Mar. 7th, 2015

setting

Mar. 7th, 2015 12:44 am
murdergame: (Default)
setting


zone zero
the tunnels
zone one
zone two
zone three
zone 4
the sea


If you're going to survive in the arena, you'll need to become familiar with the layout...

zone zero




The first island you arrive at is essentially a barren lump of volcanic rock. There’s a sulfuric smell to the area, the ground is dark black, and nothing seems to be growing.

You emerge from the training facility into a shallow bay at the south of the island. At the bay entrance is a strip of soft, black sand beach. You can see the whole of the island from the bay. To the west, the cold rock gives way to tall cliffs at the north and choppy ocean at the south. To the east is the volcano - not very tall, with a wide caldera mouth, but magma slowly flows down its eastern side into the water on the eastern portion of the island. Since most of the eastern half of the island is active magma field, it would be risky to go in that direction at all.

You don’t really need to, though. At the head of the beach is a large hut. Surrounding the hut are a number of backpacks and supplies laying out that you might try and grab, if you don’t immediately make a run for the caves. Inside the hut, you can make out boxes; you’ll need a tool and time to pry them open, but they presumably contain more supplies. Otherwise, the island is empty until you reach the cliffs to the northwest.

Along the northwest face are the tall cliffs, with four wide tunnel entrances carved into the cliffside, all in a row. These tunnels will take you to the other four zones.

Besides the tunnels, the only way off the island is swimming. The ocean to the west is fairly gentle. You can make out the tall mountains of Zone one from the west side of the island, including a small sand beach. A fifteen minute swim through gentle waters will get you to that beach. To the east of Zone 0, you can make out Zone 4, an island that seems to have a tall tower and industrial buildings on it. The water on that side is choppy and dangerous. If you’re very careful along the cliffs on Zone 0, you can probably make it to the easternmost beach without traversing the magma fields, but the half hour swim from there to Zone 4 is something only the strongest swimmer would risk.

All in all, while this island has the supplies you may most want, it’s also very exposed, with very few places to run or hide.

the tunnels




To the northwest of Zone 0, the mountainous volcanic rock slope turns into tall cliffs. In the middle of the cliffs are four tunnel entrances, lined up next to one another.

The tunnel network inside here is pretty vast and complex, but most of it becomes completely flooded at high tide. The four entrances aren’t four distinct tunnels - it’s a cave system that branches out and reconnects. There’s actually one much broader, straight forward tunnel that branches into four entrances back at Zone 0, and into four smaller tunnels closer to the other zones. There are also a lot of smaller cave tunnels that branch out from it and reconnect elsewhere, and others that end in dead ends. It is possible to hide in the tunnels, but also possible to get lost, and difficult to find your way away from the main path.

High tide occurs every day for 8 hours total, from roughly 4 am to 8 am and from 4 pm to 8 pm. During this time, all of the side tunnels completely flood, and the main tunnel floods between one to two feet deep, making the tunnels hard to navigate.

The tunnels to Zone 1 and Zone 4 are apparently underwater tunnels, though you would only know it from the way salt water drips from the ceiling of above, the slight chill. They'll feed out into cliffside caves. The Zone 2 and Zone 3 tunnels are above ground and dusty.

zone one




The westernmost zone is Zone 1, a mountainous area with tall cliffs overlooking choppy seas below. Zone 1 can be accessed by tunnel from Zone 0, by swimming to the southern beach from Zone 0, by rope bridge from Zone 2, or by treacherous hike through the jungle from Zone 2.

The tunnel from Zone 0 takes you to an arid, rocky area with tall mountains. To traverse the zone, you’ll have to hike. There are passable trails, but each trail can give way to steep rock faces and narrow gorges at a moment’s notice; you’ll have to be prepared not only for a difficult hike, but to be willing to climb up or down a treacherous face or across a very narrow trail overlooking one of this area’s many canyons. For all that effort, the southern part of the island is light on useful foraging - there are very few animals, and the plant life is mostly scrub and weeds. There are even few trees in this area. You’ll find a few small pools of water here and there, but the water is muddy and it isn’t certain it’s safe to drink.

