Willow O'Day (Dreamspeaker)

Daughter of Unicorn, Speaker with Dreams

(League of Extraordinary Gentlemen - London, 1890)

© 2003 by Fuzzy

This page was last modified: 2005/01/30


Stayka's World of Darkness Stuff | League of Extraordinary Gentlemen - London, 1890


Willow O'Day

Played by: Fuzzy


Name: Willow O'Day    Essence: Primoridial    Concept:  Healer
Player: Fuzzy         Nature:  Caregiver      Demeanor: Caregiver
Tribe: Children of Gaia (adopted kinfolk)
Craft/CoG Name(public): Willow

                        Attributes

Physical                Social                  Mental
--------------          ---------------         ---------------
Strength:    2  (3)     Charisma:     4 (3)     Perception:   3 (4)
                                                  Keen Senses
Dexterity:   4  (5)     Manipulation: 1 (0)     Intelligence: 3 (4)

Stamina:     2  (5)     Appearance:   2         Wits:         4
  Tough                                           One Step Ahead
    Iron Body (L3/P2) +3  Rowan wood ring Fetish: Gnosis 6
                      --  [Provides six Countermagick dice vs.]
    Soak               8  [Mind magick, Changing Breeds Mind  ]
                          [Control Gifts  / Rites, Kindred    ]
                          [Mind Control Disciplines and       ]
                          [Changling Mind Control Cantrips.   ]

                        Abilities

Talents                 Skills                  Knowledges
---------------         -----------------       ------------------
Alertness:    4 (5)     Meditation:     3       Cosmology:       4
  Spot Ambushes         Research        3         Otherworlds
Awareness:    2         Melee:          3       Linguistics:     3
Blatency:     2                                   English(N), Garou
Dodge:        4                                   Irish Gaelic
                                                Lore(Spirit)     2
                                                Lore(Garou):     2
                                                Medicine:        3
                                                Occult:          3
                                                [Enigmas:        3]

                        Advantages

Life:             3       Spirit:          4      Mind:      ___
                            Spirit Dealings
Correspondence:  __       Forces:         __      Prime:        2
Entropy:         __       Matter:         __      Time:        __

Arete:  4 (5)      Willpower: 8 ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( )

Quintessence:     15      Paradox:        __      Experience:  __

                        Backgrounds
Node:             1     Avatar:         4   Totem (Unicorn):  1
Resources:        4     Dream:          3   Familiar(Moira):  3
Allies            2     Arcane:         2   Sanctum:          2
Library:          4
Fetish(Staff)     -     Wisdom:         3   (adds 3 dice to socials
Fetish(Broom)     -     Fetish(Ring)    -    with the Changing Breeds)
Fetish(Wand of Fire) -  Fetish(Case)    -
Fetish(Wand of Lightning) -

                        Health
                  Bruised:        -0 [ ]
                  Hurt:           -1 [ ]
                  Injured:        -1 [ ]
                  Wounded:        -2 [ ]
                  Mauled:         -2 [ ]
                  Crippled:       -5 [ ]
                  Incapacitated:     [ ]

           Merits                                    Flaws
-------------------------------         ---------------------------------
Spark of Life:           +5             DID/MPD                       -5
 [-2 difficulty to all positive         [Willpower roll to avoid switching]
 Life Sphere Magicks]

Medium:                  +2             Help "Angels in the Garden"   -4
 [-2 difficulty to all Spirit           [Heal and house rescuee's for
 Sphere Magicks]                         "The Angels in the Garden" camp
                                         of The Children of Gaia Tribe.

Gift of Tongues          +3             Spiritually Noticable          -4
 [You have the natural ability
  to transend language. When            Spiritual Duty                 -4
  speaking with any sentient            [Unicorn/Children of Gaia]
  being, (from earth), you can
  understand its language as if it
  was your own. This only works
  in person, (not by phone or magick)]

Communicate with Animals +2
 [Though your deep and profound
  understanding of the spirits
  within all life, you can
  communicate with any normal
  animal. This communication
  is not as detailed or
  exact as ordinary speech,
  nor does it necessarily
  involve actual speaking.
  Instead, the animal you
  are communicating with
  understands you through
  a combination of posture
  facial expressions, smell
  and speech, while you
  understand it on an equally
  primal level.]

