LOCATIONS
LOCATIONS

The village itself is quiet. Surrounded by greenery and only a handful of buildings, one might think that this place lacks quite a bit. The mountains can be seen in the distance, and a peaceful river runs through the entire valley flowing past every location. Dirt paths lead in all directions, but luckily it's easy enough to find the wooden arrow signs that point you in the right direction.
VILLAGE


Main Meeting Hall - At the eastern edge of the village next to the largest sakura tree, there sits a longhouse with a wrap-around porch, glowing by the light of several lanterns. Should anyone venture inside, they'll find a number of long benches set up against the walls. At the head of the building are two chairs, a sun and a moon carved into the back of each. The area in the center is wide open, allowing plenty of space to move around and while decor is lacking, hanging from the walls are several scrolls of interest. There's also a large scroll above the two chairs in the back depicting some useful information. Finally, on a small table in between the two chairs, there sits a handful of pencils, scraps of paper, and a black metal voting box that cannot be removed.
Flower Garden & Koi Pond - Not far from the meeting hall there's a brightly colored flower garden. Flowers of all kinds can be found here growing on bushes and in patches around the area, always in bloom and ready to be admired. At the center of the garden is a koi pond, home to several fish and water lilies. There are even stone benches throughout the area to let visitors sit and admire the beauty around them.
Farmlands - In the western portion of the village away from the buildings, farmlands spread for several acres. A bright red barn sits at the edge of the property and holds all of the tools one could need including shovels, rakes, and even a tractor. Horses and cows can be found roaming the area, and a chicken coop can be found just to the left of the barn. Orchards of various fruit trees can also be found here along with rows of vegetables. You may have to do some digging to find what you really want though.
Hot Springs - To the south of the village just past the buildings is a long winding path, the dirt leveling out into smooth stone and leading you right to a natural hot spring. Clusters of stone separate the water into small pools and create natural ledges and alcoves. With waters that are crystal clear and always the perfect temperature, this is the perfect place to relax after a long day.
Amphitheater - It's hard to miss the amphitheater to the north of the village, a circular outdoor stage surrounded by several rows of seating. Though the stage is covered it's entirely visible no matter where you happen to sit. This stone stage is the perfect place to put on a show, practice a routine or even give a speech. And strangely, it seems as though this has been designed to perfectly accommodate at no more than forty people. If you need some props or set pieces for your performance, perhaps a word with your hosts would be in order.
Armory & Training Hall - This enclosed arena is home to swords, shields, and other weaponry, serving as a place for visitors to practice their combat skills. There are also tools to care for each weapon, along with a small space purposefully designed for those who wish to practice hand-to-hand instead. In addition, there is a small book meant for visitors to sign out weapons they wish to take with them. Until a weapon is signed out, it cannot be taken from the armory.
Shrine - Walking under the tall archways will lead straight to a shrine gently encased by trees and alongside the river running through the village. Lanterns hang from the walls to light your way along the path to the front. At the head of the shrine rests an offering box along with a basin of water to purify yourself before paying your respects. When you look up, however, you'll also find a bell hanging above your head to ring and announce your arrival. Whether looking to give thanks or to ask for guidance (or just wandering in on accident), there's a feeling of serenity in this place the moment you enter.
Boutique - One of the smaller buildings in this village, this place is much bigger on the inside than it seems. Rows and rows of clothing hang from racks inside ranging in all colors, textures and sizes. Tools for creating and altering clothing such as needles, spools of thread, scissors, paper and colored pencils can be found in a cabinet toward the rear of the shop, just to the left of the shoe rack. Clothing for all occasions can be found here should one be determined enough to look, and it seems that whatever you pick is a perfect fit every time.
Library - Two stories tall, this building stands out simply due to its height. Books are perfectly shelved inside from floor to ceiling, some in better condition than others. On the lower floor visitors will find tomes of the fictional kind, generic tales or even fictional books they're familiar with. On the upper floor, however, resides a collection of nonfiction books including encyclopedias, self-help books, atlases and history books. Visitors are free to take as many books as they'd like at a time.
