JUMP TO MONTHLY PROMPT ↓
A TRAIN COMES INTO THE STATION.
You wake up on a train.
Your phone is buzzing. It's in your pocket, in your hand, on the seat next to you. It's a normal phone, and you're on a normal train car. One of the lights flickers, a little further down. The world is very quiet. It feels like you're right where you're meant to be. On the phone's surface is a white screen and the words—
WELCOME TO THE CITY. BEGIN ORIENTATION?
▶ NO
Please take a moment to complete your orientation.
Once you're finished, the subway doors slide open to let you out onto the train platform. To your right, the platform continues on and eventually ends; to the left is a set of stairs that will lead you up into the station itself. The platform is quiet, clean, empty—there's no one else around, and the only sounds you can hear are your own footsteps, your own breaths, and the occasional faraway sound of a creaking pipe or rush of air. The train you disembarked will stay there as long as you do, its doors still open, until you finally decide to venture up into this new locale.
As you make your way up the stairs to your left, you find yourself in the belly of City Hall station. The station is large, a sprawling underground mini-metropolis of corridors and storefronts. Here, you may find others like you, freshly-arrived city residents from other realms (or even your own). There is also a subway map, which will give you an idea of the layout of the neighborhood, and ticketing machines, which can currently only be used to buy tickets to a handful of stations located on lines 1, 2, 3, 4, 5, and 9.
If you're hungry or in need of any kind of supplies, there are plenty of storefronts inside the subway station as well—snack stands, convenience stores, restaurants, clothing stores, a pharmacy, and a variety of empty shops that may or may not have ever been in use. Everything is unlocked, and you can take whatever you need.
Characters may stay on the train platform indefinitely, and may re-board and re-disembark from the subway as many times as they like, but the train will not depart nor will the doors close. Once they go up the stairs into the train station, they may hear the train doors closing and the train departing. Another train will not arrive, no matter how long the character waits. Only once they come up the stairs into the station itself may characters encounter their fellow newly-arrived residents and take advantage of what the city has to offer.
JUMP TO TOP ↑ | ↓ JUMP TO COMMENTS
WELCOME TO THE NEIGHBORHOOD.
The station is located in the city center. It has three major exits that lead to areas of interest in the district, but there are several other smaller exits that lead in other directions around the neighborhood. You are welcome to use any of them, but may find the north, southwest, and east exits to be the most welcoming.
TO THE NORTH
The northern entrance to the station leads up into the sunlight and puts you out in a brickwork plaza. There's a modest building in front of you, three or four stories of stone with a welcoming facade. There's a sign above the entryway—it says City Hall. You may be tempted to explore, if you're interested in learning more about the city and how it functions, but prepare to find yourself disappointed—the folders in the records rooms are full of empty, blank sheets of paper, and the logbooks and balance sheets are similarly devoid of information.
Immediately to the southwest of City Hall, you will find a small building that houses the tourist information kiosk. It looks welcoming, with an inviting glass facade and a sign above the entryway announcing it as the "TOURIST CENTER." It's a humble building with a receptionist's desk on the back wall opposite the entrance, empty magazine shelves lining the side walls, and a few spinning brochure racks full of blank pamphlets. Anyone is welcome to peruse the tourist literature, though they won't offer much information, being primarily filled with pictures of the surrounding area—City Hall, the park, a statue garden, and the surprisingly heavily-featured cemetery. There are a few sentences sprinkled throughout about basic offerings of the city, such as apartment complexes and office buildings, as well as a few maps with the same limited scope as the larger version on the wall behind the receptionist's desk.
The main feature of the tourist center is the interactive kiosk installed dead in the center, right in the middle of a few rows of uncomfortable chairs that fill the small room. It's noticeably in the way of any would-be foot traffic through the tourist center, and something about the technology seems a little more modern than the computer behind the desk or the landline phone on the wall. The kiosk is a tall silver rectangle, about average adult height, and the upper half is a screen welcoming visitors to touch it to activate the kiosk. If you were to touch it, the screen would come to life with simple dialogue inviting visitors to ask it their questions.