[[From Spirit Ways WW4043]]
Communicate with Animals pg 103, Gift of Tongues pg 104,
Spiritual Duty pg 106, Spiritually Noticable pg 107.

Apparent Age:           20              (actual age 40)
Age at Awakening:       10 (Mage)
Hair:                   Straight Red
Eyes:                   Violet
Ears:                   Rounded
Race:                   White
Nationality:            Irish
Height:                 5'8"
Weight:                 125
Gender:                 Female

I think maybe a small map of people that are likely to evidence.

Willow,         f, 21,                     presenter, adult.
Nikki,          f, 18,                     young adult
Dani,           f, 6-8,                    little (child alter)
Kat,            f, adult                   protector

Willow: You see a 20-something young woman, with straight
        red hair, violet eyes, she has a slim muscular
        build, height 5'8", weight about 120lbs. She's
        wearing a business dress, high boots, and
        a jacket. She carries a staff.

Amber:  Her InnerSelfHelper (ISH) / Avatar who looks
        rather like a Tolkein elf to her. Tall, adult
        but ageless, moonsilver hair, violet eyes,
        pointed ears... "glowing appearence". Amber
        helped her through dealing with the cult abuse,
        until she was rescued by the CoG Garou, and she
        is at least in part, the source of the high mental
        and physical stats. Internally she wears a simple
        mid-calf white tunic with a sash tie and sandles.
        She carries a staff.

Kat:    Same height and weight as Willow, appearence of
        an androgenous (genderless) adult but ageless,
        red hair like Willow. A Protector. (when she
        presents she always does Life3 effect "adrenal
        rush" with willpower). Internally she wears a
        t-shirt, jeans and boots. She also carries a staff.

Dani:   You see a female child, maybe 6-8 yrs old,
        height about 4 feet, weight about 45 lbs.
        She has straight red hair in pigtails and
        violet eyes. She's usually found wearing a
        denim jumper over a T shirt, knee socks
        and sneakers. Dani is curious and interested
        in learning about the world around her. She's
        made friends with some of the spirits she met
        in Unicorn's homeland. She has awareness of
        correct social forms for interacting with Garou
        and Spirits, (per her training as described in
        backstory).

Nikki:  same height and weight as robyn, pretty and outgoing,
        young adult, red hair like Willow.  Nikki is the social
        alter. She usually pretends to be Willow. She has awareness
        of correct social forms for interacting with Garou and
        Spirits, (per her training as described in backstory).

Equipment

"Awakend", (as having had the Spirit3 rote: "Awaken the Inanimate"
performed on it). "Enchanted" (as having had the Prime2 rote:
"Enchant Weapon" performed on it).

Awakened enchanted silver dagger
        in a back waist sheith. this was grandmother's ritual
        knife (athame). Its mundane view is an oddly sharp silver
        knife. Its umbral view is a glowing extreamly sharp silver
        knife. [Spirit focus]

Awakened enchanted non-metallic knife in boot sheith, Umbrally,
it is an oddly sharp knife.

Large purse containing: Teddybear stuffie, 1st aid kit,
crayons, coloring book... the usual stuff. [can be a backpack]

Necklace, of amber and jet,
from which is suspended a pentical pendent.
[Life focus]

Dr's bag,
        containing various medicines, bandages,
        a small set of gold plated sterile curved suture
        needles, sterile white thread for sutures, herbal
        perparations, (these having been "awakened" to be more
        effective than usual, but still coincidental),
        stethescope, other misc medical paraphenalia.
        This is outfitted to be placed in a backpack,
        along with the purse.

Awakened enchanted light jacket, providing some shielding
        from spirit attacks.

Clothing:
        Business dress, plain and simple, high boots
        (with boot sheith). Informal dress is
        undertunic, with buttondown shirt,
        pants and the same boots.

