The Rooms of Antiquities, the pleasant female voice can be heard from the earbuds of the electronic tour guide, contain a number of peculiar objects, many of which are not, in fact, ancient. Several of them were in fact thought to be ancient until they were discovered to be forgeries, or merely more modern pieces confused for older ones.
The tapestry, named “Nothing More Interesting Than The Countryside,” was commissioned by Mr. Reed with the explicit purpose of causing people to wonder why anyone would possess such a tapestry. The unknown artist declined to sign it.
The other students seem to mostly agree with Mr. Reed’s opinion on the tapestry, moving on to other pieces that seem to be organised without much thought to pattern or fit: a Greek statue (with the colours restored) side-by-side with an Egyptian vase, both sitting next to a small sculpture of a bonsai.
Trailing behind the others a bit, Theo moves on past the less interesting displays (a random metal spoon? Really?) and reads a bit about the statue and vase, ignoring the weirdly-positioned bonsai. He's not exactly a history buff, but he does find ancient cultures kinda interesting.
It's actually a really pretty book, with an actual gemstone engraved on its cover and details in what looks suspiciously like actual gold.
It's propped on a bookstand with a "Do Not Touch" sign hanging from it.
The Clow Book, his electronic tour guide explains, is one of the museum's most interesting objects. Clow Reed himself manufactured it, and when the museum was opened, he requested that it be displayed in this exact spot and that no one ever attempt to open it. Should this condition not be respected, the part of his fortune dedicated to maintaining the museum will be diverted to one of his other causes. As such, no one knows the contents of the book.
No one seems to have noticed it. The book opens veeeeery slowly, and inside—
cards. About twelve inches long and four inches wide, the pages of the book have a rectangular hole in them with several cards like that one.
Well, if no one seems to have noticed, he's not going to draw attention to the fact that the unopened book has now opened.
He looks back at the book and the cards, and looks at the top one. Is there any writing there? Does the book have some sort of information on what this is? He makes sure not to touch it – he hasn't done anything wrong yet.
It doesn’t seem to really be about anything. It’s this strange circle, except flattened, with a sun and a moon and a geometric star around them. All around very unhelpful.
Oh, that's curious. He's pretty sure he recognises these as either Chinese or Japanese cardinal directions, at least the characters in the left and bottom circles on the diagram (North and... probably West, if it's like a compass layout).
It really doesn't look like there's much information here about what the cards are, the warning only mentioned that nobody attempt to open it, and there's no one about. After a quick check for cameras, he decides to go pick up the top card and look at the second one.
The second card looks exactly like the first one—except for the fact that it turns out that the weird circle symbol thing was the back of the card. The previously hidden side of the card Theo took has something—different.
It glows. A whirlwind forms around his body and the book, coming from the ground and reaching the ceiling. And the cards—all of the cards—are scattered by this mystical wind. Flying through the ceiling as if it wasn’t there, one by one they escape from the book, leaving it completely empty.
Another consequence of a mystical wind that scatters magic cards? It’s strong enough to topple the book stand, drop the book, and produce a reasonable amount of noise.
Too little, too late, too magically slippery. The cards all escape, except for the one in his hand, ‘The Windy.’ Such a bizarre name seems to fit the general humour one can glean from the tour guide’s descriptions of Clow Reed, lending credence to the idea the book was made by him. And of course, the fact that the book was filled with magical cards might suggest Mr. Reed was even more eccentric than one would naively expect.
And of course, Theo can hear hurried steps quickly approaching.
Theo's in his bedroom, earphones in, listening to music. He's sitting on his bed, back against the wall.
His room is rectangular, with his bed, a chest of drawers, and a window on one side, and a desk and bookshelf on the other side, with a door opposite a window in the middle of the long edges.
Okay, well, on the one hand that's frightening and he's really not sure he wants to let whatever that is into his room.
On the other hand... It's probably not random chance that two weird things happen to him in the same day, and this might help explain whatever it is.
He goes to his bookshelf, grabs a heavy book, then returns to the window, quickly opens it, and backs away.
"You woke up in a museum? What were you doing before that, and what do you mean you could 'sense Windy'?"
He stops before he gets to the bed, still maintaining some distance from Cerberus. Still somewhat wary, he hasn't put the book down, but fortunately it doesn't seem he'll need to attack.
