LOCATIONS
LOCATIONS
( MAP )
BOARDING HOUSE
CAFETERIA
LIBRARY
CENTRAL AREA
CLOTHING STORE
WISHING WELL
ERICH & WILBUR'S
CHAPEL
STUDY & JAIL INFIRMARY MORGUE MUSEUM REPTILE HOUSE SITTING ROOM FR RESTURAUNT GREENHOUSE
ALCHEMIST LAB SHORELINE RELAXATION NOOK WILDCAT RANGE JUNK STORE BIOLOGY LAB [REDACTED] WITCH'S LAIR
BOARDING HOUSE
“That’ll do,” is the general feeling of the boarding house.
The three-story building hasn’t been completely run down or overrun by plants like some other buildings in the area, but it absolutely has seen better days. Stone walls show signs of age with cracks causing discoloration sporadically along its exterior; a few vines have found purchase here. Patches of rust can be found on the frames of the windows and bits of the visible roofing, but nowhere does it seem like the building is in any danger of collapsing anytime soon. …just pay no mind to the particularly long crack that stretches from the third story to the second on the left side of the building. It’s fine.
As far as the interior and décor goes, it’s surprisingly in decent shape if just a bit spartan. The lobby and longue area of the first floor doesn’t offer much outside of the bare necessities, a few coffee tables surrounded by some chairs and couches. An area near the front door that was meant to be for a receptionist vacant of anything notable. Further along inside and towards the stairs, there are a couple of empty, deep alcoves that might have served a purpose once upon a time.
!! UPDATE 1 !! There WAS a bulletin board in the lobby but as of Wednesday it is GONE NOW.
!! UPDATE 2 !! A copy of the investigation list has been left on a table in the lobby.
Upon arriving all characters will find themselves with a numbered key that will unlocked the room that they've been assigned to. This key will unlock the front door to the room and the door itself will lock from the inside. Characters can find the room and the roommate that they've been assigned to here.
And for those who are looking for a bit of nostalgic fun, there’s a small playground nearby in front of the boarding house. Don’t expect anything too terribly fancy, just a small slide, a few swings, monkey bars, seesaws, and some spring riders in the shape of various animals—all the equipment is clearly geared towards small children, but if a grown adult decides to make use of any of them, I won’t tell.
CAFETERIA
Anyone looking for a bite to eat is certain to find exactly what they're looking for in the cafeteria.
Fashioned after a homey tavern, complete with brickwork along the walls and a delightfully tinny bar counter and stainless steel kitchen area, this cafeteria has just about everything a character could want when they're feeling a little hungry. With wooden beams stretching across the ceiling and from brick wall to brick wall, silver lamps dangling just below them on thin cables, it feels almost comfortable in here... so long as characters don't pay too close attention to the way the lamps sometimes sway from side to side, a movement that can't quite be explained away from the comforting hum of the industrial fans lined up high in the back wall to keep the place pleasantly cool.
!! UPDATE !!The previously busted jukebox is now back in action and flaunting a new color—teal. It stands out in the otherwise tavern-like cafeteria, but maybe a new centerpiece was needed anyway. Like before, it plays soft jazzy tunes, though every once in a while it is interrupted by horrifying screams that drown out the music before they fade back into the background, overtaken by the music once again.
Underneath the warm lights of the cafeteria, characters will find plenty of places to sit—at the bar, various pub tables, smaller tables for a cozier conversation, and even a booth or two tucked away in a corner. Menus rest neatly on each table, and all a character will need to do to receive food is speak aloud what they want and ten minutes later, a small window near the blocked off kitchens opens where their food will appear. Convenient!
!! UPDATE !!While a great place to spend some time chatting or simply soaking in the atmosphere, characters will notice that if they spend a lot of time here, they might find that they see their face in one of the photos plastered to the wall, even if only for a split second. Was that really you, or just your imagination? Then starting WK 4, anyone visiting the cafeteria will find amongst the pictures a letter taped to the wall. It's new and pristine and looks ready to grab.
