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Permanent Locations
The Stacks
The main circulation desk
The Lobby
Living facilities
Rotating Locations
Community garden
Computer lab
Quiet rooms
Children's area
Maker's space
Meeting rooms
Empty rooms
The Library consists of varied facilities. Anything that may reasonably be found in a library can be found here. The catch: not all of these rooms are fully anchored to the Library, and will disappear once no longer in use.
Rooms that do not have a permanent location in the Library will randomly appear when opening the doors that are tucked away between the towering bookshelves. As the game progresses, skills can be gained to help characters find or anchor particular rooms.
Every so often, a room that is not usually anchored may become temporarily tethered as the Librarian sees fit. Once the purpose is served, the tether will be cut and the room will return to rotation.


The Stacks
The largest part of the Library, and its main focus. Shelves of books stretch as far as the eye can see, ladders and catwalks providing access to the highest stories. Somewhere up there is a ceiling, a great domed roof that seems to echo the whispers of turned pages and scratching of quills.
These shelves are filled with unfinished stories. Not a single completed work exists here, the books ranging from haphazard outlines all the way through to detailed drafts. Some, elaborately bound, proudly announce a title in gilded writing: and when opened, contain nothing more.
The Stacks are endless and winding and very easy to get lost in, the sections moving seemingly of their own accord. Finding a specific area of the Stacks can be difficult for the uninitiated, but those who are skilled may have an easier time.
While navigating the Stacks can be challenging, returning to the main desk from here is as easy as a simple thought. Thinking of the main desk will bring it close by, allowing almost immediate exit from the labyrinth of incomplete works.
Note: unless otherwise skilled, only the main circulation desk can be summoned from the Stacks.
The main circulation desk
A large, curved desk sits at the front of the Stacks. A handwritten ledger sits open on the desk, a ballpoint pen attached to it by a thin chain. The ledger appears to be a series of requests; sometimes titles, sometimes just descriptions, of source material being sought by an Editor.
A history of food, Fred had requested. Something about meerkats, IX-10-23 had written. Some cheeky Editor has even asked for: An actually decent movie, and come back a short time later to add a second line next to the signed initials: Your taste sucks.
Some requests are signed off on by a pair of initials, others remain unfulfilled. For those who have trouble navigating the Stacks - lodging a request here may be the best way to get their hands on something they’re looking for.
Forming the back 'wall' of the circulation desk are large wooden cabinets with hundreds of small drawers, seemingly labelled in the Library's own system. Each drawer pulls out endlessly, filled tightly with just as many catalogue cards as there are books. Until an Editor is suitably skilled, pulling a useful index card from the catalogue is luck of the draw.
Index cards: the card catalogue
- Each source material in the Library has a corresponding index card, as well as every Editor.
- The index card provides basic information about its subject, but most importantly: its location in the Library
- Skills can be taken to learn the card catalogue system, allowing an Editor to pull the index card they're looking for. If no skilled Editor is available, then help will need to be sought... better hope the Assistants are in a good mood!
The room from which all other permanent rooms are accessed. The cavernous room is sparsely furnished as its default, but changes regularly as Stories unfold. Along one wall is a large, closed window; a sign above it reads ‘Help Desk’. Through the window is a small office where a dusty and long abandoned ‘back in 5’ sign can be seen sitting atop a desk, and an inaccessible ‘ring for help’ bell waits mockingly out of reach.
Living facilities
Accessible through the labelled doors in the Lobby, the Library provides for all basics of living.
The Dorms - the dorms are outfitted with bunk beds that seem to replicate to accommodate the number of Editors the Librarian has recruited.
The dorms are bland, almost uninspired compared to other rooms within the Library. Each bed comes with 1 pillow and 1 blanket - try not to hoard any more, or someone will go without.
Bathing - Not unlike a changing room at the gym, separated into stalls for privacy. Basics like soap and shampoo are provided from dispensers attached to the walls. If you're after something fancier, perhaps there's something in a book that might help you.
(A giant bird dust bath now sits off to the side of the wash room.)
Laundry facilities - There's a very old, very inconvenient washing machine that never seems to fully finish a cycle. You might be better off handwashing your garments until you've learned a skill to get something better.
Kitchenettes - Instant ramen and microwave meals aren’t the only things that can be whipped up in here. The offerings of the small fridges might not be gourmet, but you’ve got what you need to make a basic meal. (Or for those with - ahem - dietary needs, enough to keep you satiated.)
