Friday, June 26, 2015

Blackstone Castle: A Haunting Adventure

Within the swamps and bogs of the Dark Forest of Mythica, stands the crumbing remians of an aincent   gothic castle. It is desolate and falling apart from the ravages of time. Towering turets stand as if they are reaching for the sky, as vines cling on to the crumbling front walls. The glass on the windows are shattered, one can see a silhouette figure at the topmost towers. We enter through a courtyard with dead trees and overgrown vegitation that will lead us to a drawbridge and inside the castle. 

                          

We walkthrough a small hallway and into an antichamber with a large wall size tasptery. Once guests are asembled in the area, the trapastrey comes to life. It tells the story about the castle and formal inhabitants, until the ocupants began dying one tagic demise after another. After their deaths their spirits still haunt the abaononed castle, and warn guests not to go in the castle or risk becoming another victim.

After the preshow ends, a pannel opens to darken hallway lit by torches on the wall with hanging banners on the ceiling. Guests will then board their car that will be used as a method of transportation. 

Once on our buggie, we enter through an archway and into a portrait gallery with large portraits depicting the royal family when they were once amoung the living. As we pass these works of art, they morph into ghastly versions of their formal slef. 

After passing the gallery, we enter the libary. The wall are filled form top to bottom with leather bound tomes, each entitiled with witchcraft and sorcery. Invsibile hands pull book out of the shelves as a ladder sways side by side. An open book stands on a wooden podium, exopsing page 666 with an image of Death personified. 

We then come across a once grand music salon, a hariscord stands in the center of room. Invisibile fingers strick the ivory keys creating a haunting yet errie melody. The candle light expoeses shadow of the invisibile composer slanted agisnt the wall. 
   
  We then pass a gryphon statue and asscend up to the upper chambers. 

Upon entering the second floor, we come across a hallway that seems to spand forever. A specteral image of woman stands midway in the corridor with a candelabra in hand. Two knights stand gaurd on both sides of the adjacent archway. There cold gazes follow our every move.

We pass through a series of locked doors on both sides of the corridor. Screams, cries of mercey, mad laughter and unearthly roars come from within doors, as if they are trying attempt to get out.  

We then come across a hooded figure looming over a large cauldron in a circular chamber. She is sumoing the spirits of the castle in anarcane tounge, as whispy wraiths arise from smoke from within the cauldron. 

Our buggies takes to a balcony overlooking a grand hall where ghostly nobles gather for a swinging wake. A jester can be seen swinging on the grand chandelier, while a courtiers sit on a long banquet table with decayed food. Nobles in elegant garments float in mid air on the dance floor, provided by a troup of minsterals on the balcony. 

The buggies turn and decend down into the deepest depths of the castle cellers. The skeletal remains of long forgoten prisoners call for help.  

We venture into the catacombs, where we come across a troupe of skeletons dancing to the tune of macabe minsterals fahsioned form other bones.  

To our left, a trio of witches cooking a recipe around a large black cauldron.

In the wine celler, a pair of skeletons guzle down a bottle of centuries old wine, with the liquid triclking down thier ribs.

We now found ourselves in the Armory where empty suits of armor come to life and brandish their weponds at us.  

A large dragon sleep in a pile of gold and jewels, smoke forms z's from his nosterals. While some newly hatched dragon babies play amoung the ritches. We try not to wake as we quietly pass by the sleeping dragon. 

Our buggies then ascend up to a small hill and into the catacombs. The walls are adoned with human bones and skeletons, where hanging lanterns provide a little light to iluminate this dark place. We then disembark from our buggies and back the world of the living.

Tuesday, June 16, 2015

Halloween Horror Nights: Horrors of Literature

Icon: The Librarian

Backstory: Marget Seterling was the librarian in Shadeyoaks Public Libary at the early 20th century. She took great care of the libary and loved nothing in the world but book with great strories. But Marget was very strict about enforcing the rules and hated rude patrons who disturbed the solice of the libaray. Yet dispited her overbearing personality, the children enjoyed listiening to her. Telling stories of thrilling adventures, fabled legends, and frightening ghost stories. In August of 1914 mrs Seterling pass away. After the death of Marget Sterling, the libary was passed into private hands for some time. Until a series of fatal incidents occurred at the libary. Some peopled beilved that libary took a life of it's own or the spirit of Marget had came back from the dead to take vengene on those who disobayed the libary rules. After more than ahundred years, the libary was closed to the public. 

Houses
Marget Sterling has been libarian since the Wyandot County Libary was built in 1901. After her death, her presence can be felt with the building watching over the libary and it's patrons with stern look. Step into the pages of the worlds most famous stories that have been rewriten into tales of terror.  

Abondon all hope ye who enter here as you venture into the eight leveals of Hell and come face to face with your inner demons. 

Find yourself in 19th century London, and come face to with characters from gothic literature. From Frankentien to Dorian Gray, and an asortment of the children of the night. Based on the TV series from Showtime. 

