The Red Zones (Player: Rebonack)
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Just because here are some nice quick descriptions of the various Red Zones that see some degree of use. Or at least the ones that I'll run NPCs in if I get prodded at or notice someone's PC poking around there. I don't control everything in these locations and other people are free to run things here, just keep the Lethality level in mind. Anyone exploring one of the Red Zones will find caches of magical or technological trinkets to make the danger worth their while. The higher the lethality rating the better the loot!
The Slums: (Lethality Level Low) Accessed from Hodgepodge Street. The Slums are a generally urban area of decay and disrepair. It's a pretty good place to run into muggers, thugs, vampires, random monsters, and other generically nasty things. People live in squalor here, but no one can really figure out WHY since the rest of the City is available for habitation and has fewer flesh eating mildew patches.
The Mispelled Cemetary: (Lethality Level Variable) Accessed form Market Street. The Mispelled Cemetary is fully of the restless spirits of the unded who have been ripped from there eternal rest due to the endless propagation of spelling errors on the Internet. The unded in the cemetary proper are pretty week, but catacombs below the cemetary can be accessed through the various crypts on the surface. The deeper into the catacombs ones travels the nastier the unded get. Beware the Eternal Bone Horrers.
The Dungeons of Doom: (Lethality Level Moderate) Accessed from the Sewers. The Dungeons of Doom consists of a seemingly endless descent of themed dungeon floors filled with generally silly monsters and puzzles. But don't let the silliness fool you, the place is plenty deadly if you get too careless. Remember to pay proper respects to giant marble busts of science fiction and fantasy authors that might block your path.
The Radiation Pit: (Lethality Level Moderate) Accessed from Metropolis Square. The Radiation Pit is exactly what it sounds like. A blasted crater full of radiation and the sorts of things you would expect to arise in 50's era films about radiation. So mostly giant irradiated arthropods. The danger here, aside from the radiation mutants, is mostly from environmental hazards. Make sure to pack plenty of Rad-Away.
Bombed Out Zone: (Lethality Level Moderate) Accessed from Hodgepodge Street. A ruined urban landscape of burned out cars, shattered skyscrapers, and crumbling overpasses. It is the site of an ongoing three way battle between zombies, killer robots, and aliens. Getting caught between the factions is pretty dangerous, but scavenging the remains after a battle can yield some great loot.
Black Goat Woods: (Lethality Level High) Accessed from Arkham Street. Black Goat Woods is a park full of awful eldritch abominations. If you go in un-warded you will almost certainly die a horrible death if you're fortunate. With proper warding by the Elder Sign this Red Zone is just dangerous and maddening rather than a complete death trap. If you need to collect some tomes of forbidden lore or repulsive idols try snooping around here. Just remember that Cthulhu eats 2d6 investigators per round.
Everfree Park: (Lethality Level High) Accessed from Carousel Court. This is a wilderness within the heart of the City that hates you and wants you to die. The laws of physics and magic shift here chaotically and without warning. Powerful monsters roam the trees hunting for anyone foolish enough to stumble in. Everything that exists in this park, even the very air you're breathing, is a malevolent force that seeks your destruction. Enter at your own risk.
Azik's Enchantments(Player: Harnel, Grey Zone)
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Those in the area will hear a rumbling as the Nexus begins pulling in something larger than just a single person. Reality bends, and the shape of portal opens above a certain street corner. For a sickening moment, nothing happens, but then things start coming out of the portal - all of them are bricks, building up finally to a door and a roof, with tiny windows built in. There's even a large chimney sticking out of the center of this strange, conical building that begins puffing rainbow smoke almost immediately.