!! UPDATE !! As of WK 3, Tuesday, characters can find that some of the hanging fixtures on the walls have had their creepy photos replaced by what look to be like patient records. To its right is a note in neat bold caps that reads: "GIVE BETTER CONTEXT, 5 TREATED BY FOXGLOVE ≠ 5 IN THESE RECORDS".
LIBRARY
In need of some reading material? How about something to watch?
For those looking for something to reach, watch, or even to browse the “internet”, the walls within the library will (hopefully) have plenty to satisfy the most curious minds desiring enrichment. There are two floors to the library that are loosely divided into an area for the books and an area for the visual media. While there are shelves full of books—mainly books aimed for small children—on the first floor, it’ll be obvious that those who are looking for less printed media will find it here.
Located near the center of the library will be a few computers that can be accessed and will have a few default programs on them such as Paint, Minesweeper, and Solitaire. Strangely, while the computers will lack an intranet or a catalogue of books available in the library, they will have an internet browser that, in theory, should allow for characters to surf the internet. …except it doesn’t seem to connect to any website or network. Maybe there’s a way around it?
!! UPDATE !! In front of one of the computers is a small sign that reads, "DO NOT UNPLUG OR RESTART — WORK IN PROGRESS" written neatly in large red ink. Using this particular computer, characters will notice that the wallpaper will differ from the others.
If computers are too advanced for your character, then on the opposite side of the first floor is an area that can be described as “comfy” with a sunken floor lined with cushions and decorated with plush sofas. The nearby shelves are filled with DVDs and VHSs that can be played on the TVs. There is a wide breadth of genres and subject matters that any character can find here. (Though nothing that would break the 4th wall.) Some even appear to be documentaries.
Now, for the second floor, this is where characters will find the more traditional rows upon rows and plethora of books lining the shelves. Non-fiction, fiction, “historical”, sci-fiction, fantasy, etc. It can all be found somewhere here—if they have the patience to look for it. With the absence of a librarian taking care of the books, they will all be jumbled up. Pay no mind why anyone would put a high fantasy book next to a book about economics. There must have been some sort of logic behind it.
CENTRAL FIELD
Right in the heart of all of the surrounding buildings and nestled against the greenery is the central field.
With a small, stone amphitheater as its focal point, the central field is clearly meant to serve as a place of gathering. If the large stone seats of the amphitheater aren't comfortable enough, there are plenty of chairs and tables for characters to relax in instead. With stone tile and a small pond surrounded by delicate landscaping, this is the perfect place to sit back and ponder a thing or two.
Speaking of the landscaping, the plants nestled into the dirt are perfectly manicured and have grown under a watchful eye. Each leaf is bright green and every stem is perfectly healthy, providing the perfect background to contemplate the beauty of nature... even if the overgrown nature of the rest of your surroundings sits right outside of the large stone grounds of the central field.
Accompanying the other plants, right in the middle of this field is a large tree whose branches practically loom over the rest of the area, covering it in a light layer of shade. Stone slabs sit near the tree's trunk, perfect for sitting on to enjoy the shade that this tree offers in full.
!! UPDATE !! Buried in the dirt in approximately the same spot as the broom are a pair of stud earrings, fitted with pastel purple gemstones.
CLOTHING STORE
Get yourself some new digs!
While this clothing store offers a wide range of styles across an endless number of different worlds, the store itself feels like it was closed long, long ago. Characters can stumble upon discarded “ALL ITEMS MUST GO” signs, fallen on the floor or fixed above a clothing rack, frayed around the edges and faded. The bare concrete floor is certainly not welcoming and the doors on the changing rooms take a little bit of elbow grease to ensure that they lock properly, the old copper fixtures not always wanting to cooperate.
The lights across the entire store (that work by some miracle) feel like little spotlights, warm and uncomfortable to be under. This is about ten times worse in the dressing room. The racks are stuffed to the brim and full of clothes, making certain clothing racks difficult to look through thoroughly. Oftentimes, characters might have to tug hard to pull out the piece of clothing they want.
