This tabletop roleplaying game draws directly from the core imagery of luminous energy strands, the warrior's relentless path against the four enemies, and the abyss of the unknowable wild side.
- Game Name: Luminous Warriors RPG
- System Name: Abyssal Flux (d10-based mechanics with Energy pool, Luminous Egg integrity, and enemy progression)
- Tagline: "Shift perception. Gather power. Defeat the four enemies. Leap or burn out in the ordinary dark."
- Core Aesthetic: Desolate deserts under star-filled skies, glowing cocoons of light around human forms, shadowy inorganic beings with tendrils, ancient naguals with piercing eyes, dream-realms of infinite mirrors and devouring voids.
- Cover Vision: A lone figure silhouetted against a crackling web of luminous strands, one hand reaching toward an abyssal rift while four colossal shadowy enemies loom on the horizon. Flames of pure awareness rise from their feet.
All reality splits into two complementary forces:
- The ordered side — the everyday inventory of known things, rules, habits, names, stories, and personal identity. It is safe and useful but limiting. Most people cling to it desperately.
- The wild side — pure unknowable mystery, boundless potential, freedom, and power. It is thrilling and terrifying. Only the bold dare approach it.
There are two main styles within the lineages:
- Dreamers — masters of the night. They enter dreaming not as passive sleep but as controlled art. In dreams they shift perception deliberately, explore other worlds, meet allies (non-human intelligences that can lend power or teach), and even create a dreaming body that acts independently. They pass through gates of increasing difficulty: stabilizing awareness in dreams, finding hands to trigger lucidity, traveling to real places in dream form, and eventually commanding inorganic beings or journeying to distant energetic landscapes.
- Stalkers — hunters of the day. They erase personal history, act impeccably without self-importance, and treat ordinary life as a battlefield for honing awareness. They "stalk" their own habits and the habits of others, moving unnoticed, manipulating situations with precision, and gathering energy from interactions. Their power comes from ruthless discipline and impeccable behavior.
- Erasing personal history (becoming unpredictable and traceless)
- Losing self-importance
- Facing and defeating four enemies: fear, false clarity, arrogance from power, and old age/death
- Stopping the internal chatter to let pure perception arise
- Controlled folly (acting with full commitment while knowing nothing ultimately matters)
- Impeccable energy use
The outcome varies depending on which enemy claims them:
- Defeated by Fear: They retreat entirely from the edge. The terror of the unknown proves too much, so they cling desperately to the safety of routines, names, stories, and personal history. They may become ordinary people marked by vague unease, unexplained regrets, or a lingering sense of something lost—but they never return to shifting perception or seeking allies. Their path ends in mediocrity or cowardice; learning halts forever.
- Defeated by Clarity: They become trapped in a false certainty. Having glimpsed truth, they convince themselves they already possess all that matters. They stop exploring, questioning, or risking further steps. Their awareness freezes into dogma or rigid certainty. They may live as self-proclaimed wise ones, teachers, or authorities in limited circles, but they no longer grow toward the wild side. Their journey stalls in partial knowledge.
- Defeated by Power: This is often the most tragic and destructive fall. Having gained real command—over dreams, intent, allies, or events—they abuse or indulge it selfishly. They become capricious, cruel, domineering, or addicted to the thrill of control. Their energy drains away through misuse; allies may turn against them or feed on them. They often end up isolated, energetically depleted, or entangled in lower forces, living out a shadowed existence of manipulation and eventual downfall without ever regaining balance.
- Defeated by Old Age (or Tiredness): Even those who overcame the first three may weaken here. The body and will tire; the fire of awareness flickers low. If they yield to the desire to rest, forget the struggle, and accept decline, they simply fade as ordinary mortals do—dying bound to form, recycled in the ordinary cycles rather than leaping free. Their accumulated energy dissipates without the final burst.
Practical Steps for Resuming
- Erase traces of the past entanglement: Treat the seventeen years as a closed cycle. Do not carry it as personal history—stalk the habits it instilled (resentment, servility, exhaustion). Act as if that version of you is no longer relevant. Move unpredictably, without explanation.
- Reclaim energy: Begin with small, impeccable acts—stop internal dialogue ruthlessly for short periods, walk in silence at dawn or dusk, face minor fears daily to rebuild momentum against the first enemy (which may resurface faintly now).