"A great catastrophe? Can you be more specific? And why were you looking here for the cards? Did you 'sense Windy' and come here?"
Yeah, perhaps "hostile and withholding information" wasn't the best way to go about this. In fairness: weird creature, at night, after a weird day.
"Well maybe we should stop shouting at each other and try to–" He's interrupted by a knock at the door.
"Theo, are you okay in there?" asks his dad.
He drops the card and quickly grabs the winged bear, muffling any noises it might make.
"Yeah, Dad, everything's fine!" he says... somewhat convincingly.
Cerberus is lifted off the ground when Theo grabs the card, still hugging it and wagging his tiny legs, ineffectually trying to take the card from Theo.
Eventually he gives up and floats back down to the bed. "Those cards were special cards made by an amazing sorcerer named Clow Reed. Each card is alive, and possesses incredible powers, but they all like acting on their own, and normal forces are no match for them. So, Reed himself created this book and placed me, the Beast of the Seal, on its front cover."
Theo snatches the card away from Cerberus as soon as he can, and decides to finally put the book down; it looks like he's strong enough to fend the bear off without it.
"So are you the lion from the cover? Why did Clow create them, and why with rebellious personalities? Are they alive?" he asks, sounding somewhat disturbed.
"If you used this one to scatter the others, then it recognises you as its master; Windy is very agreeable. And the cards will be dormant until they're not, and then they'll be in their true forms, which are not cards, and which you must subdue, capture, and turn back into cards." He stands up. Given his size, that's not much of a difference. "You will have to do it!"
Cerberus blinks and sits again. "No, that's not how they work," he says, shaking his head a bit. "They don't decide to use magic, they are the magic. Windy doesn't decide to do anything any more than wind does. Wind is, and so is Windy. The same is true of all other cards. Like—" He fumbles for an example, looks around, then points at Theo's shadow. "Does your shadow decide to follow you around?"
"No, he made me! Keeping guard is what I'm for!" He stands up again and starts pacing, which is quite a comical sight. "I don't know how to explain this," he says, scratching his head. Pause. "I know!" he says, turning to look at Theo and pointing at him. "You will talk to Windy."
Then something in the distance... a falling star?
...that's approaching pretty fast. Before Theo can react, a glowing point of light has entered his room through his window and is floating in front of him. As it stops glowing, it's recognisable as... a rather peculiar key.
"What's your name?" Cerberus asks.
"A boy! His name is Theo. Oh, Key, grant him the power. RELEASE!"
Suddenly, Theo's room disappears. He's standing in a void, the only things present being himself, Cerberus, the Key, and a glowing circle much like the one on the back of the Clow Cards where the "ground" should be. A strong wind starts pressing against Theo as the Key starts glowing again, almost too bright to look at.
The Key grows and changes shape, becoming a staff.
"Now, Theo! Grab it!"
The wind is stronger, coming from the magical floating staff in the middle of the circle, working against Theo's attempt at doing it.
"What!? I thought it was clear that I didn't want to become a slave master!"
He tries to get Windy to manifest, saying aloud "Windy", dropping the card in front of himself, and then touching it with the staff. He is not okay with having a trapped personality under his control.
The card twirls in the air a few times, floating, before stopping while facing Theo and allowing him to touch it with the staff. That magical circle appears again on the floor, but the bedroom doesn't disappear, and the card glows white, releasing as it disappears tendrils of visible air that coalesce into—
a woman. She's slightly translucent, her legs dissolving into each other, her arms turning to wings, and there's no difference between skin and hair. She smiles at him.
"Yeah, I guess, I just... It seems sad? Like they're some sort of helpless creature, that just causes damage without meaning to, and she seemed so nice!"
He's definitely going to be sad for a while, but there might be some guilt creeping in for the way he treated Cerberus earlier.
“Like I said, that depends. And none of them will be immediately docile, before you capture them. There are fifty-three cards in total, divided in seven groups. Windy is the head of one of those groups, as are Watery, Earthy, Firey, Light, and Dark. The seventh group, Nothing, only has that card, to counterbalance all the others. It is the most powerful of the cards.”
