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LOCATIONS
LOCATIONS ![]() ā MAP The Realm has a quiet little town, resembling something from the turn of the century. The streets are neatly paved with shops and hedges. The scenery is so quaint and charming that it feels like there should be a bounce to every step as participants walk down the path. If they were to listen intently, it might almost sound like a marching band is playing somewhere. A forest surrounds the town on the south, east, and west sides. Participants are welcome to go wandering in them, and they'll find cute and cuddly woodland creatures, beautiful flowers, and amazing scenic areas. However, they will also find that after a certain point, they are unable to go any farther due to an invisible barrier. Here, they can see a darker, more dense part of the forest, and maybe from the corner of their eye, a shadow shifting in the darkness. Anyway, look at those bunnies! However, starting the Monday of the first week, occasionally Participants may find that they're able to walk a little deeper into the forest than they were able to before. Here, they may run into animals that are more dangerous in nature, and who will attack if they feel provoked. The north end of the town stops at a river. While it doesn't look too deep, and the water is calm, it's probably best not to go swimming. If your character tries to swim at night, please inform the mods. A single bridge serves as the only way across the gateway. And towards the south, beyond the forest, is a large, white castle. It stands, majestic, almost sparkling in both sun and moonlight. Oddly, no matter where participants are standing, it seems to be the exact same distance away. |
THE TOWN ![]() The Emporium - The exterior of the building is welcoming, with windows lined with various eye-catching trinkets, ranging from stuffed animals to t-shirts. After stepping inside, the very first thing that will greet guests is a statue made out of L*gos. Yes, the black bar is somehow there. The interior is filled with row upon row of shelves filled with different items. There is a collection of stuffed animals, ranging in size from small enough to hide in your pocket to some as big as a toddler. There's a wide range of other toys as well, like dolls, L*gos, puzzles, and more. Different display cases show off pins, lanyards, keychains, sunglasses, jewelry, and other accessories. Participants may even find one of those keychains with their name on it...? If you consider it a typical souvenir item, it's here. Cups, shot glasses, pens, t-shirts, hats... Everything is stacked neatly, proudly displaying the silhouette of a castle. There are also now items featuring tigers, rabbits, goats, swans, wolves, and foxes. However, there is no one at the cash register, so it seems like participants can't purchase anything. If someone wishes to steal from the shop, please comment here. Planetarium - A stone building that doesn't really match the decor of the rest of the area. There is no exterior identifiers that will tell participants what this building is for, so maybe they should go inside to check? Plaza Inn - A two-story building that provides housing. The first floor consists of a lobby area, a bathroom, a dining hall, and a kitchen. The second floor has twenty rooms that each participant has been assigned to. Please see the housing comment for more information. The lobby has a front desk right next to the main entrance. Though there is never anyone behind it, the desk is neat and orderly, with a cup full of pens for the taking, organized folders of paperwork, and a computer. However, if looked at more closely, the papers will be found to be blank, and the computer won't turn on. At least the pens still work? There are three large white sofas, as well as a few scattered chairs around the lobby. Feel free to get comfortable. The bathroom is a simple three stall room. A single toilet is in each stall, and near the door are three sinks. Keep it tidy! Participants may eat their meals in the dining hall at any time as the doors are always open. There are four tables, all decorated with white tablecloths and silverware. To the back of the room is a door that leads to the kitchen. While the kitchen isn't anything too fancy, it does come with two fridges, a walk-in freezer, two ovens with stoves, and plenty of counter space. The cabinets, as well as a large walk-in closet, are filled with any of the goods that are needed to prepare a meal! Please be aware that no meals will be served in this inn, and that participants must cook their own food. Furthermore, a small kamidana has been set up. There is also a washer and dryer behind the inn. If someone wishes to pocket anything from the inn, please comment here. Penny Arcade - A building filled with all of everyone's favorite arcade games. Want to place Smac-A-Mole? Or arcade basketball? That fun dancing game, DDE? Everything is here, even Macman and Monkey Kong! Despite its name, it does not actually cost a penny (or anything) to play here. Railroad Station - Strangely, despite the lack of train tracks or even a train, there is a railroad station here. Once inside, there are six turnstiles that must be stepped through to get to the rest of the station. Benches are placed around the building so one can comfortably rest while waiting for their (nonexistent) train. Straight across from the entrance are fully functional ticket machines. They're nice and shiny! There is also a single stall bathroom to the left of the building. On the right side is an office that is locked. First Aid Station - The first aid station is a neatly organized and clean building that is packed with typical medical needs. Things like bandages, painkillers, gloves, etc. can all be found hereāif it can be found in a doctor's office or pharmacy, it can be found here. However, if there's anything really specific that your character is looking for (like a particular type of medicine), please ask the mods for confirmation on whether it's in stock or not. Security Office - The security office is a dark room with no apparent light switch to brighten it up, but that's fine, as there seems to be other light sources! One of the walls is completely covered in television screens, where participants can see their past public antics since their arrival. It is important to note that the screens do not display anything that is currently happening, only events that already have. Besides that, in the corner is a single desk with a computer and chair. Story Book Shop - A cozy little store, the Story Book Shop is supplied with a large variety of different types of books and magazines. Anything from recipe books to war strategy guides to steamy romance novels can be found here. Participants might even find books they may recognize from home... well. If they remember them, anyway. |
NORTHERN AREA ![]() If participants try to completely cross the bridge, they'll find themselves blocked by an invisible barrier. On the other side of the barrier is nothing but an empty field. |
NAVIGATION locations āĖ. statuses *+:ļ½” ic profiles :āo ic rules dļ¾ļ¾ļ½„ļ½” audience requests murder proposals ļ½”ā§o private conversations dļ¾oļ½” curfew dļ¾ā§ memories |




HOUSING
Participants heading to the second floor of the inn will find twenty doors awaiting them, the name plate on each the only thing telling them apart. There is a key reader right above the door knob to each room, and the only way to open it is for participants to press their PHS against it. Their PHS will not open any other doors besides their own.
