November 15th, 2022

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Premise & Arrival

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WELCOME TO WELL
Arrival

“Welcome to Wellstone. We’re so glad you’re here with us! What’s the name on your reservation?”

You find yourself in an old-fashioned, washed stone reception, airy and bright, if a little stark and warm. You feel hot in your clothes: not what you were wearing before, but–you don’t remember what you were wearing. The clothes fit you well, and make you feel good in your skin, and look suitably Western with leather and fringes, Stenston hats, bandanas, and boots.

You don’t remember much of anything, except your name, which you can give the receptionist in exchange for a key to your room. You don't remember making this reservation, but you feel like you should be here, checking into your room. It feels right. You’re meant to be here.

Your room is bright and airy like the rest of the hotel. It’s cooler than the outside, which gets sweltering in the day, cool enough to sleep comfortably. There are more clothes in the closet, all of which fit you and your style. In your bathroom you'll find soap and lotion and a plush robe, along with any medication you might need.

Settle in, get comfortable, explore! You're here to have a good time. Aren't you?












Premise



Welcome to Well! Welcome to Well! Welcome to Well!

Over and over again, characters are stuck in a time-loop with little idea of who they are, why they're there, and why they can't escape a three month cycle of deadly heat, desert storms, and Kokomo on endless repeat.

Well is a memory-loss time-looping horror game focused on identity and connection, with a healthy dash of comedy and camp in the mix. Characters find themselves in the game with only their names and the memories that you choose to apply with. Memories are regained through memory points, which are available in your application, and will be granted through various events throughout the game.

Well is inspired by camp, and the likes of Clue (the movie), Sleep No More, Scooby Doo, and those strange, liminal places you find yourself in our world.

Well is invite-only and player-capped to keep a small, intimate feel.















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FAQ

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FAQ



Welcome to Well! Well is a memory-loss game focused on identity and connection. Characters find themselves in the game with very few ideas about who they are except their names and the memories, skills, or relationships that you choose to apply with. Memories are regained through memory points, which are available in your application, and will be granted through various events throughout the game.

This game experiments with mechanics, and new mechanics may be introduced as the game progresses.

I have questions that aren't addressed on this page.

Please read this FAQ page first. Use control + F to search for an answer. If a question isn't answered here, consider the following before asking:


The mods trust players to make most decisions relating to their characters and how those characters interact with the setting. Feel free to ask, but know that we may ask you "what's the most fun outcome?" in response.


If you have a question about if something is available at the General Store, know that the answer is mostly likely "yes, but the novelty version of that thing". Use this power wisely, and feel free to ask if you believe something might not necessarily be appropriate for a General Store.


I have feedback or concerns.
Drop us a line on the mod contact page. Comments are screened.

Game overview
What kind of game is this? What sorts of events can I expect?

Well is a memory-loss game. Events will often be horror themed or adjescent, since we find that horror events are the best as encouraging character development and relationships. Characters are encouraged to find who they are when they are tested.

Events will often have prompts that cover person versus self, person versus (or working with, usually) person, and person versus environment. We're trying to have a range of events in each bucket each month, and there will often be events that affect characters' mental state (encouraging friendliness, anger, etc). You can always opt-out of prompts if you want to.

Is there an overarching plot?
Yes, there is a light overarching plot that guides the game. It more defines the shape of the game, rather than any deep lore or plot that requires whodunit sleuthing. A lot of this game is being along for the ride.
How does time work in the game?
Time works 1:1 with our time. One day in our world is one day in-game. However, months don't line up with our months because Well works in a time loop, where time repeats.
Will my character age in-game?
No, characters don't seem to age in this setting.
How long will this game last?
We plan to run the game for around 2 years. If it's going great, we may extend it, but the overarching story and structure currently are planned for just over two years.
Is there a network in this game?
Yes, sort of. There is an ICly created network of walkie talkies, that function like walkie talkies, meaning it's only audio and only in-real-time (ICly). There is also a bulletin board in the lobby of the Staywell Manor where characters can exchange post-it note comments. You can find both of these on the [community profile] wellcomms community.
What is the game calendar?
Well works in 3 month cycles. Events will be labeled for the cycle: 1.1 is the first cycle's first month. 1.2 is the first cycle's second month, etc. Applications will be open for the last five days before the 1st of X.1 and X.2, and AC will run for the first five days of X.3. Players get one invite per cycle, unless stated otherwise.

Check out the game calendar for information about the current cycle.
What is AC for this game?
AC is quarterly (every three months). Check out details of AC on the AC page.
The premise saying you're experimenting with mechanics. What can I expect?
Part of this experiment is only introducing mechanics, both ICly and OOCly, when they make sense in-game. Please keep an open mind! The goal of this game is to have fun. Feedback is always welcome, and the mods are open to improvising if our decisions aren't working out the way we intend.