There’s a front to the store with long abandoned registers and coupons, but no one mans the station, so characters are free to simply take their pick of clothes and leave. Yet somehow, there always seems to be more clothing available on their next trip to the store.
WISHING WELL
Just a little out of place is a seemingly shallow pool of water, about the size of a manhole, haphazardly fenced off by wooden planks. The fence has enough integrity to not be at any risk of collapsing any time soon, however, it’s hardly preventing anyone from approaching the water. Simply just push a plank aside and step through. Trespassing never looked so easy.
However, what is its purpose here? Why the fence? Considering the access to potable water isn’t an issue here; there’s drinking water in the cafeteria and, if anyone is so inclined, the tap water is also drinkable. And to call the pool of water a lake is laughable given its size but it’s too deep to be considered a mere puddle. Probably. It isn’t clear just how deep it is from a glance. …or even after a closer inspection. Nothing seems to be growing or living under the water—for better or for worse.
So then—why is it here? Is the water safe to drink? (Don't do this.) What would happen if someone jumped into the water? (Maybe don't do this.) If only there was a way to get some answers for these questions without putting too much effort into it. Like throwing a coin or something valuable into the water.
( note; if a character is throwing something into the well, please contact a mod. )
!! UPDATE !! There are 2 message bottles that have appeared at the bottom of the well, for anyone who wants to grab it. Please note that one of them comes with a content warning of animal death (you know what to do)
ERICH & WILBUR'S
A super fun entertainment center that absolutely isn't haunted! Probably! It has a very "built in the early 1990s" vibe, with crazy technicolor carpet and peeling murals of cartoon mascots between mostly broken blacklights and boasts a bowling alley, indoor pool, and an arcade area.

The bowling alley is composed of a few lanes that'll automatically reset the pins without ever getting stuck, shockingly. Each lane is also stocked with a few bowling balls of varying weights and has a cubby for small items. Nearby is a relatively well-stocked bar—except almost every bottle has been opened and used to some extent. Worrisomely the beer taps somehow still works.
For the arcade, people will still need tokens to access the machines; fortunately, with the absence of staff, people are free to take as many as they like. There’re all the classic arcade favorites like air hockey, skeeball, darts, and pinball alongside legally distinct video game cabinets like Dag Dog, Hotdog Hour, Toader, and Prance Prance Rebellion.
Unfortunately there isn't a "prize counter", and instead there's a human-sized box with a clown on it: The Clown Box. Firmly secured to the wall, a human hand will slowly emerge from the clown's stomach when approached. It’s not clear what the hand wants, or who it belongs to, but if someone chooses to place tickets into the hand, maybe something will happen.
( note; please contact the mods if your character redeems any tickets. )
Finally, is the indoor pool which is an ominous green color, but there's a full set of chemicals and cleaners along with an instruction sheet on how to use them—if someone puts in the effort. While there's no seating in the pool area, there're plentiful towels and a huge pile of pool noodles at various stages of disintegration.
!! UPDATE !! As of Wednesday, someone has used the supplies to clean the pool! Eventually it may need further maintenance, but for now. Enjoy your clean pool.
CHAPEL
Now, can it really be a civilized place if there is not a place for worship?
There are only a few things that could be considered constant throughout all places, times, and people—and one of those constants is faith. It doesn’t have to be religious faith, but most do turn to it to explain the unknown. The chapel itself is a modestly large building that has unfortunately fallen on hard times.
The tapestries that decorate the interior walls are threadbare and in tatters. And while it’ll be unclear if it’s due to being ransacked or not, it doesn’t change the fact of how it lacks furniture aside from a few key pieces. The pews are in rough shape but still look like they could support the weight of particularly heavy sin(ner), and towards the back of the building are large stained-glass windows with a small altar in front of it. A few long floor candle holders line the walls between the pews—though they are notably lacking any candles.
At least, it has been decorated without any specific denomination or acknowledgment to any particular faith. Truly, there are small blessings that we may take with us no matter wherever we go.
