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Out of Character Room - Where all the out of character takes place. Hang out here while waiting for someone to role play with or to find and ask a member of staff questions. PLEASE REMEMBER TO LOG OUT.
Private Room 1 - Many scenes do not fit into the offered rooms, cabal scenes, motley scenes, private scenes, venue specific scenes. This is a good place for them. Do not enter and interrupt a scene in progress.
They Met In Blood and Water [Night]
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Private Room 2 - Many scenes do not fit into the offered rooms, cabal scenes, motley scenes, private scenes, venue specific scenes. This is a good place for them. Do not enter and interrupt a scene in progress.
Surrounding Woodland - During the day the surrounding woodland seems friendly enough. Its at night that its the most dangerous, the fog rolls in and visibility became almost impossible. Often there are the calls of wild, the sound of animals but never bugs, never normal night sounds. Sometimes hikers are lead astray by witch lights. And others, well they take a wrong turn and end up eaten by the parts of the woodlands that become almost marsh like. Many campers have returned telling tales of white shadow women that disappeared as they got closer. [Environmental Tilt: Fog]
Torntown Alley - They say that New Haven has it's own culture, it's own life. Hell, it even has it's own religion in some ways - stories tell that there are gods here that walk among us, imprinting mortals with their message. Torntown Alley is, in many ways, a temple dedicated to one of those very gods. You see, it's sad that artists who come to look down at the sea from the top of the hill feel it's draw, like blue fire trickling along the waves. They see impressions of the Goddess in everything there, and draw her likeness upon the walls of every building - a variety of graffiti artwork that people try to wash away but always seems to come back up. Nothing ever settles right in the artwork, but it settles to the artist and that's all that matters. Because of the legends instilled, and the culture of artistry of a Goddess of Desire, the Alley doubles as a Red District at night - and numerous bars and clubs in the area use that legendry for themselves, such as the Arabian Nights club, where the owner is said to be able to grant any wish... for a price.
Havenswood - A small town off the coast of Maine, Havenswood is a large track of land with a tiny population. There are only three real jobs in Havenswood - working at the mines, working at the docks, and working in the transport industry between Havenswood and the neighboring town of River Run. Only the transporters really ever leave the area, and then only a short way out - other folks who try to leave tend to not get heard back from, and it's lead to the birth of the rumors of a great and diabolical beast out in the woods.
Fresh Eyes [Night]
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Beach - The beach is a long expanse of land with various places to park, one must walk across the small rocks to get to the sand of the beach. The air is always cold and the sky is always gray but that does not stop those who wish to spend time upon the beach.
Pier - The Pier is old, its been there as long as anyone can remember and promises a good time for adults and children alike. It has old fashion game vendors, a automated gypsy that will tell your fortune, places you can get great hot dogs and funnel cakes. A indoor merry go round with weathered sea animals and sleds, and a ferris wheel that allows riders to see across the Gulf into the ever vast ocean. Watch your children, more then one has been lost here and more then one woman has disappeared never to be seen again.[The Rack]
Dog wood Presence - Dogwood presence is the largest neighborhood in New Haven and the furthest from the water. It is almost a boarder between the city itself and the surrounding woodlands as if a protective barrier of land and community. Those who live in this area are usually farm land, rural areas with large acres of land that has no neighbor in walking distance. Those who live in this area, are a mixed income ranging from startling rich to almost destitute poor.
Bayside - Centrally located neighborhood with easy access to the heart of the city, one of the Richer areas in the city with houses near the water, most owners have their own boats.
Parkside - Adjacent to Bay side, with a 50 acer grassy expanse in the center of the city with nearly a 1000 trees, a pond, playground, recreational center, tennis courts, volleyball courts.
Downtown - Down town New Haven gives the false impression of safety. Its old, the buildings made of stone and old architecture. They are one after another, almost on top of each other. The Highest building in down town being 4 stories. The lamp posts are of Victorian design. The side walks cobblestone instead of concrete. And seeming to always burst with activity. There are down town restaurants, coffee shops, wood shops, theaters and festive. Down town also leads to the Fish Market and thus a harbor. The sky is always over cast with the occasional spot of blue and sun, the bricks often glisten with the water that is in the air. The festive city hides a deeper rot. A Alley might feel as though the worst crimes could be committed in moments. A unaware might be robbed..or killed. But that alley might also summon, call to the passer by and though they fear the dark within go like a lamb to the slaughter.