Inside each room is a standard hotel room. The rooms consist of two double beds with a nightstand between them, a small table with two chairs, a dresser with drawers, and a television on top of it. However, the TV only has one channel that plays this with a smiley face on the screen.
There is also a bathroom that has a bathtub/shower combo, a toilet, and a sink. While there are quite a few fresh towels, please note that there are no housekeepers so remember to keep these tidy! There are small bottles of shampoo, conditioner, soap, and toothpaste available in the bathroom. Oh, and toothbrushes now.
01. ANDROMEDA (Alphinaud)
02. CAELUM (Hilda)
03. SAGITTA (Ange)
04. PYXIS (Clementine)
05. ORION (Sora)
06. LYRA (Homura)
07. LUPUS (Jeanne)
08. HYDRA (Alphonse)
09. DRACO (Lup)
10. CYGNUS (Hansa)
11. PAVO (Hua Cheng š« Zuko)
12. SEXTANS (Claude)
13. LYNX (Alex)
14. PEGASUS (Emet-Selch)
15. CENTARUS (Usagi)
16. AURIGA (Blanca)
17. CASSIOPEIA (Taako)
18. GRUS (Xie Lian)
19. CETUS (Rufus)
20. PERSEUS (Izumo)
NORTHERN AREA - WEEK 1
Walking across the bridge will bring participants somewhere a little unexpected. While they were definitely outside a moment ago, they will now find themselves in a long hallway. The floor and walls are made out of some grey metal, and outside their echoing footsteps, it seems eerily quiet... save for the gentle hum of what sounds like an engine. The hallway is long, with a few doors to the side along the way and an elevator at the end of it. While there seems to be multiple floors connected to the elevator, only two are accessible for some reason. Lockers are available near the elevator, which participants can open to get some nifty outfits.
Taking the elevator down leads to what appears to be some sort of engine room. Two more doors leading to rooms are available on the lower level. Going up the elevator, meanwhile, takes them to the bridge of a ship. Perhaps far more interesting than the bridge, however, will be what's beyond the controls and the captain's chairāouter space. The wide expanse of space stretches out beyond their eyes... in the distance, an unfamiliar planet can be seen, though the ship(?) seems to be much closer to that planet's moon. Maybe close enough to visit?
MAIN HALLWAY
Tech Lab - The first door on the left is a gift to all the nerds out there. Anything one might need to do a funky science experiment is here, including equipment and safety gear. Though it seems like the primary focus of the lab is scientific experiments, such as examining findings, there's also a workbench with more average tools for normal tinkering should you wish to build things. Remember, safety first!
Cafeteria - The second door on the left leads to a large, open area with four tables organized in two neat rows, with one giant window taking up an entire wall to give the occupants a rather amazing view of the galaxy. A big screen TV is on another wall, but it mostly seems to be giving updates to the crew instead of showing any kind of entertainment. Six vending machine-like objects are to the left of the television, and they all hold different kinds of food and drinks! Yay! Except they're all astronaut food! ...Yay?? While there does seem to be a door leading to a kitchen, there's a sign on it that reads, KITCHEN CLOSED. GARY FUCKED UP AGAIN. It's impossible to open. Oh well.
VR Room - The first door on the right leads to a seemingly empty room, except for a touchscreen pad situated next to the door. Touching it will give them a brief explanation of what this room is. It's a virtual reality room that reads the occupant's brainwaves to simulate different scenarios. How does that actually work, you ask? Well... moving on! The technology isn't advanced enough to replicate everything precisely, so keeping things simple and generic is the best way to get the type of scenario one would want without the system messing up. No, this is definitely not a holodeck, because that's copyright infringement.