THE CYCLES


How do cycles in Well work?
The cycles, or time loop, occurs every three months.

This isn’t a traditional time loop, since all the characters will remember the previous loops, and the events won’t repeat exactly. The cycles have broken down as the game progresses, and are looping less, aside from the touch points of:
- The mini events in the middle of the first two months, which often center on similar themes
- The storm, which always ends the cycles

When the town resets, it will reset to how it was at the beginning of the previous cycle, unless stated otherwise. Any damage caused in past cycles will be gone. Any changes to the town will also be gone, with some exceptions. For example, anything on your characters’ person or in their assigned hotel room will remain, if you so choose (you can also take it away if you want to).

How many cycles will happen?
Stick around and find out!
APPLICATIONS

What kinds of characters can be applied for?
Any canon characters or OCs are applicable. Canon-AUs and CRAU are allowed. Maluable protagonists and fandom OCs are not allowed. Basically, you can apply for anyone except for characters' whose existence or choices could majorly change other characters' canons.


Can I apply for AUs or duplicates of a character?
No, we don't accept AUs or duplicates of characters who are already in the game. Canon AUs are allowed.


Is there an age limit for applicable characters?
No, there is no age limit on characters.


Is there a cap on number of players who can be in the game?
Yes, there is a cap of 30 players. Each player can play up to two characters. This may change depending on interest and the vibes.


Are there cast-caps?
Yes, because of the character cap, casts are capped at a 10th of the game, or 6 characters, per series cast. Series like MCU and Marvel comics will be considered separately. There is no cast cap for OCs.


Are non-human characters allowed?
Yes, any type of character is allowed, and non-humans will not be human-ized. If anyone is too big to fit in the setting, they will be sized down to fit.


Can I apply for a character from post-death?
Yes, dead characters are allowed in-game, and you can choose their condition on entering the game (ie. still grievously injured, or completely healed, or somewhere in-between).


This applications looks a little different. What gives?
The mods don't like reading apps, so we asked for the least possible information that's relevant for the game.


If I don't allocate all my memory points in my app, do I get to keep them?
Yes! If you don't use all 10 app memory points, note them in your comment on the Memory Mechanics page. You can use them in the future.


Why is this game invite-only? How do I get an invite?
Well is invite-only to create a safe, intimate atmosphere. To get an invite, you'll need to know someone in the game, or you can reach out to the mod account. Each player gets one invite per cycle, until the character cap is filled. We may reject invites with cause.


Are there reserves in this game? Are there app challenges?
There is no reserve system for this game. Apps are on a first come, first served basis. We don't accept app challenges.


Character questions

Why was my character brought here?
Why indeed! You, and they, will have to find that out.


Are my characters' powers nerfed?
No, powers are not nerfed. However, your character's memory of the power and the skill to use them will be lost unless you choose to regain it. This means that if a power is part of your character, like a firebender in the Avatar universe, the firebender will still be able to bend fire, but will not have any memory that they can bend fire, or any skill of how to do it, unless it's regained. If the power is not inherent to your character (ie comes from an item), the power isn't accessible.


My character has a special diet and/or requires unique medication/etc. They have chronic health conditions/issues. What do I do about that?
Your characters' needs will be able to be met through food or medicine found in the location.


How do language barriers work in this game?
Inexplicably, everyone understands each other, but they are all speaking their original language.


Can my character get pregnant in-game?
No, characters can't get pregnant.


Can I canon update my character?
Yes, you can canon update your character. However, this will not give you any additional memory points. Your character's body and mental state will update, but their memories will stay the same as they were before the update. For example, they may have new scars, or physical or mental conditions after the update. You can submit your canon update on the drops/hiatus/update page.


Memory-loss mechanics

Read more about memory mechanics.

What does my character remember upon arrival?
Characters remember basic skills (walking, talking, etc, if they already had that skill) and they remember their names. Anything else they remember must either be through memory points, or happen in game. This includes non-magic special skills. A master chef may still remember how to make a sandwich, but their vast cooking knowledge will need to be regained. The same stands for physical skills like martial arts, dancing, and swordsmanship.

How does my character regain memories?
Characters regain memories through memory points. These points are gained at application, and can be gained through events in the game. Memories cost anywhere from 1-3 memory points, depending on the impact of the memory. For example, a penchant for cooking would be 1 point, while a memory of a near-death experience would be 3 points. We recommend keeping track of your gained memories on the memory point page.

How do I allocate my memory points?
You can allocate them however you like. You can apply with five major memories, or ten minor memories, or a combination of skills, relationships, and memories. Examples of memories and skills are listed on the memory points page. Use your best judgement about what is a major or minor memory or skill if it isn't listed.

