The three story stone building that housed The Welcome Home was located in the southeast shadow of Stormhold Castle. It was neither attached to the castle, its walls, or made of the same shining marble. Being a rather recent addiction, it was built sturdy of a pale stone that hinted just a tiny bit of blue gray granite swirled throughout. The building has a full attic and something most buildings in Syliras doesn't have - a fully enclosed back yard with grass. There was no basement. The outside was decorated with fancy custom made tile from the Varniak Ceramics works that ran around the doorways, windows, and the rather unique second story outdoor covered patio. Attention to detail had been placed on the roof, and lovely comfortable benches had been donated to decorate the outside. The Widows of Syliras routinely dropped by to tend flowers in flower boxes and refresh the arrangements that landscaped the inside of the The Welcome Home. The Welcome Home itself was made up of a ground floor that was arranged much like some of the finer homes in Syliras with the addition of a large classroom. Walking into the front porch, one had to passed through a sitting room, into a living area that branched out with the classroom on the left and a kitchen on the right. A library dominated the next room on the right, while a dining room filled out the far right corner. The place was well-populated with furniture, nothing too new though most in well functioning condition. Paintings, most donated, decorated the walls along with pictures and artwork executed by the children themselves. The entire lower floor was carpeted except for the classroom, which had a stone floor because its residents also tended to use it for a laboratory in their studies as well. A small shingle reads: Please knock. All unwanted children are welcome here and all those here are looking for good homes in the community. Upstairs, the northern wall was dominated by a line of bedrooms, seven in all, that had the potential to slept multiple children, though most were currently singly occupied. A long hallway connected an outdoor patio play area with a craft room. The caretaker's suite dominated the southern right hand side of the building. All the bedrooms and the suite itself are fully furnished. The suite was divided into a sitting room, bedroom, and study. There were three fireplaces in the building. One was located in the caretaker's sitting room, one in the dinning room, and a large massive split fireplace that functioned both as a hearth for the kitchen and a fireplace for the living room occupying a common wall. The outside yard in back held play equipment, and a small stone barn that housed a white pony named Blizzard and cart that could be hooked up and driven to the castle to get supplies. The yard was big enough for the children to ride the pony for play when they wished. Official, pre-made NPC children available for adoption [Winter 515AV]. There are many orphans available in the orphanage and players are free to create their own within the guidelines of child NPCs, these are just three with preset skills, backgrounds, and identities. Dina
Name: Dina Race: Human DoB: 11 Fall 509 PoB: Sunberth Title: Orphan Skills: +10 Escape Artist, +10 Observation, +5 Writing, +5 Drawing Gnosis: None Favorite Color: Peach Additional Info: For one born and raised in the slums of Sunberth, Dina’s story is no surprise. Her mother was a whore and general favorite at Brega’s infamous house of Happy Endings. One, unfortunately, who was mired deep in Daggerhand dealings. It wasn’t long before she was found at the wrong end of a deal one Winter, with her throat slit and body left to freeze. Dina would not have survived the clutches of both child trafficking and her mother’s former profession had it not been for two brave individuals. One of them, Maggie, accompanied her during the journey from Sunberth to Syliras, acting as her sole guardian and chaperon. Though Dina was spared the worst of her mother’s mistakes, the bulk of her childhood was not without its trials. Growing up in a brothel meant she saw and experienced things no child her age ought to have known. So while Dina is still very much a little girl at heart, her eyes bear a kind of maturity that some might find unsettling. She doesn’t understand all that she’s witnessed, however, and may be prone to blurting out or questioning things others might find inappropriate. Unlike most children of the Berth, Dina actually knows the rudimentaries of Common writing. She was made to practice her letters during her mother’s frequent absences to keep her busy. As a result, Dina is rather educated for a child of her origins, and even shows both a penchant and aptitude for drawing. Hiding and finding ways out of her room, however, are also two of her rather unique set of skills, and it can prove difficult at times to find her at all without coaxing her with food. Last but not least, Dina seems to find instant trust in quiet, young men, but inherent distrust for flashy or garrulous women. Around large groups of people, Dina appears rather serious and subdued. But once she finds comfort and familiarity--usually through the offering of food--she will open up with a flood of exuberant chatter. Often she will want to draw pictures for the people she likes best, including her two new friends at the orphanage, Roon and Sammeth. Sometimes she will also do portraits of Dusty and Mouse, though people remain her favorite subjects. Just don’t be too alarmed if she casually mentions something children have no business knowing. Credit goes to Plume Roon Frostfawn