A creature steps out the front door, though many wouldn't consider it a creature - He is a warforged, a living golem. Covered in what appears to be adamantine plates, he looks up and down the street, his longcoat catching in the breeze. as it flutters, one can see a multitude of wands, schema, and scrolls all attached to several belts around his waist and upper legs. On his eyes he wears a pair of blue tinted shades, despite his lack of ears, and the metal orbs that serve as his eyes glow green behind these spectacles. He looks up and down the street. He doesn't seem to be particularly disturbed by the change in location, but he does take the time to call out, in a metallic voice:
"Azik's Enchantments is open for business! Come find a potion, a wand, a scroll to fit any need! We have spellbooks for beginners and experts! Weapons of all shapes and sizes, and armor unlike anything you've ever seen! Come find what you're looking for here!"
And then he heads back inside. So much work, so little time. Inside is as strange as outside, with magic trinkets lining the walls on shelves, but all behind the counter, to keep any stupid kid with the idea to steal something from doing so. You can find just about anything magical here, and that which you can't find, Azik the Warforged can make within a more than reasonable timeframe.
Emergency Bunkers
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Eight bunker-like structures in a ring-like arrangement at about the midpoint between the walls (or the docks) and the center of the city have been completed.
The interior of each is rather dull, rather befitting a bunker, but there are underground areas beneath the visible bunkers. These are similarly dull and military-styled, but they also act as hospitals.
These are mostly designed with emergencies such as shelling in mind, and are usually closed.
Emergency Clinics
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Like the bunkers the clinics are spread through-out the City and are equipped with technology akin to a modern emergency room. Since there's no magical healing available the speed of recovery is going to be noticeably lower than what is available at one of Inside's many temples. However their availability makes them absolutely vital in the application of life-saving care.
Erin's Emporium (Player: The Bushranger, Grey Zone)
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Construction Gnomes have been hard at work renovating a small store along one of the various merchantile roads. Well, it was small. Now it's bigger on the inside.
And filled with every sort of weaponry imaginable, from across the multiverse. From blaster carbines to P-90s, surface-to-air missiles to ballistas, zats to nunchucks, they're all here.
Is that a siege crossbow sitting in the corner?
Evolution Industries Headquarters + Factories (Player: Darkcomet, Blue Zone)
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The headquarters of the company known as Evolution Electronics and Power is a fairly standard-looking modern-day tower in appearance, not quite reaching the level of skyscraper.
The company owns a large factory nearby, used in production of its MACE units, and potentially other products, should it be desired.
The company also possesses a number of other factories around the city, used for production of weaponry and other military materiel.
Retail outlets for Evolution's products are scattered around the city.
Finders Keepers (Player: Reinholdt)
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[Gray Zone]
Sitting right near the edge of the Red Zone, a new shop has opened up. It's a basic looking office, part of a larger building. Out front is a sign,
FINDERS KEEPERS*
We find missing people, kidnapees, deadtime victims and more.
*And no we don't actually keep them. It's just a name.
Inside, is a secretary typing away at a typewriter. She directs customers to wait until their turn, at which point she sends them back to meet the shop owner, one Heinrik Hurtz. He is most clearly not related to any superheroes whatsoever. This is a fact in and of itself, proven clearly by the fact that Heinrik wears glasses.
http://i455.photobucket.com/albums/q...inrikHurtz.png
Hastings and Sons Mortuary (player: Kid Kris, Grey Zone)
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Near one of the older parts of the city sits a large and somewhat dour building of brick and mortar, built in the traditional sense, with a metal plaque by the door that reads (predictably enough):
Hastings and Sons
MORTUARY
For the preparation of the dearly departed.
And indeed, should one go in one should find all the trappings of a conventional mortuary, including several large visitation rooms, run by this guy:
Though of course, usually without the zombie there.
