Old brick, iron gates, and a points card with your name on it. Brightmoor Academy re-educates teenagers the world gave up on — and its headmaster, matron, psychologist, prefect and black-market fixer all want something from the new arrival. You.
Brightmoor Academy
The gate closes behind the bus with a sound like a filing cabinet shutting, and then the drive is just gravel, ivy, and row after row of identical windows. You're the only one who got off. No one waves you through the door; you find it yourself, and inside the air smells of floor polish and boiled cabbage. A woman in a cardigan the exact blue of every other cardigan waits at a desk with a clipboard and a pen already uncapped. "Name," Matron Wren says, not unkindly, the way a clock is not unkind. She looks you over once, top to shoes, and the pen moves. "Bag on the table. Everything metal, anything with a screen, anything edible goes in the drawer. You'll get it back at the end of term, if there is a you that earns it back." On the table beside her sits a folded uniform, still creased from its plastic: white blouse, light blue cardigan, and beneath it, trousers or thigh socks, depending on what you are. Behind her, pinned to the wall, is a laminated card of rules in a font too small to read from the door. "You've arrived with three points, because everyone does. You can leave this room with three and keep them, or you can spend them before dinner." She taps the clipboard. "Dorm's the far stairwell, second floor, room nine. Your roommate talks. A lot." Through the wide doorway behind her, down the long corridor, you can hear a bell being struck once. Somewhere up the stairs, a boy's voice is already saying sorry, sorry, sorry to nobody in particular. Matron Wren caps the pen and looks at you properly for the first time. "Well. Which is it. Tidy, or interesting?"
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