The Settings
Clearly you have understood by now that you have two worlds. The City, a post-apocalyptic urbanization that is quite normal, given the situation. The citizens (NPCs) will try to ignore that characters as much as possible, for they know that they come from the Train Station and believe that they are cursed.
In a way, they are not far from the truth.
While a character can peacefully roam around during the day, she will probably not dare to go out at night. All the characters are sucked into the Dirge, a plane that seems to slowly be mending with the real world (if it's actually real, anyway). However, the inhabitants of the Dirge are far from friendly; feeding on humans that are too close to the Dirge, they find that the Dwellers (the characters) are a much tastier and complete meal.
For now, all you can do is run or use your flash light as a weapon. These beings cannot, apparently, stand light at all. Other times, the Six will be around to help you escape. But don't trust on them too much; they seem to have something planned for you...
The City
Although partially destroyed by the apocalypse (or, at least, that's what people are assuming around here, by the state of things), the city still operates like any other would during the XXI's century.
The people are neither friendly nor hostile; they will not acknowledge the character at all, unless he/she is working - they like to keep their interaction to the minimum, for fear of being infected by their curse. Not that they know exactly what their curse is.
Train Station
The only safe haven for the Dwellers at night is the train station. Abandoned and rather eerie it may be, but it seems that no Dirge Childe dares to go near it, ever.
Inside it's a little better than outside, but it shows that it was a very old station. None of the trains work, and all the machinist compartments are closed (these being the thirteenth, unmentioned compartment). No matter how strong a character is, these are locked for good. Perhaps it's wiser to leave them be.
This haven, their residence as of now, has a kitchen, which has food, usually restocked by the Six (of course, the characters don't exactly know this). There is also a kitchen, quite spacious if more than one character wants to try out cooking.
There's also an upper floor, but there seems to blocked. Just like the machinist's thirteenth compartment, no access to it can be broken. The stairs are broken, the iron doors closed shut.
There seems to be basement as well, which can be accessed by anyone with a key-card (all residences are opened by sliding a key-card in the door). The basement is divided into three wide rooms, one which could be perhaps the lounge of the employees that worked there once. The other seems to have turned into a very empty space, with nothing but dust and old files of train rides, tabs and other boring paperwork. The third room is a kind of hangar where one unworking motorbike rests and two old school cars seem to have picked for their resting spot.
Of course, there is but one thing in this place that seems disturbing. The announcement voices keep clicking and rattling with announcements, especially late at night, when one wants to sleep.
"The train headed to Platform Thirteen is about to leave. All passengers please get on board."
And one might wonder where the train noises come from...
Plants & Maps
The platforms are lined up and all the unmoving trains seem to have been shoved very neatly and divided by the nine platforms. The floor is dirty and certainly not new. It seems that it was a busy train station back in time, but now you can't even find any litter around.
The waiting room is strangely clean and vastly empty. There is a ticket booth in the dead center, but it's closed tight. Big speakers around each wall, and there are closed and shops here and there; although, no matter what, you can't seem to break in. The kitchen gives access to the basement, which is roughly the same size of the waiting room.
There's also an area which you can't access at all, no matter how hard you try it. It seems to give access to the upper floor and it also seems to be the place where the train noises very rarely come from.
The clock? Keep your eyes on the broken, unmoving clock always stuck at 11:59...
All compartments have been remodelled into a tiny flat of sorts. Three bedrooms, with only a bed, one bathroom and a lounge room. Not styled, not decorated, and occasionally, there are rats scampering here and there, so you ought to stick eating in the kitchen.
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