However, residents should note that the kiosk is only programmed to assist with exploration within the available areas of the city. It may not be able to answer every question, and tampering with the kiosk may result in unreliable or inaccurate answers!
TO THE SOUTHWEST
The western exit of the station takes you up into a city park, lush and green with a very light fog still hanging about the trees. There are lampposts on the walkways and benches where you could rest, and plenty of flora, although you can neither see nor hear any signs of animal life. You walk the paths that meander idly through the verdant grass and you feel a sense of peace, some of your unease about this place easing into a pleasant calm. The air smells fresh, like it's recently rained, and you'll find the grass ever so slightly damp should you decide to take a seat.
As you make your way deeper into the park, the trees grow denser and the smell of soil and plant life grows stronger. This is the older part of the park, very nearly a forest, with ivy climbing the trunks of the trees and plants and shrubs growing riotously around their bases. As you turn a corner, you find yourself first in the statue garden, although the statues are harder to see now, choked as they are with ivy. There are many statues, some partially obscured, some fully—very few of them still stand free of the vines and clinging roots. (It doesn't feel quite as peaceful here.) If a statue's face looks a little bit familiar, you may not want to look at it too long.
Continue down the path and you will find yourself in a graveyard, one that seems centuries old. Most of the headstones are worn away by time and covered in moss, rendering them impossible to read. The few that are free of moss are blank, or bear only suggestions of names too faint to be understood. (Was that the name of—no, it couldn't have been. Could it?) Many of the headstones stand at an angle or are toppled over completely, having been subjected to either strong winds or the roots of the trees that grow up from some of the graves, spreading branches toward the sky.
TO THE EAST
The final exit of the station, to the east, puts you out on a quiet surface street. Are you hungry? Or are you paralyzed by choice? There are plenty of restaurants, offering options of almost any food you can imagine. You could try a convenience store—it's well stocked, and the items there seem free for the taking. How about a restaurant? There's no one to take your order, but when you look in the kitchen, there's something on the stove, and it's just what you've been craving. Imagine that.
A few blocks down, you come in through the lobby of a tall building and find yourself in a corporate office. The fluorescent lights are steady and unforgiving, and the cubicles and offices are empty. There are a few pieces of paper on desks, a few folders left in organizers, but everything is perfectly blank. Despite how empty and quiet the office is, it nonetheless gives you the feeling that just a few minutes ago, this place was bustling with workers going about their daily business.
You enter another building and find yourself in the lobby of an apartment complex—finally, a place to rest. The first door you try opens easily into a completely empty living room, freshly vacuumed but without a single piece of furniture. It's a nice apartment, quiet, but with a little too much echo for your taste, maybe. Still, and perhaps oddly, you have no trouble envisioning what life here would be like.
The second door you open leads to an apartment that feels lived-in. Why does it feel lived-in? It's fully furnished with items that seem to go together perfectly, true, but the feeling is more than that—the room feels like someone was just here, maybe standing right in the kitchen only moments before you swung the door open. The air is a perfectly comfortable temperature, and it somehow smells like home despite that you've never once set foot here before. The refrigerator is stocked, and the cabinets are full of spices and flatware and kitchen utensils.
As you look around the living room, you find that there are pictures in frames on the walls and some of the flat surfaces—a seascape, a field, a shot of a city park bench. In each of the photos there's something just slightly wrong with the angle, as though the photographer were aiming for a subject that can no longer be seen.
Characters are welcome to explore the district around the City Hall subway station to their heart's content. The City Hall building itself contains several floors of offices and file rooms, but none of them contain any particularly interesting information. Nonetheless, characters may wish to team up with other newcomers and try to find some hints about the nature of the city. They can also spend a while in the park, the statue garden, or the graveyard. In the blocks surrounding the station there are plenty of options for food and housing, as well as office buildings, storefronts, and alleyways to look around. There are no workers in any of the buildings, and there does not seem to be an honor system for payment, nor any consequences for taking food from the stores or setting up camp in an apartment or office building.