Name: Race: Human, mixed (Vantha) DoB: 64 Spring 508 PoB: Avanthal (?) Title: Orphan Skills: +10 Animal Husbandry, +10 Climbing, +5 Running, +5 Herbalism Gnosis: none Favorite Color: Gold/Orange (color of Syna) Additional Info: Roon’s story, like so many orphans, is interrupted by tragedy. But it begins with an abundance of love and affection, his parents having provided everything they could for all of their children. Roon was the youngest of three and spent the first seven years of his life in perfect bliss. He grew up in the Frostfawn Hold, where he devoted most of his time to bonding with and taking care of their animals. When he wasn’t taking part in the most basic interests any Frostfawn would exhibit, he was busy climbing things, chasing things, and being adored by his family. Then one season, he was allowed the extreme privilege of making the long, arduous journey from Avanthal to Syliras with his father and eldest sister. Everything was going smoothly until a sudden, Summer thunderstorm overtook them in the middle of the night. In the midst of all the chaos and confusion, Roon became separated from his family and fell into a rushing stream. Thankfully he was rescued by a group of fellow travelers, but by then he was so far from his campsite that no one had any idea where his family might be. From there, the travelers decided the best course of action would be to take him to Syliras, where perhaps the Knights might be able to arrange some kind of escort or search party. It would also be the next logical place to search for their missing son, if Roon’s family should decide to press on to the nearest city. And so to Syliras Roon went, with nothing more than his name and the clothes on his back. During the brief journey, Roon quickly proved himself a true Frostfawn by befriending several of the animals he came into contact with. One of them was a grey tabby, whom he fondly decided to name Dusty, and another a rabbit he had rescued from a snare, much to the annoyance of some of his fellow travelers. He arrived at roughly the same time as Dina and Sammeth, becoming friends with them as easily as he did his animal companions. Seeing that Sammeth was rather quiet and withdrawn, Roon asked if the older boy could name the rescued rabbit. Sammeth eagerly obliged, deliberating for days until he settled on the name Mouse, and grew so fond of the rabbit that he quickly became its sole caretaker. Between an orphaned girl with a dark past and an orphaned boy with an unloved one, Roon shines as a jolly sort of mediator, able to bring out brightness in even the bleakest of moods. Credit goes to Plume Sammeth
Name: Sammeth Race: Human, mixed (Svefra) DoB: 26 Winter 507 PoB: Suvan Title: Orphan Skills: +10 Storytelling, +10 Cleaning, +5 Climbing, +5 Singing Gnosis: none Favorite Color: Olive Green Additional Info: Of the three orphans to arrive that fateful Summer, Sammeth’s story is perhaps the most tragic. For the only reason his childhood came to bear so much misfortune was simply that he was born with hazel eyes. Suspicions were instantly raised that he was not a child of Laviku, but his mother convinced the rest of her pod that perhaps he just needed a year or two to develop. Reluctantly, the other Svefra agreed, on the condition that if his eyes did not turn blue by his first year they would offer him back to Laviku, as they always did. But one year turned into two, and two turned into seven. By his eighth, Sammeth was more accustomed to working below decks than any other member of his pod. Part of this was intentional--his mother believed that the longer she kept him out of sight, the less the others would be reminded of what he lacked. And for a while, her plan seemed to work. Because he spent most of his time hidden from view, Sammeth was paler than all the other children. His hair was also a damp shade of sand, rather than the fair, Syna-kissed hues so many of his surface-dwelling kin shared. Even so, Sammeth did not mind. He didn’t know any other life and was content to be by himself. As a result, he never learned much speech, and used his voice only when his mother came down to visit. She would tell him stories and teach him songs, every one of which he committed to memory. When he was alone again, he would sing to himself and tell stories to anything that would listen. The mops, the buckets, and the barrels of rum played frequent audience to dozens upon dozens of wild tales, some of which he fabricated all on his own. Then came the day when he summoned above deck. His mother made every excuse she could to keep him down, but she had run out of luck. Her pod gave Sammeth one last chance to prove himself a true Svefra. From sun up till sun down, he was given every task one of their own would be expected to perform. Though Sammeth was competent at cleaning, he was weaker than others his age and had a tendency to grow distracted by one of his many daydreams. In short, he was a disappointment to his kin, failing to prove himself able to do something as simple as swim. Once again, his mother tried to reason that he was never given the chance to learn these things, so how could it be fair to expect him to excel? But the others would hear no more. They did not wish to offend Laviku, and ignoring the sounds of her cries and pleas flung Sammeth into the Suvan. How he came to be rescued and arrive at Syliras’s gates remains an utter mystery. Sammeth himself will not confide in anyone, no matter how kindly or insistently they ask, and prefers to sing songs or tell stories when he is alone. He has a dreamy way about him, and it is no wonder that some find him a touch strange. But upon befriending Dina, Roon, and a rabbit he named Mouse, he has proven there is still a need in him to reach out to others. Slowly but surely, he shows signs of finding his voice, though it will take much love and patience to coax this head-in-the-clouds child from the only shell he’s ever known. Credit goes to Plume Floor Plan :
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