The northern part of the island is somewhat better - the steep rocky faces, mountains, and cliffs become slightly more forgiving, and the area is dotted by jungle. While the wildlife is still sparse, you can find some fruits and berries growing on trees, and the muddy pools of water are more regular.

Zone 1 is bisected by a brackish river that flows from the southeast to the northeast. The river is surrounded by canyon on all side, so from most of the zone, you will be looking down at the river from tall cliff faces. Towards the south, there is a narrow rope bridge that crosses into a mountainous region covered in jungle; the foraging here is pretty good, with ripe fruits and berries on many trees, but many of the plants here are poisonous. At the north is another rope bridge, which crosses directly into Zone 2 across the canyon.

If you manage to make the very difficult trek to the northernmost tip of the island, where the rope bridge to Zone 2 is located, you’ll find the bay where the ocean meets the river. At the mouth, at the top of high cliffs, is a lighthouse. From the top of the lighthouse, you can look out over the ocean, Zone 1, and the western part of Zone 2. It is also possible, though a very difficult and treacherous hike, to climb down the cliff face to the mouth of the river. You can catch fish here and enter the canyon, or you can try to swim to Zone 2.

It’s possible at a few points to hike down into the canyon. At the southern and northernmost points of the river, there are very steep and dangerous trails down the cliffs into the canyon. There is also a cliff face near the middle of the zone that can be climbed down most of the way from footholds in the rock, though you may have to jump at the end. The canyon is very exposed and can be seen from the tops of the cliffs throughout the zone, and the river water is salty and undrinkable. However, you can catch fish in the river, there are a few narrow caves you can take shelter from the sun in, and from here it’s possible to hike into Zone 2 through the jungle, avoiding the rope bridges.

Just south of the rope bridge is a waterfall that pours down the cliffs from a small lake into the river below. The lake itself is muddy and still, but the flowing waterfall water looks clean. There’s decent fruit and berry foraging in the immediate area of the lake.

zone two




Zone 2, across the river from Zone 1, is a milder, meadowed zone. After the rocky paths of Zone 1, Zone 2 will seem like a welcomed reprieve, and there are plenty of places in this zone to find food and shelter. On the other hand, while it is much easier to travel across, it’s also very exposed.

Zone 2 can be entered by crossing the rope bridge from Zone 1, by hiking up the river canyon from Zone 1 to the northern beach, by hiking through the dense and difficult jungle into Zone 3, or by entering through the underground tunnel from Zone 0 to the south.

Past the Zone 1 rope bridge you enter an area of meadowlands, with a scenic beach up toward the north of the zone. The weather here is mild and pleasant, not too hot but not chilly either. The beach overlooks beautiful, calm blue water, and has soft white sand. If you have a means for catching fish, the fishing here is excellent. At the easternmost end of the beach are two cabins, each with a bed, a small kitchen, and a bathroom. The electricity and running water isn’t working, and there’s no fresh food or water to be found in the cabins, but they’re decent shelter.

South of the beach, the island is almost entirely meadow, with trees and light jungle dotting the western side, along the river, and much denser jungle along the farthest eastern portion.

Just south of the beach and the rope bridge is a lake, with a waterfall flowing into the river. The lakewater looks cool and pristine, but has an odd smell. Within the jungle dotting the riverside are plenty of animals to hunt for food both on foot and by wing. Animals range from small to large, such as snakes, squirrels, monkeys, jungle cats, orangutans, toucans and parrots. There are even delicious and beautiful looking fruits hanging from the trees, but the smarter ones among you will know it is dangerous to pick them. South of the jungle, the treacherous mountains of Zone 1 pick up again; this area is arid and little grows here, and you’ll find it impossible to hike back to Zone 1 this direction.