Once again, if you’re after something more; you might have to flex those learning abilities… or give up and ask for help.
The 'gym' - A late addition to the living facilities, to call this room a 'gym' would be generous. More of a yoga room, it is large enough for a robust Zumba session and not much else. The room is sparsely equipped, with only a few sets of 3kg hand weights; some yoga mats; and a CD player that seems to only play medleys (never a complete song).

Rotating locations:
Community garden
The door opens, and in front of you are rows of raised planters with an abundance of fresh produce thriving in their care. The open sky stretches overhead, the weather changing each time the room appears. A large fence lines the perimeter of the expansive garden. No matter how high you go, the fence climbs with you.
Characters trying to get a glimpse of the other side should hit up the mod post first.
Computer lab
A room filled with desks that are outfitted with computers… how old they are changes each time the room is seen. (Or are there, in fact, multiple computer rooms that the Library is circulating?)
Maybe the room you get is equipped with wall-to-wall circuitry and punched paper tape. Maybe it’s all sleek, flat screens and wireless keyboards. Maybe it’s holograms and voice-activated commands.
Whatever type of computer it is, it’s got no network connectivity; not even an intranet. What you do have are archives of unfinished calculations, video games, movie projects. An unlimited array of digital media, all of it incomplete.
Quiet rooms
Not just quiet in name, but in practice. Loud voices turned to hushed whispers in here, the room itself dampening the harshest of sounds.
Reading desks with privacy screens sit in a neat 2x3 row, a couch and beanbags tucked in a corner. The perfect little respite room.
Children’s area
Most dependably found by children, or those young at heart. The children’s area features play equipment ranging from hoops and sticks all the way through to range-limited hoverboards, all designed to entrance the young mind.
The toys here are, as with anything else the Library holds in its archives, in some way unfinished. Perhaps it’s a coat of paint missing. Maybe it’s a teddy bear without its final stitches. As much as it may pull your heartstrings to see these unfinished toys, remember: completed projects have no place here.
Maker space
Speaking of completed projects…
There are a number of machines and tools related to crafting and making things in the maker space, including a table that, for some reason, just has construction paper and safety scissors.
What are you making today?
Meeting rooms
Equipped with a board table + chairs, a whiteboard, and a projector. The perfect room for planning projects or next steps – if only you could find it reliably.
Somehow always seems to have someone else’s notes on the board. Just what the heck is nuclear fission anyway?
Empty rooms
You open the door… and inside is a whole lot of nothing. Blank walls, blank floor. The perfect canvas for your own design. If only you had something to put in here.
Those looking to build their own room will need to hit the books before they can enjoy some architectural design.
Special Access locations:
These locations cannot be accessed through normal means. They require either a skill to be unlocked, or a Library mechanic to be triggered.
Please contact the Mods if your character will be:
1) Grievously injured and/or dying.
2) Participating in a fight or causing damage to the Library.
3) Experiencing some other extreme scenario that we haven't thought of yet!
Known locations/triggers:
The 'Safe Zone'
When real damage occurs to the Library or a significant fight breaks out, a safety mechanism triggers that transports the responsible party to an open space with no end. While powers are not dulled, they're ineffective in this place. There will be no way to exit this space while attacks are underway.
After 5 minutes of peace, a timer dings. A wooden door that leads back to the circulation desk finally shimmers into sight.
A happy little banner drops down from it, simply reading:
Mediation Complete
And from that little banner, another one unfolds; a small text that reads:
No food or drink in the Stacks.
There may or may not be some happy little streamers to celebrate your accomplishment.
The Safe Zone is currently in the form of a small tropical island with white sand beaches on one side, towering cliffs on the other, and glimmering turquoise waters. There's even a little patch of jungle gracing the center of the island, and colorful coral reefs off-shore (sadly without any colorful fish attending them). The horizon is dotted with other little islands, but no matter how far Editors might swim or fly, they can't quite reach them, and are never too far to easily return to the original island.
The temperature is always pleasant, the weather mostly sunny with the occasional cooling smattering of tropical rain. Though there isn't an actual sun in the sky, there are still beautiful sunsets and lovely, albeit starless, nights on a periodic cycle.
Previously the Safe Zone has been:
- A yacht drifting across a calm, open sea. Any investigation of the controls of the boat will reveal that they are poorly attached and do not actually control anything. There are, however, sailor uniforms hung up and ready for use; and the sky is bright and blue, the waves calm as they lap against the sides of the boat. The perfect place to kick back for a moment (or two).