Docking Bay - The second door on the right leads into... another hallway. Going all the way down that will take them to a docking area with two small shuttles that can seat up to four people each. There are eight sets of spacesuits in eight lockers nearby the ships. An airlock must be opened to allow the shuttles out into space. While both shuttles have controls that will open the airlock remotely from inside them, there is also an emergency switch inside the hallway that will open it as well. Just make sure you're holding on tightly to one of the safety handles and that no one is near the airlock doors before pressing that. Again, safety first!
UPPER DECK
Control Bridge - Where the ship's crew would watch over proceedings if they were, you know, around. There are various chairs next to complicated looking computers and buttons, with the captain's chair right in the center of the room. Large windows showcase all of the stars surrounding the ship, with a large, purple planet nearby. Even closer is a moon, bigger than Earth's, and it appears to be half encased in ice. The side closest to the ship doesn't seem to be frozen though. Touching any of the buttons or switches will only cause an AUTHORIZATION DENIED message to appear on the screens.
LOWER DECK
Engine Room - A trip down the elevator takes participants to the engine room. Various machines are all running at once, some silently, while others make strange noises either constantly or at intervals, altogether creating the hum they can hear throughout the entire ship. Unlike the rest of the ship, this area isn't as clean, so leaning on anything might leave some grease on your clothes. Space grease. That's normal.
Garden - Although it can probably be better described as a space greenhouse. A large variety of plants are grown here, ranging from flowers to fruits and vegetables. Though the majority are kinds that can be found on Earth, there is a section dedicated to ones that are a little more strange.
??? - The door to this room is difficult to open, but with enough effort it's possible. Inside is what appears to be an operating room, although a mostly empty one. At one side stands a sink with an empty, oddly stained bucket inside it. Next to the sink is a table with surgical instruments on it, such as scalpels, drills, saws, and other mundane items. In contrast to the bucket, these seem thoroughly clean. An empty operating table sits in the center of the room. There are restraints attached to it, and some seem to be broken as if they were pulled off. A few of those odd stains are on it, but it's fine. This is fine.
SPACE
The Moon - The only way to reach the moon is by taking one of the two shuttles down to it on a trip that takes about half an hour. There is a low amount of gravity on this moon, and to counter it, the spacesuits are rather heavy and may be difficult to maneuver in at first. Located on the surface of the moon are four roving vehicles that can seat up to three people each.
The immediate area is rocky, with gigantic canyons and mountains surrounding it. The rovers will have little difficulty traveling in these areas, but be careful with going too far. The farther they get away from the landing area, the more ice appears. Soon the landscape appears to be completely frozen over, and any wrong step might cause a crack in the ice to appear. Eventually, explorers will see signs that state, ONLY CROSS THIS POINT WITH AUTHORIZATION. If your character ventures past these signs, please contact the mods.
NORTHERN AREA - WEEK 2
The first thing one might notice is the smell of the ocean. This time, the bridge leads to what seems to be a port town. A dock with a few boats are what's immediately in view, with one large ship anchored there. A tall fort stands guard, blocking any potential enemies from attacking the seaside town that's within it. Although, on closer inspection, this town might not be as calm as it appears...? Well, that's not our business.
Going beyond the town, there is a swamp that takes up the majority of this area. It's probably best not to go wandering.
The Port - Normally bustling with activity, the port area is rather quiet now. There are numerous smaller ships anchored at its various docks, and they're all easy to take if one wanted to take a quick sailing trip on the ocean! However, if someone were to try to take a boat too far out to sea, they will eventually hit a barrier. An invisible one, not a sea reef.
The Howling Rose - Far larger than any of the other boats resting at the port stands a great ship that is able to be boarded. Quite the majestic sight, it consists of three decks. The upper deck has everything needed for running a shipāthe sails, cannons, helm, crow's nest, and all of the works. There's even a plank to push people into the sea! A door leads to the captain's quarters, decorated with a small but lavishly decorated bed tucked in the corner, a table that is absolutely covered in maps, as well as chests and drawers that all seem to require a key to open.
A trip down some stairs lead to the next deck, where things are a little less orderly. While it's been cleaned down, there is still evidence of some grime that couldn't be completely wiped away. This floor is split up into a few different areas: what serves as the kitchen to make the crew's meals, an area with more cannons and other ammunition, and the crew's sleeping quarters.
The deck below that one is split into two sections. One part has holding cells, for prisoners or anyone else who needs to be locked away. This particular area did not get the same cleaning treatment... in fact, there are definitely more than a few suspicion stains here and there. The other section of this deck is for cargo. More ammunition is kept down here, and a large variety of other types of items that might have been found on a voyage. One collection of chests have a lot of locks on them.
The Fort - An old structure used to keep the town safe from any attackers. Its walls span around the entire length of the bay where the port is. The length the wall has a walking area on the very top, and there are cannons at designated areas that are usable if armed. Also on the roof of the fort is an open area, where gatherings could occur. There is a contraption near the end used for hangings, with a noose helpfully already tied there.
