Senko
|
I'm trying to make a magical location with multiple different rooms and views from them. So far I have . . .
Forest Room
Green colours and views of a primeval forest.
Ocean Room
Blue colours and views from an outcropping of a beach and ocean.
Earth Room
Brown colours and views of a well lit underground cavern with veins of precious gems and metals.
Moutain Room
Blue and white colours and views from the highest peak of a mountain range.
Fire room
Red colours and views of the elemental plane of fire with the city of brass looming in the distance.
Coral Room
Range of colours and views of a coral reef under a tropical ocean.
City Room
Gray colours and views of a bustling metropolis in Andoran.
Its for a long departed mages teleportation hub to different locations. Trying to make the each room have its own theme and views so any suggestions appreciated.
| Mark Hoover 330 |
Irrisen View:
Tapestries depicting Baba Yaga and the Jadwiga nobility, wolves and cauldrons; décor must include one large cauldron, always on the bubble. The color scheme is white and blue with a view of the approach to the main gates of Whitethrone. This room is perpetually cold; though uncomfortable, there is no immediate danger for remaining for sustained periods.
Voidgate View:
Permanently lit in dim light from hundreds of faint, flickering pinpricks in the ebon stone of the walls, this room can be disorienting to new visitors. Since the floor merges seamlessly with the walls in color, lighting and shape, nophytes often describe the sensation of floating or even falling and a feeling of weightlessness. There is no view immediately seen in this chamber; instead those with the proper training can arrange the "stars" in the walls, floor and ceiling to open gates through the void to the far realms, though this is ill-advised.
Celestial View:
Created in conjunction with a cabal of sorcerers, all of whom share eldritch ties to Celestial and Empyreal forces, this chamber is steeped in gold and white, depicting an array of the heavenly host from a number of celestial planes. from the doorway there are only three other walls, all of which feature pillar-lined arcades sealed with a pair of ornate golden gates. Through the grill of these portals can be glimpsed three heavenly planes: Elysium, Heaven and Nirvana. Magic Jar to preserve one's soul on the Prime Material before entering any of these planes is required, lest visitors forfeit their mortality in their passage.
Kyton View:
This hoary stone chamber is adorned with chains at irregular intervals throughout. These steely devices ascend into the ceiling which is kept perpetually cloaked in a powerful Darkness enchantment to a depth of 3'. Each of the chains features implements for the extraction of pain, such as razors, barbs, needles or spiked balls. There is a coppery smell in the air here, but somehow mingling with some kind of sickly-sweet perfume. The center of the room features a pedestal, spattered with the vitae of past visitors; in the center of the pedestal rest a curious puzzle box of indiscriminate origin, constructed of a mixture of steel and some dull, black metal. Finally, the view from the room can be glimpsed after ascending the dais upon which the pedestal stands, the chains directly opposite parting to reveal a window, through which can be glimpsed a long series of dimly lit, labyrinthine tunnels. Gripping the pedestal allows the pilgrim to hear sounds echoing back, out of the labyrinth, shrieks issued seemingly by occupants within, though whether of pain or pleasure cannot be determined.
Witchmarket View:
This chamber's interior mirrors the décor and design of a common Varisian hovel or cottage. There is a quaint hearth in the corner, rustic furnishings and rough-timber shelves built into the walls containing a number of books, vials, clay vessels and such. Close inspection of the tomes reveal them not to be spellbooks but instead an eclectic collection of folklore, recipes, tomes of simple arts and crafts, and other lore one might find on the shelf of any simple but literate occupant of every culture in Golarion. The walls feature three windows, but no matter what effort is made by the occupants only one opens at a time. When it does it peers into a twilight encampment in a strange, almost hyper-colorful landscape. The caravans and carts encircling the scene are a riot of shapes and colors, some of them bein sleighs while others still seemingly boats floating on an upside-down cloud, and all are pulled by the strangest menagerie of beasts ever imagined in the fevered dreams of mortalkind.