Kitchen - While you're more than welcome to farm for your own food, for those of you with less-than-stellar cooking skills the kitchen provides all that you could possibly want. Stocked with fresh food and the proper equipment to cook it, the kitchen is open at all hours of the day. While modern amenities may not be as abundant as fresh ingredients, they might suddenly appear in the corner of your eye once you think of them. Beverages of all kind can also be found in the cabinets. Please drink responsibly.
Houses - Placed in clusters around the village are 16 identical slant-roofed houses. Each house is meant to accommodate two people. Please see the rooming page for more detailed information.
FIRE


Following the paths to the north of the main village, wanderers will find themselves stumbling upon a desert terrain. Stretching for a few miles, the dusty, rocky area is home to geysers, small volcanos, and heat-dwellers such as reptiles, bugs and coyotes. The volcanos are testy, streams of lava running over boulders intermittently and steam vents appear beneath your feet as you explore the area. Tucked away in this region, however, is the largest volcano with a wide arched doorway carved into the front. Entering the room, one will find layers and platforms of stone, streams of lava and firepits available for your disposal to train with your new abilities. Try not to make the volcano explode though.
WATER


Heading to the south, wanderers will feel the salty breeze before they come upon a sandy beach. With the ocean gently lapping at the shore, this little slice of paradise is home to large waves and little tide pools. The water's just a little on the chilly side but clear enough to swim in and see the fish, sea turtles, and sharks below. On occasion the tide comes in, great waves drowning everything in their path but it never quite touches the path to the village. Standing on the beach is a towering stone and sand castle, the wooden drawbridge down and inviting visitors in. Inside, one will find rivers and tide pools flowing past floating platforms. An arena perfect for training your craft, the temperature inside the castle will increase or decrease with the tide.
EARTH


To the west, wanderers will notice that the pathway grows darker as the rocks overhead begin to close in. Forming pathways and overhangs, the dirt in this terrain is only second to the vines and moss hanging from the cliffs around you. Forest animals can be found in this region ranging from chipmunks to bears, and while they tend to stick to themselves some of them aren't as friendly with newcomers. At the heart of this region a monstrous cave can be found. Lit by torches that never seem to go out, rocks of all shapes and sizes are found here with crystals sprouting from floor and ceiling. Perfect for you those looking for a challenge, the cave opens up to multiple tunnels and the structure itself cannot be moved no matter how hard you fight.
AIR


The incline to the east rises higher and higher as you venture toward the mountains, walking upward and disappearing into the trees. The branches are steady beneath you and provide footholds to hoist yourself up with each step. These trees make for decent stepping stones to enter into the clouds where the air is fresh and a sharp wind blows continually. Looking back, it's easy to see the whole village from this angle but the flurry of leaves and mist may distract you. The rumble of thunder can be heard from this high, and as the trees cluster together and you approach the mountains you'll come across a flat ravine between two peaks. A perfect funnel for gusts of air, this arena is often shrouded in clouds and provides its fighters with the element of surprise.

WEEK ONE;
Stepping through the gateway, you’ll find yourself splashing through ankle-deep water as your feet sink into the plush, damp carpet. The only reprieve is the staircase at the end of the hallway, a short flight up to a door and another stairwell. The water remains below you as you climb and you only escape to dryer lands as you reach a set of double-doors that can be opened.
Leaving behind the flooded area, visitors enter a grand foyer surrounded by pillars, wooden railings & plush furniture. The marble flooring echos beneath your feet as you step forward and see a path to your right, and a grand staircase splitting off to the right and to the left. Around the corner an elevator can be found, but it will only take guests to the lower floors. There are several places to explore, so perhaps it’s best to see all of them.
The main floor is home to a few different doors, though some seem to be locked. Perhaps there's a trick to getting them to open if the strange scanning device near each is any indication. Behind two doors lay living quarters, a bit more comfortable than those found back at the village. Each suite is home to a bed, a bathroom, and lounging areas. One room includes a cozy lounge complete with a fireplace, while the other features a sitting room with couches and glass cases full of pottery and ancient artifacts. Neither room is very luxurious, but both are livable and comfortable, not to mention private. Further investigation of these rooms result in even more surprises. Behind one door lies a full kitchen, the sort of space one might find in a restaurant with tools and amenities more advance than the village including a walk-in freezer. Beyond the last door, the sound of clinking metal can be heard as you enter...a casino? Yes, a casino, with several tables for playing card games, three slot machines, and what appears to be a huge baccarat table. There’s also a full bar to the side containing several kinds of alcohol.
