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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the board seems a bit wet and eaten away when she checks, which is probably a good thing considering karma's going to try and kick it down. it might take some effort, but brute forcing it does work; the board breaks and clatters to the ground, and the door will cave open. easy peasy! ]
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I have a feeling of some sort about this. Feel free to come along if you want, Karma, but maybe stay a little behind me.
[In a way it's a suggestion made out of guilt because, you know, she killed Karma once.
Heeeeeey what awaits in here? Is it a sinister place, perhaps? Rusted, metallic, dilapidated?]
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No, of course he isn't going to just ditch Erin, even if she did kill Karma once. He'd liked to have been the first through the door, but it's better this way because he can at least peer over Erin's shoulder, whereas if he'd gone through first he'd just be a wall in the doorway until he knows everything is safe.
His gaze travels across the lines of the ceiling, the corners where the walls meet. ]
Hello... [ calls out tentatively ] It's Erin.
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by the way, are they both fully inside now? ]
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for once this is not a joke tag, it immediately does that. moreover, by the time they might look back at it, it's completely covered in chains—the flimsy board might've been a warning to keep you out, but the chains and locks are certainly here to keep you in. there is a peephole in the door, and a slot for mail, but that's it. nothing you could possibly use to escape through it again. every lock has a different keyhole, every chain is thicker than anyone could wrench free and bolted hard into the wall.
so, what now? ]
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Oh. Fantastic. This needs so many keys.
[She informs, examining the locks. Either that or a skeleton key, but...well, the fact this appeared all of a sudden and what not is a clear sign of magical shenanigans afoot. She sighs]
We're not getting out the way we came from. Keep an eye out for anything dangerous -- if all this appeared in the blink of an eye, so can something lethal.
[Maybe spikes will pop from the walls at any moment, for all we know! Better get moving, and first and foremost Erin considers possible escape routes. Any windows in this place?]
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We don't need keys. [ he squints at the state of the door now, but despite hating magic, he doesn't actually look all that concerned. ] Look, there's a peephole and a mail slot: those weaken the integrity of the door itself already. All those chains and bolts don't matter either if the hinges are weak. There's probably windows around here, and, if all else fails, I'll just kick down a wall.
[ So we're fine, no worries. Karma leaves Erin to consider alternate escape routes, while he looks around the room itself. What's in the storage chest? if he flicks on the television, what's the last channel that was on? what sort of food is in the fridge... ]
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there are some windows in the living area, which she can go take a look at. outside is the town of... actually these are some really dirty windows. it's hard to tell what's out there, beyond a thick blanket of fog just outside and the grime. but she can see the ground, at least. it's a ways away. not a good distance to fall. and also—the window won't even open, locked tight, with the actual locking mechanism broken into place.
for karma, first, the storage chest. inside are two silver medallions and a candle. he can take these for himself or share with erin, if he likes. sticking to the living room for now, he can also turn on the television: it starts off on whatever this is.
inside the fridge is... a choccy milk! ]
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[We just break out of this apartment and accidentally cause a quarter of the building to just collapse a little.
The sight of fog is enough to make Erin step back]
Fog. Oh flip, fog hasn't meant something good since we got dragged into Scawwy.
[Welp, we got into trouble, Karma! Misfortune has struck.
Better try to find out who this apartment belongs to, then. Portraits, names, notes, anything that could indicate whose place this is]
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It's just weather, Erin. We're by a lake and everything, so it's only natural. [ shut up, erin, we're fine, we're totally fine. ] But hey, take a look at this.
[ a candle's just a candle, so he keep that in his pocket. he's not sure what to make of the medallions, though, so he tosses one to miss occult over there. what do they look like? shiny? pretty? he might give his to nona later if they don't turn out to be evil or something. ]
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and hell yeah! choccy milk! it's cool and delicious and not poisoned, somehow. the television refuses to turn off now, but that's fine, it's background noise. the medallion has a cross on it, and the picture of an unnamed saint on the back; they look more holy than occult, but they can both keep one.
he can also have a lighter from the kitchen for the candle by the way. otherwise, looks like he's done a decent job scouring the immediate area. something is wrong with the wall behind erin, though. the wallpaper seems to be warping a little, like water damage might affect a ceiling. ]
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Seems...the opposite of bad. Probably keep one with you, it shouldn't hurt.
[Maybe won't hurt. It's not going to give them a horrible curse, at least.
Oh, a red note! Time to stick her nose into this! Let's try to take that note.
Given the proximity to Erin, she probably saw the wallpaper warping a little]
Looks like you might have a try at breaking a wall sooner than expected, Karma.
[Break with caution!]