ST [Night]
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Brunswick Village - North West of Bay side, Brunswick village is the hip and up and coming neighborhood with small restaurants, coffee shops and corner stores. The old rail road once went through Brunswick but was decommissioned in the late 40s, now the Caboose and a few of the older passenger cars serve as a quint restaurant and hang out.[Vampire:Marquise Saraphina Moreau Regency]
Arabian Nights - A club located in the Metropolitan area that caters to the wicked and the sinful. It's popular enough that even on the weekdays, it's always got a crowd of people waiting outside the door. Rumors say that if you get in, you can make a wish and set it in the lamp - and if the owner reads your wish, they say she can make it happen.
Nellys Peak - Named after the first unfortunate suicide in New Haven, she was a sister in the church who got to close to the abyss. This part of the city is the poorest of the neighborhoods and has a high crime rate. It is North East of the city, a few miles from Murkwood cemetery and the Suicide Cliffs themselves. [Ordo Territory]
Murkwood Cemetery - Murkwood Cemetery sits upon a hill about 15 miles outside of the city proper. The cemetery itself spans 2 miles, long and wide peaking on the top of a mountain.I twas once called the Rolling Hill Cemetery but as it is often shrouded in fog it became the Murkwood Cemetery before the Civil War. The Chapel of St. Brigid our shinning Lady is at the base of the cemetery. One can opt to drive or walk up the mountain through the various crypts, head makers and mausoleums. This cemetery is old, and feels cramped and watched, the very air seems to breathe with the dead. Fallen leaves always litter the grave sites and roads as if a tribute to those who have fallen. here are statues of angels watching over the area, the weather discoloring their faces making them look like they weep for the dead, ,or perhaps its the living they cry for. The grave sites range from simple headstones in the earth, to marble crypts often times with statues carved into them to ward off evil spirits. Some headstones have simply a single name. And sometimes not even that, just a descriptor "Woman in green, Died 1920 " "Baby boy, drown" Ect. Through out the many closely packed graves are mausoleums, some gated to keep out grave robbers or perhaps to keep the dead inside. There are places set aside, some covered by stone others by tree to sit and visit with the dead provided one can breathe long enough to do so and not be overwhelmed by the feeling of suffocation that the large cemetery seems to radiate. Near the top of the mountain that Murkwood cemetery sits on is a mausoleum with no gates, and seems to have a bit of breathing space, the other grave sites and crypts do not creep upon it like further down the mountain. Its neighbors seem to give it a respectful distance. While it is beautiful it is unmarked and no one knows who resides with in it. What they do know is that those who have been foolish enough to try to enter have never been seen again.
