Post by SI Admin on Jun 28, 2008 12:55:50 GMT -4
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Greave[/color][/font] [/center]The small town of Greave is nestled in the hills of Scotland. This close knit and simple town isn't so simple as it seems. With it's criminal history it's amazing the police station is so quiet. But what can they do when their problems stem so far back they can hardly remember.
Children in Greave have always been kidnapped, and it's stores stolen of family sized amounts of goods. So much so that families keep their children close as a habit and stores are accustomed to buy extra supplies. Definitely not normal behavior. Yet even with all the precautions, children are still stolen, and goods still taken. The perpetrators are for the most part untraceable, and clean their tracks well.
Cathriss Gate is sustained through the theft of the extra supplies from the stores in Greave. New children are found through news of strange events, and Cathriss is growing. An odd sort of attraction in presented by the building, keeping most of it's residents there, but some kidnapped residents outright refuse to stay, and must be watched by older residents until they accept their fate. In the end they must all understand that for the time being they are alone, and without help. They must work together.
In the back of your mind. Stay Inside.
Greave[/color][/font] [/center]The small town of Greave is nestled in the hills of Scotland. This close knit and simple town isn't so simple as it seems. With it's criminal history it's amazing the police station is so quiet. But what can they do when their problems stem so far back they can hardly remember.
Children in Greave have always been kidnapped, and it's stores stolen of family sized amounts of goods. So much so that families keep their children close as a habit and stores are accustomed to buy extra supplies. Definitely not normal behavior. Yet even with all the precautions, children are still stolen, and goods still taken. The perpetrators are for the most part untraceable, and clean their tracks well.
Cathriss Gate
[/color][/font][/center]Kilometers into the quiet neighboring woods sits a old ivy coated manor. Shadows flit about through the rooms and on the grounds. Welcome to Cathriss Gate, home to the thieves and kidnappers of Greave. Once a self sustained home for children, Cathriss is again, after being found by three runaways. They found the rules in the dusty library, and began gathering similar children to live there. Children at Cathriss are singled out and kidnapped from the town of Greave for one reason, their supernatural powers.Cathriss Gate is sustained through the theft of the extra supplies from the stores in Greave. New children are found through news of strange events, and Cathriss is growing. An odd sort of attraction in presented by the building, keeping most of it's residents there, but some kidnapped residents outright refuse to stay, and must be watched by older residents until they accept their fate. In the end they must all understand that for the time being they are alone, and without help. They must work together.
The Rules
[/color][/font][/center]The rules are found scratched messily into the wall of the library. They cover the essential rules of a community. Respect fellow members, Never harm of perform mind manipulation on members, Do not thieve from members, and the like. With the wrath of the Manor on their heads most residents obey the rules. Each rule serves it purpose but the last. In the case of rain, STAY INSIDE. No one knows the purpose of the rule, as enough of them spend time outside when it rains and avoid any mishaps. But as the deepest carving in the list, one can't help but ponder. Skeptics will remain.In the back of your mind. Stay Inside.