In recent times however, the true business of the resident Mortician has branched into a more heretical bent, offering certain services to the living impaired (more commonly known as the foul Undead). These start at simple healings and flesh grafts (the flesh occasionally obtained 'legitimately', when a body comes in for cremation and the Mortician gives them an urn full of wood-ash, but usually corpses are obtained through donations from customers or good old fashioned grave-robbing). But services can also range into body part replacement and augmentation for the undead who wishes his creator had seen fight to give him a giant lobster claw or retractable venomous spines, or even full body/flesh reconstruction for the self-conscious lich (or lich in disguise, though making your new flesh look like someone else usually costs extra) or the zombie in his golden years. These customers usually come in through the back door, where there is a plaque listing the
full list of services. Though of course some are brazen enough to come through the front door anyway.
((PM if you wish to interact with the Mortician, as Kid Kris may not always check the thread.))
MagMart (Player: Lord Magtok, Blue Zone)
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An absurd mash-up of K-Mart, Wall-Mart, Target, and every other vile retail chain, MagMart is staffed by an unswervingly loyal Magbots, lobotomized talking cats that are too brain-dead to know any better, several voodoo spirits, and a pickle jar that everyone insists is a sentient being that only communes with those who truly believe in it.
Here you can find everything from curtains to carpets, macaroni to monkeys on motorcycles, groceries to zombies. The staff is always happy to help (or else), and if you aren't entirely satisfied with your shopping experience, you can pay a small fee to watch the MagMart employee of your choosing get fired out the MagMart complimentary employee morale cannon.
Magnificus Theater (Red Zone)
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This large theater is an attempt to bring culture to the city of the Inside. Plays are regularly show here, and if desired other events can be held here.
The walls of the theater are colored with three shades of blue in a wave pattern. Inside the theater are a pair of grand staircases, with the railing colored gold, while the stone of the stairs is white. The stage itself is one of the largest in the Nexus, carefully designed for the greatest enjoyment.
Rules: Please, no violence. If you must have some violent action in a theater, pm me first.
NO Office (Player: Morty, Grey Zone)
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The building that serves as NO's de facto embassy in Inside is now open for business. It's a large, newly constructed office building with a very no-nonsense look to it. Its purpose is to do business, not more and not less.
Once inside, the prospective licensed mercenaries will be confronted with a large hall lined with tables, behind which NPCs work at filing and cataloguing the people who arrive to receive their certificates. At least one actual NO member is also usually on a shift in the building.
Sable Spire (Blue Zone)
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A great, black-colored tower now stands at the highest point of the Skyway. Appearing mostly similar to a modern-day skyscraper, albeit more futuristic, reinforced, and armored. Upon close examination, some parts of the tower appear to conceal compartments of some sort, likely something along the lines of concealed defensive turrets. the top portion of the tower is rather different in appearance.
It appears as a truly massive hatch, similar to what one might see over a missile silo under normal circumstances.
This hatch opens into the landing area of the aerial aircraft carrier Sanctuary, the main asset of the Altaran Irregulars. Said landing area is set to act as an elevator, capable of moving up to the top of the tower or moving back down to conceal whatever is landed (usually the aforementioned carrier) under the heavily armored hatch.
The Spire, constructed by Remnant in an alliance with the Altaran Irregulars, is now a major base for the the latter, who currently act alongside Remnant in protecting the city. Their troops largely use the same equipment as Remnant's, but use the old Imperial black-and-navy color scheme to distinguish themselves.
The The Temperance Teahouse (Grey Zone) Owned by Artemis
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In an old section of the city stands a wooden building of ancient construction. From inside comes the sound of good conversation and, occasionally, music being played. The scents of exotic teas, spices, and good foods drift out onto the street. along with the scents and sounds come an aura of peace and comfort. It's a nice place here, you could definitely stick around for a while, to escape the general madness of the city.
Two wings extend out from the main building. To the north (the right side as you face the tea house) is an extension of the main structure, still made of wood, the architecture is slightly different and more brightly colored, and also noticeably newer. The west side of the building is surrounded by a stone wall, enclosing a garden. The garden ends at a low stone building running the length of the west wall.
