Entrance Hall
A wide, richly colored room whose ceiling appears to be made of glass. On closer inspection, the ceiling appears to be an [[upside-down greenhouse->Garden]] with water features that spill down into a fountain in the center of the hall, whose bottom glitters with vibrant tiles. A central stair leads up to a mobius strip balcony, with one set of [[double doors upright->Lounge]], and one set of [[double doors upside-down->Dining Room]], and the underside of of the balcone contains a set of stairs that leads “up” from the garden. On the ground floor there are 4 [[doors->Warp Door]] with golden dials under the balcony stair.
The door is of a rich and heavy mahogany, with a golden dial showing different symbols in the center. You twist the dial to one of the symbols before opening it. What do you set it to before you open it?
[[Symbol of a grand set of open double-doors ->Entrance Hall]]
[[Symbol of a fork and knife->Dining Room]]
[[Symbol of concentric circles->Lounge]]
[[Symbol of a bubble->Pools]]
[[Symbol of a crossed wand and sword->Training Room]]
[[Symbol of a glaive->Asteria's Room]]
[[Symbol of a firefly->Acey's Room]]
[[Symbol of a teacup->Beltari's Room]]
[[Symbol of a viol->Elwyn's Room]]
[[Symbol of a wizard hat->Eugene's Room]]
[[Symbol of a shield->Lithana's Room]]
[[Symbol of Rothwin's amulet->Rothwin's Room]]
[[Symbol of compass points->Sura's Room]]
[[Symbol of a shell->Tasher's Room]]
[[1 ->Rayder's Room]]
[[2 ->Katerina's Room]]Lounge
Here is a large, roughly-circular room, filled with squishy, [[assorted shaped furniture]], with a fire pit suitible for cooking in the center. There are a number of tables, floating movable shaded lights, assorted gameboards and pieces, and more throw blankets than any adventuring party will ever need.
The walls around the room are broken up into a number of [[panels]] equal to the number of personal rooms currently in the house.
There is one [[Warp Door]] at the end of the room, and another plain set of [[double doors->Entrance Hall]] at the other end.
A couple of [[glass statues->Semi-Transparent Servant]] stand around the room.
The ceiling is another dome of glass, and along one of the wall you see [[a dangling rope.->window with a pull-cord]]
Dining Room
The center of the room is littered with chairs sufficient in number and build to bring all the current occupants of the mansion to a comfortable height around a semicircular table. Even the table adjusts to anticipate its occupants, reducing its circumference to a slice or expanding to nearly meet end-to-end in a large ring. The broader chairs tend to end up on the outside, leaving more room for limbs, tails, and perhaps weapons and familiars. The stools on the inner side of the ring often have a suspicious number of crossbeams that suggest the rungs of a ladder. There is a [[side door->Pantry]] in the corner.
On one wall hangs a [[painting->Kitchen]] depicting people at work in a kitchen. Its occupants seem to be in a different position every time you look at it.Pools
A simple warp door with mother of pearl inlay leads to a warm, freshly mineral-scented space that appears to be a limestone crater dappled in soft light that filters through inexplicable boughs of tamarack and wind-weathered, stubby oaks. There are several deeper impressions within the bowl of the crater, as if from later impacts or effects of time, and these are filled with water - some cooler and clear, but a few steaming slightly and fogged with minerals and tiny bubbles. The crater walls have been dug into slightly to accommodate neat little shelves with various towels, bottles and packages. Some similar divots seem to have been carved for the convenience of climbing above to the lip of the crater, to observe or perhaps jump into one of the deeper pools. Training Room
This is a simple room, with mid-grey colored walls and floor, all covered in light grid lines. There is a stack of [[targets and dummies->Training Room Targets]] piled in the corner, and every kind of weapon you can think of lining one of the walls. Runelike geometrical patterns etched in gold spiral out from the center of the floor, which appear to be the mage equivalent of the reference equations at the front of your physics/math book. There are at least four [[Warp Door]]s into this place occupying each wall.Asteria's Room
The center of her room contains a raised dais with an elegantly canopied four-poster bed, providing privacy from the open archway that grants access to a small, crescent-shaped balcony that appears to overlook the ocean. Opposite the balcony are tall, narrow shelves with linens and decorative pottery in a style not seen often on the continent, and between them a personal weapons rack with just enough room for a sword and shield. Below the weapons rack is a [[simple cabinet->Asteria's Wine Rack]].
On a dais of its own is an enormous, round, suspiciously plushy rug.
[[There is a large, square, cloth-covered entryway along one of the walls.->Tarragon's Room]]
There are two [[Warp Door]]s here.
