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Floor Plan

Basement

* Locker Area Room Type: Private, open to Members only, internal room (not counted in room count according to House construction regulations)

1 entrance/exit: Entry and exit would be through the GO SCREEN convention (usage within Room Desc - traceried screen).

Room Desc: This small cubicle of traceried stone, but one of many in this area, is stark but neat. A small silver locker has been set on a low stand, ready for your use. You also see a stone stairway. Obvious exits: none.

12. Basement Hallway (Main T Portion): Room Type: Common, open to Members and Guests only, internal corridor

5 entrance/exit: Kitchen Door 3 - entry to/from Kitchens located north from within Basement Hallway itself (usage within Room Desc - swinging doors), Dining Hall Door 5 - entry to/from Dining Hall located east from within Basement Hallway itself, Lower Hall Stairs 6 - entry to/from (stair direction up) Discussion Hall on Main Level located southeast from within Basement Hallway itself, Reliquary Door 7 - entry to/from Reliquary located south from within Basement Hallway itself (usage within Room Desc - violet glaes door), Traceried Screens - entry to/from lockers located west from within Basement Hallway itself (usage within Room Desc - traceried screens).

Room Desc: The narrow hallway provides access to all rooms on the basement level. Though a grey modwir parquet floor and a purple glaes chandelier keep it from looking too austere, the hallway is completely unfurnished. Various delicious smells, wafting from beyond a set of swinging doors to the north, feast your nose, while a stunningly designed violet glaes door to the south feasts your eyes. Along the crossbar section of the main T to the west are lined a series of traceried screens continuing all the way to where the hall curves to the southwest. Obvious exits: east, southwest, up.

12. Basement Hallway (Southwest Hook): Room Type: Common, open to Members and Guests only, internal corridor

3 entrance/exit: Basement Stairs 1 - entry to/from (stair direction up) Haven Court on Main Level located southwest within Basement Hallway itself (usage within Room Desc - stone stairway), Traceried Screens  - entry to/from lockers located north from within Basement Hallway itself (usage within Room Desc - traceried screens), Pull Torch  - entry to/from Misshapen Cubicle located northwest from within Basement Hallway itself (usage within Room Desc - torch).

Room Desc: This southwestern hook of the basement hallway is more forbidding than the main portion. The grey modwir parquet floor is somewhat scuffed and uneven, and the only light in these dim environs is provided by a stone torch on the far northwestern wall. That torch seems a bit odd at second glance. A series of traceried screens run along the north side of the hall, continuing to where the hall angles off to the northeast. A stone stairway travels up to somewhere beyond the walls of the building. Obvious exits: northeast.

13. Kitchens: Room Type: Common, open to Members and Guests only, internal room

2 entrances/exits: Kitchen Door 3 - entry to/from Basement Hall located south from within Kitchens itself (usage within Room Desc - swinging doors), Serving Accessway 4 - entry to/from Dining Hall located east from within Kitchens itself (usage within Room Desc - service accessway).

Room Desc: The kitchens are a busy place with cooks and serving attendants everywhere. A massive hearth stove is orderly cluttered with pots, all simmering away. Long tables on one side of the room hold completed dishes, while those opposite are covered with foodstuffs in various stages of preparation. The floor of glazed grey and lavender stone is spotless. Bins of fresh vegetables stand along the north wall, as do labeled barrels of such staples as flour and sugar. A set of swinging doors to the south open out to the hallway, while a narrow service accessway to the east provides direct entry to the dining room beyond. Obvious exits: none.

14. Dining Hall: Room Type: Common, open to Members and Guests only, internal room

2 entrance/exit: Serving Accessway 4 - entry to/from Kitchens located northwest from within Dining Hall itself (usage within Room Desc - service accessway), Dining Hall Door 5 - entry to/from Basement Hallway located west from within Dining Hall itself.

Room Desc: The beautifully appointed area features a long table of polished yaba wood set with tall silverwork candlesticks containing scented lavender candles. The armchairs sport purple silk covered cushions on their seats and backs. A cupboard along the north wall displays an impressive array of fine pale lavender china stamped with a silver symbol of five conjoined circles. The oriental patterned rug on the floor is elaborate in design and flawless in workmanship. A silverwork cart inhabits the southwest corner before a series of private tables, while to the northwest resides a narrow service accessway. Obvious exits: west.