"Oh, I would've thought some would be more docile than others, as a general rule. What can the cards actually do? I know Windy can create a gust of wind, but how precise can she be with them? Can she do a really small blast of air? I know you said it also depends on me, so I guess it's a matter of what she and I could do right now."
"Some of them are more docile than others, yes, but they're fifty-three cards! I'm not about to make a list of them. And it doesn't always even make sense so call one docile or not." He shrugs his tiny shoulders. "The cards embody concepts and embed magic. They can do anything under their concept. You can get more power, and more precision, by becoming more powerful yourself and by having a better relationship with your cards. Right now, you can do a very strong gust of wind, and you can use Windy to entrap some other cards that don't have a fixed physical form."
"Ah, okay. Can I change the colour of this staff?" He waves the pink thing around, not seeming totally thrilled by the new persona implied by it and his new catch phrase. "And I'm guessing there's magic other than the cards, if they were created by someone in the first place."
Theo has a quick look at his watch, then looks back over at Cerberus, then realises what the watch actually showed.
"Oh, crap! Right, I've got to go for school – can you just wait here and not... do anything?" He starts moving around the room, collecting his stuff together, finding the staff gets in the way a little. "And how do I shrink this back to a key?"
... Of course.
Well, what's the worst that can happen? People find him and just think Theo has a weird toy in his bag that's making noises? That's not too bad, and it would be pretty terrible if he encountered a card without any help.
"I guess that's okay. C'mon, hurry up."
Theo was right next to his bag at lunch, and quickly moved to pick up his stuff when it tipped over, looking a bit anxious, which is somewhat out of character for him. If a sandwich happened to be dropped into his bag afterwards, it was probably just an accident, not in response to the request of any magical, winged bear or anything.
... Obviously.
"Oh, this is ridiculous!"
He grabs out his key. "The Key which hides the powers of the Dark, show your true powers before me. I, Theo, command you under our contract. Release!" He tries to get through it as quickly as possible, then grabs Windy from his bag.
"Do you know what card it is? What can it do?"
It falls bodily onto the floor, unable to move its wings with Windy holding them. The staff hits a hard surface in the air before reaching the bird, and the glowing card appears there. The magic is drawn back into it, making the giant bird lose its shape and consistency until its been completely sealed back into its card form.
Theo falls a short distance to the ground when the bird disappears, but gets up pretty quickly, going over to grab the card, then says thanks to the Windies and wills them to disappear.
Walking a short distance so he's not in the middle of the street, he then proceeds to ask Cerberus, "Are they all going to be like that?"
Oh, might it.
"There's not some easier way to retrieve it? Like saying 'Clow Book, Clow Book, come to me' three times in a row? Maybe I'll also throw my staff into the air, and there will be some mysterious noise, and then everything fades to black, and suddenly: Clow Book! ... No?"
He might be venting. It's so hard to tell.
"If you're sure..."
Theo gets the Key out of his bag again, says the words to enlarge it – "The Key which hides the powers of the Dark, show your true powers before me. I, Theo, command you under our contract. Release!" – then drops the Fly card in front of him, and says "Fly, help me fly," feeling ridiculous, tapping it with the staff.
"Really? ... Okay," he says, moving to grab the cards from his bag, and pulling out his key. "The Key which hides the powers of the Dark, show your true powers before me. I, Theo, command you under our contract. Release!"
It seems he has a new catch phrase.
"What does that even mean? 'Hides the powers of the Dark'?" he asks Cerberus, then sits on the floor, putting the cards on either side of him, and his staff across his legs, closing his eyes and trying to "focus on the magic" within him.
"Okay, okay. So I just... focus on my breathing, and try to think about nothing but the weird feeling. Got it."
He closes his eyes again and tries really hard to empty his mind. It's pretty difficult when his reaction to each thought is 'No, empty,' which is... making his mind still not empty. Eventually, though, he succeeds, and he then tries to focus on the feeling.
And unlike regular meditation, magical meditation has feedback. His eyes are still quite closed, but he can see:
There's nothing there, his room is gone. The magical circle is under him, where the ground should be, glowing white against the black void. Not even Cerberus is there, but his cards are, floating to either side of him.
The scene soon appears before his non-eyes again.
And as he spends more time in there, more details can be made out. The two cards aren't just cards, it's obvious they're not. He can see the cards, and he can see their true forms, Windy smiling softly at him and Fly perched regally on an unseen object, both occupying non-spaces both larger and smaller than anything else.