As you make your way upstairs to the next floor, a long hallway greets you fill with empty meeting rooms. Most of the doors lead to a dead end, but it’s the double-doors nearby that swing open. Inside lay dozens of hospital beds set up side by side, stripped of their bedding and metal frames beginning to rust. Looking past the beds, you may notice three doors are built into the wall at the back of the room. Despite its appearance, there are still no medical supplies to be found here. Two of the doors in the back are permanently closed, forcing you onward through the third into an operating room. Containing a storage supply room with a variety of chemicals and compounds, a medical exam room, rusted medical tools, and two test dummies, this place may assist with first aid training.
For those who choose to go down the elevator instead, an array of rooms can be found here as well. Visitors will find that a smaller door leads to a chapel, a room with only a few pews to meditate and pray should you wish. Uncomfortably close together, the narrow aisle is fairly short but abruptly stops at the head of the room. An ornate coffin rests on a platform, a lock on the side of it with a number pad attached. Anyone who lingers too long, however, will hear a faint knocking coming from the inside of the box.
Finally, on the very bottom floor only three doors may be opened. One leads to an even larger library than what can be found in the village, filled with books from floor to ceiling on two floors. There are even more resources available for any subject you wish to learn about, along with some fiction scattered through. The second door opens to another short hallway, but you might not linger for longer than necessary. Four square rooms can be found here, solitary confinement chambers equip with a bed, a sink, a toilet and a desk. Dingy and uncared for, these rooms are not meant for comfort in the slightest.
But all things must come to an end and at the very end of the hall two doors appear. No matter which door you enter a large, nonagon metal space greets you. It’s empty and unremarkable except for the tubes circling the room from fixed points near the ceiling. While this is the perfect space to gather groups of people or even practice with your abilities, the room is much warmer than the rest of this place. Straight across from the entrances a black swirling mass looms. Your gateway home awaits.
WEEK TWO;
Watch your step!
As soon as you’re deposited on the other side of the portal, you’ll find yourself in a forest. It’s a very dense forest, though it also looks very nondescript. That’s the trick to it. A few steps too far to the right and you’ll suddenly find yourself falling into a rather deep pit in the ground, about ten feet straight down into the ground. Yikes! Another too many steps off to the left and a rope will suddenly grab onto your foot and you’ll end up hanging upside down. Seems like you’ve entered quite the garden of traps.
It might be a little bit hard to navigate your way through the area, but if you wander enough to the South and don’t manage to get snared by the traps, you’ll find yourself in - yet another peaceful village? Aside from the fact that it looks like… there is not a single soul that inhabits it. There are enough buildings in the area that implies that at least a few hundred people normally dwell. The buildings are very traditional Japanese in style, though as you wander through the halls, it appears as though the traps will continue. Floorboards will suddenly open to pits full of spikes, or more hilariously, sudden flaps will spring out from the walls to smack you right in the face or shin.
Perhaps it’s not until you locate a new storage room full of weapons, swords, throwing stars, kunai, and the like that it might dawn on you that you may be dwelling in a ninja’s realm. None of these weapons will be able to leave the gateway, however. At the very far edge of the village, there also appears to be a very, very steep cliff drop and pitch blackness below. Something tells you not to explore further....
To the North, it appears that a more normal, civilian Sengoku-era village is waiting for you - or rather, the red light district of it is. A fabulous courtesan house, illuminated with warm lanterns, is the primary attraction. Even if you can’t find other people, there is the ghostly beckoning of woman’s voices, cooing for your attention at each turn. Each room is decorated luxuriously and it’s open to those who wish to stay. Yet in one of the rooms, it appears as though there’s a set of items for fortune telling. Blank talismans, incense, long beaded necklaces, books on onmyodo, and other divination tools line the tables. On one of the tables, there appear to be a ouija board…?