Items on Cart: spicy cocatrice wings; seared puma steak; blood eagle pudding; assorted fresh peppers; hot baked potato; icy spring water; tart apple cider; mulled elven wine; fine sylvan chocolate; refreshing giant mints.

Items on Wedding Cart*: wedding cake; chocolate brides; chocolate grooms; traditional crabcakes; extra potent pink gin fizz.

*This is an optional cart.

Atmosphere: The discreet clatter of servingware marks the entry of the next food course.

(SPECIAL NOTE: Dancing should be considered as an option within this room.)

14a. Intellect Table: Room Type: Private, open to Members and Guests only, table

1 entrance/exit: Entry would be through the GO TABLE or GO INTELLECT TABLE convention, and exit through OUT convention.

Room Desc: This table of pale grey marble is set with a tall lavender crystal vase of purple-red amaranth flowers. There is a sense of quiet and tolerance about the place. Obvious exits: out.

Touchable Objects: Table, marble, pale grey; Vase, tall, lavender crystal; Amaranth Flowers, purple-red.

14b. Erudition Table: Room Type: Private, open to Members and Guests only, table

1 entrance/exit: Entry would be through the GO TABLE or GO ERUDITION TABLE convention, and exit through OUT convention.

Room Desc: This table, half composed of pale grey marble and half of lavender glaes, is set with a square clear crystal amphora of purple-red amaranth flowers. There is a sense of purpose and determination about the place. Obvious exits: out.

Touchable Objects: Table, half pale grey marble, half lavender glaes; Amphora, square, clear crystal; Amaranth Flowers, purple-red.

14c. Revelation Table: Room Type: Private, open to Members and Guests only, table

1 entrance/exit: Entry would be through the GO TABLE or GO REVELATION TABLE convention, and exit through OUT convention.

Room Desc: This table of pale lavender glaes is set with a low grey crystal bowl of purple-red amaranth flowers. There is a sense of concentration and mysticism about the place. Obvious exits: out.

Touchable Objects: Table, glaes, pale lavender; Bowl, low, grey crystal; Amaranth Flowers, purple-red.

15. Relic Reliquary: Room Type: Common, open to Members and Guests only, internal room (magic workshop type area)

1 entrance/exit: Reliquary Door 7 - entry to/from Basement Hallway located north from within Reliquary itself (usage within Room Desc - violet glaes door).

Room Desc: The atmosphere within this chamber is almost reverent. The floor of grey marble is impressed at regular intervals with squares of deep purple glaes. Multi-level silverwork floor candelabra are everywhere, their grey and lavender candles providing haunting light. The main feature of the room is the meticulous glaes artistry shown in a cunningly contrived lavender glaes worktable in the center of the chamber, the many grey and purple glaes cabinets holding small relics - including one prominently displaying an open scroll, a lavender glaes cistern, and the stunningly designed violet glaes door. Obvious exits: none.

Exam Desc: Open Scroll - The Legend of the Amaranth: In tomes of old is written the tale of a flower, red-purple in hue, which never withers or fades. Those fortunate enough to breathe in the sweet scent of this everlasting blossom, are blessed with a new clarity of mind which, like the amaranth itself, never passes into natural oblivion. Lavender Glaes Cistern - This large cistern of cut glaes stands in the northwest corner of the room, filling magically with a shimmering flow of mana from some secret channel hidden beneath the very floor.

Special Items: Lavender Glaes Worktable - a worktable for the holding of small items.

(SPECIAL NOTE: This door should use an optional key access system. Though open at most times, the ability should exist for House Officers to make it inaccessible via a key.)

16. Misshapen Cubicle: Room Type: Common, open to Members and Guests only, internal room

2 entrance/exit: Secret Door 7 - entry to/from Moaning Hallway located north from within Misshapen Cubicle itself (usage within Room Desc - secret door), Push Torch - entry to/from Basement Hallway located south from within Misshapen Cubicle itself (usage within Room Desc - torch).