Does my character remember anything outside of the points I allocate?
You can choose to play your character as a blank slate, however many players prefer to play characters with a general sense of how the world works, and some ideas about who they are (without being rooted in specific memories). We call this the Vibes. The Vibes could encompass ideas about how the world works (if your character is space faring, they can think that traveling to different planets is normal), or ideas about themselves (if they have terrible self-esteem, they can have a general sense that they're a terrible person). They may also have an idea of their age and general status in life. You can decide what's most fun for you for the Vibes, just make sure that the Vibes aren't connected to actual memories (ie actually remembering the ship tey were on in space, or a memory of a birthday). They can regain memories later that give them more information about why they feel that way.

What happens if my character dies in-game?
When a character dies in-game, their body stays where it was, until it is not being looked at. When one looks back at the body, it is a bone-dry skeleton. The skeleton becomes permanent, and can be buried.

After death, your character loses a memory point. You can record this on the memory mechanics page.

Characters can be dead for as little or as long as you'd like. Characters generally wake up in their own bed in the hotel when returning to life, or can come back somewhere else if you prefer.




The Town of Wellstone


General

What does my character have with them upon arrival?
Characters are clothed in an odd mixture of old western clothes, and outfits that would be at home at a modern renaissance fair. Think a medieval dress, but it has fringes on the arms. A brocade stetson hat. A denim doublet. Or, they can have a fully renaissance inspired outfit, or fully old west.
What's the weather like?
The weather will be specified in each month's event. The town's weather changes, but follows the patterns of a desert: very dry, with sudden periods of intense storm or wind. Generally, it's incredibly hot during the day and very cold at night.
What happens if my character causes property damage to the town?
Property damage is permanent in Wellstone. Be careful what you destroy. However, damage will reset at the time loop, so each three months it will be as if the town is "new" again.
What's the level of technology available in Wellstone??
Technology is a bit strange in Wellstone. Most technology looks to be from roughly the 1700s, but there is a jukebox in the pub, anachronistic knick-knacks in the general store, and a bulletin board with helpful sticky notes. There is indoor plumbing with hot steamy water, but there is not electricity, except as needed to power the jukebox. Strange!
How big is the town?
The entire town is roughly the size of a small town's town square. There are 6 buildings still standing, and the rest are in various states of crumble and disrepair. It's hard to get away from your fellow characters, here.

The Staywell Hotel

Where will my character sleep?
Upon arrival, your character is ICly assigned a room in the manor by the receptionist/butler. Your character does not have to sleep there, but that room is theirs for the duration of their time in Wellstone.
Are our characters assigned rooms?
ICly, yes. OOCly, no. Feel free to decide what your characters’ room is. The hotel has 4 floors, but the room numbers don't have to correspond to the floor they're on.
What happens if my character breaks into a room that isn’t occupied?
They’ll find an old, rundown room that looks like it hasn’t been touched in decades. It’s dusty and decaying.
Does the Staywell have central air? Vents? A basement? Plumbing?
The manor sure doesn't have central air. It's solid stone to keep the heat out. There isn't currently an accessible spooky basement.

The windows in your room do open, and lets in nice cool air when you do, and you can scuttle on out of those! There's also indoor plumbing for your pipe-related needs, with showers and such.
Are there books available in town?
Yes, books started showing up in cycle four, mainly in the parlor of the Staywell Manor. However, these aren't just any books. The books seem to center on the romance and self-help genres, and they're all a little bit... off. There sure are words on those pages, but the grammar is strange and the plot lines or advice never quite make sense. Think running each sentence through Google Translate about ten times, repeating for 200 pages, and then just slapping that in a book and calling it done. More books appear each month or so, all of them in this same, strangely written style. There are a lot of books oddly about yetis.

Some examples of the romance novels:
"Whispers on the Frontier"
"Yeti Tracks on the Dusty Trail"
"Karma in the Canyon"
"Sourdough Sweethearts"

Some examples of the self-help novels:
"Sarcasm as a Second Language"
"Confidence in Pajamas"
"DIY Psychic Powers"
"The Potato's Guide to Inner Peace"

Food & commerce

How does my character eat in the town?
There's a restaurant in the hotel where characters can eat three meals a day. These meals are charged to their room. If your character has special dietary or medical needs, they will be accounted for by the hotel staff.
How does my character buy things? Is there currency?
Your character can charge things to their rooms. That's the only currency! Will the bill ever come due? Nope, but the NPCs will still say that they're charging things to their room.
What can my character buy? How many can I buy? Can I buy weapons? Can I buy tools?
The General Store is the main place of commerce. You can "buy" anything that you could buy at a Cracker Barrel gift shop. Anything kitschy, a little weird, pretty useless, will be available.

