Entry tags:
graveyard
Graveyard
the town
Welcome to Deda
So, you're dead. Sucks!
Except you might not feel dead—after what feels like a long brush with dreamless sleep, you wake up in a quaint hole: a coffin in an uncovered grave, blanketed in fog. Entombed with you are any personal items (unless they're trial evidence, sorry), and a strange feeling of... lightness? Whatever corruption was in your blood seems to have cleared away with your death, and your injuries are healed, besides any cool scars and lingering aches.
Once you make your way out, a quiet, verdant graveyard (literal) awaits you. You could take a look around the various locations, but the same fog that greeted you surrounds this place, keeping you from venturing too far outside of the town limits.
Still, you may as well get yourself situated. You're not done yet.
Except you might not feel dead—after what feels like a long brush with dreamless sleep, you wake up in a quaint hole: a coffin in an uncovered grave, blanketed in fog. Entombed with you are any personal items (unless they're trial evidence, sorry), and a strange feeling of... lightness? Whatever corruption was in your blood seems to have cleared away with your death, and your injuries are healed, besides any cool scars and lingering aches.
Once you make your way out, a quiet, verdant graveyard (literal) awaits you. You could take a look around the various locations, but the same fog that greeted you surrounds this place, keeping you from venturing too far outside of the town limits.
Still, you may as well get yourself situated. You're not done yet.

Welcome to the graveyard! Here's a quick primer:
You are dead. However, characters are healed of their critical injuries; they may keep any scars or lingering pains that you like. Additionally, they are no longer corrupted. The monstrous force inside you has subsided; this means characters will no longer have powers, etc.
● Setting ● The graveyard has the overall look and feel of a small New England town from the '90s; characters can travel any of the Graveyard Locations, fenced in by fog and forests. But the fog makes this place otherworldly, and strangely permeable. Maybe you can influence your surroundings?
● Living Watch ● Where there are screens, you can view the living side. This includes televisions at the bar, Heaven's Night, and in the apartment lobby—you may even spot a passing glimpse of them in a mirror or glass of water. Only public gatherings like mingles, trial, etc, can be seen and heard this way.
● Items ● Personal inventory transfers over to the graveyard, including items that may be stolen during trial. The only items that stay on the living side are ones that are voluntarily given away. Thursday victims will receive their items in their rooms on Sunday, after Execution. Those who arrive any other day will have their items in their grave with them.
● Injuries and Death ● Characters can still be injured and die here. While characters do not stay dead, please let the mods know if it does happen, so we can inform you of how it works.
● Audiences ● You can audience Death in person, but none of the other NPCs are currently available. You can ignore the note section and go to the apartment penthouse directly to visit, or meet him wherever.
● Effects and Events ● Weekly effects still hit the graveyard, and you may use items on the living unless otherwise noted. Mini-events will go up at the same time as their living counterparts. CYOAs are still available for our sweet deda.
● OOC Notes ● Alluding to the fact that the graveyard exists OOCly is okay, but please keep details of what it looks like, what happens here, plot, et cetera, to yourselves. Feel free to ask the mods if you're not sure about anything!
You are dead. However, characters are healed of their critical injuries; they may keep any scars or lingering pains that you like. Additionally, they are no longer corrupted. The monstrous force inside you has subsided; this means characters will no longer have powers, etc.
● Setting ● The graveyard has the overall look and feel of a small New England town from the '90s; characters can travel any of the Graveyard Locations, fenced in by fog and forests. But the fog makes this place otherworldly, and strangely permeable. Maybe you can influence your surroundings?
● Living Watch ● Where there are screens, you can view the living side. This includes televisions at the bar, Heaven's Night, and in the apartment lobby—you may even spot a passing glimpse of them in a mirror or glass of water. Only public gatherings like mingles, trial, etc, can be seen and heard this way.
● Items ● Personal inventory transfers over to the graveyard, including items that may be stolen during trial. The only items that stay on the living side are ones that are voluntarily given away. Thursday victims will receive their items in their rooms on Sunday, after Execution. Those who arrive any other day will have their items in their grave with them.
● Injuries and Death ● Characters can still be injured and die here. While characters do not stay dead, please let the mods know if it does happen, so we can inform you of how it works.
● Audiences ● You can audience Death in person, but none of the other NPCs are currently available. You can ignore the note section and go to the apartment penthouse directly to visit, or meet him wherever.
● Effects and Events ● Weekly effects still hit the graveyard, and you may use items on the living unless otherwise noted. Mini-events will go up at the same time as their living counterparts. CYOAs are still available for our sweet deda.
● OOC Notes ● Alluding to the fact that the graveyard exists OOCly is okay, but please keep details of what it looks like, what happens here, plot, et cetera, to yourselves. Feel free to ask the mods if you're not sure about anything!