- Against power's remnants: If any bitterness or urge to "settle scores" lingers (even inwardly), refuse it. Use controlled folly: act fully in the world while knowing nothing ultimately matters. Power serves freedom, not vengeance or self-pity.
- Against tiredness: Slough it off deliberately. Treat this new space as fuel—dedicate time each day to shifting perception (dreaming deliberately if possible, or stalking ordinary interactions). Gather allies again if they still respond; test them with respect.
- Seek the edge: Go to remote places—desert, mountain, empty night—where the wild side calls. Meet what arises without forcing outcomes.
If whispers of a "fifth" arise in modern retellings or personal visions, they often stem from:
- Misremembering or conflating the teachings (the four are consistently listed as fear, clarity, power, and old age across the core accounts).
- Projecting a personal or collective obstacle onto the framework—such as the pull of self-pity disguised as something new, or the sadness of the universe as a perennial force that must be acknowledged without becoming another stopping point.
- The ongoing nature of impeccability: even after defeating the four, the seer must maintain fluidity, erasing traces, and refusing indulgence forever. But this is not a new enemy; it's the eternal vigilance required to sustain freedom once attained.
Luminous Warriors: Sorcery on the Edge
Core Mechanics (Simple d10 System)
- Attributes (3d6 at creation: 1-18): Awareness (perception shifts), Will (intent, energy control), Stalking (discipline, manipulation), Dreaming (lucid realms, allies).
- Skills (rated 1-5): Erasing History, Controlled Folly, Impeccable Acts, Summoning Allies, Gazing, Not-Doing.
- Resolution: d10 + Attribute + Skill vs. Difficulty (10= routine, 20= enemy assault, 30+= abyss). Success by 5+ grants Energy (pool starts 10, max 100). Botch (1-3) triggers enemy backlash.
- Energy Pool: Spend to shift perception (5= glimpse strands, 20= full see), call allies (10-50), or leap (100+ final burst).
- Luminous Egg: Track Integrity (100%). Drains from failures/enemies; 0% = trapped in ordinary death.
- Advancement: Defeat challenges to gain Power Levels (1-4, matching enemies). Each level unlocks feats but tempts the next enemy.
- Roll attributes.
- Choose Path: Dreamer (+2 Dreaming, ally mastery) or Stalker (+2 Stalking, worldly cunning).
- Lineage Role: Apprentice (versatile), Companion (support), or rare Nagual-in-Waiting (group leader, double energy costs).
- Flaw: One enemy affinity (e.g., "Clarity's Grip" = +2 to false certainties, but -2 doubt).
The game unfolds as a series of merciless challenges, each a multi-session arc testing one enemy. GMs weave them sequentially or cyclically—fall, and restart at prior level with scars. Exaggerated perils: enemies manifest as colossal entities, dream-traps, tyrant hordes.
- Fear (Power Level 1: Awakening): Glimpse the wild side—vast deserts swallow you, allies manifest as devouring shadows. Challenges: Survive ally summoning (d10 vs. 15, botch= soul-drain), stalk haunted ruins (fear saves or flee forever).
- Clarity (Level 2: False Sight): Visions clarify reality—luminous eggs pulse—but rigid certainty blinds. Challenges: Discern illusions (d10 + Awareness vs. 20, fail= dogmatic trap), question "truths" from lying spirits.
- Power (Level 3: Dominion): Command winds, heal/death blasts, dream-armies. But arrogance corrupts—abuse drains group Energy. Challenges: Face petty tyrants (bully bosses, cruel naguals) using Four Attributes: Control (no rash acts), Discipline (daily impeccability), Forbearance (endure torment), Timing (strike perfectly). Tyrants hold life/death; outlast them to claim power without ego.
- Old Age/Tiredness (Level 4: The Leap): Body fails, energy flickers. Challenges: Epic trials—cross infinite voids, burn inner fire against death-entities. Finale: Group ritual to leap as pure energy (collective d10 pool vs. 50).
What Sorcerers Do: Exaggerated Exploits
With knowledge, sorcerers hunt freedom through perilous arts, not parlor tricks. They accumulate Energy to defy death, balancing ordered/ wild sides. Why? Total freedom—burn as eternal flame, unbound. Petty goals corrupt; true warriors serve the path.
