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[GUIDE] Amityville Academy - Basics & Setting Information

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TiH Helpful Guide
Crew

PostPosted: Tue Sep 06, 2011 3:15 pm


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Amityville Academy


Amityville Academy, located in historic Halloween Town, is the oldest and most prestigious of Halloween's schools. Generations of students have walked its halls, only to later become some of society's most prominent citizens. With a little time and effort, students here can not only acquire the knowledge and passports needed to enter the fleshy world, but can also become as FEAR-rich as the most famous of Halloween frightmasters.


Faculty [more information]: Amityville's current Headmistress is one Hellma Shox, a frightening creature who rules the school with an iron fist. Students live in fear of being sent to her Princess Corner. The school faculty is comprised of both permanent professors and itinerant teachers, not to mention support staff.

Classes [subforum]: Amityville offers a wide variety of classes to make its students into functioning members of Halloween society. Gym, Botany, Human Studies, Music, Minipet Care, and First Aid are just some of the classes available.

Field Trips [run away now]: Every so often, students are required to go on mandatory field trips to many exotic and fascinating destinations! How exciting! (Reports of student deaths during these field trips are greatly exaggerated.)

Students: Amityville welcomes students from all factions and races! A proper Amityville education takes three years to complete. First Year students are known as Nose Goblins (Snots). Second Year students are Knob Goblins (Knobs), and Third Year students are Hob Goblins (Hobs).

The Campus: Amityville's campus is beautifully maintained (for certain values of 'beautifully') with plenty of room for all students to enjoy. Please note that students with non-bipedal natural forms will be locked down into a more 'human' shape while inside buildings.

The Amityville Academy campus features...
----Student Dormitories [more], where all students can live on-campus, thereby learning valuable life skills!
----The Gymnasium [here], where students can hone their battle and FEAR abilities.
----The Creepateria, serving up delicious and nutritious meals to all students.
----The Library [here], perfect for research and serious studying.
----The School Office [here], for bureaucracy and punishment!
----A Guidance Counselor [here], for those who need a little extra advice.
----The Other Bathroom, a place of true horror renowned across Halloween.
----The Co-Ed Bathroom [here], where the mysterious Horsemen hold sway.
----The Weeping Forest, where you're not allowed to be. Get out! (Unless you have a GM-mandated plot reason.)
PostPosted: Tue Sep 06, 2011 3:17 pm


Notable Campus Locations


Student Dormitories: Amityville offers mandatory on-campus housing for all students, divided up by their race (Demon, Ghost, Undead, Reaper, or Monster). Go here for more information!
Open for RP: Yes! Everything in the student dorms may be freely accessed by students.

Classrooms: Amityville offers a number of different courses, each taught by one of their esteemed faculty. All courses are held here.
Open for RP: Students must sign up for field classes (open RP classes that run 'live' at a specific time) in order to take them. Check the Classrooms subforum to see what classes are open!

Open Class Locations: Open classes are self-service, and can be run at any time. Go here for detailed information and instructions!
Open for RP: Yes, but you cannot RP in an open class location without doing that class at the same time. I.E. you can't just go hang out on the Thunder Road without doing the Thunder Road course!

The Gymnasium: The only place on campus where students can spar and otherwise do battle, the Gymnasium is a popular spot for those with a yen to fight, a desire for vengeance, or who just really like the smell of sweaty socks. Go here for more information!
Open for RP: Yes, but be sure to read the informational stickies first!

The Haunted Corridor: This isn't a real place... is it? Well, in case you happen to run into it, make sure you read the information here before doing anything else.
Open for RP: Yes, but be sure to read the informational stickies first!

The Creepateria: Run by Lunch Lady Ginger, the Creepateria offers a variety of delicious(?) food for all students to enjoy. What's it like? It's... a school cafeteria. Even in Halloween, some things don't change.
Open for RP: Yes! Just don't go in the kitchen.

The Library: Librarians Avery Chase and Hayden Simmons keep the Amityville Library neat and organized. Go here for more information!
Open for RP: Yes - you can use the Library itself as a setting for your RPs, but please don't post in the actual Library thread unless you're trying to contact one of the librarians.

The Auditorium: It's a school auditorium like any other. Events like school dances, school plays, etc. are often held in this space.
Open for RP: Yes, but it's pretty boring when there's no events being held there, so we're not sure why you'd want to...

Staff & Faculty Offices: Amityville's faculty and staff keep offices all around campus. Their office threads are stickied in the Classrooms subforum!
Open for RP: You can initiate RP with staff/faculty characters according to the rules in each character's individual thread; however, you cannot just RP inside their office without prior permission from the GMs.

The Nurse's Office: Nurse Cricket's office is where you go when you die. Or if you just get injured. Or whatever.
Open for RP: Yes, but read the rules first! The Nurse's Office is also the campus respawn point for characters who 'die'. Dice-rolling information for respawning characters can be found here.

The Co-Ed Bathroom: This terrible bathroom is the home of the Horsemen. Disturb them at your own risk!
Open for RP: Not unless you're a Horseman! Read the rules in that thread to find out what's going on with the Horsemen at any given time, and how to contact them for play.

The Groundskeeper's Shack: A ramshackle shack near the edge of the Weeping Forest, belonging to one Groundskeeper Breck. It's locked up tight, and while you can hear creepy noises from inside, you can't get in no matter what you do.
Open for RP: You can putter around the outside if you'd like, but you can't go in. Sorry!

