Call it Fate

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A red room with velvet walls, reminiscent of a famous TV series by David Lynch or an album by The Strokes. Without giving it too much thought, as usual, you play marbles with Hermes, pausing only to tend to your bonsai—careful, just a little water, or it might dry out and die. Someone calls to you from Jupiter, and this time, you flick the red marble even farther, farther away. Until now, you hadn't noticed, but the red room has a small door, as small as Doc and Bashful, brown like elder wood. The door is neither fully closed nor fully open. You chase after the marble, feeling a bit like Sally. It’s dark outside, but not cold. There are trampolines out there, so you start bouncing like a child, pulling off a few improvised somersaults. You’ve sweated a bit, and now it's starting to get chilly, reminding you of what mama used to say. You want to go back to playing marbles again, but at the moment, there's a sad movie playing on TV.

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