JUMP TO TOP ↑ | ↓ JUMP TO COMMENTS
THE POISON'S IN THE DETAILS.
CONTENT WARNINGS: Monthly prompt includes the potential for body horror, including: mold or fungus; spores; and hanahaki-like symptoms. It also includes the potential for violence, mutilation, or death. Please label potentially triggering content in subject headers and interact responsibly with threads!
With the cacophony of the fun fair now gone, packed up and sent away for another year, the southern half of the park is now empty. That doesn't mean that the park itself is without attractions, though: up in the northern corner, sprawling out across the green, is a curious garden full of winding paths and draping trees, and within it, the smaller poison garden, where a variety of different flowers blossom and bloom along the gravel path. From roses to gladiolus, tulips to belladonna, this garden has many flora that residents may recognize from their homes, and some that they most certainly will not. As residents walk along the paths, observing and smelling and—for the brave—touching these plants, they will encounter a long wooden table, stretched out in the midst of fresh cut green grass.
This table has been decorated for a party, though it seems that all the guests must be late. A strange variety of different sized chairs and cushions have been set out along the long length of the table; it seems to fit at least twenty people, maybe even more. Small dishes and porcelain tea cups lay in random design across the off-white table cloth, used flower doilies and half-folded napkins tucked here and there as though someone left in a hurry. Even stranger still, there are six large, ornate pots of tea, scattered about the table, each warm to the touch and, you guessed it: full of tea. You suddenly find yourself craving a cup, and tuck into one of the chairs to pour yourself some...
...but you didn't think that it would be that easy, did you? Once you've swallowed a mouthful, or even your whole cup, your body starts to feel strange. Depending on the color—or flavor—of the tea you're drinking, you're going to experience some side effects:
Color |
Flavor |
Effect |
Red |
Hibiscus: This tart and fruity tea is naturally sweet. |
You will begin vomiting blood. The amount is up to your body's reaction. The correct antidote will fix you. |
Yellow |
Jasmine: This tea has a light, floral note, and is slightly sweet. |
You will hallucinate something terrifying near you, and may lash out and attack those around you. The correct antidote will fix you. |
Blue |
Pea Flower: This brilliantly-colored tea has a very delicate, woody flavor. |
You will gradually begin losing one of your senses (sight, hearing, taste, smell, touch). The correct antidote will fix you. |
Black |
English Breakfast: This is a full body tea, with rich undertones and a bold flavor. |
Something very terrible will begin happening to your body: your hair may start falling out, you may become covered in hives, or your skin may start opening into sores. The correct antidote will fix you. |
Green |
Green: This tea has a very clean, grassy flavor, like the earth. |
You will begin to transform into a terrifying creature or animal of your choosing. The correct antidote will fix you. |
Orange |
Ginger: This is a tea with a warming, slightly spicy taste. |
After drinking, you will suddenly fall into a death-like coma. A kiss may wake you, or the correct antidote. |
In a panic, you look for something to help you. Just beyond the table, tucked away into a wall of ivy, is an old wooden shelf, the lettering nearly worn all away on it. Little packets of seeds line the tiered shelves; there are no pictures on them, but the packets themselves seem to all be different colors—and you may notice that the colors match the colors of the various teas on the table.
Ripping open the packet that matches the color of your tea, you find it contains actual seeds—will you swallow them and risk a plant growing in your stomach, just to see if it will counteract the effects of the tea? Oh, surely that's the stuff of fairytales, isn't it?
Residents are welcome to explore the various paths around the outside of the garden, observing plants and flowers of their choosing. The tea party is open to all, and the tea will continue to be brewed somehow, no matter how many people drink it. Players can choose the extent of the negative effects on their character, or have their character remain unaffected by the tea entirely. In order to get rid of the negative effects, characters must either find the correct seed packet that matches their tea and eat the seeds, or wait twenty-four hours for the symptoms to subside. The seeds will not do anything but cure the character—though they're welcome to think something awful might happen.
