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Orphanage

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  1. Game
    1. Session Logs
      1. Antecedents PI: Case Logs and Reports
      2. Orphans: Mishaps and Adventures
    2. Setting
    3. Character Generation
    4. House Rules
      1. Dreaming
    5. Atlantis Background
      1. Atlantian Confederation
      2. The Orphanage
      3. Dor-Manis Surrender
      4. Friends and Strangers
      5. The Bloodlines
    6. Antecedents Background
      1. Age of Aquarius
      2. Antecedents P.I.
      3. Dr Butler
      4. The Antecedents team
      5. Fundis
  2. Antecedents Characters
    1. Andrew: Leopold Arkenov
    2. Byron: Victor Cabal
    3. Ian: Robert Stane
    4. Richard: Corey
    5. Samson: Kai
    6. Jim: Royce
  3. Orphans Characters
    1. Andrew: Puyter the Archonian
      1. Puyter's Plan
    2. Byron: Wendy (Woody) Winter
    3. Ian: Mouse
    4. Samson: Vecna
    5. Jim: Piper Jake

Pappa Dreda's orhpanage is set on a large block and sits humbly beneath the shade of a giant cycad (a crappy ms paint of the orphanage is available Orphanage.gif.

Already constructed by the time the area became a favourite of the rich and well-to-do, where pleaseant afternoon sea breezes chase away the heat of the day with a fresh briney tang, the orphanage is now surrounded by sculpted homes and fine establishments. And while the orphanage's buildings themselves are incongruous amidst the expensive timbers and flawless masonry of neighbouring constructions, there has never been any trouble between Pappa Dreda, his charges and the people of the nieghbourhood.

Far from it, the boys and girls raised by Dreda usually find work in the best of the shops, restaraunts and pleasure houses that service the areas residents.

That's part of Pappa Dreda's philosophy: no child who enters his orphanage to spend his or her formative years there can escape the wide network of Pappa Dreda's friends and acquaintences, all looking for that one special apprentice, for nothing sets a child up for a prosperous life like a trade.

Strange that, this this simple, gentle man with his jolly demeanour, his sticking up black hair, his reflective sun glasses and his thick red jacket which he never removes (even when the mercury tops 60) has such cordial relations with the finest craftsmen, business owners and bureaucrats in Atlantis. Some suggest that these reputable folk were once residents of Pappa Dreda's themselves and others hint that Pappa Dreda's connections extend right into the Chancellor's office itself.

But none of this matters to the children playing in the cool of the giant cycad's shade. To each Pappa Dreda gives what he can to meet their needs - but some need more than others. The children come from a variety of sources: scooped up from battlefields on far away worlds, found abandoned in the back streets of Atlantis, saved from lives of slavery when their parents died owing large sums to unscrupulous money lenders, these and a thousand other pathways have led children to the doors of Pappa Dreda's. But once they come through the secure gates around the compound they are all the same to Dreda. They all need to know they are safe, that the nightmares will subside and that the future looks promising for each and every one of them.

And so it is for the current charges under Pappa Dreda's care. Some have been there a long time, some are only recent arrivals, but they are shown care and understanding from Pappa Dreda.

But oh, how they do perplex him. They have all suffered so much and, Pappa Dreda is as certain of this as he can be, some of them will suffer some more.....but best not to dwell on what can only be addressed in its own good time.

And so on to more mundane matters. Which masters from around the city may be interested in taking on this batch of unparented children? And after so many years of far away war there will be many masters returning to Atlantis, not to mention the gathering of so many friends who have come to see the celebrations for the end of the war and the surrender of the throne. Amongst all of these old friends surely there would be enough positions for all his current charges.....

But Pappa Dreda's mind begins to wonder again as a growing sense of unease overtakes him. Something bad is coming, something terrible. He tries to use skills long since abandoned to determine more, but just as he begins to hone in on the source of his disquiet, it subsides.

A sound from the children catches his ears and he turns to face the playing mob. As he turns, he catches sight of the Great Chamberlain's ziggurat on a far off hill.

"I hope that fool knows what he's doing.

"Much better to save lives than to take them...

"How he can justify unleashing the forces he has - even to end a war, the price will be too high."

Pappa Dreda shakes his head at the state of affairs, the stubbornness of demonkind and at the stupidity of old men who think they know everything, before moving off to soothe a child who has fallen and skinned a knee.

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This page was last modified on 31 October 2007, at 03:33.
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