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
We'll have to find more pages to get the full story. More books.
One page is important, but it alone doesn't do anything for us.
no subject
[ so much fudge. boothill sets his hands on his hips, looks at the ground, and sighs. ]
So, what? We just gotta wait for 'nother door to show up at the park? Do the whole dance all over again? How'd that even happen anyway?
no subject
I'm not sure. The explosion did cause abnormalities back on the other side... This place seems to be responding in kind. [ like an echo. ] It could keep happening. We may have to wait and see if it becomes a pattern.
no subject
Forkin' hell. [ he knew that would be the answer. ] I'm gettin' tired of all this waitin'.
no subject
The ritual can't be accomplished overnight, but everyone's chances at being saved can be ruined in one especially careless instant. Don't rush.
[ however. ]
You have people to take care of here now. Distract yourself with that.
no subject
I know that. You 'n War think I got no sense.
[ I WONDER WHY. he narrows his eyes. ]
Tell me more 'bout this ritual. We ain't tryna' summon a god ourselves, are we?
no subject
[ it's not said as a compliment nor an insult. but regardless, ]
And no, we're not. However, the best way to dismantle your enemies is to know exactly how they function. Learn them inside and out, then press your claws in where it's vulnerable.
no subject
I'll admit one thing: you got a lot more patience than me.
[ smiles a little. ]
Most'a times, you're as calm as a moon in a daytime sky, but you do get more interestin' when you talk battle. You any good with that gun a'yours?
no subject
I'm not the worst shot.
[ maybe we'll get a shooting range... ]
We're different though. I'm patient because I'm weak. I use a gun because I'm weak. [ it's a great equalizing weapon. ] You only get to rush into things when you're strong—I'd lose every fight I don't plan ahead for.
no subject
also, this is all very sobering. that mirth goes away quick. ]
Mind if I ask what happened to ya'?
no subject
What, this? Bullets happened.
But I wasn't very strong before then anyway, and it doesn't bother me. The point is, I prefer strategy. [ ... ] I've worked with the guns blazing type before. It's fine.
no subject
Got caught up in a nasty situation, did ya'?
no subject
That's how things involving guns usually go, yeah.
no subject
he crosses his arms. ]
Anyhow. Any idea what this "leg" is? Since we're all spun up about it.
no subject
Hm... [ he scans over the text again, running a finger lightly against the page. ] It's really too old to read. But I assume it has to do with one of these ingredients. It has something to do with legs...?
no subject
anyway he peeks over at the page too. ]
Ain't no chance they're talkin' 'bout legs on a chair, huh?
no subject
For all we know, it could be a chair.
[ he can't even say it's a silly guess because who knows? ]
Maybe if we collect more pieces, it'll make more sense. For now... [ he taps the page lightly. ] How about we just keep these "ingredients" in mind?
no subject
boothill narrows his eyes at it and then stops leaning forward. ]
Sounds like all we can do. You let us know if ya' find somethin' else.
no subject
he nods. ]
I will. I'll keep the book for now, but I'll leave a copy in public. Good work retrieving it.