On the ground level is a spacious courtyard. On the left side of it are three buildings that used to lodge soldiers. Inside each are a dozen twin sized beds... although looking at the state of them, they do not seem to be that comfortable. But maybe you're into back pain! There is a fourth building that is clearly meant to be where they have meals, but it's void of any food. On closer inspection, a few pieces of bread or vegetables might be scattered around the ground, going from the kitchen to the exit. The kitchen is also strangely empty. Guess someone beat you all to the knives.
There is another, larger building connected to the walls. Inside is a jail area, although the doors all look as if they were damaged and broken into. There are a few other rooms, but they're mostly all locked, or the insides were so ransacked it's difficult to tell what the room originally was.
The Town - Beyond the fort is a small seaside town. While the majority of the buildings are locked and not accessible, there are a few still open to go inside and explore. There are a few houses scattered around, but the ones that are unlocked are completely empty of any furniture or items, even though from the outside they look lived in. Strangely with these, after you enter them once, they will lock behind you.
A pub is situated in the center of the town. Inside it, participants can order different dishes that one would expect from an area frequented by sailorsāa lot of fish dishes, meat, and, of course, booze. Even though there is a door leading to the kitchen, it's impossible to open the door.
A tailor's shop is next to the pub. Here, you can get clothes that are in style.
The Swamp - Past the town and beyond the fort's protection are some woods that eventually turn into a swamp. Much of this area still remains unexplored, so any manmade pathways stop early on. Wild animals roam here, such as crocodiles, snakes, and more. Please inform the mods if you wish to go in more deeply.
NORTHERN AREA - WEEK 3
When participants cross over the bridge, they will be immediately surrounded by trees. It looks as if they were just spit out into the middle of a dense jungle on a mountain, filled with the sounds of animals running around. Neat, mosquitoes. While the jungle takes up the majority of the area, going in a particular direction will take one out of it.
Heading north will lead to a deep river. While certain spots are shallow enough to walk through, be careful about where you step! Beyond the river is a set of ruins. Following the river westward eventually leads to a waterfall. Going south takes explorers down the mountain to a small village outside of the jungle, and beyond it is a a vast savanna.
The Tree - Immediately after stepping off of the bridge, the most noticeable thing is a large tree. Like, large. It greatly towers over any other tree in the jungle, and the only way to see just how tall it is is to exit the jungle itself, and it's about as wide as three tanks. The sound of wildlife is forever constant when around it. If it ever goes quiet, it's probably best to run.
Next to this area is also a section full of vines. Wow. Maybe you can try swinging on them, and it'll be a lot of fun!
The Waterfall - Heading west in the jungle leads to where the river turns into a waterfall. It's an extremely majestic sight, but with a drop close to a thousand feet, it's probably best not to get too close to the edge there. You don't have to look for the leopard anymore because it's dead.
The Ruins - The remains of an ancient civilization, these stone ruins may be crumbling, but what's left of them is still beautiful and a remarkable feat of architecture. It's best to be careful, though, considering this seems to be a favorite spot for some animals to hang out in.
While the area surrounding the ruins is jungle, the actual buildings themselves sit on a clearing. There are a few smaller buildings scattered in clusters around this clearing, though they're all completely empty, aside from some bugs and a stray animal using it for shelter. Watch out for those monkeys, they're kind of assholes.
The main part of the ruins seems to have been a temple that rises high into the sky. While it's possible to enter inside, be careful, since there are definitely parts of it that are no longer stable. There's also a few traps here and there, although they strangely seem like they might have been added after this place was built. In any case, dodge those arrows or get ready to have to explain a very stupid injury later. Going in deeper into the temple will show a maze-like structure on the inside, so it's a fun way to get horribly lost.
There's also more asshole monkeys and apes here. There is no leopard here.
The Village - Going south brings you to a bustling village (or as bustling as it could be when there's no other people here). There are a few guard posts surrounding it that are meant to look out for any wild animals that might get too close to the population. Like in previous locations, there are a couple of open buildings, but some of them are strangely empty inside and will close behind participants when they leave.
There's a shop selling some clothing. Uh. Is that really what they have? In the back, you can see some more traditional clothes, but tourists don't have any rights. To the left of that shop is a spot where you can get served food. Meals include things like rice, curry, fish, stew, and a variety different kinds of meats and greens. No, you can't get into the kitchen here either.
In a penned up area are some cute, little animals! Sheep, goat, and cattle can all be found here. Please, feel free to pet any of them. They are soft. Chickens can also be found roaming around, and they are very happy now because the leopard is dead.
There's a large bonfire area in the center of the village, and the fire never seems to go out no matter what time of day a participant visits. In fact, trying to douse the flames just makes it bigger for some reason.
Close by to the village are some streams that broke off from the main river. Here, a few fishing poles and nets are set near the shore, so participants are free to try their hand at fishing if they would like.
The Savanna - Past the village is a vast savanna. Here, one can see animals like elephants, giraffes, lions, no leopard, zebras, etc. all roaming around. While it is possible to walk around and explore this area, eventually participants will hit a barrier that will prevent them from going too far.