- An endless forest. The song of birdsong filters through the trees, but no signs of birds or other wildlife are actually present. Hammocks hang between the trees, swinging lightly in a relaxing breeze. There is a day and night cycle in the forest. During the day, warm light streams through the foliage; though peering beyond the canopies will reveal that there is no sun in place. Likewise, when night falls there is all the evidence of moonlight filtering through the leaves and the glimmering of stars - but the sky itself remains undecorated.
The 'Medical Wing'
If a sudden attack occurs that would deal one-hit death or grievous injury before the Safe Zone can trigger, the injured party will be transported to the Medical Wing.
The Medical Wing is outfitted with a couple of firmly padded beds, white plastic curtains acting as the dividers. The walls are decorated with educational posters - some sporting anatomies and illnesses that your Editor may be familiar with, and others looking quite… different.
There is a cabinet filled with basic first aid supplies. While it appears the Library is poorly equipped to handle anything more major than a scrape, the injured characters who wake here will feel recovered. It may take a little bit, so feel free to play out your injury. But as they say: time heals all wounds.
[While the Medical Wing is occupied, it will remain in circulation and will be accessible through the doors in the Stacks. Once there is no longer a patient to be seen, the Medical Wing will no longer be able to be accessed by regular means.]
NOTE: Because the Safe Zone triggers at the impact of an attack, the singular attack must be of the severity of an ‘instant kill’ or ‘instant grievous harm’ for the Medical Wing to appear. (A regular or combo attack will trigger the Safe Zone instead.)
As a consequence of the severe attack, the attacker will be sent to The Assistant's Office instead of the Safe Zone. This will result in power nerfing. Please contact the Mods for planning.

The Assistant’s Office
A book-filled office that smells of paper and glue. A few carefully clamped annals sit nearby an expansive, well-kept desk. There is a stern air about the room, and the only chairs in here are rather uncomfortable to sit in.
[Editors cannot access this location on their own. All visitors must be accompanied by an Assistant.]

Skill Page
Oct. 15th, 2025 10:52 amDuring their time in the Library, characters are able to learn a number of different skills, from both what they find in the Library and their participation in stories. You may gain 1 point for meeting Base AC, and another point for completing Bonus AC. Please see the AC requirements here for details. All base level skills cost 1 skill point; higher level skills maybe cost 2, or in extremely powerful cases, 3.
Skills labeled with the 'Archivist' or 'Revisionist' tag are able to be picked up by anyone, but are cheaper for anyone with a matching tag to learn (down to a base of 1 skill point). For example, if your character is a Revisionist, they can learn a 200 level Revisionist tagged skill for 1 skill point instead of 2. There may also be other events in game that reduce the cost of these to learn.
If your character was not around for a Story/did not pick up a particular skill during the Story, they can still learn it if another character teaches them. In order to pick up a taught skill, you must also include a link to the thread where your character is taught the skill by a character who already has it. This can also be used to teach skills from character’s homes, provided they are teachable skills and not something inherent to their world.
Library Sciences
Resource Skills
- [RS-110] Resource Manipulation 1: Ability to pull simple items from source materials (books, films, etc), but an ‘unfinished’ version. Think along the lines of a pizza that has only half the taste, or a copper wire that only conducts about 1/3rd of the time. Cost: 1 point
No Prerequisites - [RS-111] Resource Manipulation 2: With great focus and a bit of time, you can now pull ‘completed’ items from source materials (no bigger than a breadbox). Rejoice; your pizza tastes like pizza again! But be mindful, Editor. If that ‘completed’ item isn’t made part of an unfinished project, it will disappear the moment you take your eyes off it.Cost: 1 point
Prerequisite: Resource Manipulation 1 - [RS-260] Summon Creature: Summon a creature from a resource available in the Library. When in the Library, summoned creatures are in ‘Read Only’ mode and cannot cause any damage or meaningfully interact with the space. When inside a Story, the summon is restored to its original as-written self. (Example: inside the Library, a summoned fire spirit would give off heat but could not burn. When inside a Story, it is no longer restricted.)
(Note: These summons cannot be playable characters in their own right. They also must be summoned from materials accessible to your character in the Library. In other words, this skill cannot be used to summon creatures directly from a character's canon.
