the Black Cabin
An abandoned wooden cabin left in ruins after a devastating fire, long ago, charred it black. It is a small dwelling with little else in its vicinity, save for the dark root cellar from which you arose.






You arrive to this place, by your estimation, at what feels like the first rays of the morning sun – you decide to set your clock either to the first or the second day-time encounter. Looking around the area, there is no time like the present to get to learn your surroundings.
the Ruins of the Cabin
The dark ruins of the burnt cabin creak ominously, as if in the throes of its death.
the Root Cellar
An old, partially underground cellar, which it certainly wasn't when you stepped out of it. Its mound has long since been overtaken by the moss and shrubbery, same sort as of the nearby woods.
the Yard
The yard of the cabin is nothing more than a bare dirt and gravel clearing, dug and flattened when the cabin was built, but never landscaped.
the Woods
The Black Cabin is surrounded by woods, though overgrown and difficult to traverse if you are unaccustomed to physical exertion. Your Physique determines which activities are available to you.
harvesting flora { Physique of 2 }
You may spend 2 Encounters' time to find a harvestable Flora in the woods.
encountering an animal { Physique of 3 }
If you have a Queen card to spend, you may find an animal after 2 Encounters' time.
Discard the Queen and play any Entity of Hearts.
wandering { Physique of 2 }
You may spend as much time as you like to wander the woods. After every 3 Encounters, you have a chance to run into something. You may play one of these Encounters only if you have the card in your hand.

