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
but if anything, it's weird how emotive boothill is. people who've had their emotions bruised enough times usually get better at not having any; maybe that's why he and karlach got along so well instead. ]
I've done worse. [ ... ] I did try to kill the person responsible for what happened to my home already. It didn't work out, but I still remember how I felt.
[ so he gets it, how those emotions might get twisted. ]
no subject
he keeps his eyes trained on nehan despite the cats climbing and making nests around them. he stays quiet for a moment. ]
How you felt when you were starin' down that barrel at him?
[ physically or metaphorically. he saw that revolver. ]
no subject
That's right.
[ metaphorically and physically. he shifts his fingers where he's holding boothill's hand, which are still too weak to get much of a grip. his voice is even-keeled and soft. ]
I spent years convincing myself it was stupid. And by all reasonable metrics, it was. In our case, what happened wasn't really his fault. Revenge doesn't lay the dead to rest, it's self-serving, it's not proper healing... all sound arguments.
But it didn't matter. All I felt was anger. Like I was made of it—like I'd burn anything that touched me. Anything between me and him.
If that's what your monster made you, you weren't going to snap out of it on your own. If anything, in death they might've saved you. At least you're back to normal. You're yourself enough to feel guilt and mope around in a cat store.
no subject
nehan's grip does feel loose in boothill's, his fingers thin and bird-boned. mindful of his metal parts, boothill adjusts and firms up his grip, just a little. some comfort rushes in from the feeling, but this is for nehan as much as it's for himself. ]
"In death they might have saved me," huh?
[ he sets down his beer and pets the cat in his lap. it starts purring. ]
Might surprise you that I used to be human 'fore I got this way. I found the only doctor in all the cosmos who could make me into a weapon. I found out most people don't survive the operation. Me—I nearly gave up the ghost, but I remembered what I lost. I followed my burnin' hatred for that man back to the side of the livin'.
[ he glances at nehan and then at the cat in his lap again. ]
Them IPC folk—they're all cut from the same cloth. Aventurine ain't my main target, though. Oswaldo Schneider is his name. Foolish or not, I'll make him pay back every last drop of blood lost. So I get that anger a'yours. I haven't lost mine yet.
no subject
...Well, if nothing else, rage is incredible at keeping you alive. Better than medication, sometimes.
[ his words are dry as bone, but there is a sort of thoughtful quiet in general as he processes what boothill has to say, the sort of life he's lived. ]
...I'm not going to try and convince you to let it go. Sounds like someone who deserves to look down a barrel. [ reasoning doesn't work anyway. as he's said, you don't rationalize away anger when it's become your foundation, the framework that keeps the rest standing. ] You should at least try to salvage what you still have, though. Never know when you might lose that as well.
[ they can still see the living, caught on the glare of glass and errant mirrors. ]
no subject
he follows nehan's eye over to the storefront glass. everyone is exploring the island, trying on clothes, talking about what to cook. they seem relatively okay. boothill can see himself there with them.
then he stops himself. he looks back at the cats. ]
Yeah, well. Can't do that from here. Don't know how to get there and don't want 'em to die just so they'd come to this place.
[ takes his beer and sips it. ]
Even if they don't hate me, it ain't like they won't be scared no more.
no subject
You give up pretty easily when it stops being about justice.
[ or maybe it's guilt. fear? nehan rests his drink on his knee a moment. ]
Someone will try to save you, if they realize you're here. It's a matter of figuring out how to communicate that. [ he doesn't sound hopeful or anticipatory about this, but it is a goal. ]
no subject
boothill whips his head to look back at nehan. ]
I ain't givin' up! I done run through every part'a this ghost town. Not found one bit a'help. Just some stripper pole and these lil' guys.
[ a cat meows. boothill drinks a big swig. ]
You find anything?
no subject
...Not yet. I've found supplies, but nothing remarkable.
[ no magic machines to jet them back home. ]
I can't navigate the fog here like I could in the village, either. But I imagine there's more out there. Answers, if we're lucky.
no subject
Aw, lookie here. She likes ya'.