Dr Dark welcomes you to Cooger and Dark's Pandemonium Side Show, where you're desires and fears come to life. Beware of you're temptations as you wind your way through the macabe midway and the sinister sideshow or become a new addition to the carvial forever.  

Desperate to survive in the midst of turmoil, town members offered human sacrifices to fish-frog men known as the Deep Ones in exchange for prosperity. Now, the town’s population bears an amphibious look and don’t take kindly to strangers who venture in.

At the base of Mount Fuji, Japan lies Aokigahara the "suicide forest." For centuries, this forest has been the site for literally hundreds of cases of disappearances, deaths, and suicides. Legends say that the forest is haunted by yokai, the demonic entities of Japanese lore, or perhaps by the restless spirits lost within the forest... whatever it is, something evil is hiding deep within the dark, ominous forest.

Fall down the rabbit hole and into the nightmare landscape of Wonderland. Once a dream world now transformed by the trama and guilt by the psyche of Alice after loosing her family. Navigate you're way from the Wonderland Woods to the Looking Lands and confront the monsterous Jaberwocky, the truly Mad Hatter and tyranical Queeen of Hearts in this mad world. 

Step into the pages of R.L. Stine's creations, Goosebumps, and encounter the monsters from you're childhood. From the Horrors of Horror Land, The Werewolf of Fever Swamp, and Slappy the Living Dummy.


Scarezones
Classics: Literature's most infomas characters start to emerge stright out of the pages and into the real world. 

Childrens: Redisocover classic stories from you're childhood in a dark reality.

Knockturn Ally: Enter the darkside of the magical world of Harry Potter. Where deatheathers, dementors, and cratures of dark magic roam the twisted and rarow streets. 

1984: Enter a world of petpetual war, omipresent government surveillance and public manipulation, dictated by a totalitarian goverment. 

The Island of Dr Moreau: In a remote island in the Pacific Ocean, noted scientist Dr Moreau has conducted expirements creating human animal hybrids. After years of enduring pain and rejection, these man beast have started a reblion agist their master. 

Friday, June 12, 2015

The Legend of Ghastly Gulch

Ghatly Gluch is a traditional dark ride that transports guests into an haunted old west town.

 We begin our through a sereies of abaononed buildings, all devoied of life. It was once a thriving comunity at the hight of the gold rush era, now it has become a wastleand of dust and decay.

We pass through a series of tombstones in the town graveyard. If you look closley, you can read some of the epithets within them are the names of the towns folk and how they died.  

Proceing on, we enter what appers to be a funeral palor runed by the local undertaker. Coffins of shapes and sizes line the wall, along with floral argments and post mortum photographs. We are ushered by men and women in 19th century mourning attire to our medthod of transportation. A werid contraption fashed out of an old fashioned hearse and a prairie wagon that will carry six passengers in it.

Our vehical dips and descend into an underground tunnel, where the sketeltal remains of the ocupants arise from their coffin and reanimate. We have enterned an underworld, where the spirits of those who once lived in this town now calls this place their permeant home. 

Once we have ground bottom, we pass a wooden sign that inscribes 
Gastly Glutch: Population 1313
 Here we are greeted the mayor of this town, he welcomes us to this comunity of the dead.  
"Welcome strnagers to Gastly Glutch. It's not much, but it's home. Feel free to look around. Oh and try to stay clear of the cursed mine, it's full bad spirits who don't like livin folks."

To our right we come across a saloon, where a piano is beinging played by invibile fingers, two skeletons play a game of poker, and show girls lift up their skirt to revil a boney leg. 

We then pass a ghoulish looking couple standing in front of a farm house. A macabe version of American Gothic

As we continue on, we find ourselves in the mids of an old fahsioned shoot out between the sheirf and the bank robber. Their bulits dart from their guns like a pin ball game.

Near the gun fight is the Sheiff's office and jail, where a prison asks us to release him from his prison cell. 

We then enter an old mine shaft, where ghostly prospectors and miners are engaged into some macabe antics that are a bit morbid and funny. An old miner then warns us not to far into the mine. 
"Hey, don't go this way! It's dangerous!"

We ignore the miner and head deep into the darkest parts of the mine. Human bones are scatered on both sides of the cavern wall.    

We descend deeper and deeper into the abyssmal chasm, until we are surounded wraith like spirits. 
"You have dared desecrated our haunting grounds. Now you will suffer for all eternity." 
They swoop and soar over our heads, as our car tries to dodge these dark spirits.

Just when all hope is lost, a symbol starts to form in the shape of a bird. It is the Thunderbird. 
Whith one powerful lightening strike, he is able to repell the dark spirits as our vehicle starts to asscend. 

We then arive above ground, as the ghostly inhabitants welcome us back and bid farewell to us.
We then disembark from our car in the stables.