Art | Powers (Exaggerated) | Why Pursue? | |
|---|---|---|---|
Dreaming | Command dreaming body: Fly through star-realms, battle inorganic hordes (tentacled flyers draining life), forge dream-weapons that manifest real. Gates: Hands in dream (easy), travel places (hard), ally realms (deadly). | Explore infinity, steal power from other worlds. | Traps in eternal dreams; allies betray into abyssal prisons. |
Stalking | Erase history: Become invisible ghost, manipulate tyrants/mobs with folly (act insane to unbalance foes). Not-doing: Freeze time-perception, walk through armies unseen. | Hone impeccability in ordinary battles—turn life into warrior forge. | Petty tyrants provoke rage; fail= energetic slavery. |
Ally Pacts | Bind spirits: Mescalito (eagle-vision flight), wind-fiends (tempests), inorganic lovers (ecstatic power, soul-risk). Gaze: See eggs, shatter foes' integrity. | Raw force for feats—heal villages, curse armies—but allies hunger. | Double-edged: Over-reliance= possession, devouring your egg. |
Intent Mastery | Shift assemblage point: Teleport parties, "see" futures, burn bridges to ordinary world. Tensegrity passes: Twist energy for superhuman leaps. | Ultimate weapon: Warp reality for freedom-leap. | Misuse= power's arrogance, cocoon rupture. |
Victory: Amass 100 Energy, defeat fourth enemy= Leap. Group dissolves into infinity—or fragments if one falls, haunting as cautionary shades.
Edge Tables
These are GM tools to generate spontaneous adventures, side quests, or complications during travel, downtime, or when the party seeks power spots, allies, or tests. They emphasize the themes: perception shifts, allies/inorganics, tyrants/petty tyrants, dream intrusions, energy gathering, and the constant risk of the four enemies.
Roll on these tables when the party is on the move (desert trek, mountain ascent, twilight wander), lingering at The Threshold without purpose, or deliberately hunting the wild side. Use d10 (or multiple rolls) as needed. Results can be combined for richer encounters.
Core Edge Table: Twilight Encounter (d10)
Roll once when the sun sets or rises, or when the party lingers at a liminal place (canyon mouth, ruined village, dry riverbed). This is the "default" random peril/hook table.
- Devouring Ally — A minor inorganic being (tendrils of shadow and hunger) manifests as a whispering wind or floating eyes. It offers power (free +10 Energy if accepted) but demands a "taste" of the party's luminous egg. (Roll Will vs 18 to resist initial drain; botch = -15% Egg integrity and it stalks them for 1d10 days.)
- Devouring Ally (aggressive) — Same as 1, but it attacks immediately. Combat or flee; if defeated, it leaves a "wound" that reduces max Energy by 5 until healed via impeccable act or ally pact.
- Petty Tyrant Scout — A low-level stalker from a rival lineage (or fallen sorcerer) shadows the party, testing their impeccability. They provoke small humiliations (public insult, theft of an item) to draw ego-reaction. Stalk back or endure without retaliation to gain +8 Energy and a clue to their master's location.
- Tyrant’s Echo — A psychic imprint of a powerful petty tyrant appears (illusion or dream-bleed). It offers forbidden knowledge (auto-success on next Clarity-related roll) but plants seeds of arrogance. Accepting risks immediate Power enemy temptation (next selfish act drains group Energy by 10).
- Mind-Break Glimpse — Sudden forced perception shift: the party sees everyone's luminous egg at once, raw and vulnerable. Roll Awareness vs 20 or suffer Fear resurgence (lose turn + -2 to all rolls for 1 hour from terror). Success = +15 shared Energy and insight into one ally's weakness.
- Mind-Break Assault — A rival dreamer invades one PC's mind during twilight doze. Dream combat (Dreaming roll vs 22). Winner gains the loser's next Energy gain; loser wakes with -10% Egg and recurring nightmares.
- Dream-Rift Opening — A tear to an inorganic realm appears (glowing crack in air/ground). Enter for potential ally pact or power spot (roll Dreaming vs 25). Success: new ally or +20 Energy. Failure: trapped 1 real hour (time dilation: feels like days), Egg drain 20%.
- Wild Glory: Power Spot Pulse — Ancient standing stones or desert mirage reveals a pulsing energy node. Meditate here (group Not-Doing roll vs 20). Success: +25 Energy each and one-time +2 to any attribute for a day. Failure: attracts inorganic attention (reroll on this table next twilight).