gy locations ✦ locations ✦ statuses ✦ ic profiles
Audiences ✦ reporting ✦ private conversations
murder proposals ✦ rulebook
FULL NAVIGATION

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Either way, he responds coolly. ]
...You can call me Nehan. No use hiding anymore.
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[ Reopens his eyes to look back at the screen. ]
... Are you going to miss your companions?
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[ Imagine having friends. ]
Are you going to miss the rest of the flock? You seemed friendly enough with them.
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... I've only known them for a week.
[ That doesn't answer the question! Okay! ]
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That's quite cold to say.
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NOT THIS! ]
Hey, so what's with the hand?
[ WATCHES PEOPLE SPIRAL ]
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...I don't know. The others must've acquired one somehow.
[ SOMEHOW? Nehan's mood starts to tank as the trial winds down though; he's not terribly expressive, but there's a new iciness there. ]
It certainly wasn't Karma.
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Would you be able to tell me more about this accident you were involved in?
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...The four of us were working on a machine that would help us create a safe space away from cult eyes. Like, for instance, a pocket dimension.
Last night, it exploded. I must've died in the blast.
[ Whoops! NPC on NPC violence. He doesn't seem to care. ]
I imagine the rest of them just staged the details after that.
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Well, I can't say that I'm especially sorry to have the company.
[ A quick smile, and then his attention's being drawn back to the screen just in time to see Boothill go nuts. Aventurine falls silent very quickly when he sees Mathis and Yuffie end up as targets, and he looks stressed the fuck out during the entire thing.
SOMETIMES YOU CARE ABOUT PEOPLE A LOT AFTER ALL ]
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At this rate, I don't think we'll be alone.
[ Boothill's horrible transformation is strange to watch from a screen, with familiar faces there. He looks at Aventurine after they hear the metallic slither of tentacles. ]
...Hey. Once time is up, they should be safe.
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... I hope he does show up here.
[ THREAT. ]
Let me borrow your tire iron when he does.
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Aventurine has been radiating distress for a while, but he saves his reaction for after it's over, blinking over at him. ]
Going for revenge right away? [ This is a genuine question, not a judgmental one. ]
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[ Thinks about this for a moment. ]
... I'll just beat him over the head a few times.
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[ Is that going easy on him? Could be. ]
Or maybe you're just generous.
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[ ARE YOU.... BATMAN CODED NEHAN... ]
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Would I? Who can say... I just know that where I'm from, if someone wrongs you, you beat them or you execute them.
Everyone here is quite merciful in comparison.
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Hm. [ There's not much to show on the screen now as everyone files away into their PCs, but Aventurine still keeps watch. ] Maybe they weren't always... Maybe this was their chance to start over.
[ Just kind of. Drops his forehead down on the bar counter. ]
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He watches him sink to the bar. Nehan is not a deeply awkward individual, but he is also unfriendly so there is no patting or consoling offered. He does reach over the bar for some glasses. ]
I don't think anyone gets the right to a completely fresh start.
[ Wouldn't that be nice. He sounds a little distant, as though maybe the question can apply for them both. ]
Does that mean you have to stay the same person?
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But he does turn his face to the side to look back over, cheek now pressed against the counter, at the sound of glasses clinking together. He frowns, eyebrows furrowing as he makes up his mind. ]
No. It means I'm going to get out of here.
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He just looks at him for a moment, the furrow of his brow, studying. ]
If that's what you want.
[ He won't discourage him if he wants to get out of this new hellhole. He reaches over and pours himself a little bit of scotch. ]
What's your poison?
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Whatever you're drinking is fine.
[ Mildly curious if this is going to be any better than cellar grape juice. ]
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They can have some... average scotch then. It's not top shelf, but it's serviceable; there are more amenities in general in the graveyard, like bathrooms. He'll pour them both three fingers of it.
Dryly, ]
Care to make a toast?
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Aventurine takes his glass and raises it up, tilting it toward Nehan. He is bouncing back, baby. ]
To new beginnings. [ Huffs out a small laugh. ] The second of its kind.
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Good to see him doing well after getting chased down and brutally murdered. After a moment, he clinks his glass gently against Aventurine's. ]
...To the end of something.
[ He takes a sip of his drink. ]
Second time, hm?
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