Ivygate Apartments
This is a high rise apartment block, with ten apartments per floor, and, currently, five floor. The apartments stretch up farther than that, but if residents try to climb the stairs beyond floor five, they'll find that the stairs just keep stretching up and up without a single stop until you come to the roof. The lift/elevator simply won't stop at the floors between 5 and the roof. If all of the rooms become filled, more floors will open up.
Each apartment is 22’ x 31 feet, and split into two bedrooms, a sitting room/kitchen, and a small but well equipped bathroom. Everything in the apartments - no matter what the décor - gives off an air of ’newness’, as though they’ve only just been built. Pipes, both silver and bronze, can be found everywhere in these apartments, and any electrical equipment seems antiquated, yet functions relatively well when powered by Glyph energy.
There is no one in the apartments besides your characters and the other characters taken away. The maintenance rooms are completely unmanned, and the landlord’s apartment is sparsely furnished and uninhabited.
What’s in your apartment is up to you. When we assign you one upon applying, you can feel free to describe it on the reference post.
Residential Tower
Situated on the Northernmost part of the Residential District, high up on the cliffs. The tower is shaped much the shame as the other towers. The upper area is a maze of pipes and tubing, while the lower area is full of complex machines which refine the raw material. Hazard warnings and reminders to wear protective clothing are everywhere.
The lower areas need a special form of clearance that you can apply for in the Town Hall. They, in turn, have clues on how to gain clearance into the Mines.
Like everywhere in Stillaire, the offices, which are situated in the middle of the tower are empty though look as though they have just been vacated. Protective gear and manuals can be found here, as well as a variety of useless telephone numbers and knick knacks.
City Hall.
Though empty like everywhere else, City Hall is a majestic sort of place, all wood paneling and delicate carvings. It has many useful resources, such as a place to bump up your Energy Allotment, and records of important dates in the city.
Though there’s no one there to process the information, you can fill out paper work and take them to the machines in the back which will process things for you. This will get you things like a driver’s licence, a busker’s permit, a license to sell alcohol, proof that you are the owner of a business or building. Unfortunately, you can’t just do this for free; it will cost different amounts of credit, both money and glyph, and you are required to fill out the papers correctly and to put them in the machine. The plus side is that you won’t have to deal with any civil servants who don’t want to help you while you do this!
The Clocktower
Facing City Hall across the square, this tower rises high up into the air. It has four faces and is lit with a faint green light at nighttime so that people can see it. Its bells ring out richly at each hour.
The Gallows
Situated in the village square, some way away from the fountain that the Garden waters pour into. The ropes are fresh, the trapdoors are well functioning, and everything looks clean and well made. Nevertheless, it’s still a disturbing sight to see - it looks like it might start being put to use again at any moment.
Stillaire Police District
This building is far on the Northeast side of the Residential District. It’s large, echoing and completely empty, with a few sturdy iron-barred cells and clean offices. It’s not a very nice place, even though there are currently no inmates and no policemen manning it.
Library
Another beautiful building with wooden panelling and expensive furnishings. The library is stuffed full of books, from biographies of important people in Stillaire’s past, maps, documentaries and records of important dates and places in Stillaire itself - the last one of which is the erection of a new living space, called ‘Ivygate Apartments’, some ten months ago.
There are also cookery books, anatomy books, foreign language books, fictional novels, children’s books and comics in here, and people can feel free to peruse them at their leisure. Several Ivytwine Commuter Frames also line the walls, and people can sign onto their blogs/the infranet feed when they do so.
Strangely, any books about Glyph Energy have been checked out.
Sacred Heart Cathedral and Cemetery
The Cathedral of Stillaire is magnificent building, both outside and inside. It is overly Christian, with an pews, an altar, Tabernacle, stations of the cross lining the walls, and images of saints over rows of candles. It's beautiful and peaceful to be in, but of course there are no priests or servers there to run it.
The Cathedral is close to the cemetery on the far side of town. The graveyard is neat and respectfully tended. There are even some flowers at the gravestones, some of which are very new.
Gardens
Suspended above City Hall with the power of glyph energy, the water from the fountain present in the middle of the gardens runs off the edges and down into the fountain below in front of City Hall. The flowers seem to magically receive all the care they need to be beautiful, and are all arranged differently according with the changing seasons.
The Gardens can be reached by means of a winding spiral staircase at the base of the fountain.
Stillaire Post Office
Large, brightly lit and well organised, the Post Office looks like it just stopped working one day after it had delivered all of its mail. There’s nothing in there, though sometimes mysterious packages can show up in the in-trays.
It’s perfectly suited to start working again provided someone mans it and people decide to send letters.
Ivytwine Close
This is a pretty little street filled with small, quaint houses and pretty gardens. When peering through the windows, everything looks to be a picture of a home life. Things are left lazily put down, rugs are rumpled, pots and pans are left out… the only problem is that everything is dark, and there is no one here to pick things back up and resume the lives that seemed to have just stopped here. There’s so sign of violence or anything of the sort - just plain nothingness.
The doors are locked, but people can enter the houses if they’re determined enough.