Room Desc: This small cubicle is not in the least symmetrical. The walls, seemingly of a different make than the remainder of the building being but rough granite instead of fine marble, manage to meet but do not form a perfect square. That lone torch, which somehow turned the south wall to bring you into this room initially, flickers with ghostly light. Suspended high above the floor are ten chains lining the west wall. Obvious exits: none. (And, only when chain puzzle is solved correctly, following would be added to Room Desc: A secret door is revealed within the formerly solid surface of the northern wall.)

Touchable Objects: Chains, iron, rusty; Torch, stone, lit.

Atmosphere: The unmistakable smell of mildew assailing your nostrils makes this room seem more like the inside of a tomb than a locker.

(SPECIAL NOTE: Chains must be pulled in this order to solve the puzzle and reveal the secret door: 6-7-0-4-2-4-9-3-8-5, i.e., pull sixth chain, etc, with 0 representing the tenth chain. Upon completion of the correct sequence there is a low moan, the secret door opens, and the puzzle is reset. If the incorrect sequence is entered the door is not opened and the puzzle resets. Pulling the first chain, which is not used in the puzzle sequence, should cause the torch to flicker and nearly die out. Idea for exit back to hallway is that, when torch is pushed, wall turns back out, taking those in the group of the torch pusher back out into the confines of the Basement Hallway.

17. Moaning Hallway: Room Type: Common, open to Members and Guests only, internal corridor

2 entrance/exit: Secret Door 7 - entry to/from Misshapen Cubicle located south from within Moaning Hallway itself (usage within Room Desc - secret door), Massive Iron-bound Door 8 -  entry to/from Dungeon located east from within Moaning Hallway itself (usage within Room Desc - massive iron-bound door).

Room Desc: The odor of mildew is extremely pungent here, and a hollow wind blows through the passage with an eerie moaning sound. To the east a massive iron-bound door holds fast against the wind and, from the crack at its base, a white light can be seen. On the west wall an etching of a heart is carved with a dagger imbedded firmly within it. Obvious exits: none. (And, only when the puzzle is solved correctly, the following should be added to the Room Desc: The secret door which led you to this forlorn place stands revealed within the southern wall.

Touchable Objects: Dagger, iron, bone handle.

Atmosphere: A chill breeze, dank with dampness, makes you shiver uncontrollably.

(SPECIAL NOTE: If the dagger imbedded in the etching is turned, i.e., turn dagger, a high-pitched shriek sounds and the secret door leading to the Misshapen Cubicle is revealed.

18. Dungeon: Room Type: Common, open to Members and Guests only, internal room

1 entrance/exit: Massive Iron-bound Door 8 -  entry to/from Moaning Hallway located west from within Dungeon itself (usage within Room Desc - massive iron-bound door).

Room Desc: All about this room are implements of pain and torture. From the sets of rusty manacles, that line the walls, to the splintered rack, which sits next to a white-hot firepit, a feeling of sadness pervades. Against the north wall an iron maiden sits solemnly as if to hide the dried blood at its opening, while a massive iron-bound door within the west wall guards the secrecy of the chamber. Other various implements of dispensing pain are strewn about the room, looking oddly as if misplaced by a preoccupied child. You feel as if your presence here gives the old devices a new luster and a new sense of purpose. Obvious exits: none.

Exam Desc: Iron Maiden: Rusty but still useable, this woman of iron houses an array of spikes each covered with remnants of dried blood. You wonder what the poor souls must have endured when locked inside and are thankful that it was not you. Splintered Rack: Upon closer examination you find that this long bed-like slab is anything but comfortable. Besides the splintered pallet itself, the idea of being stretched to a new height is a bit unsettling. White-hot Firepit: Within the dancing of the opaque flames, your eyes lock on an image of a man in torment. His white silk robes do little to hide the scars on his limbs, while an eerie joy is reflected in his eyes.

Touchable Objects: Iron Maiden, iron, rusty; Splintered Rack, wood, splintered; White-hot Firepit, stone, lit.

Atmosphere: A sigh, strangely commingling resignation and ecstasy in equal parts, fills your ears.

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