The tea party cannot be destroyed, and items that are moved from the table can only be moved within the perimeter of the poison garden. Characters are unable to steal things from the tea party; they will mysteriously return back to the table if taken beyond the aforementioned border. The tea party will remain there permanently, though the negative effects of the tea will mysteriously disappear after November 1st.
JUMP TO TOP ↑ | ↓ JUMP TO COMMENTS
A DROP OF BLOOD OR A DROP OF EGO.
At the apex of the path that winds around the poison garden is a large greenhouse that looks like it has seen better days. The panels are filthy, covered in dust and dirt and grime, and the doors creak on their hinges when you open them. Inside, the air is hot and musty, but the smell of herbs and spices fill your senses, letting you enjoy the atmosphere. The greenhouse is clearly separated into two different paths: the one to the left has a hanging sign which reads "DEADLY BEAUTIES" and the one to the right has a hanging sign which reads "BEAUTIFUL DEADLIES".
Heading to the left, you decide to observe the various plants there. Shelf upon shelf of various potted plants watch you as you go past; some of them snap at the air, veiny teeth grasping for the delicious meat of fruit flies and ants, and some of them threaten to touch you, with vines that roll and curl outward for just a shivering touch. Overhead, tangles of vined plants and spiked ivy mix together, an oppressive shadow that makes you feel as though you're trapped in this place as you walk through. Be careful: these carnivorous plants might be beautiful, but they won't hesitate to get a little too friendly with you. The floor is caked with dirt, but some of those brown stains might not just be from mud and dust, smeared by shoe heels and work boots. These plants might want a taste of blood.
Heading to the right, you find yourself in a beautiful space, the flowers so large they seem almost overwhelming. Have the plants gotten bigger, or have you simply gotten smaller? Gorgeous purple blossoms, pink petals, bright blue flowers and speckled white flowers cower and bend to cast you under them, like a flower-patterned umbrella sheltering you from the rain. The further you walk under them, however, the more you get the feeling that they're not just there to watch over you: they're there to explore you. At first, it's just a few gossipy whispers, so quiet you might not think they're real; then it's full-blown voices, the flowers bending and twisting as though to speak to each other in harsh, judgmental tones. What are they talking about? Well, they're talking about you—your secrets, your opinions, the things you don't want anyone else to know. These flowers are spilling your tea, and anyone walking along with you is going to hear it.
The back of the greenhouse—if you make it there—has the same doors as the front. They open back out onto the winding, circular path of the poison garden, where you can head back home...or experience the whole thing over again.
The greenhouse is rather large, and characters are welcome to walk through it along any path they wish. The carnivorous plants will possibly nip and bite at your characters, or try to restrain them, but they aren't very strong and can easily be broken away from. Feel free to imagine as much of a struggle as you wish, but they will not inflict any kind of mortal wounds on characters.
The giant, oversized flowers will tell your character's secrets or their deepest darkest opinions—this is open to player choice. The flowers cannot be attacked or hurt, and the only way to get them to be quiet is for someone OTHER than the character they're talking about to scold them or tell them to be quiet. Alternatively, if you can walk the path hand in hand with another character, this will also cause them to go quiet.
Plants cannot be taken from the greenhouse or killed, and they cannot be dug up from their pots. The greenhouse itself also cannot be destroyed, and any fire lit in the greenhouse will be immediately extinguished by an overhead sprinkler system. This place is meant for enjoyment and admiration, not crime!
JUMP TO TOP ↑ | ↓ JUMP TO COMMENTS
WILDCARD.
The city is by no means small, and there are plenty of things for you to see. There are even some places that other residents have created! There's no rush in exploring, so feel free to take your time looking around and peering into various nooks and crannies and alleyways—and don't worry, you're not very likely to find anything peering back.
If none of the above prompts appeal, feel free to check out the Locations and Maps pages and write your own freestyle prompt using one or many of the available locations. We highly recommend checking out the Character-Run Locations as well - they might be great places for new characters to get started!
