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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Too busy looking at Karlach? "What a woman!"... or something, wasn't it?
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'Ey! You lay off, ya' lil' forker!
[ he's all bark and no bite just embarrassed ]
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Hey, I'm just asking you a question. I won't know unless you explain, right?
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I was too busy bein' possessed by whatever the fudge, all right? It ain't the nicest thing in the world ta' remember. I can tell ya' I wasn't checkin' under my forkin' boots out there.
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Alright, alright! [ karma backs off, because he can tell: push just a little further, and he'll be the one under boothill's forkin' boots ]
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Laugh it off, kid. You gonna let me set my arms down or what?
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Yeah, okay. Sorry, I didn't think robots get tired.
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[ emotionally? mentally? boothill definitely can. he sets his hands on his hips and gives karma a flat look. ]
I'd say thanks for readin' out that notebook to me, but I think yer head's gotten big enough already.
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[ it does baffle him that a robot would have fingerguns but zero literary capacity ]
Still got space in that empty skull of yours to learn?
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What did you say?
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[ LESSONS HAVEN'T STARTED YET but they will will!!! ]
Don't need no snot-nosed kid teachin' me.
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[ karma hasn't seen the ass chart or heard about the tire iron yet. ]
You wanna see the apartments or not, kid?
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Apartments...? [ imagine if they were just standing in graveyard dirt this entire time. karma does seem to finally realize they're not in kansas anymore, though, ]
Sure, if you're offering to play tour guide, I'll tag along.
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boothill actually smiles. ]
Tsk. 'N you're on my case for not readin'.
[ he turns towards a tall building in the distance, its shape visible in the fog. ]
You take that bag 'n let's head on out.
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Hey, not knowing my way around an unfamiliar place isn't as embarrassing as being a grown man who can't read.
[ this is in no way comparable!! but he'll pick up the bag and goes right for the donuts. sugar makes the world so much better. ]
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[ THAT'LL TEACH YOU
anyway points to figures in the fog like he didn't just try to bully a kid. ]
Fountain's over here. Buildin' on our left is some kinda school. Apartments are up this way.
[ WE CAN ALSO END HERE it will just be generic tour stuff and getting him situated ]