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Give him a sec to mute the television/kick in its screen if it refuses to shut up, because he doesn't need this bgm right now. Candle and lighter in his pocket, choccy milk in his hand, he wanders over to where Erin is and looks up at the wallpaper too. ]
Haha, gross... Might be black mold or something up there, so get something to cover your face. I'll break it down when you're ready.
[ finishes his milk, tosses it into a wastebin if there's one anywhere, pulls his shirt collar over his nose and mouth and (sorry Daan) brings his wrapped fist back to punch a hole through the wall ]
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We've been stuck here for weeks. It doesn't make any sense, but there's an exit in the bathroom—for now, that's what we're going to have to go, even if it's filled with ■■■■■■■.
Ugh. I didn't ask for any of this.
it's signed with, strangely, her own signature.
i'm going to play it very safe and put a mild cw: trypophobia here. anyway, karma can continue his property destruction. he punches the wall! this is going to hurt a bit. but maybe less than it should, because it feels rather—fleshy. little mounds of flesh protrude outwards from the wall, growing out from beneath the wallpaper like mold, hollow-eyed; the tiny figures reach out to grasp his fist, even as their limbs are molded to their bodies, straining against the wall to reach him. their tiny hands burn like hot tar. ]
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She had covered the lower half of her face with her arm, while she read the note. Erin is quite puzzled by her signature on that note. It's a bit of a ray of hope, really, since it speaks of the bathroom as a potential way out]
I might have a way out. If what's behind that wall isn't something we can take--
[And she sees the, the, well, that!
Depending on how Karma fares, he if needs it she can pull back from his clothes, away from the wall. If you don't want that then feel free to have that not happen, yup! Up to you, Ori]
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[ HELP yeah, Erin wrenches Karma away from the wall while he's too busy standing there in the shock of his skin almost becoming goop with how hot and sticky the wall felt in his fist, if Daan hadn't insisted on him keeping them wrapped. but also, god damn. what the fuck. the medallions didn't do shit. ]
What the hell is this...?
[ gross!! he's going to stalk away and cause some more property damage to vent his frustrations, aka break off a table leg and use that to drive through the wall like a polearm. ]
"When something looks off, you know it's time to snoop in," wasn't it? Well, you're right. We're not walking away now.
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more than being staked with a table leg, this seems to make the horrible baby wall recede. the lights flicker, and the room returns to normalcy. karma's medallion feels a little more fragile, in its current state.
there is a knock at the door.
and then there is the bathroom. what next, my sweet gy family ]
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[Welp, that was...somehow she kind of expected some hole to open up after the wall of horrible things receded, but it seems there's none. There's a knock at the door. Will that be worth dealing with, though? With all those chains and locks, opening it might be difficult.
But there's the peephole]
Here, just so you know the plan.
[She passes Karma the note indicating a possible way out through the bathroom, and then approaches the entrance door.
The mail slot is something to be wary about, too. Trying to keep her distance from it, Erin tries to look through the peephole, trying to look outside and see what's knocking at the door]
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Careful.
[ he tucks the note away in his back pocket, next to the candle and— ...the lighter... The lighter he takes out, and flicks to ignite the flame and keep it at the ready, waiting for Erin to report what's out there. ]
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of course, the real karma can't see this; he just feels the heat of the lighter. just a normal lighter! meanwhile, both of their medallions will start to buzz. something drips in the kitchen. the television music starts to become clearer again.
the medallions buzz a little more. ]
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[Well that's a sight. Erin inhales sharply, feeling the guilt when she sees again some images she sure would have wanted not to see. After a moment, she just...steps away from the doorway, paler]
Door-to-door insurance salesman. Anyway, we have to get out of here now.
[Obviously a lie, but she hopes that the fact she avoided telling him what exactly was out there is enough of a sign he shouldn't find out exactly what it is -- and the environment feeling more active and the medallions vibrating are a bad sign! Come on, Karma, to the bathroom!]
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Erin is given a second chance, and she would leave him there to die a second time.
...
Karma does not move. Erin can, if she wants, but he stays. The lighter in his hand is hot. He eyes the hinges to the door, shifts his weight between his feet. ]
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the lighter in karma's hand really will burn him. maybe in a clarifying way, for how normal it is, actually. because everything else around them is not normal; neither of them will need any help recognizing how wrong the apartment turns. the drip at the faucet gets stronger, filling the sink with a chunky murk of liquid. the walls wrinkle like skin. the television noise grows louder and clearer and clearer. the karma outside their door pounds against the door with strength a dying boy shouldn't have, his eyes turning black with ooze.
from the ceiling, the same, dark ooze starts to dribble in. where it touches them, it burns with a cursed energy—it scorches and feels like rot, like the spread of something awful. they will feel their medallions vibrate to the point of shattering under the strain of warding off evils here; they won't last that much longer. ]
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