In the Night Moderators (
inthenightmods) wrote2018-05-09 11:14 pm
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
setting

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 - two bridges (one felled tree directly on the path and one sturdy bridge about 50 yard upriver)
3 - a plank bridge
4 - a sturdy plank bridge
5 - Lutece Labs
6 - a 5 bedroom cabin, renovated into a B&B
7 - a simple plank bridge
8 - a manhole cover leading down into a small sewer
9 - the Midge bridge
10 - a walking excavator
11 - a plank bridge
12 - the jailhouse
The locations on the map are divided into three categories: Core locations, one-off locations, and minor structures.
CORE LOCATIONS are listed below as part of this post, and there are a set number for players to find as the game progresses. They tend to be composed of multiple sub-locations, and 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 listed in the comments of this post, and 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 LIGHTHOUSE
Across the bay and about five miles away from the harbor is the lighthouse. It's too far out to see much, and is usually just a black tower barely visible along the horizon against the stars. However, it's equipped with a bright red light that turns on for events and to announce the arrival of newcomers. That light remains on, ominously flashing over the bay, for the duration of each event or until the ferry delivers its new arrivals to the harbor and heads off again.
Characters cannot access the lighthouse, and attempting to pass the barbed wire fence separating the lighthouse peninsula from the rest of town will result in death.

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 (only Rastus is allowed in there!), 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 lit by a single torch. 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'"
Two torches have been placed along the path leading from Bonfire Square to the village.
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. 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. 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 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.
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 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 hey, that's what Rastus is for. If you're looking for specialty goods beyond the generic stuff in the general store, talk to Rastus to place a special order, though he may ask you for something in return. Or, who knows, 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 is an ominous brick building, complete with a clock tower that chimes on the hour. In the foyer is a life-size statue of a person with the head of a cocker spaniel, though there is no plaque to indicate who this person was.
Further inside is an archive of sorts, a public museum meant to document Beacon's history. Any information on the game history page can be learned ICly here (in the form of artifacts, journals, old bulletins, etc.; it's up to you), even if that information is outdated. Characters won't be able to learn any new information by perusing these records, unfortunately; it's just to keep track of what's already public knowledge.
The walls are lined with busts of unidentifiable people, though it looks as if there's space for more. It also seems that someone has left a log book here for their fellow inhabitants to reference at will.

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— unless you're crossing at a point where a reliable bridge has been built. Check the map up top to note where those bridges are if you'd like to guarantee a safe crossing, which doesn't need to be submitted on any pages.
Plank bridge #4 has been lit by one torch.

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.
Two torches have been places along the path from the harbor to downtown:
"On the path between the Harbor and Downtown, about a fifteen minute walk after passing the church, there's a torch on the right hand side of the path on 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 for this torch has a wooden sign affixed to it that reads: "Robin's Lighthouse -
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. 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.
The boat construction site near the ferry dock has been lit by one torch.
Boathouse Ruins
The boathouse
The boathouse ruins are lit by one torch.
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.
The ore dock is lit by one torch.

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. If you're thinking about moving to the suburbs, let us know!
The sign for Bridalveil Falls housing is lit by one torch.
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, sure, but it's quaint and has all the foundations you'll need for a nice, relaxing park. There's even 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.
Near the entrance of the park is an ice cream stand! Probably! It's a little booth with ice cream cones stacked on top of it, at least. The forest spirit that tends 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.
The baseball field and the ice cream stand are each lit by one torch.
Rec Center
The rec center is in about the same state as the park, but at least the building looks intact and structurally sound. Inside, you can find quite a few things! The main entryway and surrounding foyer is lit by one torch.
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 (it's all a bit run-down, but it works! you might have to re-inflate the balls, though). The fitness center is lit by two torches.
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). The auditorium is lit by two torches.
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
Strangely, the library actually looks to be in decent shape, at least compared to the rec center and park. The outside is imposing brick overgrown with ivy, but the interior seems to have been well taken care of. It's a small building boasting a modest selection of books, but there are books. They're mostly fiction and probably nothing you've heard of before, but... is it just your imagination, or is the stock constantly changing? Hm. It wouldn't hurt to keep an eye out for some more specific literature, maybe even something nonfiction.
There's no one tending the counter and nothing out of the ordinary seems to happen if you sit down to read for a while, but you do notice a faint scurrying sound darting between the shelves every now and then. It's... probably nothing.
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 four torches. They're placed at separate points within the library and can be removed from their stands for browsing books.

