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THE RYSLIG COMMUNITY CENTER
Currently under the management of Hajime Hinata (
The Ryslig Community Center is a monsters-only, neutral space for any monster of the peninsula to find shelter, a meal, or spend time and satisfy their non-cannibalism related monster instincts. It provides facilities for the needs of unique monster types, as well as general spaces for monsters to hang out, have fun, and feel safe.The community center is a human-free zone, entirely staffed by monster volunteers. Its services are free to use for anyone and everyone, and most of the upkeep is done by Hajime as the owner and manager, and financed by donors and sponsors (or out of Hajime’s own paycheck, if need be). Violence is strictly prohibited on the premises (even recreationally– take it outside in the parking lot). Talking about the Fourth or Fog Gods is also prohibited, with some exceptions; proselytization or starting fights about your beliefs will get you kicked out.
The entrance of the building leads to an open foyer, with a cheerful sitting area and a reception desk, behind which is a window that shows the inside of the manager’s office. Rather than actually featuring a receptionist, the desk has become something of a bulletin board area; there is indeed a bulletin board, with fliers for things like Libeccio, Nai’a Nights, Insert Coin, and various clubs and activities hosted by other monsters in Ryslig (check out Steven’s crafts club or the community soup kitchen!), a calendar with important dates marked, and a weekly schedule. On the desk is a complaint/suggestions box, a copy of Chiaki Nanami’s monster guide (as well as another box for submissions to the guide), and a stack of pamphlets for the Lighthouse.
Around the hub of the building is a lounge room, with couches, an old tv, shelves full of second-hand books and board games, and games like ping pong and foosball (there’s some bean bags to play with, but any board they’re supposed to go to is completely lost). To the other side is an incredibly humble cafeteria, with a small kitchen and a few tables for eating, including a coffee machine, a blender and a rice cooker; while it is always stocked with food, a notice taped to the wall says that the kitchen is open for public use, so long as you clean up after yourself. Interlaced around the ceiling space of the facility are colored, plastic tubes that lead to and from most rooms of the facility, much like the kind you might find in hamster enclosures. They are big enough to fit the size of a small dog, allowing room for small, travel-form animals (such as Pookas, bat-form Vampires, shrunken Faeries, shadow form Goblins, and small Manticores or Werewolves) to enjoy the tunnels, and darkness for Shades to be able to traverse the building during the day. All the windows are equipped with blackout curtains in the case of your Gargoyle, Troll and Goblin friends. A maintenance room and supply closet can be found towards the back, though these are strictly off limits to non-staff. Finally, there’s a small (though decently sized) meeting room that is free to use, though if you want to reserve time to prevent being disturbed, you’ll have to do it at what qualifies for a front desk.
The rest of the building is divided into the left and right halves; from the entrance, the left half is designated as the Diurnal wing, and the right half is designated as the Nocturnal wing, and services for specific monsters are divided up accordingly (though you are free to use either side of the building regardless of monster type, if something interests you). Outside of each hallway is a directory on what services are provided on each side of the building, and which monsters are best suited to which side. Each side of the building includes a medical station at the end of the hall, as well as a room with a small number of bunks to stay the night.
NOCTURNAL WING
DARK ROOM - Shade, Vampire, Gargoyle
SAUNA - Demon, Mer, Kelpie
ISOLATION TANK - Mer, Kelpie
COLD STORAGE - Waldegeist, Lich
CUBBY ROOM - Goblin, Gargoyle, Troll
WILDS ROOM - Werewolf, Werebear
The Nocturnal Wing of the center is completely devoid of any windows to the outside; the hallways are equipped with low level lighting that can be increased or decreased on a dimmer, depending on who’s visiting that day.