In addition, all her usual clothes have had the Prime1
effect attunement performed on them, (this effectively
allows her to take the items with her through the gauntlet
as if she was steping-sideways skyclad). Like the similar
Rite the Garou use, attuned items become "part of her life
pattern", so if she shapeshifts the clothes shift with her.

Fetishes

Awakened enchanted Quarterstaff/Walking stick
        Gnosis 8
        brass banded, brass capped, one end has a rubbber
        tip for walking. It is carved with images of unicorns
        and wolves and decorated as a walking stick with
        handgrips for use as weapon. There is area showing
        the Willow tree, (its been merged with a branch
        from Cethlenn's tree). There is a leather thong
        thru the "top". The Dryad has merged herself
        with this item, (so effectively, its her 'tree').
        She accompanies Willow on her journeys.
        The spirit pact is in exchange for showing
        her the Otherworlds, she'd accompany Willow
        and offer her wisdom and companionship.

Broom of Flying
        Gnosis 6
        This is a "classic" Witches broom, handmade
        and enchanted with Prime2/Prime1, Life2,
        Spirit2/Spirit4, and the co-operation of The Powers
        Elemental Air, (which provides the capability of flight).
        The Broom responds to verbal / mental commands
        in Iwapo', (the Spirit language), and has
        "always on" Life2 effects to keep the rider "aboard"
        and balanced. The Broom can be steered / directed by
        either mental / verbal commands in Iwapo' and with
        tactile directions on the staff part of the broom.

Ring, rowan wood, (an anti-mind control Fetish),
        Gnosis 6
        This item has been awakened, with Spirit3,
        infused with Prime2, and Attuned with Prime1.
        The spirit within blocks the attacking mind
        effects. It protects against Faerie mind control
        cantrips, Garou mind control Gifts/Rites and Vampire
        mind control disciplines. It also shields
        against hostile Mind Magick, Its part of an ancient
        Spirit Pact. (A Mythic Thread, in M:tA terms).
        [Spirit focus]

Case of storage
        Gnosis 6
        This item is a simple leather flute case with a cap,
        that has been enchanted to house a gaffling of the
        concept of space, its purpose is to hold the Staff
        when needed. Its about 2 feet long and wide enough
        around to accomodate the staff. Its worn with a
        leather strap across the back.

Wand, of Lightning
        Gnosis 8
        This item is a short wooden wand, with an
        inset blue crystal at the tip. The wand is
        controlled by a trigger word. This fetish does
        6 dice of electrical damage to a target. It is
        powered by a gaffling of lightning. This
        is carried usually, in a leather case, that
        is concealed under outer clothing.
        (Gnosis 8, Rage 6, Willpower 8).

Wand of Fire
        Gnosis 8
        This item is a short wooden wand, with am
        inset red crystal at the tip. The wand is controlled
        by a trigger word. This fetish does 6 dice of
        fire damage to a target, (using the Blast Flame
        charm of the resident gaffling). It is powered by a
        gaffling of elemental fire. This is carried usually,
        in a leather case, that is concealed under outer clothing.
        (Gnosis 8, Rage 6, Willpower 8).


Known Rotes

Create Talen
Spirit 3 or Spirit 3, Prime 2

Talens are essentially single-use fetishes. Both Shamans
and the Changing Breeds make use of talens as simple, portable,
easily created items of magickal power. Creating a talen involves
either awakening the spirit of the object that will become the
talen or persuading a lesser spirit to imbue the item with some
of its Power. Obviously, talens are most effective when their
powers mirror some of the items archetypical properties.

The talen rolls its gnosis against a base target of 5.
All the talens Willow produces have a gnosis of 4.

Examples: potions, elixirs, ointment/salves, and the like.

P permanent, S scene,

Willow uses this rote to produce:

        Potion
                Healing(P): Life3/Prime2
                        Heal Life
                        This calls upon Gaia's
                        spirits to repair the damage
                        to the body. Much like the
                        Gift Mother's Touch.

                Cure Disease(P): Life2/Life3/Prime2
                        Life2 (affect simple life forms), disables
                        the bacteria/virus and Life3/Prime2 repairs
                        the damage.
                        This removes the spirit of disease from
                        the body of the user.