Ivytwine Station
The tram station for the Residential District. The tram itself is automated and only needs to be turned on to get it up and running, and it’ll take you between districts/to certain areas of the districts you’re in. Again, the station is empty, as if everyone just upped and left all at once.
You’ll need to buy a ticket from one of the machines to get onto the tram; otherwise it’ll not take off.
Ivyrest Bend
This is an extravagant area close to the west side of the city, near to the water. The houses here are large and well spaced apart, with sprawling gardens and plenty of space. They are mostly unfurnished and the furniture that is present is covered with dust sheets. It looks like people were about to move in here, but didn’t.
Perhaps the burst burnished pipe here is explanation why.
Market
The Market Square is at the center of the Trade District. It’s a wide area where anyone with a table (or even a blanket) and something to sell can shout their wears and grind in the profit. Or at least, that’s the idea; since the entire city is empty but for your characters, Market Square doesn’t get used as it should. Still, it’s a nice, big, empty space in the middle of the Trade District that you can fill up however you want.
Stillaire Bank
On the northernmost side of the Market Square lies the Bank of Stillaire. It has one large counter made of polished rosewood, and then two large safes that glow with green glyph energy. Though there’s no one to help out, characters can use their bank cards on the glyph machines in here to withdraw or deposit money.
Malone's Tailors
This is an upper end tailoring shop filled with fabrics, some very cheap and some very expensive, in varying colours and designs. Some finished models hang on mannequins or draped for display in the windows. Customers can make their purchases by scanning their cards under the glyph-reader beside the till, or by dropping the right amount of change into the till itself.
O'Hare Butchers
A clean butcher’s shop which is inexplicably full of fresh, tasty cuts of meat. It might take your characters some convincing to try it, but it shouldn’t take too long after their first bite to come back again. It replenishes every day and nothing ever seems to go off. Customers can make their purchases by scanning their cards under the glyph-reader beside the till, or by dropping the right amount of change into the till itself.
Wright's Fresh Produce
Much like the butcher’s, the place never runs out of fresh stock, and no one will ever see it replenishing itself. Once again, it’s unmanned, but it’s bright, clean and airy, with paper bags to wrap up your fresh fruit and vegetables in before hitting the rest of the market. Customers can make their purchases by scanning their cards under the glyph-reader beside the till, or by dropping the right amount of change into the till itself.
Tailor’s Fruits of the Sea
Like the two before it, this is a bright shop that is constantly restocked with fresh produce. Fancy fish or shellfish for the night? You’ve come to the right place. It smells salty and clean, with fresh ice laid out for the produce to rest on and stay fresh. Customers can make their purchases by scanning their cards under the glyph-reader beside the till, or by dropping the right amount of change into the till itself.
Carter's Apothecary
This place has all manner of medicines, chemicals and mixtures, mostly antiquities. It smells musty and slightly sulphuric, but it’s a very interesting shop nonetheless. Plenty of drugs and other oddmeats are stuffed in the little boxes piled around the walls of the shop. Each box is a small drawer that has a neat little label on it, saying what everything is. Customers can make their purchases by scanning their cards under the glyph-reader beside the till, or by dropping the right amount of change into the till itself.
Coulter’s Candy
A tiny shop compared to the others, but one stuffed with ever-replenishing confectionary. Some are simple sweets that only cost a few pence per pound, but some are very expensive and delicately made - clearly for special occasions. To buy things in here, characters must weigh out the exact amount they want on the scales at the counter, and then scan their cards at the glyph reader beside the till.
Trade Tower
Situated on the East of the Trade District, out on the rocks close to the sea. The tower is shaped much the shame as the other two towers. The upper area is a maze of pipes and tubing, while the lower area is full of complex machines which refine the raw material. Hazard warnings and reminders to wear protective clothing are everywhere.
The lower areas need a special form of clearance that you can apply for in the Town Hall. They, in turn, have clues on how to gain clearance into the Mines.
Like everywhere in Stillaire, the offices, which are situated in the middle of the tower are empty though look as though they have just been vacated. Protective gear and manuals can be found here, as well as a variety of useless telephone numbers and knick knacks.
Printing and Publishing Ltd.
This is the place where your hideous little Glyph Energy pamphlets came from. You’ll be disappointed if you come close; there’s only dust and dirt gathering in the windows and on the shop floor. Printing presses that clearly haven’t been used in years are left standing still. In fact, though everywhere is deserted, this is one of the few shops in the trade district which actually seems abandoned.
Foster’s Flowers
Foster Flowers is a comfy and cozy little flower shop for all of Stillaire's plant needs. The outside is quaint, with ivy vines climbing up the outside walls, like they've been there for ages. The shop smells heavenly with the vast array of plants that are inside and out- plants that seem to be from all around the world. From the tropical, exotic, common, and even to weeds- the shop is well-stocked at all times. Bouquets can be picked up as well, though there is not a single clue who puts them together...
The Green Grass Tavern
A comfortable, cozy little tavern a little way out from the main hustle and bustle of the trade district. Good alcohol can be found to drink here - but someone will need to bite the bullet and apply for a licence to sell it, since otherwise it won’t cough up. Not for any payment. The small kitchens here are clean and could be put to use at any time.
