mazeonry: (Default)
[personal profile] mazeonry
[It doesn't take long after the initial, most violent outbursts for it to happen. A new voice speaks - one that seems to radiate throughout the house. From within, like a part of it. The voice is surprisingly young and on the masculine side, like a young man that has finally run out of patience and is now intent on taking it out on everyone else.]


That is IT! I've about had it with every single one of you! You had better get back to your places post haste or I am well done playing nice!

Come on now! Things, go sit somewhere and look pretty. You others - I don't know, go sit somewhere! I don't care! Just stop wrecking things!



[ooc: Mason can speak to every room in the house at once, but can also narrow it down to specific areas and people. If you reply to him, start a thread stating in the subject line where your character is at the time! He can, in fact, affect your surroundings, so be careful!

PS: characters will initially have no idea who Mason actually is.]
yourkeepers: (Default)
[personal profile] yourkeepers
THE INNER GARDENS
What is called the Inner Gardens is really more like an indoor forest. The deceptively modest circular entrance way leads into a huge, naturalistic garden that bursts with trees and plant life from all over the cosmos. The areas closest to the entrance are set up in appropriately artistic arrangements, whereas the thicker areas further back become more like a lush jungle. There are several ponds as well as one larger lake near the entrance, with an artful waterfall plunging into its depths. While the gardens are actually within the house, the sky appears to reflect day and night, and the flora reacts accordingly, the night cycle filled with phosphorous lights of dazzling colours.
yourkeepers: (Default)
[personal profile] yourkeepers
THE HEARTH ROOM
Nestled deep within the heart of the house, the Hearth Room is a warm and enclosed inner sanctum, once reserved for the Keeper's most candid contemplations. It is entered by travelling down a long spiral staircase, leading to a cozy space decorated with comfortable chairs, and a variety of small shelves that once contained a variety of favourite trinkets and books before everything but the "rebellious" items were put away for safe keeping. The far wall hosts a hearth that stands nearly six feet tall, the top of which opens up into a series of gears and pipes that channel its heat to other areas in the house. Other clockwork lines the walls in places, its ultimate purposes unknown.
yourkeepers: (Default)
[personal profile] yourkeepers
THE GRAND HALL
A maze of stairwells and doors, the Grand Hall is not vast in proportion so much as it is vast in sheer depth. Several layers deep and containing what must be thousands of doors, it is allegedy a portal to almost every room in the house. These tangled pathways are lit by a great number of ever-burning candles, as well as the shimmering blue light that streams in from the ornate stained glass that covers the entire upper ceiling - images chronicling historical events of strange alien worlds you've never seen. Every now and then, the glass itself will shift, animating the tale and ushering it on to the next chapter of the story.

Of the many doors in this hall, very few are unlocked - and those still closed are sealed with something far more powerful than what mere physical force can break.

Most Popular Tags