DARK ROOM
The dark room is precisely what it says– Spacious and large, with no windows, and a sealed door to prevent light from the hallway from entering to keep the room in complete darkness. It’s equipped with bean bag chairs, normal chairs, couches, and an extra bed for sleeping or napping. There’s a few desks to work at, as well as its own radio. High up on the ceiling is a large, wooden box that functions as a bat house for Vampires to curl up and sleep in if they so desire. Think of it as another version of the lounge, but bathed in complete darkness– and without a foosball table. Sorry guys.
SAUNA
The sauna is exactly what it sounds like; a hot sauna room, with lacquered wood benches and sealed walls, and hot coals in the middle. It is regularly kept damp and steaming for those that enjoy the dark, wet heat. While it’s usually kept hot, it does have temperature control to make it cold if you’re a Merperson lamenting the summer sun, and sprinklers that can be activated to hydrate your skin even more. It is also mostly fireproof, but please don’t press your luck.
ISOLATION TANK
This room is soundproof, and kept in a low, blue light. It contains two large, metal tanks, filled to the top with water and walled with tinted glass, rather than clear glass. To the best of their abilities, the staff have created isolation tanks for nervous Kelpies in order to shut off sound and other stimulation from outside the tanks, or for Mers that just want some time to themselves. The lids can be closed or left open, and can lock from the inside if they don’t want to be disturbed.
COLD STORAGE
Also exactly what it sounds like; a medium-sized room with a metal door and reinforced wall, kept as cold as a walk-in refrigerator. Hanging from the ceiling are various animal carcasses on meat hooks, available to rip apart and play with, or for a Lich to rot and decay to have a little bit of fun with their magic. There’s also some chairs to lounge around in, if you just want to enjoy the freezing temperatures.
CUBBY ROOM
Despite the name, this room is filled with dirt and rocks like a wildlife preservation exhibit, though it is also lined with metal lockers along one wall. Visitors are free to play with, break, and rearrange the rocks as they chose; there’s also piles of sand and dirt, sprinkled with some sparkles and glitters in order to amuse those with an appreciation for such. Hajime will occasionally litter the refuse with shiny rocks or trinkets that are up for grabs as well; Gargoyle, Goblin, and even Mer residents are welcome to their own lockers if requested, in order to protect any valuables they wish to hoard, though you’ll need to ask the manager for a key. Visitors found stealing from other visitors will be banned for a minimum of two weeks on their first offense.
WILDS ROOM
Another room that looks more like a wildlife preserve, the floor is covered in more dirt, and contains larger rocks to perch on, as well as bushes and tree trunks brought in from the outside. They won’t last long, so visitors are encouraged to use them for biting, scratching, or simply destroying for their hearts desire. They’re also welcome to nap or sleep in here, if they miss a bit of that wilderness feeling but are too wary of the forest, and the walls are painted to look like the outdoor night sky.
DIURNAL WING
INDOOR GARDEN - Nymph, Faerie, Nephilim, Harpy
ROOF ACCESS - Harpy
QUIET ROOM - Arachne, Minotaur
SUN ROOM - Naga, Nephilim, Pooka
JUNK ROOM - Simulacrum
REC ROOM - Manticore, Pooka, Slime, Minotaur
The Diurnal Wing, unlike its counterpart, is kept brightly lit at all times– especially at night– to allow Nephilims to traverse. It also has the normal amount of windows you’d find in a building like this, though they’re equipped with blackout curtains just like the ones around the center in case of emergencies.
INDOOR GARDEN
On one side of the hallway is two doors to the same room; an indoor garden, with one wall completely made of thick glass panes in order to let in the natural sunlight outside (though it keeps the fog and rain out, which is nice). The majority of the ground is elevated, in order to provide a deep enough layer of dirt for the plants to grow. It’s mostly covered with grass, with two small trees along the glass wall, and some common flowers growing here and there. Nymphs are welcome to root themselves here and grow more plants if they desire, and Faeries are given permission to plant one of their rings in the grass if they so choose; facility staff will forbid anyone from trampling or destroying them, and violators will be banned for two weeks on first offense. There are benches to relax on, and the beginnings of an indoor waterfall, though Hajime is still working on the mechanisms to cycle the water.