You can’t buy weapons, and tools are limited to things like glasses repair kits or squeaky toy hammers, unless stated otherwise in an event.

The store restocks every day, so you can buy as much as you want.
What happens if my character tries to steal?
Nothing at all. If a character tries to steal from the General Store, the Owner will just tell them that it's charged to their room, same as if they go through the charade of "purchasing" items.

NPCs

Who lives in this town?
There are a small handful of locals. These are NPCs, and their dialogue can be found on the NPC page.
Can my character interrogate an NPC / is there an NPC contact page?
They sure can try! The NPCs do not say anything outside of their standard dialogue, unless specified otherwise in events. There is no NPC contact page because they only say those things. Think an NPC in a video game, that's what the interaction is like.
What is the emotional state of the NPCs, if read by an empath?
The NPCs' emotions are astoundingly neutral. Noticeably neutral, like they don't experience highs or lows, but just a gentle contentment that is unchangeable.

Outside Town

Can my character leave the town?
If characters try to leave town, they walk through the forest and then into the seemingly endless sere desert. It is possible to die of exhaustion, hunger, thirst, or by wild animals. When they die, follow the death mechanics. If your character can't die of exhaustion, hunger, or thirst, they will simply black out after a week of walking in the desert and you'll follow the death mechanics.
Can I explore the dead forest? What’s out there?
Yes, there are a lot of dead trees. Big trees, old trees, small trees, young trees. Tree trunks and limbs as far (short) as the eye can see. They grow sparser together the further into the forest you go, and eventually fade into flat desert. There's nothing notable out there, unless you look closely.
If my character examines the town / surroundings, what will they find?
Found so far:
- The Vibes of the town are astoundingly neutral
- The rocks in the graveyard aren’t as old as you’d assume: they’re only a few centuries old, and their age seems to change when you re-look at them. They’re all different from one another, too.

Feel free to ask if your character wants to investigate anything specific.




LORE


What kind of lore do characters know so far?
Updated: 1/17/24
The door
In cycle 3, Darin investigated the foundations of the Staywell and discovered a strange staircase to nowhere. In cycle 4, he revisited the staircase, which was now covered by a door. After busting through the door, and through the supply closet behind it, he and a team of characters found the staircase again, this time following it all the way down to a strange place: a vast underground cistern that's seemingly under the entire town. The water in the cistern burns like acid, making it difficult to explore further.

The wall behind the supply closet was also strange: beneath the drywall, it's made of living flesh.

The ghosts
Cecelia and Palamedes have been performing seances in town since cycle 1. They have learned that there are ghosts in town, and that the ghosts are trapped in the town much like the characters. The ghosts are unable to communicate easily, but do attempt to respond when reached out to by friendly forces.

In an event in cycle 4, the ghosts seemed to make another appearance, this time with voices that were heard through an aurora that came to town. Singular voices came through the walkie talkies, sometimes asking for help, sometimes speaking as if to someone else, and sometimes ruining said walkie talkies.

The doubles
At the end of each cycle, doubles of the characters appear in town and attempt to kill and replace the characters. The doubles appear to come from the graveyard. Killing a double seems to have repercussions.

The NPCs
The NPCs each have their own personality, and some seem somewhat more aware than others. When characters mess with the NPCs, if they go too far, a force seems to take control of the NPC and fight back. This happened to Alec in cycle 4, when he manipulated the Receptionist, and his control of the Receptionist seemed to be wrenched away from him and he was bodily forced back.

How do we learn more lore?
Have your characters interact with the setting, ask questions, fuck shit up! See what happens, and you may just learn something interesting.
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Rules

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Rules

➞ Players must be at least 18 years old.

➞ OOC doesn't equal IC. Respect the IC and OOC boundaries.

➞ Don't be a dick. Be respectful to each other and your mods. We’re all here in a game together: don’t be rude, demeaning, offensive, or cruel to your fellow players. Don't cause drama or make the mods' lives difficult. We will remove players from the game who create an uncomfortable environment for fellow players or mods.

➞ Harassment, bullying, or behaviors of stalking will result in instant banning. Banning may occur preemptively if a player has a substantially known reputation for causing severe issues.

➞ Content warnings should provided for threads containing sex, violence, drugs or alcohol, death, gore, and mental health issues. Content warnings must be clearly marked, either in a comment’s subject line or a log’s above-the-cut info.

➞ The mods will add content warnings to prompts or images involving violence and mature themes. Other images or prompts may not be tagged. If you are a member of the game and need a certain type of mod-provided image or prompt to be tagged that isn't already, please reach out to the mods. There is a lot of eye imagery in this game, if that is uncomfortable for you, this may not be the game for you.