Coin Row Station
The tram station for the Trade District. The tram itself is automated and only needs to be turned on to get it up and running, and it’ll take you between districts/to certain areas of the districts you’re in. Again, the station is empty, as if everyone just upped and left all at once.
You’ll need to buy a ticket from one of the machines to get onto the tram; otherwise it’ll not take off.
Stillaire Mine
Stillaire Mine opens up in the northeast of this District. It goes down very deep - deep enough that it doesn‘t affect the structural integrity of the city above it. And it is above it; the mines spread out under the city like a lower level, getting deeper and deeper as they go.
You‘ll have no chance getting past the Glyph-guard doors here; they‘re huge, heavy, and set up to knock back any attempts at opening them. Strength, teleportation, phasing through solid matter, etc - none of these things will get you through the door. You need to get clearance from the towers and the City Hall approved to get down here, and good luck getting that any time soon!
If you do get into the mine, you‘ll see tracks and carts, as well as walls lined with the pipes. The luminous glow of the fresh, unprocessed glyph energy shines through the burnished pipes here, giving everything a green glow, even in places where white light is present.
It‘s dark and dank in here, with no noise except the crunching of your feet or the rattling of your mine cart. All the equipment - the carts, the lifts, the doors, the machinery - still works, and if you‘re careful you can use them yourselves.
The further down you go, the more oppressive the air will seem. Eventually, you‘ll come to the room where the four large Glyph Nodes are present. They‘re all broken open and only have small traces of the bright green raw energy left in them. More Nodes, completely untouched, appear further into the darkness. This is the bottommost area in the entire city; you won‘t get any deeper than this, and you certainly won‘t feel comfortable.
Glyph Laboratorium
This building is like the Towers in miniature. It was where all the tests and research on Glyph Energy were preformed before releasing it to the public, and later used as a headquarters of sorts for investigation of the remaining nodes and upkeep on the Energy. It has large, spacious labs with plenty of hazard equipment, complex machines that are used to measure and gauge Glyph Energy, and lots of containment cells. Some of the equipment looks breached and broken, and there‘s a faint smell of burnt flesh in some areas.
Interestingly, the books about Glyph Energy that were missing from the library can be found here, as well as the code to input on the Tower Clearance form in City Hall. Not too shabby!
Richardson Cart Manufacturers Ltd.
Want to buy your own Glyph Cart? You‘ve come to the right place! This place is stylishly arranged by carts of different make - from heavy duty to leisure, from holding six to holding two. Some are extremely expensive, while others are relatively cheap, and all can be bought by scanning your cards at the till and transferring the money over.
The factory area stands quite still. Some models were nearly finished when, it seems, everything was just shut off.
Wynd Road Station
The tram station for the Industrial District. The tram itself is automated and only needs to be turned on to get it up and running, and it’ll take you between districts/to certain areas of the districts you’re in. Again, the station is empty, as if everyone just upped and left all at once.
You’ll need to buy a ticket from one of the machines to get onto the tram; otherwise it’ll not take off.
Trade Tower
Situated in the southwest of the Trade District, directly out on the water. It's connected to the district by means of a bridge, just wide enough to let one glyph cart roll down. The tower is shaped much the shame as the other two towers. The upper area is a maze of pipes and tubing, while the lower area is full of complex machines which refine the raw material. Hazard warnings and reminders to wear protective clothing are everywhere.
The lower areas need a special form of clearance that you can apply for in the Town Hall. They, in turn, have clues on how to gain clearance into the Mines.
Like everywhere in Stillaire, the offices, which are situated in the middle of the tower are empty though look as though they have just been vacated. Protective gear and manuals can be found here, as well as a variety of useless telephone numbers and knick knacks.
Ivytwine Glyph Tech.
This factory is just as shut down as the rest of the locations. Some smaller and lighter models are completed, however, down in the production lines. Designs for newer Ivytwines and stock can be found in many of the sprawling offices and storerooms. The best thing to use this for would be the replacement of lost, broken or stolen Ivytwines. There‘s a machine that‘ll allow you to sync up a new one to your previous details in the shop floor, where many of the models are displayed. Weirdly enough, you don‘t actually have to pay to take these.
The Docks
The farthest south point of the entire city. The docks stretch across the water, waiting for ships to come in. They have the good, sturdy wear on them that comes from being well constructed and well used. Seeing them silent might be a little eerie because of that.
Sometimes, unmanned ships will dock there for a short while, carrying rare treasures or live animals - never any people, however.
There are more things in each sector than what is listed; these are just a few of the more important ones we'd thought would be good to put up. Feel free to assume there are more parks and housing estates and stuff like that in the Residential District, shops and leisure facilities in the Trade District, and other industrious stuff in the Industrial District. If you're unsure about how something would fit in, just send me a note and we can talk it out.
Also, if you want to take over a place and change it around, or create a completely new one, feel free to do so. Just put up a little descriptor here and I'll be happy to add it in/replace the old one with it.