Within the garden is a ladder and a hatch that grants visitors ROOF ACCESS. On the roof of the community center is an area set up for Harpies, with a few human sized bird hutches built. Sticks, feathers, and other materials are available for Harpies to build nests if they desire, with the hutches to protect them from the weather to the best of their abilities. Depending on how popular the service is, they might consider building more hutches.
QUIET ROOM
This room has soundproofed and reinforced walls, with a raised, carpeted floor to buffer it further from sounds and movements that may permeate from the hallway and the rest of the building. This room is kept closed in order to provide relief for sensory-overwhelmed Minotaurs and Arachnes. Soft couches and chairs are provided, as well as a basket of knitting supplies for Arachne that want to get creative.
SUN ROOM
The sun room still has windows to the outside, but it’s also equipped with sunlamps in the ceiling in order to provide visitors with warm, simulated sunlight at all hours. During cold seasons, the windows can be shuttered in order to keep the heat in the room, and there are large, warm rocks laid about for Naga to curl up on and enjoy. While digging is discouraged in the Indoor Garden, the sun room has a similar raised floor to allow a decent amount of depth to the dirt floor. Nagas are welcome to enjoy the warm dirt under the sun lamps, and Pookas are encouraged to dig and burrow in it to their heart’s content– though mind that they have a limited amount of room.
JUNK ROOM
A smaller room that almost feels more like a utility closet; the junk room is filled with scraps of metal and old electronics, rather than throwing them in a proper junkyard. Sims are welcome to play and fiddle with the devices, and there are many charging outlets along the walls available for them to rest. Of course, if you’d prefer to simply smash and thrash stuff around, the room does have reinforced walls, so feel free to rip and tear to your heart’s content. There’s a community set of tools available as well, if your Sim friends need any kind of repairs or maintenance done. But please don’t steal them.
REC ROOM
Another room much like the main lounge area (again, no foosball, sorry), it also sports large windows (that can be shuttered if need be) and bright lights to keep the room well lit. There’s a couch, bean bag chairs, some desks to work at, and another radio. Along with the normal things, there’s a variety of pet toys for Manticores and Pookas– and Werewolves!-- to play with, and a wide open room for them to play in. The floor is tiled for easy to clean up messes (and for Slimes to crawl in all the cracks and crevices and enjoy!) and decorated with cat towers, ramps, and some cushioned boxes for the small animal monsters to sit in. Lastly, there’s a variety of acoustic instruments available to play; two guitars, a few flutes, a recorder, and an electronic keyboard. These are put here for Minotaurs to enjoy, but any monster with musical inclination or talent are welcome to use them.

OFFICIAL RULES
VIOLENCE IS PROHIBITED
NO GOD DISCOURSE
RESPECT OTHER VISITORS
PLEASE KEEP DESTRUCTION TO DESIGNATED ROOMS AND OBJECTS
VOLUNTEER STAFF
As volunteers are only expected on an at-will/when available basis, duties and responsibilities are pretty loose. Staff are expected to enforce the rules of the center, help with cleaning up and basic maintenance of the various facilities, and do their best to answer the needs of anyone that comes looking for help (pulling down the blackout curtains or adjusting the lights, for example). It is unpaid community service, but Hajime will still try and give volunteers some holiday bonuses when he can.
Current Volunteer List
Mukuro Ikusaba (dead_eyed_wolf)
Chiaki Nanami (waitingforplayer2)
Trish Una (figlia_morbida)
Peter Parker (heyunderoos)
DONORS & SPONSORS
For businesses and individuals that donate to the upkeep of the community center. Businesses in particular will always get prime space on the bulletin board, and the foyer will often sport fliers for their events.
Current Donors List
The Lighthouse
Atem
Niina Yamada
Libeccio
Oscorp
Liewen Laboratories
Amusement Mile

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