➞ Players must have permissions posts on their characters' journals. Permissions must indicate your personal limits for what you want to play. You may use this template if you don't have one.

➞ Don't police others' threads or preferences.

➞ Stay true to the spirit of your character. The memory loss mechanics are going to change what seems IC, but pacifist characters should not suddenly become murderers without their memories.

➞ Sexual assault and rape are not allowed in this game. Do not thread it out. If a character attempts to commit sexual assault or rape, the player will be ejected from the game.

If you believe that a rule has been broken, or are concerned about a player or prospective player, reach out to the mods and be prepared to provide evidence of the situation. Situations will be treated on a case-by-case basis.
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Locations

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THE TOWN OF WELLSTONE

GENERAL INFO & VIBES

High in the barren plains of a searing desert sits Wellstone: a dried-up ghost town long past its glory days. Surrounded on all sides by a dusty, cactus-choked basin rimmed by dry plateaus, Wellstone is sparse, inaccessible, and barely-inhabited.

The town is full of the falling-down dusty shells of its former self. Only a few buildings remain in use: The Staywell Hotel, a diner, a saloon, a bathhouse, and a general store. A tumbledown graveyard sits at the end of a decaying, thorn-choked hedge maze out on the edge of town, bleeding into the desert beyond. A dying forest full of the skeletons of trees runs up against the town.

Coyotes nibble at Wellstone's edges. Tumbleweeds crowd its streets. Sharp-edged cacti compete for space. Jackrabbits sniff in the shadows of its buildings, and dust coats everything. During the day, temperatures soar, baking the streets, only to plunge down again at night. This is a harsh, wind-swept landscape with a sky too big to understand.

At least the hotel is nice!
The Staywell Hotel

The Staywell Hotel is by far the nicest building in this run-down little town. Sure, it looks like it had its heyday about 40 years ago, but its white stone facade is nice enough, and there's complimentary breakfast and a dinner buffet every night! The Staywell is a roughly square-shaped pale stone building, with four floors and an accessible, if very dusty, roof.

Airy hallways with rooms on one side open onto a plant-filled central courtyard with a fountain that looks like it was once very nice. Currently, it's dry, and the only plants still living are the very spiky cacti. Sound carries well in the courtyard, so keep your voice down at night out of respect for your fellow guests.

The Lobby & Lounge

The airy lobby has a nice little lounge with couches and chairs surrounding a fireplace, stacked high with actual wood. It lights every night, keeping out the desert chill.

The front desk is always staffed by the same person. He's available to help you with room service or calling somebody's room. Beside the front desk can be found a bulletin board, advertising the local businesses and available for messages, with paper and pencil free for use.

The front desk is always staffed by the same person: the receptionist, dressed oddly in a butler's severe blacks. He's available to bring food up to your room. On the wall between the stairs can be found a bulletin board, advertising the local businesses and available for messages, with paper and pencil set out on a console table, free to use.

Two hallways stretch like arms encircling the lobby. The hallway on the left leads to a parlor, full of worn leather-bound armchairs and another fireplace. On a metal arm that swings into the fire hangs a perpetually-full kettle of hot water. Beside it sits a tea station stacked high with fine cups and saucers, fat little teapots, and as much looseleaf as you could want. Strangely, all the china are printed with ornate designs of cacti, sunsets, rabbits, and horses. Through the parlor, you'll find a door to the pool. At the moment, it's dried-out and full of dust.

The hallway to the right leads into a large dining room. In the morning, it's set out with a buffet, and in the evening, its many long tables are set for dinner.
The Rooms

Each guest is given their own room, appointed with a queen-sized bed, a wardrobe full of setting-appropriate clothing that fits its occupant in both size and vibe, and a desk with an old rotary phone, which can reach any other room at the hotel. Rugs pad the area directly near the bed, but the rest of the floor is concrete. Complimentary robes and slippers should help with that!

Attached to each room is a large tiled bathroom outfitted with a soaking tub. On the wall beside the tub is a little shower attachment—how modern! Any necessary toiletries can be found in a little cabinet above the sink.

Turndown service happens every day, but only when you leave your room. They'll tidy up, make your bed, and replace your towels toiletries. The cleaning staff must be incredibly efficient, because you can't ever seem to catch them in the act.
Food at the Staywell

The airy dining room to the right of the lobby is full of giant wooden communal tables, and looks out onto both the street outside and the courtyard.

Breakfast consists of a standard hotel breakfast buffet: hot coffee & tea, including herbal options & atrocious decaf, along with milk and sugar; hot corn grits or oatmeal served from a steaming pot with plenty of topping options. There's also a steaming pile of fluffy white biscuits, along with butter and elderberry jam.

At lunchtime, plates of tea sandwiches and jugs of ice-cold lemonade or sweet tea appear.