Lastly, to the West, after trudging what feels like a million stone steps up and up and up, you’ll find yourself at - what appears to be the remains of a shrine? The torii gate at the front of it seems to have a crest, but it’s rather thoroughly tarnished and difficult to read. The rest of the shrine is in a similar state of disrepair, covered in the corpses of animals, dried blood, and other sludge. From the moment you step foot on the premises, you’ll feel as though you’re being watched - but unable to discern why. There also appears to be a home on the premises, consisting of a few different rooms. It’s perhaps not best to linger, however. There will suddenly be the image of fire licking at the walls, the wood, engulfing the home in flames with you in it.
— though once you dash outside and look behind, it appears as though it was just a mirage and the home is entirely intact. There’s only the sound of a pair of voices cackling, mocking.
Seems like some nasty spirits are playing tricks on you.
WEEK THREE;
Looks like you’ve entered a ghost town - or a ghost’s city?
Some people may be able to recognize the skyline that extends across the horizon as that belonging to Tokyo, even if they’re never actually able to reach the rest of the city besides the sections that have opened along with the gateway. The immediate sight that people will stumble upon seems to be an inn, two stories tall and utterly deserted. Though at least with further investigation, they’ll find a delightfully furnished onsen that even has natural hot springs in the back if you’d like to take the time to relax and kick back a little. Just ignore the odd creaking noises even though no one else should be around, or the odd chill that you get every now. The ghastly face that you might see in the mirror is just a trick of the imagination, and so are the cries of a woman that you may hear in the middle of the night.
It’s a perfectly fine inn, you know? Any spirits that might be lingering must be fond of it to still linger, after all.
Down the street, there’s a gas station where phantom voices seem to whisper of a legendary hitchhiker - and it looks like there’s a row of motorcycles that are just there for the taking? Some of them even have sidecars if you’d like to bring someone along for the ride. Please exercise caution when using them, though anyone who uses them to zoom through town will find themselves with vivid images of Route 66, and a giant glowing thumb in the distance that beckons them. One of the other prominent features seems to be a movie theater that shows Bruce Lee movies, and only Bruce Lee movies.
There’s a park in the middle of the area, where there sits a Japanese grave atop a hill. The name is hard to make out, given that it looks like it’s been worn over time, and it is a clear crack through the center as if it had once been destroyed and was only later put back together. A pair of orange headphones sit at the bottom, emitting a song if anyone cares to listen. If you try to pick up the headphones as a souvenir, you'll be able to make it a few steps with them - before they disappear from your pocket and return to their resting place against the grave again.
Walking past the park will lead out to a cemetery, which is also clearly the perfect place for a stroll. If you don’t mind the occasional skeletal hand emerging suddenly from the ground to grab onto you. The grip is tight, though not unbreakable.
After all, the owner of the hand is nothing but bones.
At the edge of the city, there is the mouth of a cave. There is the faint dripping sound of water coming from the inside, and one might occasionally catch the glimpse of a blue flame. However if you choose to enter, you’ll find that it’s only pitch darkness. No matter how far you walk, you’ll find nothing. Be careful, it’s the type of nothingness that can make someone lose their mind. If you ever choose to look back, you’ll at least find the mouth of the cave and the light immediately available for you to retreat, no matter how far you walked in.
Spooky.
WEEK FOUR;
The first thing one will notice upon stumbling through the gateway is the tiny, cramped platform directly on the other side, train tracks running alongside it. As you leave the platform, the path ahead of you remains dark and hidden by thick trees, a narrow path closed off that opens to a wide space ahead and a sprawling, inky black lake ahead. Several rowboats sit at the shore to accommodate your journey across, perfectly seating four people each. The distance isn't too far, but linger on the water too long and you'll find yourself gently pushed along by a singular tentacle.
As the boats approach the opposite shore, a tall castle comes into view, surrounded by luscious lawns, sprawling hills, and several turrets and towers flanking the main building. It's the interior that's most impressive, however. Entering this castle one will find staircases that sprawl up and away to all parts of the castle, some of which move on their own accord and take visitors to varying hallways and passages. A spacious dining hall can be found just off of the foyer and meals will appear three times a day for those less than inclined to cook for themselves. For those who want to immediately climb the stairs, one will find classrooms upon classrooms on the different floors of the castle. Some of these rooms seem to be lecture halls, while others appear to be home to subjects such as Potions, Transfiguration and Charms, if the books lingering about are to be believed. The soft hooting of owls linger overhead as birds of all sizes and colors swoop by, returning to their home in another nearby tower. With some exploring, you may come across large doors in the dungeons, near the kitchens, and in the towers, but only the door on the seventh floor of the tallest tower can be accessed. The portrait of the fat lady in pink will swing open if you speak to her, granting access to a comfortable common room with a cozy fireplace, squashy chairs, and two staircases leading to two sets of dormitories.