The meadowlands are flat, wide open, and exposed, but have a beautiful collection of harmless flowers. Around nicer competitors this means a pleasant walk through, but against the dangerous ones it means no place to hide. It is easy to travel through on foot at the very least. There is a simple dirt road, wide enough for a car, that runs from the tunnel entrance to the south to the beach to the north, stopping at a small barn and farm area. While you don’t need the path to traverse the island, it’s a good way to make your way back and forth without losing your way.

The barn itself is empty, save for some bushels of hay, and stalls where animals might once have been kept. However, next to the barn is a farm-like area with a gated orchard grove and vegetable farm, along with a pasture containing three adorable sheep behind a fence. The orchard has a number of fruit trees, while the vegetable garden is smaller but contains a few patches of tomatoes, carrots, potatoes, and cabbage. The orchard and garden is surrounded by a barbed wire fence; it’s possible to climb over but there are also two gates leading inside.

Continuing further east past the dirt road is yet another jungle area, this one significantly denser than before. The trek through the jungle east into Zone 3 would be very difficult - it will be easy for you to become mired in swamp or lose your way. This jungle has fewer animals to hunt and the brightly colored fruits are dangerous to eat, and it’s filled with bugs. Fortunately, there’s a well-kept trail through the jungle that will get you into Zone 3 in no time; unfortunately, as it’s the only clear path, it’s an obvious route to take.

Alternately, you can continue through the meadow down to the southeastern tip of Zone 2. There, you’ll find another single cabin, this one with a few targets outside with one sharp arrow embedded in it. At the little white sand beach next to the cabin, you can swim to Zone 3 if you’re up to the task. The swim will take about 10 minutes, and while the waters are choppy, it’s not too dangerous a swim.

zone three




As you head towards the east of Zone 2, you’ll see a dirt road on the beach leading to what looks like the woods. Zone 3 initially appears to be a peaceful enough forest when you first enter. However, as you get farther in, the foliage starts to grow increasingly dense and the ground underneath muddy and unstable. Unless you used the dirt road, turning back to retreat to Zone 2 will take a great deal of effort, as whatever path you may have taken has been swallowed up by the terrain and trying to trace your steps back seems to only lead you deeper in.

Zone 3 appears to be a vast and incredibly dense jungle. The constant buzz of thousands of insects fill the air, loud enough to drown out the sounds of nearly any other wildlife. These insects will accompany you throughout your stay in this zone; you’ll have to come up with a creative way to avoid their relentless stings and bites or learn to ignore it, as killing one only seems to spawn ten more. As annoying as they are, however, they’re certainly the least of your worries. Animals far more dangerous than mere mosquitoes lurk within this zone; be prepared to deal with poisonous vipers, vicious jaguars, territorial gorillas, ferocious bears, and more. If you keep your wits and skills on alert at all times, you might be able to hunt down a decent meal; if not, well...you’ll become a decent meal for something else.

The wildlife isn’t the only thing you’ll have to keep an eye on either. The packed canopy overhead means that there isn’t much light to see by on the ground, even during the day. Not only does this make it more difficult to see whatever may be sneaking up on you, whether animals or your fellow competitors, but it means you’ll also have to exercise extra caution if you decide to venture off the dirt road. The ground below you is treacherous, the majority of it consisting of swampy terrain that may give way under your feet at any time or send you plummeting down a mudslide. You’ll even have to watch out for patches of quicksand here and there. Aside from the wildlife you can try to hunt, food will be difficult to find unless you’re good at telling what plants and berries are edible and what aren’t. Most of the plants you’ll find here are highly toxic...along with the insects, amphibians, reptiles, and fish. Even the weather in this zone is thoroughly unpleasant, alternating between disgustingly hot and humid during the day and torrential downpours at night.

