Current date/time is Thu Nov 21, 2024 7:03 am
Azoth Manor
Azoth Manor
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The Foyer
The front entrance into Azoth is a grand scene for all to witness. With a ceiling depicting majestic art and a staircase leading to other levels of the house, the foyer serves as a welcoming area for all of Azoth’s guests. Windows adorn the walls, though pillars and paintings also serve as lavish sights to behold. The second floor can be seen from the entranceway, and the foyer is the sole place that allows such a sight. Even with it’s rich staircase climbing upwards, the foyer isn’t as intimidating as it is warming. It is the first to greet its guests, and has greeted many who have called it home over the years. Unknown to many, it holds a variety of secret passageways leading to little known places dwelling inside of its heart.
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The Library
Guarded by an ancient spell cast by a thoughtful Abjurer in long years past, the library serves as home to the most sacred books written and collected since Azoth was built. The library rests on both the first and second floors, and has a wing of the house devoted to its establishment. The spell that keeps its books safe and unharmed allows none entrance that wish to use the information inside to harm others, and allows none of the books to be taken from inside. As a secondary purpose, it can also serve as a haven inside Azoth, due to the protecting nature of its guardian spell. With a relaxing, calming atmosphere, the library washes over its inhabitants with a serene emotion that can lull even the grumpiest of tempers into a tranquil state of mind.
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The Arcane Museum
A collective of ancient relics reside within the guarded doors of the Arcane Museum that lies within Azoth Manor. Thanks to a spell cast by a cautious Abjurer, the descendent of the one who protected the library, only the Heads of the family can enter the museum. Over the years, weapons with mystical attributes have been made by Arcanists, such as the Cup of Curing and the Camera of Soul-Stealing. Among the artifacts located within the museum are dangerous materials that could potentially harm anyone if they were in the wrong hands. Even with the mystical barrier keeping everyone but the heads out, the items are all protected by codes located beside their cases. Some might think that the Abjurer was being a little overly cautious, though others believe that every bit of security is necessary.
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The Third Floor
At the top of the stairs on the third floor rests a door that hides so much more than meets the eye. The lone door has a keypad conveniently located on its right, which must be used to access what lies behind it. For each Arcanist, the code opens up a special corridor designed for them. A grand bedroom suite lies behind a door, along with a miniature library automatically filled with their interests. A study room and a relaxation area can also be found. The Arcanists’ sometimes share their codes so that others can reach them when they’re in their rooms, though the keypad reads its visitors by their touch – if someone means harm, the code will be defective for them, effectively keeping out those who have malicious intent.
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The Pool Deck
Serving as one of the many enjoyable places found at Azoth, the pool deck is home to a gigantic, clean and clear pool. With a hut designed for shade and doubling as an outside kitchen for outside dining, the deck has served as a gathering place for many Arcanists who wish to relax and enjoy the sun. There are two hot tubs located nearby, near one of the entrances inside the manor. On the occasion that the outside proves to be too hot or muggy, the pool area can be closed off by a button that summons a conjured, glass dome that is accompanied by cool air conditioning. As well as being an area for relaxing fun, the deck has served as a business area for those who haven’t wanted to be stuck indoors all day. The deck always has light music playing, though the source is a mystery.
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The Training Dome
Not quite in the manor, but still on the protected grounds, is a domed area that serves as a training field for the Arcanists. A keypad is located beside the door, and based on the code that is entered, the architecture on the inside conforms to the trainee’s needs. If an open environment is needed for hunting, then one is made based on the Arcanist’s desire. A closed in dojo can also be found inside, which houses various tools and training weapons to help out the trainee on the field. The dome, due to a bug not fixed over the years, has been known to go haywire, and has trapped Arcanist’s within it before. However, it is not that much of a problem, as a keypad is inside as well, allowing any trapped person an exit. The dome is an excellent place to train before hunting the Shadowkind.
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