Luisellia (Current Chronicle)

Rainier House Location Guide - By K. Johnson v.1 2022

Red Door

One of the oldest bars in Vyss The Indignant Worm has changed owners and changed appearances over the years. Some of the features of the bar have remained the same, however. The name has always been the same since the construction of the building sometime in the early 200’s BF. Another feature of the bar that has always remained is the tenement building above it, seven flats on the second floor of the building with access to them through the bar.

In the current day, the bar shows its years with much of the original features replaced over time. The bar itself is a variety of wood types that have been stained in an attempt to match them. On the back wall behind the bar in between the shelves of alcohol is a broad piece of glass that should be a mirror but reflects nothing, instead a dingy kind of silver. Above the mirror, firmly bolted on the wall, are two massive shotguns one full length and the other’s barrel sheered off. 

There is a door behind the bar as well that leads into a small, but adequate, living space where the bartender sleeps as well as a storehouse for the booze required to keep the bar running. There is a kitchen, small though it is, which always seems to be fully stocked with some impressive produce. While meals ordered in the bar aren’t complicated and are also made by the bartender the fresh materials used mean they’re at least nutritious if a bit straightforward. 

There are never any other employees at the bar, the bartender serves drinks, makes food, settles arguments (normally aggressively and efficiently), acts as a bouncer, and cleans the place spotless every night. 

Green Door

The library hidden behind the Green Door boggles the mind on first seeing it and for the true bibliophiles, every time they see it. The door opens into a wide open space with deep blue marble floors. From that central space, the rows of books extend out like the spokes on a wagon wheel. Seven wide aisles lead off from the middle and towering bookshelves frame the aisles, extending off into the distance.

Everything in the library is immaculately clean with both protections on the books, shelves, and surfaces to help with that but also tended by the librarian whose life it is to maintain the space. In the main seating area, there are several well-worn tables and couches, comfortable places to sit and read along with some table lamps where they’re the most appropriate, glowing with crystal lights beneath their shades. High above the tops of the shelves arches a domed ceiling where the sight shifts between a sunlit sky, night-time stars, thunderstorms, and brilliantly colorful stained glass. 

The extent of the library is hard to tell from the main sitting area and it is only when one gets into the aisles of books that the true scale of the place is understood. Ladders are affixed to the shelves to get to the higher books which rise twenty-five to thirty feet up. There are breaks in the shelves where aisles branch off or doors present themselves with small study rooms or other work rooms. Elsewhere in the library there are preservation rooms where books are mended or saved and maintenance facilities. At a glance, it is impossible to understand just how many books the library holds but it is fair to say that one might be able to find all the normal books that exist in Imarel as well as volumes that no man or woman has ever seen before.

Purple Door

PC Space - This is going to need to be written by the players.. hah suckers.

White Door

While it is not difficult to find the location normally of most places in Imarel, with them being mapped clearly in the world and in general many of the secrets of the world are revealed. It is as difficult to place the location of the garden as the library. On first entering through the door you step out onto a lovely terrace with an arched gate serving as both entrance and exit. It’s impossible not to step out onto the vista and not feel a sense of peace and relief. 

There are sections to the garden but the main piece of it is a space overflowing with green and growing things. Paths lead through the garden and pause periodically where there are small copses of space with benches and cleared-out grass for resting within the shadows. Near the center of the garden are the actual vegetable and flower beds where the keeper of the space plants new growth, tends to the food grown there, and nurtures the plants that will soon become a part of the larger garden. 

At the far end of the garden is a large open space like a coliseum, there are benches around the center space in the fashion of a coliseum. In the center on dirt ground are any of the tools a person might need to spar or do combat training. 

While the Library has clearly defined edges the garden is less bounded. All around the garden is a forest that grows denser as you get further into it with the trees turning from normal forest to almost impassible. But if you push ahead you would reach the 'edge' of the forest and find yourself.. elsewhere.

Colloseum

Within the garden, there is a massive stone structure that appears to have been there for as long as the garden itself. The structure is adorned with stone arches surrounding the central space, rising high enough to be prominent in the garden but not overpowering. There are four entrances to the building, as well as a gallery that runs along the outside.

Upon entering the main space in the middle, you are greeted with a large seating arena, with bench seats encircling the entire oblong shape. The center of the space is a dirt floor with no obstructions. On one side of the oblong space, there is a door nestled between sections of benches, which houses sparring and exercise equipment.

On the opposite side of the dirt floor sits a small box, neatly fitting into an outcropping. The front of the box features a single silver panel, while the remainder is a dull maroon. Users only need to place their hand on the silver front of the box and think about the challenge they wish to face. The box will then create etheric opponents based on the user's thoughts, allowing the user to customize the difficulty, class of fighter, and other features. If non-violent training or exercise assistance is needed, a non-violent etheric entity can be created.

The box is designed to monitor the health of individuals nearby, deactivating the etheric opponents if it detects a rapid decrease in health. In cases of severe injury, the box will alert the gardener for assistance.

Blue Door

Stepping through the blue door is by far the most jarring of transitions. This door opens onto the deck of an airship that seems to be perpetually in flight. It is, when not landed, high enough above the ground that it’s not possible to see anything but clouds. 

The airship is fully staffed by a wide range of people and cultures, with a captain and crew and periodic passengers. The deck of the airship is immense, with the floor braced in iron and, near the prow of the ship, entirely free of obstructions. While the ship has full sails the majority of its propulsion comes from engines at the base, powered by Maati crystals. At the stern of the ship, there is a captain's cabin, crew quarters, a conference room that has room for a dozen comfortably, and a mess hall fit for the full crew if they needed to dine at once. 

All this space combined with the necessary engine room, armory, and utility rooms, ‘The Escape’ is a masterwork of shipwright and engineer innovation.