If you decide to keep to the dirt road, you’ll eventually find yourself at a fork in the road once you’ve headed far enough east. The fork heading south is quite long and has several branching foot trails that will lead you to different areas of the jungle, The first foot trail you’ll encounter heads east and leads to a lake in the middle of the jungle. The water here is murky and doesn’t look safe to drink or enter. The lake branches off into a stream; if you follow it, you’ll find another lake far to the north, this one with clear water that looks much safer to use. The jungle here seems to be less dense than the rest of the zone, offering you a temporary oasis; however, the path to get here via the stream won’t be an easy one and you may still have to deal with any competitors who have the same idea. The second foot trail on the south fork veers to the west and will also lead you to a lake with relatively clear water, though you’ll have to watch out for piranhas. This trail is much shorter than the previous one; however, the lake it leads you to is right in the middle of the jungle and a popular spot for all of the most dangerous wildlife.

The third foot trail on the south fork will lead you to the western edges of the zone. You’ll have to struggle your way through the dense jungle, but eventually the trees and swampy terrain will begin to give way to cliffs and a beach. From the beach, you can swim your way back to Zone 2. The fourth foot trail on the south fork may be the most dangerous one. This trail will take you east into the heart of the jungle, where the lighting is dimmest and inhabited by the most dangerous creatures. If you manage to survive the journey, you’ll eventually wind up at a pedestrian bridge at the eastern edge of the jungle that will take you to Zone 4. Finally, if you decide to follow the south fork all the way down without taking any of the branching paths, you’ll end up at an underground tunnel that will take you back to Zone 0.

Alternatively, you can take the north fork. The jungle seems to be sparser to the north, making this the safer path to choose - but also increasing the chances of running into your fellow competitors. As you follow the dirt road, you’ll be able to see a small beach surrounded by cliffs at the northern edge of the zone. The tides here look dangerous to swim in, but the fishing’s quite good. Continue following the dirt road to the eastern edge of the jungle and you’ll be met with two options to enter Zone 4. You can either take the safest but most obvious route by using the bridge connecting the dirt road to Zone 4, or you can take a relatively short but more dangerous foot trail that will lead you through the jungle and to a beach from which you can swim to Zone 4.

zone four




Farthest to the east, Zone 4 is a separate island from the other zones. This zone appears to be an abandoned industrial area. It can be accessed by bridge from Zone 3, by swimming, or by tunnel from Zone 0. To the west, Zone 4 can be accessed by the large road bridge at the northwest of the island, the pedestrian bridge to the southwest of the island, by an underwater tunnel from Zone 0, or by swimming - either across the narrow strait separating Zone 3 and Zone 4, or the treacherous and choppy swim from the northeasternmost point of Zone 0 and the southern beach of Zone 4.

Zone 4 appears to be an abandoned industrial area. Unlike the other zones, it appears to have once been heavily occupied. The northern bridge from Zone 3 is a wide, paved, two lane suspension bridge that turns into a wide paved road that bisects the island. The road is also two lane, and very open and exposed. The tunnel from Zone 0, on the other hand, is an underwater tunnel that brings you to the southeastern point of the island.

To the north of the main road is an electric generator, and a connected plant. This area is boarded up and surrounded by a barbed wire fence, but there’s a hole in the fence it’s possible to climb through. The generator is usually off, as is all of the electricity in the city. There are old power lines branching off the generator that lay dead on the ground. Each night, an hour before midnight, the old generator sparks to life, and the wires go live as well, as electricity on the island goes on for four hours.

Just past the generator is a boarded up warehouse. It may be possible to break down the door and venture inside. On the second floor are a few boarded up boxes; inside the boxes, you’ll find what appear to be military grade rations and supplies. Should you be inside when the electricity is on, an alarm will go off. Near the warehouse is a small factory that apparently used to be used to build engine parts; you’ll find discarded machine parts scattered around the factory, but nothing inside it works except the old conveyor belt and furnace which come to life every night at midnight.