There is a [[Golden Panel]] in one of the corners.Acey's Room
This room appears to be like a nighttime forest area. The moonlight above is enough to keep things well lit, and fireflies fly through the whole area. Floating spheres like driftglobes also are here, and provide adjustable-to-no light by tapping them. There’s a comfortable, simple nest of a bed created by interwoven tree roots, which branch out into a ledge that forms a bedside table. The leaf canopy, however, is practically complete, and though the moonlight diffuses through, it gives the impression of a ceiling’s protection. Despite the theming of the room, it is a surprisingly clean, controlled environment. Eugene assumed she probably does not want the realism of bugs landing on you at night.
One of the trees has some distinct, narrow yet sturdy branches, hung at about head height for Acey, and filled with a variety of fruit.
There are two [[Warp Door]]s at the edge of the clearing.
There is a [[Golden Panel]] set into one of the trees.
[[Attempt to leave the clearing?]]Beltari's Room
Extreme grandma’s house vibes. It’s cozy in here, but not too cramped, a bit cottagecore. There’s quilts, a cabinet stocked with a great number of differently shaped teapots and cups, as well as a cabinet stuffed with many kinds of teas.
There is, technically, a bed. A simple quilt-covered twin, it doesn’t take much prominence. There’s also a high-backed armchair with table and lamp based on the one Eugene conjures for the tower.
There’s a nice mahogany lectern whose base provides the entrance for a rabbit hutch. There’s a small garden of leafy vegetation in a sunny patch by the window specifically for Yonca to browse in.
There's a [[window with a pull-cord]], and a small patio garden which displays the same scenery as the window.
There is a [[Golden Panel]] in one of the corners.Elwyn’s Room
This is a small, comfortable room, appropriately scaled to a gnome. It is relatively simple in layout, and its furniture is made of honey-colored wood carved with similar branch-and-leaf patterns to those on Elwyn’s viol. There is a desk here, with implements for writing sheet music, and also the supplies to polish, tune, and tend to her viol, as well as a dedicated stand in which to rest it. The wall is hung with dozens of other instruments, all in peak condition. On one wall is a [[window with a pull-cord]].
There is one [[Warp Door]] and a [[side door->Concert Hall]], as well as [[a huge square door covered by a cloth->Drake Saxie's Room]]
There is a [[Golden Panel]] in one of the corners.Eugene's Room
One entire wall is taken up by a vast window overlooking a city. It’s clear he was inspired by his view in Eskreath, though the city seems to be none in particular, and more the sort of platonic ideal mishmash of multiple different city features from his travels. There is a pull-cord next to the [[window->window with a pull-cord]]. The air has a spring-summer smell to it.
There’s a large four-poster bed against one wall, against the other are [[several intricately carved wall panels]]. There’s a [[full-length mirror]] on the bed side, next to a [[wardrobe.->Eugene's Wardrobe]]
The color and theming seem to change every time, seemingly based on his mood and whim. Sometimes the air is hung with imperceptible motes of gold like glitter, sometimes the carpet’s patterns seem to swirl beneath your feet.
There is what looks like a grandfather clock next to the desk, except instead of a timeface there is [[a hollow like that of a tree.->Cornelius's Room]]
There is a [[Golden Panel]] in one of the corners.Lithana's Room
This room is relatively simple, and elegantly minimalist, save for the sprawling cat tree taking up one corner. A soft round rug sits on one half of the room, across from it is a flat desk with writing implements, and a free-floating stand on which you can prop reference books.
There are two [[Warp Door]]s here.
There is a [[Golden Panel]] near the corner of one wall.Rothwin's Room.
This room is sleek, clean, and has a slightly dryer warmth that would feel familiar to someone who had grown used to the climate of the Gulch. The floor is a nice hardwood. The furniture is two-toned, made from a black wood which has been pressed with a thin stripe of a much lighter wood as an accent. There is also hints of silver inlay set with a crystalline jaggedness, and gold inlay with a much more organic curling. There is a [[window with a pull-cord]] set to view the radient desert sunset, with a high-back chair set next to it.
There is a fine, rolltop desk containing assorted desky tools such as a drawing compass, rulers, letter opener, and a “high-tech” fountain ink pen with no ink. There is a tray that can be pulled out near the top of the desk and unfolded to hold reference books. Instead of a bed there is something like a highly ergonomic cot, which while it might not be comfortable for a human sleep in, would be deeply relaxing to meditate in.
There is, in one corner, a potted cactus, and a [[Golden Panel]] next to it.
There are two [[Warp Door]]s here.Sura's Room
The room has the worn boards and salt smell of a sailing ship, though the room is larger than even a captain’s quarters on a real ship would be. The ceiling appears to be open to an illusory sky filled with a planetarium of stars. A window opens out to see the moonlight glittering on calm waves.