Necropolis - In Murk wood Cemetery there is a Mausoleum with no gates and seems to have a bit of breathing space unlike the other graves, crypts and Mausoleums in the cemetery. It is beautiful but unmarked and not even the grounds keeper knows who it once belonged to. Which is lucky for him. Those who dare to try to vandalize or sneak in, are never seen from again and with good reason. The Kindred of New Haven know who it belongs to, they never see him. Occasionally they will feel his presence, that fear and despair that comes with him. That darkness that even does not cloak in shadows. Sometimes they see his smile, all jagged teeth in the dark. They call him the Spider. And the spider is a very peculiar kindred. He does not allow those who visit his domain to leave. There are many kindred who have tried, but they are tied up in the crypts of his Mausoleum. Some staked till end times, some entombed where a humans bones once lay, but all in all..none leave the city of New Haven. Inside the Mausoleum is a crypt with a statue of a woman curled around a baby as if sleeping, the marble remarkably well done. As if it knows when a kindred enters, the crypt moves of its own allowing access to the tunnels via a stair way. The stair way leads into a open tunnel made of brick, lit by sconces that do not seem to burn: They flicker and cast shadows and most are moving towards you as if to inspect the intruder. They scurry away once they have gotten a smell of you and you know in your bones you are traveling deeper into the bowels of the earth. The tunnel eventually comes to a T, and the walls no longer are made of brick but the bones of the residence that once resided in the cemetery, at least the bones prior to the turn of the century. One leads to the gathering of the dead. Where the spider holds court. The other, to the necropolis. Many Nosferatu might wonder the wisdom of this, for the kindred to know the entrance. But the Spider has whispered that those who do not know how to read French and get lost his in his web are little more then food. A word to the wise, always chose left the way away from the sea.... Those who go left find that they are in the inside of a comfortable Cathedral like setting, with Victorian era furniture and in some cases, newer as some of the Daeva casually manage to bring in more Chic decor as 'gifts' to the Invictus Monstrosity of a Prince. The right, leads towards the Sea. The Spider is generous enough to give a single warning to those who stray to far from the correct path. Its subtle, like all Invictus Gifts. Little more then a change of scenery, the walls are no longer bone but brick, with rotted vines growing along the wall. And the hard earth floor now stagnant water. The Nosferatu are the only ones that can tread safety from here. The tunnel becomes colder, more suffocating , seeming to close in on those who travel it. The Nosferatu know the traps, key words and how to by pass the hungry things in the water. Eventually, the vines give a soft glow to light the way..into a wet city of nightmares and caves.
Suicide Cliffs - The stars can be seen , so lovely for such a sorrowful place. Suicide cliffs are a expanse of rock face that has green foliage and trees near the top. At the bottom the waves of the ocean crash against jagged rocks. Sometimes crimson can be seen in the waves and legend has it that is the blood of those poor souls that have chosen to take their life and all they left behind was blood in the water.
Ship Graveyard - It just is. They never try to remove it and they rarely even acknowledge its there. They certainly -haven't- bothered to do much exploring of it the land is treacherous. Occasionally, the light house will fail in the gulf storms and a new ship will be lost to the grave yard. They have found their final resting place since before the civil war. And those who dare look into it, those who have peered to closely to the whispers of what lie beneath say a lot of the trouble started here.
The Hedge - Most of the Hedge in New Haven is a dark and gloomy woods, filled with shadows and things that lurk in the foliage. The mind plays tricks in the woods, and this is doubly true in the hedge, where the Realm reacts to the thoughts, desires, and paranoias of the ones traveling through. By day, the path feels warm and bright. The seasons will change the path, but even when it's raining there is something almost magical and fey about the trods. The leaves sparkle with dew like starlight and the heavens are lined with a variety of rainbow colors. All that glitters is not gold, the Lost will remind you, and the same beauty that lines the path will entice those to wonder off it, into the shadows of the Woods themselves. By night, the path is far more foreboding. The trees seem to reach out hungrily, but stay out of the beaten path. It's always lit by ample starlight. There are some roads, however, which end in darkness - and only the Court of Madness walks these roads - creating special lanterns which light the path. It's not just woods of course - get closer to the Coast, and the Hedge starts to become more aquatic in nature, with the thorns represented by brackish water filled with hidden wreckage and hungry creatures eventually melding into towering forests filled with sharp brush as one moves farther inland. Some parts of the coastal area do not allow for passage on foot, requiring the traveler to either swim through the 'safe' waters or to have a vessel able to carry them across.
The Dreaming Roads - The Dreaming Roads are part of the Hedge, and the Hedge of Maine perhaps looks closest to the Dreaming Roads out of any Hedge in the world - but there are still noticable differences. The road is clearer here, if not equally foreboding, and the ever moonlit sky that lights the path has an eerie sort of tranquility that the Hedge does not. Travelers will take the Dreaming Roads to lead to paths unknown. The most obvious paths are the Bastions of Dreamers - each different and unique to the dreamer... but the Dreaming Roads do not lead to Dreams alone. Wayfarers of the Courts and Beasts who call them their allies will use these roads to strange and alien locations - the Underworld, the Shadow, and then other locations more native to Dreams, such as Club Vertigo and the Primordial Dream.
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