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

no subject
He's just going to let Boothill take them back toward the door as he death grips this tome with two hands. It is still speaking to him, gibberish that he can understand for some reason, and Aventurine stares at the front of its cover with wide, dazed eyes. ]
No, we're not brothers. And that's biologically impossi...!
[ Before he can finish his sentence, let alone his word, he's using the tome to smack away a vine shooting toward Boothill's back. As high as he currently is, he's still mildly proud of himself for being coordinated enough not to miss. ]
Can't you go any faster?
[ Asks the guy hitching a free ride. ]
no subject
[ the open door blurring into view in front of boothill is a big, gaping mouth with a raging inferno inside of it. somehow he is convinced that he can jump them over the flames. ]
Better hold onto yer muddle-fudgin' hat!
[ or hold onto anything, really, if he can. boothill holds onto his own hat before he jumps them through that door.
the instant they pass it, that blazing inferno becomes the floor of lakeside park. boothill lands on his foot, promptly loses balance, and turns to land on his unused shoulder before dropping aventurine next to him on the ground.
THEY DID IT!!! ]
no subject
Aventurine goes tumbling to the ground, tome held fast against his chest. He rolls a couple of times, then finally comes to a stop, flopping on his back to stare at the sky with blown pupils and slow inhales and exhales of breath. ]
We need to get this tome to Nehan.
[ The tome has finally stopped speaking, but Aventurine cannot move from where he is currently lying. He is zoning out, and it's going to take a bit for the high to wear off. ]
no subject
the door swings shut behind them, i'm guessing. whatever was in there probably isn't going to crawl out to get that book back.
boothill stays where he is, facedown in the dry grass. his hat did fly off a few feet away from him. despite having literal iron lungs, he's just lying here catching his breath, also letting the high wear off. ]
Jus'... Just gimme a minute.
[ they are probably going to lie here for a while until one of them feels better, likely boothill after he realizes he doesn't need to catch his breath. he staggers to his feet, goes to aventurine, and picks him up by the upper arm. ]
Come on, pretty boy. Can't lie here in the dirt.
no subject
The high gradually fades, and Aventurine is half-dozing when Boothill hauls him back up to his feet. There's a grunt of protest, but with his mind a lot clearer than before, he starts for the apartment building.
Good thing it's right by the park. ]
Let's not do that ever again.
[ Like they have a choice... BUT YIPPEE MISSION ACCOMPLISHED. Until the asses rear their heads. ]