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Ulfore - map

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Description

Given the frequency of rps and lack of coherency in setting, I decided to try to fix that. Note: I asked a while ago, for several days, if you wanted anything, tell me and I'd include it. If you're just gonna post saying 'You missed this', don't even bother. You had your chance, and, if you're not happy, you can draw your OWN map.

Key:
Blackened squares = abandoned
Unlabeled squares = houses
R = restaurant
B = bar
Ha = hardware store
H = hotel
G = grocery store
SS = 'superstore' (think Wal-Mart or K-mart)
A = athletic supplies
E = electronics store

Facts:
Population: mostly old alumni from the school, who set up their own businesses in town. There are a few muggles here, but they're few and far between, and either A) amazingly ignorant of the congregation of vampires/werewolves/demons/zombies/etc nearby or B) armed to the teeth with every kind of defense known to man (and, given that the school itself isn't a secret, let's just say they have a LOT of weaponry to defend themselves and their families).
Nearest town: Joneston, 10 miles. Once part of Ulfore, a group of students decided to start hunting in town for giggles. Riots and fights started breaking out between the muggles, scared for their lives, and the more peaceful supernatural beings. The students were eventually brought to justice, but the murders are still well-remembered; the whole ten miles between Ulfore and Joneston is completely abandoned.
Name: Ulfore was named by the founder of the school, after the town had fallen into an era of decadence. The 'treatment' era had damaged many 'ill' (read as: supernaturally gifted) individuals. Part of the reason the school was opened to the public was to help these individuals.
Local fauna: in Parahapti Woods, animals such as cougars, rabbits, trolls, nymphs, squirrels, and even the occasional ammit can be found.

Points of interest:
-The streets: during the summer, certain roads and parking lots are closed off and a carnival comes into town. Rides, games, and sweets for all. Reduced rate for students and teachers.
-Ulfore-Boons Museum of Local History: exactly what it says. Exhibits are fairly interactive, and telepaths will be able to access memory records to see just what living in the town was like in all eras.
-Lion's Club: a volunteer organization. Tend to organize the carnival and other yearly events.
-Black-Moore Burial Grounds: the local cemetery. Groundskeepers have made it explicit that they will not allow vampires or zombies to take lodging in graves. Ghosts can be found here, though few respond. The ones who do, though, are quite friendly. Closed at sunset.
-Periwrinkle Park: an area with trees, a playground with swings and seesaws, sports balls for activities.
-The Icarus School for Talented Masters of the Sky: not seen on the map. This school is a floating castle above the town, run by a former student. Here, those who have mastered the basics of flight, wind currents, and maneuvers can learn more advanced techniques and tricks.
-Boone Manor: belonging to the Boone clan, the original founders, Boone was quite scientific for his day and believed that the 'supernatural' was merely illness. As such, he sponsored the creation of several buildings to house these 'mentally ill' individuals. While name still leaves a sour taste in the older creatures who lived through that time, his house is a source of curiosity for many. Supposedly haunted, and DEFINITELY booby-trapped with many secret tunnels, it's considered great fun to explore.
-Witch's Backbone: a large series of hills past the forest. There are several local caverns, with the largest known as 'God's Mouth'. They go several miles underground and, even with the supernatural population, only a few have been fully mapped.
-St. Amabilis Institution: one of the institutions Boone sponsored, it was burned to the ground long ago. That said, why many can still see it and even explore it is a mystery. It was here that many supernaturally-gifted beings were 'cured' of their conditions via electroshock therapy, leeches, crude psychosurgery, potent drugs, and other methods that would explain why even low-level telepaths and empaths are sent running away from here without even knowing what the place is. It's said that the inside of the building varies person to person but definitely becomes more unnatural the deeper one ventures. The place could be called 'haunted', except whatever might live there was only alive in the same way one could call a virus 'alive'. It cannot be emphasized enough: at best, the place is dangerous and, at worst, going inside is gambling your very sentience.
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