- Wild Glory: Ally Summons — A respected plant/wind/inorganic ally appears voluntarily, offering guidance or a minor boon (e.g., invisibility for one scene, foreknowledge of next peril). Costs nothing but respect—disrespect it later and it turns hostile.
- Nagual’s Whisper — The party's own Nagual (or a benevolent ancient) sends a vision or omen. Grants clear direction to the next major scenario hook, +10 Energy, and a one-use reroll on any future enemy-related test.
Expanded Tables (Roll d10 for details when needed)
Ally Manifestation Table (roll if an ally appears or is summoned)
1–2: Wind entity (swift, fickle; grants speed/mobility boons) 3–4: Plant spirit (patient, healing; teaches endurance or restoration) 5–6: Inorganic being (cold, hungry; raw power but high betrayal risk) 7–8: Composite (multiple forms; versatile but demands complex pacts) 9–10: Ancient lineage ally (wise, powerful; rare, may test the party harshly)
Tyrant/Petty Tyrant Encounter Table (roll for details on tyrant-related peril)
1–3: Public humiliation (crowd manipulation to provoke ego) 4–6: Personal challenge (duel of wills or stalking contest) 7–8: Energetic drain attempt (subtle theft of luminosity) 9: Direct confrontation (battle or negotiation) 10: Hidden master revealed (leads to larger arc)
Dream-Rift Hazard Table (roll if entering a rift or heavy dreaming)
1–3: Time dilation trap (hours inside = days outside) 4–6: Thought-form guardians (battle dream-constructs) 7–8: Ally temptation (power for soul-risk pact) 9: Lost memory surge (recover forgotten personal history, but risks Clarity enemy) 10: Direct gate to inorganic realm (high reward/high danger)
Power Spot Quality Table (roll when discovering/using a node)
1–2: Weak pulse (+5–10 Energy, minor ally chance) 3–6: Stable node (+15–25 Energy, safe meditation) 7–8: Volatile surge (+30+ Energy but risk of overload: Egg -10–30%) 9: Sacred site (ally pact auto-success if respected) 10: Ancient nagual remnant (vision of path forward + boon)
Use these tables liberally to keep the world alive and unpredictable. Combine results (e.g., a Twilight 7 + Power Spot 9 = a dream-rift opening onto a sacred site guarded by an ancient ally). The Edge is always near—roll when the party rests too long in safety or pushes too boldly into mystery.
Burn brightly, warriors. The strands shift.
Maps of Energy Landscapes
These are conceptual, hand-sketched style maps as if drawn by a sorcerer-apprentice or the Nagual themselves—simple black-and-white line art (pen or pencil), minimalist, no heavy shading or flamboyance. They emphasize desolate deserts, canyons, power spots, faint luminous strands (suggested by subtle wavy/dashed lines), ruins, standing stones, and hidden paths. I've selected and adapted from relevant simple line-art examples that fit this aesthetic closely (ancient, mystical, barren landscapes with esoteric undertones).
Here are four suitable maps to include in your Luminous Warriors RPG GM booklet or as handouts:
These can be photocopied or redrawn by hand for authenticity—keep them sparse so players can annotate them during play (marking new power spots, enemy sightings, or ally pacts). If you want more (e.g., the lowland tyrant’s domain or a dream-realm overlay), or variations like a "player handout" version with blanks for notes, let me know.
The luminous strands flow through these lines—use them to guide the party toward peril or freedom. Burn brightly.
Pregenerated Characters for Luminous Warriors RPG
These 6 pregenerated characters form a balanced lineage party under the Nagual's guidance. Mix and match for 2–6 players:
- 2 Players: 1 Dreamer + 1 Stalker (core duo for quick sessions).
- 3 Players: Add 1 Companion for support.
- 4 Players: Classic "balanced party" (2 Dreamers, 2 Stalkers).
- 5 Players: Add another Apprentice.
- 6 Players: Full party (includes Nagual-in-Waiting).
