gy locations
Locations
graveyard

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This is a compact, nameless place, like a modern town far off a New England interstate exit that's been forgotten with time, surrounded by mist and deep forests. It's shabby and melancholic—in the way an under-maintained liminal space can be—especially because there's not a resident to be found, but the amenities are functional and supplies are constantly refreshed. What more do you need besides food, water, shelter, and grime?
Surrounding the wee town and rolling between its buildings is a thick, soupy fog, which permanently dilutes the light into a muted grayness. There are distant shapes in the vast haze, hinting at more, but traveling too deep into the fog will eventually cause characters to lose their way completely. After they've wandered for seemingly hours (days, weeks), they'll find themselves right back in front of any of the Graveyard locations, as though no time has passed at all. End to end, the town takes about fifteen minutes to traverse.
Also, there's an infestation of fire fleas here. "Fire what?" Yes.
Surrounding the wee town and rolling between its buildings is a thick, soupy fog, which permanently dilutes the light into a muted grayness. There are distant shapes in the vast haze, hinting at more, but traveling too deep into the fog will eventually cause characters to lose their way completely. After they've wandered for seemingly hours (days, weeks), they'll find themselves right back in front of any of the Graveyard locations, as though no time has passed at all. End to end, the town takes about fifteen minutes to traverse.
Also, there's an infestation of fire fleas here. "Fire what?" Yes.
WEEK 3 UPDATE: The fog permeates even more deeply around town. Even indoors, characters may find themselves enrobed in mist, which warps and alters their surroundings to reflect their thoughts and memories. Memshare is now permanently on. You may use this to share minor snippets of the past; more abstract, dreamlike changes to your surroundings; traditional, theater-style memshares; miniature 'heart games'; etc.
● Wood Side Apartments ● A rusty, dilapidated apartment building shrouded by patches of fog. Wedged between the front and back doors on the ground floor is a reception desk littered with dried-out plants, magazines, and a busted computer terminal; however, no one ever seems to be available for help. To the west is a windowless mailroom where walls of postbox cubbies are located, and nearby is a suspiciously unstable elevator with six buttons: B (basement) and 1, 2, 3, 4, 5, and P. On the eastern side, stairs lead up to the second, third, fourth, fifth, and penthouse floors. Each residential floor has ten rooms with a bedroom-living room combo and a bathroom.
The complex is always alive with sound–pops, creaks, groans, and the echoes of voices. Occasionally, tarry-looking puddles appear on the walls or floors when returning to an area for another time. It feels like something might try to emerge from their depths.
The elevator opens directly into the basement floor, a dark and foggy space illuminated by only a single candle on a table beside a large hole in the farthest wall. It’s a hole… There is an urge to look inside…
And something has changed. The hole has grown even larger, even more circular. You think you can hear something through it, muffled at first but quickly growing clearer. Characters can now hear and communicate with the living NPCs, allowing them to audience with any of them for a voice or what amounts to magical Facetime or a 'hologram' of them. You may now physically interact with NPCs and change what the room looks like during calls. Think of this place as your seance room.
The elevator can go up to the penthouse level as well, but you'll need permission first.
The complex is always alive with sound–pops, creaks, groans, and the echoes of voices. Occasionally, tarry-looking puddles appear on the walls or floors when returning to an area for another time. It feels like something might try to emerge from their depths.
Rooming: Characters can claim a room key at the reception desk (or be assigned one, if, for example, you want to OOCly be neighbors and have no IC reason for it). Each apartment is tailored after its resident: it can take on the general look and feel of whatever room best reflects them, whether it's a replica of a childhood bedroom or futuristic pod furniture. But it also reacts to their personalities and moods, e.g. a closed-off person may have boarded and barbed wired windows, an anxious individual could hear scratching under the floorboards, and someone struggling with their week might suddenly have a pipe burst. Feel free to get creative—the only limitation is that the space should stay the size of a roomy studio apartment, and it's bound to be a little darker and dingier than what characters remember from home.
The elevator opens directly into the basement floor, a dark and foggy space illuminated by only a single candle on a table beside a large hole in the farthest wall. It’s a hole… There is an urge to look inside…
And something has changed. The hole has grown even larger, even more circular. You think you can hear something through it, muffled at first but quickly growing clearer. Characters can now hear and communicate with the living NPCs, allowing them to audience with any of them for a voice or what amounts to magical Facetime or a 'hologram' of them. You may now physically interact with NPCs and change what the room looks like during calls. Think of this place as your seance room.
