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Pint-Sizes Saloon Standard old-west saloon doors on rusty hinges lead into the bar room of the Pint-Sizes Bed and Booze Saloon. The bar takes up the entire left side of the room, with various tables for card-playing and other games on the right, as well as a small dance floor. The back right corner houses a standing piano that plays itself and also talks back now and again, with quite the attitude! Beside the piano is a set of stairs that lead up to the bedrooms for rent; by the hour or evening, whichever suits your needs best.
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Nov 23 2009, 05:39 PM In: Just Out for a Good Time By: September Khole |
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Shopping Quarter The shopping quarter is a small row of shops that often spill out into the streets to form an open air market. Bright colors and lots of noise tend to be the order of the day, everyone trying to sell their wares and work out the best deals possible. Different factions sell their quarry under their unique banners, and it's not altogether rare for a fight to break out between the various merchants.
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Nov 22 2009, 10:49 PM In: Malfunction By: Lulu Mafalda |
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Interim Housing Two buildings, side by side, each standing four stories tall, that house those folks who have recently come through the Door. The first building, painted a deep shade of green, is for those who have been in Door for less than a few months and need a place to stay free of charge. The building beside it, painted a lighter shade of emerald, is for those who grew comfortable in the interim housing and wished to stay in the rooms there for a reasonable price. The rooms of both houses are somewhat like dorms, with two to three bedrooms per apartment with a bathroom and kitchen. In the dark green house your room mates are chosen for you, in the lighter you may choose your own.
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Nov 7 2009, 10:17 PM In: Wake up! By: James Cooper |
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Processing House A modest brown building with only three rooms, the Processing House holds both the Door through which new folks come to the town as well as a center for paperwork and getting the newcomers oriented with their situation. The first room in the House is a large office with several desks for the paperwork involved in processing. A door down the hall leads to the Calm Room, a small room with only two couches and a coffee table, where those who have just come through may have their situation explained to them once they have been assessed as non-threatening. Directly across the hallway from this room is the solid cement room that houses the Door, a heavy steel door with a barred viewing hole and a barred window the only accouterments besides the glaring red magical door.
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Nov 23 2009, 03:28 AM In: Trap or Blessing? By: Kalidas Rakesh |
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Desert Rose Brothel Men and women of all sorts are available at the Desert Rose, where pleasure is deemed the most important part of living. There are many rooms devoted to various forms of pleasure, along with an opium den in the back of the building. The brothel is decorated with a sort of harem theme, drapes and pillows of many colors serving as both furniture and decoration in the common rooms.
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Nov 22 2009, 09:06 PM In: What is your flavor? (RATED R) By: Hunter Williams |
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Sheriff's Office and Jail The Sheriff's office is small but it does it's duty, with two small offices and two jail cells. The first office belongs to the Sheriff, the second to the Mayor, who was deemed to need to be closer to the people and not held aloft in a resplendent Mayor's office. The jail cells differ in that one is made of iron, for holding Fae, and the other is made of steel with magical bindings upon it. Both have cots and toilets.
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Nov 15 2009, 03:23 AM In: Safety First, Don't Push By: John Cunningham |
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Cerulean Lake The lake that is the source of life for the town, kept full and clean by the magic of the Blue Flame. Palm trees grow around the lake itself, along with some tall grasses, lending to the image of an oasis in the desert. It is also well-stocked with healthy fish.
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Nov 22 2009, 10:21 PM In: Freed from Flames, or is it... By: Maela |
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First Church of Door Just on the outskirts of town, The First Church of Door is a non-denominational church, one that caters to as many beliefs as possible. There are small altars to various gods along the walls of the church, each with candles before them and plates for whatever offerings are deemed appropriate. Sermons are given every Sunday for Christian folk, though others are welcome to give small sermons to the people of their lands as well.
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Oct 27 2009, 10:49 PM In: Kindred Spirits By: Marie Shadow |
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Residences Those who choose not to live directly in town live in the plots of land around it. Homes range from small cabins to modest houses to a mansion or two. Styles range from traditional western to somewhat futuristic in design. One thing's for certain about each plot though, no one wants uninvited visitors on their land, so watch yourself!
