Apr. 20th, 2020

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ITEM REQUESTS


BONFIRE STATUS: 85/125 TORCHES
torches currently in use


Once delivered and sorted at the beginning of each month, most of your basic supplies and necessities can be found in Beacon's shops, but maybe you're looking for something more specific. For that, characters will have to input their request (or have someone input it for them) at the machinery in Dr. Solis' lab. Please keep in mind that it is currently impossible to get specific brand items and/or items from your character's canon. You're welcome to try, but are likely to receive a generic alternative option instead.

Any items requested will arrive along with new characters on the first of each month - though they may sometimes be slightly different than expected. This technology is experimental and difficult to learn, after all! Based on the current state of repairs and the number of people helping out with lab equipment, the items received may vary in some unexpected ways. If your character would like to help out at the lab, simply have them sign up here. This is not required in order to request items!

The "deadline" for item requests is the last day of the month, since the intro logs are always posted on the first of the month. If you submit an item request after the intro log is posted, that item request won't be fulfilled until the following intro log. We don't allow backdated item requests, sorry!

You can also request to take pieces of the bonfire via Clara, the new Bonfire Bot. The only light in Beacon comes from your lanterns, your tablets, and the night sky, but the town does have a finite source of fire in the form of a massive bonfire in Bonfire Square. By finite, we mean that the bonfire has "units of fire" that will be depleted as characters borrow from it.

  • 1 unit of bonfire = 1 torch. A torch's worth of fire is enough to light a single room, though that torch can be split into smaller fires (candles, for example) to illuminate an entire building. For example, to light up the three buildings in Bonfire Square, characters would need to borrow 3 torches. Each character will probably want to acquire a torch to light up their living quarters, as well.

  • Torches can be allocated however you like. Want to permanently light major locations? Great idea! Want to take a torch or two on an expedition? Awesome! Want to set up a line of torches along a particular path to make getting around town easier? Have at it! Bonfire requests will need to be "vetted" by the Bot (i.e. the mods), but all requests will be accepted within reason. The Bot won't give you 30 torches to throw in the river, for example.

  • But be careful: Any torches lost will be permanently gone until they're recovered. If you lose a torch because you die on an expedition, that torch will not be re-added to the bonfire total until it is physically retrieved and returned by a player. The only exception to this is if a character drops the GPSL after having taken torches for personal use (i.e. lighting their living quarters). The Keeper will recover those torches personally.

  • Good news: Torches cannot be extinguished. They can be lost, but they'll never go out, even if you yeet them into the lake (but, like, don't? someone still has to go get it). The bonfire will always exist somewhere, even if it's split into all its pieces.

  • The bonfire will grow as the plot progresses and new locations are discovered. The point being that the bonfire is a finite resource, yes, but it's still a resource—don't be afraid to use what you have! Be responsible, but don't be shy about taking torches for a good cause. The bonfire will continue to burn, though maybe a little less brightly, until the number of torches hits zero.

  • Be sure to let us know when you're returning a torch! All torches taken by players, even for explorations, need to be returned to the bonfire via a post here, whether it be as a new thread or an addendum to your original thread. We'll never assume that a player has returned a torch unless they've dropped the game.

  • Torches taken by dropped characters will sometimes be automatically returned to the bonfire. If a dropped character's torch was used in an exploration or if it was placed inside of their residence, some helpful forest spirits will find the torch and return it. If a dropped character permanently placed a torch around town somewhere, though, that torch will be left alone, though other characters may move that torch around or return it if they'd like! Just make sure to report that to this page so we know where the torch is.

  • On that note, anyone can move torches placed by another character! We ask that you be respectful about this OOCly (don't go swiping torches without player permission, for example), but players are always welcome to rearrange torches, especially those placed by dropped characters.

If you would like to take torches from the bonfire or request specialty items, please fill out the form below:



Before putting in a special request for an item, check this list to see if you could reasonably find it in town! Note that even if what you're looking for isn't specifically listed, if it fits within the limitations listed on the sheet, go ahead and assume it's in the stores somewhere. If you're unsure, feel free to put in a specialty request, and we'll let you know if it's something we currently have in town.


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EXPLORATION


ACTIVE EXPLORATION SLOTS: 1/4

Explorations are currently OPEN. They will close again when we run out of active exploration slots.


•••

The forest engulfing Beacon is dense and uncharted, but that just means there's never a shortage of cool stuff to discover lurking off the beaten path. There's always new locations, plot clues, or extra resources to be found, so although venturing into the woods is always dangerous, the rewards may just outweigh the risks.

Once you come up with a plan, please fill out and submit the form below. We'll respond in one of two ways, depending on the nature of your exploration:

  • In most cases, we'll respond with a single write-up detailing the outcome of your exploration. For example, characters venturing out into unknown areas may discover a new location! In that case, you'll receive a full description of that new location, along with any other details worth noting, such as forest spirit encounters or difficulties along the way. If your group would then like to react to any of this or explore that location after its discovery, you can then respond with your own write-up of everything your group would investigate, and we'll let you know what happens as a result. And that's it! Then the exploration is wrapped, the location becomes available to the GPSL at large, and you're welcome to thread out any details of the exploration if you like.

  • In limited cases, an exploration request will open a dialogue between the players and mods to determine the outcome of your exploration. For example, characters attempting to interact with forest spirits may get the chance to play out that encounter, whether it be a pleasant conversation or, uh, the forest spirit trying to kill you, since that happens sometimes. Explorations of this nature will not always result in a response like this, as it'll depend on our availability as mods. If you're interested in doing an exploration like this and don't want to leave it up to chance, PM us! We'll work with you to schedule an encounter.

Regardless of which type of exploration you end up with, what you do during an exploration is entirely up to you, so feel free to get creative! We always try to reward creativity in some way, even if it's not a success in the way that you hoped for.

•••

Before you embark on your quest, here's everything you need to know about explorations:

  • Exploring uncharted territory is intended to be dangerous, and there is always a risk of failure, injury, and other setbacks. If you're not on board with these risks, exploration may not be in the cards for you.

  • That said, the exploration form includes an opt-in for serious injury and death. If you aren't interested in having your character(s) at risk for that stuff at this time, you can let us know upfront. Please keep in mind that opting out of serious injury/death does not mean you're opting out of the above risks of failure, injury, and other setbacks. Those risks are always in play during explorations. In addition, while opting out of serious risks doesn't mean you'll get a watered down exploration, some discoveries lurking out in the forest are reserved for risk-taking characters. For example, opting out of serious risks eliminates the chance of running into the hostile green-eyed spirits, so characters interested in pursuing green-eyed spirit plot threads will have to put themselves on the line to do so.

  • If you choose to opt into the risks of serious injury and death, your character's safety is forfeit and you give the mods the right to maim accordingly (though, of course, we'll check permissions posts in doing so). This does not mean that groups opting into these risks will always be tormented and killed! It's just helpful for us to know your preferences and expectations upfront. Please keep in mind that opting into the risk of serious injury or death applies to the whole group, not just individual characters.

  • Explorations into the area of Beacon currently occupied by the Parade will always be extra dangerous. Characters will run the risk of encountering the Parade itself, but besides that, the Parade's presence gets all the forest spirits in the area extra revved up, increasing their hostility. We'll give you the "danger zone warning" at the top of the exploration if you're about to head into Parade-infested territory, as characters may be seriously injured or killed at any point during an exploration within the parade route. You can check the Parade's schedule on the calendar page.

  • Chance of success will be left up to a mix of mod discretion and RNG. We'll typically use a RNG to determine what you find, if anything, but we'll also take player/character ingenuity into account. In short: If you have a solid, creative plan, you're more likely to be rewarded for that. Aimlessly wandering won't always get you nothing, but it's less likely to earn you something neat for your trouble. (However, please do be encouraged to follow the dumb idea that's in your character's heart. We will reward for IC idiocy, too.)

  • Having torches from the bonfire with you will also increase your chance of success, though be careful: If you lose the torches while exploring, someone will have to recover them or they're lost forever. Additionally, you must request torches through the item request page in order to take them on explorations. Torches not logged through the item requests page are not considered game canon.

  • Once you receive a mod response to your exploration, you will have one week to tag us back. If that week timer runs out, we'll consider that exploration closed, and mod responses will stop. You're welcome to handwave your own IC conclusion to the exploration at that point. To be extra clear: the time it takes for us mods to respond to your exploration is not included in that time limit. The timer starts fresh each time we tag you back.

  • Explorations over two weeks old will be wrapped in the next mod response. This is to prevent explorations from dragging on for too long, which will slow up our system, but more importantly, it'll make for awkward timing issues in the game! We don't want to leave players waiting on exploration outcomes to be able to engage with the rest of the GPSL.

  • Characters may only embark on one exploration a month. This is to allow all characters to have equal opportunity to make an impact on the setting, as well as to foster more cooperation between characters! With only one explore a month, we implore you to collaborate with other individuals and complete explores as a group when possible.

  • We will only accept a maximum of 4 active explorations at a time. If those 4 slots fill up, we'll close the queue to new submissions until we're able to wrap some of the active adventures. This number is based on mod availability, and we are looking to get comfortable with the system before we up the number in the future.

  • Explorations will always be closed during events except under rare special circumstances. Similarly, explorations can't be forward- or back-dated to happen during an event. Go do event things instead!

  • We have recently moved setting and building updates to the Setting Page. If you're interested in doing that, head on over that way!


To EMBARK ON AN EXPLORATION, please fill out the form below:



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PLAYER PROJECTS


Has your character started a club or a cult? Are they working on a compendium of the forest spirits? Or maybe you're just looking for something for your character to get involved in. Well, you've come to the right place!

This is where we keep track of the various character-led businesses, groups, services, and other such endeavors. Unlike a player plot, this is a long-standing IC project that other characters can choose to engage with, rather than a one-time occurrence.


LOG BOOKS • ELDEN & WANDA



Elden has suggested and plans to leave a log book in the inn and town hall. This way everyone in game can collect information and put it into a communal book so they have everything on hand. Although Elden no longer resides in Beacon, the IC log book doc can be found here! A more complete version of information available in the log book can be found in the first Cat Herd!





BOAT BUILDING • ROSINANTE, LAW, SOLDAT



An early incarnation of this project resulted in one raft and two dories. For months, the project was suspended due to the dangers present in the lake, but it was resumed in June 2020 in order to focus on converting the metal yacht hull in the scrapyard into a functional sailboat. Progress is slow for now, more a hobby in between more pressing projects than anything serious.





LUTECE LABS • ROSALIND



A one-story enormous room, filled with lab tables, beakers, and other such scientific equipment. Experiments ranging from the worrying to the bizarre to the beautiful crowd the tables as the sounds of gears and hissing acids fill the air. There's an enormous machine placed farther back, although it's half-hidden by all the other things.

After the flood, the floor is dotted with lots of mud puddles, but everything inside seems... untouched? And a door mat has conveniently landed in the front entrance. Wow, how fortunate!





EXPLORER'S APP • WANDA



Wanda is working with Will and others to create an app for the tablets that would help keep track of exploration efforts. This app would functionally look like another map, but with markers displayed on explored locations, last known locations of current exploration teams, and projects related to exploration. Touching these markers will display when the exploration was done, who was present, and what they discovered, if anything. Touching unexplored areas would display a list of those planning to explore there and what supplies they believe will be needed.





STAR MAP • ROSINANTE



In case of lost compasses plus just for added navigation utility, Rosinante has been (and will continue to be) photographing the sky periodically when it's clear, and trying to keep track of individual stars' movements across the sky. He's no astronomer and this is nothing fancy but he's hoping that over the coming months he'll be able to identify at least a star or two that seems more or less stable in some particular compass direction, as well as a few key stars or star clusters or maybe even some simple constellations that can be used to track the passage of time. Eventually he'll be looking for someone who actually knows astronomy (and might rope in Will once he has enough to go on, we'll see) to figure out what it all means but for now he's really just documenting it all as best he can in photos as well as paper and ink.





NEWCOMER MESSAGE • R̷I̷K̷U̷



Riku is working with Will on an app that launches when a new username is registered on a tablet. This is a living document of sorts, constantly updated with contributions from others around Beacon. This message includes visuals (the first version has sketches and photographs, later iterations will include improvements like paintings), English subtitles, and a voice over by Aziraphale.

Although Riku and Aziraphale no longer reside in Beacon, the message remains functional. It's functional! It's functional! It's functionアl(IT'S FUNCTIONAL(

Um. Maybe something should be done about this. Maybe make a new one?

The previous (and now permanently missing) version of the app can be seen here.





COMMUNITY GARDEN(S) • MISTY



In the name of being a little less cripplingly dependent on the ferry (and improving morale - nature and a productive hobby are good for the brain!), Misty'd like to get a couple plots cleared and sowed with little batches of staple crops, herbs, flowers, as you do. Additionally, there's a stretch goal of a tiny greenhouse or three because Winter Is Coming.

It would be within known and populated areas on the map (around town, Misty will probably shoehorn as much on her block/behind her house as she can manage), although I wouldn't rule out Misty meeting discovery of other places - given unique soil or lighting conditions and especially if anyone takes up residence there - with 'slap a garden on it'. Maintained by volunteers, with a few presumed regulars.





COMBAT TRAINING & FIRST AID • JAVERT



In an effort to prevent further casualities, and to make everyone better prepared, Javert has begun to offer combat training and first aid lessons to anyone in Beacon. Unless it interferes with an in-character event, combat training will meet every Monday, Wednesday, and Friday at the armory, and run from seven o'clock to nine o'clock in the evening. The focus will be on armed and unarmed combat, with the opportunity to spar with other seasoned fighters, if not a beginner yourself. First aid lessons will follow immediately after.

Other survival skills will also be taught, depending on character interest and participation.





APPLIED LINGUISTICS ON FOREST SPIRITS' LANGUAGE • BUCKY



Since December 04 2019, Daylight has decided he'll undertake the task of seriously tackling and studying the forest spirits' language. The end goal is to create a more comprehensive guide on the forest spirits' language and to also translate their melodies to several more musical instruments to offer more variety on how one speaks to the spirits.

He'll be doing this by using the lessons he learned from his grandmother, who was a famous professor in the fields of linguistics and communications and cryptology + his own talent in music. Along with actual practical application by practicing on poor spirits willing to hear him stumble over his words, ranging from the Greatest Crooners to Fluffy Flower Friend and to Postmaster General when they have the time. He'll also be roping others into helping him from time to time for certain tasks. It'll take a couple of months before Day makes significant enough progress to share with others but he's determined to push through with this project and bridge the communication gap he and the others have with their fellow residents.

Soldat has inherited the project and these notes after Daylight's departure.





B&B/CABIN • BUCKY/SOLDAT, MISTY, JAVERT, PUDDING, SORA



Once a cabin, then a B&B, now a cabin once again, this building has become a hand-built housing unit inhabited by the characters mentioned in the project title. This is a one-story, five-bedroom cabin with a very fine kitchen.





SPIRIT LANGUAGE LESSONS • BUCKY/SOLDAT



Every Tuesday and Sunday, Soldat teaches what they know of the spirit language for an hour and a half or so, at the church. Anyone is welcome. Singing, whistling, or using the free ocharinas are all available, and students are encouraged to help each other as much as take direction from Soldat. Every Thursday and Saturday, Soldat themselves meets with Diode for the same time span to study the particular dialect of the green-eyes.




To submit a player project, please use the form below:



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PLAYER PLOTS


If you'd like to have your character do something in-game that's a little too wide-reaching for a typical exploration, you've come to the right place! A player plot is any player-orchestrated event or other happening that 1) could affect a noteworthy number of other characters, or even the entire game, and 2) will involve widespread player participation (unlike an exploration, which is a solo/small group affair). Player plots are usually one-off occurrences (like a character hosting a town-wide party) or short-term endeavors that serve as a means to an end (like restoring an existing location). These plots can be positive, such as providing a new resource, or negative, such as destroying a building. In short, it's basically an event run by players.

Whatever it is, the mods won't be in charge of it—but we do have to approve it first. Please describe your player plot in the comments below to open a dialogue with the mods. Be as specific as possible, though we realize some details might need to be hashed out after you get a general approval for the idea. Once we approve your plot, we encourage you to post to the OOC comm to spread the word and potentially get others involved. If you have any updates to relay to us through this process, you're welcome to comment back to us on this page. We like being kept in the loop!

If you'd like to suggest a plot instead of run one yourself, that goes over in the suggestion box. If your character is going to open a business, start a club, or anything else that will serve as a long-term addition to the game instead of a one-off event, that would be a player project.

To submit a player plot, please use the following form:



And if you like an example, here's a mock player plot for you to check out!

Primary Contact: Danielle
Characters(s): Michelle Cheung

The Plot: Michelle has decided to reinforce the existing buildings with paper! As a paper bender, she's able to not only control and reform paper, but strengthen and sharpen it so it has the effective durability of solid steel. It doesn't appear that this takes any continued concentration for her to maintain, as in canon she’s shown to actively use everyday items that she's made out of paper both for herself and for others. Paper is, however, still paper, so prolonged exposure to water will get it soggy and ultimately it will lose its tension and strength. What she'd like to do is fortify existing buildings with an internal layer of her ability-enhanced paper, to keep them strong and safe for as long as possible.

Aside from inclement weather, another unfortunate drawback of this ability is that it will dispel instantly if she's ever to die. The paper will fall down uselessly to the floor until she’s able to pick it all back up again. Because of this, she’ll be calling for people to help more permanently stick up the paper in a massive town-wide paper mache project! We'll need all the hands and glue we can get! And, of course, as many unused paper donations as possible so the Librarian doesn’t come after her.