JUMP TO TOP ↑
|
hawks | my hero academia
NETWORK, GENERAL | un: hawks NETWORK, PLANTS | un: hawks WILD CARD/MISC.
deadly beauties
[Onni says it in a sort of deadpan voice, watching as a vine starts to snake toward the other man again, just out of the edge of his peripheral vision. Lifting a hand, he slaps the vine away and reaches out to give him a little tug on the shoulder.]
We should get out of here.
[Dropping the momentary grip on his shoulder, Onni turns, lifting his hands to bat at more vines, glancing over his shoulder to make sure the other man is coming.]
I've never seen plants like this, have you?
no subject
Yeah, let's get out of here.
( He follows after the other man, swatting at one of those annoying vines with one hand and tapping at the screen with his other. )
Not exactly. The dangerous plants are usually attached to someone.
( There are a few people around with plant-based quirks, some far more deadly than others.
He keeps close as they go, and something out of the corner of his eyes catches his attention. He reaches out quickly, grabbing the back of Omni's shirt to tug him back and out of the way of a lunging, snapping plant. )
no subject
Good idea.
[He keeps swatting at vines as they start back the direction they'd entered, annoyed more than anything by the little grasping mouths and the little clinging vines that try to grab hold of him. They're no trolls or beasts, they don't seem as dangerous, but then again, who knows what kind of poison those teeth might have in them? Onni is, above all, a pessimist, and chooses to believe the worst so he isn't disappointed.]
Attached to someone?
[Glancing back over his shoulder, Onni raises a brow at the other man, curious about that. Some kind of plant-manipulating mage, perhaps, that this man knows? It's not unheard of, for mages to affect plants, but he can't imagine what kind of use it'd serve.]
no subject
Yeah. Some people back home can grow or control different types of plants around them or from their own bodies.
( Hawks manages to get his forearm up in time to stop one of those biting plants from getting his hand, those small teeth catching his sleeve instead. It reminds him how much he misses his wings - he'd be able to cut through these things immediately if he had his feathers. )
To the left.
( The voice from his phone says for him as they continue along. )
(no subject)
NETWORK, GENERAL | un: stampede
Are you okay?
no subject
Yeah. I just ended up here before I could do a bandage change.
no subject
Do you have a location you could give me?
That's rough though. Sorry to hear it.
I'm Vash, by the way.
no subject
( A location ping for you, Vash. )
I'm the blond guy with all the bandages.
It comes with the territory. Thanks, though.
I'm Hawks. It's nice to meet you.
(no subject)
(no subject)
network | text; un: dynamight
no subject
( Dynamight. There's only one person he knows who'd use a name like that. Might as well- )
Bakugou-kun?
no subject
[ Because you know... He had a feeling. ]
And who else would it be?
no subject
( They sound about as fun as plants trying to chomp on you, really. )
There could be another explosive blond out there with a quirky hero name. You never know, right?
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
network; general // un: shoto
Hawks-san?
( he's willing to look like an idiot even if he's wrong.
case in point, despite it being incredibly obvious: )
It's Shouto. Can I help?
no subject
The one and only, Shouto-kun. You're here too, huh?
( There's a pause before a response comes because... Shouto is hurt too, isn't he? Or at least, the last he knew he was. But getting eyes on him would be a relief, to make sure he's okay himself. And someone he knows helping him would be better than a stranger. Less awkwardness about it all. )
It's pretty gross. You sure you want to?
( He knows exactly what he looks like under these bandages and while some of the cuts and scuffs are healing well enough, the burns are... well, they aren't a happy sight, that's for sure. To say nothing of the stumps of his wings on his back. )
no subject
I want to do whatever I can.
Do you have a place to stay? If not, you can come to where I'm staying. I can help.
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
pharmacy
What he's not expecting is to see the bandaged hero there. When Izuku rounds the corner of the aisle and sees him there Izuku practically jolts on the spot like he just saw a ghost. But he quickly tries to process.]
H-Hawks-san?!
no subject
Midoriya-kun! I wasn't expecting to see you here.
