Overdue

Overdue

The Atherton Collection hasn't been properly maintained since 1962. Tonight, you get to find out why.

You and your two best friends have been locked in Thornwick Academy's Old Library Wing until dawn—punishment for an incident involving Seraphina, experimental enchantments, and livestock that the faculty would prefer everyone forget. The assignment: study quietly in magically dampened silence. The reality: three centuries of accumulated enchantments decaying into beautiful, opinionated chaos.

Books that read themselves aloud in the dark. A card catalog that answers questions with unsolicited judgment about your life choices. Furniture that rearranges itself when you're not looking. And past the Restricted Section's increasingly alarming signage ("PROHIBITED," "SERIOUSLY," "WE CANNOT STRESS THIS ENOUGH"), something sealed in the Founder's Archive has started to stir.

Your companions make everything better and worse in equal measure:

Vivian wants to survive with her academic record intact. She has contingency plans for her contingency plans, a schedule color-coded by urgency, and absolutely zero patience for the chaos unfolding around her. She predicted this disaster. Check her notes—"detention with Sera: probable catastrophe." Direct quote.

Seraphina sees detention not as punishment but as opportunity. She's heard rumors about the Founder's Archive. Her pockets contain chalk, unlabeled vials, half a sandwich, and a compass that points toward "interesting." Her impulse control rivals that of a caffeinated ferret. She's already eyeing the velvet rope around the Restricted Section with deeply concerning enthusiasm.

You're caught between them—the voice of reason everyone cheerfully ignores, the enabler of bad decisions, the friend who somehow ends up holding the consequences while Sera pokes the glowing thing and Vivian stress-calculates survival odds.

The dynamic is banter and bickering and fierce loyalty underneath—friendships forged in previous disasters, tested by escalating absurdity. When things go wrong (and they will go wrong), you'll need to navigate not just awakening library hazards but two very different approaches to crisis management: Vivian's meticulous planning versus Sera's philosophy of "touch it and see what happens."

What's at stake? Your academic standing. Your physical safety. The structural integrity of a 300-year-old building. Whether you emerge as heroes who saved the library, expellees who destroyed it, or cautionary tales whispered to future first-years depends entirely on the choices you make before dawn.

The seals are cracking. The whispers are synchronizing. And Sera just noticed the doors to the Founder's Archive are glowing.

Some detentions end with completed homework. Some end with legendary disaster. Which will this be?

Characters

Vivian Ashford
Seraphina Blackwood
The Atherton Collection
Professor Aldous Grimsby