NORTHERN AREA - WEEK 4
Crossing over the bridge takes participants to a town in a desert area, straight out of the wild wild west. Cacti, sand and tumbleweeds are all included in this picture.
To the north are some mountains containing an abandoned mine. To the east there's an old, dilapidated manor. Westward is an even older graveyard.
In the town, participants will immediately be greeted by the various buildings grouped together in two long rows, with a wide space between them for vehicles and pedestrians walking through. While a lot of the buildings are locked and not accessible, there are a few that are open!
Sheriff's Office - The sheriff's office is on the left. The front of the building holds a desk where the sheriff sits, as well as a few chairs for guests. A calendar sits on the wall. It's apparently the final week of October? A set of stairs lead upstairs, but the room up there is completely unfurnished. Back on the first floor, towards the back of the building is a jail that holds six separate cells.
Saloon - Next to the sheriff's office is a saloon where one can have a wild time! Or, at least they would be, if there was anyone here! Inside, there is a bar area where customers can order drinks, such as beer and whiskey. Food that's served consists of soups, bread, potatoes, mutton, and tomatoes. The space is mostly full of tables, so you can maintain that six feet distance from one another, if for some reason that is a thing that people in this time period did. There's a small stage in the back for different kinds of entertainment as well, as well as the obligatory saloon piano.
Gun Shop - On the other side of the road, directly across from the saloon, is a gun shop. The items in the shop mostly consist of rifles, revolvers, pistols, and shotguns. There are also bullets for them tucked away. While you're always supposed to report theft, please definitely make sure you report theft for these here.
Gun Range - Next to the shop is a gun range! Here, one can practice aiming with their newly acquired guns. If you aren't a dirty thief, there are also a few pistols that can be borrowed for aiming practice. However, if anyone attempts to take these from the area, they will suddenly vanish from your possession and return to the range. Better luck next time.
Clothing Store - Next to the gun range is a clothing store where you can get brand new outfits that look like these. Wow, stylish. And right next to it are some stables, where the tired traveler can let their horses get some rest after a long day of riding. A few horses are even available now! Wait whose horse is this. Are you stealing a horse.
The Mountain - This mountain isn't a particularly large one; it's easy to hike, taking only half an hour to reach the very peak of it if the hiker is in good shape. The mountain itself is dry, with not much vegetation on it aside from some bushes and an assortment of trees. Remember to bring some water!
The Mine - At the base of the mountain is an old coal mine, long abandoned. Heading inside, there is a set of tracks that lead deeper into the mine. However, the deeper one heads in, the more damage that can be seenāevidence of the roof collapsing at some points, overturned carts full of coal, bird cages with the remains of canaries. Eventually, around a twenty minute walk, the path stops at another, larger mine collapse, where the entire path is mostly blocked off. If your character tries to get passed this, please inform the mods.
The Manor - What was once a lavish display of wealth is now a rotting husk of what it once was. Be careful of where you step here, as one wrong move can send one through the floorboards.
The entrance brings you to a long hallway. While there are doors along it, most of them are locked, and the few that aren't are completely empty. They will also lock behind you after you step out of them. The hall leads into a foyer area that has sofas, tables, and chairs to lounge in. The furniture all look as if they were rather expensive, but they're now falling apart from neglect. Past the foyer is an elegant dining room, with a long table that takes up the entire length of it. To the side is a doorway that leads into the kitchen, but it's also completely empty. There is another large room that seems to have formerly been some sort of ballroom, or something similar for hosting parties.
Part of the first floor is inaccessible due to a ceiling collapse. However, going up the stairs will take visitors to where most of the bedrooms are. While the master bedroom is fully furnished with expensive furniture, all the other rooms are empty and half of the floor is... now on the bottom floor, whoops. The only other furnished room up here seems a little... off, compared to the rest of the place; it seems to be a collection of the paranormal. Things meant for divination, books on communication with ghosts, and other things of the like are all here. Yes, even an Ouija board.
While there are stairs going further, they seem to be blocked off. As in, literally. There is a blockade made out of furniture stopping anyone from going any farther.
The Graveyard - An old graveyard silently sits at the edge of town. There are many unmarked graves, and even the marked ones seem to have seen better days. One end of the graveyard has fancier looking graves, and it's not too difficult to tell that these belong to whoever lived in the manor. If one were to listen intently, the sound of the wind might sound like wailing.
NORTHERN AREA - WEEK 5
Stepping off the bridge will bring participants to a quaint, pleasant little town. Everything about it gives the impression that animals will burst into song at any momentāthe bright colors, the rabbits happily hopping across the cobbled streets, pies baking at windowsills...
To the north stands a tall castle that at first glance might be mistaken for the one that participants see regularly, but this one seems to be pink and sparkly? And to the south is... well, another castle, hidden behind a forest and a field of thorns. It's probably fine.
The Town - Resembling what could be a small European town from past century, it really is quite cozy here. Despite the lack of townspeople around, it still somehow gives the impression of being busy, probably due to the sound of birds chirping and the constant smell of baked goods in the air.
