There are no stars in Porte Noire's sky. No sun shines, and no moon tells secrets. The only light comes from the lamps, and the city, and the electrics of the city.

You cannot see that everyone around you is dead. You cannot see that you are dead. You cannot find what you want. You cannot find the reason that you shouldn't find it.
A black man in a black suit playing the flute on the side of the street watches as you kill an armored knight in a back ally with a pick axe and garrote wire. The Hoodoo Man selling you gris-gris in Coven Lane asks you to do him a favor, listens to your answer, watches how you use the gris-gris and what you use it for.
Underneath a sky as black as obsidian, where the River Styx, or the Gihon, or the Hubur, or the God River (all the same River that flows through a different world) runs free, the souls of the desperate dead are brought to Porte Noire. You cannot sail back. You can go further, into an afterlife beyond Porte Noire, but fragments of it are already there.
Monks robed in white meditate in gardens where black flowers blossom 'round black shrines, where black tori gates stand over black cobblestone streets. They meditate on why they are here. They meditate on where they are going next, so that they may never return.
Porte Noire is where your dreams await you, and where you will learn that your dreams need not be achieved if one wants peace for the soul. And it means something else, too.

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