                Night Sight(S): Life3/Spirit2/Prime2
                        Better Body effect,
                        Allows seeing into the
                        infrared, as well as increasing
                        the perception of lowlight vision.
                        This calls upon a spirit of vision
                        to enable the user to see in the dark.

                Emergancy Preparedness(S):
                        Life3/Spirit2/Prime2
                        Better Body /
                        Physiologial Emotion Control
                        This potion stimulates
                        the body to produce
                        hormones and brain
                        chemicals to prepare
                        to fight or flee an
                        emergancy.

                        For 1 scene:
                                Strength     +1
                                Dexterity    +1
                                Stamina      +3
                                Intelligence +1
                                Alertness    +1
                                Manipulation -1
                                Charisma     -1

                         It also flushes any
                         poisons and other
                         foreign harmfull
                         life forms, ( diseases,
                         bacteria, virii etc ).
                         The PEC effect allows
                         the mage to keep a
                         calm logical state
                         while dealing with
                         the emergancy.

Jack in the Green
        Spirit 3, Life 2
Mystics often travel to dense forests to contact Glade Children the
live there. however, a dilligent mage can communicate with a Glade
Child in a park or city street, altho the Umbrood spirit is
usually torpid and decrepit. The mage sacrifices a few drops of
her blood at the roots of the tree, then chants quietly.

Jack is usually a good information source, but his gossip varies with
the season. Jack notices many nearby events in the spring and summer,
fewer in autumn; in winter he is too sleepy. His memory is long and
excellent though.

[The plant spirit often has Willpower 7, Rage 3, Gnosis 8, power 20,
and the charms "Cleanse the Blight" and "Forrest Sense". The number
of successes determines how long takes to rouse the spirit and how
cooperative it is. Communicating with a rural oak in summer
requires only 1 success, rousing a city sapling in the dead of winter
may require seven or more successes. Roleplaying influences this
as can a successfull Charisma+Etiquette rolls. an added bonus like
a burst of vitality or a sudden bloom, (prime or life 2), might
convince the spirit to be more cooperative.]

Tummo
  Life 2
        accomodate to hostile environments w/o dulling the senses,
                (cold, heat, toxins etc).

Goddess' Blessing
  Life 2, Life 3
        increases sexual desire and stamina to inhuman levels.
        Life 3 can extend the blessing to others.

Purify
  Life 3, Matter 3, (and both)
        Life only avoids disease and unwanted pregnancy.
        Matter only removes poisons from non-alive substances.
        Both detoxify a living subject.

Where Am I?
  Correspondance 1 (& Spirit 1 or Mind 1)
        The Mage can sense where in relation to everywhere else.
        when used conjunctionally with Spirit 1, it can help
        establish which world or shard realm (and where in it.).
        used conjunctionally with Mind 1, allows the Mage to
        establish whether she is hallucinating or dreaming.

Perceive Forces
  Forces 1
        The Mage descerns the movements of energy.  she can perceive all
        types of energy, sensing wavelengths far beyond the limited
        range of visable light. the mage may use anything from
        infra-red to x-rays to gravity waves.

Deduction
  Life 1, Mind 1
        By sensing the small details of a stranger's life pattern and
        integrating them using shart insight, a mage can decide
        if a stranger represents a threat to her loved ones.

Adrenal Rush
  Life3, Prime2
        This rote allows the Mage to refresh her body and cleanse
        it of all toxins. Any Poisons, Foreign chemicals, Diseases
        or Viruses within the Mages body are flushed out thru her sweat
        glands. with three successes the Mage gains an additional dot
        in Stamina, Strength and Alertness for the duration of the
        rote. The Life Sphere stimulates the body to release the
        neccessary by-products and purify the body, while Prime
        fuels the re-weaving of the Pattern.

Iron Body
  Life3, Prime2
        The rote hardens the skin so it can take exposure to intense
        temperature extream, from chilling artic wind to the heat of a
        lava flow. It hardens the body like armor, adding one level or
        armor per success. This later effect slows the Make down as if
        he were actually wearing armor of that type. The Mage can
        decide the level  of armor desired once the number of
        successes are known.

