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locations
Locations
a forest village

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Scawwy, a quiet village nestled in its own pocket of space. Unless the weather is bad, the area remains relatively clear aside from the occasional patches of fog lingering here and there. Trying to walk through the fog to leave or explore farther than the village's borders puts the anxious and nosy right back in the village once again, looped endlessly. The bonfire lit in the center of everything can be seen from all angles around the village, burning warm and inviting. Dirt pathways lead everyone to and from each building, and it takes about a fifteen minute walk to get from one corner to another.
● The Cabin ● A small, wooden cabin with only four bedrooms. The chipped wood is worn, often dusty at the crevices, and prone to creaking. The windows have a grimy film on them, masking the view from outside and within. The simplicity belies the occasional strange groan of floorboards, or moving shadows across the wall. A perpetual chill permeates the building at night, and anyone plagued by insomnia can sometimes see a dark figure watchfully peering into one of the windows before it vanishes. Each room has two rickety beds, and the cabin can sleep up to eight reasonably. A chest sitting at the end of the hallway has a few extra thread-bare blankets and four magically lit lanterns. Outside around the corner are two plain outhouses for those who need daily quiet time.
Out front, a large, wooden mailbox is sitting on a sturdy pole. There is enough room for all deliveries for every individual assigned to this housing.
To the northeast, a stream curves south, making for prime pool party real-estate, or even a place to bathe. Just don’t swim after dark.
● The Barn ● Through the double doors of the rustic and bland barn, the first floor is spacious and smells of fresh straw. On one end are two empty, clean horse stalls, and while there isn’t a single horse to be found, periodically neighing or hoof clacking can be heard while in another area. Nearby is a chest with seven scratchy, flannel blankets. The southern side sports some quaint windows and a table covered by a rug, crates, and a single magically lit lantern. Rats (which aren’t six-feet tall, or bipedal thankfully) chitter and sometimes pop unexpectedly out of their hiding spots in the straw. A set of stairs leads to the loft above, a space filled with nothing but familiar straw bedding. A single, large window opens in the loft at the front of the barn, and in the distance, the bonfire rolls and toils. Outside to the north, two troughs can be plugged and filled with warm water as makeshift baths.
Out front, a large, wooden mailbox is sitting on a sturdy pole. There is enough room for all deliveries for every individual assigned to this housing.
● Abandoned Theater ● The exterior of the theater is hanging on by a thread, and even the trees have seen much better days. Two elegant but wilting doors open into a space more dilapidated than the outside of the building. And more… clownified? Thirteen benches litter the auditorium, some in decent condition and many others close to breaking apart, but all of them covered in the remnants of multi-colored confetti. The stage has seen much better days even with the enthusiastic strips of old banner at the back exclaiming CLOW- KING RETU—! Cracks in the flooring stretch from left and right stage all the way to the proscenium, and those traversing the stage floor should use caution lest they crash through to the trap room below. Crates and boxes are stuffed with brittle unused balloons, a broken ukulele, a stained deck of cards, and dried-up face paint.
A chest near the bottom of the stage has a handful of colorful, patchwork blankets and pillows inside.
Out front, a large, wooden mailbox is sitting on a sturdy pole. There is enough room for all deliveries for every individual assigned to this housing.
● Refectory ● Food is served at places on the tables for breakfast, lunch, and dinner, though what’s offered is tasteless and without spice. The sounds of tireless culinary work rattle away in the kitchen; however, opening the door reveals an empty and quiet room with a cold stove. Eating here in the wide, harmonic room fills diners with a longing for some type of faith, not necessarily religious, but in something, in anything. The front room can fit approximately twenty people at a time before becoming overcrowded, and a door to the side leads down into the lit cellar. A long wooden bar has been added to the wall of the cellar below, turning it into a winery and bar with several easy to open barrels of aged alcoholic grape juice. The liquid in the barrels are always at different levels when checked, even if no one has been around to have a drink.
● The Mortuary ● An industrial, cold building with no windows, brown-stained floors, and the metallic smell of blood. Five adult, wooden coffins sit neatly in a row near two metal surgical tables. Often, scratching can be heard from inside one of the coffins. Opening any of the lids reveals only an empty nest of plush velvet lining, perfect for long naps out of the sun. If the lanterns on the walls are still too bright, there is a tiny basement level with two extra coffins, not a sliver of sunlight or lamplight to be found. Additionally, the basement houses a chest with several velvet blankets inside.