Though classes aren't in session, this school expects you to learn all that you can while you're here, it seems. All elemental magic is amplified in this place as visitors learn to control their abilities.
The castle grounds are spacious and well-kept and not far beyond the castle itself are several greenhouses filled with an array of strange flora. Please be careful. Past that, a hill leads down to a little hut at the edge of the property line and is flanked by large pumpkin patches. Off down a different path looming metal rings can be seen standing tall, three on each end of an open sports field. A locker room awaits there filled with broomsticks of all shapes and sizes, and a locked wooden box that lurches on its own every now and then. Down another path still is a sunny grassy patch in front of the lake itself. With any luck, mermaids can be spotted from the shore. But should you try to wander too far into the forest and away from the castle, you'll find yourselves turned around and lost, trapped among the trees until you find your own way back. The howl of wolves and the stomping of hooves echo loudly behind you in every direction. Better hurry back.
Leaving from the front of the castle provides access to another path, long and winding as it enters a small nearby village. The sound of happy visitors and laughter can be heard, though the village itself seems empty. Shops appear on either side of the path, fancy storefronts catching your eye and delicious scents wafting through the air. At a glance, visitors can see a sweets shop filled with strange treats such as chocolate frogs and sugar quills, a music shop brimming with enchanted instruments, a bookshop, a quill shop, a two-story tall joke shop, a pub serving food all day long and an overly pink coffee shop...a happy haunt for couples.
Finally, this village is also home to another train station just as small as the one you entered before. The train comes every hour, and passengers can board for a nice leisurely ride through the countryside right back through the gateway to the village you currently call home.
WEEK FIVE;
The second that you step foot in the gateway, you’re greeted with a face full of confetti and glitter.
Hope you enjoy the pop of color - because it’s quite suddenly everywhere. It looks like as soon as you’ve entered the portal, it’s one grand party even in the middle of the day. Confetti rains down from poppers, streamers will billow gently in the wind, and specters of townspeople will fill what looks like a rather quaint, small town. It looks like it’s out in the rural areas, something pulled out of a countryside painting. Cobblestone paths line the town along with what look like a number of houses and stores - but that’s not the interesting part. Rather, it seems like the entire gateway is decorated like something very eventful has come into town.
Tents will line the path throughout the town, but it does look like everything is just to get ready for the party. There’s a tent specifically for costumes, beaded, bejeweled, and befuddling in how there’s both an abundance of fabric and a lack of it. There are costumes reminiscent of Mardi Gras, of Carnival, as well as some giant furry mascot costumes. It also looks like there is an extensive collection of top hats with all sorts of feathers and outlandish decorations, as well as all shapes and sizes. Another tent will have plenty of noisemakers, poppers, and even a few small rockets for fireworks. Take care in that one! Of course, another stall will be filled with every single kind of incredibly sweet or incredibly savory confection and treat you might normally find at a festival or fair. They also come in all sorts of sizes, so make sure you Treat Yoself!
Everything will lead over to the main attraction: the Big Top Tent that’s in the center of the town, complete with ringside seats and all the mechanisms meant to entertain at a circus. There’s a cannon to shoot people out of, a trapeze, and a dunk tank. Occasionally the rings of fire might light on their own, as if prepping for the show. The music will pick up on occasion, as if they’re getting ready for the big show to start. Of course, there is no show that would be complete without a parade. Giant floats with lights, banners, and brightly colored sets will travel their way through the town, ultimately guiding and leading people over to the tent for main events. Let yourself really feel like a part of the show…!