Body of Spirit
  Life3, Spirit3
        The transformation of the physical body into Ephemera occurs
        when the Mage enters the Umbra, but with this effect the
        Mage may move about in the physical world in spirit form.
        [This is rather like the effect of the Spirit Charm:
        Appear in its effect]

        [The Mage appears normal to all that view him, but he may not
        interact with physical matter in any way. His body simply
        passes thru all physical things and all physical things pass
        thru him. The rote is very vulgar and so is generally
        performed away from sleepers.]

Levitation Walk
  Spirit2
        By attuning herself to the subtle influences of the Spirit
        World, the Mage can reach in and briefly touch the Umbra,
        connecting to it in a mild fashion. This allows the Mage
        the ability to move as quickly as if she was in the Umbra
        itself. Her feet glide silently a few inches above the
        ground.

        [This rote allows the Mage to levitate a short distance --
        up to about thirty feet per turn, about six inches above the
        ground -- and lasts one turn per success, (difficulty six).
        All she needs to do is see where she wishes to move in that
        short time. Any small obstical -- a hole, but not a wall
        -- may be bypassed while "in flight". This is typically
        done when sleepers are not looking, as its vulgar enough
        to cause trouble otherwise]

Massage Therapy
  Life3, Mind3 or both
        With specially prepared oils and herbs, the mage skilled
        in massage can clean almost any blemish, ache or wound
        from her client's body. Another version lets her use
        ease mental traumas as well and an advance varient
        allows her to heal both. With time and treatment,
        almost any amount of minor healing may be coincidental
        this way.

Green Thumb
  Life2 or Life2, Prime2
        A close eye is kept on the health of the plants during the
        growing season.

        [Life helps the crops grow and sustains nutrients in the soil;
        adding prime to the equation helps plants grow from damaged or
        infertile soil.]

Bug Off
  Life3, Prime2
        This favorite of ecoterrorists creates a swarm of insects,
        with one reflex built into thier tiny little brains: to
        attack any target the mage specifies. This can be a person
        an emblem (like a company logo), or "all white people in this
        clearing". This can easily made to look coincidental; after
        all, who knew there was a wasps nest in that tree?

Spirit Kiss
  Spirit2 (or Spirit2, Prime2)
        The mage physically embraces beings on other side the of
        the Gauntlet. Apart from the more obvious pleasures of
        such contact, the mage can accept power from or lend
        quintessence, to her partner, if she uses Prime2. For game
        puposes, concider Power and Quintessence one and the same,
        (Corpus, if the partner is a Wraith).

        A spirit's nature affects the Quintessence she gives; however,
        this can be good and bad. For example, a Nymph's Power would be
        particularly good for Love spells (it has the approriate
        Resonance), but a mage who accepted it into her Avatar would
        find herself increacingly horny).

Scrying
  Correspondence 2, Spirit 1
        [This rote allows the mage to view other locations. It is
        usually limited to familiar locations or those that have been
        purposely memorized, but this can be used to slowly "drag"
        one's Sphere sensing across an area by moving the point of
        Corresspondence around within sensing range. This takes time
        and can be blocked by, (and is visible to), other magicks.
        This is coincidental magick as it appear as the shaman is
        completely immersed in her trance. Others do not know what
        she is doing.]

Eagle Eye
  Correspondence 2, Life 1
        [The mage looks into the sky and focuses her senses so
        that she is looking down from that point in the sky.
        This is often used for tracking opponents across rooftops
        and through crowds of people. It has been also been used
        to help mages escape from mazes and detect approaching
        individuals.]

Alarm System
  Life 1, Spirit 1, Correspondence 1
        [Life 1 allows the Mage to sense and identify
        life forms, Spirit 1 allows the Mage to
        sense and identify Spirits/Umbrood and
        Correspondence  1 allows the Mage to sense
        the area around her.]


Storefront


Main sales area (Sleeper)
---------------

Here there are bookcases with various titles of occult books,
these are offered for sale as "reference" and "research"
material.

There are shelves with metal cups, chalices, (ritual knives)
athames and bolines, statuettes and candles of all colors and
descriptions.  There are bins with various kinds of crystals,
handmade brooms, wooden wands and metal wands.