!! UPDATE !! A shrine to the deceased has been constructed on one of the pews. Currently there are sketches of the five deceased prior to Amaya's death, as well as gigantic box of birthday candles for you to burn in honor the the deceased whenever you wish.
!! UPDATE 2 !! A notebook can also be found under one of the pews.
STUDY
At a glance, this room is the picture of refinement. Warm lamplight casts a soft glow over deep mahogany furniture, shelves packed with aged volumes, and a heavy desk that seems to have seen generations of use. Dust motes drift lazily through the air, disturbed only when someone pulls a chair back or runs their hand along the spines of the books. The faint scent of leather and old paper hangs here, accompanied by... something else. Something metallic, maybe, that's harder to place.
A curious eye might notice that one section of the bookshelf doesn't quite match the rest. The books there are all pristine, untouched, their gilded titles too evenly spaced, their colors just slightly off from the rest. Removing the wrong book will do nothing at all, of course. But the right one... well.
Behind that shelf lies something less scholarly. Stone stairs feed into a dank chamber, the air turns cool and damp, and the scent of dust gives way to iron and oil. The room beyond is small, barely large enough for the tools lining its walls, implements whose purposes are best left unspecified. There's a drain in the floor, old and stained, and the faint sound of dripping water.
It's fine. This is fine.
!! UPDATE !! For some reason, someone has decorated the jail with a colorfull mural accented with images of candy and lollipops.
INFIRMARY
While both the exterior and interior of the building leave much to be desired in its simplicity and overall lack of décor it’ll manage to come across as “homey” and welcoming.
The clinic’s lobby’s décor persists mostly of two loveseats with a small coffee table set between the two, an additional two seats to round out the room, a desk meant for a reception, a simple wall clock, and a single door that leads to another room. Specifically, the door leads to what looks to be an examination room. The room seems to contain only what’s necessary: a counter stocked with cotton swabs and the like, cabinets and drawers that are stocked with various medical supplies, and an examination chair.
Characters can find both roller and adhesive bandages, fever reducers, pain killers (aspirin), gauze, small splints, antiseptic wipes, antibiotic creams, sleep aids, and smelling salts in limited quantities here.
To note, as a far cry from the more typical sterile and cold clinics, spending a prolonged amount of time within the building will slowly settle frayed nerves and anxieties.
MORGUE
It's clear that at one point, this was a typical classroom with rows of desks, a supply closet, and a teacher's desk up front next to a whiteboard. The student desks may contain a smattering of supplies like pen, pencils, and notebooks, but more can be found in the supply closet along with basic art and school supplies (markers, paperclips, scissors, construction paper, etc.) needed for a typical classroom.
That said, the room has been repurposed, specifically into a morgue. The temperature has been lowered (normal morgue procedure) and also the room is lit in an ominous red light (not normal morgue procedure, probably). While not as cold as a walk-in fridge, the temperature is chill in order to allow bodies stored within to be preserved longer.
Several desks have been pushed together and covered with sterile cloth as makeshift slabs to hold any dead bodies that need to be preserved or even autopsied. In fact, in the drawers of and on top of the teacher's desk are a handful of supplies the assist in medical examination and even embalming, for some reason.
MUSEUM
In stark contrast to all the other structures in the surrounding area stands a brilliantly bright white building—a museum. The architecture could be considered post-modern and the outside walls aren’t weathered nor has nature tried to reclaim it. Clearly someone has been taking care of it.
And even though hardly an imposing building, it's certainly large enough to house several exhibits. Perhaps it’s an art museum—science. A combination of both, or maybe it’s stocked with oddities from all over.
All anyone would have to do is enter to know, however, there is just one problem: it’s impossible to get inside. The lights are off; the grand double doors locked; the windows have been sealed and covered by metal grates. No amount of physical damage or creative attempts to unlock the doors or free the windows will work. Someone clearly didn’t want anyone entering the building…but why?
Just what lies within those walls?
REPTILE HOUSE
What's everyone's favorite part of the zoo? The weird dark building where all the creepy crawlies are kept, right?