And they're not just that, either. They're so much more—magic, pure and shaped, potential and power. There are... emotions, feelings, beliefs, there...
Fly... it's subdued, yes, but not by Theo. It respects Windy. And it's slightly hurt, emotionally.
Windy doesn't see Theo as her master either, but is willing to help. Her feelings for him are an alien, almost incomprehensible version of grandmotherly; she is the wind itself, powerful, big, all-encompassing, and she's bowing to him out of—pity? love?
Well, Theo feels a little guilty about Fly, but not enough to use it for a winged broomstick. And as before, Theo feels a bit sad about Windy, but doesn't linger on that too much.
He decides to wake out of the trance, focusing back on his breathing instead of the magic, then opening his eyes.
And more details become apparent.
The first one is Cerberus, glowing golden where his physical body would be in relation to Theo, in the bedroom. It starts out small, winged-bear-shaped, but it—grows. There's a clear sense of great power, there, but it's dormant, its shape fuzzier. In the same way the cards are simultaneously card and something else, Cerberus is bear and something else, but the something else isn't crisp enough to be made out.
Once again, same. The longer he stays, the more layers of meaning and detail he gets from the things around him. He knows Fly is under Windy, and both of them are under Moon. He knows Cerberus is under Sun. He sees... a connection, after a bit. A faint connection between the cards and himself, and a similar connection between Cerberus and himself.
For a while, it looks as if he's maxed out. No more details are forthcoming, and the cards are still there, moving every now and then, but otherwise dormant. A great peace falls on him, and if he's not asleep, that's only because he's aware.
And then there's—something. In the distance. Reminiscent of the two cards, dormant as well, but unrecognisable. Too far. Inactive.
"Yeah," he says, picking himself up off the floor. Looking down at his clothes, they're a bit... covered in milkshake.
He puts the glass down, fetches a plastic cup, fills it with some milk, and finds a straw for it. After placing a towel down over the spill, he then disappears upstairs to have a shower and get a change of clothes.
"Okay," he says. He runs back upstairs, grabs the Key and the cards off his desk, and returns back to the kitchen. He reactivates his staff, saying the mantra (yet again), and says, "Can you wave if you can hear me? I'm gonna get Windy to try stopping my voice from reaching you."
Theo summons Windy, placing her card in front of him and tapping it with the staff.
"Okay, Windy, can you try to silence my voice before it reaches Cerberus? Or redirect it. Just try to stop him from hearing what I say without hurting him."
At first, Theo just mouths words, not making any noise, to make sure nothing weird's happening. He starts whispering, and then gets continually louder, seeing whether Windy can block any of the sound completely; if so, how much, and if not, how much of an effect does it seem to have on his voice?
"Oh well. Thanks, Windy, but you can stop now."
He gets a lightweight plastic cup, and asks Windy to follow him to the living room, for a bit more space. He sets it down on the floor in the middle of the room.
"Windy, can you try to move the cup without knocking it over?"
And to Cerberus: "If this doesn't work, I'll see what Fly can do. Can I manifest it? Will it shrink to fit in here?"
"It's okay, Windy. I guess we'll just have to practice," he says, trying not to seem too disappointed. It's only his third day, so it's not a huge surprise that there's little precision to his magic.
Okay, ugh. "Can I use Windy to help? I mean, I wouldn't want to do it here if there's a risk of it damaging something, so we might have to find somewhere to practice, but could I use Windy to try to get Fly to... submit?" He says the final word with a bit of distaste.
"Okay," he says. It's a good thing it's a Saturday today.
He fetches a bag, dismisses Windy, shrinks his staff and puts both of the cards into the bag, along with some lunch.
"I know a good-sized field near here, and I don't think it's used that much. We should probably see if that's empty, first, and do stuff there."
The field is large and flat, the kind of place that might make a good soccer field, if there were anyone there to use it. It's approximately rectangular and surrounded on three sides by trees, with a rarely-used road at the other end, and is a pretty good place to be if they don't want to be disturbed by other people.
Theo gets out his key, reactivates it (striking a masterful pose, since there's no-one around to see it), and manifests Windy, requesting that she just wait on standby for now.