Finally - if anyone wants to wander away from the party, there seems to be a rather large blimp parked right at the outskirts of town. You’re allowed to investigate, if you’d like - but upon entering you’ll be greeted by a robotic sheep dressed finely in a top hat and a cape. It looks upon you and greets you neatly ‘Welcome back’. A polite response will allow you to pass, however any violence or rudeness will lead to a surprise electric shock as the sheep will kick you off the blimp.
Even if you might already be lifting off.
After all, the blimp will rise up and up and up into the sky - it never strays far from the town that you started in, and will always come back down to the ground, but it seems like the sheep don’t allow you to investigate more into the blimp aside from the observation deck. Still though, it’s a lovely view.
Why not enjoy your stay?
WEEK SIX;
It's cold. It's cold and the wind is biting but the skies are clear and the snowy ice caps in the ocean appear quite a distance off.
Lucky for you, the island you've found yourself standing on appears to be well-inhabited and green, rocky cliff sides flanking the area and rickety wooden bridges leading up the slope of a small village. Houses with slanted rooftops and skylights sit together in little groups, one bedroom areas that are fairly sparse and seem to have been repaired repeatedly. Small windmills are scattered through the village as a primary source of energy, and water troughs, wooden perches and taller totem poles can be found amongst the houses.
Exploring the island leads visitors toward a large barn at the base of the cliffs and pens built around the edges, home to several yaks, chickens and sheep. While the yaks and chickens don't mind the company, the sheep are easily startled...and some seem to have paint on their wool. An armory can be found, home to wooden shields, broad axes and a few swords. Gunpowder is available for the taking, though good luck figuring out what you can use it for. Nearby, there's a blacksmithing shop as well in which you may create and maintain weapons that you find, along with several works in progress that appear abandoned.
Near the center of the island, a steep stone staircase is carved into the mountainside made up of 125 steps, bringing visitors to a doorway carved into the face of the mountain. Flanked by two statues (at least 60 feet tall) of winged beasts and holding torches, should one look up they'll find the face of a bearded man carved right above the doorway. Inside, the walls are made of stone and wooden pillars act as barriers for the interior. Dozens of benches and long wooden tables fill the room and in the center is a circular table and a fire pit that continues to burn. Along the walls are shields with imagery of burly men and women in armor, and at the head of the room sits a platform. Perhaps you have an important announcement to make? This would be the best place to do it, so long as you don't mind the delicious scent of meat.
Elsewhere on the island, you'll find yourself facing a stone coliseum. This arena houses several empty cages, weapons, and mazes for training purposes, along with some wicked scorch and claw marks in the area. Not far from the area as well down toward the base of the mountain lies a series of tunnels and caverns, home to a set of stables. Custom-made stalls have been created to house large creatures, and a hangar door can be opened or closed at any time to lead straight into the open air.
Perhaps you'd like to venture off of the island itself though and away from the main village. Further out lays a mountain peak filled with forests and steep cliffs, separated between the village and another steep cliff and forming a canyon between. Down below in the forest, a hidden, sunken area of rocks, trees, and a lake full of fish makes for a peaceful giveaway. The sandy beach area is spacious and hidden in the cove, rocks settled nearby in neat clusters.
But even so, those who wish for a taste of freedom will find several giant, wooden boats down at the docks at the base of the largest cliff. A wooden walkway lingers above the docks to peer below, given viewers a clear look of all of the ships that can set sail. Stocked with provisions for a several days' journey, these boats require the sails to be raised and the oars to be lowered as they set sail through the smooth waters. Uninhabited islands and caves can be found, but try not to get lost.
And no matter where you go on land or sea, it's hard to shake the feeling that you're being watched as the wind picks up overhead. Skittering claws click on the stone surfaces of the cliffs, and echoing roars can be heard in the distance.
Are they friends? Or are they foes? Only time will tell.
WEEK EIGHT;
This gateway doesn't feel wholeheartedly different from the village.
It's peaceful and quiet as you explore a collection of different buildings that possess traditional Japanese architecture. They all seem to link together, forming one large home that would likely normally fit a very grand number of people - but for now it seems as though the halls are empty. There is the occasional belonging that seems to have been left behind. A very ornate comb. A bottle of red nail polish along with an elegant brush. A light blue haori with white triangles that line the bottom length of it. A lonely cup of green tea.
Seems like it's haunted in a different way, where not even spirits have been invited to dwell.
