
1. Great Hall
This chamber is dark, dirty, and imposing. Several fireplaces are in the walls and high
windows let in minimal light. We are currently repairing the remains of a mosaic floor.
One day this will be a glorious feasting hall.2. Larder/Pantry/Kitchen
There are two fireplaces. Our housecarl (Karl) is working with our two cooks to
transform this into a usable kitchen, and in a season we should be all set.
3. Sanctum - Fagin
The marking above the doorways signify that this room was once a magus' living
quarters or sanctum. There are two fireplaces. Fagin, being the nobleman among us,
has taken this Sanctum and connected library above for his own.
4. Sanctum - Tara
The marking above the doorways signify that this room was once a magus' living
quarters or sanctum. There are two fireplaces. Tara, being a sensitive female type
and a Jerbiton, took this sanctum because she wishes to be near Fagan and in the relative
safety and comfort of the keep itself.
5. Sitting Room
This room may have been a meeting room, sitting room, or gathering room of some
sort. We are using it as something of a private lounge and informal meeting place.
Eventually, we shall have it fitted as a fine parlor.
6. Storage Room
Has no windows, which leads to the theory that it once held valuable items.
We will be using it as our lock-room, where Vis supplies, silver, and other valuables are
stored and kept by the Librarian.
7. Laboratory - Fagin
Like the sanctum below it, this room has the markings of a magus' laboratory.
There is a fireplace. This is Fagin's private laboratory.
8. Library
This vast chamber has three fireplaces and a number of large windows to let in natural
light. Shelves have been built between the windows. There is a small room set off one
corner which the librarian uses as living quarters. The Covenant's books, and the
loaners from individual Magi, are kept and recorded here.
9. Courtyard
A large grassy courtyard with flagstones in places. We encourage our grogs
to get out and enjoy the days while they remain warm.
10. Sanctum - Jebtha
The marking above the doorway signifies that this chamber was once a magus' living
quarters or sanctum. Inside are two rooms. There are two fireplaces. Jebtha,
our enigmatic Criamon, chose these quarters for their relative peace and isolation.
11. Sanctum - Lothair
The marking above the doorway signifies that this chamber was once a magus' living
quarters or sanctum. Inside are two rooms. There are two fireplaces.
12. Sanctum - Archimedes
The marking above the doorway signifies that this chamber was once a magus' living
quarters or sanctum. Inside are three rooms. There are two fireplaces.
Archimedes chose this sancta for it's distance from the keep (there was supposed to be an
earth shattering Kaboom!) and the presence of a third, potential storage room.
13. Sanctum - Matthew
The marking above the doorway signifies that this chamber was once a magus' living
quarters or sanctum. Inside are two rooms. There are two fireplaces. Matthew,
being an elementalist, wanted to be where he could cause the least damage.
14. Guardhouse
At one time this chamber controlled the gate to the complex, and once we make a
gate, it will again. It is used as the guardhouse for those grogs on active guard
shift.
15. Barracks/Stables
This building is two stories tall, with the bottom level serving as stables, barn,
and supply rooms and the top level acting as living quarters. The top level has one main
room and five smaller ones. Robert il Draco lives here, along with his men and 30
odd men at arms. Our Stable hand, Hans the Dim (who for some reason always has his
pet chicken on his shoulder) tends what livery we have.
16. Sanctum - Spare
The marking above the doorway signifies that this chamber was once a magus' living
quarters or sanctum. Inside are two rooms. There are two fireplaces. We are cleaning
this building for use by our travelling patron, Calixtus.
17. Sanctum/Chapel
The marking above the doorway signifies that this chamber was once a magus' living
quarters or sanctum. Inside is one room that has been cleaned up and repaired at some
point. In fact, the room was converted into a chapel and there is an altar and crucifix at
one end. This building is in good shape as Robert Il Drago's men have been using it to
pray for their lord's recovery. We are not altering it from it's current function,
and likely the only Christian among us (Fagin) will spiff up the joint a bit.
18. Strange Garden
The garden near the wall is overgrown and lush and is actually too dense to pass
through. The plants have grown overly large and convoluted and have achieved a sort of
semi-sentience. We believe this will be a rich and convenient Vis source.
19. Ruined outbuildings
Although barely standing, there are a number of stone, stone/wood, and brick ruins
here. These are slowly being transformed into residences, several smithies, a parchment
processing shop, and other support buildings. There is a grove nearby, where
Aleksandr has made a home for himself in the trees.
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