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Nov 23 2009, 06:04 AM In: That's all I have;; By: James Wright |
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Blue Flame Hospice and Orchard The Blue Flame's home is a combination of a wellness house and a large orchard. While very little grows in the desert outside their fence, within it's magical barrier all sorts of greenery springs to life, trees growing high into the air overhead. The expanse of land is lush and beautiful, home to wounded animals that the members of the Blue Flame find in the desert or in town. The Hospice House is a large building with many rooms, almost an impossible number for the size of the building, which may have somewhat to do with magic. The rooms are lavish and well kept, and warm food is delivered to them daily. The sick and injured are kept in a ward away from the rest of those staying in the headquarters, though they are given equal treatment. The grounds are patrolled by Dullehans, magical walking suits of armor, to keep mutants and other trespassers out.
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Nov 21 2009, 12:51 AM In: Nest Hunt! By: Dorian Sutcher |
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Dead Forest The Dead Forest is exactly that; an expanse of trees that hold only wilted brown leaves. Why the leaves have not fallen is anyone's guess, some say that the forest is cursed. Deep within the trees is a small village, home of the Bringers of the Sun.
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Nov 23 2009, 06:02 AM In: Every Breath We Drew Was Ha... By: James Wright |
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Desert Vast, endless desert. It stretches on as far as the eye can see to the South and East, for many miles until the expanse of the Dead Forest to the North, and about as many miles to the West until the ground rises up to form the Sidewinder Range. Desert flora and fauna are the only things that can flourish here.
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Nov 23 2009, 07:30 AM In: Lost in the Hunt By: James Wright |
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Bringers of the Sun Headquarters A half-circular formation of cabins in the woods serves as the living place as well as the headquarters for the cult of the Bringers of the Sun. The cabin in the back center of the formation belongs to the leader, while the four cabins on each side (nine cabins in total) house everyone else. Most of their meetings are held in the clearing in front of the cabins.
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Halfbreed Reservation Built in a canyon to the northeast of the town of Door, to the east of the Dead Forest, is the Halfbreed Reservation. Most of the dwellings and other buildings are a ramshackle assortment of metal and wood gathered from the Dead Forest. The only water source for the small community is a well on the far east side of town.
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Nov 22 2009, 11:47 PM In: Paint the Skies Red By: Lock Al Thel |
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Sidewinder Range Named so for the way the mountains seem to weave their way through the desert like a snake, these mountains are home to various animals, abandoned fall out shelters, the mines of the Red Collars, and caves full of radioactivity and the mutants that were caused by it.
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Red Collar Foundation A series of small cabins in the mountains, each with four to six bunks. There is a shared bath house, mess hall, and two offices for use by those in power of the Red Collars. Behind the cabins are storage buildings for the day's finds. There is a machine shop and a separate storage house for the machines that carry goods back to Door. There is also a weapon range for trying out new equipment that is found in the mines. This area is patrolled by armed guards to keep out trespassers and mutants.
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Nov 23 2009, 03:41 AM In: Drive By: Maylene Jacobs |
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Mines The mines are wild cards, each different from the others. There are safer mines that have structural stability, carved out into the mountain to serve as fallout shelters. There are radioactive mines, those that house mutants and serve as passageways through the mountains for them. And there are mines that aren't even safe for mutants, those mines that could cave at any moment.
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Mutant Town The Awakened have taken the modest cavern dwellings that the other mutants have been living in for some time and built an actual town of it, using mud to make adobe houses within the underground caves. While the area is still radioactive and dangerous to other forms of life, the mutants have come to call the mines home. The town is in a large cavern that has radioactive crystals on the ceiling that hold light, making it an ideal place to live.
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Nov 23 2009, 03:39 AM In: Overstay Your Welcome By: Morana |
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Welcome to the strange and amazing world of Door, where technology and magic are always at odds, newcomers can be from anywhere imaginable, and imagination is key.
November 9, 2009
-Congrats to Hawk for Character of the Month!
November 21, 2009
-Playlist Updated!
-WE NEED CANONS. PM's may be sent out to those I'm interested in seeing play some if they don't get taken soon!
READ ME!

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