Faculty & Staff of Whispering Pines Sanatorium (
wpsfaculty) wrote2019-05-15 01:22 am
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Entry tags:
getting started.
G E T T I N G S T A R T E D
welcome to Whispering Pines Sanatorium
There's no tugging sensation, so sense of falling or of being uninterruptedly drawn from your own world, or wherever you've found yourself, to yet another. Your sense of smell returns first, as the antiseptic scent of hospital fills your nostrils and a bright light somewhere above you begins to pierce the gloom as a reassuring male voice repeats your name.
A medicinal haze fills your mind, clouding your thoughts as you blink your eyes open. The man, blond with a gentle smile and kind eyes behind thick glasses, across the simple wooden desk from you seems familiar, but you're sure you've never seen the man before...right? He tells you that it's alright, that you had another episode and required sedation, that the drugs are wearing off now and any residual haze you're experiencing should clear as the day progresses.
After a discussion, limbs still refusing to cooperate, you're taken through winding corridors and up a rickety elevator to a floor with rows of numbers doors on either side. One is opened and inside you're deposited unceremoniously on the small cot within. An undetermined amount of time passes as sounds occur around you, the shuffling of feet, muffled voices, a bird at the small barred window letting in overcast daylight.
The world begins to take in a sharper focus as a vibrating sensation at your wrist catches your attention. There, a plane hospital bracelet, stating only your full name and a room number, is found, shaking gently against your skin. Brushing at it, what first seemed to be only a clear window holding a piece of type-printed paper with your information on it goes to static for a moment, like a small view screen, then to black, and the following words flash quickly across the screen:
your memories are real
there are others
don't believe their lies...
The tiny screen goes black after that, but you find the slightest tap brings up a prompt and a small, mechanized voice reading the options that highlight as little buttons:
[TEXT] [VOICE]
You're clad in rust-color scrubs and white socks adorn your feet. All trace of clothing you might have owned before waking up here is gone.
An exploration of your room reveals little: a small bookcase with two shelves, a wooden desk that folds out from the wall, a cot with horribly uncomfortable sheets, a sink with a wall mirror above it, a wall clock under which is a poster stating meal times and when the doors are opened for outdoor recreation as well as when the interior rec rooms close for the night.
An orderly, large an imposing, clad in a white uniform, stands guard at the elevator at the end of the hall of rooms identical to your own, but at the other end of the corridor are stairs leading up and down, allowing you to move to different ward halls and to the ground floor, where the rec rooms can be found as well as the exit to the Yard. You can find more information about the grounds on the setting page. Exploring your new surroundings might be a good first step, or perhaps seeing what happens when you press one of those buttons on your strange medical bracelet might be a good way to find these 'others' the stranger had mentioned.
In the rec room on the ground floor there is also a board mentioning various tasks the employees of the Dead House would like you to perform for them in exchange for what people are calling 'credits'. There's and order out in the yard who says he can arrange for some luxury items in exchange for 'credits'. They might be something to look into.
Explore. Get comfortable. This place is going to be your new reality for a little while.
A medicinal haze fills your mind, clouding your thoughts as you blink your eyes open. The man, blond with a gentle smile and kind eyes behind thick glasses, across the simple wooden desk from you seems familiar, but you're sure you've never seen the man before...right? He tells you that it's alright, that you had another episode and required sedation, that the drugs are wearing off now and any residual haze you're experiencing should clear as the day progresses.
After a discussion, limbs still refusing to cooperate, you're taken through winding corridors and up a rickety elevator to a floor with rows of numbers doors on either side. One is opened and inside you're deposited unceremoniously on the small cot within. An undetermined amount of time passes as sounds occur around you, the shuffling of feet, muffled voices, a bird at the small barred window letting in overcast daylight.
The world begins to take in a sharper focus as a vibrating sensation at your wrist catches your attention. There, a plane hospital bracelet, stating only your full name and a room number, is found, shaking gently against your skin. Brushing at it, what first seemed to be only a clear window holding a piece of type-printed paper with your information on it goes to static for a moment, like a small view screen, then to black, and the following words flash quickly across the screen:
there are others
don't believe their lies...
The tiny screen goes black after that, but you find the slightest tap brings up a prompt and a small, mechanized voice reading the options that highlight as little buttons:
You're clad in rust-color scrubs and white socks adorn your feet. All trace of clothing you might have owned before waking up here is gone.
An exploration of your room reveals little: a small bookcase with two shelves, a wooden desk that folds out from the wall, a cot with horribly uncomfortable sheets, a sink with a wall mirror above it, a wall clock under which is a poster stating meal times and when the doors are opened for outdoor recreation as well as when the interior rec rooms close for the night.
An orderly, large an imposing, clad in a white uniform, stands guard at the elevator at the end of the hall of rooms identical to your own, but at the other end of the corridor are stairs leading up and down, allowing you to move to different ward halls and to the ground floor, where the rec rooms can be found as well as the exit to the Yard. You can find more information about the grounds on the setting page. Exploring your new surroundings might be a good first step, or perhaps seeing what happens when you press one of those buttons on your strange medical bracelet might be a good way to find these 'others' the stranger had mentioned.
In the rec room on the ground floor there is also a board mentioning various tasks the employees of the Dead House would like you to perform for them in exchange for what people are calling 'credits'. There's and order out in the yard who says he can arrange for some luxury items in exchange for 'credits'. They might be something to look into.
Explore. Get comfortable. This place is going to be your new reality for a little while.