Setting
Premise | FAQ | Taken | Reservations | Applications
Initially, little will be known about the world the characters have been brought to. Their understanding of their new home and knowledge of the various locations will increase as characters explore and encounter new places and people. Here is what is currently known:

The Labyrinth
The game's current setting. An expansive subterranean maze comprised of an unknown series of hallways that never quite seem to lead to the same place they did the day before. The stones of the floor and walls feel cold to the touch and cannot be broken or moved. The pathways rearrange themselves when there is no one using them.
The halls are lit by torches affixed to the walls. The torches are warm to the touch, but do not burn. They instead glow from some sort of internal power, somewhat similar to a light bulb. The lights burn brightly during what would be a standard earth day's daylight hours, dimming to darkness as 'night' approaches. During these times, the torches cannot be turned back on by the characters, and they will need to figure out another source of light if they wish to venture out.
Within the Maze
The Center
A large domed clearing in the center of the labyrinth. It is attached to the storeroom and is lined with small rooms with cots that the characters can claim as their bedrooms. The Center has little by way of furniture or decorations other than structural columns, though that will likely change as characters explore and bring back things they find. The Center is the stronghold or headquarters where characters can live in safety. The creatures that lurk in the maze seem unable to come here.
When characters venture out into the labyrinth, they will find that something seems to follow them. It starts with a feeling, or a glimpse of a shape out of the corner of their eye. The farther away from the Center they go, the more overt the presence becomes, steering them back to the Center.
The Bedrooms
Small and spartan. Envision a monk's cell in a monastery. Rooms contain one or two cots, aged but clean, with rough spun blankets. Characters can choose a single room or elect to share. Rooms can be decorated with the things found from exploring. They have doors, but no locks, so be careful about leaving your valuables there unless you think you can trust your neighbors.
The Storeroom
A large room found within the Center. It contains basic staples of life. Food, water, clothing, and medicine appear in this room each day, though no one is ever seen coming or going from the room's only entrance. If the storeroom is monitored for the whole day, new supplies will not appear. The things that can be found there are not fancy, but they will keep the people living in the Center alive.
Bathrooms
Yes, there are bathrooms. The plumbing is crude, roman aqueduct-based technology, but it is better than nothing. Bathrooms can be found in the Center and randomly dispersed in the labyrinth.

The Baths
One of the first locations the characters will find outside of the Center. Since it is not connected to the Center of the Labyrinth, it can not always be found along the same pathways as it had previously. However, it is always in close proximity to the Center, so it can be found more often than not when characters go looking for it.
Similar to an old roman bathhouse, it is an indoor pool where characters can get themselves clean and relax for a while. The water is supplied by an aqueduct, and while never runs hot, the water is clean and usually is at least slightly warmer than room temperature. There are usually clean cloths folded up nearby to use as towels, though if used, they will not replenish so long as they are watched.
code bases by tricklet
Premise | FAQ | Taken | Reservations | Applications
Initially, little will be known about the world the characters have been brought to. Their understanding of their new home and knowledge of the various locations will increase as characters explore and encounter new places and people. Here is what is currently known:

The game's current setting. An expansive subterranean maze comprised of an unknown series of hallways that never quite seem to lead to the same place they did the day before. The stones of the floor and walls feel cold to the touch and cannot be broken or moved. The pathways rearrange themselves when there is no one using them.
The halls are lit by torches affixed to the walls. The torches are warm to the touch, but do not burn. They instead glow from some sort of internal power, somewhat similar to a light bulb. The lights burn brightly during what would be a standard earth day's daylight hours, dimming to darkness as 'night' approaches. During these times, the torches cannot be turned back on by the characters, and they will need to figure out another source of light if they wish to venture out.
A large domed clearing in the center of the labyrinth. It is attached to the storeroom and is lined with small rooms with cots that the characters can claim as their bedrooms. The Center has little by way of furniture or decorations other than structural columns, though that will likely change as characters explore and bring back things they find. The Center is the stronghold or headquarters where characters can live in safety. The creatures that lurk in the maze seem unable to come here.
When characters venture out into the labyrinth, they will find that something seems to follow them. It starts with a feeling, or a glimpse of a shape out of the corner of their eye. The farther away from the Center they go, the more overt the presence becomes, steering them back to the Center.
Small and spartan. Envision a monk's cell in a monastery. Rooms contain one or two cots, aged but clean, with rough spun blankets. Characters can choose a single room or elect to share. Rooms can be decorated with the things found from exploring. They have doors, but no locks, so be careful about leaving your valuables there unless you think you can trust your neighbors.
A large room found within the Center. It contains basic staples of life. Food, water, clothing, and medicine appear in this room each day, though no one is ever seen coming or going from the room's only entrance. If the storeroom is monitored for the whole day, new supplies will not appear. The things that can be found there are not fancy, but they will keep the people living in the Center alive.
Yes, there are bathrooms. The plumbing is crude, roman aqueduct-based technology, but it is better than nothing. Bathrooms can be found in the Center and randomly dispersed in the labyrinth.

One of the first locations the characters will find outside of the Center. Since it is not connected to the Center of the Labyrinth, it can not always be found along the same pathways as it had previously. However, it is always in close proximity to the Center, so it can be found more often than not when characters go looking for it.
Similar to an old roman bathhouse, it is an indoor pool where characters can get themselves clean and relax for a while. The water is supplied by an aqueduct, and while never runs hot, the water is clean and usually is at least slightly warmer than room temperature. There are usually clean cloths folded up nearby to use as towels, though if used, they will not replenish so long as they are watched.