Each night, dinner is served, also buffet-style, in the dining room. It's the same every night: hot rice, baked beans, sausages, and a salad. If you want any variety, you'll have to try the diner or the saloon!

THE TOWN OF WELLSTONE
Cactus Pad Saloon

The Cactus Pad Saloon is the only local watering hole still in operation. It's a creaky old place with swinging saloon doors and a gigantic bar, stocked with dusty bottles of alcohol older than most of the folks who come here.

Walking into the saloon is a strange experience. You'll find yourself wanting to stay for hours, ordering just one more drink: the bartender will make you whatever you like and charge it to your room. Stay for a few hours, play some darts, or challenge someone to a game of corn hole out front. A player piano tucked into the corner provides lively music.

Don't mind that sometimes your glass slides down the bar by itself and shatters on the floor, and pay no attention to the cowboy sitting at the end there: he won't be there when you look twice. The bullet holes in the ceiling have always been there, the bartender says, and so have the ghosts.
Stardust 24/7 Diner

Hungry? Thirsty? Just need a place to crash while you wait out a hangover? The Stardust Diner is here for you, 24 hours a day, 7 days a week. Its glowing neon sign may be missing a letter—most of the time it reads Tardust—but here the coffee is hot and the pancakes are fluffy.

Squeak your way into a cracked pleather booth and order whatever diner food you'd like from your chipper waiter, seemingly the only employee. If you can find it at a Denny's or a southern diner, you can find it at the Stardust. The coffee isn't good but it is cheap and plentiful, and the waiter won't judge if you ask for a little brandy in it instead of cream.

If you're here on a date, share some milkshakes or a slice of pie! Push a button on the jukebox and listen to the entire discography of Dolly Parton, or perhaps Lil Nas X's Old Town Road, or Lil Nas X's cover of Jolene. Those really are the only artists.
The General Store

Parked right on the main (and only) street in town, beside the saloon, is the General Store. It's like a general store, if a general store was also a very specific store. That is to say, you can get dry goods like flour, cornmeal, and sugar here, but if you look hard enough, you can also find weird novelty keychains, cowboy boots, and empty glass jars.

The stock seems to change every time you enter, except for the cornmeal and dried beans. You won't find the same novelty license plate twice! Check out the selection of useless healing crystals, or snag that jar of artisanal prickly pear jam before it's gone forever.

Depending on the day, you can find just about anything in the store, as long as it isn't exactly useful. You want a notebook? Great! You get a novelty children's notebook shaped like a cowboy boot with a big plastic spiral binding. You want tools? There's a novelty multi-tool that has a small knife, tweezers, a corkscrew, and a candle snuffer. Think about the novelty version of what you want, and it may just be there. Or not! Whatever's most fun for you. Except if it's useful. Sorry, that just isn't happening.

You won't find weapons or grappling hooks or anything really useful or good, but really: don't sleep on that jam.
The Endwell Bathhouse

The bathhouse is deceiving: the outside is as run down as the rest of town, but as soon as you step inside of it, it's like entering a different world. It's clean with bright white stone, warmth radiates from the floors, a pleasant moisture in the air. Waiting to greet you is a familiar figure, his fur damp. He may offer you a towel.

Three doors wait, each with an sign with a figure and some text underneath it:
- One shows a tentacle and reads: Aqunid
- One shows a stick person in a triangle dress and reads: Female
- One shows a perfect sphere and reads: Chrono

No matter which door you enter, you come to a changing room with showers and cubbies for your clothes, and fresh, fluffy towels.

Through those rooms are the pools: private ones for each room, and then one large communal pool at the back. The pools are hot, the water fresh, the perfect thing to warm up from the chill outside. Sure, there are a few racks of manacles on one of the walls, rusted and unused. Certainly all the small windows to the outdoors are covered in bars, but that's fine. You can find wooden saunas if you want to turn the heat up even more, the steam hot enough to melt whatever tension you're carrying.


Desert

The town's walls—and there are walls, low stone things encircling the town, with gates at each cardinal point—don't seem to do much to keep out the desert beyond. Wellstone is in a low, hot basin, surrounded on all sides by desert stretching out into the dark jutting teeth of distant mountains.

To the north, The Staywell Hotel is accessible up a little path. The southern gate leads to a high-walled, dying hedge maze, choked with thorns, cacti, and dust, and full of gaps. The eastern and western gates are run-down, rotted with patchy lichen, and lead to the dead woods which come running right up to the feet of the walls. At night, eyes are visible among the bare sticks and branches, and the howling of wolves—coyotes?—surrounds the town, echoing everywhere.

The Dead Forest

The forest around the town is a very strange place. Crowding close to the town like grasping fingers, its skeletal trees are always creaking and groaning, or rattling like bones. Their sunbleached wood is brittle but tough, twisted and worn bare by sand and time. Crows and vultures haunt the bare branches. Bright eyes blink from knots and between sticks.