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 this ground floor seems to be made up of just the reception lobby and what looks to be an upscale restaurant just past the front desk.
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 Landmark Inn's lobby has been lit by one torch.
The Delft
The Delft seems to be a theater of some kind. "HEAR FEAR ! EYES DIES" is spelled out on one side of the marquee out front, and on the other, "H AK I YA YO".
Entering into the Delft theater, characters are 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 you all the candy and popcorn you'll ever need.
Heading deeper into the building reveals eight rooms. Four are set up with stages and half-painted sets, perfect for putting on a play. The other four across the hall contain screens and projectors, making these rooms ideal for movies. Upstairs, there's an enormous library of films, spanning in genre and universe both.
Unfortunately, the projectors don't seem to be working now! But there's a large electrical box with spaces for five enormous batteries, four of which are linked to each respective projector.
Shopping Center
A small, indoor shopping center comprised of a variety of stores! It's dark and creepy inside, though some of the shops are open, and the dulcet tones of Muzak are constantly crackling over some distant speaker. 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 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, and snow is gently falling into the open space below. A pair of nearby escalators are both filled with snow, and the elevator is most definitely not functional. The lower level is also entirely flooded with 3-4 feet of water! 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! Specifically, the crocodile spirits have been dealt with and the tech shop has been unlocked, but there's still a burst pipe spewing water in the outdoor rec shop. The pipe will need to be fixed and the water will need to be drained before the lower level of the shopping center is open for business.
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. 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!
The courtroom is in fairly good condition, but 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, and all of the legal books have been shredded, their pages carpeting the floor like bedding. It's quite cozy.
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. A few patio tables are scattered before it.
Inside, the space is large and filled to the brim with small coffee tables and plenty of chairs. The decoration 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. Faded posters and shattered neon lights hang on the walls, along with a few faded photographs of black-and-white cityscapes.
There's a small bar in back, with an older-seeming spirit ready to play bartender. A doorway in back reveals a fully functional brewery, for all your alcohol making needs! As in, yes, you can absolutely brew your own alcohol (or... other liquids?) here! You don't even need to ask mod permission. Go ham.
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! There's plenty of seating to enjoy the show. 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. 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 dancefloor, 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.
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. These locations do not need to be explored! They'll all be made available once the other downtown locations have been thoroughly investigated.

