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Area Descriptions and Information

Sim Descriptions:

 

Main City - All public places in the city are monitored 24/7 by cameras and the ISF. Very little happens anywhere inside the city without the ISF knowing about it. Cameras are equipped with facial recognition software, as well as thermal imaging.

 

This is where most humans and witches live who do not have specific jobs working in the Academy or Vampire mansion.

 

  • Regime/ISF Tower:

 

  • Ground Floor - Lobby - The lobby has a waiting area and an elevator to the upper floors. The only way to reach any floor above the lobby is with the elevator which is secured by a pin pad, handprint, and retinal scan. Anyone who does not have access will not be able to use or go up in the elevator. The lobby is also watched over by shifter guards, warded annually by a group of witches, and the front desk is manned by loyal humans.

 

  • 1st Floor - Detention Center - All prisoners are brought and held here after processing, which included fingerprints, DNA samples, and photos which are then fed into the global ISF database. Once a prisoner is processed they are held in jail cells under continuous guard until trial or their fate is decided by the council and governor. The interrogation room is also on this floor. This floor is always occupied by several shifter guards and a handful of human agents. This floor also holds the office of the Praetor. None can access this floor without clearance or invitation by the Praetor or upper governmental leadership.

 

  • 2nd Floor - Medical - This floor holds the only government-approved medical facility in the city. Anyone who needs medical attention may come to this facility by first going through the lobby and stating their medical need, or being brought here by a cleared employee of the government. All manner of injuries and maladies can and are treated here. This floor is run by trained medical staff and always has several people there.

 

  • 3rd Flood - ISF HQ - Here you will find the heart of the ISF for the city. This is the floor where agents monitor all activity in and outside the city, plan raids into the badlands, and collect information on various people of interest. All races work on the floor so long as they are part of the ISF, though only the highest ranking are privy to classified information.

 

  • 4th Floor - Dignitaries Rooming - This floor is where any visiting ambassadors or dignitaries are allowed to stay for the duration of their visit. This floor is well-guarded and monitored. The rooms are routinely swept for listening devices and cameras.

 

  • 5th Floor - Governor’s Office/ Council Chamber - This floor holds the office of the Governor and may be reached by appointment. It also holds the meeting room for the Magisters when they meet. No one is allowed on this floor without appointment or invitation except the Governor, Quaestor, Praetor, Magisters, or their invited bonded servants.

 

  • 6th Floor - Golden Hour Club - This is the club exclusively for vampires. No other race is allowed here without an invitation from a vampire and then that vampire takes full responsibility for the actions of the invited. Meaning, if you invite a shifter, witch, or human into the club and they make a scene, cause a fight or anyway make any sort of disturbance then YOU are held responsible. So invite only those you trust most to behave. There are two private rooms used for feeding, as well as a room where vampires can keep their servants if they do not wish to keep them with them. This floor is guarded at the elevator by a large shifter who will remove you violently if your name is not on the list or you are not with someone whose name is. It is not suggested you attempt to sneak your way into this club.

 

  • Murphy’s Irish Pub

  • San Tuario Public Library

  • Honey Hole Auto Garage

  • Brew HaHa coffee shop

  • Kris and Kates Ice Cream Stand

  • Lagoule patisserie

  • Lettuce Inn grocery

  • Cordelia Curiosus Occult Shop

  • Wiener Wagon

  • Maison Da La Rose

  • King Of Hearts

  • Florist Gump

  • Slice Pizzaria

  • The Laundry Co - coin laundry

  • Abandoned Playground

  • Badlands Checkpoint - This is the only way between the city and the badlands. No one gets through here without being recorded on the list. Everyone is checked for guns or contraband through metal detectors, x-ray scans, and thermal.  The gate is always guarded by the ISF and monitored by cameras.

 

  • Little Asia

 

  • Chery Bomb Tattoo Parlor - Tattoo parlor that specializes in the ability to tattoo even supernatural creatures

  • Kawaii - Specializing in the cute and cuddly

  • Yum Yum Ramen

  • Flynn’s Arcade

  • Garden of Zen - Public garden for meditation

  • All That and Dim Sum

  • Helping Hands Homeless Shelter

  • Li Cha Bubble Tea Cafe

  • Shear Madness hair salon


 

Wastelands - This is what is left after World War 3 and before the rebuilding of the city. The badlands are a harsh and unforgiving territory where unregistered witches and humans live. While it is possible to grow food out here, it isn’t easy. The soil is hard and rocky and nearly completely leeched of all nutrients, as well as slightly radioactive. While there are no ground troops or cameras here, the place is monitored from the air by drones. There are also occasional raids into the badlands to keep down the population of unregistered beings, as well as for food. If you live in the badlands you are subject to all manner of persecution and have no rights except among others who live in the badlands.

 

  • Refugee Camp - Where the unregistered humans and witches live

  • The People’s Receiver - radio station run and operated by inhabitants of the badlands

  • Trader’s Market - Between the Refugee camp and the checkpoint heading into the city. Various wasteland traders bring their goods here.


 

The Wilderness - This is the land that was left for the most part as natural as it was found. However, like the main city, this place is under constant surveillance by the ISF with drones and cameras. The homes here are for the vampires, shifters, and high-ranking witches. The only humans who live here are servants in one of the bigger houses.

 

  • Governor’s Mansion - This is the private home of the current governor, as well as where the court is often held. The lower floors are open to the public, although they are well guarded and no one is allowed in the upper floors unless invited by the governor or his bonded shifter or witch and will be stopped by shifter guards if attempted. The Governor and Quaestor both have an office on the lower floor for their personal use. There is also a sunroom for relaxation, the windows which are specially treated to prevent the harmful rays of the sun from hurting those vampires not bound to a witch. There are also sitting rooms where people can relax and talk, as well as a fully stocked kitchen.

    • Servant’s Home - This is a small stone home where the servants who work inside the mansion live.

  • Ordo Lunae Academy - This is the main home of the Ordo Lunae coven as well as the academy where older witches come to finish out their training or await assignment to a vampire. Like all homes, this building is guarded and monitored but is also strongly warded. The private office of the governor's bonded witch and Nocturnus is here on the upper floor.

  • Shifter Compound - This is the home of the shifters, as well as their ritual and meeting place. The Alpha leaders live here, as well as other shifters who do not make their homes in other parts of the city. One does not trespass on the compound. You do not come there without an invitation.

  • Mer Embassy - This is the public meeting place for the Mer and where they also meet with the surface dwellers who find breathing underwater difficult. 

  • Insula Astra -  Is the witch's sacred ritual ground, present upon a crossroads of leylines and primed with intense power to be siphoned and manipulated by their ranks. Located off the shore of San Tuario, Insula Astra is one of two islands. The first island is referred to as the Hearth and is a place where witches of the order can commune with nature or gather in a place where they cannot be reached by their masters. This is also where they seek the help of the Noctividus, the spiritual leader of the order. The whole area is warded heavily, both by the witches of Ordo Lunae and something... more ancient. Unless one is escorted by a witch who desires your entrance to the area, one finds themselves turned around quickly, and redirected into another area of the woods the closer one gets to the bridge or the shores of the small islands.

  • Underwater Ruins - These ruins are home to the mer and none go there or even in the water without permission from the mer and even then with caution. These waters are not only infested by the mer, but also by sharks and other dangerous creatures.

  • Abandoned Campground - This is the hunting place of the Mer and is left as such. None but the very strongest venture there and then when only necessary. Humans never go there unless they are fools or wish to become a mer’s dinner. Some say the area is cursed or haunted. Strange and unusual happenings have been reported, though no one has yet to come forward with any factual proof.

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