There are shelves with herbal potions, incense of various types
and aromas, oils of various types.  The store also sells the
paraphernalia associated with the use of oils and incense.

Altar boxes, altar tiles, alter cloths of various designs,
soapstone bowls, abalone shells and other miscellanea.

Private sales room:

For the actual practitioners of the Arts there is a separate room
with items that would appeal to that population, real magickal
books, magickal potions (talens), possibly some fetishes, wands
and materials to make ones own magickal items.  Prime charged
incense, candles, crystals, wands and witches brooms.  Better
quality altar cloths, altar tiles, altar boxes, chalices, (ritual
knives) athames and bolines, caldrons and miscellanea.

The special stuff is in a warded room, guarded by a spirit
guardian.  The ward is set to block entrance unless the visitor
is accompanied by either Willow, Cethlenn, or Moira (or the
acolyte assistant that has not yet been named).

The ward is based in life/prime/spirit magick and does aggravated
damage to a trespassers spirit and life pattern with prime
magick.


Magickal Workroom


This room contains a small well, which glows faintly in the
penumbra.  This is the physical view of a small Node.  The
presence of the Node here makes the the contact with the Penumbra
easier.  The Tass this Node produces is in the of water,
(sparkling water in the "real" world, and faintly glowing in the
Umbra).

There are some clothing pegs, with cloaks and robes for Willow
and Moira.  There is a floor length draped mirror on the eastern
wall.  The mirror is surrounded by what looks like a large
doorframe, the frame is marked with runes and sigils.  The floor
within the circle is covered with soft furs.

The room is square there is a tiled-in circle on the floor.  A
willow altar box is in the center of the circle.  Looking at the
altar you see a midnight blue velvet altar cloth.  On the cloth
you see a green Goddess candle to the northeast and red God
candle, to the northwest.  On the altar you also see a small
statuette of a unicorn protecting several wolf cubs.  An altar
tile with a pentical inscribed upon it, (with the single point
up), is in the center.

To west of the altar you see a cast iron cauldron, with a vented
fire pit below it, (which provides heat as needed), on the left
side of the altar you see a silver chalice and a silver bell.
There is a handmade small broom (besom) propped up to the left of
the altar.  You see two soapstone bowls one with sand,
(representing the element of Earth), and one with water
representing the Water element).  To the east side of the altar
you see an abalone shell containing sand, and in the sand you see
a tablet of charcoal.  On the charcoal, there is resin incense
burning, (representing the element of Air).

A silver dagger with a handcarved wooden handle (athame) in its
cover and a small white handled knife with curved blade.  There
is a wooden, handcarved wand with a crystal tip to the west.
There are many candles, (representing the element of Fire).
There is a bowl with olive oil.  In the altar box are various
magickal supplies, herbs, prepared potions, candles, cords of all
colors, and her Book of Shadows.  This book is large book of sown
parchment with pewter covers.  The book contains various magickal
formulae and recipes for magickal potions.  A record of her
contacts with Spirits and thier various chiminage.

She also makes a record of her Workings and the results that were
achieved.There are a dozen small vials, containing this water in
the altar box.

There is a largish handmade broom resting nearby.  There are a
few wands nearby, one has a red crystal tip, and other has a blue
crystal tip.  There is a staff leaning against a wall.


Upper floors of the house


This is a large old house.  The 1st floor is the storefront and
workroom.  There is a small manual elevator present in the
hallway.

The second floor is the main house, a living room, formal dining
room, library, half bath, (sink, toilet and bidet), and a kitchen
with a dinette.

The library is a two tier affair.  The lower level has shelves
around the outer walls, and an internal spiral staircase leading
to the second tier.  The middle of the main level is a few soft
chairs with reading lamps, a couple of tables with oil lamps and
straight back chairs, (for doing research), and some standalone
bookcases.  There is a section of the library, a small *warded*
hidden room, behind a revolving wall segment, where the
grimoires, "spell books" and other arcane materials are kept.
The upper level has door leading to the second floor hallway.