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.
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.
The hospital itself is split into a number of wings and wards, all long abandoned, but still in decent 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. 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.
QUICKNAV | |||
comms | | | network • logs • memes • ooc | |
pages | | | rules • faq • taken • mod contact • player contact • calendar • setting • exploration • item requests • full nav |
NORTH BEACON
The area north of Beacon's two rivers.
EAST BEACON
The area east of Beacon's two rivers.
WEST BEACON
The area between Beacon's two rivers.
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. The interior, though, has been kept neat by... someone, giving it an oddly serene atmosphere despite the eeriness of the high arches disappearing into the darkness above. Even though the architecture resembles a Catholic cathedral, everything else about the church is devoid of any particular religious affiliation. Stained glass windows run along the walls from the entrance up to the altar. The windows lose their dramatic effect without a sun behind them, but a full moon and a clear sky will do the trick, too. 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. 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 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 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 use these 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.
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 post office is lit by one torch set on the counter.
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).
Just inside the double doors is a massive hall filled with specimens of various long-dead creatures. Some of these are a little odd. Hanging above all of them is a massive whale skeleton that looms over the space. There are large doorways which lead to three more halls, and a central staircase at the back which leads up.
The first of the ground-floor halls is more natural history. This time it isn't bones, but taxidermy animal mounts in realistic environments. Most of the fauna depicted is fairly typical of what one might expect from this climate (moose, deer, foxes, wolves, etc.) but there are some oddities. The second hall is more focused on humanity— or whatever sapient species once lived here. There are stone tools, a recreation of an ancient hut, and, in a case at the back of the room, what appears to be a shriveled, blackened corpse. It... looks human, if you squint, but only if said human was flattened and turned into coal-dark leather. Spooky!
The final hall on this floor has a name: the Solis Hall. It contains a surprising array of items, each one placed behind inch-thick bulletproof glass. These items include: an unopened bag of Cheetostm (flamin' hot), a pair of jeans with four legs, something that might be a seed pod, whatever the hell this is, and some unique eyewear.
And then there's the upstairs. This floor is divided into two sections: one on rocks and geology, the other on local history. The geology wing seems fairly straightforward, with crystals and minerals and such, except, hmm, something's missing? Where there should be a specimen of plutonium, there is instead a broken pane of glass and nothing left. The local history room features a lot of cultural artifacts and even modern art from local artists. Pretty much everything relates back to the people who lived on this land for thousands of years, with some nods here and there to influential immigrants (from countries no one has heard of). The local culture's art style resembles that of the Ojibwe people of Earth.
Riku and friends have made some alterations! "On the ground floor is a kitchen with the basics, and in the cupboard are sets of mismatched cutlery and dishes, as well as a modest supply of staples and goods one can find at the General Store. A hand grinder is installed in the counter top that smells of coffee grains. The area adjacent has a table with wooden chairs in a disparity of styles.
A sitting area has been made using an assortment of random pillows and reception area chairs and guest benches. To the side, a table forms a bar, judging from the modest inventory of various alcoholic beverages and glasses in varying sizes and shapes.
Judging by the imposing wooden bench that takes up nearly half the length of the wall, the assorted tools hanging from the wall just behind it, the presence of ample storage and open shelving, this is a workshop of some kind. The tools aren't yet very sophisticated, and many of the materials here appear to be salvaged. Investigation of the nearby restroom will also find it has been changed, rather than a bank of sinks and bathroom stalls, the sink at the far end has been rigged with a flexible hose while a shallow catch basin occupies the floor in front of it. A hook installed in the wall will direct the "shower" directly down into the basin. Careful - if recently used, the floor will be wet.
In the Solis wing, this area now contains a small study, complete with a desk and chair.
On the second floor in each wing can be found beds with wooden frames, headboards and integrated nightstands, one covered in a black quilt, the other in blue and grey. These have been cordoned off with sheets pinned to cords to give the illusion of privacy. The other wing has another similar set-up."
The museum's main entrance is lit by one torch, and Riku's workshop has been lit by one torch as well.
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.
The ground floor is laid out like a shop, with racks and shelves of pointy things and a table set aside as a counter. The table 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. Hung up on the back wall is a handmade sign that reads "THE ARMORY".
The basement level is a big open space with one wall covered in makeshift targets. There seem to be a lot of axes around, too.
The armory is lit by one torch.
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, mostly in functional condition, line the walls of the shop. There are plenty of supplies to repair and upgrade them, too, should your character get a hankering to get their hands all greasy. 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 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.
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 and 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 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. 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 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, although the shop has a few windows, none can be spied through from the outside. The reason for this is quite clear: items have been piled high against each wall, creating a cave-like effect on the inside. Although intimidating at a glance, the spirit that runs the shop appears to be friendly and fastidious (in their own particular hoarding way), often moving around wares to fit some sort of special organizational system that only they themselves can understand. This imposing bat-like spirit can often be seen perching upside-down from a space at the front desk.
Residents of Beacon can come here to purchase items of all kinds! Most of what can be found is silly and, frankly, useless, but you never know what might get lost in the expansive 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 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 is a smattering of sculptures that range from charming to bizarre. The rust on these immobile metal sentinels marks them as the work of an artist of the distant past. But still, they stand, unique and eye-catching and plentiful.
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, built to nurse a host of different plants. Pleasantly warm on the inside, it's clearly built to be used year-round. 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 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. 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. 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 calender's weather report for natural weather events and have their character share this information without needing to ask permission through an exploration!
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.
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. 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, 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!