All start with Energy: 10/100, Luminous Egg: 100%, Power Level: 0. Attributes are pre-rolled for balance (total ~50–60 points). Skills at 1–5. Each has a Signature Feat (free use 1/session) and Background Hook tying to the prelude/campaign.
| Name | Path | Role | Attributes (Awa/Will/Stk/Drm) | Skills (Era/Fol/Imp/Sum/Gaz/Not) | Flaw | Signature Feat | Background Hook |
|---|---|---|---|---|---|---|---|
| Raven-Eye | Dreamer | Apprentice | 14/12/10/16 | 2/1/3/4/2/1 | Fear's Shadow (-2 first Fear rolls) | Dream Hands: Auto-stabilize dreaming body (no roll). | Haunted by childhood dreams of devouring voids; seeks the first gate to silence them. |
| Dust-Walker | Stalker | Apprentice | 12/15/17/9 | 4/3/4/1/2/3 | Clarity's Grip (+2 false certainties, -2 doubt) | Ghost Step: Become unseen in crowds (Stalking auto-success vs groups). | Wandering trader who erased their past after a tyrant's betrayal; impeccable in markets. |
| Thorn-Heart | Dreamer | Companion | 16/11/13/14 | 1/2/2/3/4/2 | Power's Hunger (tempted to drain foes' energy) | Ally Whisper: Call minor ally for +5 group Dreaming rolls (1/scene). | Grew healing plants that spoke; now binds them to protect the party from inorganics. |
| Silent Blade | Stalker | Companion | 11/16/12/10 | 3/4/3/2/1/4 | Tiredness' Weight (-1 all rolls after 3 failures/session) | Folly Mask: Provoke enemy into rash act (Will vs their Will; they botch next roll). | Former enforcer for a petty tyrant; stalks silently, seeking redemption through forbearance. |
| Flame-Seer | Dreamer | Apprentice | 15/14/11/13 | 2/3/2/3/3/1 | Clarity's Grip (as above) | Gaze Burn: See and weaken foe's Egg (-10% on hit, Gazing roll). | Visions of burning infinity drew them; dreams reveal rifts but risk false truths. |
| Void-Caller | Stalker | Nagual-in-Waiting | 13/17/14/12 | 3/2/4/2/3/4 | Power's Arrogance (+2 Power rolls, but -2 group if selfish) | Nagual Glance: Shift one ally's perception (+5 to their next roll, group only). Double Energy costs. | Rare leader-type; energy flows backward. Gathers parties but tests them ruthlessly. |
Sample Pregenerated Parties
2-Player Duo: "Edge Runners"
- Raven-Eye (Dreamer Apprentice) + Dust-Walker (Stalker Apprentice)
- Focus: Quick perception shifts and worldly stalking. Ideal for prelude + short arcs.
3-Player Trio: "Whisper Pack"
- Above duo + Thorn-Heart (Dreamer Companion)
- Focus: Ally support for early dreaming gates.
4-Player Party: "Coyote Fang" (Recommended Starter)
- Raven-Eye + Flame-Seer (Dreamers)
- Dust-Walker + Silent Blade (Stalkers)
- Focus: Balanced for full Act 1 (Fear). Nagual NPC leads.
5-Player Party: "Strand Weavers"
- Coyote Fang + Thorn-Heart (extra support for Clarity arcs).
6-Player Full Party: "Threshold Guardians"
- All 6 (Void-Caller as PC leader). Epic scope: Handles Power tyrants and final Leap. Rotate spotlight.
Print these as character sheets (one per page): Add spaces for notes, Energy tracker, Egg bar. During prelude, Nagual assigns cells based on roles. Players can tweak names/flaws lightly. These ensure instant play—hand out, describe hooks, burn brightly!
(1–2 sessions. Designed to be run before “Flames of the Luminous Edge.” Ideal for first-time players or new parties in Luminous Warriors RPG.)
GM Briefing
The prelude does three things:
- Brings every player character together for the first time.
- Introduces the Nagual who will lead them.
- Establishes The Threshold — the party’s permanent base of operations. Tone: mysterious, tense, wondrous, with an undercurrent of danger. No one is safe yet. The ordinary world still feels close; the wild side is only beginning to stir.
- To ordinary eyes: collapsed ruins, dry dust, and broken walls. Travelers pass it without a second glance.
- To those who have begun shifting perception: a living, breathing stronghold. The walls glow faintly with luminous strands at twilight. Doors open only when intent is focused. The central courtyard holds a fire pit whose flames never consume fuel.
- The Dream Cells – eight small, windowless adobe rooms around the courtyard. Perfect for controlled dreaming; the walls dampen ordinary noise and amplify allies’ whispers.