A short hallway, with a coat closet, and a "mudroom".  Wet
shoes/boots and outerware are left here, and slippers are
provided for the visitor.  Then the h allway passes the door to
the living room.  Continuing on, we get to the formal dineing
room.  Here we see a large wooden table, (looks like it might be
oak), with six legs supporting it.  Around the table there are
chairs, (seating here is six per side plus one at each end).
There is a large armoire holding formal china and crystal
goblets, service for twenty plus the service plates and peices.
The drawers house sterling silver service for twenty along with
all the service peices.

From the Dining room, we reach the Kitchen.  The Kitchen has two
large ovens, 2 cooktops.  2 large ice boxes, a dinette set for
six, everyday china service for eight, flatware service for
eight.

The third floor is bedrooms and the library's upper tier.  The
master suite has a king size bedroom, and full bath with a large
bathtub.  There is a toilet and a bidet.  There is a shelving
unit, holding various towels and washcloths.  as well as seashore
theme.  Pale blue wallpaper, halfway down, becomes ceramic tile.
The ceiling is painted with an off white like moonlight with
sparkles that look like stars when the light is dimmed.  There is
a laundry hamper.

The bedroom has a kingsize bed, with 2 night stands, There are
oil lamps on each side.  A walkin in closet and dressing room,
with multiple mirrors and makeup lighting.  There is a large
lowboy dresser, a matching highboy dresser.

The second bedroom, is Moira's.  It has a single over full
bunkbed, with a builtin dresser.  There is nightstand by the
lowerbunk, and a shelf with a lamp.  There are lots of stuffies.
There is a student desk, along with a study lamp.

The third bedroom, is has a queen size bed.  A dresser, a
dressing table with mirrors.  The room is painted in pale blue
with grey indoor outdoor carpet.  There is a nightstand on each
side.  There are table oil lamps on each side.  A luggage rack,
(two wooden arches, with bands, used to hold a suitcase while
packaging/unpacking).  You see a small desk with a straight back
chair.

The final room on this level is a large full bathroom, a large
bathtub large enough for two people.  A sink, toilet and a bidet.
The seashore theme continues here with white and blue bath
sheets, bath towels, face towels, and hand towels.  Large
seashells containing smaller shells are on the counter by the
sink.  There is blue and white tileing on the floor, along with a
water drain.  The walls continue the color scheme in tile to
about five feet, then pale blue wall paper.  There is a clothes
hamper for laundry.  Each bedroom has a fireplace for heating.

There is a manual elevator here.

The fourth floor is four bedrooms, 2 of these are setup as
dormatories, with 4 twin beds, with a dresser and nightstand by
each bed, there is a closet for each occupant.  There is a
student desk and chair in the room.  The other two rooms are laid
out for a family.  There is one queen size bed and 2 twin beds,
there is a room divider between them.  Each bed has a dresser and
a closet, there are night stands with oil lamps by each bed,
(both sides for the queen bed).  There is a student desk with a
chair, with a study lamp.

Each room has a pitcher of water and a bowl to use to "wash up"
with.  Each bedroom has a fireplace for heating.

The walls are painted in muted blues and greens, the floors have
dark grey indoor/outdoor carpeting.  There is a full bath, with
the usual fixtures.  There is also a half bath with a sink,
toilet, and bidet.  The bathroom also has a hamper for soiled
clothes and linens.

The fourth floor also has a large meeting room.  There is a large
table around which there are set 18 chairs, (8 per side, and 1 at
each end).  This room has a fireplace with a safety grill and the
usual tools.

The fifth floor is all single rooms with one twin bed each.
These are equiped with a twin bed, a single dresser, a nightstand
with a lamp, and a student desk with a lamp.  There are eight
singles here along with a full bath.  Each room has a pitcher of
water and a bowl to use to "wash up" with.

These rooms are heated primarily with registers so that heat from
the various firepaces circulates thru rest of the house.

The attic is home to the resident house faeries, (gaffling
spirits), who serve as the house staff.  They are almost never
seen, they do thier work when nobody is around or observing.  The
attic is off limits and *warded* against all who are not
explicitly invited.


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