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oocinthenight2020-05-17 04:12 pm
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LOCATION DISCOVERY: DAYBREAK ORPHANAGE

LOCATION DISCOVERY: DAYBREAK ORPHANAGE
the basics
Led initially by one of Rastus' feathers to a missing torch, a quartet of daring explorers has discovered Daybreak Orphanage, which sits in the woods just south of the Museum.
The description of this location is detailed below, and has already been added to the map and setting page.
If you have any questions, please let us know in the comments!
the details
Nestled into the woods near the lakeshore in North Beacon, the four-floor Daybreak Orphanage looms wide in a gap between the trees. A rusted sign reading "C OS D" lies at the top of a short concrete stairway.
Immediately inside the front doors, the dusty entryway with its peeling paint leads to a main office and a hallway running east-west, while ahead is a sturdy-looking spiral staircase. The floor here is covered in mud, and it looks like the flood slammed open the office door with such force that the doorknob has broken entirely off. Inside the office are quite a lot of old files - some about staff members, and many about the children who lived here.
Following the hallway leads to multiple rooms in either direction:
A chapel and three small classrooms form one wing of the orphanage, to the left of the front door. The chapel, like the church, appears loosely Catholic in construction with its gothic arches, but features no clear denominational symbols. An altar and several pews are here, though the pews are child-sized. The classrooms include blackboards (one of which has fallen off the wall and hangs at an angle); twelve desks per room, all pushed against the walls and covered in mud; a teacher's desk; a variety of very dated posters; and low bookshelves lining boarded-up windows - although unfortunately most of the books are completely waterlogged and turn quickly to mush when handled. A door in each classroom leads out to the yard which now looks much like the rest of the woods, except for a few broken toys still lying within the bounds of a twisted, overgrown fenceline.
The opposite wing contains a kitchen, laundry room, and boiler room. The kitchen still holds a number of cooking utensils, but the gas line to the range doesn't seem to be working, and the oven door has rusted off its hinges. Still, it's a sizeable kitchen with an island for preparing food - and everything here seems targeted toward cooking in large batches. The laundry room has several non-functional washing machines, a linen closet with very musty off-white bedsheets, and another door to a side yard where a large metal bin contains several black plastic bags of children's clothing, securely tied shut. The boiler room holds, as might be expected, a damaged water heater and assorted other pieces of plumbing and electrical equipment.
Upstairs, all three remaining floors have dormitories, toilet and shower facilities, and each floor has a common dining room. Although it looks like the building was capable of holding over 100 children, most of the dormitories show no real signs of having been occupied other than the empty beds. The second floor is the one exception - for here there are toys and other personal belongings decorating a scattered handful of beds.
Daybreak Orphanage is occupied by several forest spirits. One tall, bent form draped in black rags paces the halls. Its face is entirely covered in fabric except for its lower jaw, which has pasty white skin stretched across it, and it has far too many hands on long, bony arms which grasp at anything it can reach, picking up objects and caressing them before setting them aside as it continues on. At the slightest sound or hint of movement it comes quickly to inspect the source, and can emit a horrendous high-volume, very stern-sounding screech when displeased. It seems particularly interested in chasing down the other spirits in the building, but evidently has a lot of difficulty in catching up with them.
The remaining occupants are a trio of fuzzy, rotund, long-eared raccoon-like spirits with playful masks. While walking through a doorway - or as you begin to head downstairs, thinking the path you just came through should be clear - you might stumble over a tripwire. Entering a room? Watch out for the bucket of muddy water above the door! These three play a variety of Home Alone-style pranks, scribble nonsense on the walls, and paint arrows on the floors that loop back around on themselves. But as soon as the bent, ragged tall spirit comes looking, they take cover under beds, in closets, or manage to slip into cracks in the walls they simply shouldn't be able to fit into. Watch your pockets, in case they start trying to take things!
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