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Orpheus:  Don't Look Back

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Orpheus Regional HQ: A 7-story building with 4 basement levels located just inside Newhaven, close to the suburban district of Colebrook. The group’s operations for the Western US and Canada are organised from these offices. Above ground, working upwards by floor, the building holds a large reception area, 2 floors of offices for administrative, sales and marketing departments, then a floor of dining and recreational facilities for the admin, sales and marketing staff. This will likely be the day-to-day hangout of the majority of characters, where they can go to hang out, be among other similarly talented types, and generally get their spook on.

Top Floor: Management

Fifth Floor: Field Agent Dining & Recreational Facilities

Forth Floor: Crucible Offices

Third Floor: Administrative Department Offices

Second Floor: Sales, Marketing and Administration Dining & Recreational Facilities

First Floor: Sales & Marketing Departments

Ground Floor: Entrance/Reception

Sub-Level One: Armoury/Requisitions and Training Facilities

Sub-Level Two: Skimmer Lounge

Sub-Level Three: Cryogenics

 

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Colebrook: The Orpheus Group has bought up houses on the estates immediately closest to its Newhaven Headquarters, providing cheap rented accommodation for it’s staff, with priority going to Projecting Agents and their families, then SM&A staff, and finally for living relatives of it’s Spirit Agents where provision for their families is part of the employment agreement.
To those agents that were either living alone or with one other person, Orpheus' offered housing was a gated community of apartment buildings. There were four apartments to every building, all exteriors painted in a warm peach colour with dark brown tiles on the roof. It hight had been a bit boring, but all apartments were constructed the same way. Entering through the front door you came into the livingroom, a door on the back leading to the kitchen which was fully equipped. On the right wall was a hallway that lead to the master bedroom, guestroom and the bathroom. Outside every building were also ten parking spaces to use for the residents and their guests and washing facilities were present in every building as well. There were no individual gardens, but every house was surrounded by a lawn that had several trees and neatly trimmed bushes on it.

The houses offered to those agents with families, both for those that lived with them and those that had family that had survived them, looked very similair to the apartments. The main difference were that they were each standing alone with a small front yard, full back yard and a second floor that contained two additional bedrooms and one additional bathroom. Otherwise they were much the same, except that the livingroom was larger and that there was a conjoined garage which included a washer and a drier.

Both types of housing offered were in the same gated community, requiring a keycard and code to enter. If an agent were to lose their keycard, they would need to contact the Requisitions Office for a replacement along with a disciplinary fee for losing company property.

 

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Morris' Pub: Located in a dark, dank basement in central Newhaven, Morri's Pub was an oddity to the denizens of the ghost lands. Invisible by mere mortals, only appearing as a blank wall, though visible to those that could see the lifeless gauze of ghosts as a wooden door that lead down to the establishment. What was mostly peculiar about it was that the door wasn't visible all the time either. Three night every month, the three days of the full moon, the door was visible and was able to be passed through. This was not the place to go unless you had business there, though, since it was far from a cheerful place. It looked very much like an abandoned basement, a few boxes stacked up as a makeshift bar and few more across the room that the patrons used as seat. It was enough to pass through the door to feel the gloom, sadness and desperation of the ghosts that were in here. Morris was almost always the most cheerful in there and even he rarely smiled. He did have one thing that was greatly appreciated by his visitors and that was his Artifact beer keg, able to dispense what looked like beer to ghosts, giving them the sensation of being intoxicated. No one exactly knows what happens to the pub during the rest of the month that it's not visible, since everyone gets forcefully ejected onto the street just before the door closes and vanishes for another month.


 

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No Fuzz Snooker Hall: From outside No Fuzz doesn't look much, because it is just a spiral stairway leading down to the door of the establishment and a wooden sign with No Fuzz written in bold letters on it. Once you get inside, though, it seems to be much nicer to most. There was no way away from the fact that it was located in a cellar, but the floor was covered with a dark red carpet that always looks in rather good shape, a bar made from thick oak on the right side once you got into the main area. Before that you walk through a smaller room where there are doors leading to restrooms on one side and the private room on the other. Opposite of the bar is an area raised up a bit higher than the rest, but only by two steps on a small stair, where there are three pairs of big, soft sofas with coffee tables between them that the patrons could use to sit comfortably in and enjoy themselves. There are also about half a dozen regular tables with chairs around them, but it was most common for people to fill up the sofas first. Those parts took up about half of the room inside No Fuzz, while the other half houses the actual snooker tables, since this was very much a snooker hall. They aren't spectacular in any way, but look nice and in shape with felt a healthy green color of fresh grass. All the balls are held in the bar, though, and the cues are lined up against the back wall so that they are available to all players. One thing that made many people happy and attracted more customers was the fact that most of the drinks sold were cheaper than those in the clubs

Last Updated on: 05/02/06