- The Stalking Garden – a maze of low adobe walls and cactus in the rear courtyard. Ideal for practicing not-doing and erasing personal history.
- The Nagual’s Perch – a high balcony carved into the canyon wall, accessible only by climbing or leaping with intent. The Nagual’s private chamber.
- The Ally Shrine – a cave in the canyon wall lined with offerings to wind, plant, and inorganic beings.
- The Fire Circle – the heart of the compound. All group rituals and energy gatherings happen here.
Scenario Flow
Scene 1 – The Pull (Individual Hooks, 30–45 min)
Each player begins alone, already feeling the Call:
- Strange dreams of a one-eyed black bird watching them.
- An inexplicable urge to travel to the dusty border town of Piedra Seca.
- Minor synchronicities: a stranger saying their secret childhood name, a plant that wilts when they ignore the urge, etc.
Scene 2 – The Nagual Appears (The Meeting, 45–60 min)
Scene 3 – The Night Journey (Travel & First Test, 45 min)
- Success by 5+: the being is ignored and leaves, impressed. +5 Energy each.
- Partial success: it brushes one player — they feel cold hunger but survive.
- Botch: the being attaches briefly, draining 10% Luminous Egg integrity from that character until banished at the base.
- One Dreamer is shown the Ally Shrine and told to leave an offering.
- One Stalker is asked to walk the Stalking Garden once without being seen by the others.
- A home base that grows with them (future upgrades possible with Energy).
- A living Nagual patron.
- Their first shared victory and a taste of the wild side.
Campaign Arc: Flames of the Luminous Edge
The party is drawn by an inexplicable pull to a dying salt-flat village at twilight. An ancient crone (actually a minor ally in disguise) offers a single “seeing berry” that forces the assemblage point to wobble. Challenges: First deliberate perception shift (Awareness roll vs 18 or be paralyzed by terror of the luminous strands). Survive the village’s sudden “wind that bites” — an inorganic scout testing newcomers. Climax: The crone demands one player walk alone into the salt flats at midnight without looking back. Success grants first 15 Energy and a minor wind ally. Failure sends the party fleeing, Egg -20%. Leads to: The wind ally whispers of a greater power spot in the mountains.
A nomadic herder clan in the high desert begins vanishing one by one. The party must stalk the invisible predator (a pack of minor inorganic beings) without ever being seen by ordinary eyes. Challenges: Full stalking test — erase personal history on the fly, use controlled folly to blend with terrified villagers. Victory: Bind or banish the pack. The herders’ gratitude opens the first true lineage contact: an old wanderer who offers apprenticeship. Party now Power Level 1. Fear defeated.
A remote mountain hamlet where everything runs with flawless efficiency under a benevolent mayor. Nothing is wrong… until the party realizes the mayor has stopped all dreaming in the village. Challenges: Stalk the mayor’s daily routine without triggering his flawless perception. Use not-doing to remain invisible in plain sight. Climax: Reveal the mayor is a fallen stalker who chose Clarity as his cage. Defeat him by forcing him to doubt his own perfection. Leads to: The freed villagers speak of a tyrant gathering power in the lowlands.
The party learns the tyrant’s true source: an alliance with an entire realm of inorganic beings. They must invade that realm in full dreaming bodies to sever the pact. Challenges: Cross three dreaming gates in one night, command or outwit a legion of tentacled flyers. Climax: Choose — absorb the legion’s power (risk massive corruption) or destroy it (safer but less gain). Party now Power Level 3.
Final Challenge: Collective roll (every player contributes d10 + current Energy / 10). Target 60+. Success: The party dissolves into pure luminous strands, leaping as eternal awareness. Each player describes their final vision of infinity. Partial success: Some leap, others remain as new naguals to begin the cycle again. Failure: The flame gutters — the survivors wake in the ordinary world, Egg at 5%, but with the knowledge that the path is still open if they ever choose to burn again.
This sequence is self-contained yet infinitely replayable — failed scenarios can become recurring nightmares or rival lineages. Every core sorcerer challenge appears: shifting perception, ally negotiation, dreaming mastery, stalking impeccability, tyrant confrontation, power temptation, group loyalty, and the final burn against tiredness.
Play it straight, ruthless, and beautiful. The luminous strands are watching. Burn brightly.