The Waste Disposal Facility: A surprisingly large, unsurprisingly ugly warehouse on the far edge of campus, sitting in a bare patch of earth near the Weeping Forest. Garbage goes here, as does the school janitor.
Open for RP: Anyone can sneak around the outside; inside is only for Trashology 101 students.

TiH Helpful Guide
Crew


TiH Helpful Guide
Crew

PostPosted: Tue Sep 06, 2011 3:18 pm


Other Places on Campus

The Lake: Amityville's lake is a very deep one, perfect for aquatic species. There is an open meadow not too far from the lake, home of the Nooditree, the revered symbol of Floresctival. The Monster Dorms back onto the lake so that water monsters have easy access.
Open for RP: Yes!

The Swamp: The swamp is humid, sticky, and filled with moss-covered old trees. Also slime. Again, it is close to the Monster Dorms so those who like a little slime in their day can have as much as they'd like.
Open for RP: Yes!

The Not-Forbidden Forest: The Monster Dorms (clearly the most geographically blessed location on campus) are also surrounded by perfectly normal forest, or at least as normal as forests in Halloween get. This forest is free to explore and enjoy. It's popular for taking walks and hunting small, wild minipets for sport.
Open for RP: Yes!

The Weeping Forest: A dark and foreboding forest to the south of Amityville. The trees seem to loom menacingly at anyone who approaches, and not in a fun way, either. Students are not permitted to enter the forest, and the place gives off such a 'you shouldn't come here' aura that only the very stubborn, contrary, or stupid would want to try. In theory.
Open for RP: Not without prior GM permission!

Amityville Caverns: Most people don't know that there's a labyrinth of tunnels and caves underneath Amityville Academy! These tunnels are used by Amityville maintenance and janitorial staff. Students are not allowed to enter the cave system without permission.
Open for RP: Not without prior GM permission!

Amityville Springs: A cave behind the Undead Dorms houses the delightful, recently re-discovered Amityville Hot Springs (typical geothermal hot springs, both salt and fresh), Really Really Hot Springs (lava and a smoke sauna), Not-Very-Hot-At-All Springs (ice bath and snow bath), and Acidic Death Springs (obvious). The pools are set into the natural floor of the cavern, which has many stalactites and stalagmites. Side tunnels contain changing facilities and basic showers.

The lava/acid pools have a failsafe magical shield over the top of them preventing instant death, making them utterly unique on campus.
Open for RP: Yes!


More to be added as events warrant!
PostPosted: Sat Aug 11, 2012 5:34 pm


AMITYVILLE: WHAT LIES BENEATH:

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The Locker Rooms: During off hours, when the secretary is missing from his office, students can sneak in, and discover the Secret Locker Rooms. It is a large cavern, full of lockers. Some are already open, some are still locked, others will not be open unless students call out the locker's names. These locker rooms are two rows of lockers.

- For students who participated in DEFENDERS PART 1, they may open their lockers. Inside is a time capsule, a small box containing items that those students who participated in Trance have access to. That means if you were in Trance as Past Disposable Bob in Defenders 1, your current day student who watched that Trance now has access to Past Disposable Bob's time capsule items!

- ANYONE is free to rp in this setting as long as they know the location to the locker rooms. A PRP taking place in this setting/ discovering what they need is fine.

The Altar: A little further past the locker rooms is a trap door.
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THE KEY: You will need to follow a student with a KEY for the trap door. Those without a key cannot progress further. Those who do will find themselves in a dark, dim room, with a single monument inside:

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The water on top however, is entirely solid.

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THE VIAL: If any students have a VIAL, it shimmers, glowing stronger as it reaches the altar, and then suddenly, the top changes forms, unsealing itself. It can now be opened. They may POUR A DROP inside the altar. This causes the altar water to change, turn liquid again. HOWEVER, it is corrosive to the touch, anything of Fear will MELT as it touches the water. This vial ONLY HAS a max of 10 uses per vial, for any IC situation.

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THE CHALICE: Only students with a CHALICE can pick up the water. Or rather, the chalice is able to contain the water, to drink, or to be used. Only water INSIDE the chalice is non corrosive, otherwise the WATER WILL BURN OTHERS. That means yes, the water can only be used with the chalice, but there is no water unless you have a vial.

The Water Properties: Upon properly being splashed with/ drinking the water using the PROPER rituals (vial + chalice), Students will be instantly healed of all wounds, other than old ones (ie: missing limbs, etc). They will temporarily not feel the effects of Insanity (IC + OOC 24 hours) , or be cured of status afflictions.

The water can also grant them access through Deus Ex's barrier, though entering alone is extremely risky, and even once inside, if they find a portal, there is no guarantee they will head out...(This option is for plotting/ plot submissions ONLY). It will also grant them for OOC AND IC 24 hours MAX, immunity to the lowest class of Runic Weapons. Please note at the bottom of OOC if you are using this so others know.

You can only access these properties if you RP IT OUT. After that for the next OOC AND IC 24 hours, the effects will take place, however you want to rp it. After that, the effects are GONE.

Zoobey
Artist

Magical Incubator

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{ World of Halloween } ------ All world/rp information here!

 
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