( And despite the smile that reaches his eyes and the ease of his posture, there's a thought that he doesn't know how to feel about this. It's comforting to see a familiar face, sure, but to know others are caught in this strange situation doesn't sit well with him. He doesn't know what's going on here, what dangers there are, and the last thing he wants is for anyone from the home - especially one of the UA students - to be at this places mercy. Still, at least a quick glance over tells him Midoriya isn't hurt. Though it brings other questions given he knows the teen was in a hospital bed last he saw him. )
Are you doing okay?
no subject
I wasn't expecting to see you either... Hawks.
[Honestly, part of him is relieved a pro hero is here because- wow- they've been going through it and adults are nice to have around.]
I'm- I'm okay. But you... D-Did you just get here? Are you alright?
(no subject)
(no subject)
(no subject)
(no subject)
pharmacy
...and, in the distance, the distinct sound of boxes hitting metal. it's a surprisingly foreign sound, now; he isn't used to it. most people grab armfuls and take what they can and leave--immediately, his head twists, chin angled down against his shoulder to get a read of the pharmacy with the blur of the six eyes. two aisles down, there's a gentleman--he thinks--and a cart full of supplies. with a curious head tilt, he brings the bottle of tea with him, carefully sliding until he's at the end cap of the aisle.
there, like the cheshire cat, he slowly curls around it: the stranger holds up a box to him, as though in offer, and immediately, he breaks out into a slow grin. sure, he hadn't wanted to be around anyone, but by the looks of it, this guy's pretty banged up. burns, maybe, judging by the bandaging and the ointment in the cart. )
For me? No, you keep it. ( he slinks around the endcap and moves down the aisle towards the man, uncapping his tea to take a long, slow pull from the bottle. ) You'll need something to pay me back with, though, since I'm going to take care of you.
( yeah, he's just decided this now. ) We can wheel this into the back. They've got one tiny exam room, back there.
no subject
Do you take credit? I'm short on cash since I got here. ( It's a joke, though it likely falls flat with that stiff computerized voice. But there is some truth to it he's sure the other knows as well. He doesn't have anything on him since he arrived here. Though he's sure he can come up with something to return the favor. Still, he watches the other for a moment as if he's considering accepting the man's decision.
He is a stranger, but he can't deny he needs help, especially without his feathers to help with the process. And he knew he'd have to ask for a helping hand anyway.
Hawks glances down at his phone, typing again. )
Are you sure? It's not pretty.
( Between the few deeper cuts that are still healing, bruises and scabs, not to mention the sight of the base of his wings... It's not an easy sight to see if you don't have a strong stomach. His top hides the worst of it, but if Gojo looks closely enough, he'll see the small rises on his back from what's left of his wings as an indication of what might be beneath those clothes. Besides his own physical discomfort as the injured party, it doesn't both Hawks, though. He's seen enough bloodshed to know it could be way worse. He can't say the same for others, though. )
no subject
Oh, I'm sure we can think of some way for you to pay me back.
( it's a playful, drawling sort of voice, and not without implication--though as to what he's implying, it's not entirely sure. he could either be flirting or demanding information; it could go either way.
with a playful breath, he tosses his now-capped bottle of tea into the cart with the rest of the supplies the man has gathered. they might not need them, depending on how badly he's injured, but he'll need to see what's underneath the bandages before he does any work. he's not talented like shouko is, but he might be able to figure out a way to help. )
I've seen worse. I've done worse, honestly. You're in safe hands.
( is that reassuring? foreboding? either way, he approaches the cart, only so that he can put his feet up onto the end of it, holding onto the end of the basket as well, like he's about to get a ride. )
Come on, let's go~. This way, this way~.
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
network, plants - text; un: d.larusso
What exactly do you mean by 'touchy feely'?
[ Is this something to be worried about? It feels like it is. ]
no subject
no subject
I don't think it's a good idea to go near there. The plants I've seen in the park seemed mostly normal. If there's any that are behaving that way, they could be dangerous.
[ A slight pause - where Daniel probably realises what he sounds like - before he adds: ]
I realise this sounds fairly paranoid since we are just talking about plants, but things can get dangerous here at times.
(no subject)
(no subject)