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
Well, no. It doesn't. But Aventurine feels offended on its behalf as he stares down at it, the intricate carvings, the lovely colors, and (nu voice) the pointy end. ]
... I can't.
[ If Nona wants to knife duel, he will knife duel as he swings the scrimshaw at her. ]
no subject
Why is that thing so important to you, anyway!?
[she can get an idea, but she wants to hear it from his own mouth.]
no subject
I can't go back down there without it! I can't see them like that again...!
[ All those faces, those anguished cries, the burning touches. Reminders of his past and present and everything that he's lost along the way.
This scrimshaw promises to ward those nightmares away. ]
no subject
this hurts to say, when she's seen a glimpse of what aventurine's gone through. his loss and trauma, why he might so badly want something more hopeful. but...]
Remember what you were told, Aventurine—or have you already forgotten? We can't choose our beginnings, but we can at least choose our journeys. What journey is there for you if you cling to an illusion?
no subject
... No, he hasn't forgotten... Or maybe he has. Until now, his mind had clung to one thing only, a temporary relief in this strange object in his hand, but now, he's grown uncertain. The journey, yes. And at the end of it, he'd be able to recount the stories to his family, his father, mother, big sister. They'd smile, stroke his hair, and tell him how proud they were of him.
He hesitates here, leaving an opening as he tries to grapple with the truth. ]
no subject
Um—I'm sorry!
[she will try and jab the hilt of the knife into his gut to wind him and maybe even get him to let go of the scrimshaw? help.]
no subject
Aventurine doubles over, falling to one knee at the jab and releasing the scrimshaw on the way down. It slides across the floor, and Aventurine reaches for it, only to pull his hand back at the last second.
He's still fighting with himself. ]
no subject
Come on, Aventurine... You're stronger than this. I know you are.
no subject
So in an effort to combat his madness, Aventurine will dig his fingers into the deep cut on his arm, dropping to both knees this time to lean forward and press his forehead against the cold floor.
He refuses to watch the scrimshaw get kicked down the stairs, too afraid of chasing after it. Instead, he will remain curled up here, on the ground, inflicting as much pain on himself to try and keep his mind distracted. ]
Nona, [ he mutters her name through gritted teeth. ] Grab the stone.
no subject
nona stares down at him in concern for a moment—a part of her doesn't want to leave him, for a multitude of reasons—but ultimately, she knows that staying where she is won't be productive.
doing as aventurine says, she turns on her heel and runs for the stone.]
no subject
and so when nona grabs the stone, the hot, blinding light instantly fades. the lighthouse itself reverts back to a very normal, if dilapidated building. there is no great promise or happiness, nothing beyond the potential of what they can accomplish on their own. and maybe... that's for the best? maybe the hope of what's real and waiting isn't so bad, though you'll never know for sure.
none of the horrors they've seen stick around either, but their injuries will stay, as will some of the effects they've suffered (in aventurine's case, hallucinations, and in nona's, a struggle to feel happiness), at least for another 24 hours.
as for their reward, in her hands is a small, slate-like rock, with runes and images carved into it. from it, she can feel the potent thrum of magical energy, but to what end, she won't know from just a touch. more research may be required.
you may both keep custody of this, or otherwise do what you please! if it does change hands away from one of them, please let us know. good job breaking into this super normal building! ]