This building contains everything you'd expect in a zoo's reptile house, sans the rest of the zoo. The main area is a meandering, branching corridor lit only by the light of the exhibits and blue LED light strips lining the top of the walls and doorways. And like any typical "reptile house", the exhibits include plenty of animals outside reptiles. While there are exhibits with all sorts of lizards, snakes, and even an alligator, there are also all sorts of amphibians and bugs!
In fact the corridors of the reptile house almost seem impossibly expansive? With how many different creatures contained therein. There are even some animals that may be unlike anything you've ever seen? That's probably fine.
Towards the back is a door marked EMPLOYEES ONLY that you'll be unable to open, however there's also a clipboard hanging on a hook next to it with a volunteer application. Filling it out grants access to the area—not that there are any secrets in the back. It's literally just access to the animals to help provide their care. The employee area has all the supplies needed to care for the animals along with detailed instructions on the care regimens and logs to help prevent doubling up on feeding the creatures. Should it be necessary, there are a few medical supplies intended for the animals.
SITTING ROOM
If a fantastical, picturesque sitting room is what you're in the mood for, then this room fits the bill. With a bookshelf, a handful of tables outfitted with comfortable chairs, and a petite cart with all the fixings necessary for a warm cup of tea, this is the perfect place to relax. Warm lighting bounces comfortingly off of the stone floor and stone walls of this room, creating an atmosphere that might entice one to stay just a little longer if the plush chairs don't accomplish that first.
The books here are a much more curated sort than those on offer in the library, focusing mostly on magic and a little bit of history. There are a few mystery novels buried within the shelves as well.
A small corner of the room plays host to a modest collection of shoes, displayed neatly. Most of the shoes are black.
Behind a pair of heavy, floor-length wine red curtains is a set of grandiose double doors that lead out onto a small balcony with a wide view of [ setting ], looking over the tops of the buildings and out over the central field. There are no chairs out here, however, so anyone that wants to enjoy the view will need to do the work of dragging a chair out onto the balcony themselves. Who would want to look out onto an overgrown mess of an area in the first place is a question all on its own.
FR RESTURANT
This French-style restaurant exudes a quiet sort of sophistication. Soft candlelight flickers over crisp linens and polished silverware. The booths are upholstered in deep wine-red leather, their curved backs offering privacy without secrecy. Conversation here is meant to be low and intimate, voices blending with the faint clink of glassware and the muted strains of soft, easy jazz.
!! UPDATE !! Five of the chairs are now missing.
The kitchen lies just beyond a curved archway, stainless-steel surfaces gleaming. The air is warm, smelling of butter and herbs. Racks of professional-grade knives line the walls. Skewers, meat hooks, cleavers, and other perfectly legitimate cooking tools are stored with equal care.
!! UPDATE !! There are a lot fewer knives and other ominous cooking tools now. The meat hooks are gone and there are only a few left of everything else.
A towering wine rack stretches along the back wall, its bottles arranged by region and year. To a casual diner, it is simply a semi-formal French restaurant— nothing more, nothing less. A place to enjoy a well-prepared meal under warm lights, to savor rich sauces and crusty bread, to linger over dessert.
To anyone else... well. Every restaurant has its tools. What people choose to do with them is their own business.
GREENHOUSE UPDATE - WK 4
ALL THAT REMAINS OF THE GREENHOUSE IS DEBRIS.
Many of the plants, equipment and overgrown foliage have been moved outside where they remained safe and watered under the rain.
ALCHEMIST LAB
It’s a lab. That’s it. Or, well, more specifically it’s what could be considered a chemist’s lab with absolute certainty. There are numerous workstations that have all been decked out with all sorts of equipment that a lab should have—with just the caveat that it may not be the most modern of labs. Characters won’t be able to find computers or complicated machines able to analyze the molecular composition of whatever sample, but they will find plenty of titration set-ups, hot plates, flasks of all shapes and sizes, and more.
