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Inside
First Floor
Tavern/Bar/Common Room - This room, cheery where lit and brooding where not, features a stuffed feral bear in the center of the room next to the piano. Counters and tables offer places to sit and socialize or plot your next move. During a hostage situation, the captor discharged a high caliber gun into the floor and walls of the room. This left behind a hole in the floor near the door and holes in the walls behind the counters, adding more character to the keep's appearances.
Kitchens - A large room for cooking with access to the cold room that always seems stocked and full of enough food to feed any hungry soul who came to the Halls.
Chapel - This open chapel with water flowing behind fences flanking the altar fills one with a sense of peace and ease. That is, until you see the large lance-like sword that is embedded into the floor due to the angry White Dragon Paladin.
Throne Room - Intended for formal acknowledgments of visitors if the need were to arise; the two stone thrones that grace the room sit empty and cold. There is currently no ruling house.
Ballroom - A large, spacious room for celebrations and dancing. A grand piano sits on risers with seats around it for accompanying musicians. Three chandeliers hang from the ceiling over a marvelous purple rug.
Great Hall - This room, which could easily seat 21 with the current seating arrangement, allows for performers to entertain from the center of the room. If more seating be required, there are surely more chairs and tables in the storage rooms of the keep.
Dinning Hall - A smaller room for smaller group feasts reached through the Great Hall.
Barracks - Beds fill the room while weapons line the walls; at one time this place must have been well defended.
War Room - Dubbed the 'war room' due to the atmosphere, this room has walls covered in information that has been gathered. The information that lines the walls though is not concerning war strategies, but rather information on dragons coats one wall as well as information concerning the results of tests. Another wall sports information gathered about a weapon that appeared some five years back. The table is decorated with information on explosives and the properties thereof.
Inside Garden - A small pond ringed with beautiful flowers and home to small fish forms the shape of a crescent moon with a 10-ft-tall clock tower who's steeple points towards the metal weaving that forms a dome over the room. A few small birds flutter amongst the branches of the trees. Light and air filter through the woven work as it protects the room from falling leaves and large intruders.
Sun Room - This small woman’s study is near the inner garden and has windows that look out at the pond and the clock. A nice private place for a lady to get away and relax.
Second Floor
Baths - The warm water of the baths welcomes all who enter the keep to delve into their depths and wash the filth of travel away. The baths are a public bath, all genders and races bathe together.
Guest Rooms - There are twelve guest rooms for travelers to rest in across the hall from the baths and running most of the way down the hall. Each has a sitting room with a fire place in front and a warm comfortable bed located in the back section.
Tailors - The room sits empty of occupants other than the sewing dummies but inside the walls are stocked as though a royal tailor once worked the machinery to produce magnificent clothing.
Infirmary - The room of healing is currently without a healer and so the tools of the trade sit on their shelves and in their drawers unused. The gardens and pots that have been stocked with the various medicinal plants and fungi sit untrimmed as well. The sick beds lay empty and the supplies in place, waiting for a healer to tend to the sick and wounded.
Thorak's Chamber- A large room for a very large man. The essence of nature cloaks the room with a sense of outdoors.
Hitoyru's Chamber - A room big enough for the storm-crow and any family to come and rest while visiting the keep.
Bliss's Chamber - A quaint dark room for the morph.
Steward's office - A small room intended for the steward to conduct private meetings, go over her paperwork for the care of the keep.
Dungeon
Arena - For your duals to the death and your battles for fun. This is currently used as a training ground for characters to spar against each other and hone their skills.
Smith- Visit the forge for all your smithing needs. Really, not much else to say about the smith's room other than we currently do not have a smith in actual residence so it's currently npc'd by Nine Tales a grumpy old gray fox who only knows nine stories and he is willing to tell them over and over again.
Storage- It's a storage closet chock full of all sorts of ins and outs. Use it for your hide out, maybe use it to pull more chairs out for guests, who knows what you could do in a storage closet.
Oubliette- A cold dark hole over 20 feet underground. Water drips from the grate over the hole's entrance allowing only a very small amount of light to occasionally filter down to reveal the dirt and stones and who knows what that spot is. The oubliette is where you are thrown when you have angered the people of the dream. You can't get out if you get put in, even if you simply fall in on accident.
Towers
Library- The book that sits on the podium will tell you where whatever book you seek is located if the keep has a copy. The keep is able to be in all times and places at any given time so there are ancient tomes in various languages and there are even more modern and even play up present day books that can be found on the shelves of this two story library not to mention the books and scrolls can be found on the shelves of the book cases throughout the keep.
Laboratory- The tables of lab equipment bubble and steam in some locations and simply sit waiting for use on others. Who's next to play at creating something?
Rhea Gaia's Chamber- The first tower reached from the wall after turning left out the door from the inside of the keep. The room's pretty empty of any signs of habitation outside of the occasional rumple on the bed. -
Inside Room Gallery
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Outside Areas
Maze - A sprawling area with trees and underbrush that caution one to stick to one of the paths that wander and twist. A hidden path lined by trees that close over the top leads to the lake shore. Elsewhere you may find an entrance to the deep dark caverns and yet elsewhere you may stumble upon a shack that belongs to the Lady Drughaig.
Lake - Found through the maze, this lake shore is perfect for BBQ's and late night walks. A small house is built in a tree along the shore, nestled in the branches for Sir Zaldin Urn. Near the shore, in the shallows sits a boat waiting to take you to the shores of the island in the middle of the lake.
Cemetery and Mausoleum - An island in the middle of the lake is home to the dead and passed. Statues and head stones decorate the shores surrounding the mausoleum. Inside the stone walls sleep the dead in their stone coffins. The names and dates on a vast majority of the markers are unreadable and the dates declare times past, present, and future. -
Outside Area Gallery
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The Caves
The keep has an expansive cave system beneath the grounds. Can you find all the secret accesses?
Caverns - They are all over the underground. These tunnels split and branch out spanning and worming their way through the stone and dirt beneath the keep and its forests. Underground lakes riddle the caverns, providing the keep with cool, fresh water. Hidden amongst the tunnels are rooms and chambers abandoned or lost; their treasures sitting untouched.
With further updates the official names of certain locations will be listed here. -
Cavernous Area Gallery
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