There is a drafting table here, with a chair sturdy enough to fit a minotaur. Several free-floating frames surround it, into which Sura can fit and move reference maps wherever needed. There is a fine, brass set of drafting instruments here, drawing compasses, rulers, protractors, pens (no ink provided, it probably would disappear when the mansion turned off), the works. Next to the desk is [[a small brass-encased starry globe.]]
There is a place to hang her weapons on the wall, and a low, sturdy bed.
In one corner, near the ceiling and only accessible by clever climbing, is a halfling-sized hammock. Sura’s second [[Warp Door]] is replaced by a regular set of [[double doors.->Tasher's Room]]
There is a [[Golden Panel]] in one of the corners.Tasher's Room
This room features the same basic ship's aesthetic as Sura's, and many of the same implements, including a halfling-sized drafting table with acoutrements. There are woodcarving tools here, tools to sharpen his blades, and a small target against one wall. Up near the cieling is a hammock.
Moss probably has more info about this room but I think this is what I started with.
There is one [[Warp Door]] here, and a set of [[double doors->Sura's Room]]
There is a [[Golden Panel]] in one of the corners.Rayder's Room
This is an extremely simple template of a room, clearly taken from an (admittedly nice) inn's single bedroom. It has Rayder's sense of extremely middling pretense at being fancier than it is.
There is one [[Warp Door]] here.This is an extremely simple template of a room, clearly taken from an (admittedly nice) inn's single bedroom.The Garden
A glass-floored greenhouse patio. There are a table and chairs set out here, made of delicate and dark wrought metal. The gravity here seems congruous, and the entrance hall now seems to be on the ceiling. Vines and plants trail up on trellises, and then dangle "down" into the entrance hall. There seem to be plenty of fresh and edible berries and fruits here. Water features flow and bubble from pools, and shoot up out of fountains that fall into the Entrance Hall's fountain on the ceiling.
There are a few [[glass statues->Semi-Transparent Servant]] here. You see a statue of sharply faceted glass, in the form of a humanoid figure, an androgynous-looking half elf. The way the light hits it and refracts inside seems to create the impression of animated color, pattern, and expression.
It inclines its head at you. With a voice like a musical chime it assures you that it is here for anything that you need.You see a series of targets and dummies here. Your guide Eugene speaks a command word, and several of the targets hover, darting into the air, one of the dummies walks into the center of the room and stands at the ready.
[[Is there something missing here?->Generating Additional Targets]]You express you feel there should be another kind of target. Or, perhaps, an additional weapon.
Eugene speaks another command, and a small dummy in the shape of a kobold stands at his feet, and scurries off into a corner. He speaks again, and the outline, and then the full shape, of a dark and pointy longswordsword appears in his hand, which he fails to twirl impressively as it is absolutely not the kind of weapon he is used to.You toe the top cusion of one of the ottomans here, and find that, yes, it does lift up to reveal a storage compartment inside.You take a closer look at the carved wall panels surrounding the rim of the common room. Some are slightly painted, and the designs seem to subtly shift and animate over time, though retain their basic compositonal elements. Each has a small golden plate set into the center.
Take a closer look at the [[panel depicting beasts]]
Take a closer look at the [[panel depicting vines and fireflies]]
Take a closer look at the [[panel depicting steam and rabbits]]
Take a closer look at the [[panel depicting oak branches]]
Take a closer look at the [[panel depicting optical illusions]]
Take a closer look at the [[panel depicting arcane runes and cats]]
Take a closer look at the [[panel depicting geometric elements]]
Take a closer look at the [[panel depicting the sea]]
Take a closer look at the [[panel depicting a bay]]Pantry
Here is a sort of psuedo-kitchen/pantry and supply closet. While little of the space seems to be devoted to the actual creation of food, there is a large rolling rack with dishes, cups, and cutlery at various heights, as well as an end devoted to hanging cloths and a cutting board. Some barrels and shelves are arranged in a corner of the room with jars of pickles, bottles of wine, loaves of bread, and similar goods arranged neatly as if someone just organized their pantry. There is another [[Kitchen]] area painting here.You look closer at the painting of the kitchen, and confirm that, yes, it does seem to move. Someone looks up at you and asks you what you want.
You make a request for a food item, and, after a few moments, it is handed to you out of the painting.This wall panel depicts, in a style rarely seen on this continuent, a pattern of beasts which the party has defeated in the past. If you look at the shape of it, it almost seems to be a tale of a hunt, with a figure weilding a polearm at the onslaught of creatures, and a large dog crouches at its side.