There is not simply lab equipment within the lab, but the lab will come stocked with numerous jars and containers filled with various liquids and powdery substances. As any good lab, all of them have been neatly labeled and stored appropriately for the compound or chemical it houses. Also, like any good lab, extra lab coats and eye protection can be located near the entryway.
Across the room will be an alcove with a screen covering the opening and what looks to be a hooded vent to allow for any fumes to escape through the top and out of the building. Further beyond the alcove is a locked door that will not budge or be damaged no matter how much physical trauma it goes through. Perhaps there’s a different method to open the door and see where it goes.
!! UPDATE !! As of WK 3, Thursday, there will now be a small crater in the pathway between the lab and the library. Some of the nearby ground will have been somewhat scorched.
SHORELINE
Can any place feel complete without a shoreline to romantically saunter down?
The beach stretches wide and quiet, a vast expanse of white sand gleaming in the sun. Wind has brushed it into gentle ridges and dips, but the real defining feature is the scatter of conch shells strewn across the shore. Some are small and sun-bleached, others are large, their spirals catching soft hints of pink and gold when turned toward the sun.
There's no driftwood, no huts, no signs of habitation... just open coast and the steady hush of waves rolling in and pulling back. Whether the shells arrived by tide or by stranger means is hard to say, but they dot the beach with a peculiar kind of order, as if placed with intention.
Aside from that, the place is simple, almost serene. A shoreline without allegiance or expectation. There are small comforts we can take with us anywhere, like the promise of the tide's return, no matter how far we wander.
RELAXATION NOOK
Smaller and more private than most rooms on offer, this area allows for silent reflection... or studying, whichever you prefer. With no real overhead light available, this room can be warmly lit through the various lamps set next to small tables or plush chairs. This is the ideal place to bring a book from the library or the sitting room to curl up in and relax. Or, maybe, this is a place to nap, as the chairs are comfortable enough for a decent sleep.
There are a few shelves in this room, offering various puzzles and board games to distract oneself with, at least for a little while. While the puzzles and games aren't exactly organized, they're there to be used freely. There are also fancy little carts with treats that are free to take, ranging from cookies to pieces of fruit. It isn't stocked at all hours, but it appears that someone sometimes comes back to resupply the carts.
A fireplace also sits front and center on one of the walls to help assist with the moody atmosphere.
In one corner of this room sits a desk that has seen plenty of use, books stacked up high on its surface. Pens and paper of various sizes are scattered across its surface, too, perfect for taking notes if you can find a blank page. The books piled on the desk consist only of nonfiction, as fiction does not seem to be of any particular interest to the mysterious curator. These tomes are thick and filled only with small print, but maybe some of them have some use.
WILDCAT RANGE
This was clearly once an impressive and well maintained facility catering to all sorts of recreational weapons-based activities, built out of a refurbished barn. Now abandoned, it's fallen somewhat into disrepair but could be a lot worse.
The main room has a picked over retail area and counter where you can still find a limited selection of guns (old fashioned, nothing automatic or larger than a rifle), ammunition, bows (both recurve and compound) with arrows, and even a few throwing axes. The other side of the room has some rusty lockers and a small bar area, though characters will only find some dusty barware and a few jars of olives, cocktail onions, and pickled eggs of unknown age and origin. There's a lot of beautiful natural wood in this building, but several areas show signs of fire damage, and the areas that don't are dotted with cobwebs and other grime.
Off the main area are the various ranges, to the left are an array of shooting ranges with paper targets that can be fixed at various distances along with protective eyewear and headphones. To the right are the archery and axe throwing ranges. The archery targets are old fashioned and leaking straw, while the wooden board targets for the axes are pockmarked from use. The archery range also has a selection of arm guards and both have protective eyewear again as well.
While there's nothing stopping you from removing any of the weaponry from the premises, there are two clipboards on the counter, a sign-in sheet for people using the various ranges, and a sign-out sheet for removing equipment. Obviously there's no one forcing you to use them nor much of a need, but anyone who disregards them will find the lights flicker ominously while on premises and while leaving. Hm.
