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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 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 seen—evidence 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.