There are voices here whispering among the trunks: birds, animals, and something else, a strange static frequency. The longer you wander among the dead trees, the more likely you are to feel something grabbing at your clothes and your hair. A branch or a twig, or the spine of one of the long low cacti growing here and there. It's probably not a hand.

At twilight, the forest fills with a fine, cold mist, obscuring the knotted roots that stick up from between the trees and making wayfinding very difficult. The more you walk, the thicker the mist gets until you show up somewhere else entirely. You're equally likely to be spat out into the bare desert as the edge of town. There's a small chance you'll end up in the graveyard.
The Hedge Maze

The hedge maze was grand, once. Its dying hedges are full of thorns and twigs and little else, and here and there great chunks are missing, letting the desert through. It is choked with cacti, tumbleweeds, and dust.

It's a stifling place, even now. The longer you spend in it, the more like you feel your every move is being watched. Eyes prickle along the back of your neck. Critters rustle in the thorny brush. You're liable to come upon a rattlesnake or a massive scorpion in here. If you do, you'd better run: animals in the hedge maze are twice as aggressive as they should be, and liable to attack.

Stay here long enough and you may just find the graveyard tucked away at one end. It never seems to be in the same place twice, and it's much easier to find if you aren't looking for it.
The Graveyard

Tucked away in some ever-changing corner of the hedge maze is a tumbled collection of worn wooden graves, weather-eaten and fading. Some take the shape of praying angels or worn wooden shapes. Some are rough, sandy gold stone, worn beyond reading. Marigolds, dried beads, and burned-out incense decorate some of the graves. Somewhere in here is a grave with your name on it, and an epitaph to match.

It's said if you leave a coin for the dead, you'll be blessed with good luck, but the real blessing comes from pouring whiskey on a grave.

Walking into the graveyard when it's dark makes your hair stand on end. Wails and whispers emanate from among the gravestones. A hand might brush along your skin, but any attempt to contact the dead results in nothing. Maybe it's just the wind, or the coyotes and jackrabbits still prowling among the graves.
Flora & Fauna

Out here, even the plants & animals are rugged things, built to survive. Spine-heavy prickly pear cacti sprout up from between buildings. Sedate saguaros, large as trees, jut up on the horizon. Cholla cacti sport inch-long thorns that seem to lock themselves into skin if touched. Desert sagebrush and sharp-edged yucca take over the rocky landscape, shoving their way through the skeletons of buildings.

Among all of this wander a strange mix of creatures: coyotes, songbirds, and hedgehogs; long-legged jackrabbits, snuffling, tusked javelinas, cactus wrens and spiders and wolves; the occasional mountain lion. Rattlesnakes lurk in barrels and shadows Their venom is enough to seriously hurt, or even kill. If you leave your shoes outside, be sure to check them for scorpions or tarantulas sheltering from the wind and the dust.

Catacombs

A sprawling web of tunnels and rooms, that seemingly stretch on forever is accessible through a crevasse, open in the earth under the diner. In the back, the floor collapsed and a long, narrow staircase winds down into the darkness of the catacombs. Strangely, the ever-present feeling of being watched is absent here. In fact, it is dark, very dark. It's impossible to see unless you have dark vision, or bring a flashlight.

From the surface entry, you enter a series of small clear spaces connected by tight tunnels. Some are so tight it's terrifying to try and get through. The walls and floor feel like solid stone in some places, and oddly squishy in others. Some tunnels are damp, while others are bone dry. The walls can be smooth, or oddly dotted with what appears to be old bones and skulls. For those in tune with the feeling of death, it is palpable down here, death surrounding and encompassing you, coupled with an intense, deep, thrumming feeling of life.

The Ship Graveyard

A strange, wet cavern, echoing and filled with the sound of dripping opens up from a tight, tangled path. The sound of dripping permeates the air. Lights and thrumming emanate from the cavern.

The cavern is littered with ships of all kinds. Ships made for the sea, the sky, outerspace. Ships from your world, perhaps, or from any world. Giant starships to tiny dinghies. They've been here for a very, very, very long time.

Parts from these ships are salvageable, from sheets of metal to wood to tech that may or may not work. It all looks very old and degraded by its time in the desert. Who knows what you might find in there?
The Glittering Cave

A strange cavern with glistening walls opens up. It has a calming presence, a strange feeling that anything is possible. They aren't wet, but if you shine a light on them they sort of... glitter. This room is strange, for when you're in it, and you think of something you want, it appears. No matter what it is, it appears. It is usually not quite right, but there it is! Sort of!