Looking around, you'll be able to find other amenities - a set of stables, though at least the horses have been left alone as their tales swish and they wait to be taken care of. Their eyes are kind, and they look happy to see you. Further there are large fields that look like they need just a little bit more time before they can be harvested. If you really have time to kill, they might be happy to get just a bit more water. Wander for long enough throughout the buildings and you'll find a training room, clearly designated for sparring and the like. It seems like some paper doors have been torn and patched up again, along with a few slash marks that have been scarred into the wood of the place itself, like it was once the destination for many lively battles.
In the courtyard, there appears to be a type of device that can be tweaked and rotated. There is a collection of numbers inscribes into it, as well as what looks like a map that has certain locations highlighted. Adjusting the device doesn't manage to elicit any type of response from it - but there does appear to be a story there.
There are rooms here for you to stay in - though if they possess a futon for sleeping in, it seems that they're just as likely to possess more odd items inside. Do you really want to take the risk to enter? There is one room that is a far ways away from the others, with a futon neatly rolled away. It's the largest of the rooms, even though there doesn't to be anything particularly telling about the owner - except for a small collection of omamori that look to be gathered in one corner of the room.
Should you choose to stay a bit later, as time passes in the gateway and a crescent moon rises over the sky, you may hear a gentle song - but it ends before its source can be found.
It is an oddly lonely place without anyone else present.
WEEK EIGHT;
Entering through the gateway you'll find yourself in the middle of a busy little neighborhood. Or, rather, what you would imagine to be a busy neighborhood. Though the neatly brick-laid streets are empty, a charming little tram seems to be in working order as it loops around the plaza and disappears to another part of the city. Nearby, delicious scents fill the air from a fancy bistro. Stop in for a quick bite to eat if you're hungry, or perhaps you'd like to do a bit of shopping. There are storefronts open for business featuring wares you may have never seen before including armor, staffs, shields, jewelry, and strangely-shaped colored blocks. Around the corner, a makeshift outdoor movie theater has been set up playing black and white animated features. They're all fairly short films though, and they're perfect for taking a small break.
As you pass by the mailbox on your way out, the streets begin to slope upward and lead you to another street, long and winding and exiting to another plaza filled with similar shops. The lower portion of this plaza will lead visitors to a sandlot arena, and a back alley shortcut. A hideaway can be found for those nosy enough to look, hidden behind a chainlink fence and filled with old furniture, ripped posters on the wall and boxes and knick-knacks stored and forgotten. Continuing the climb, however, brings visitors to a train station. Housed at the base of a distinctively tall clock tower, this station has one train running at all times for adventurers who wish to board.
The train ambles on, taking visitors away to another district of the town and dropping them off at a separate station. Less compact than the first district, the sprawling hills and square buildings make up the landscape of this place, a small waterfall engraved in a wall and a picture-esque location for watching the sunset. On occasion, a train can be seen leaving the area but rather than returning to town, it seemingly disappears into thin air. Hm.
An underground concourse zigzags its way underground, eventually making its way back to the marketplace where you previously started. Exiting the concourse, however, or even those who traverse to the furthest point away from the market, a hole in the wall opens up to the woods. The woods are quiet and vast, trees and flowers in bloom. Venturing through the forest, however, brings one to a clearing at the edge of the woods where an old mansion lies in wait. Broken stone pillars flank the courtyard past the iron gate, and entering the two-story brown building brings on an onslaught of dust. For the most part, this mansion is empty sans a few tools, some sculptures and old furniture, but upstairs two rooms can be found. The first is a library filled to the brim with books, a large staircase leading down into a basement filled with computers, equipment, and...a few storage pods? But the second room is almost blindingly white. White furniture, white flowers...and white walls. A long table sits in the center of the room, and child-like crayon drawings are tacked along the walls depicting worlds far off, creatures unseen, and maybe even a few people you might recognize.
Best not to linger too long though. They do say that this mansion is haunted, and anyone who stays past their welcome will begin to hear bumps and thuds from the walls urging visitors to leave.
ITEM THEFT
Note that all weapons taken out of the armory must be signed out and will be available for public record. Contact the mods if you would like the list at any point in time.
WEEK 7