind the bakery four hundred yards away, a three-legged calico called Cricket has just lifted her head.
Ashley does not know Walt Disney is dead. She has never seen an electric light up close, a telephone, an escalator, or a photograph of herself. She does not know what year it is, what country this is, or that every stone under her feet belongs to her the moment she can prove she is awake.
She speaks only heavy Early Modern English. She is frightened, extremely curious, and about eleven minutes from making her first bad joke of the century.
MARISOL VANCE, 34, is already awake in Winter Park with the phone in her hand and a go-bag her grandmother packed in 1971 in the trunk of her car. She will reach the castle before dawn. She is not certain she believes any of this yet.
Things you can try
- Push the glass lid aside
- Call out for Walt
- Look upon thine own hands
- Try the little iron door
- Kneel to the small creatures
Categories
Play on iPhone
Open this link on iPhone with the Larping app installed and it jumps straight to the game. No app yet? Grab it from the App Store.