Out front, a large, wooden mailbox is sitting on a sturdy pole. There is enough room for all deliveries for every individual assigned to this housing.
● The Church ● A modest building with a single pitched steeple whose bell in the center has lost its clapper. The inside is mostly homely, but full of the reverence that comes with peace and silence. Every wall has at least one giant, stained-glass window, a pictorial progression of the rise and divine instatement of a Sabbatic goat. Six pews can accommodate sitting or sleeping. The book on the altar at the front is labeled Holy Bible, but the words on the inside are written in a ghastly and scratching, unreadable language of runes. Beside the altar is a small baptism pool, though the water is murky red. Sometimes, when drifting to sleep, or bowing in prayer, a phantom bell loudly rings a couple of times from above. The chest in the corner holds a handful of drop cloths and hassock cushions.
Out front, a large, wooden mailbox is sitting on a sturdy pole. There is enough room for all deliveries for every individual assigned to this housing.
● The Cemetery ● Surprisingly less eerie than the church, the cemetery smells like freshly tilled soil and burdens those entering with a mantle of gentle sorrow. The tombstones are worn and broken with age, the real testament to how little lingers after death aside from memory. A single, very old shovel is here propped on one of the gravestones. Tarry here too long and the voices of the known departed whisper over a shoulder, or visions of them flicker in and out of the corner of the eye. At night, the only light here is of the stars above in the sky and the burning bonfire in the distance.
● Haunted House ● Light-less and lifeless, this old house groans and creaks with any passing breeze. The wooden siding is grayscale and dingy, the windows drooping like a haggard face. The first floor has a dining room, a kitchen, and a bathroom, all small and claustrophobic. The chairs in the dining room will occasionally twist in another direction, or the table will rattle threateningly against the rug. A chest along the far wall is filled with several granny-square crocheted blankets. A few rats can be heard digging around in the kitchen just over the sound of incessant, unseen flies. The stove works, but is wood-burning, and the pop of any wood used sounds like a pain-filled wail. The bathroom is also functioning, but the tub water sometimes becomes rusty and gets cold very fast while the toilet periodically shoots water from the bowl like a bidet.
Upstairs, the house is split into four mothball scented rooms with two aged twin beds each (eight total). The bedding is dusty and paper thin, so any shadows haunting the hall at night can almost be seen through the sheets. Every morning at witching hour, moaning, crying, laughter, and walking can be heard on the floor below, on the stairs, and in the bedrooms.
Out front, a large, wooden mailbox is sitting on a sturdy pole. There is enough room for all deliveries for every individual assigned to this housing.
● The Swamp ● Behind the house lies the vestiges of what was once a charming pond. The green, brackish water beneath the barren trees pops from algae gas and an earthy and pungent smell permeates the area. Hopping the eastern stones leads to an island in the center where the ground is covered by a permanent pentagram. There is a single spindly tree on the island, and the face of its trunk has the carving of a door burnt into the bark.
The swamp will now open to reveal a natural staircase. Descending it will offer curiosities beyond imagine.
● The Pyre ● An enormous, ever-burning bonfire surrounded by five benches and other extra crate seating. A large table sits at the southernmost point, and on the opposite side is an equally as large notice board filled with strange profiles and a copy of a rulebook. There are now pens and paper here to leave notes on the bulletin board or for writing messages for crows. Basking in the warmth of the fire feels mentally rejuvenating and comforting, a perfect place to hang out with others and cook food. Staring into the fire makes all else in the background recede into the shadows of the mind.
Next to the bulletin board sits a set of small, handsome shelves from Ebonbriar Academy, loaded with books. The books have been sorted by genre, and a note attached to the top of the shelves in neat handwriting reads:
Scawwy Library
A place of solace for all.
If you take a book, please return it once you've finished. Feel free to contribute books if you have them and would like to share. Thank you!
For your reference, the books on the shelves include these.
Out front, a large, wooden mailbox is sitting on a sturdy pole. There is enough room for all deliveries for every individual assigned to this housing.
To the northeast, a stream curves south, making for prime pool party real-estate, or even a place to bathe. Just don’t swim after dark.
● The Barn ● Through the double doors of the rustic and bland barn, the first floor is spacious and smells of fresh straw. On one end are two empty, clean horse stalls, and while there isn’t a single horse to be found, periodically neighing or hoof clacking can be heard while in another area. Nearby is a chest with seven scratchy, flannel blankets. The southern side sports some quaint windows and a table covered by a rug, crates, and a single magically lit lantern. Rats (which aren’t six-feet tall, or bipedal thankfully) chitter and sometimes pop unexpectedly out of their hiding spots in the straw. A set of stairs leads to the loft above, a space filled with nothing but familiar straw bedding. A single, large window opens in the loft at the front of the barn, and in the distance, the bonfire rolls and toils. Outside to the north, two troughs can be plugged and filled with warm water as makeshift baths.
Out front, a large, wooden mailbox is sitting on a sturdy pole. There is enough room for all deliveries for every individual assigned to this housing.
● Abandoned Theater ● The exterior of the theater is hanging on by a thread, and even the trees have seen much better days. Two elegant but wilting doors open into a space more dilapidated than the outside of the building. And more… clownified? Thirteen benches litter the auditorium, some in decent condition and many others close to breaking apart, but all of them covered in the remnants of multi-colored confetti. The stage has seen much better days even with the enthusiastic strips of old banner at the back exclaiming CLOW- KING RETU—! Cracks in the flooring stretch from left and right stage all the way to the proscenium, and those traversing the stage floor should use caution lest they crash through to the trap room below. Crates and boxes are stuffed with brittle unused balloons, a broken ukulele, a stained deck of cards, and dried-up face paint.
A chest near the bottom of the stage has a handful of colorful, patchwork blankets and pillows inside.
Out front, a large, wooden mailbox is sitting on a sturdy pole. There is enough room for all deliveries for every individual assigned to this housing.
● Refectory ● Food is served at places on the tables for breakfast, lunch, and dinner, though what’s offered is tasteless and without spice. The sounds of tireless culinary work rattle away in the kitchen; however, opening the door reveals an empty and quiet room with a cold stove. Eating here in the wide, harmonic room fills diners with a longing for some type of faith, not necessarily religious, but in something, in anything. The front room can fit approximately twenty people at a time before becoming overcrowded, and a door to the side leads down into the lit cellar. A long wooden bar has been added to the wall of the cellar below, turning it into a winery and bar with several easy to open barrels of aged alcoholic grape juice. The liquid in the barrels are always at different levels when checked, even if no one has been around to have a drink.
● The Mortuary ● An industrial, cold building with no windows, brown-stained floors, and the metallic smell of blood. Five adult, wooden coffins sit neatly in a row near two metal surgical tables. Often, scratching can be heard from inside one of the coffins. Opening any of the lids reveals only an empty nest of plush velvet lining, perfect for long naps out of the sun. If the lanterns on the walls are still too bright, there is a tiny basement level with two extra coffins, not a sliver of sunlight or lamplight to be found. Additionally, the basement houses a chest with several velvet blankets inside.
Out front, a large, wooden mailbox is sitting on a sturdy pole. There is enough room for all deliveries for every individual assigned to this housing.
● The Church ● A modest building with a single pitched steeple whose bell in the center has lost its clapper. The inside is mostly homely, but full of the reverence that comes with peace and silence. Every wall has at least one giant, stained-glass window, a pictorial progression of the rise and divine instatement of a Sabbatic goat. Six pews can accommodate sitting or sleeping. The book on the altar at the front is labeled Holy Bible, but the words on the inside are written in a ghastly and scratching, unreadable language of runes. Beside the altar is a small baptism pool, though the water is murky red. Sometimes, when drifting to sleep, or bowing in prayer, a phantom bell loudly rings a couple of times from above. The chest in the corner holds a handful of drop cloths and hassock cushions.
Out front, a large, wooden mailbox is sitting on a sturdy pole. There is enough room for all deliveries for every individual assigned to this housing.
● The Cemetery ● Surprisingly less eerie than the church, the cemetery smells like freshly tilled soil and burdens those entering with a mantle of gentle sorrow. The tombstones are worn and broken with age, the real testament to how little lingers after death aside from memory. A single, very old shovel is here propped on one of the gravestones. Tarry here too long and the voices of the known departed whisper over a shoulder, or visions of them flicker in and out of the corner of the eye. At night, the only light here is of the stars above in the sky and the burning bonfire in the distance.
● Haunted House ● Light-less and lifeless, this old house groans and creaks with any passing breeze. The wooden siding is grayscale and dingy, the windows drooping like a haggard face. The first floor has a dining room, a kitchen, and a bathroom, all small and claustrophobic. The chairs in the dining room will occasionally twist in another direction, or the table will rattle threateningly against the rug. A chest along the far wall is filled with several granny-square crocheted blankets. A few rats can be heard digging around in the kitchen just over the sound of incessant, unseen flies. The stove works, but is wood-burning, and the pop of any wood used sounds like a pain-filled wail. The bathroom is also functioning, but the tub water sometimes becomes rusty and gets cold very fast while the toilet periodically shoots water from the bowl like a bidet.
Upstairs, the house is split into four mothball scented rooms with two aged twin beds each (eight total). The bedding is dusty and paper thin, so any shadows haunting the hall at night can almost be seen through the sheets. Every morning at witching hour, moaning, crying, laughter, and walking can be heard on the floor below, on the stairs, and in the bedrooms.
Out front, a large, wooden mailbox is sitting on a sturdy pole. There is enough room for all deliveries for every individual assigned to this housing.
● The Swamp ● Behind the house lies the vestiges of what was once a charming pond. The green, brackish water beneath the barren trees pops from algae gas and an earthy and pungent smell permeates the area. Hopping the eastern stones leads to an island in the center where the ground is covered by a permanent pentagram. There is a single spindly tree on the island, and the face of its trunk has the carving of a door burnt into the bark.
The swamp will now open to reveal a natural staircase. Descending it will offer curiosities beyond imagine.
● The Pyre ● An enormous, ever-burning bonfire surrounded by five benches and other extra crate seating. A large table sits at the southernmost point, and on the opposite side is an equally as large notice board filled with strange profiles and a copy of a rulebook. There are now pens and paper here to leave notes on the bulletin board or for writing messages for crows. Basking in the warmth of the fire feels mentally rejuvenating and comforting, a perfect place to hang out with others and cook food. Staring into the fire makes all else in the background recede into the shadows of the mind.
Next to the bulletin board sits a set of small, handsome shelves from Ebonbriar Academy, loaded with books. The books have been sorted by genre, and a note attached to the top of the shelves in neat handwriting reads:
A place of solace for all.
If you take a book, please return it once you've finished. Feel free to contribute books if you have them and would like to share. Thank you!
For your reference, the books on the shelves include these.

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FULL NAVIGATION
ROOMING CHOICE
Choose two (preferred & second option) between the following: Cabin, Barn, Abandoned Theater, Mortuary, Church, or Haunted House.
Fill out the form below and reply to this comment so we can sort everyone into designated rooming areas. We will try to fit people where they would like to go as best as we can! This room choice is for later logistic purposes and characters aren't beholden to sleeping or hanging out in one location permanently.
We will post the official assignments in the Week 1 Monday mingle.
Cabin: 8 max
Barn: 6 max
Abandoned Theater: 5 max
Mortuary: 7 max
Church: 6 max
Haunted House: 8 max
Wait, explain how this works again.
The buildings will, ICly, lock onto individual people to "claim" them as residents. How does this work? Magic idk. OOCly, you are giving us your preferred rooming choices and we will try to give you your preferences. Please note that depending on building popularity, you might not get your preferred rooming choices.
Do we have to do this? Can our characters just stay elsewhere?
Like noted above, your characters do not have to stay in whatever room is assigned to them. HOWEVER, even if your character chooses to sleep somewhere else, there will be Things still connecting them to their assigned home that will be revealed later. Because of this, yes, OOCly you must do this even if your character ICly ignores it.
Also, keep in mind that each building can only comfortably sleep a certain amount of people, which is listed. While it is allowed to bring other people in, it will be an uncomfortable fit if it is over that number listed.
Does this mean these locations are private use?
Nope. Absolutely anyone can enter and use them for PC or mingle purposes like regular locations, so you have to deal with people going into your house. There will be places to store belongings though, so your items will be safe.
Do we have to make our own catch-alls?
We will host a mod made one in