aryong: (Default)
Sungmin ([personal profile] aryong) wrote in [personal profile] traumereitrio_npc 2016-07-01 11:06 pm (UTC)

THE ORPHEUM

"You need to listen, ok? Listen. There is music everywhere. In the wind, in the water, in the empty halls. Everything is music. Music is everything. Orpheus died at the hands of those who couldn't hear his divine music. You have to listen, you have to, and don't look back."
- 李順子

An old, decrepit Victorian theatre and concert hall full of orchestra music and eccentric monsters. Damaged by age and beasts, many of the hallways and usual routes to rooms and areas are blocked or destroyed, forcing any who enter to search for different pathways to their destination. Most of the architecture is falling apart; with chandeliers barely hanging to the ceiling and walls threatening to collapse with the slightest touch.

The lobby itself is empty, devoid of any beast or person, and only filled with the sound of a woman singing--or wailing--in the vague distance. The carpeted floor is filthy with blood and the few remains of rotting corpses. Although the pale archways to the side hallways are still intact, the main doors to the auditorium are blocked by crumbled stone and a weird, sticky, fleshy substance that flinches when touched.

All hallways are frighteningly dark, teeming with monsters of varying hostility. The sound of orchestral music begins to overlap the voice of the woman, escalating into a violent cacophony of sounds the further you venture into the dark. Travelers should be wary of where they step, the corridors are littered with rubble and gods-know-what, and accidentally bumping into a pillar or wall may cause them to collapse. The staircases are, however, surprisingly sturdy and are arguably the most stable areas of the entire building.

The hallways all connect to several areas: the dressing rooms, the lobby, the upper booths of the auditorium, the lower area of the auditorium, the stage, and the back stage. Nightmare phases are common and, in all areas, two violent monsters roam. Dubbed 'Mercutio' and 'Tybalt' by the denizens, they are difficult to kill and most recommend fleeing on sight. They are often found on opposite sides of the building but, if found, they can be lead towards each other where they will then lock into battle with the other--too preoccupied by their opponent to bother with anyone else around them.

The dressing rooms, storage, and other rooms that are not the auditorium are mostly decrepit, with either monsters or a few supplies inside. Rarely, odd weapons can be found inside the rooms. There is one room on the second floor that is entirely empty except for a single antique mirror on the wall across from the doorway, with glass so dirty no reflection can be seen.

The upper booths of the auditorium are the easiest part of the auditorium to access, displaying a brightly lit auditorium and a curtained stage flooded with water. The lower seats of the auditorium are also visible, the front rows almost completely submerged. The upper booths are mostly safe from monsters, due to the proximity and brightness of lighting, but are susceptible to crumbling and falling on the lower seats below.

The hallway to the backstage is difficult to get to but is completely devoid of monsters. An odd feeling of nausea and anxiety washes over any who delves in. Water leaks out from beneath the door to the backstage.

The backstage is slightly sunken and submerged in water, reaching ankle-deep near the entrance and rising to knee or thigh-deep the further you trudge on. The sound of the woman singing is the loudest here. It's completely dark, with only a sliver of light managing to get through the curtains from the auditorium. Pulling the curtains apart immediately causes a nightmare sequence to begin; the water of the stage rising and flooding the auditorium seats further and the singing devolving into screeching. All main lights go out, with the only illumination being the emergency stage and audience lights beneath the surface of the water. A tree of flesh and bone grows out from the middle of the stage and a single branch arches downward with a massive cocoon hanging on by a single thread. Although initially passive, any sort of disturbance or touch--especially cutting the thread--will cause the cocoon to birth the monster 'Ophelia', and escape from the auditorium becomes impossible until she is defeated.

At any point in the Orpheum, backtracking or looking back may cause more monsters to appear than before; sometimes more nightmare sequences. In the more unusual cases, one may find something--or someone--gone.

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