Realising that he's actually not alone (stupid, forgetting something like that), he quickly readjusts his stance into one more typically associated with Theo: regular standing, with no trace of the previous "masterful" pose evident.
"Uh, so... um... Should I just summon Fly? Do I just need to hold it in place until it obeys, or what?"
"Ok. Well, Windy, if you could subdue it if it tries to escape or attack me, that'd be good anyway. Thanks."
Assuming he would have been told if the process for manifesting this card were different, he does the same as usual: he drops the card in front of him, instructing it with "Fly, appear but do not attack. Wait for further instructions," and then taps the card with his staff.
"I was hoping it could make things fly a bit more precisely than 'blow a ridiculous amount of wind in its direction'. If it's just going to be rude to me rather than doing as I say..."
He turns to Windy: "Do you think you could safely fly me into the air and then help me land properly?" he asks her.
Ugh. Of course the bird won't or can't answer that question. It can't speak, it doesn't like him, and the cards are not exactly people anyway; it might not understand.
"Am I gonna be safe enough with Windy here while I meditate or should I dismiss Fly first?" he asks of Cerberus.
Eventually it gets crowded enough that Cerberus has to hide inside Theo's bag. He continues giving directions to a bus stop, where a few people are waiting for the bus, amongst whom is a girl listening to music with her eyes closed, an elderly lady reading a magazine, and a young man in a suit carrying a suitcase.
"Why are you just volunteering information to her? You said there could be a catastrophe, right, if the cards stay wild? How do we know she's going to try to help stop it? Especially if the card she has is Change. I've had maybe a couple of minutes to think that through, and if it's as versatile as it sounds, the damage it could do is ridiculous."
"How did they start? What do they do? Who made them? How do they work? How many are there? Why was there one in my room? How do you find more? Are they people? Windy acted a bit not like a person, and Change was definitely not a person. Can they talk? Can you make more? Are there multiple cards of the same type? Why is there a 'guardian' for the cards? How did you find them? Why is the guardian with you? Did you make them?" She runs out of breath then.
Of course it is. Hopefully it'll be for the better.
"The cards apparently cause damage while out in the wild with no instruction, because they just use their powers, not exactly taking care not to harm things, and some of the powers are pretty destructive. I think it's just that with a lot of them, that destruction adds up?"
For now, he can only change one thing at a time. He can change physical characteristics and switch things up, and unlike the other two cards there's a definitely feeling of potential there. It's less one-note than the other cards, more versatile, more potentially powerful... and deadlier, if left unchecked.
He's honestly having so much fun, despite the current limitations. He's going to be at it for a long while unless interrupted, and while the "deadly" part is potentially concerning... He's still here, changing and unchanging so many things. Eee.
Who'd've guessed he'd enjoy it so much?
Changing the colors of whole blades of grass, then changing colors of parts of it, making a patchwork, then changing colors so it's a gradient, then changing the shape of a blade of grass, oh he can do so many things with that, and combining that with the colors, and then changing the texture, and changing the material, and changing the size, and warping the object, then changing some properties that have no right being on a plant, like magnetism; there are so many things to do. He's doing so many things. Eeeh!
He seems to be starting with basic changes and gradually compounding them, where possible.
There seems to be some complexity rule, there, to how much he can change at a time. He can stack size and shape and colour, but he can't stack any of those with magnetism, unless he does material first. Only one "change," including however many modifications he's stacked, can be activated at a time, and once he does another the previous one is undone.
He seems to be quickly making changes and then undoing them to add a new change. Eventually, instead of working on stacking changes, he decides to try to make really precise changes, seeing how small a colour change he can make before it just stops working.
... Apparently it doesn't "just stop working". It gets small enough that he can't make out any difference before and after the change, and the same goes for when he tries size. It's probably not that useful, but heck is it fun.
"Yeah, sure. Can you check? In case I don't notice it again."
Seeing as they're not yet at the field, it's still kinda crowded. He walks into a sidestreet and tries running faster than normal.
He, at least, doesn't notice anything different.
Then he gives Sadde something to throw, and tries catching that instead.
"Thanks."
He summons Windy, asks her to oversee the process, and then looks at Fly's card. Theo's name is now written on it, so that should prevent Fly from attacking him (not that it did it last time, but still), but it doesn't guarantee perfect co-operation. He focuses specifically on getting wings, attaching to his back, not his staff, and summons Fly.
