Entry tags:
LOCATIONS
LOCATIONS ![]() ★ 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 here—if 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 ₓ˚. statuses *+:。 ic profiles :ₓo ic rules ・゚゚・。 audience requests murder proposals 。✧o private conversations ・゚o。 curfew ・゚✧ memories |




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 ship—the 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 sailors—a 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.