PAWN SHOP
Grimy, dingy, and just the kind of place that would attract the less than savory kind of clientele stands the pawn shop.
From the outside, the building appears to be quite small but stepping into the building and seeing the floor space dares to challenge that. Don’t count on anyone being around to help with finding specific items as there’s no one. Fortunately, the absence of any kind of staff doesn’t mean that the aisle and wall shelves aren’t completely covered in all sorts of items (apart from any kind of firearms). Unfortunately, it means that all the items aren’t sorted or categorized in any shape or definition.
Looking for a baby stroller? No idea why anyone would want one, but it’s bound to be packed away somewhere. Maybe down one of the aisles? Or was it behind the counter. Need a cellphone—despite there being no cell service anywhere? Check one of the shelves. Batteries? Sure, but make sure that it’s still good and hasn’t started to leak. Flashlights. Screwdrivers. Hammers… There’s bound to be some treasure in all the trash.
( note; double check with a mod for any extremely specific items. )
BIOLOGY LAB
For a biology lab, it's a relatively dark room, but has been lit up with a rainbow array of neon, various lights, and display screens. In front of one of the displays is a keyboard that, when interacted with, will bring up a prompt requesting an access code. Anyone is free to interact and try their hand at figuring out the code, however, if they're unable to crack the code, they'll find themselves locked out. Maybe don't ruin it for everyone?
Aside from a few work tables around the room, there are shelves lined with glass bottles, beakers, and specimen jars. Some of the glass bottles are empty, ready to be used for experiments, and others are filled with various chemicals, powders, and dried plants. Ingredients, as it were. And even more shelves that are cluttered, unorganized, with a smattering of medical tools both modern (scalpels) and extremely archaic (trepanation drills).
The specimen jars in the room will come in various shapes and sizes with the contents being just as varied. Animals and organs pickled in formaldehyde, some familiar, others unusual or even unidentifiable. There's what seems to be a human brain in one jar. Another has a strange mass of tentacles. Probably better not to examine some of these too closely. Some of them are too huge to move, others small enough to carry in one hand. The collection of jars are flanked on both sides by anatomical models of human organs like those found in a science classroom with removeable plastic organs and bones.
Should anyone be in the mood to dissect anything, they'll find all the necessary tools here, including two microscopes on another table with materials to prep slides and petri dishes.
REDACTED
Cold, poorly lit, and dusty, this room hardly feels like a place to spend too much time.
Characters will feel as though they are constantly being watched by an unknown and unidentifiable presence—not that there’s a lot to find in the first place. In some sort of twisted juxtaposition of science experimentation and a child’s room, the walls will be lined with various stuffed animals in all sorts of conditions with the corner furthest from the door being the most dense. The plushes in this area are arranged in a way to create a “fort”. Some will seem as if they are brand new and others will appear well-loved.
The horrifying contrast coming from the source of light within the room—rows upon rows of large tubes filled with some sort of substance, and all containing something suspended within. Each tube gives off a deep red, eerie glow. Characters are free to notice that each tube is numbered. In the center of all the tubes and plush animals is a single wooden chair. It is a completely non-descript wooden chair that lacks any identifying characteristics.
A single ball-jointed doll has been seated perfectly in the middle of it.
WITCH'S LAIR
A study well-suited for an academic with an interest in magic. Books have been piled high on the shelves that surround the room, some spilling out onto the floor, where they're settled in neat little stacks in the corners. This room is practically another library, filled with a very specific selection of books, highly curated on the subjects of magic, history, and various rituals.
In the center of the room is a table, affixed with a dark purple tablecloth that practically shines underneath the warm lighting. On top of the table are notebooks filled to the brim with writing and assorted notes. Stray papers litter the area as well, their edges ripped as if they've been hastily torn out of the notebooks. Two chairs accompany the table, though they don’t look particularly comfortable. This is a room meant for work, after all. More discarded notes and diagrams litter the floor, though little brooms work to sweep up the mess all on their own.
…They are not particularly successful.