"Basically, a kid named Arthur sees a weird building on the way back from school one day. It's huge, and it seems to have replaced a residential estate.... that was there just the day before. He goes exploring, finds that it's a weird separate world, with each of the seven sections controlled by a different person, named after the days of the week, and they have a sort of magic by ruling over the different areas. He disagrees with the management, and takes over."
"Yeah, he definitely improved the place. The people in the other world, 'denizens' were different from humans; they had blue blood, literally, and I think they lacked proper creativity. It was a bit weird, and it's definitely aimed at kids younger than us, but the series was good."
"Hmmm, not exactly unhappy? Kinda unhappy. But I don't wanna spoil. The story is about this Earth—at least I think—in the far future where reality's falling apart at the seams, and society has changed a bunch, and this gunslinger called Roland needs to find The Dark Tower to make the world stop falling apart. And then there are these magical doors that take him to other Earths and he gets companions from those Earths and there's a boy and a drug addict and a paraplegic lady and they all become gunslingers and it's great."
"I get that not everyone's good at them, and to some people they seem like a chore, but they're pretty fun for me. Je peux parler en français, so parlare un po' in italiano, ich kann ein Bisschen Deutsch sprechen, Nihongo o hanashimasen, etc. Not sure all of those are correct, and I meant that I can speak French but that I can't speak Japanese, but yeah. It's fun."
"I mean, I've spent a while learning French at school, it wasn't just an instant thing, and I did a bit of German, and I picked up a few other bits from other languages by reading about them online, it's not just an instant thing, but yeah, it's nice to know I wouldn't be completely lost if I found myself in one of those countries."
Since they seem to have run out of things to talk about, Theo goes back to meditating on his magic.
Nothing particularly interesting happens.
Eventually it gets dark. "Well, it looks like it's getting a bit late, so I should probably get back. Do you have a mobile number or something, so I can contact you?"
No, but there's a piece about the Clow Museum. It goes on about Clow Reed, an eccentric millionaire who created the Museum to keep things he found interesting or amusing, with a very specific clause about anyone attempting to open a certain book. The Museum collected quite a number of art and historical pieces over the years, and without Clow's fortune it would unfortunately have to close. However, there was another clause, which no one understood, about the disappearance of the lion on the cover of the book, which invalidated the previous one.
"I guess?"
He goes downstairs and sees his dad. Apparently he's going to a museum. Would Theo like to come along? No thanks, Dad, Theo's fine after his last trip to the museum. Goodbye, Theo's dad.
He grabs a couple of bars of chocolate – surely the bear can't eat that much – and goes back upstairs.
He presents one to Kero. "Here you are," he says.
"Yeah, you can have another chocolate bar," he says, feeling generous. "My dad's going to a museum, so you'll be allowed to move around soon."
He goes back downstairs and gets more chocolate. His dad's just leaving, and notices the chocolate, but isn't particularly worried. It is somewhat unlike Theo to eat so many sweets in one go, but it's not particularly worrying.
Back upstairs: "Here you are."
"Oh, it's mostly based on a religious thing. The main religion in the UK and America is Christianity – at least, I think it is, in America – and one of their religious figures apparently died for their sins about 2000 years ago. It's also celebrated by non-religious people in a secular way, with chocolate eggs and bunnies and things, because of spring."
"I didn't mean that!" he shouts back to Kero.
Activating Change, he makes the soles of his shoes a little bouncier. After taking a few strides, he seems to get into the swing of it, and starts moving quite a lot quicker.
"Windy, try to slow Jump down! Hit it with wind or something!"
He puts the card in his bag, then shrinks his staff and pockets it. Desummoning Change, he hands it back to Sadde, and then says, "We should probably get out of here. I think people might have noticed the jumping bunny."
Windy can stay out for now; it's not like anyone notices her.
So off they go to the supermarket, getting a chocolate egg for each of them, and then they proceed fieldwards.
Field!
Theo gets out his staff, taps the Jump card with it, and says "Jump", not totally sure what's going to happen next. He's been sorta cautious with trying new cards up until now, but really, with a card called Jump? What's the worst that could happen?