If you picture something, but you're also thinking of something else, you'll get a strange mix of the two, like if you're thinking of pizza but also your mind drifts to a street where you used to get pizza at home, your pizza might have acorns on it instead of pepperoni. If you picture a person, and wish they were there, the glitter in the room coalesces into what looks like a person, at first. Then, as the glitter falls away, so does the person. It collapses to the ground in a pile of blood and bone and viscera, along with some small objects that may represent the person to your character.

Things created in this room can be edible (if you wish for food) or potable (if you wish for drink).
The Staywell Wreckage

A large, large cavern taken up by what looks to be the Staywell. Except it looks like the Staywell Manor on top of the Staywell Manor on top of the Staywell Hotel, on top of the Staywell Hotel, and so on. Some rooms are accessible, but most are crumbled under the weight of a hundred Staywells.

Only the most recent Staywells are accessible (the last two or so), and the older the Staywell is, the more it has been destroyed under the newer ones. Whenever a cycle ends, if the Staywell was destroyed in the storm, it will then be in this cavern when the next cycle begins. It will be destroyed however it was in the storm. You may be able to salvage things like the bulletin board or items from rooms.
The Cistern

The cistern is a large, large room that stretches out seemingly forever. From the caverns, you descend for a long set of stone steps to foot deep water. Except, it isn't exactly water. If you touch it, or step into it, it will eat away at your skin, your clothes. The water is intensely acidic and will devour almost anything it touches.

If you're able to traverse the cistern, you'll find glowing mushrooms dotting the landscape, an area full of skeletons and bones, and if you go too far, you'll find yourself disoriented and turned around. Time will stretch and move, and you'll find yourself spit out close to the stairs, not quite sure how you got there.
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Activity Check

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Activity check


Activity check in Well occurs every three months, at the beginning of the last month of each cycle (X.3) in: January, April, July, and October.

The reason for this? No one likes AC. No one wants to do AC. The mods don't want to check proofs. We're only implementing AC so that everyone in the game is active. We ask that you reassess your place in the game if you aren't regularly able to meet the AC requirements of the game.

To get started, create a blank top-level comment for your character with your character's name and canon in the subject line. Post your AC under your character's comment with the month in the subject line using the form and instructions at the bottom of this page.
ACTIVITY REQUIREMENTS

Standard AC & Joining in X.1


If you join in the first month of a cycle (X.1: February, May, August, November), or you've already been here for a cycle or more, you need to submit:
  • One top-level comment or log, AND
  • 25+ comments from your character across threads with at least two characters
OR
  • 50+ comments from your character across threads with at least three characters

Joining in X.2


If you joined in X.2 of a cycle (X.2: March, June, September, December), you have a free AC round. Please check in for AC.

What kinds of threads can I use for AC?
You can use log, mini-event, TDM, bulletin board, or walkie-talkie threads for AC. However, bulletin board and walkie-talkie threads don't count as top levels, and can only account for half of your total AC. Logs, TDMs, and mini-event top levels can count as top levels.

For a top level to count for AC, it must be open to anyone, have at least two prompts (offers/hooks), and you must have responded at least twice to the majority of tag-ins your top level received.

Open top levels do not count in comment counts (ie. a TL with a 2 comment thread from you does not count; a TL with 7 comments from you counts as 7 comments, not 8). Closed prompts can count for comments, but not for the top level requirement.

Use threads from the last three months. If we're in 3.3, you can use threads from 3.2, 3.1, and 2.3.

How long do threads have to be to be used for AC?
Threads must have at least three comments from you to be used as proofs.

Can I take a strike?
No, you can't take a strike. Due to the three month cycles, strikes aren't a option we offer.

If you believe you can't make AC, you can take a retroactive hiatus for up to two months of the AC period and must make the level of AC in accordance with your hiatuses (see the next FAQ answer). If you can't make the lowered level of AC, you will be swept from the game.

What if I'm on hiatus?
If you hiatus during a cycle:
  • One month hiatus, your new requirement is: a top level and 15 comments, OR 35 comments
  • Two months hiatus, your new requirement is: a top level and 10 comments, OR 20 comments
If you're unavailable to post your AC, let us know in your hiatus comment. You can use a hiatus for up to two months total in two subsequent cycles (2 months out of each 6 months. The months of hiatus don't have to be subsequent. No more than 2 cycles in a row).

You must post your hiatus for a cycle before the end of the AC period for it to be used in the AC period (ie. before the 5th of the AC month).

If there are extenuating circumstances, let the mods know.

How do I submit my AC?
To submit AC, respond to your top-level comment for your character and title your comment with the month of AC. Link your threads or top-level comment/log. When submitting a thread, fill out the name of the character the thread is with. Fill out the questions at the bottom of the form.


Use this form to submit AC:


Use this form to check in: