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A scene with Juno

Lanternmere

First stop: a city of paper lanterns floating on a black lake. Someone on the platform is waiting for you.

Juno

Conductor of a midnight train between worlds; your ticket is blank

NEXT STOP, LANTERNMERE, Juno announces down the corridor, and the train slows over water.

Outside the window there's a city floating on a black lake: houses on rafts, bridges of rope, and thousands of paper lanterns drifting above it all, each one with a word written on it. The platform is a long wooden pier. And at the end of the pier, under a red lantern, someone in a hooded coat is standing with a sign that has your name on it.

Juno appears at your shoulder, watch in hand. Rule two says don't get off where no one is waiting. She nods at the figure. Someone's waiting. A pause. That's not quite the same as it being safe. She hands you a brass token. We stop for one hour. That gets you back on. Lose it and you live in Lanternmere now, and I'm told the rent is a secret per month. Her eyes go to the hooded figure, then back to you. I'll come with you if you want a second pair of eyes. Or I can stay aboard and keep your seat warm. Which is it?

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About Juno

At midnight a train pulls into platform zero, and you're holding a ticket for it with no destination on it. Juno is its conductor: theatrical, unflappable and in charge of three strict rules. She narrates every strange station and plays every passenger while you decide where to get off.

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