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RP Locations

  • In-City Locations

    New Scarborough was once a small fishing village on an island about one mile off the coast of Maine. After it was connected to the mainland via a bridge in the 1950s, the population exploded and it grew into a sprawling metropolitan city.


    • Olde Town Scarborough: In a crescent around the Port, the original village still has a few of the quaint houses and shacks that have either been renovated to be turned into cafes, shops, bed-and-breakfasts, and a fishing museum, or are still lived in by fishermen that have lived in those houses for generations. Fae, elves, angels, and other more ‘benevolent’-appearing supes populate this area with relative peace towards the mundie locals. Superstitious fishermen, of course, are still a source of some unrest.
    • Suburbia: The city is surrounded on all sides (save the entry from the mainland, exit to the national park, and major port) by suburbs. The more affluent areas are filled primarily with mundies, vampires, and more sophisticated demons. Other denizens believe the supes of that area have only risen in the ranks through ill-gotten gains and dirty dealings.
    • The Inner-City is where much of the population clusters in sky-scrapers where bankers, businessmen, hospitals, hotels, the police department, and apartments are.

    • Wright Towers is one of the larger sky-scrapers, housing a few unconnected businesses, including a law firm, a call center, a tech agency, and more. Lupinaries & Cervos, the law firm, claims the pent-house at the top.
    • Saint Anthony Hospital: Named after a patron saint of the sea, and all that dwelt in it, SA Hospital has an out-patient clinic for both government-associated physicians for performing supernatural check-ins, and regular doctors for every-day purposes. It also features an emergency room, surgical center, psychiatric ward, and pediatric ward.
    • Harriet Hotel: the largest hotel by far on the island, most tourists prefer to stay here for its relatively affordable accommodations. It features a heated swimming pool and jacuzzi in the basement.
    • The Apartment Complexes that dot the inner-city are varied - from the upper-crust, to the white-collar, to the blue-collar workers. However, poorer, more run-down apartments and seedy motels are found in the slums near Salty’s Scrapyard (described below).
    • New Scarborough Police Department: Chief Donaghan Whitehart arrived from a separate universe where the city he lived in, San Angeles, was destroyed by a volcano. He was well equipped to deal with the tensions between supes and mundies, and quickly rose through the ranks. The government, however, keeps tabs on him and his ‘Boys and Gals in Blue.’
    • Captain Alfsson Memorial Park: A pocket of tranquil shrubbery, pines and cedar trees dot the square pocket of greenery surrounded by a knee-high wrought-iron fence. Mulch-lined paths form a plus-sign, with benches on each side. At the center of it, there is a bronze statue of a sea captain raising his sextant in the air and gazing into it. Supes say the surname “Alfsson” clearly designates the lost sailor as having elven heritage, but no such features on the statue or the plaque beneath it say such things. Instead, it reads “Captain Alfsson bravely lead his crew through a storm to rescue ship-wrecked villagers on his ship, the Stargazer. Though he succeeded, his ship was damaged. He made certain the villagers and crew were safe before sinking beneath the waves with his beloved vessel. R.I.P. 1790 - 1837. May your soul sail the sea of stars in eternal peace.”
    • New Scarborough College, where young academics seeking four-year degrees, and older and/or poorer folks seeking two-year vocational degrees rub shoulders. Unrest and protests are commonplace here.
    • White Pine Tree Forest National Park: To the east of the main island is an islet where the White Pine Tree Forest National Park (called ‘PT Forest’ by locals) is located. Originally a wildlife refuge, it is now home to the various clans, packs, herds, and tribes of therianthropes and skinwalkers. Some protest that the government does not enforce laws in the PT Forest as strictly as on the main island and mainland, thus reducing the woodlands to the ‘survival of the fittest’ or the ‘laws of the old west.’ On the other hand, some protest that there is too much government overreach via registration and forced check-ins on the main island. The latter believe they should govern themselves as sovereign citizens.
    • The Port is the largest, and original, port that boats both recreational and economical come to and go from. It’s rumored that aquatic humanoids dwell underneath the docks and nearby the rocky, pebble-beached shoals.
    • Salty’s Scrap-Yard and the slums are where former fishing vessels and other unsalvageable things are dumped. Lesser-demons (i.e. imps and such), undead, and other generally ‘unwashed sentient filth’ (as the mundies call them) call the slums home. It lies to the west of the Port on the very outskirts of the island, with a small port of its own to haul the soon-to-be scrapped boats.
    • The Shoals is the unofficial name for the pebble-covered beaches that are the edges of the island, and the small 2-lane road that connects to the PT Forest.
  • Non-Scarborough Locations

    • Midgard (Earth): Home of the Humans. Loki’s son, Jormungandr (the “World Serpent”) is said to dwell in the seas, capable of shifting his size from humanoid to long enough to wrap around Midgard twice. His destructive powers are kept in check by runes imprinted on his flesh. Fenrir, another of Loki’s children, is also bound to Midgard by runes.
    • Asgard: Home of most of the Norse gods, known as Aesir or Asgardians. They call Earth ‘Midgard’ and all Earthlings are called “Midgardians.” The floating realm’s main claims to fame are a bustling city with a massive golden palace, along with the bifrost (an rainbow-colored bridge capable of inter-dimensional travel). Odin, his Valkyries, and Lady Sif are tasked with protecting the Ten Worlds.
    • Jotunnheim: Mostly a freezing-cold land (though there are more temperate regions) of Norse giants called jotnar (jotunn singular) and their canine-like companions, jotunnhundar. Enormous beasts called bilgesnipes roam the frozen plains. The massive Mount Utgarde is where the palace is.
    • Vanaheim: Land of the Vanir, a sister-race of the Asgardians. Lush, medieval plains and forests make up most of the land, with small villages here and there. Their warriors are famed for horse--back combat.
    • Alfheim: Land of the light elves, an ethereal place with floating cities and magic permeating the air.
    • Svartalfheim: A place of eternal dusk, the dark elves call this place home. Despite the forboding nature of the realm and the intimidating features of dark elves, it is a mostly peaceful place.
    • Nidavellir ("The Dark Fields"): Home of the dwarves. Only they are capable of smithing god-smiting weapons and other metalwork imbued with their own magic, as well as, sometimes, Aesir seidr runes. Some say dwarven magic (and their massive forges) is sourced from the fiery Realm Below.
      Realm Below: A scorched land where demons originated; the Eldjotnar )fire giants) and Eldhundar (fire hounds) are kept captive by dwarven-built barriers imbued with Aesir seidr magic.
    • Valhalla: Realm of the honored dead which is distinct from but closely connected to Asgard.
    • Heven: Home of the angels. A paradisal realm, Heven was cut off from the other nine by Odin during a brutal war against Asgard. It was reopened during the Biblical times in human history.
    • Hel: Realm of the dead, both dishonored, and neither honored nor dishonored. It is a land of ice, mist, and cold. Ruled by Loki’s daughter, Hela… though some say she walks amongst Midgardians at times.
    • Space/Knowhere: Space is self-explanatory - taking place somewhere in outer space. Knowhere is a den of ne’er-do-wells and the black market, build out of the inside of an ancient Celestial’s skull.