Date(s): March 31st

Effects: Maybe things will be less likely to get destroyed by naughty, naughty children.

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TABLETS & NETWORK


All characters arrive in Beacon with a tablet in addition to their lantern. The tablets are roughly the size of a sheet of paper, very thin, constantly in "night mode", and built with a trifold design (i.e. it can fold into a more pocket-sized phone shape). Straight up, they're the tablets from Westworld. Very fancy!

Tablets are connected by a mysterious wireless network and they never need charging. There's a public network app that functions essentially like a community forum, as well as a private text/call function (you know, like a phone). There is no option for video calls right now, but you can send pictures! Assuming you can take them, that is—the tablet does include a camera app, but it doesn't have a flash. There are text-to-speech, speech-to-text, and any other accessibility functions your character may need, as well. Unless you're attempting to process a ridiculous amount of data, it's safe to assume the tablets can store all your images, documents, apps, and the like.

It is possible for tech-savvy characters to develop new apps for the tablets. Characters can also find other means of obtaining apps and may be able to share them with everyone in Beacon. Please reply to the New App Submission thread in the comments sections to add an app to the network!

APPS CURRENTLY AVAILABLE
THE NETWORK A community forum for everyone in town. Posts can be filtered from others and/or marked anonymous.
INBOX & VOICEMAIL You know, like a phone.
THE BASICS A collection of simple apps: a clock, an alarm, a stop watch, a calendar, a notepad, and basic settings.
ACCESSORIES A drawing app; an app that reads text in images aloud; a map, which can be updated by the community at large; a Sudoku game; a handwriting-to-text app; an app for sending multiple images/files all at once; Beacon Excel
FOREST SPIRIT TRANSLATOR This simple app provides all residents with ocarina playing instructions and sample audio files for a series of messages to communicate with the forest spirits.
WELCOME A program that automatically runs when a new username is entered into a tablet. This runs a welcome message for anyone who's just arrived at Beacon. Created for the people, by the people!
SONGBIRD A music-streaming app that links directly to Robin's personal music library. Her collection is freakishly expansive, and can include basically any songs you can think of. There are also functions to create and share playlists, and users can upload their own music to the app if they'd like.
SAFE OR NOT An app available for anyone. Typing 9-1-1 will broadcast an emergency alert tied to your character's username. The character can't add anything else like location or a message but the app will send a mass broadcast that they're in danger. Typing 5-1-1 into the app will auto-upload an "I'm OK" status.
MORSE CODE An application that teaches the user Morse Code and allows for translation. Has accessibility options.


Upon arriving in Beacon, the tablets will prompt characters to enter a NETWORK USERNAME, which will be unique to them and cannot be changed after the initial input. All network usernames will be listed below, as well as links to IC inboxes and any notable contact information players choose to list for their characters (say, if your character is heading up an IC organization and wants other characters to know they can be contacted, for example).

This list will also serve as an IC directory, meaning all of the information on the table below is available ICly. If you would like to update the information in the directory, please post a new form with the updated information!

Name
Contact
Info
Ardyn Izunia @username Poetry, strategy, friendly chess matches
Hope @hope
Kuai Liang @Grandmaster
Law Trafalgar @surgeon
Link @lonk Warrior
Merwen @clickfly
Misty Day @silver
Pudding @purin
Rosinante Donquixote @silent
Will Ingram @dr apps dealer/tech person
Winter Soldier @soldier
Zihuan Cao Pi @kingofwei

Please copy and paste this form into a comment to add your character to the list:



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POST OFFICE


Here to drop off some mail or an advertisement for the bulletin? The Postmaster General has you covered! If you'll just fill out this form, and this one, and a third right over here, just put your initials over on that piece of paper...

You'll get your ad and your letter will be delivered on time, oh, yes. But you're going to have to scribble on a lot of pieces of paper, because above all, the Postmaster General enjoys a good bureaucracy. Just humor them, please, it's much easier than arguing.

Letters will promptly be sent to their recipient—or, well, as promptly as possible, given that some of you are prone to mailing out goodies to mystery addresses, and these things take time! Advertisements (and anything else you might want to put in the bulletin!) will appear in the next bulletin.

To send some mail, please fill out the form below:



To submit an ad for the bulletin, please fill out the form below:



Comments to this page are screened. Tampering with mail that isn't addressed to you is a felony, you know!


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SUGGESTION BOX


If you have an idea for an event, an addition to the map, a network app or feature, or any other sort of game theme or mechanic that you'd like to see in The Next Night, please let us know! Player feedback is super important to us, given that we want to give you all the best GPSL experience possible and more heads are better than two, etc. We can't promise that we'll use every suggestion thrown our way, but please don't hesitate to fling spaghetti at the wall anyway—if we can't directly implement your idea, we might be able to work out a middle ground or take some element of it into consideration, even if it's not your original vision.

Please note too that dropping suggestions here isn't firing ideas into the void! We'll respond to the comments we get here, either to brainstorm or to just tell you whether or not your suggestion is possible.

One last thing: Please keep in mind that this is a space for suggestions about the GPSL's content, not for critique or reporting player issues. Instead, direct those comments to our mod contact page. We're happy to field all critique and resolve player issues; this just isn't the page for it.

Comments below will be screened just in case, but we're happy to unscreen! Just let us know your preference.


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DEATH.

Apr. 20th, 2020 11:08 pm
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DEATH


So you died. Again. Great job! The good news is, you can still come back to whatever semblance of life you had here in Beacon. Shortly after your death, your body will vanish, only to reappear a few days later, (now "alive",) on one of the pews in the church. The bad news is, you can't just do this forever.

Your first death is a freebie. Your character comes back just as they were, minus the injuries/conditions that killed them in the first place. Starting at their second death, however, characters will begin to experience consequences. They'll still come back, just not quite as they were before. Perhaps something's missing, or broken, or drastically changed. It can be a body part, a sense, an aspect of their personality. Whatever it is, something is wrong now. And as far as anyone knows, there's no way to fix it.

What's more, these effects continue to stack, growing worse each time a character dies. For example, after four deaths, that's three separate alterations, each one more serious than the last. The first consequence might be something small (e.g. a change in hair color), but the second will be a bit worse (e.g. colorblindness), and the third even worse (e.g. losing memories of friends from home), and so on.

In addition to these personal changes, characters may notice that their lanterns are beginning to look a little shabby as well. There's probably some sort of connection there.

Regardless of how many times a character has died, they will always revive in the church at least a day after their death. Typically, characters will revive 2-3 days after their death, but feel free to take liberties with the timing.

To report a death, please use the form below:



CHARACTER DATE OF DEATH MANNER OF DEATH CONSEQUENCE
Rosinante Donquixote 07/05/2019 Broken lantern First death freebie
Vanitas 07/16/2019 Killed by spirits First death freebie
Daylight vis Lornlit 08/19/2019 Broken lantern First death freebie
Davina Claire 09/08/2019 Cracked skull First death freebie
Vanitas 11/26/2019 Killed by a spirit Aquaphobia
Bucky Barnes/Soldat 11/25/2019 Blown up First death freebie
Crowley 11/30/2019 Killed by spirits First death freebie
M.K. 11/27/2019 Killed by spirits First death freebie
Stone 12/01/2019 Fatal injuries First death freebie
Rosinante Donquixote 12/05/2019 Killed by spirits Ribcage is now an outie
Elena Gilbert 12/08/2019 Broken lantern Recurring nightmares
Masaomi Kida 02/04/2020 Blood loss First death freebie
Cao Pi 02/10/2020 Killed by a spirit First death freebie
Will Ingram 02/10/2020 Killed by a spirit First death freebie
Fjord 02/10/2020 Broken neck Stiff shoulder when underwater
Bucky Barnes/Soldat 03/11/2020 Killed by a spirit Voice in head, constant hunger
Dean Winchester 03/12/2020 Swallowed by the swamp First death freebie
Castiel 03/12/2020 Swallowed by the swamp First death freebie
Alisaie Leveilleur 03/11/2020 Killed by a spirit First death freebie


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LANTERN MALFUNCTIONS

Lantern malfunctions are now a permanent game mechanic that can be utilized at any time. Since January 20th, lanterns have begun to show more critical, previously unseen signs of wear and tear. Even if your character has not been irresponsible with their lantern, they're not immune to the effects that sweep through Beacon. Depending on what hue the light of their lantern takes on, characters will experience a variety of effects that will change their body, their mind, and their perception of their surroundings. This mechanic is meant to provide players with the means of choosing their own style and severity of horror, so there's plenty of unique ways that this can be played with. Refer to the following list for more specific details:

  • Currently, lanterns effects fall into three different categories: physical, emotional, and psychological. Each of these are represented by a different color (red, blue, and green respectively) and have an available effect in gentle, medium, and more extreme horror. That makes nine different total effects, all unique from one another, that can be played with! Brand new effects may become available as the GPSL's plot progresses, and the tables below will be updated accordingly.

  • Lanterns do not have to have a physical flame to experience these malfunctions. If your character has a lantern that looks or operates differently from a standard lantern, you can play around with how the effects physically appear. As long as the changes made still generally follow the red/blue/green color scheme, that's all that matters, so feel free to get creative!

  • What changes your character experiences is up to you! There's no rule that determines which effect you get to play with; they're completely free to do with what you will. You can RNG it, pick your personal favorite, or pick one that you think would be most meaningful for your character specifically. Likewise, you're not locked into whatever you choose initially, so if you change your mind for any reason, there's no need to regret it! It's completely acceptable and within your right to stop playing with the effect at any point, reverting your character back to normal or choosing a completely different one instead.

  • This mechanic is completely opt-in. Not all characters have to experience lantern changes, as they're meant to operate as random, unpredictable occurrences.

  • There's no set duration for how long your character will remain under the influence of their altered lantern. They can experience these changes indefinitely or for as short as a few hours of a single day, depending on what sort of gameplay you're personally looking for.

  • Currently, any of the effects that you choose to play with must be staggered and cannot be stacked. Characters will only experience one of the nine effects listed below at a time. They cannot occur spontaneously or as a unique mixture of multiple effects.

  • There are no rules in how you choose to scale your effects. You can take a milder effect and gradually go heavier, start heavy and have it go backwards, or just stick to one level of severity. The only limit is your own preference!

  • There's no need to report the use of this mechanic, as it is completely up to player discretion. ICly characters will have no explanation as to why this occurs. All that is currently know is that this is a completely unpredictable syndrome that can recur at any given point in time for any given length of time.


currently known malfunctions

RED LIGHT
TALL GRANDE VENTI
Your lantern is a light, pastel pink, with only superficial damage. As days pass, you start to feel minor aches and pains as you begin, slowly but surely, to change. The changes are small, but striking. Maybe the whites of your eyes have turned black, or maybe your teeth are sharpening into jagged points. A tail sprouts from the base of your spine, or horns break through your skin as they grow outward from your skull. Your lantern is a passionate shade of vibrant red, the glass webbed with spiderweb cracks. There's a deep ache throbbing somewhere inside of you. Throughout the coming days you seem to change, but the changes are mangled and warped. Maybe your arm develops patches of scales, or maybe feathers sprout out of your scalp. In some capacity, you find yourself stuck between something halfway yourself and halfway something other. Your lantern is glowing a deep, dark red, and the cracks that streak across its surface seem as if they'll cause it to break apart at any moment. Everything hurts. Very quickly, too quickly, your body transforms. Half of yourself, whether it's from the waist down or disturbingly scattered across the whole of your parts, is becoming something new. Maybe your legs shrivel and new appendages sprout until you're left with the limbs and abdomen of a spider. Maybe one side of you becomes thick and heavy with coarse fur and leathery skin.


BLUE LIGHT
TALL GRANDE VENTI
Your lantern is a light, pastel shade of blue, with only superficial damage. You feel a bubble of laughter stuck in your throat, a lightness to your thoughts and a pep in your step. It's a pleasant feeling, this persistent optimism. Only, the freeing sensation of being so carefree can start to become a burden when, in the face of loss, tragedy, or danger, all you can do is smile. Pain, death, and trauma all inspire laughter. Your lantern is a calming shade of vibrant blue, the glass webbed with spiderweb cracks, and your whole body feels like it's alive with alarm. You know something bad is going to happen, and you can't stop looking over your shoulder. This is the calm before the storm, you're certain, and you can't sleep. How can you, when you have to remain alert and prepare for whatever-it-is that is surely about to strike? Your lantern is glowing a deep, dark blue, and the cracks that streak across its surface seem as if they'll cause it to break apart at any moment. You feel angry, angry at everything and anything you can think of. The world, your circumstances, yourself, even your loved ones. It takes all your effort not to lash out with even the mildest of perceived provocations, as if you're looking for an excuse to vent your grievances.


GREEN LIGHT
TALL GRANDE VENTI
Your lantern is a light, pastel green, with only superficial damage. Time feels strange. Sometimes, it seems as if everyone around you is moving and speaking too slowly. Sometimes, too fast. Sometimes, it's as if everyone is frozen. Perhaps you experience only one of these sensations, or perhaps they alternate in rapid succession. When time stops, it can suddenly speed up to catch up to real time, as if a taut rubber band has been suddenly released. Your lantern is an energizing shade of vibrant green, the glass webbed with spiderweb cracks. You're not sure you recognize yourself. Your thoughts, your voice, sometimes even your own face feel foreign. Do you question your motivations or your past? Something about you, whether it remains constant or changes, feels to you as if it's been warped. Your lantern is glowing a deep, dark green, and the cracks that streak across its surface seem as if they'll cause it to break apart at any moment. Something is wrong with the world around you. Beacon's surface seems to bend and stretch like the reflections seen in the mirrors of a fun house. You may feel as if there's a slope where the surface is flat, or a sheer drop where none exists. It might leave you dizzy or disoriented, sick from vertigo, or uncertain of what visions you can trust.

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HIATUS & DROP


Please observe the following when hiatusing or dropping a character:

  • Characters may be hiatused for up to one month at a time.

  • Characters cannot be hiatused for more than one month in a row. Please let us know if you have extreme circumstances that would require this.

  • It's not necessary to submit a hiatus lasting less than two weeks, as a hiatus shorter than that would not be exempt from AC.

  • Assuming a hiatus covers at least two weeks of an AC period, the hiatused character(s) will be exempt from AC for that month.

  • If you are hiatused during the full length of the Activity Check, you are not required to check in.

  • ICly, dropped characters will be considered missing, presumed dead (unless you'd like their death to be explicit).

  • For hiatused characters, please indicate whether you'd like them to be on autopilot, temporarily lost, temporarily dead, or something else. We're flexible. Please note: until the Lantern Repair Mechanic is restored, temporarily dead is not a hiatus option.

  • Any character that does not respond to the monthly activity check and is not formally dropped via this page will be swept. Remember that for a drop to count as "official", we must be notified here! Dropped characters must wait one month from the month they were dropped to reapply, and swept characters must wait two. (For example, a Robbie Rotten dropped in January can't reapply until February's app cycle, and a Sportacus swept in January must wait until March's app cycle.)


Please use the form below to submit a hiatus/drop and include either HIATUS or DROP in the subject line:




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GAME HISTORY

Just joined the game and have no idea what's going on? Just got back from a hiatus and feel like you missed something? Need a general refresher on the plot? Don't worry, that's what this page is for!

In the comments below, you'll find brief summaries of all major developments that have taken place in the game so far, in chronological order. This will include both game plot developments and major player plot developments, and it will be kept up to date as new events occur.

This information is available ICly, though not in these exact words. It can currently be found in the records room of town hall, in the form of journals, quick notes, books, etc.. Who wrote this material? That's up to you. Maybe it was a past resident of the town, their name lost to time. Perhaps it was one of the NPCs roaming about. It could've even been another character. As there are likely multiple accounts floating about, they really could've been written by anyone.

Elden and Wanda have also taken it upon themselves to supply the town hall and Invincible with a set of log books for everyone in town to transcribe recent events! Contact Margot for more information.


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HOUSING.

Apr. 20th, 2020 11:13 pm
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HOUSING


Even though you don't technically need to sleep anymore, you'll probably want a place to stay while you're stuck in Beacon. Luckily, the town has been equipped with plenty of living quarters to suit your needs—er, well, maybe beds are still a little scarce, but progress has been made! Keep trekking into the woods, folks. There's probably more living quarters out there somewhere.

That said, you aren't required to put down roots and claim a living space, though you do need to let us know if you plan to wander without a home base. Where everyone lives will sometimes come up in events, so we'll need to keep track of where everyone is generally located. If you don't want living quarters, let us know that on the form and we'll list you as nomadic under the "elsewhere" list.

For more information on where each of these housing complexes is located, check the setting page.



THE INVINCIBLE



Above the tavern on the Invincible's first floor are two floors of inn rooms. Thankfully, though, the dorm-style bunkrooms have been renovated into small, one-bedroom units not unlike a suite in a hotel. Each little apartment has a kitchenette, a living room, a single bedroom, and a small bathroom. The exact layout varies given that these rooms were renovated haphazardly by Beacon's many visitors over the years. The kitchens are equipped with basic appliances (the electricity does work, though not for lighting) and the rooms are furnished, though sparsely.

The little apartments have a distinct medieval feel to them, both because of the furnishings and the wood floors and walls. Don't worry, though; all of the appliances and furniture functions just like the modern versions.

As a note: We're not hung up on the specifics of what's in each apartment! As long as what you want to be there fits within the vibe of the above description, go ahead and take creative control for your character's housing.





THE VILLAGE



Across the river from Bonfire Square is the village, Beacon's main residential area. It's populated primarily with little A-frames and cabins. There looks to be 20 houses in total— 10 A-frames and 10 cabins, all ranging in size from one to three bedrooms, and they're clustered together in haphazardly spread cul-de-sacs. Due to the storm, most of these have serious damage - collapsed walls, broken doors and windows, branches and bridges smashed against them. Others have had items washed off into other parts of Beacon. Each cul-de-sac has a street name, and there are four in total: Grand Portal, Bridalveil Falls, Chapel Rock, and Miner's Castle.

The houses don't exactly have yards, per se, but the area is structured a bit like a campground, giving everyone one big communal yard. If that doesn't sate your naturalistic needs, there's a park nearby! How nice.

Each house has a kitchen, a living room, and a full bathroom, as well as between one and three bedrooms depending on the house. The layouts vary as these houses don't appear to have all been built at the same time. The kitchens are equipped with basic appliances (the electricity does work, though not for lighting) and the rooms are furnished, though sparsely. Other amenities include: front porches (complete with either a bench or a porch swing, your choice) and heating. Some of the houses even have a little fireplace that one could place a torch in for added warmth in the winter months.

The A-frames are open concept, with the second level accessible via spiral staircase or ladder. The living quarters are a bit tight, but hey, that makes them all the cozier.

The cabins are rustic and split into distinct rooms. On the upside, the cabins can accommodate multiple bedrooms! On the downside, they'll be that much harder to light with your lantern.

As a note: We're not hung up on the specifics of what's in each house! As long as what you want to be there fits within the vibe of the above description, go ahead and take creative control for your character's housing.





THE LANDMARK INN



The Landmark Inn in downtown Beacon has five floors of lodging (so six floors in total, including this lobby/restaurant floor for those playing along at home), with 22 available rooms in total. Seems like an awfully small amount of rooms given the size of the place, but the list of rooms provided at check-in says 22! They're all listed as having the same amenities as other lodging options already available in town, such as working utilities and a suite-style floorplan, suggesting these hotel rooms have been remodeled into apartments for longterm stays. Guests may also enjoy free WiFi, daily housekeeping services, a continental breakfast! Additionally, room service is available! You only need to call down to the front desk to place an order.

"Checking in" just means moving in, given that the hotel is clearly structured for indefinite stays (not in a creepy way, just, like, you can live here). Checking out at any time is always an option. Once characters check in at the front desk, the Concierge will pass out a room key to each of the room's occupants. While the keys look vintage, there are no keyholes on the guest room doors. Instead, there's a magnetic sensor like in a modern hotel that uses keycards. Pressing the key against the sensor will open the room marked on the key's tag, and only that room. No breaking and entering allowed!!! These rooms are very secure.

The rooms themselves are similar to the Invincible's room as they are apartments pieced together by renovated hotel rooms. The rooms include separate bedrooms as applicable, two bathrooms, and a large common space. The common spaces are open concept with a large living room area and an attached kitchen/dining area. They're all furnished and opulently decorated. This is a historic hotel, after all!

Floor 6 has only two rooms, listed as The Penthouse Suite and The Honeymoon Suite. They have 6 bedrooms and, uh, 6 bathrooms. This hotel really digs its bathrooms, evidently. The Penthouse Suite description boasts about the BBQ grill that can hold so many pieces of charcoal, as well as shoe shine and contract killing services that can be requested at the front desk. The Honeymoon Suite, meanwhile, has Beacon's largest selection of honey, and they're proud to announce that both hot tubs are now shark-free! The description also apologizes that that bookshelves don't vibrate, but assures guests that the rest of the furniture does! Both of these suites also have access to a balloon artist (just call—you guessed it—the front desk). Many dollar signs have been doodled over the short description of The Penthouse Suite, while hearts have been doodled around The Honeymoon Suite. Characters that move into these rooms will be provided with a further description of what all is, uh, in there.

As a note: We're not hung up on the specifics of what's in each house! As long as what you want to be there fits within the vibe of the above description, go ahead and take creative control for your character's housing.





ELSEWHERE



Are the current available housing options not quite homey enough for you? Are you the nomadic type that prefers to camp out in a tent or up a tree? Never fear, there's plenty of unclaimed territory for you to call your own. If your character would prefer to set up their own permanent residence somewhere outside of the available housing options, they're totally welcome to. Just use the form below to give us a short description of your "house" and its approximate location, and we'll add it to the list.






THE INVINCIBLE
201 1 bedroom
202 1 bedroom
203 1 bedroom
204 1 bedroom
205 1 bedroom
206 1 bedroom
207 1 bedroom Merwen
208 1 bedroom
209 1 bedroom Zihuan Cao Pi OPEN TO ROOMMATES (once CR gets going)
210 1 bedroom
301 1 bedroom
302 1 bedroom Stone Stone's commandeered some extra sheets and made a hammock out of them that hangs above the bed. His window is usually open, unless it's raining or snowing.
303 1 bedroom
304 1 bedroom
305 1 bedroom
306 1 bedroom Kuai Liang
307 1 bedroom
308 1 bedroom
309 1 bedroom Hope / 390-H
310 1 bedroom Rosinante Donquixote, Law Trafalgar Contains 3 mattresses (two side by side to accomodate Rosinante), 1 desk with chair. The carpeting's pile is worn down from years of foot traffic in the doorway. 310 is against the back wall of the Invincible and has 2 windows, one on the back and one on the side of the building. The walls are lined with posters and paintings.


THE VILLAGE
Grand Portal, #1 1 bedroom
A-frame
Grand Portal, #2 1 bedroom
A-frame
Grand Portal, #3 1 bedroom
A-frame
Will Ingram
Grand Portal, #4 2 bedroom
A-frame
Grand Portal, #5 2 bedroom
A-frame
Bridalveil Falls, #1 2 bedroom
A-frame
Bridalveil Falls, #2 2 bedroom
A-frame
Bridalveil Falls, #3 2 bedroom
A-frame
A truly mighty porch swing, green door. A few pots left behind, but none of the plants.
Bridalveil Falls, #4 1 bedroom
A-frame
Bridalveil Falls, #5 1 bedroom
A-frame
Chapel Rock, #1 1 bedroom
cabin
Chapel Rock, #2 2 bedroom
cabin
Chapel Rock, #3 2 bedroom
cabin
Chapel Rock, #4 3 bedroom
cabin
Chapel Rock, #5 3 bedroom
cabin
Miner's Castle, #1 1 bedroom
cabin
Miner's Castle, #2 2 bedroom
cabin
Miner's Castle, #3 2 bedroom
cabin
Miner's Castle, #4 3 bedroom
cabin
Miner's Castle, #5 2 bedroom
cabin


THE LANDMARK INN
201 1 bedroom
202 1 bedroom
203 1 bedroom
204 1 bedroom
205 1 bedroom
301 2 bedroom
302 2 bedroom
303 2 bedroom
304 2 bedroom
305 2 bedroom
401 3 bedroom
402 3 bedroom
403 3 bedroom
404 3 bedroom
405 3 bedroom Ardyn Izunia Sparsely decorated, but Ardyn seems to have taken up all three rooms.
501 4 bedroom
502 4 bedroom
503 4 bedroom
504 4 bedroom
505 4 bedroom
Penthouse Suite 6 bedroom
Honeymoon Suite 6 bedroom


ELSEWHERE
Cabin Pudding, Bucky, and Misty A five bedroom cabin near Bonfire Square. The kitchen has been renovated with high-end appliances and finishes, and a wreath adorns the front door.
Nomadic Link Usually sleeps in trees.


To claim housing for your character, please use the form below:



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CREDITS.

Apr. 20th, 2020 11:14 pm
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CREDITS


  • comm layout: molena by [personal profile] manual

  • page layout bases: tricklet by [personal profile] tricklet

  • ad layout: centered navigation table by [personal profile] prospitian

  • comm background patterns: various from toptal subtle patterns

  • page banner images: various from unsplash

  • comm header image: screenshot from the game husk

  • setting, housing, npcs, & player projects page code: singalong by [community profile] photosynthesis

  • itn's moderation team: [personal profile] inthenightmods were the heart and soul that drove in the night, the previous incarnation of this gpsl. without their passion and hard work, the next night wouldn't be the wistful, eerie, horrifying, beautifully unnerving experience it is. to mippins, leu, kit, and danielle: thank you for creating beacon!


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CALENDAR.

Apr. 20th, 2020 11:14 pm
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CALENDAR


GREY events are OOC, RED events are IC, GREEN events are player plots, PURPLE events are special encounters, and ORANGE events are weather/setting phenomena that are there for the players to enjoy but will not have their own event logs/posts. Click on the events to learn more.



SEASONS

  • SUMMER: june 1 - august 31

  • AUTUMN: september 1 - november 30

  • WINTER: december 1 - february 28/29

  • SPRING: march 1 - may 31


WEATHER

Listed below is the "default" weather for each season. Unless otherwise marked on the calendar, each day within a season will have this weather:
  • SUMMER: 70-75 F, clear skies with a warm breeze outside of the forest

  • AUTUMN: 45-55 F, cloudy and sporadic drizzling with a cool wind blowing in off the lake

  • WINTER: 15-25 F, overcast with no breeze, intermittent snow

  • SPRING: 60-65 F, clear with strong gusts felt even deep within the forest, very windy near the lake



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MOD CONTACT



NEXT NIGHT MODS
[personal profile] nextnightmods[plurk.com profile] nextnightmods
Feel free to send private plurks to the mod plurk account or to contact us via PMs to the DW mod account!


MODS
Lauren
Yuul


AUXILLARY MODS
Daz
Danielle


CONTACTING THE MODERATORS

  • If you have QUESTIONS ABOUT THE NEXT NIGHT'S MECHANICS, please direct your question to the FAQ.

  • If you need to speak with the moderators DIRECTLY AND PRIVATELY, please either PM this moderator account ([personal profile] nextnightmods) or private plurk [plurk.com profile] nextnightmods.

  • If you would like to offer FEEDBACK OR CRITIQUE about the GPSL, please post that feedback here. Comments are screened (though please let us know if you would like your comment to be unscreened), and anon posting is enabled. IP logging is enabled for anonymous comments only. Please use a sock account if you would like to remain anonymous but would like to bypass the anonymous IP logging.

  • Please DO NOT contact the mods through their personal Discord DMs about mod matters, as it's easier for us to stay organized over either PMs or private plurks.


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APPLICATIONS


PLAYERS: 11/60
(please note that this count is only updated when apps begin; the taken page is the most up-to-date list.)

canons at cap: N/A
canons approaching cap: N/A

Applications are OPEN and will be processed as they are received. Applications will remain open until the player cap is reached.

•••

Hello, and welcome to The Next Night! We're excited to have you, but before you apply, we ask that you familiarize yourself with the following:
  • Make sure you look over the premise, rules, and FAQ pages.

  • Be sure to check the taken page to make sure the character you want to app is not already spoken for.

  • Applications will no longer be screened, but in the event that we receive more apps than we have available player slots, we'll inform the players that didn't quite make the cut-off. They'll be able to re-app in a future app cycle without consequence.

  • As we no longer process applications on a monthly cycle, all new players are welcome to post to the communities and join the game from the moment of acceptance.

  • There is currently a total cap of 60 players, and a cast cap of 6 characters per cast. Each player may play a maximum of 3 characters.

  • You are limited to 1 app per player per month.

  • The Next Night does not have a reserve period and there are no app challenges.

  • We do accept proxy apps! You're welcome to have a friend submit the app for you. As we ask that apps be written in separate journal entries and linked to this page, this should be as simple as dropping a link! We only ask that your friend include a note in the comment that it's a proxy application, just in case we need to contact you before the app is processed.

  • All new applications must provide a link to a How's My Driving post somewhere on your character journal, and link it in the application. We will no longer be posting a game-wide bimonthly HMD meme.

Application instructions/process:
  • Make sure you fill out the application completely.

  • The only section you are exempt from is the CRAU section, provided you are not playing a CRAU character.

  • You are free to rearrange the sections of the app if you wish (everything under the world description, that is).

  • You may provide links to wiki pages for the history and world sections, but if these are not informative enough, you may be asked to do a small write-up of your own.

  • When posting apps, please post them to your character's journal and link them in the comments below. All comments on this page are initially unscreened, but you may lock your app to only be visible to the mod journal ([personal profile] nextnightmods) if you wish. If you aren't sure how to do this, let us know and we'll walk you through it!

  • The subject line should contain Name | Canon | New Player/Current Player.

  • We require both log and network samples. One of these samples must be from our game's TDM, and one must be a thread with replies. One thread can meet both qualifications.

  • We do not ask for revisions, we simply ask questions. Think of it as more of a dialogue than a correction. We may ask for clarification on certain points or ask for more information, but we generally won't ask you to change something.

  • If you receive questions on your app, you must respond within 48 hours. Failure to do so will result in a rejection.

  • If you want examples, please see the sample apps in the comments.

  • The application (with guidelines) is in the box below:




RECEIVED APPLICATIONS
*players indicated with an asterisk are new to the gpsl
APPLICATIONS FOR NEW PLAYERS WILL NOT BE ACCEPTED AFTER THE CAP HAS BEEN REACHED.


CHARACTER CANON JOURNAL PLAYER
Katakuri Charlotte One Piece [personal profile] hndzhn Ace*


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FAQ.

Apr. 20th, 2020 11:16 pm
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FAQ

For questions previously asked on the In The Night former Discord server, please see this page!


plot/premise

What kind of content is featured in The Next Night?
The Next Night is a panfandom horror/exploration/survival group private storyline (GPSL), but try not to think of those as hard extremes. The vibe is more atmospheric than terrifying, more somber and eerie than jumpscare-y - though there will be elements of all of the above. There will certainly be some spooky stuff, and to some extent, body horror, violence, and gore. However, all of those last three are strictly opt-in for players and PCs, and your character will not sustain major injuries or deaths unless you as a player choose to chance it via exploration and NPC interaction. (In addition, specific injuries can be opted out of). Some of the NPC appearances may be considered body horror, so we'll ask you to use your discretion and let us know if something is out of bounds for you. As for the survival aspect, this isn't a hardcore resource management situation, but characters will have to work for their continued comfort and success. Exploration is a big part of the game, and we encourage players to go places and try new things. Our goal is to keep things flexible so that player choices matter.

What's the difference between a game and a GPSL?
This question is a tricky one, as the definition can be quite different, depending on who you ask. While The Next Night will have applications and a limited activity check, the moderation team is not considering it a full-fledged game. As a GPSL, we hope to retain the world as well as the character development and relationships we've achieved here, while loosening a little of the strings of a formal game.

The main difference is that the GPSL will not involve as many mod-run plots. We welcome players to make their own fun and run their own events in lieu of multiple mod generated plots every month. Similarly, activity requirements will be less, and in general the experience will be a bit less structured. It won't quite be a sandbox, as there will be mod events, lore, plot, and NPCs. However, multiple mod-run events a month and heavy NPC or faction involvement will not be a part of the experience.

How does The Next Night relate to In The Night?
When the moderation team of In The Night announced the game's closure, a few players from the game were given permission by the mods to continue the story where it left off. The Next Night follows directly from where In The Night ended.

What's the premise?
All characters in the game start off, well, dead. After their untimely (or timely, we don't know your life) demise, they awaken in the lakeside town of Beacon, where it's always night. From there, it's up to them to explore, learn the town's secrets, and figure out why they've come here—and what to do now. The plot will focus on cooperation, exploration, and the occasional puzzle or challenge.

Are there any touchy subjects we should be aware of?
This is a horror game, and all of the characters are dead. Naturally, some heavy stuff is going to come into play. Violence, death, existential dread, and other sad/scary topics are likely to come up. There will probably be talk of suicide or murder. Individual threads will be tagged with CWs, but please be aware of the overarching themes of the game.

How will the plot work?
The plot will mostly be influenced by player actions—interactions with NPCs, exploration efforts, puzzle solving, event activity, and other factors. The GPSL will move along at the pace of the characters' progress, but events may speed it up or slow it down as needed to keep it from stalling or rushing ahead.

We do have plot events and trajectory in mind, as well as plot information from direct collaboration and consultation with the mods of In The Night. While there is an endgame in mind, it is hard to say how long it will take us to get there. It all depends on player exploration and action.

What sort of events will there be?
There are four types of events that may come into play:

1) New characters will awaken in the lakeside town of Beacon, and there will be a short, relevant event surrounding their arrival.

2) There will be a larger events, possibly plot-related. This will be in line with the more standard events of DWRP games.

3) At random times there may be tiny one-off events like the sudden appearance of an enemy, a weather change, or something of that nature. All of these are technically optional, though some of them will affect the entire town. We also might mix things up and do a weird combination of the above. (The arrival event will be constant, however.)

4) In addition to all of these, there will be mini-events which involve a single character, or small group of characters, receiving a special interaction, clue, or other plot tidbit. These will be given randomly to one (or more) of the characters who meet certain qualifications, (mostly to do with their explorations, location, their relationships with npcs, things like that). We will do our best to spread them out so that no one character will receive more than their fair share of these special extras, but you can increase your chances by exploring and asking questions ICly. You can also reach out to the mods if you're interested and haven't been chosen by the RNG. While they may be one-on-one, these threads will not be screened from other players, so everyone can see what's going on.

ICly, it's up to the characters to share, but we have backup plans in case someone decides not to and it keeps the rest of you from doing something important.

Additionally, player plots are highly encouraged from our players!


ooc mechanics

Is there a fixed ending?
Nope! There are several possible endings for the game, and which one you get will depend on what the player characters do and decide. Keeping in line with the themes of the game, however, we want to stress that a perfect ending where everyone comes back to life and goes home is... pretty unlikely. It's not entirely impossible, but we want to be upfront about the sort of direction the game will probably go in.

What's the ratio of IC/OOC?
The Next Night operates on a 1:1 ratio. One day IC = one day OOC. The IC date is the same as the OOC date.

What timezone does the GPSL use?
EST.

What is AC like?
AC for The Next Night has three parts.

Because of our status as a GPSL with a more relaxed atmosphere, we have decided on a small AC requirement. We require a total of 5 comments, with network and TDM comments counting as half a comment. So 10 network comments would equal 5, and 4 would equal 2, and so on. Any combination (such as 2 log, 6 network) is fine as long as it adds up to 5. Please use no more than three threads as AC proofs. Inbox threads count toward AC, as well, with the same network/log rules as above. TDM comments only count as half a comment, regardless of log/network. Please let us know when you link the thread whether it is network, log, or TDM. Otherwise we'll just assume everything is network.

The next part of AC is a short (and we mean short, no more than a paragraph) summary of what your character has been up to this past month in-game. The content of this write-up will not be judged (so feel free to be entirely informal), we just want to keep track of what's going on with the characters since we can't read every thread.

On that note, the third part of AC is entirely optional. If you choose, you may link us to threads that are important for plot (or player plot) reasons or for character development, or that you would like to draw our attention to for whatever other reason. If your character is up to something that you think we should be aware of, link us. (These can be threads you used for the 5 comment requirement.) Again, this last part is optional, but anything provided can be helpful for updating the game history page.

Additionally, any information gathered from these last two elements may be integrated into events and plot points.

During the current global concerns presented by Covid 19, we are currently running a limited activity check. Current AC is a single proof: a single link to a log, network, inbox, or TDM comment, post, or toplevel, or to an explore thread which your character participated in. We will be providing a check-in section to allow players to describe what their character has done in the setting during that month as well. Additional activity (5 log comments/10 network or TDM comments) will be awarded an explore token, and we're considering other types of rewards in the future. If you have ideas, feel free to PM us!

Can we use threads that started in another month for AC? What about using the same thread for more than one activity check?
Both of these are fine, so long as the thread(s) in question have enough comments from the current month to add up to AC.

Won't this encourage people to only tag the same CR/threads for months on end?
If we notice a player passing AC by way of using the same thread multiple times, using a lot of TDM threads, or other "iffy" things like using a lot of threads with the same characters/players or continuously collecting the majority of their AC in the last few days of the month, we may privately reach out to the player to ask for a wider variety of threads in the future. None of these things are explicitly disallowed, but we do want to make sure players are active participants in the game since we have limited slots. All of these things will be handled privately on a case-by-case basis.

Can we take an AC strike?
Yes, if you don't have enough activity for the check, you can choose to take a strike that month. Just make sure to actually check-in, otherwise you'll be swept. Characters who take a strike must then make AC for two consecutive months to clear it. If you attempt to take a strike while you already have one, you will be swept.

Is there an AC warning list?
No, The Next Night does NOT do an AC warning list. Please keep track of AC periods and mind the announcements!

Do you have any other requirements outside of AC?
Yes, we do! All characters apped to The Next Night must have a Permissions Post linked or present somewhere on their journals. These will be linked on the taken characters page.

Is there any restriction on violence/sexual content?
Not much, but everything graphic (in one way or another) must be labelled as such. Also: no characters under 16 in smut threads or horrific bodily violence threads. We're not saying you can't hurt or kill kids, just... Don't be Gross about it. And speaking of being gross, no rape plots.

How do you feel about playercest/muncest?
Honestly, we don't really care. It's a small GPSL, characters are bound to run into each other or at least know of each other, and that's fine. Our only restriction here is that you can't use playercest threads for AC.

What's the difference between a player plot, player project, and exploration?
A player plot is essentially a player-run event. Typically, we just sign off on these, slap them on the calendar, and then everything else is up to the player.

A player project is a player-maintained resource. We typically just sign off on these too, and then we add the description to the player projects page. The function of the page is to list all the player-maintained resources in one spot so that other players know about it and can quickly access it.

An exploration is where the mod interaction comes in. Explorations are typically mod-led adventures into an unexplored area of town, but the explorations page is meant to serve as the catch-all for any attempts to interact with the setting or plot. If you want to have your character venture into the woods, hack their tablet, experiment with an ability or game mechanic, build/destroy/alter something in the setting, interact with the forest spirits, or anything else that could complete the sentence "hey mods, what happens if I...?" then the exploration page is where you want to be.


applications

What kind of characters are appable?
Canon characters, canon AU characters, and original characters are all welcome without restrictions. CRAU characters with one game's worth of history are allowed. Silent/malleable protagonists can be apped so long as they have enough actual canon to fill out a personality section. Fictionalized versions of historical figures are welcome (such as characters from Hamilton), but must be from a fictional canon of some sort. We do allow tabletop OCs, but it must be understood that their numerical stats (like those of video game characters) will be translated into their "real-world" effects. Hit points and dex scores do not exist in this universe, but characters can be hardy or agile.

What kind of characters are NOT appable?
Fandom AU characters (such as Rule 63s), fandom OCs, and straight-up historical figures or celebrities. A stage persona/alter-ego of a celebrity (someone from Steam Powered Giraffe, for example) is also disallowed, unless this character also has an actual canon to go with it. Mythological figures cannot be apped unless you're apping a specific interpretation from a specific work of fiction.

How much canon is needed for a character to be appable?
As a general rule: you can app a character (of an acceptable type) so long as your personality/history is at least 50% canon. If more than half of your characterization is headcanon or CRAU, they do not qualify for the GPSL. This obviously does not apply to OCs, but we will expect them to adhere to the traits outlined in their applications (with acceptable variation based on in-game development).

Do you allow doubles?
No, at this time we do not allow doubles of a character, even from different iterations of a canon, or from different canon AUs.

Can we re-app a character that was dropped previously?
If you drop a character and want to return them to the game, you may do so, but you must wait one month from the month in which they were dropped. The character will remember their previous time in-game, unless for some reason you don't want them to.

If you wish to app a character that was dropped by another player, you may do so whenever you wish (assuming apps are open). We're going to subscribe to the multiverse theory here and say they can't remember anything their previous iteration did, because it wasn't really them.

Can we re-app after being swept?
Yes, you may, with the same character or a different one.

In addition, there is a two-strikes rule. If you are swept twice, even if it's with different characters, you are no longer allowed to app new characters to the GPSL. This is regardless of whether or not you still have other characters in-game.

What's the rule on new canons?
A new canon or new season/episode/book/whatever of a canon must be out for at least one month before you can app from it. This is a hard rule, even if the "one month" would be up during the month you're trying to app into.

Are there cast caps?
Yes. Casts are capped at 6 per cast. A single cast consists of an entire franchise, even if it has different AUs. For example, the MCU and Marvel comics will be considered a single cast, even though these are different versions of the same characters.

There is only one exception to the "whole franchise is one cast" rule: series such as Final Fantasy, where each installment is an entirely distinct world. There is no cast cap for original characters.

What if someone apps a character from a spin-off that isn't an official part of the franchise's overarching universe?
Generally speaking, these would still count toward a cast's overall cap. Though we do understand it can be frustrating to play with a very different version of a character that your own might generally have pre-existing CR with, taking them out of the single-cast umbrella opens up the possibility of having to allow duplicate characters that goes against the above ruling on "do you allow doubles?"

Because this might seem confusing in certain cases, here are some examples to underly our thoughts on this criteria:

  • Separating DC Comics, DCEU, Gotham, and other spin-offs or variations could potentially allow for multiple Bruce Waynes, all with their own similar backstory and pre-existing CR, all from the same general setting.

  • On the other hand: although Kingdom Hearts shares characters from the Final Fantasy franchise, these characters exist in a self-contained world that operates by its own rules, influencing that character's history and interpretation. Therefore, characters from these canons would not fall under a single cast.

We're are, of course, aware that this is a subject that comes with a lot of debate and gray area, so we're fully willing to consider exceptions! If in any instance you believe that your character has been placed under the incorrect heading and should be either removed from or assimilated into a pre-existing cast, please contact us. We ultimately reserve the right to make the final call, but will consider these situations accordingly.

All that said, we encourage all our players to embrace the unique CR opportunities that come from engaging in panfandom RP! What may seem inconvenient at a glance may lead to some of the most exciting thread opportunities you never realized you could have!

Is there a game cap?
The GPSL is currently capped at 60 players.

Is there an app cap?
Yes, there is a player cap of 10 new players for each app round. At this time, we don't have a limit on the number of apps we accept from current players who are apping a second character.

Where do you go to reserve a slot?
The Next Night does not utilize a reservation system.

In the interest of creating a streamlined process for new and current players, we've decided to have our applications operate on a completely first-come, first-served basis. It's our hope that this will create an even playing field for those interested in grabbing any available player slots, as well as remove unnecessary wait times for second and third character applications.

How many characters can one player have?
Three maximum.

How many characters can one player app in the same month?
Just one.

How many characters can we play from the same cast?
One. This applies to original characters as well; you can't app more than one from the same story/universe/setting.

Do you allow app challenges?
No, we do not. Applications are on a first-come, first-served basis.

How does the app cycle work?
Applications open immediately to everyone. New player slots will be filled on a first-come, first-served basis, with applications for new players being closed once they are filled. Apps stay open for current players for the duration of the cycle.

How are apps processed?
The mods begin reading apps as soon as apps start to come in, and decide whether to accept, reject, or ask questions. App responses are sent out all at once after apps are closed. Those receiving questions have 48 hours to respond, after which time the mods will issue their acceptance or rejection.

It is worth noting that all of the mods are involved in the app process, and questions may come from any of them. Prospective players will not be informed which mod the questions come from.

Are there character age limits?
Nope!

Does a character need a soul to be in this GPSL? Since everyone is dead?
Nope x2!

Can I app an immortal/undead character?
Sure, so long as you can figure out a way for them to die. Even if it's just for a second, so they can be snatched up to Beacon. For undead characters, they’ll need to die deader than usual. Meaning Beacon won't just snag them while they're going about their daily/nightly activities since they're technically already dead; they have to be Really Dead.

What about ghosts/robots/computer programs/inconceivable eldritch beings?
All perfectly acceptable, so long as they are sentient. And as long as you can find a way to "kill" them. A character does not need to be alive or organic in order to come to Beacon in the first place, but upon arrival they'll find their body is a little different than normal. It's up to the player whether or not they get "humanized" (if they're completely digital or just a cloud or a mass of tentacles or something), but they will have a corporeal form, and this form will have certain needs they may not have had before. If you're ever unsure, you can feel free to talk to the mods about your ideas. We're pretty open, so long as it doesn't break the game.

Animal/non-humanoid characters?
Sure, so long as they're sentient and able to communicate in some fashion. These characters will not need to be humanized, and can remain in their original form. The only exception is if the character is too large to fit inside a building, in which case they will be shrunk down to a size appropriate for fitting through a standard doorway. We don't have a hard-and-fast height in mind for what constitutes "too large", but let's call it roughly 8-10 feet. If a character is around that size, it's up to the player as to whether or not they will be resized upon entering the game.

Can my character bring a pet or items from their homeworld?
Pets? No. Items? Maybe. Characters may come to Beacon with everything they had on their person (and only what they had on their person) at the time of their death. It will also be in the condition it was in at the time of their death, so, sorry about all those bullet/sword/knife holes in your clothes. Items which possess magical properties or other powers may need to be nerfed, depending on their qualities. (See powers question below.)

What about a "pet" that's part of the character’s soul?
Characters in this GPSL don't need souls, ergo they do not need their soul-creature/daemon. So that's a no.

However, the above rule also means that if you want to app the soul-creature/daemon itself (by itself), you may do so. Provided, of course, it is sentient enough to qualify as a character. For example, Pantaliamon from His Dark Materials would count as an appable character.

Are powers going to be nerfed in this game?
To an extent. We want this game to be fun, but we also want it to be challenging and fair. No one should have powers which allow them to simply cheat death, shrug off all danger, and safely navigate the setting without worry. You can keep powers, and they can even be useful ones, but you'll either lose your "cheater" abilities, or they won't work as potently as before.

"Cheater" abilities include the following: healing, teleportation or other instant long-distance moving, abilities that create light or allow you to see in the dark, and abilities like altering reality or destroying the world. If you have items that can mimic the effects of these powers, they will need to be nerfed as well.

Healing may work slower than normal, or if you could heal others, you may now only be able to heal them from wounds which would already be non-fatal. Abilities that resurrect you simply don't work at all; you'll have to come back the same way everyone else does.

Teleportation (and similar) will be limited to shorter distances, either within the unlocked map or within line of sight of the locations inside it. So you can still teleport, but you can only go as far as you'd still be able to see some part of the town.

Light-related powers won't work as intended at all; you can glow or be lit up, but this light will not extend past your person, nor will it do anything to affect the darkness of the setting. You can light up, but you can't generate or cast light. Fire does not catch in Beacon, so you could produce a flame that would appear shadowy in nature, but it wouldn't burn anything. Since this is confusing, here's an infographic.

As for massively destructive abilities and items, anything that could wholesale kill everyone or destroy the entire setting won't work. Lesser destructive abilities, like powerful spells, rocket launchers, etc. are allowed, but before using them, we would prefer to be notified.

For the most part, we're leaving it up to player discretion to decide exactly how nerfed their characters' powers are. Just keep in mind that we don't want anyone "cheating" the setting. If this needs to be adjusted, the mods will inform you when your app is accepted. And as always, if you want to, you can feel free to discuss with the mods beforehand.

How do revisions/rejections work?
Revisions aren't really a thing in our application process. Instead of asking the player to change their app, the mods may ask clarifying questions or for further elaboration on some element of the app. Essentially, it's a dialogue between player and mods to help us better understand things and reach a decision.

An application with problems that a mod/player dialogue will not fix may be rejected outright, but rejections may also be due to the character not meeting our game standards, or unsatisfactory answers to mod questions. If rejected, a player may re-app the same character one more time (assuming the character was not rejected for being non-appable). If rejected again, they may not re-app the same character to the GPSL.


ic mechanics

What kind of setting does The Next Night have?
For starters, it's just as the title indicates: the whole game is in the darkness, it's eternal nighttime. There is no day whatsoever. There is, however, a moon and stars. The moon functions a bit like a sun for the purposes of the characters; when it's out, it does somewhat illuminate the setting (outside of the forest, anyway), though not enough to make things entirely safe. Of course, it's not always present. There is a lunar cycle, after all.

The area characters will inhabit is a small ghost town called Beacon. It's situated in a dense forest which has grown into the town itself, and it is set a little inland from a freshwater lakeshore. The opposite shore is not visible through the dark, but what you can see is a lighthouse, which stands on a small peninsula in the bay. At present, there is no way to access this location.

For (many) more details on the setting, check out the setting page.

Are there seasons?
Yes! Beacon has a fairly temperate climate, and experiences four seasons. They come in roughly three month blocks. Spring: March, April, May. Summer: June, July, August. Fall: September, October, November. Winter: December, January, February.

What is the IC date?
For ease, the IC date is the same as the OOC date. This will be accurately reflected on the in-game tablets.

Okay, but my character can see in the dark?
No they can't. Not anymore, at least! This darkness isn't just an absence of light, it absorbs light, and it blocks even the keenest of eyesight. No darkvision for you.

So how do we see, then?
There are only five true sources of light in Beacon: the moon/stars, the lighthouse, the lanterns each character has upon arrival, the bonfire, and the candles in the church. Everything else is dark because that is largely the point.

What about light powers or magic? Items we brought from home? What if we start a fire?
None of these items/abilities cast true light, and neither do the network devices. They can glow, or they can be lit, but they do not illuminate anything outside the character’s immediate person. Fire does not catch in Beacon or its environs; it won't burn or consume anything, and it will not spread. It also won't illuminate its surroundings. Magical fire can generate heat, but not light, and again it cannot catch.

Since we realize this can be a little confusing, we've prepared this handy infographic to help!

How do the lanterns work?
Each character arrives in Beacon with a lantern. It can look any way the player wants it to, so long as it's a lantern. It contains a single flame, one of the few sources of true light. It illuminates a small area around the character holding it, equivalent to a real-life lantern of its sort. It doesn't seem to need a source of fuel, and if left to its own devices, it never stops burning. The lantern can, however, be broken or lost. Be careful with your lanterns! If the flame goes out for any reason, your character will die. Whoops.

Can we steal/trade/hide our lanterns?
You can, physically, but it might not be a good idea. Characters cannot go too far from their lanterns, or the light begins to dim until it goes out. You should be fine within the same building, but any further and you’re probably in trouble.

How does the bonfire work?
The bonfire is a communal source of light, located in the town center of Beacon. The fire doesn't seem to consume the logs and sticks that it burns on, but it still flickers and crackles like a normal flame. It also, unlike any mundane fire, is capable of casting light around it.

When a character wishes, they may take a torch from the bonfire. This will diminish the size of the bonfire by an amount roughly equivalent to the torch's size. That's right, this fire is a finite resource, and it can be lost if you're not careful with it. If the fire gets too small, bad things may happen. When you're finished with the torch, you may return it to the bonfire to restore that amount of flame. At full power, the bonfire lights up the entire square that it's in.

The bonfire is managed by an NPC named Clara. Characters will need approval to remove torches from the bonfire. Torch requests can be completed here.

What about the church candles? Can we take those?
You can... try. The church candles throw light much like the lanterns, but they seem at home in the sanctuary. It's probably best not to disturb them, don't you think? (And if you do decide to disturb them, please let the mods know in an exploration.)

How do the tablets work? Is there a network?
All characters will arrive with a tablet in addition to their lantern. This tablet is enabled with a public network app (basically a community forum) and what is essentially a texting/call function, which will also serve as the character's inbox. (There is no option for video calls.) The tablets also have a camera app, but keep in mind there's no ambient light in Beacon, and the tablet does not have a flash. Other apps include a clock, a calendar, a notepad, and settings you can monkey around with to your heart's content. There are text-to-speech and speech-to-text functions for those with disabilities. For up-to-date info on the tablets' various applications, visit the tablets & network page.

It is possible for tech-savvy characters to develop new apps for the tablets. Please go to thenew app submission thread at the bottom of the tablets & network thread for the form!

Can we make anonymous or private posts on the network?
Yes to both, on the public network at least. All inbox posts are considered private, as they're made through a different app, and you can't send anon messages to an inbox.

How does my character appear on the network?
Characters will choose a username when they first turn on their tablets. This username cannot be changed later unless someone smart figures out how, so choose wisely. It also cannot be a username that is already in use (though you are free to use a name that was used by a dropped character). A list of character usernames (with links to inboxes) is located here.

What if I break or lose my tablet?
If you break or lose one, you'll get a mysterious replacement next time you sleep. If you don't sleep, it'll show up somewhere you frequent, like your room, while you're not in it.

How are language barriers dealt with?
Characters in Beacon can mysteriously understand each other when speaking, regardless of original language. This includes sign language. The tablets use a language that can be read by anyone. (A character may intentionally write in a foreign language, if they so choose.)

Okay so... What are the characters, if they're not souls?
Essentially, the bodies of characters in Beacon are the consciousness physically manifested. In 99% of cases, this means the character will appear in-game exactly as they did in canon; they do not appear as they wish they were, but as they know they are. If, however, your character's self-conception differs drastically and strongly from their actual physical form for some reason, you can talk to the mods about how they will appear (mostly because there isn't a space for it on the app). An example would be a trans character whose body in Beacon reflects their gender identity. A player would not have to go this route if they chose not to, but it would be an option.

As a side-note, characters will not be aware of this ICly, unless they puzzle it out themselves.

Are characters able to learn new spells or abilities in Beacon? Can they "level up"?
That depends! If a character can find someone with the required skill or who knows how to cast a certain spell, they would be able to learn it just like they would when alive. For the sake of fun pretendy times, even characters from non-magic worlds will be able to learn spells from magic-users unless they're explicitly incapable in canon or the player wishes for them to not be able to.

Characters cannot, however, "level up". For example, when a character levels in D&D, they gain new spells and abilities, usually from a deity or from sort of nowhere. Without contact with their deities or native magic source, characters in Beacon can't gain new abilities in this way. Basically, if you can't learn it from being in Beacon or from someone else here, you can't spontaneously gain the power after you accomplish enough tasks or murder enough critters.

Do characters need to eat, drink, or sleep?
Short answer, yes. You'll still get hungry, thirsty, and tired. You can deprive yourself of these things, but the longer you do so, the more potential consequences you may face. You'll feel weaker, you'll be uncomfortable, and worst of all, your lantern will eventually begin to dim. In roughly two weeks, it will go out entirely. You can get by without one of the essentials (say, sleep), but not all of them.

How hard are the characters going to have to work to survive?
Until the mechanics are restored, new items are not able to come into Beacon. Characters will be provided with a place to sleep. There is a general store in Bonfire Square that provides very basic food, clothing, and supplies. (A list of the items available in the stores is located here.) If anyone wants to eat anything else, eat more, have a nicer house, have warmth, get new clothes, etc., they'll need to work for it. This can be accomplished by finding new areas of town, exploring the forest for supplies, renovating abandoned areas, scavenging, and more. Get creative!

From time to time, events or seasons may force characters into more survival-oriented situations as well, or may prompt the characters to cooperate toward some common goal or project.

How do item requests work?
See here.

How easy is it to get lost in the woods?
Very!

Are there plants and animals in the forest?
Sort of.

There are certainly plants, of the sort one might expect to see in a temperate forest/lakeshore environment. As for animals, however, that's a little tricky. The animals in Beacon's woods may look like typical creatures one might find in the area; deer, rabbits, foxes, bears, moose, etc. But sometimes, they look a little... off. This is because the "animals" are actually a sort of forest spirit, though different in appearance to the kind found running shops around town.

Most of the time these creatures will behave as regular animals would, but spells or powers that target animals will not work on them, and they may react differently to being approached. Characters are welcome to attempt to interact with them if they wish.


death/drop/hiatus/etc.

Can characters die? If so, what happens?
Well, everyone's already dead, but yeah, you can "die" again. If your lantern flame goes out (if it gets wet or something, someone maliciously puts it out, etc.) you automatically kinda drop dead. You can also die from any wounds or conditions which would kill a living member of your species. If you die in this manner, your lantern flame will go out on its own. **Currently the ability to repair lanterns is unknown and until that mechanic is restored, death options will not be included in RNG results.

When you die, your body and lantern will disappear the next time they're left alone. (If you die alone, congrats, you'll come back faster.) You and your lantern will reappear a few days later, in one of the pews of the church near the town square. The lantern will be re-lit and all your injuries will be healed. Your items, however, will not necessarily come with you. Anything not attached to your person will be left where you died, or with whoever picked it up afterward. You'll definitely have your lantern and your tablet. If someone loots your body, you might not have anything else.

Are there any consequences for repeated deaths?
There sure are! If you die more than once, you'll start to notice yourself coming back a little... wrong. Maybe something's missing, maybe something's changed. These effects will continue to stack, getting worse each time you die. At the moment, there is no way to reverse them.

How are drops and hiatuses dealt with ICly?
A dropped character is missing, presumed dead. Maybe they wandered off into the woods, never to be seen again, or maybe they fell into the lake, or maybe they just mysteriously vanished. This also applies to characters swept due to inactivity.

For a hiatus, the player has more options. The character can be on autopilot (doing their normal activities), or they can temporarily become lost in the forest. Perhaps they died and just stayed dead for a prolonged period of time. It's up to you!

How long can we hiatus a character?
Players may hiatus all of their characters for up to a month at a time. Assuming the hiatus covers the AC period, they will not have to make AC for that month for the hiatused characters. After the hiatus ends, they will be expected to start making AC again. You cannot hiatus for more than one month in a row.

Are hiatused characters exempt from AC?
Only if the hiatus lasts for at least two weeks. These two weeks don't have to be successive, but must encompass at least half the month in question. These characters still need to tag the AC post as a sort of "check in".

Characters hiatused for the entire month do not have to make AC or check in.

How do canon updates work?
Short answer: they don't. We don't allow canon updates in this game, as it wouldn't make sense with the premise. You're already dead, there's no going back. If you really need to play a more updated version of your character, you're free to drop them and app again. The new version will not remember anything, as they have never been to Beacon.

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RULES.

Apr. 20th, 2020 11:16 pm
nextnightmods: (Default)

RULES


  • Don't be a dick. The universal rule, and kind of goes without saying, but do unto others, etc. We're all adults here (or hopefully very mature teenagers), so please act accordingly.

  • Watch your language in OOC discussions in all official GPSL channels (plurk, ooc posts, pms, memes). This doesn't mean you can't swear, it means don't be insensitive. No slurs, and no off-color jokes about things that a person can't change or that are an inherent part of them. Just remember that you're engaging with a community, and that what you say should be appropriate for a game environment.

  • OOC =/= IC. Try not to take things personally that happen in character, and avoid bringing OOC grudges or issues into the GPSL. Similarly, try not to let negative CR affect your OOC interactions. Remember, the opinions of a character are not necessarily those of the player, and the actions of a character are not necessarily condoned by the player, either.

  • Godmodding and infomodding are strictly prohibited. You may not dictate how another player's character behaves or reacts, and you may not use strictly OOC knowledge in IC interactions.

  • Communication is key. If you plan to do something IC that could affect other players' characters, positive, neutral, or negative, please communicate with them beforehand.

  • Respect all permissions posts. We require them for a reason. Also, if someone opts out of certain (or all) interactions with your character, keep to it, even if you don't understand why. The other person does not owe you an explanation.

  • Use CWs for common triggers. This includes things like graphic violence, discussions of abuse or assault, suicidal ideation, self harm, etc. There's no rule against this content in-game, just make sure you mark it so that nobody is surprised. The mods will do the same for event posts. If in doubt, slap a CW on it just in case.

  • Please CW all graphic sexual content. On that note, rape plots are banned. Sexual content with characters under the age of 16 is also banned.

  • The Next Night has a three-strikes policy with regard to serious rule-breaking, and the mods reserve the right to ban or remove players for severe or repeated infractions. Serious enough rule-breaking may trigger an immediate ban, skipping the three strikes entirely. (This would include things like abuse or harassment, but is ultimately up to mod discretion.)

  • The mods reserve the right to ban or reprimand players at their discretion. This includes instances not covered by these rules, but which constitute a detriment to the GPSL or to others. We also reserve the right to pre-ban players who have a proven track record for ignoring these rules in other games or communities, or for generally causing discomfort and drama with other players.

  • IF YOU HAVE ANY ISSUES WITH OTHER PLAYERS THAT YOU CANNOT RESOLVE, PLEASE BRING IT TO THE MODS ASAP. We don't mind being pulled in if it's serious, so you won't be bothering us. Of course, we encourage players to attempt to problem solve on their own, but if you feel uncomfortable doing so, have tried and failed, or are otherwise unable to, do not hesitate to come to us. If you would like to inform us of a certain situation without asking for intervention, that's also encouraged. As mods, we like to be in the loop, and we can't solve problems we aren't aware of.

  • In order to officially "report" another player for bad behavior, you must have proof. Basically, you need screencaps. This is to prevent anyone from abusing the system. Additionally, there's a statute of limitations: infractions can only be reported if they occurred within the last week, or, in the case of ongoing issues, a new development has to have occurred within the past week. Anyone reporting another player and asking the mods to take action must be willing to have their name attached.

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PREMISE.

Apr. 20th, 2020 11:17 pm
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PREMISE


THE NEXT NIGHT is an exploration-based mystery/horror group private storyline (GPSL) set in an afterlife that has fallen into perpetual darkness. It is a continuation of the story that began with IN THE NIGHT. Characters who have died (canonically or via AU left up to the player) have found themselves trapped in the darkened town of Beacon, a small mining town on the shore of Lake Red Jacket.

Something is wrong in Beacon—the sun never rises, fires won't catch, and electric bulbs are all but unheard of. The darkness in the surrounding forest seems to suck up any attempts at light. A few meager light sources have been allotted to you, though: Tablets with a connection to the town's network, personalized lanterns that strangely never stop burning, and the Bonfire. The enormous Bonfire in town square is the most prominent source of light. You may borrow smaller fires from it, but be careful, as taking from the Bonfire permanently depletes its lights until that fire is returned.

This world is dying, soon to be dead. What will you do to protect the little light left in this world?


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SETTING.

Apr. 20th, 2020 11:18 pm
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SETTING


Beacon is approximately 15 miles across from its westernmost point to its easternmost point (for reference, walking along the path from Bonfire Square to the harbor is roughly a mile). The lakeshore east of the harbor is beaches that eventually give way to sand dunes and then rocky cliffs, while the shore leading up to the lighthouse and westward is cliff faces, sometimes with a drop more than fifty feet. The southwest border of the town is demarcated by steep hills and dense woods, so much so that the border is impassable. The forest within Beacon is dense as well, but with enough care, you can find your way around should you wish to explore beyond the currently discovered areas.





1 - a barbed wire fence
2 - the jailhouse
3 - a manhole cover leading down into a small sewer
4 - a walking excavator
5 - Lutece Labs
6 - a 5 bedroom cabin, renovated into a B&B
7 - a makeshift bridge
8 - a sturdy bridge
9 - a sturdy bridge
10 - an interim bridge
11 - a sturdy bridge
12 - a grain silo
13 - a hot spring



To BUILD A STRUCTURE or ALTER THE SETTING, please go to this comment and fill out the form.


The locations on the map are divided into North Beacon, East Beacon, and West Beacon. There are three location categories: Core locations, one-off locations, and minor structures.

CORE LOCATIONS are few in number, and tend to be composed of multiple sub-locations. Discovering a core location will both advance the plot and unlock features of the game, such as new housing complexes, specialty shops, and even NPCs. These locations appear in gold on the map.

ONE-OFF LOCATIONS are essentially infinite. Beacon is ever-changing, and while we have plenty of ideas for one-off locations, we'll always take player suggestions into account. One-off locations may be large in terms of area, but they don't necessarily have multiple parts to them and will only sometimes tie into the plot of the game. These locations appear in green on the map.

MINOR STRUCTURES are listed and linked above. Minor structures include small details that don't merit full blown "location" status, but are still important to note on the map. Player-built structures, such as bridges and small buildings, will typically be included as minor structures. These structures appear in beige on the map.

As areas of the town are explored, trees will be removed from the map to unveil new paths and locations. Note also that the rivers cannot be crossed safely without a bridge, so let us know on the exploration page if you're attempting to cross. If a bridge is marked on the map, though, you're free to assume your character can cross whenever they please!

Once new areas in Beacon are discovered and the map is cleared accordingly, you can assume that any paths to this new location have been cleared as well! The forest spirits are very helpful that way. So, while travel time through dense forest may be painstakingly slow, once the trail has been blazed, any opened locations are then easily accessible.

As of January 14, the Parade is in town! Forever! Please see the Parade description for more details.

A note about the shops in town: Check this list to see if what sort of supplies are currently available in Beacon! Note that even if what you're looking for isn't specifically listed, if it fits within the limitations listed on the sheet, go ahead and assume it's in the stores somewhere. If you're unsure, feel free to put in a specialty request, and we'll let you know if it's something we currently have in town.

The wildlife in Beacon could be described in one of two manners: unusual or nonexistent. If looking for animals of any kind that you'd expect, hard as you might try, there doesn't appear to be anything to find. That isn't to say there aren't creatures, mind you, but they don't appear of a lesser intelligence. Trying to hunt them may prove to be more trouble than it's worth. Doing so may only lead to unfortunate, even deadly, consequences. Recently, it does seem that the forest activity has increased! Namely, minuscule spirits sporting even smaller masks can be found scuttling beneath the underbrush! That's right: the bugs are back, ghouls.

The plant life in Beacon is typical for what you would find in Michigan's Upper Peninsula. The trees are a mix of coniferous and deciduous, and in the warmer months, the forest floor is overgrown with ferns, grasses, and wildflowers. Plants seem to have no trouble flourishing in Beacon despite the lack of sunlight, though their growth cycles are affected by the seasons. Some of the trees have been marked with homemade wooden ornaments hung from branches here and there.



THE RIVERS



Beacon's rivers are strangely uniform, all spanning about 10-15 feet (3-4.5 meters) across, and the banks are made up of mossy boulders that look rather slippery. The waterline is a couple of feet (~a meter) below the rocky banks, so touching the water from the bank would be tricky to do given the slick state of the boulders.

The water has an odd movement to it. The surface seems calm as it flows toward the lake, but where the river meets the bank, the current is much faster, churning against the boulders and creating small whirlpools in the nooks. There's also a strange, almost galaxy-looking band of debris streaming down the center of the river. Watching the water for too long makes you feel a bit sleepy and light, as if you're floating, and not necessarily in an unpleasant way. You know it's probably a bad idea, but the longer you watch the current, the more tempted you are to go for a swim... Be careful. That water is dangerous.

Attempting to cross the river requires an exploration— especially now that the bridges have all been destroyed by the flood.





NORTH BEACON



THE LIGHTHOUSE



Across the bay and about five miles away from the harbor was the lighthouse. It's too far out to see much, so it was usually just a black tower barely visible along the horizon against the stars.

A black hill of rubble stands in its place, jutting sharply skyward. The silhouette of the tower and the red beam of light that shone from it, welcoming new arrivals for the past seventy-five years, are both gone.

Characters are now free to go to the lighthouse ruins! Let us know if you'd like to undertake a formal exploration there, but the forest leading to it no longer holds any threat and does not need an exploration to unlock it.







BONFIRE SQUARE



Bonfire Square is the central hub of Beacon. It's not a large area (just about the size of a typical city intersection), but it's equipped with all the essentials for surviving in this world. The bonfire is the main attraction, blazing over a story high in the middle of the square. Even when it's stretched thin, it's bright enough to light up the entirety of the cobblestone square. The fire is contained in a shallow pit that's been cordoned off, though benches circle the pit in case you want to hang around for a while.

A photo booth stands vigilantly just east of the bonfire! "A small metal structure. It's too small to be a house and completely open besides, but upon further inspection, a very beat-up wooden sign stuck in the ground nearby claims it's for 'PHOTOS' and also that it's 'Free to use! Pls don't destroy any props/decorations! :c'"

Around the square, you can find a handful of buildings that look straight out of an old mining town. Floorboards creak underfoot, splinters practically jump right off the walls at you, and you can't help but wonder when some cowpoke is going to proclaim this town ain't big enough. Nevertheless, this area includes the following locations:

The Invincible
The Invincible is the local tavern and inn. The first floor is a typical common area complete with a bar and a small dance floor which includes a jukebox. There's some minor flooding from the storm, and the front door has been removed. Forest spirits from the kitchen serve a basic selection of food and drink (including both alcohol and coffee). It's your standard bar and pub fare, and it's... passable. The bar itself is empty with no spirits around to bartend, but you're welcome to help yourself to the drinks. Most of the tables and chairs have been broken to various degrees and piled into a corner. Above the entrance outside the tavern is a sign that reads THE INVINCIBLE, the letters burned into weathered wood that looks like it was ripped off of an old ship. Underneath that is another sign, a simple plaque that reads WELCOME TO BEACON. THIS TOWN IS TOO SMALL FOR A TOWN DRUNK. WE ALL HAVE TO TAKE OUR TURN.

The interior of the pub is lit by one torch.

The Invincible's windows are boarded up (unless individually removed by residents) and remnants of barricade supplies rest at the main entrance as well as at the landings of each flight of stairs. However, the ground floor interior where the bar can be found is now painted from wall to wall with murals of blue skies, wide seas with sailing ships, fields of bright green grass and colorful flowers, and patches of abstract, swirling color.

Even better, the flooding has graced the front room with a statue from Boneset Park, and it's kind of appropriate for a bar setting, don't you think? It's miraculously unharmed, upright, and smiling away. (And heavy. Dead-center in the room and very very very heavy.)

Should you visit the stockroom behind the bar, where food was once stored, you will feel a deep chill, and will occasionally find black water puddles in the corners of the room.

Mounted on a wall near the door is a bare-bones bulletin board. There isn't much on it yet except a hand-written notice about PATROL INFORMATION. On it are names of people who go out on patrols, their possible routes, and when they are out and about. There is plenty of space to sign up yourself, if that's something your interested in coordinating. There is a pen tied to a piece of yarn tacked to the bulletin.

The upper two floors of The Invincible make up the "inn", though it's more of a permanent living quarters these days. It also seems that someone has left a log book here for their fellow inhabitants to reference at will.

Two torches have been placed outside of the Invincible's entrance.

General Store
If you're in need of something, the general store should be your first stop. The shop is small and its supplies are basic, but they'll get the job done in a pinch. On the muddy shelves you can find a small selection of groceries, simple hand tools and survival equipment, a thrift store's assortment of clothing suited to the current weather, essential housewares, and even the odd luxury like books and jewelry. The variety is lacking, but maybe you'll find what you're looking for in another part of town.

Starting in September, there also appears to be a selection of ocarinas available on the shelves! Anyone new might be able to puzzle out that these go with a specific text file that can be found on their tablet’s home screen. Characters can use the ocarinas to communicate these phrases to the forest spirits (and are welcome to try learning or communicating other phrases), but keep in mind that there's not much plot info to be learned from the forest spirits, at least not for right now.

The general store is lit by one torch set on the counter.

Town Hall
Beacon's town hall used to be an ominous brick building, complete with a clock tower that chimed on the hour. While the general structure is probably salvageable, there's no saving the former clock tower, unfortunately. It didn't survive the storm and collapsed. In the mess of rubble that used to be the foyer is a life-size statue of a person with the head of a cocker spaniel, now on its side. The cocker spaniel head rests a few feet away.

Further inside, a giant sinkhole has opened up in the middle of the town hall's archive, which used to house documents on Beacon's history. Any information on the game history page could have been learned ICly here (in the form of artifacts, journals, old bulletins, etc.; it's up to you), even if that information was outdated. Although they can't be put back in the archive at the moment (if at all), the records were saved thanks to the quick thinking of a local resident and now can be found at the school.

Painted on a now crumbling wall to the archive, you can just barely make out a large tree with names on its branches, and while there were once pictures pinned next to these names, they've been moved to the school. This Wall for the Remembered, started by a since departed Beaconite, was once open for public meditation and remembrance.

The walls also used to be lined with busts of unidentifiable people, but they've been broken into pieces now. Buried underneath all the debris is a log book for fellow inhabitants to reference, waiting to be dug up again.







THE HARBOR



The harbor is unassuming, its dock only just long enough to accommodate the ferry. There's not much to see here unless newcomers are arriving or there's an event going on, though the harbor is the only place in town to view the lighthouse across the bay. Beyond that, though? The lake stretches well beyond, eventually meshing with the horizon until you can't tell what's water and what's sky.

"On the path between the Harbor and Downtown, about a fifteen minute walk after passing the church, there's a post made of sturdy wood, propped up by a sizable pile of rocks. It sits in front of the mouth of the wooded isthmus that leads to lighthouse. The pole has a wooden sign affixed to it that reads: "Robin's Lighthouse - DO NOT GO THAT WAY! THE SPIRITS THAT WAY WILL KILL YOU! GO AT YOUR OWN RISK! (But wave hi! She's nice!)". After another fifteen minutes of walking, a rough stone bench sits where the path meets the coastline, perfect for sitting and enjoying the view of the stars reflecting on the lake."

Beach
A strip of sand runs along the southern coast of the bay, and technically you can call that a beach. The water is quite cold and swimming is ill-advised for a few reasons, but hey, it couldn't hurt so long as you're careful, right? Or maybe you'll have some luck fishing or looking for washed up treasure. An odd-looking (but appropriate) sculpture seems to have washed in from the flood. Further down the beach, past of mouth of the river, the sand abruptly juts up into dunes, and then into sheer, rocky cliffs. It's much the same heading north toward the lighthouse, too. Looks like this is the only beach in town.

Boathouse Ruins
The boathouse is was tiny and pretty much empty, but it's been leveled and reduced to ruins. RIP the boathouse. A single, deflated volleyball sits among the wreckage.

Ore Dock
About a half a mile down the beach from the harbor is a massive ore dock that was once used to load ore onto barges. From the looks of it, it's been out of commission for a long, long time. The only trace left of the bridge that once connected the dock to land is the series of rotting wooden posts still peeking out over the waves between the beach and the dock. You can hop across these old support posts to walk into the lower level of the dock, though there's not much to find out there. Just a lot of concrete and the faint taste of copper on your lips. There aren't any stairs or ladders leading up to the dock's upper level.







DOWNTOWN



This once-bustling city center is just a three-block stretch of road with old brick buildings lining either side. Back in Beacon's heyday, this quaint little district would've been a great place to spend an evening, but now, it's dark and quiet and lifeless, just like the rest of the world. The emptiness resonates more deeply here, though, perhaps because of all the dark windows overlooking the long-dead streetlamps and empty storefronts. An outdoor patio juts out from one restaurant, tables ready and waiting for patrons that may never come. Distantly, the sound of waves crashing against the cliffs floats in from the north, a sound that would've never been heard over the ambiance of the town in life.

There are quite a few notable locations in downtown Beacon:

The Landmark Inn
A ritzy hotel in the center of it all, the Landmark provides residents of Beacon with high class room and board. A large fountain sits in front of the hotel, though it's not currently operational.

The hotel itself is a few stories tall, and its entrance features a set of solid double doors, although the scrap wood patches and mismatched hinges look a little rougher than the fine wood and fittings in the rest of the building. The lobby seems to be made up of just the reception lobby and what looks to be an upscale restaurant just past the front desk. The ground floor has some minor flooding due to the storm. Notably, there's a new resident settled just to the side of the reception desk. The Gacha Machine has been through it, and got a little rained on in the process. The sad song it hums seems sadder, and a little slower, at least on occasion. However, it still loves to be accessorized and talked to, even if the Gacha functionality has malfunctioned, it will still spit out riddles for anyone that has time on their hands. They just make a little less sense than before, that's all.

Lit with deliberate atmospheric dimness, the Landmark's restaurant is as ritzy as its lobby. Scarlet tablecloths alternate with white ones, each table and set of chairs solid oak. There's an atmosphere of class, and perhaps that's encouraged by the waitstaff spirits, who are always nearby to ensure the best possible experience.

Towards the back, the swinging doors to the kitchen prove that the kitchen staff is a little busier: six spirits rush about back there, washing dishes and cooking food, busy but clearly happy in their work.

Mounted on a wall near the door is a bare-bones bulletin board. There isn't much on it yet except a hand-written notice about PATROL INFORMATION. On it are names of people who go out on patrols, their possible routes, and when they are out and about. There is plenty of space to sign up yourself, if that's something your interested in coordinating. There is a pen tied to a piece of yarn tacked to the bulletin.

As far as the rooms go, they're all upstairs, and characters may wander freely through the hotel's floors, though all of the guest rooms are locked unless you check in with The Concierge at the front desk! These interactions can be handwaved—point is, it works like a normal hotel in that you need a key to get into the guest rooms, and getting a key requires you to check in. Characters may temporarily check into the hotel, but more importantly, they can live here! The Concierge won't issue keys for snooping in other characters' rooms, though, so don't even try!!!

A large logbook can be found at the front desk, which appears to be a record of past and current guests. The book is quite thick, and all of the entries are written in the red ink from a fountain pen, though they're all in different handwritings. Inspecting the book will reveal that all the pages up to this point have indeed been filled out by former guests, but they've all been crossed off and listed as checked out. Attempting to read the guest record will require—you guessed it—an exploration!

The hotel's upper floors can be accessed via the stairwell or the now-unlocked elevator! For more information about the hotel's guest rooms, please see the housing page.

The entrance to the Landmark is lit by one torch.

The Delft
The Delft seems to be a theater of some kind. The marquee out front formerly spelled out "HEAR FEAR ! EYES DIES" on one side and "H AK I YA YO" on the other. It now reads "E A R F AR !YES DI " and "H A IY O".

If characters entered the Delft theater before the flood, they were faced with faded carpets with cheesy patterns, glass counters containing candy bars and chocolates, little ropes indicating queues, all manned by various spirits ready to sell them all the candy and popcorn one would ever need. If one is daring enough to shove their way past the debris blocking the front doors now, they will find that the entire theater is fully flooded. Standing water and a lack of light underlines the destruction in this poor theater; soggy candy boxes and the odd little popcorn kernel float on the water's surface. Not a single spirit vendor can be found... Did they evacuate? Are they trapped further inside? Who knows!

Dark shapes twist under the water. If one stays here for too long, they might spot something moving in the unlit corners, poking from the walls, shifting inside the abandoned candy counters. Wait, there was something there, right? There was something in that chair in the lobby a second ago, wasn't there? Uh... well, it's gone now. It's probably fine.

Deeper inside are several rooms dedicated to live theaters and movie screens alike, with props and movie reels to spare. The projectors are in an even worse state of disrepair, but the large electrical box with spaces for five enormous batteries should... still be there, right? Four are hooked up a single projector each, and the fifth is for... something else, presumably. However, the box will probably take some getting to now.

Characters are free to clear the Delft's entryway and poke around the debris on their own, but getting past the water will require an exploration.

Shopping Center
A small, indoor shopping center comprised of a variety of stores! It seems to have made it out of the storm okay. It's dark and creepy inside, with some standing water left over from the flood. Some of the shops are open, though most things on the bottom floor are even soggier than they were before, if that's even possible, and... What's that? The dulcet tones of Muzak that are normally crackling over some distant speaker now sound a bit wrong. Just inside the entryway is an art feature! Five statues stand together in a group facing out toward the doors. Behind the statues, there's a little sitting area for tired shoppers to rest, complete with fake plants and trash bins and mall signage.

Near the entrance, players can find a clothing store, a jewelry shop, a specialty hat shop, and a grocery store! These shops are all currently available, and stock soggy wares appropriate to what you'd expect. Check the items spreadsheet for more info about what can be found in those stores.

Most of the mall is one level, but the far end of the mall opens into an atrium. The skylights overhead have blown out, which exacerbated the mall's many (many, many, many) flooding problems. A pair of nearby escalators are rusted through, and the elevator is most definitely not functional. It looks like someone took care of all of the tank and pipe repairs some time before the flood hit, but unfortunately, the lower floor is once again entirely flooded with 3-4 feet of water. Geez!

The lower level of the atrium contains an outdoor recreation shop, a janitorial corridor, and a tech shop that will need to be explored before they're available to the public! The crocodile spirits have been dealt with, the tech shop has been unlocked along with its overseer, and the burst pipe in the outdoor rec shop has been repaired. The water will need to be drained before the lower level of the shopping center is open for business. Almost... there...!!

The atrium's upper level is dry, though! A furniture store, a hair salon, and a kiosk selling tablet accessories (tablet cases, styluses, wireless keyboards, that sort of stuff) are all open for business. Check the items spreadsheet for more info about what can be found in those stores. The hair salon features a team of forest spirit stylists that are happy to provide basic salon services (hair cuts/styling/coloring, manicures, that sort of thing) to the residents of Beacon! Though, uh, they're forest spirits, so results may vary.

Courthouse
There's not much to the first floor of the courthouse—just a reception desk, some clerical offices, and a room of town records. It's quiet and dark and... ransacked, with papers and files tossed in every direction, furniture overturned unceremoniously, and thick gouges where claws have raked against the brick walls. Did the storm do this? It's hard to tell considering how bad it looked even before. A stairwell lies off to the side beyond a set of double doors, each with a large frosted glass window set into the upper half. In its heyday, this building must've been quite ornate.

Beyond the second floor landing lies a wide hallway meant to serve as a lobby to the adjoining courtroom. On the doors to the courtroom, there's a troubling amount of gouges in the wood, all concentrated on the upper half of the door. These were probably left by the hostile forest spirits that used to roam the courthouse, but those have been, er, dispatched!

All the furniture has been piled in the middle of the courtroom to make an honorable island for the judge to ride out the storm. The serious noises the judge makes to any visitors indicates perhaps they'd like their island to be disbanded and returned to something with some semblance of order, but for now the island remains.

The judge's office beyond is a hot mess. Some kind of large animal has been nesting in there, it seems. The furniture is all piled up to form a makeshift burrow. The shredded legal book papers that carpeted the floor like bedding are now soggy and gross.

It seems the only notable feature of this location is the honorable Skunk Judge. All rise for Skunk Judge!

Kickaxe Brewing Company
KBC is a local brewery inside of a building that looks to have been a small factory at some point. The bar is modestly large with a functional garage door taking up half the front. The few patio tables that had been scattered before it are now missing thanks to the storm.

Inside, the space is large and missing its many small coffee tables and chairs. The inside is industrial, but in a hipster kind of way: very neat and clean, but with enough paneling and support beams to indicate this space is rundown deliberately, not from neglect. For some reason the interior is completely slimy, all over the walls and floors and ceiling, anything you touch, it's gross. Faded soggy posters and shattered neon lights hang on the walls, along with a few faded photographs of black-and-white cityscapes that now hang crooked.

There's a small bar in back, with an older-seeming spirit ready to play bartender. A doorway in back reveals a semi functional brewery, for all your alcohol making needs! As in, yes, you can absolutely brew your own alcohol (or... other liquids?) here! The only problem is that the flood seems to have washed many of the supplies away.

Upstairs, there's another bar, but it's the performance area that dominates the space. Come sing a song, listen to a Beacon Bit do some slam poetry, or just get rowdy! While there used to be plenty of seating to enjoy the show, the storm carried them off to who knows where. Oh, and there's a large electrical box with spaces for five enormous batteries tucked into the wall—but hey, who cares about that when there's karaoke to sing?

The Fallout Shelter
This nightclub can be found on the second and third floors of the shopping center. True to its name, it weathered the storm and flooding quite well - while there's plenty of mud and water lingering in some areas, it's managed to make it out in one piece. Opening the doors to the the Fallout Shelter puts you immediately in the thick of things. No matter when you go inside, it seems like the place is booming with activity, and more importantly, with music. A set of hefty speakers sits at the forefront of the dance floor. Between them, a spirit, hunched and in focus, mans the turntables. Any songs available on the Songbird app might just turn up in the club.

Other spirits are always scattered on the dance floor, twirling without a care, squealing along to the music as they bounce around, some waving sticks around as glowstick substitutes. It does appear that there are some private rooms, but strange noises always seem to be coming from at least some of them. Better not open those if you don't want to see a bit more of some of the forest spirits than you ever bargained for. As the spirits party it up, another duo has taken up some room on the dance floor after being swept in by the flood. Though, instead of dancing, they look hard at work.

On the second floor of the nightclub is a bar. The music from downstairs is still audible, though not nearly as oppressive in its volume. Just like below, the bar is fully stocked and manned by spirits, with several more spirits generally found lounging around at tables and on stools with drinks in hands or munching on bowls of acorns.

Another interesting thing to note: there's an electrical box located backstage. It has two slots for batteries about the size of car batteries, though it doesn't look like your standard car battery would actually fit.

The whole place smells like weed. Wondering where you could get some of your own? Maybe one of the spirits here can hook you up. Rumor has it that the DJ might just be willing to sell you some cigarettes, cocaine, MDMA, or LSD if you're willing to pay... in bling! This forest spirit wants shiny stuff to wear, so hook them up and they'll hook you up right back! (Players are welcome to handwave these trades or play them out on their own!)

Storefronts
There are a handful of other small storefronts along the road as well, but they're locked up for the moment, devoid of any indication as to what may be inside. Strangely enough, the storefronts are... sparkling? Apparently, the dirty water from the flood somehow left the windows cleaner than they were before. The long abandoned restaurant storefront is the one exception, with multiple muddy handprints pressed to the windows. No amount of cleaning seems to remove them, either. These locations do not need to be explored! They'll all be made available once the other downtown locations have been thoroughly investigated.







THE CHURCH



Nestled in the woods just off the path north of Bonfire Square is the church, a small cathedral, composed of just a main sanctuary with a couple of off-shoot rooms, possibly once used for storage or private worship. The building looks quite run-down on the outside, and appears to be slightly sagging northward after the storm, but remains standing thanks to the hard work of dedicated volunteers. Inside, the pews are laid out neatly inside the sanctuary, clean and sturdy, but with minor scuff marks left over from the flood. Stained glass windows once ran along the walls from the entrance up to the altar, but water pressure and collisions with flood debris have now blown them all out, and they have been replaced with clear glass. Even though the architecture resembles a Catholic cathedral, everything else about the church is devoid of any particular religious affiliation. If you listen, you may hear church bells echoing faintly in the distance.

The main attraction is the altar of candles at the head of the church. Dozens of candles, some lit and some not, burn brightly and mysteriously, given that they're not part of the bonfire. The flames can't be transferred to anything, including other candles, and they seem to resemble the candlelight inside your lantern... Anyone paying attention will notice that candles light up at the death of Beacon's citizens, as well as snuff themselves out again when citizens are revived or new arrivals come to town.

On the floor in front of the wall housing the candle altar is a flat metal square set into the stones. It has no visible handles, though it looks like it might open somehow. The echo of rolling water persists below that sealed trap door. Nearby is a hand-made sign.

In front of the church where the path splits stands a sturdy signpost that points the way to various locations with approximate walking times! The sign for the Bonfire has info for the Invincible, the General Store, the Town Hall, and the Post Office, but does not mention Lutece Labs. It also indicates that the Bonfire is on the way to the village. The sign for Downtown also mentions that Robin's lighthouse (now destroyed) and the museum are on the way. At the bottom of the sign is a friendly warning to stay on the paths and use the bridges (also now destroyed) unless you're prepared to probably die.

The church is lit by one torch.







THE POST OFFICE



The post office is a small, one-room building just to the west of Bonfire Square. Inside, the single counter is manned by a tall, tired-looking forest spirit with very long, spider-like limbs: The Postmaster General! They can use those limbs to navigate the mail slots behind the counter, each of which has the name of a resident character scrawled on the label. The handwriting looks quite childish, like whoever wrote it was just getting the hang of writing letters.

The piranhas that once littered the floor of the post office are gone. The roof over the mail sorting room, once caved in by the storm, has now been rebuilt with recycled wood and shingles.

Characters are welcome to send letters, packages, or other mail items to each other or... to someone else, maybe? The Postmaster General will receive any incoming post and will dole out any parcels you may have in your mailbox, but don't you know, messing with other people's mail is illegal? There will be no snooping through other's private belongings!

If you would like to send mail to other characters in game, feel free to organize that directly between players. If you would like to attempt to send mail to an NPC or, erhm, to somewhere else, that's best done through the post office page. Same goes for if you'd like to check your own mail slot for any gifts. There might just be something waiting for you. (Though, less cryptically: If anything especially important arrives for your character, we'll drop it in your IC inbox!)







THE MUSEUM



The museum is a bizarre building that looks like it was made by jamming two other buildings together. It sits relatively close to the northern cliffs, which drop down to the lake far below. Jutting out over these cliffs is a kind of viewing platform, though it's difficult to really see anything out there but stars. Between this structure and the building proper is a strange little sculpture garden, the most prominent feature of which is the bronze statue of a woman on a pedestal. She has long hair and holds a clipboard under one arm, with a flame in her outstretched hand as she looks defiantly toward the sky. It looks like there used to be an inscription underneath, but it's been violently scratched away. The building's front facade faces the garden (and therefore the cliffs).

Evidently built on an unstable section of the cliff, most of the ground has collapsed below the museum's foundation after the storm, opening a large channel through the floor that's filled with deep black murky water. Not too far from the water is a torch lighting a crudely-made wooden sign, which has been scratched with a nail to read "No Swimming, Here Be Monsters." Above the words is a circle with a diagonal slash.

Through the shattered windows and missing front doors, one can see that much of the flooring and walls are just gone, along with whatever displays were here. Nothing in there seems stable anymore. Please note that, much like the lighthouse from the last iteration of the game, entering any point in the museum will put characters at serious risk of injury or death.







THE BIKE SHOP



A small building filled with dusty windows and, on one side, an enormous garage door stands not too far from the post office. The building's interior is just one room and a bit of a mess, with various tools and parts scattered over the shelves and floor, all of it covered in a thick layer of dust and cobwebs. Papers are scattered on the floor, but they're not so interesting. The content ranges, including scraps of a shop ledger, brochures for local mountain biking trails, guides to proper motorbike upkeep, and hobby magazines relating to bikes, mechanics, and... taxidermy and pin collecting? Sure.

Bicycles have been strewn about thanks to the floodwaters. Some are stuck in trees or lodged between wreckage; some have their wheel frames bent, their chains snapped. But most are able to be recovered! They just need a dedicated round of maintenance to fix them back into working order. Strangely, they seem to have rusted excessively for being submerged only a couple weeks. There are plenty of supplies to repair and upgrade them, too, should your character get a hankering to get their hands all greasy. Among the wild mess is at least one upright bike that seems to have ridden in from a certain park after the storm... On the other side, near the garage, there are a few motorbikes. They run on electricity, and they're ready for use so long as they've been given an opportunity to charge!

Characters may freely borrow bicycles and motorbikes from the bike shop! You don't need to report the borrowing anywhere (unless your character engages in any property damage), and you're welcome to assume your character can find functional bikes at all times. Bikes of any kind may only be ridden around the explored parts of town, though. These little vehicles won't be much help off the beaten path.






THE SCHOOL



A one-floor schoolhouse, with faded brick and ivy creeping over the forgotten walls. The windows are dark, but the door swings open when anyone approaches. Oddly enough, the floodwaters seem to have cleaned up the place. It's positively pristine.

The Wall of the Remembered has now been moved from the Town Hall into one of the first classrooms you reach should you enter the school. There is a large tree painted on one wall of the classroom with names and pictures -- some may have flood damage, but otherwise they're all accounted for. A table in one corner allows for people to add names if necessary and the room is clear for you to mourn or celebrate as you see fit for the person you are missing.

Adjacent to the Memorial Room is the Records Room, featuring a somewhat-organized collection of documents and artifacts recovered from the Town Hall which detail Beacon's history. Any information on the game history page can now be found here as an IC resource.

Past classrooms filled with broken bits of chalk and shattered blackboards lies a cafeteria, with little tables and chairs set out, ready to be used. In the back, towards the kitchen, there's a long metal counter, and behind it, a forest spirit is waiting.

With six arms, a squat body, and a mask that sweeps back into a hairnet, they stand behind the counter all day long, scraping a metal spoon against an empty container, doling out nothing to nobody. Nothing distracts them, although peppering them with questions will prove that they're fairly ill-tempered—they're working, don't ask them personal questions! But if characters want food, the spirit will serve them a typical school lunch meal—think along the lines of chicken nuggets, pizza, pasta, and so on.

There's also a unisex bathroom down the hall, should anyone have a few too many apple juices.

The storm may have left the school unharmed, but it does appear to have washed in a new student! A sculpture dangles next to the entrance, its chains tangled in the handles of the front door and among the nearby tree branches. Welcome back to school, kid!

The school's entrance is lit by one torch with an additional torch in the memorial room.






DAYBREAK ORPHANAGE



Nestled into the woods near the lakeshore in North Beacon, the four-floor Daybreak Orphanage looms wide in a gap between the trees. A rusted sign reading "C OS D" lies at the top of a short concrete stairway.

Immediately inside the front doors, the dusty entryway with its peeling paint leads to a main office and a hallway running east-west, while ahead is a sturdy-looking spiral staircase. The floor here is covered in mud, and it looks like the flood slammed open the office door with such force that the doorknob has broken entirely off. Inside the office are quite a lot of old files - some about staff members, and many about the children who lived here.

Following the hallway leads to multiple rooms in either direction:

A chapel and three small classrooms form one wing of the orphanage, to the left of the front door. The chapel, like the church, appears loosely Catholic in construction with its gothic arches, but features no clear denominational symbols. An altar and several pews are here, though the pews are child-sized. The classrooms include blackboards (one of which has fallen off the wall and hangs at an angle); twelve desks per room, all pushed against the walls and covered in mud; a teacher's desk; a variety of very dated posters; and low bookshelves lining boarded-up windows - although unfortunately most of the books are completely waterlogged and turn quickly to mush when handled. A door in each classroom leads out to the yard which now looks much like the rest of the woods, except for a few broken toys still lying within the bounds of a twisted, overgrown fenceline.

The opposite wing contains a kitchen, laundry room, and boiler room. The kitchen still holds a number of cooking utensils, but the gas line to the range doesn't seem to be working, and the oven door has rusted off its hinges. Still, it's a sizeable kitchen with an island for preparing food - and everything here seems targeted toward cooking in large batches. The laundry room has several non-functional washing machines, a linen closet with very musty off-white bedsheets, and another door to a side yard where a large metal bin contains several black plastic bags of children's clothing, securely tied shut. The boiler room holds, as might be expected, a damaged water heater and assorted other pieces of plumbing and electrical equipment.

Upstairs, all three remaining floors have dormitories, toilet and shower facilities, and each floor has a common dining room. Although it looks like the building was capable of holding over 100 children, most of the dormitories show no real signs of having been occupied other than the empty beds. The second floor is the one exception - for here there are toys and other personal belongings decorating a scattered handful of beds.

Daybreak Orphanage is occupied by several forest spirits. One tall, bent form draped in black rags paces the halls. Its face is entirely covered in fabric except for its lower jaw, which has pasty white skin stretched across it, and it has far too many hands on long, bony arms which grasp at anything it can reach, picking up objects and caressing them before setting them aside as it continues on. At the slightest sound or hint of movement it comes quickly to inspect the source, and can emit a horrendous high-volume, very stern-sounding screech when displeased. It seems particularly interested in chasing down the other spirits in the building, but evidently has a lot of difficulty in catching up with them.

The remaining occupants are a trio of fuzzy, rotund, long-eared raccoon-like spirits with playful masks. While walking through a doorway - or as you begin to head downstairs, thinking the path you just came through should be clear - you might stumble over a tripwire. Entering a room? Watch out for the bucket of muddy water above the door! These three play a variety of Home Alone-style pranks, scribble nonsense on the walls, and paint arrows on the floors that loop back around on themselves. But as soon as the bent, ragged tall spirit comes looking, they take cover under beds, in closets, or manage to slip into cracks in the walls they simply shouldn't be able to fit into. Watch your pockets, in case they start trying to take things!






SOLIS LABS



Dr. Maridel Solis' home and laboratory complex lies nestled deep in the woods at the foothills of the mountain range that borders Beacon to the southwest. The quiet, cozy little house is mostly buried in the earth itself, with a mossy roof and tiny windows. The buried home provides insulation and protection from the elements but also camouflage from the many curious - and occasionally belligerent - people who have made Beacon their home.

The house itself is divided into two levels: an initial entryway, with a writing desk, lanterns, and a few other personal effects, and then a stairway leading down to the bedroom, kitchen, toilet, and study. A small framed photo in the bedroom shows a man and woman who look to be about the same apparent age as Dr. Solis was when she was last seen, but the picture is worn and faded. Books in the study cover a variety of physics and mathematical subjects, and include a bound volume titled "Experimental verification of the quantum foam hypothesis. M. Solis, 1958." On the desk itself is a very dog-eared, well-loved copy of the book Arras de Cristal by Clara Lair.

A keypad-locked door in the study leads to a short earthen tunnel and another door - or at least its metal frame. The door itself has recessed into the wall and is open to the laboratory beyond. The lab is a fully-underground facility with white metal and concrete walls which lie in sharp contrast to the earthen home and tunnels surrounding it. It is composed of the following rooms:

Workshop: The machinery here is not at all uniform, and none of it looks contemporary with the 1970s as known by most from Earth. A set of tables down the middle of the room hold a variety of computers as well as equipment of a more mysterious nature, strung together by wires and cables and various homemade adapters. Lines run from monitors to what might be servers, across the ceiling, and across the floor although rubber mats have been placed over those to prevent tripping. Along one wall is a whiteboard covered in dry erase pen, and the numerous layers of writing and erasing yield equations that, to a highly-trained eye, show a complex but elegant series of calculations that describe a series of wormholes. It looks unfinished; more like brainstorming than serious work.

Along the far wall is a machine covered in knobs and dials. A flat metal bed on the right side of the machine falls about a centimeter if pressed, and a corresponding large dial facing the bed suggests something ought to be measured or weighed here. A door here leads to the printing room, while stairs downward lead to the device testing room.

The third wall has shelves and hooks covered in all sorts of strange tools, and a door which serves as an exit to the Beacon tunnel system. There is a larger amount of open concrete floor space here, and multiple workbenches with soldering irons, boxes of hardware parts, and labeled bins full of scrap metal, cables, and other resources.

Printing room: Rows of 3D printers fill this modestly-sized room, with each seemingly specialized for working at different sizes or with different materials. Shelves here mostly hold lanterns and lantern parts, as well as several unlit candles. Along the back wall are a few large metal tubs approximately ten feet in length. Inside one of these tubs are two cracked, unlit lanterns. By the tubs, a notebook sits on a table which at a glance holds a list of names and dates. A door here leads to storage.

Storage: A large warehouse of shelves full of raw materials for printing, more cables and wires and hardware, and boxes of broken lanterns. There is also a corner of the room dedicated to tinned, preserved, and dried foods; fertilizer and gardening equipment which looks dusty and unused; and household goods such as rope, blankets, cleaning supplies, and sewing materials.

One wall is dedicated to some very unusual sorts of objects, as well as what look to be preserved biological samples in jars.

A heavy metal door on the opposite wall from the entryway is closed and locked.

Device testing: Stairs from the workshop lead down to this very large room. At the base of the stairs are two computers hooked up to multiple monitors. The rest of the room is open, with large concentric circles on the ceiling and floor that mark measurements in a variety of units.

A strange patch of corrosion has damaged the floor in the center of the room. The metal of the floor, walls, and ceiling is warped and strained toward this central point as if it had liquefied and stretched. Metallic dust blankets the room and the computers, and anyone entering the room will notice sparks of light firing off apparently at random - although moving does not alter the location of these sparks, suggesting they take place in the eyes or brain of the viewer.

Beacon tunnels: The tunnel system that Dr. Solis used in order to retrieve bodies and lanterns for revival stretches from the workshop outward to several locations around town. Near the center of the tunnel system, approximately below the school, is the morgue where bodies were held temporarily in a set of open wooden caskets. The morgue has been colonized by a variety of fungal and slime mold species, and all caskets are now empty. Past this room, the tunnel forks, with one branch heading north and another heading west toward the lab. A rust-resistant galvanized green steel sign sits at the fork with "DR. SOLIS LAB" with an arrow pointing west.

Lab assistant sign-ups can be found here.





EAST BEACON


THE VILLAGE



The village is Beacon's residential zone, populated primarily with little houses and cabins. They're clustered together in haphazardly spread cul-de-sacs, and there looks to be 20 houses in total—10 a-frames and 10 cabins, all ranging in size. Most of these have serious damage because of the storm - collapsed walls, broken doors and windows, branches and bridges smashed against them. Others have had items washed off into other parts of Beacon. If you're thinking about moving to the suburbs, why? But also, let us know!

The housing isn't all you'll find in the village, though. The residential zone comes with a few charming community areas:

Boneset Park
Boneset Park is directly in the center of the village, and it has everything you need for a picnic or a game of baseball... sort of. The place could use some cleaning up, especially after the storm. There's at least a playground complete with all the standard (if broken) equipment, and a plot that's been blocked off for what looks to be a community garden.

Wait, are those benches in the trees?

Near the entrance of the park is an ice cream stand! Probably! It used to be a little booth with ice cream cones stacked on top of it, but now it's just a sad version of its former self as it lies uselessly on its side, completely waterlogged and missing wheels. Please help. The forest spirit that tended it—The Vendor—is reminiscent of a hermit crab, only ever peeking out halfway from their home inside the stand. To decorate themself for their station and call attention to outsiders, they have created... a hat! The hat is a surgical glove stuffed with leaves, some of which are poking out and have begun to tear at the stretchy material. It also looks like the word BEES has been scrawled messily onto the palm, though its hard to say why or if the spirit even did that themself. Speaking of their hat, they also sells balloons! The balloons are surgical gloves, custom-blown-up by the Vendor to complete your order! They, uh, aren't filled with helium or anything, though, so... Enjoy your inflated surgical glove tied to a string. It promises to drag sadly behind you and probably lose inflation after a day or two. It's a good deal.

Rec Center
The rec center is filled with enough standing water to slosh through. With that comes water damage, but at least the center hasn't been washed away! Don't mind the giant hole in the middle of the structure's roof... It's for, uh, letting in natural light. Inside, you can find quite a few things!

First, there's a gym with basketball hoops, mats, and adjoining locker room complete with showers and working lockers (assuming you can figure out the combination).

Next door is a fitness center with some basic, nonelectrical workout and sports equipment that haven't washed away (it's all a bit run-down, some of it is water logged, but it works! you might have to re-inflate the balls, though).

Across the entryway, you'll find an auditorium with a stage and rows of chairs stacked against one wall (and a working, if severely out of tune, piano).

And finally, in the back of the building there's a swimming pool that is, uh, filled with something resembling water, though it sure doesn't smell like it. Best to make sure you're up to date on all your shots before jumping in.

Beacon Public Library

The library still stands after the flood, the exterior brick walls still overgrown with ivy, but the interior has seen better days. The first floor was deeply flooded, the furniture upended and the walls dark and moist. All of the books down there are either gone or soaked, hanging in pulpy tatters from tilted, waterlogged shelves. (One of more damaged shelves has a pair of large footprint shaped watermarks on them. Hey, which clown used that poor shelf as a step stool for their clown shoes? Shame on you!) They were mostly fiction and probably nothing you've heard of before, but the modest collection appears to be even more modest than before. A new face has appeared after the storm, carried over by the flood and neatly deposited between two shelves.

Thankfully, the second floor went untouched, and a faint scurrying sound still echoes among the shelves as the library’s resident spirit flits between them, presumably checking on the remains of their dear library. They may even occasionally tend to their counter.

Still, nothing out of the ordinary seems to happen if you sit down to read for a while, and what stock remains continues to, hm. Fluctuate? It wouldn't hurt to keep an eye out for some more specific literature, maybe even something nonfiction.

That said, do let us know if you attempt to leave with a book. 😃

The outside of the library is lit by one torch, while the inside is lit by three torches. They're placed at separate points within the library and can be removed from their stands for browsing books.







THE MEDICAL CENTER



Beacon General Hospital is a boxy, sprawling building that makes up for its squat stature with its footprint. The facility is stretched over a large campus made up of interconnected buildings as well as outdoor recreation areas. A walking and fitness trail winds through the campus, and the central courtyard has plenty of serene picnic areas for those looking for a break from the dreary hospital halls. However, due to the storm, the hospital has been completely devastated. Structural damage leaves it unsafe and waterlogged.

For now, no actual medical supplies can be found on the hospital grounds. Various hospital equipment such as emesis basins, IV stands, wheelchairs, gurneys, and so forth can be found throughout the patient wards, but anything used for patient care isn't available. Anything other than the wheel chairs, gurneys, and some of the waiting room furniture has probably been washed away.

The hospital itself is split into a number of wings and wards, all long abandoned and in dire condition:

Patient Wards
The bulk of the hospital is made up of various inpatient wards: oncology, intensive care, geriatric, pediatric, maternity, etc. All of the wards have been stripped of their medical supplies and some of the furniture has been scattered haphazardly, but otherwise, it's empty hospital halls for miles. Strangely, the maternity and pediatric wards seem to have been closed down long before the rest of the hospital was abandoned, as those areas have had their furniture and equipment meticulously packed away.

Surgical Wing
The surgical wing is comprised of 12 operating rooms and two patient wards for pre- and post-op care. When the green-eyed spirits kidnapped residents to experiment on them, the captives were locked in the surgical wing. This location will need to be explored before it's available to the public.

Pharmacy
The pharmacy is a small area near the emergency room with a window that opens into the hallway. This location will need to be explored before it's available to the public.

Labs and Records
The various labs and hospital record archives can be found in the basement. After the flood, many of the records and papers have been destroyed. This location will need to be explored before it's available to the public.

Emergency Room
The ER is on the first floor right at the front of the hospital. This location will need to be explored before it's available to the public.

Additional Areas
There are a handful of other areas within the hospital that are currently blocked off and unable to be entered, including the cafeteria and radiology. There's also a small assisted living wing attached to the hospital. These locations do not need to be explored! They'll all be made available once the other medical center locations have been thoroughly investigated.







THE ARMORY



A flat, rectangular building near the coast, the Armory is hard to spot at first, since it's been covered in some sort of camouflage and the roof is thriving with plant-life. But once found, through its metal door is a veritable wonderland of weapons. Swords, bows, staves, maces, knives— you name it, it's here. Well, except for guns or explosives.

On the ground floor, racks and shelves that had once been scattered across the floor have been put back into their proper place, displaying the weapons that had once been embedded in the walls, floors, and ceilings. The table that had been used as a counter has been put to rights and has a yellowed paper note attached which reads "we do NOT provide guns and ammunition. ask at the range." with a little picture of a pistol X-ed out. Everything on the ground floor has been scrubbed clean. There's a table and chairs near the back of the room that's been set up as a first aid station, supplied with basic first aid supplies and CPR equipment. Hung up on the back wall is a handmade sign that reads "THE ARMORY."

In the large basement, on the wall opposite the one covered in makeshift targets, there are several straw-filled practice dummies as well as a trunk full of fencing equipment. Simple benches line the third wall, offering a place for people to rest in between sparring sessions.

The armory is lit by three torches. One outside the armory, one on the ground floor, and another in the basement.







THE SCRAPYARD



Surrounded by a tall, chain-link fence, reinforced with plates of corrugated steel and topped with razor wire, the scrapyard mostly consists of a sea of broken-down cars, none of which seem to be in working condition. There's plenty of other junk lying around, too, including the bones of a rusted-out boat hull with the words The Seaduction in very faded paint on the side.

In the midst of all the piles of metal is a garage-type building with two rooms: one containing typical scrappers' tools, and another that seems to have once been an office, containing a desk, an empty gumball machine, and a set of keys hanging on the wall next to a very faded "sexy pinups" calendar. Beside this building is the hulking shape of the scrapyard crane, brooding over all. Along with the heaps of metal are some stagnant puddles of water that seem to refuse to dissipate after the flood.

And guarding this place is its own resident spirit: the size of a pony and shaped like a dog, this many-fanged creature drags a length of chain behind it. After the flood, a doghouse has settled on top of one of the junked ships. The junkyard dog immediately took it over, and now can be seen snoozing comfortably in its new home. What's more, the storm seems to have washed in a new friend for it. What a lucky pup!

It seems to only be mollified with treats or brave belly-rubs. In other words, if you want the junk, you've got to be nice to the junkyard dog!







THE PAWN SHOP



A squat and nondescript building that can hardly be called a storefront as much as it can be called a crumbling shack, the pawn shop is nonetheless proudly marked by a sigil of three connected golden orbs. One story with a crooked ceiling, the shop has a few windows that can be spied through from the outside...? It used to be that, because of the items piled high against each wall, the windows hadn't been visible from the outside. But after the storm and flood, many of the items have washed into the lake. Additionally, a herd of strange cats now occupies the mangled shelves. The imposing bat-like spirit that runs the shop appears frantic and upset at most of their wares being washed away, looking very much like they could use some help.

Residents of Beacon can come here to purchase items of all kinds! If they're still left, that is. Watch your step, as a thick layer of mud has covered the floor after the flood. Most of what can be found is silly and, frankly, useless, but you never know what might get lost in the catalog that the shopkeeper has amassed over the years. Maybe you'll find something thought long forgotten, if you look hard enough or ask the right questions. Although these items are not free to take, the spirit doesn't seem altogether particular about what kind of items it will take as a trade; just be prepared to pick something up off the ground on your way in, if you aren't otherwise well-stocked.

OOCly, players are free to handwave what characters find within the pawn shop and what they traded to get it if they're only looking for something that can conceivably be found in a horrendously disorganized thrift store that doesn't believe in quality checking. However, if you'd like to have your character interact with the spirit or locate special items please submit that as an explore!







THE WEATHER STATION



If it weren't for the different rods sticking out from the squat, rectangular building, Beacon's weather station could be called nondescript. It's clear from a once-over that it hasn't been used recently. No spirits properly inhabit the inside or wait on standby to man the machinery, though there are signs that some have come and gone, hunkering down to wait out a storm or perhaps have a romantic pine cone dinner together.

For the most part, the place isn't much more than an office. A reception desk and cubicles sit empty and forgotten. Shallow pools of water left over from the storm take up most of the floor, but that's about all the damage that's been done. (How fitting that the weather station weathered the storm!) Plenty of weather reports can be found in drawers, but nothing is particularly interesting, and none of the data is dated. The building, although in need of a good cleaning, is a solid place to set up a shelter, though some of the paint on the outside has recently been scuffed if aesthetics are a dealbreaker. And, most excitingly: it contains working meteorological equipment! Use of this will allow characters to predict the town's weather up to three days in advance, freak occurrences aside.

What this means is ICly, events that are planned to involve bizarre weather occurrences, such as the yarn bomb event, won't be able to be predicted despite any available OOC plotting information. Players are welcome to check the calendar's weather report for natural weather events and have their character share this information without needing to ask permission through an exploration!

The weather station is lit by one torch.







THE AMUSEMENT PARK



Anyone will know the moment that they arrive at the amusement park. While it's nothing so extravagant as a place that's been built by an industry, the quaint location contains enough rides and games to satisfy a small community. As soon as you venture inside, a good amount of friendly, welcoming spirits start popping up to usher you inward, toward the booths that they manage.

Watch your step as they lead you in, though. There are puddles leftover from the storm all over the park that are deceptively deep -- we're talking 20 feet or more. Any character unfortunate enough to fall in and fortunate enough to climb out will hear the sound of the river rushing and a siren-like song for a few days. There's nothing to be found at the bottom... Though finding that out would be a dangerous feat in itself, as all the holes are barely 1.5 feet in diameter, the largest about the size of a small beach ball.

Although each spirit looks remarkably different, it seems that they've all put on an effort to be festive and somewhat coordinated, wearing different attempts at costuming to be... perhaps, somewhat clown-like? Fortunately, they don't look anything like actual clowns. Double fortunately, none of them appear to be outright hostile. The only ones that don't currently encourage any incoming patrons to play games are the ones that seem to be in charge of operating the rides. The reason for that is quite clear: none of the rides are currently running! While everything appears to be in functional, working order, it seems that the place lacks power. Anyone who happens upon the generator will find the source of the problem: it appears to be missing the three enormous batteries it needs to start. Something akin to the size of a car battery might do the trick, though surely something much more unique than that will be necessary.

Even in the dark, even not moving, the colors of the rides stand out through the gloom. Most of the equipment seems waterlogged and sketchy after the storm. Hard to say if any of it would work safely anymore, if power were ever to be restored. To one end sits the jovial Spinning Teacups, Carousel, Super Slide, and Fun House. At the other, the Tunnel of Love and Haunted House are stationed on either end of the Tower Drop. At the center of it all is the Ferris Wheel, encircled by Bumper Cars, the Mechanical Bull, Flying Chairs, and the swinging Viking Ship.

And naturally, impossible to miss, everything sits in the shadow of the park's main attraction.

The Euthanasia Coaster is massive, the drop of its hill towering over the park, so tall that the top of the track disappears against the night sky. Pamphlets and posters around the park advertise the specs of the coaster: a 500 meter drop allows the train to reach a speed of 220 mph before diving into seven consecutive inversions, subjecting passengers to a lethal force of 10 gs for upwards of a minute. The entire ride, start to finish, reportedly lasts about three and a half minutes, with two minutes dedicated solely to climbing the hill.

The entrance to the loading platform warns oncoming riders of the coaster's purpose, but once inside, all of the somber morbidity is replaced by banners bearing well-wishes and comforting messages. In the center of the platform, the coaster train waits for passengers.

At the other end of the track is a similar loading platform, however this platform is enclosed in a windowless shed to protect loved ones from the sight of unloading the passengers. Inside, the building is equipped with mechanical lifts and gurneys to assist workers with the bodies. From there, the track loops around to guide the train back to the loading platform, where the process begins anew.

Cause of death for the passengers, the pamphlets explain, is "prolonged cerebral hypoxia". The gravitational force on the passengers overpowers their hearts' ability to pump blood to their heads, starving their brains of oxygen and resulting in a "thrilling and euphoric exit from this life". If nothing else, the fine print promises a peaceful demise where passengers simply lose consciousness. Although they can’t fly all the way to the top of the ride, they’ll notice something green and glowing at the top of the tallest loop.

As for the games, there are a variety available to choose from, each with their own unique set of prizes! The ring toss will win you whatever secret, likely inconsequential item the spirit manning the booth has hidden beneath the respective bottles. At the goldfish toss, landing a ball into a goldfish bowl appears to win players...a goldfish bowl. It's possible that the spirit in charge of this one didn't quite get the concept of the game, but they make up for it in enthusiasm. At the booth where the aim is to knock down a tower of heavy milk bottles, a great many stuffed animals of all shapes and sizes are hanging ready to be brought home. Each one is crafted to look like a different forest spirit, and has been stuffed to the seams with leaves! Showing off your skills at the shooting gallery will, apparently, win you a thrown handful of assorted bullets to encourage your continued marksmanship. At the dart throw game, the carnie spirit in charge will delightfully offer you an appropriate amount of acorns for the balloons that you're able to pop, and the high-striker and dunk tank... well, those just seem to be for fun and bragging rights.

And of none of these are your thing, there are plenty of snacks to go around! (Yes, even after the flood - looks like the spirits were prepared.) Delicious carnival classics such as candied apples, popcorn, cotton candy, and deep-fried who-knows-what. Just make sure to specify to the snack booth spirits exactly what it is you want, or you may end up with some caramel-covered pine cones. All standard amusement park fun can be completely handwaved by the players utilizing it; feel free to come up with your own goofy prizes and spirit interactions!







THE GRAVEYARD



About a mile through the woods behind the pawn shop, between a few banks of trees, there is a fence that surrounds a graveyard, which was once protected with a lock that looks to have been recently broken by great force. The cemetery houses an alarming but not altogether surprising amount of headstones. The atmosphere is significantly gloomy and somber, as if it knows what it's holding. A path winds through the headstones, allowing for access to the graves in order to get a better look at their dates and wear. Some date back centuries, as far as the 1700s, but most are dated through the 1970s - more than half of the ones you'll find as you navigate your way through the space, and something almost as alarming as the sheer number of deaths through these dates is the fact that there are deaths of all ages, from infant to elderly, as if there was a significant event that lead to it; like a natural disaster or some other sort of catastrophic event. Some of them vary in size and design, sometimes resembling other structures. Surprisingly, for the fact that it is a graveyard and has a pretty large amount of headstones, the further you go, the less gloomy the atmosphere becomes - some of the headstones are almost comical in their engravings and how they've been erected, making you feel almost at ease as you explore.

(Well, as at ease as one can get in a cemetery in a place that's eternally night.)

Also significant to note is that one of the graves appears to be made out of metal instead of stone. Upon further investigation, one will find a plaque, not inscribed with a date or with a name, but with a poem:

¡Quién sostiene las luces que cruzan en la sombra
de esta mi densa soledad tan rara!


Spirits will often be found around here, perching on the edge of headstones and leaving trinkets and flowers in the grass beds. They'll generally leave you alone, more often there to visit a friend than to cause any sort of mischief, but there are times where they gather in a group around one of the graves from the 1970s. It's never the same one and they don't look as if they want to be disturbed, but there's nothing that indicates that this is anything but spirits paying respects to the dead. If you stick around long enough, they may offer you a trinket before they vanish.





THE RADIO TOWER



The Radio Tower is stationed far southeast of the Scrapyard, in a mostly secluded, heavily forested area. The main structure is solidly constructed, though not in great repair. There are a bunch of broken windows, walls and fencing crawling with ivy. The fence between the outbuildings hangs ajar, and the short flight of stairs leads to a doorframe that curiously lacks a door.

The inside isn't in much better repair. It seems much like almost everything in the room had at one point been used as a blockade against the door. Now it's just scattered sadly around the place. All the contents are far past their prime, though the dark room is now lit by a single torch. New arrivals to the radio tower are smeared, bloody handprints. Wonder where those came from...

In a small room off the main one, there is a ladder heading upwards. The ladder leads to the radio tower proper, complete with a few barely functioning red lights. It's a bit of a climb to get all the way to the top, though the nest is in the best repair of the entire structure for anyone willing to make it. Well, except for the hole through the metal floor right at the foot of the ladder. Wonder what that's about!

The nest has a full set of radio implements, complete with all the dials and switches and consoles you could ever dream of. What do they do? Good question. Good news is, the radio station does come complete with all the manuals you'd possibly need to figure it out. Seems as if this could be a good way to communicate long distance, if it could be put back in working order. Notably, there are three nooses strung up in the rafters of the nest, though they are not likely to be put back in working order. They're very, very old.

Though, full disclosure, the radio tower seems to have a spirit lurking about. Uncanny and almost human looking, with huge grotesque hands on its arms and its legs, it scampers about like the world's worst spider-man. Below its mask, which almost looks like it is pushed to the top of its head, is a blank expanse of nothingness... until the mouth opens. Its presence seems to disrupt the radio signal, which does give a good indication it might be around... though it does make the fact it fancies the radio tower a bit of an issue. It will lash out violently given the opportunity, though perhaps not without reason. It is currently injured after tangling with the explorers, though distinctly not dead.




WEST BEACON


THE SCULPTURE PARK



Located across from the scrapyard on the opposite side of the river, a peculiar pathway surrounds a clearing of land. The space is akin to that of a park, but in the absence of a child's playground or sports fields was a smattering of sculptures that range from charming to bizarre. After the storm, many of them seem to have disappeared! The ones that remain are broken and ruined with missing heads or limbs that have been rubbed smooth of their features and are devoid of faces. The rust on these immobile metal sentinels marks them as the work of an artist of the distant past. What used to be a unique and eye-catching view now looks like an upturned graveyard. Five jellyfish drift around, trying to pick up the pieces with their jellyfish arms.

Venture far enough in, and the sculptures, as it turns out, aren't the only pieces of art that can be found. In the center of the park, a defunct gallery contains well-preserved pictures of the past...and come together to tell a grim sort of story. Aside from these photographs and miscellaneous forms of art, the single-roomed building contains no notable pieces of furniture or means to live by. There aren't any spirits that have chosen to roost within this barren relic.







THE GREENHOUSE



Sitting west of the village, just over the river, lies the greenhouse. It's a large building covered in thick glass windows (though one is broken), built to nurse a host of different plants. Pleasantly warm on the inside, it's clearly built to be used year-round. Strangely enough, the plants seem to be thriving after the storm. In fact, they're growing... faster? A sprout can flower and show fruit in about a week. Also, there's some interestingly colored weeds in there now? Wonder what those do?

There are tools both common and rare are neatly stacked against one wall, and there's plenty of rows for everyone to plant to their heart's desire. Seeds of common produce are available, as well as minor chemicals meant to encourage growth and discourage weeds.

Residents are more than welcome to stake out a plot or two! OOCly, players are encouraged to handwave who has what row: this is a community resource, so feel free to utilize it.

The interior of the greenhouse is lit by two torches.




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