Summon Creature can also be used to purchase a swarm of small animals--spiders, cockroaches, bees, et cetera--so long as the swarm always functions as a single individual while summoned, without pieces splitting off to take independent action more than a couple of feet away from each other. No having a swarm of bees that can go scout every corner of the Library simultaneously.)
This skill is taken again for every new summon. Cost: 2 points [Revisionist Benefits]
Prerequisite: Resource Manipulation 2 (inc. prior prereqs) - [RS-262] Chekhov's Gun 1: Able to now bring one item (or a set of similar sized items) of 5 pounds or less back with you from an active Story. Cost: 2 points. [Archivist Benefits]
Prerequisite: Exit Media Res (inc prior prereqs), Resource Manipulation 1
Library Skills
- [LS-100] Partial Ordinal System (POS): Ability to learn the organizing system the library uses and navigate the stacks and card catalogue through that understanding. Cost: 1 point
No Prerequisites - [LS-101] Room Navigation: Ability to find any of the set rooms of the library. Cost: 1 point
Prerequisite: Partial Ordinal System - [LS-140] Free Call: Able to summon an Assistant to the help desk at any point. Cost: 1 point
Prerequisite: Partial Ordinal System - [LS-220] Mediation: Enforce a time out by sending up to 3 characters to the Safety Zone (ie: the Naughty Corner) once per day for a maximum of 30 minutes. Characters cannot leave until time is up. While in the Safety Zone, damage cannot be taken. Cost: 2 points
Prerequisite: Room Navigation (inc. prior prereqs) - [LS-155] Never Finished: Ability to keep items made in the library, via makers space or some other medium, even if they are finished, just not perfect. Cost: 1 point
No Prerequisites - [LS-200] Library Manipulation 1: You’ve convinced the Library that a breadbox is allowed to stay, actually. The items you retrieve from books no longer disappear when you’re not looking. Cost: 2 points [Archivist Benefits]
Prerequisite: Resource Manipulation 2 (inc. prior prereqs) - [LS-210] Library Manipulation 2: Ability to edit rooms in the Library in ways that still serve the purpose of the room (comfier chairs in the quiet room, a specific toy or playset in the children’s area, a sander in the maker’s space, etc).
Cost: 2 points [Archivist Benefits]
Prerequisite: Library Manipulation 1 (inc. prior prereqs) - [LS-217] Room Anchor: Secure a room so that it stays in place. Cost: 2 points [Archivist Benefits]
Prerequisite: Library Manipulation 2 (inc. prior prereqs) - [LS-310] Expert System Manipulation: With your mastery of Resource and Library Manipulation, you can now form significant facilities that attach to the Library. Here’s that dream lab you always wanted…!
Mod consultation required. The skill must be taken for each permanent room being added to the Library. Cost: 3 points
Prerequisite: Room Anchor (inc. prior prereqs)
Journal & Data
Journal
- [JD-120] Unmute: Adds voice function to journal. Cost: 1 point
No Prerequisites - [JD-121] Screen Share: Adds video function to journal. Cost: 1 point
Prerequisite: Unmute - [JD-122] Keyboard: Adds a digital text function to the journal (as opposed to handwritten). Cost: 1 point
No Prerequisites - [JD-130] Reply All: Able to post messages from your journal that will appear in all other Editor journals, aka able to make a network post without access to the bulletin board. Cost: 1 point
No Prerequisites - [JD-220] Journal Lock: Able to lock journals away from the eyes of the Assistants; it also adds a physical lock to the journal so people can’t just open it. Cost: 2 points
No Prerequisites - [JD-221] Burn After Reading: Send private messages that vanish entirely from the archives after they are read. Cost: 2 points [Revisionist Benefits]
Prerequisite: Journal Lock
Data
- [JD-150] Computer Science: Ability to access a small portion of the internet from the computer lab; functions more or less like the wayback machine but just memes and music. Cost: 1 point
No Prerequisites
Editorial Skills
- [E-100] Background Reading 1: Character enters the Story with a very basic understanding of the Story and conflict. Cost: 1 point
No Prerequisites - [E-101] Background Reading 2: Character enters the Story with the IC equivalent knowledge of the Story’s information post. Cost: 1 point
Prerequisite: Background Reading 1 - [E-110] Genre Savvy: Once per Story, reflect on your accumulated knowledge to gain insight into the direction and predicted outcome of the current Story. (Requires Mod input) Cost: 1 point
Prerequisite: Background Reading 1 - [E-200] Ex Media Res: Ability to ignore the initial pull of the Story and delay entry to it. Cost: 2 points
No Prerequisites - [E-201] Exit Media Res: Ability to leave the Story after it has started; can return to the Story from the stacks. Cost: 2 points