There is a cart giving out turkey legs, as well as a bakery nearby it filled with many delicious pastries, pies, and cakes. The shop also has different kinds of tea and coffee. While there is nowhere to eat inside the bakery, a few tables and chairs are located outside.
Next to the shop is a tailor's filled with clothes, and on the other side of that is a blacksmith. Here, there are various swords and shields on display. Please comment here if you attempt to steal anything.
In the center of the town is a courtyard with a stage that has multiple uses, from executions to traveling performers! At the moment, there's a puppet show going on. Have a seat, and you can watch a reenactment of... previous trials? Except the acts are extremely exaggerated and not super accurate as to what really happened, almost like they're being made fun of. Weird. There also doesn't seem to be any people here, so the puppets are just moving on their own. That's fun.
The Pink Castle - Bright and lavish, this castle stands out against the skyline. The grounds are large, with a variety of different decorations throughout them. It looks as if whoever decided the aesthetic thought that the more there is, the better. There is a large collection of different topiaries as well as beautiful flower gardens. At some of the larger gardens are gazebos where one can rest while enjoying the scenery.
At the back of the castle is a massive hedge maze. At the start, the maze is rather easy, with walls that can be easily peeked over if someone is tall enough. But the deeper one goes into the maze, the more twists and turns there are, and the walls are suddenly well over nine feet. Whispering can be heard, almost as if there is someone right behind you, but of course there's nobody there. Strange, floating lights can be seen floating in the distance before vanishing. Eventually, at a certain point, there is a sign that reads TURN BACK NOW. Please inform the mods if your character wishes to keep going.
Heading inside the castle takes participants to a grand foyer, with a winding staircase that leads up to the upper floors. To the left of the entrance is a door that goes to a sitting area, filled with cushy chairs and sofas to dramatically faint on if the need ever arises. Here, people can play games like cards, chess, checkers, and the like.
Across from the sitting room is a music room filled with many different instrumentsāpianos, violins, harps, and more. Strangely, even items that don't really fit in this era are here, but they're tucked away in a corner, as if whoever set up this room didn't know what to do with them.
While there are other doors on first floor, they seem to be locked. Going up to the second, right when you step onto the landing, there are two massive doors. These are also locked, but the soft sounds of music can be heard behind them.
Heading left, a door opens to a grand spa area. It has many large baths, a sauna, and various items to get pampered with, like for hair as well as skin and makeup. To the right of the locked doors seems to be some sort of meeting room, with a table in the center of it. Maps are strewn across it, detailing other lands, although some might seem a little familiar. There also seems to be battle strategies written down, so this room may actually be better described as a war room.
While there are more doors, they also are locked. The staircase goes up another floor, but a barrier blocks participants from going any higher than this.
The Woods - There is something strange about these woods, but it's hard to figure it out right away. At first, there's nothing too out of the ordinary... in fact, they're a little similar to the one back in the main area. Animals ranging from rabbits, deer, and even bears lurk around the trees. There are a few flowing streams around with perfectly clear water that's safe to drink. It's the kind of peaceful area where one might go on a hike or have a picnic.
But tread carefully, because one might find themselves in the middle of a fairy circle. Or at a bridge where they may meet a troll that won't let them pass. Are those gnomes hiding behind some bushes? Well, duh, they live here. Be careful about getting too close to the fairies, they do like to bite.
Participants who venture even deeper into the woods will eventually reach a dead end. More specifically, they will reach a giant wall of thorns that block the path. Please inform the mods if your characters attempt to go through them. Beyond the thorns, the top of a black castle can be seen from a distance.
NORTHERN AREA - WEEK 6
Crossing the bridge this week brings you to a pier that leads to a boardwalk. A fair can be seen on it, with different attractions and activities spread across the wooden planks. There's also a path that leads down to the beach, where participant can enjoy getting some fun in the sun.
The Pier - The pier stretches out a good distance into the ocean. There are things like fishing poles and bait stationed around, so that participants can get some fishing done if they would like. If they leap into the water, they'll find that it's pretty deep over here! Luckily, there's also scuba equipment available if anyone would like to explore a little.
The Reef - Underwater, close to the pier, is a beautiful reef. Countless different kinds of sea life are swimming around, from eels to octopuses to clownfish. Watch out for the occasional shark though, but maybe if you give them pats then they'll be okay. While it is possible to keep going further into the ocean, please note that the scuba gear only has about an hour worth of air.
Going beyond the reef will just take participants to the open ocean. Here, the animals might be a little bigger, so be careful for any stray whales.
The Beach - With white sand and clear, blue water, this beach doesn't know what pollution is! Wish that was me! There is, however, a station where one can pick up towels, beach chairs, beach umbrellas, and even sunscreen. Next to it is another station where participants can get surfboards, jet skis, sailboats, and floaties. Surf's up, Shinji-kun!
Walking down the beach will eventually lead to some caves. Inside some of them are the occasional hot springs, but the other ones are mostly just bats. Be careful not to slip.
The Boardwalk - Much like the types of boardwalks in certain beach towns, the one here is home to a carnival. When participants step off of the pier, they will immediately be greeted by a line of stalls of various purposes. A good chunk of them are carnival games, which are definitely rigged, with prizes that do not follow the Realm marketing scheme. There are also a variety of different food stalls, for things like cotton candy, popcorn, hot dogs, pizza, ice cream, every type of fried food you can think of... you know. Fair food. Terribly unhealthy.
Beyond that are some rides scattered around. There's also a house of mirrors, a tent for fortune telling where participants will receive rude fortunes, and a funhouse. There's also a petting zoo, but for some reason it only has donkeys? Some of them are wearing cute little outfits! Aw. Near this, is a pool hall that is kind of shady. Participants can play billiards, get alcohol, smoke cigars, and seriously, who put this here.
There are also a few other shops, although they mostly seem to specialize in beachwear. I'm not linking an album of examples, you all know what bathing suits look like. Next to the shops sits a small movie theater, that only houses two screens. Here, participants can watch an assortment of different films, ranging from Shrek to Cats. Wow. However, every now and then, the cast of a film will be replaced by the participants in the Realm. Might be a little strange to see Lord Farquaad with Soo-won's face. But if one were to leave and quickly return, the movie will be perfectly normal.
THE CASTLE - WEEK 7
Participants will notice that the castle suddenly doesn't seem as far away anymore. In fact, if they walk towards it, they will find that they are actually getting closer? Walking through the forest, there will be no barrier that stops them as they finally reach the castle. However, those who have been here before may notice that it seems a little more rundown than it had been previously. Weird. Even more, besides the glitching, every now and then, for a split second, everything will be completely white and empty before returning to normal.
THE CASTLE
The Grounds - Unlike the grounds of the castle from the fifth week, these aren't as cared for. That said, they also aren't exactly neglected... there just isn't much here. There is a spacious lawn in front of it with a dirt path leading up to the castle's entrance. There are a few spots here and there that, if one were to look at them for long enough, they would get the impression that something was supposed to be there, like a tree or some hedges, but instead it's just a blank space. However, trying to walk around the castle to get to see what's behind it will just lead into a barrier blocking the path. It seems like you're not allowed back there. The other side of the barrier is just grass though.
The Basement - Tucked next to the side of the building is an entrance to the basement. It seems primarily unused, with a pile of broken computers in a corner. A few other things have been deposited down here, like random items from the northern areas. One part of the rooms seems to be in much neater condition than the rest, but it's empty. Somehow, it gives the feeling that something is supposed to be there though.
FIRST FLOOR
Entering the castle will bring participants to a large room that has six doors, as well as stairs in the middle of them that lead straight to the second floor.
Queen Room - The room is wide, vast and frankly beautiful. There's a crystal light embedded in the ceiling, surrounded by various phases of the moon. As well, those are on the walls, above what seems to be murals depicting various people. There are also gold decorations on the walls. At the center of the room, taking most of the space up, there's a wide round pink table surrounded by numerous chairs ornate with gold and crystals.
King Room - This room is decorated almost like a coffee shop, with a few booths and tables and a couple of windows. There's a counter where an arrangement of different drinks can be ordered from, even though there's no one behind it. However, if one were to look outside of any of the windows, instead of the castle grounds, there is a view of Mumbai's slums.
Bishop Room - Instead of simply a normal room, it seems like they're at some sort of park. There are a trees, flowers, and a pathway to walk on. A few benches line the path.
Rook Room - The room looks like a typical open office. There are various desks, with computers to denote the separate seats, and each area generically decorated to look somewhat lived in. In one corner, there's what looks to be a break area, complete with a coffee machine.
Knight Room - The room is pitch black, but they will still be able to see despite that. Under their feet is what looks to be water, with a pattern that almost resembles the galaxy if they focus; however, there is no wetness. The walls are made of some sort of... jagged, rock-like material? There seem to be skulls and bones embedded in it higher up, but it's probably fine.
Pawn Room - The room looks like a pub. The floor and the walls are both wooden, despite the castle very much not being so. Alongside the right wall there's a dart board next to a karaoke and pinball machine, though the pinball machine seems to be out of order. There are two empty wooden tables with a few chairs around them, and a bar at the back of the room with a couple of stools for sitting. There's alcohol lining the shelves behind the bar.
SECOND FLOOR
This floor mostly consists of long hallways, with doors unevenly spaced out throughout them. It's extremely easy to get lost down these hallways, to the point where it might feel like the castle is purposely trying to get people turned around. For many of the doors, if one were to try to open them, the door will suddenly glitch out of existence, leaving only a black wall in its place.
The Kitchen - The kitchen is rather spacious room, with state of the art appliances. Ever needed a blast chiller? Well, there's one here for some reason! Many people at once can be in here comfortably, but remember to keep six feet apart for safety.