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Inside the restaurant is filled with tables and chairs, spread out across the dark hardwood floors. Thick wooden pillars support the second floor and the roof, their tops carved with geometric designs. At the north side of the restaurant is a long counter, surrounding an open kitchen. Steam and smoke drift up from the fires and the woks used for cooking. A shelf along the back wall is filled with dozens of tins, each containing a particular tea or herbal blend. Interspersed among them are tea kettles, each one used to brew a particular type of tea.
The center of the restaurant is open to the second floor. Stairs lead up to more seating on the second level, which looks down on the restaurant below over carved wooden balconies. The ceiling above the open space is painted with a mural of a golden dragon floating through the clouds and circling the sun.
Seats on the west side of the building go fast, as they offer the best view of the gardens. The south and east sides offer views of the bustling streets below. The north side of the second floor has no windows and sits above the kitchen, so it is often darker and smokier than the rest of the restaurant.
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Drinks
Herbal Tea
Green Tea
Black Tea
White Tea
Yellow Tea
Red Tea
Blue Tea - Mentally stimulating.
Purple Tea - Very relaxing and slightly hallucinogenic.
Iced Tea - Served sweet or unsweet, with or without lemon.
Sake - Available chilled, heated, or at room temperature.
Lychee Wine - A rich sweet drink with a deep golden color. Pairs well with seafood. Served cold.
Food
Dim Sum
Sushi
Stir Fry - Served over rice or noodles
Noodles
Soup
Rice Cakes
Sweets
Ice Cream - Vanilla, Green Tea, Red Bean, and Mango flavored.
Dragon's Beard Candy - A spun sugar similar to cotton candy.
Moon Cake - A dense sweet cake around a salted egg yolk "moon".
Sun Cake - A crunchy pastry filled with a sugary cream.
Tempura Fried Bananas - Served over ice cream.
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The north wing of the restaurant is of newer construction. It is more brightly painted and more heavily decorated than the main restaurant. Two doorways on each floor lead to a U shaped hallway that runs through the north wing. Sliding paper screens from the inner walls, so that they can be slid aside and make the spaces much larger. The lower floor holds private rooms that can be reserved for larger parties or special meetings. These rooms typically have a long low table surrounded by cushions. The second floor rooms have more flexible floor plans. Most have tables and chairs, often used to host card or board games. A few can be rented out for sleeping quarters, but patrons are reminded that the walls are, literally, paper thin. Disruptive behavior will have you evicted without a refund.
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The west wing of the tea house is a large garden surrounded by stone wall. A circular gate leads directly from the garden to the streets, as well as doors leading into the restaurant. The garden itself is carefully kept, trees and bushes trained and cut into pleasing shapes. Stone lanterns and statues decorate the garden. Two pools filled with koi fish sit diagonally from one another, connected together by a stream filled with river rocks. The sound of trickling water fills the garden. A winding path leads through the garden and over a low stone bridge. On the far side of the bridge, the path passes through another circular gate guarded by two stone dragons on plinths. the pair stare down at any visitors, questioning their intentions in passing through their gate.
Beyond the Dragon Gate the path becomes perfectly straight. On either side are large black stones surrounded by carefully raked white sand. The path passes under a red Torii gate before encountering the low stone building at the far side of the garden. The building runs the full length of the west wall and is open to the garden. Large prayer wheels line the opening and are turned by the breeze or visiting people. The walls within the building are heavily decorated and covered in hanging scrolls. At the center of the building is a shrine, covered in candles. Behind it is a mural depicting scenes of a warrior, a golden dragon, and the sun. Sitting on the shrine a wooden statue of a warrior, sitting in meditation, his sword set aside. The wood is lacquered and carefully inlaid with delicate patterns in gold. From the statue emanates a strong aura of peace, which spreads throughout the entire property.
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Hideki - A large man with a red face and a long nose, he is most often found in the kitchen, cooking up tasty things.
Hanako - An older woman, her black hair streaked with grey. She is Hideki's wife and most often found behind the counter serving tea.
Sakura - A lovely young woman and the daughter of Hideki and Hanako. She acts as a waitress and sometimes plays music.
OOC: Please Read. Important information.
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The Teahouse and garden are protected by an aura of non-violence. Violent acts cannot be committed here. You cannot attack another patron or do anything that would cause them bodily harm. Anyone who attempts it will find it extremely hard to convince themselves to do it. If a particularly willful person overcomes this compulsion, something in the environment will intervene, as if by seemingly random chance, to protect their victim as if by divine intervention. Because that's exactly what it is.
Needle and Thread (Blue Zone, Player: Artemis97)
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On one side of a wide cobblestoned street is a small shop. The sign hanging over the door depicts a simple spool of thread, pierced by a needle. No words were included, as a courtesy to those who could not read, nor were they needed. It was clear from the merchandise displayed in the two large windows on either side of the door that this was a clothing boutique. The right side displayed the latest in women's fashions, dresses and skirts in unique designs, all detailed by hand with beading and embroidery. The left window showed men's clothing, from a beautifully tailored three piece suit, cut from expensive fabrics, to the very best in adventuring style, rugged and sturdy, clearly built to last.
Inside, racks and manequins display more clothing, split down the middle between men's and women's fashions. The back wall held rolls of fabric, some plain, others with obviously magical properties. A large, three-sided mirror sits in the back corner, next to a small changing stall. On the other side is a small counter holding a cash register, behind that the door that led to a small workroom.
The Needle and Thread is a clothing shop specializing in custom tailoring and specialty designs. It is owned and operated by Lillith Rock, and the kindly fiendish woman can usually be found behind the counter, or working on orders in the back workroom.
Pontius' Custom Constructs (Player: Earl of Purple, Grey Zone)
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The caravan of 6 wagons (I never said 3! Well, I did, but still.) arrives at a warehouse, previously for sale. The gnomes lead the golems and other constructs inside, and get to work. The warehouse has an open yard at the main entrance, and several golems, like crude figures of worked stone or wood, stand in the yard. A gnome wearing an apron over smart-yet-practical artesan's clothes and puts a sign up.
Pontius's Custom Constructs
Golems of Any Material* at Unbelievably Low Prices!!!**
You Won't Find a Golem, Gargoyle, Guardian or Homonculus Cheaper!!***
Come Now and Buy 1 Get 1 Full Price!!!****
*Flesh has an additional charge. **Define 'low'. ***Except at our competitors. ****Terms and conditions apply.
Sanctuary Fortress of Zoemaytare (Player: Rebonack, Blue Zone)
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Like so many other prominent buildings in Town, or not so prominent buildings for that matter, this place seemed to pop up out of nowhere over night.
Buildings are like
mushrooms in Town. Probably spread via spores, too.
Regardless, here it is. A rather sizable campus marble hewn from the mountains some distance away. Carved and hauled here near the edge of the slums where they were no doubt assembled. Though... no one can quite place a finger on
when this happened.
Though the buildings aren't of only cold hard stone, no. There are timbers as well. Not what one might expect, however. They seem almost organic. As though they had grown into place rather than being hewn.
Oddness aside, the temple is arranged in a rather interesting fashion. Several concentric wall and courtyards ending in a central temple.
The outer wall is lower than the rest, each tier of the temple built onto higher ground like a wedding cake. Each wall is topped with a roof supported on the inside by pillars, creating a sheltered walkway. The exact use of these porches depends on the section of the temple one happens to be in.
Anyone is allowed entry through the first wall and into the first court, the Court of Meeting. Beyond the second wall only worshipers of Zoemaytare are allowed admittance to the second court, the Court of the Blessed. Beyond the third wall only the priests are allowed, where they carry out holy rituals within the temple itself.
The Court of Meeting is dedicated to service of those the worshipers of Zoemaytare dwell among. Food is prepared for the hungry here and given out without expectation of recompense. Those without a place to lay their head are allowed to sleep within the porch. The grounds beyond the porch are devoted to a wondrous garden boasting vibrancy and spectacular color. This are is always comfortably warm and brimming with life. Wounds heal faster as the body is refreshed. Undead creatures will find that remaining here is decidedly uncomfortable.
The sky above the temple seems to be perpetually clear, filled with pleasant sunlight in the day and cloaked with gossamer stars at night. Benches are set up here and there, under trees with hanging branches and above fragrant shrubbery. A lively stream flows endlessly in a circuit about the Court, spilling into several larger pools and meandering up a small outcrop of stone before cascading back down the other side.
This section of the temple is tended by members of the faith. Not priests, though devote. They can be found tending the garden and serving warm food. When in service to the temple these devotees wear a white linen ephod bearing the symbol of a willow tree, ornately rendered in blue thread. They'll be more than happen to answer any questions. Priests tend to have stricter ceremonial garb, including a blue tunic and white robe in addition to the ephod.
Welcome, traveler. May you be more blessed when you leave than when you came.
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New information that isn't readily noticeable at first glance at the temple will be added here.
The temple grounds are protected by a dampening field that blocks unauthorized teleporation and dimensional shifting. The place is something of a fortress after all. Being able to pop in and out at will would defeat the purpose.
Zoemaytare isn't a god of (fill in the black) but rather the patron and protector of her people. As such, her domain, if she even has one, is over all that her people do. The people in question are collectively known as the Zoeos, and this particular temple is their first major venture into Town. At present their stated goal is to set up trade relations and aid the city. This is ministered through the temple on account of the Zoeos government being a theocracy.
It just so happens that there's a dungeon under the temple, though the entrance to it is well hidden.
NPCs thus far:
Potentate of the temple: the head priest and administrator. He has yet to be seen 'on screen' though he has been referred to.
Regent Zachius: And elderly human with a coppery complexion and deep-set wrinkles, the sort of face one expects of a person who has spent a great deal of time in the sun smiling. He's a kind old fellow who is in charge of the Court of Meeting.
Regent Stephen: A younger human who smells rather distinctly of wolf. He's in charge of the dungeons of the temple and seems to be a rather caring and compassionate fellow. It's his job to bring the cases of prisoners before the Potentate.
Regent Thadeus: One of the priests who aids in minor upkeep in the temple proper. He usually isn't seen outside the temple and since his position doesn't put him in much contact with the common folk he tends to be somewhat aloof and judgmental. Also happens to be an elf. Those snooty elves!
Bognus Thundershield: a lay dwarf that operates the temple's teleporter, primarily from Trog's. Though people can be 'ported in from elsewhere as well. While it isn't commonly known, this device can send people over rather long distances, though it's somewhat inaccurate when doing so. Bognus is a bit gruff, though generally good natured. He speaks with a thick Scottish Dwarven accent.
The Swordfish (Player: Ghar, Grey Zone)
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A new shop has opened up in Market Street. The building is a simple affair. A brick building with a massive chimney that constantly billows smoke. On the inside a massive forge dominates the far wall from the entrance. All manner of smithing equipment is carefully placed around the large room that dominates most of the building. Lining the two side walls are many tools for his craft, while lining the far wall are the products of that craft.
Swords, swords of all shapes and sizes. Some brutally efficient, simple weapons and others pieces of art that are no less functional. Each and every sword is obviously the work of a master.
And the master is always present. A great robot moves around the room, always working and experimenting with its remarkable talent. The machine is a hulking, bronze coloured humanoid. The robot has a number of slides and doors, implying there's more to it than is immediately apparent. Finally, at its head is a glass dome, filled with water. Dominating the container is a great carp, as big as a man. It gazes at it's work with eyes that know little more than hate. Hate and its new inspiration.
Word travels quickly of this bizarre master swordsmith. Though it is quite fearsome, the quality of its blades are unmatched.