On the southern side of the main road are a few stores, also boarded up but possible to break into. The storefronts are very simple, with peeling old paint and a dearth of any signs or other information. The first store is a food store. Inside, the shelves are lined with rotten meat and fruit and spoiled dairy, but you’ll also find a few shelves full of canned goods and gallon jugs of water that may or may not still be good to eat. The second store is a clothing store. Most of the clothes are very simple. You’ll find slacks, shirts, sandals, boots, raingear and swimgear in a variety of sizes, though there are only 4 pairs of boots, 4 raincoats, and 4 warm coats in total. The third store appears at first to be a weapon store, but is in fact a toy store. You’ll find bb guns, fake swords, archery supplies with blunt-tipped arrows, marbles, rope, trick candles, large bags of confetti, 3 tin baseball bats, paint sets, 3 baseballs, rows and rows of Sky Dancers, and one machete. The third store contains beach gear - swimsuits, sunglasses, 4 wetsuits, 3 tubes of sunscreen, 4 large towels, 2 snorkels, 3 pairs of fins, and one scuba set.

Beyond the stores, down a one car road, is a residential area. There are two rows of barracks, each consisting of five rooms with a twin bed, a ceiling lamp, and a sink, as well as a bathroom and shower area. Should you be inside when the electricity is on, an alarm will go off. There is also a 15 story tall tower that appears to have once been an office building. Because of the security system, the building can only be entered or exited when the electricity is on. The elevators in the building do not work at any time, but there are two stairwells which can be used. The first five floors are bolted shut and cannot be entered, and the door to the fourteenth is tightly padlocked. Floors 6 - 10 are abandoned office space. You won’t find much of interest in here, except for a refrigerator on Floor 7 that works when the power is on. Floor 11 is a gym area with a pool. Floors 12 and 13 are penthouse apartments. There is no food or water to be found in either. Floor 15 is a roof deck that overlooks the island; it is also possible to see Zone 0 from here.

At the southern tip of the island, near the beach you would land on from Zone 0, is an abandoned train station. There are several freight trains that sit useless in the station, rusting on the train tracks that bisect the island. One newer train car runs across the tracks during the hours electricity is on, taking 10 minutes to get from one side of the island to the other. The train tracks go from the southwestern tip of the island to the northeastern beach, crossing the main road. Past the point where the railroad and road meet are two more rows of barracks, these padlocked shut, and the entrance to the tunnel to Zone 0. At the end of the train tracks are three docks, where it appears a larger cargo ship could dock. However, the docks are empty for now.

Along the east of the island runs a long, sandy beach. The waters past this point are choppy and dangerous, but the beach itself is easily walkable and it is possible to wade out into the water. At the north end of the beach is another lighthouse, with narrow steps that can be climbed to the top. From the top you can look out over Zone 4, or out over the sea into the distance.

Next to the lighthouse is what appears to be a small resort. It’s a small, three story, tudor style house. The kitchen and pantry are empty, and the four bedrooms have been stripped even of linens and towels, and there is no running water. But there is a small arcade out front of the resort where you’ll find a reserve of salt water taffy, balloons, throwing darts, and cards.

the sea




In some places it's still, clear and blue, and in other places choppy, but all around you, all the time, is the ocean. Swim out too far, away from the islands, and your collar will begin to beep after about a mile.
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private conversations


During your stay at the training facility, your rooms and suites will be soundproofed. If you'd like to have any private conversations, now's the time to do it - there won't be many chances once the game starts where it's guaranteed that no one else might overhear.

If you want to hold a private conversation, please make a post on your journal filtered to those your character would like to talk to and [personal profile] murdergame, then link it here. We will not be revealing who had private conversations; this is just so we can keep track of what's going on in the game.

With the start of the game, private conversations are now CLOSED. As there is no guarantee of privacy anywhere in the arena, please thread directly in the posts themselves.

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