>Hear from a distance, and try to confirm the race of the creatures.
>It's kinda hard to determine one's race via language, but they are speaking
English Japanese Gensokyoan Common, so they probably aren't foreign to the land. You can't make out what they are saying, but the tones are whispered and give you a feeling that the speakers are nervous.
> Gather as many leaves and flowers as possible and hand them to Mystia and Rumia. Then tell them to walk ahead of you and toss them into the air to herald your arrival as you sommersault your way into the village. Shout "Kapapapapapa rapapapa kappa" and sing the IOSYS candid friend song as you do so.
>You gather up a decent amount of fallen leaves and flowers. IN the process, you also discover a small, one-room house hidden among the foilage! A cursory look through a window seems to suggest that no one is home; the inside looks pretty simply furnished and not all that interesting.
>"I can do that," says Mystia, as you hand her the leaves. Rumia nods and gives an affirmative-sounding bit of tinny distortion. They depart, to set up your intro. You hear a couple of startled cries and some splashes. You try to somersault in, and find that somersaulting uphill is really hard on your neck; as well as difficult to do without falling backwards. All in all, the exercise leaves you slightly less disappointed than otherwise that there's no one there besides your party. "They ran when they saw us," Mystia says, "we didn't do anything strange! ...Well, except for what you told us to, but that's it!"
>Looking about, you can see the village set among a sizable field of cattails and other riverside plants. The houses are designed to blend in with the scenery, having a sort of rounded look that makes one thing of rocks smoothed by flowing water; many of them seem to face or open directly into the river. There is one notable exception to this; a rather large warehouse at the edge of the village. There was certainly the effort made to make it look less boxy and more a part of the world around it, but there's really only so much one can do with a big ole warehouse. You don't see anyone else out except for yourselves. Obvious exits are west, south, and east.
> Tell Teh_Shiz that no hug equals no faith.
>You've left her behind, but one wonders if she heard it anyways?
>_