Prerequisite: Ex Media Res - [E-210] Character Creation 1: Enter the Story as a Reader, but with a believable background that blends into the Story seamlessly. Good for those trying to avoid suspicion. Cost: 2 points [Archivist Benefits]
Prerequisite: Background Reading 2 and Genre Savvy (inc. prior prereqs) - [E-221] Self-Directed: Character gains the ability to assert their own will to either avoid being cast as an Actor, or to ensure they will be Acting in a Story. Cost: 2 points [Revisionist Benefits]
Prerequisite: Ex Media Res - [E-222] Actor Remembrance: Character gains the ability to keep their normal memories while being an Actor. In-game, this may look like the Story character suddenly gaining your character’s memories; or may play out as 2 characters in 1 mind. Cost: 2 points [Revisionist Benefits]
Prerequisite: Self-Directed (inc. prior prereqs) - [E-231] Actor Retrieval: Character gains the ability to return an Actor’s Library memories to them. In-game, this may look like the Story character suddenly gaining the original character’s memories; or may play out as 2 characters in 1 mind. This skill requires prior OOC consent from the Actor's player to use. Cost: 2 points [Revisionist Benefits]
Prerequisite: Actor Remembrance (inc. prior prereqs)
Story Skills:
Full list of Story Skills to date
In addition to mod generated Story skills, players are also free to make up their own mundane (non-magical) Story skills as fits in the setting. Please give us a brief description of the scope of the skill when you take it; mods may adjust it to not be overpowered, and/or require more skill points for it.
If you are interested in using a Story as a vehicle for your character to gain a supernatural/magical skill of your own creation, that they would naturally be able to learn (or be taught by another character), please contact the mods to hash out the skill and how your character will gain it prior to the Story beginning.
Unfinished Skills:
Anything that could be learned in the Library can be taken as an Unfinished Skill - the catch is, naturally, that the skill itself is unfinished. Some examples include:Unfinished Cooking: You are extremely good at making one dish in particular, and are a passable chef otherwise.
Unfinished Lycanthrope: You can transform into some other creature, but do not have any sort of abilities or awareness that might be associated with such a change; you are essentially a human who right now looks like a wolf.
Unfinished Engineering: You understand the basics of engineering, but specific concepts were not included in the book you were reading and therefore in most things you would try to make there’s one step that you simply do not know how to do.
When picking up an Unfinished skill, let the mods know in your skill comment what it is, and what the limitations are. Mods may edit the limitations slightly to make sure nothing is too overpowered.
If at any point your character is in a Story and would learn a more robust version of an Unfinished skill they possess, they can upgrade the skill for 1 point less than the normal cost.
Please use the following form to submit for skills:
- No bullying
- Respect your mods and fellow players
- No God/Info-modding
- Communicate issues
- IC =/= OOC
- Use content warnings when appropriate
- The Golden Rule - aka, don’t be a jerk
In most cases, if you break these rules you will receive a warning. We reserve the right in certain circumstances to remove you from the game, if we feel that your action was egregious enough to warrant it. Please don’t make us do that.

You awake in the stacks.
You’re not sure when you fell asleep, and the memories of the last things you were doing are hazy at best. But now you’re here, and all you can see is books in every direction, the bookshelves teetering high enough above you to reach to the sky.
A helpful sign points you in the direction of the main circulation desk, and even if you try to ignore it and go in any other direction, the desk is where you will find yourself. A figure sits behind the desk, not even looking up as they sort through books and other media; they look to be the exact picture of what you expect a Librarian to be.
Trying to ask the Librarian a question will get you shushed, but they’ll point down a hallway to the side, leading to a kitchenette and what appears to be a dorm room, where you'll find you're not alone in this strange place. But once you've looked away, when you look back, the Librarian is gone.
Welcome to the Unfinished Library
—
The Unfinished Library is a panfandom, AU friendly game set in a seemingly endless library, filled with the Stories that have never been finished. Characters will be sent into Stories, either as Readers with their own memories or Actors who have been AU’d into the Story’s setting. There is a new Story roughly every three months.