The elevator can go up to the penthouse level as well, but you'll need permission first.
● Lakeside Park ● A quaint little respite tucked in the corner of the area, lively and flourishing. The river cuts through, creating a small peninsula which can be reached by a wooden bridge. The area is misty with fog, particularly because of a large lake that the river eventually feeds into. The lake itself is too misty to traverse safely to, but the accessible park is lush and has small gazebos and grills for picnickers.
● Heaven’s Night ● The paradise of God. A stripper bar with mediocre drinks to wash away the troubles. Two long bars decorate the southern interior, offering plenty of space for drinking with friends, or drinking alone. To the north, several four-chair and two-chair tables are gathered in front of a simple wooden platform stage. Multicolored lights at the front brighten the view of the pole in the center. In the back corner near the bar is a single, grimy bathroom.
Television screens that hang above the bar are for watching the big game—or would be, but actually, they just show a 24/7, grainy feed of the living.
● Central Square Shopping Center ● A large, ominous shopping mall with half-baked utilities. The expanse of windows at the front shows off the food court. Inside, the floors and walls are dirty and old, and only a few of the lights work while others wink eerily on and off. When glancing into the quiet, empty distance of the mall, there’s an air of isolated liminal space which causes loneliness and hopelessness. Six stores line up along the eastern wall, allowing shoppers to enter from the north or south of the mall and make a nice U around before leaving. Mannequins fill many of the stores, and, oddly, they are sometimes outside of the stores, too. Passing them by and returning will always run upon a different mannequin. Or maybe it’s the same one, only turned in another direction…? Actually, it’s uncertain whether or not these groups of mannequins were gathered here to begin with… The heads feel like they follow shoppers who come and go.
The food court has a questionable Food Grade Rating by the looks of it; however, there are several buffet-style restaurants to pick from.
Right now, only the first floor of stores is available to shop in—the rest stock only empty mannequins and emptier shelves.
Just Cats: A small pet store, but only for cats. There are cat-themed accessories as well as everything needed to take care of feline friends. Speaking of, plenty of cats roam the store (and the rest of the mall), and some are friendly! They won't leave the mall, and seem unperturbed by the eerie atmosphere, like they own this place. But feel free to drop in and give them some good scritches.
Scenesters: Like if a Hot Topic and a Spencers collided! Want N*ghtmare Before Christmas posters or a lava lamp for some reason? You're in luck. Scenesters is also stocked full with clothes, but they're mostly tacky graphic tees, pre-distressed goth wear, and wallet chains.
Cerebral Vortex: The local comics and games store, stocked with all kinds of playing cards, board games, vintage comic books, and manga. There are folding chairs and tables to play on. The true horror is that some crucial volumes are missing from most series... And also, there is no Un* to be found.
Ben, RPh, & Jerry's: A combination pharmacy and ice cream store. Why does this exist? In any case, various over the counter drugs can be picked up here, as well as first aid supplies and some convenience store wares. Additionally, there are 32 flavors of ice cream available! Some of them are mysterious and unlabeled and weird. Yum.
● Toluca Graveyard ● One of the only areas filled with the greenier of life, ironically. This quaint graveyard nestled between trees and bright grass doesn’t elicit feelings of fear so much as sadness. The tombstones are all busted or broken, but ever present as reminders of the history of people’s lives.
This is where freshly arrived dead appear.
● Midwich Elementary School ● The phantom giggling of school children can be heard when approaching Midwich. The building isn’t old or broken by any means, but it feels strangely inauspicious nevertheless. The lights inside mostly work, illuminating the desolate halls, administration rooms, and individual classrooms in a shower of harsh, fluorescent light. A billboard in Reception has a sign which says, NOTICE: Hell is coming. The classes are filled with every day education materials for young children, left behind as if something had happened suddenly without much warning. The courtyard in the center provides a small playground and periodically, the equipment moves without rhyme or reason. One of the stalls in the girls bathroom is locked; knocking on the door earns a knock in return, but nothing can be seen in the crack beneath the stall.
● The Fountain ● At the very core of the town is a small copse of trees around a large, stone fountain in the shape of a long-necked crane. There is a constant flow of water and fog from its beak; the mist is calming, though too much exposure will cause emotional numbness. But in moderation, it's a nice place to sit on one of the benches and take in some pleasant birdsong, even if the birds themselves always seem out of view.
● Brookhaven Hospital ● A three-story facility, the hospital has everything from surgical suites to cleaning rooms for linens, and is decently well-stocked with medical equipment, supplies, and bedding. But it isn't the most comfortable stay: the lighting is cold, the rooms eerily quiet except the occasional sound of muffled sobbing. Something thumps in the basement, which the elevator refuses to go down to. And sometimes, doors lock on their own, joined by the sound of a young girl's laugh and small footsteps pattering down the hall.
● Heaven’s Night ● The paradise of God. A stripper bar with mediocre drinks to wash away the troubles. Two long bars decorate the southern interior, offering plenty of space for drinking with friends, or drinking alone. To the north, several four-chair and two-chair tables are gathered in front of a simple wooden platform stage. Multicolored lights at the front brighten the view of the pole in the center. In the back corner near the bar is a single, grimy bathroom.
Television screens that hang above the bar are for watching the big game—or would be, but actually, they just show a 24/7, grainy feed of the living.
● Central Square Shopping Center ● A large, ominous shopping mall with half-baked utilities. The expanse of windows at the front shows off the food court. Inside, the floors and walls are dirty and old, and only a few of the lights work while others wink eerily on and off. When glancing into the quiet, empty distance of the mall, there’s an air of isolated liminal space which causes loneliness and hopelessness. Six stores line up along the eastern wall, allowing shoppers to enter from the north or south of the mall and make a nice U around before leaving. Mannequins fill many of the stores, and, oddly, they are sometimes outside of the stores, too. Passing them by and returning will always run upon a different mannequin. Or maybe it’s the same one, only turned in another direction…? Actually, it’s uncertain whether or not these groups of mannequins were gathered here to begin with… The heads feel like they follow shoppers who come and go.
The food court has a questionable Food Grade Rating by the looks of it; however, there are several buffet-style restaurants to pick from.
Right now, only the first floor of stores is available to shop in—the rest stock only empty mannequins and emptier shelves.
Scenesters: Like if a Hot Topic and a Spencers collided! Want N*ghtmare Before Christmas posters or a lava lamp for some reason? You're in luck. Scenesters is also stocked full with clothes, but they're mostly tacky graphic tees, pre-distressed goth wear, and wallet chains.
Cerebral Vortex: The local comics and games store, stocked with all kinds of playing cards, board games, vintage comic books, and manga. There are folding chairs and tables to play on. The true horror is that some crucial volumes are missing from most series... And also, there is no Un* to be found.
Ben, RPh, & Jerry's: A combination pharmacy and ice cream store. Why does this exist? In any case, various over the counter drugs can be picked up here, as well as first aid supplies and some convenience store wares. Additionally, there are 32 flavors of ice cream available! Some of them are mysterious and unlabeled and weird. Yum.
● Toluca Graveyard ● One of the only areas filled with the greenier of life, ironically. This quaint graveyard nestled between trees and bright grass doesn’t elicit feelings of fear so much as sadness. The tombstones are all busted or broken, but ever present as reminders of the history of people’s lives.
This is where freshly arrived dead appear.
● Midwich Elementary School ● The phantom giggling of school children can be heard when approaching Midwich. The building isn’t old or broken by any means, but it feels strangely inauspicious nevertheless. The lights inside mostly work, illuminating the desolate halls, administration rooms, and individual classrooms in a shower of harsh, fluorescent light. A billboard in Reception has a sign which says, NOTICE: Hell is coming. The classes are filled with every day education materials for young children, left behind as if something had happened suddenly without much warning. The courtyard in the center provides a small playground and periodically, the equipment moves without rhyme or reason. One of the stalls in the girls bathroom is locked; knocking on the door earns a knock in return, but nothing can be seen in the crack beneath the stall.
● The Fountain ● At the very core of the town is a small copse of trees around a large, stone fountain in the shape of a long-necked crane. There is a constant flow of water and fog from its beak; the mist is calming, though too much exposure will cause emotional numbness. But in moderation, it's a nice place to sit on one of the benches and take in some pleasant birdsong, even if the birds themselves always seem out of view.
● Brookhaven Hospital ● A three-story facility, the hospital has everything from surgical suites to cleaning rooms for linens, and is decently well-stocked with medical equipment, supplies, and bedding. But it isn't the most comfortable stay: the lighting is cold, the rooms eerily quiet except the occasional sound of muffled sobbing. Something thumps in the basement, which the elevator refuses to go down to. And sometimes, doors lock on their own, joined by the sound of a young girl's laugh and small footsteps pattering down the hall.

graveyard ✦ locations ✦ statuses ✦ ic profiles
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