[[Touch the golden plate at the center of the beast wall?]]You look at the panel, which is a tangle of forest growth, vines, ferns, flowers, and fireflies that glitter with inset gems.
[[Touch the golden plate on the vine door?]]Carvings like the curls of smoke, or perhaps steam, swirl within this panel. The forms they make almost seem lapine.
[[Touch the golden plate at the center of the steam/rabbit door?]]This panel in the common room is a tangle of oak branches and leaves, that, if you look closely, almost seem to resemble sheet music. Small creatures hide amid the leaves, birds, squirrels, and eyes of creatures too well-hidden to otherwise discern.
[[Touch the golden plate on the oak wall?]]This wall panel in the common room is almost difficult to look at, as it’s a series of interwoven optical illusions and tricks. Grids that bend into circles, circles that are at once concentric and overlapping and not circles at all, tricks of percpective, and shapes that seem to be multiple different animals at once.
[[Touch the golden plate on the optical illusion wall?]]This wall panel is carved through with arcane runes, upon which cats lounge, leap, and paw.
[[Touch the golden plate at the center of the cat panel?]]This wall panel is an interesting geometrical design. You might think, at first glance, the design is of fire. But the “flames” have a jagged, stylized quality, and if you look again, the design seems to be a crystalline field of ice, swirling like frost. If you let your eyes go loose, you might be able to see both at once, weaving in and throughout each other.
[[Touch the golden plate at the center of the elemental wall?]]This wall panel is a slow gradient, from the swirls of clouds at the top, to the curved and pointed waves of the sea, which dissolve into the meander of Sura's horn carvings. All criss-crossed with map lines. On the sea, if you look right and at the right time, you might see ships, and figures aboard them.
[[Touch the golden plate at the center of the sea door?]]This panel depicts a town built into the slope of a bay, and the art style has something of a cephian turn. Something about it, if you look closely, impresses the idea that the bay might be someone's hands cradling the town, and the sea could be flowing robes.
[[Touch the golden panel on the bay wall?]]The wall dissolves into smoke, [[revealing a room beyond.->Acey's Room]]You attempt to leave the clearing, but somehow found yourself turned around to walkking back into the center of the "room". The forest beyond seems congruous.The wall melts away into smoke, [[revealing a room beyond->Eugene's Room]]The wall panel dissolves into smoke, revealing [[a room beyond.->Elwyn's Room]]The wall panel dissolves into smoke, revealing [[a room beyond->Sura's Room]] The wall dissolves into smoke, revealing [[a room beyond->Rothwin's Room]]Tarragon's Room
Snow gently falls from the ceiling in this room in thick flakes, and on the ground is about two feet of fluffy fresh snow.Inside the cabinet is a considerable wine rack, containing a plausible (if perishable) replica of Asteria's current bag of holding stash, and then some.You pull the cord, and the view outside changes. You see the coast, the forest, the city, a town, day, night, sunset, it is different every time you pull it. If you focus carefully on a scene, you might even be able to control it.You touch and spin the globe, and above, the stars wheel overhead, now depicting a new time of night. Another angle, it changes to a different set of stars from another part of the world. The last axis seems to control the time of year. The wall dissolves into smoke, revealing [[a room beyond->Tasher's Room]]The wall dissolves into smoke, revealing [[a room beyond->Beltari's Room]]The wall dissolves into smoke, revealing [[a room beyond.->Lithana's Room]]You look inside the hollow of the clock.
That's Cornelius's room, alright. It certainly has both area and contents. You feel both surprised but satisfied at having seen what is inside.
You decide to look at something else. You look into the mirror. You see your reflection blink, and then turn around independantly of you. You ask it to knock it off, and it returns to mirroring your movements.You tug on the panels, and then unfold to reveal and form into a desk at standing height (“ironing board” style) facing a huge chalkboard and a corkboard with pins.Here is a much larger room shaped as a small recital hall with perfect acoustics, and about a dozen seats.
There is a [[pneumatic valve]] backstage. Inside is a room which appears to have an open, hot sky, and dry sand all around. In the center of a room is a huge rock, that looks very warm and very comfortable for a large, lizardlike creature to sun itself on. The wall dissolves into smoke, revealing [[a room beyond->Asteria's Room]]You touch the golden panel, and the wall that leads into the [[Lounge]] dissolves into smoke (or reforms into the open gap, if it was already open)You open the wardrobe, and find nothing inside, and no back. It's a black void like the Bag of Holding.
Curiously, you reach in, and whatever the hell you were expecting to find in there, you now have it in your hands in wearable form.You see a system of pipes behind the stage, with valves with room labels behind a master valve. You get the impression that the sound from this room can be piped to anywhere in the house.