St. Guinevere's Sanatorium for Lunatics and Object Seekers (Player: Anyone, Gray Zone)
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This insane asylum exists for people questing after Objects from the Holders Mythos. Anyone can run an Object quest, but please look at the
community agreed guidelines first as it helps keep things consistent.
If you want to use the Sanatorium for other uses, feel free, but expect it to be a house of unspeakable horrors. :smalltongue:
The Sitar's Strings
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"By humans, for humans". This restaurant employees only humans and only serves human customers. It is a meeting place for the human supremacist movement. IC Owned by Brian Starling and managed by Jan Lamar. Non-humans with good disguises can get in without being challenged.
Players: (HT as owner/manager, C'nor as waitress Maeve, Mindfreak as entertainer Treb)
The Temple of Dalachrech (Player: Earl of Purple, Grey Zone)
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The first room entered is a foyer. On the walls are red drapes with silver, two-tailed scorpions embroidered on to them, and next to the door is an ornate font. The granite font stands about waist height, and is a plinth with a bowl of unholy water. Winding around the font are carved centipedes. A door away from this chamber leads to the main prayer hall. This room also has drapes with the two-tailed scorpion device on the walls, and a red velvet carpet flanked by wooden pews leads to an altar at the far end. The altar is covered with red velvet, with a gold statue and red candles placed upon it. The statue depicts a demon with a centipede's body, a scorpion's tail with spinnerets next to the sting, a stag beetle's head and the claws of a praying mantis.
This is a hidden location in the Grey Zone. Please PM Earl of Purple if you wish to interract there. The Temple is now open to the public.
Trollfinger, Ironpick & Greencheek, Mining & Engineering (Player: Morty, Blue Zone)
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A run-down building near Trog's Tavern was bought by three goblin enterpreneurs with a large crew and now houses their mining and engineering company. Everyone who needs something dug, built, repaired or blown up is welcome.
Warwick Works (player: happyturtle, Grey Zone)
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In the industrial area, a building is rented and has a new sign put out front.
W
Warwick Works
The building itself consists of a small office area in front and warehouses in back. There is no indication of what sort of business this is, but a certain cyborg with a satellite might recognize the logo and name.
Witch Which's Wish Shop (Grey, Player: Haruki-kun)
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Welcome. If you have stepped into this store, it is because you have a wish.
The store is big, ancient and beautiful. It has a large garden with colorful flowers, a pond with fish and running water, and chirping birds. This is the outside of the store. The inside, however, is, to put it simply, gloomy. There’s burning candles and incense everywhere. From the hall where you enter you are led off into a side room with a low table and cushions around it. A tall, masked and unnamed stranger brings tea and snacks to the guests. The Witch sits opposite and rarely ever moves.
RULES (OOC):
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This is a Wish shop. Your character will only enter this shop if he has a wish. Whether the wish is granted or not is a different issue.
Witch Which is in charge of the shop and will grant wishes to everyone who asks, regardless of intent or alignment, as long as the appropriate price is paid. Under certain conditions:
Condition one: Witch Which will not haggle. She couldn’t lower a price or overcharge even if she wanted to. A balance must be kept in order for the wish to be granted.
Condition two: When a Wish directly affects another player’s character in a way that would be considered godmodding, the other player must agree first.
Condition three: The Witch may not reject any wish unless the price is too high to be paid. Wishes to take a life or to destroy the world, for example, carry a price higher than anyone can pay. ANYONE.
Condition Four: The Witch will never engage in battle. Be glad. The Witch is the very definition of True Neutral.
Condition Five: The store is not hard to access; in fact, there’s a big sign outside and everything. However, the store’s grounds exist in a special separate dimension, protecting it from anything that could destroy it, up to and including plot.
Condition Six: Haruki-kun reserves the right to alter the conditions if he feels they’re causing problems such as godmodding or similar issues.
(Haruki-Kun wishes for a PM to be sent to him upon someone entering the shop so he knows about it.)