??? Bedroom - This room looks to be a girl's bedroom, with a lot of soft pastel colors and very neatly organized. There's a bed that's covered in a lot of stuffed animals, although there's more rabbits than anything else. There's a desk, with a few papers on it with randomly scrawled notes. Some things still visible are blue haired girl?? time traveler or data entity??, 15,527 loops, blue monster relates to who, and a sketch of this. Next to them is a photo. In the closet are a few outfits gathered over the last few weeks, as well as a maid one.
??? Bedroom - The room looks to be a bachelor studio, with a kitchen area, a living area, and a work area, all kept clean and tidy and decorated impersonally. In the living area, there's a music player that plays from a selection of minidiscs, and on a table by the bed is a bottle of sleeping pills from the first aid station. On the desk in the work area is a photo of what looks like a mall cafe, as well as a laptop. If anyone tries turning on the laptop, it takes them to a login screen, i.e. it's locked.
??? Bedroom - The interior of this room looks like an abandoned church. There's a large hole in the ceiling where, for some reason, sunlight is filtering through despite there being many floors above it. Under the sunlight, a group of yellow flowers grow. Where the pews are, one of them is replaced by a simple cot.
??? Bedroom - Inside is a dim room, lit only by whatever light enters through the window. The room is completely empty, save for a stone coffin in the center. If anyone removes the lid, the coffin contains an assortment of items: dried flowers, paper money, two drawings, shutter shades, an eyepatch, a cheap pirate necklace with a doubloon with a skull on it, a folded piece of paper that says "OPEN FOR A SURPRISE" on the outside and says "IOU BAKED GOODS" on the inside, an arrow, a book about drawing, a colouring book, another colouring book, a black cowboy hat, a plush keychain, and two folded notes. There is also a photo, with something scrawled on the back: Did this happen? It doesn't exist within the memories of my time with him, in his childhood. His name is Ares. Do not forget again.
??? Bedroom - This is a rather fancy bedroom, fit for royalty. Everything is decorated in pastel colours, with elegant-looking furniture and windows that resemble stained glass. Inside the drawers, closet, etc. are various knickknacks. Hanging on the wall is a painted scroll—done by the same artist who did the kamidana portraits—of Swan with what appears to be multiple participants. Oddly, the bed is suspended all the way up near the ceiling, with stepping platforms to reach it.
??? Bedroom - This room is set up to look like a dorm room, with two sets up bunkbeds. On the walls are some motivational posts that say things like FOR A BETTER FUTURE, with lmao has been written on the margins of it. While half of the bunks are untouched, one of the bottom ones has a few items on it, like a cowboy hat, a flower crown, this monstrosity, and a panda kigu, while one of the top bunks is what seems actually slept in. On a desk is a photo, although the two redheads, the blonde, and the boy in the scarf are crossed off with a question mark next to the remaining boy. Next to the photo is a kitchen knife, but not one recognizable from here.
Meeting Room - This room mostly consists of just one long table. Around it are six identical chairs. Tucked in a corner is a pile of the gift bags that the participants had received their first day here, with their contents strewn about. On the table are some pieces of paper, most blank but some that were written on. However, the text is all glitched out.
THIRD FLOOR AND ABOVE
Going to the third floor, everything seems... wrong. The hallway is glitching considerably, and there are pieces of walls and floor missing, like they were just scooped out of their spot. Opening doorways will make them just vanish, or they will simply open to an empty void. Stepping into this void will make whoever it is get stuck in one of those infinite loops of falling.
While there are thirteen floors total, all of the ones above this point only get worse and worse the higher one goes. By the top floor, it is so badly glitched out it's basically impossible to step off the stairs and explore.
ITEM THEFT & LOCATION DAMAGES
WEEK 0
WEEK 1
WEEK 2
WEEK 3
WEEK 4
WEEK 5
WEEK 6
WEEK 7
CYOA SIGN-UPS
Sign-ups will be screened, and a certain number of players will be semi-randomly rolled to participate. Semi-randomly, as in we'll do our best to ensure everyone in the group has similar schedules to ensure maximum boomeranging, since CYOAs must be completed before Friday (ideally, before Thursday at 8pm EST). Therefore, please consider your time constraints when you sign up!
If you aren't picked in a given week, feel free to keep signing up in future weeks. If you've been selected in a previous week, you can still sign up, but priority will be given first to those who haven't had a chance yet.
Sign-ups close on Monday at 6pm EST of the given week. Please use the form below when signing up and reply under the appropriate week sub-header.
Character name: Who are you playing!
Player contact: Your Disco.
Schedule: When in the day are you available to tag (hours + timezone)? When will you not be around?
WEEK 1
WEEK 3
WEEK 5
WEEK 1 EFFECT RNG
SECURITY OFFICE
UPDATE
W7 THING
Please try to submit these by Monday 6pm EST. While it's okay to submit after this time, please try not to make it too much after. Also, this isn't mandatory at all, so don't worry if you do not submit anything.