Locations
The councilors Chambers
A series of rooms branching directly off of the hall of judgement. Each one is tailored to an individual councilor.
Driskoll
- This councilors room is bathed in red and marble. It is decorated with oriental carved red furniture and cardinal feathers. Everything has round edges and is worn down with old age.
- He needs a stand in for he’s not allowed to leave his chambers.
Ceiro
- This room is empty. It’s the only room with a lock on the outside and not on the inside.
Rue
- This diplomats room is simple. The beach wood furniture is stainless and small vials of blue liquid sit on every open surface. While the rest of the room is spotless the bed is never made.
Ozico
- The peacekeepers room has dark walls and orange furniture. Often times paper ghost adorn the any open space.
Scoundrel
- The beastclan interpreter’s room is covered in garbage, no furniture to be seen.
Gem and Coin
- The large room is split evenly down the center from one corner to another. One half is covered in blue and white with diamonds and sapphires on every ornate item. That half has very sturdy, angular furniture and a chandelier. The other half is covered in bright gold and yellow ochre items, intricate cloth and pillows are everywhere. Incense is lit in every not so flammable corner.
Prison warden
General
Extra for random citizen
The Hall of Judgement
This large round room sits at the center of the councilors chambers. It is starkly contrasting the rest of the lair. Instead of brown and sandy colors along its walls marble has been brought in to line it. Marble and fine gray stone cover the large room with tall ceilings. Yellow and black carpets lay in stripes along the floor and walls leading up to a large chandelier. The chandelier is made of gold and carved ebony in the shape of snake heads. It overlooks a round table in the center of the room with chairs surrounding it, each different from the next.
Extending from the room is a wide hallway meant for dragons with questions to line up and wait for the council. This is also where prisoners will await judgement.
The Prison
Located very deep underground, at some points even dipping under the council chambers, is a very expansive tunnel systems. The ceilings are low here but walkways are wide. This allows for combat to be difficult for anyone but the small and maneuverable guards. Torches line the walls in even intervals, bathing the system in bright orange glow. The cells are located every 5 feet, separated by thick walls of stone. Each cell is just big enough for a dragon to fit but the ceilings are even lower here. It’s very uncommon to be able to stand fully in a cell. The bars are iron and are crossed to form diamonds. Within the cell is a set of chains attached to the back wall. These are to be connected to the prisoners neck, legs, and a set of cuffs for their wings.
Not many prisoners would survive down here if it wasn’t for the excellent meals and access to small hobbies. Dragons eat the councils leftovers here. They are often taught tapestry weaving and wood carving.
The current prisoners are:
- Daenero
- Tax
- Eldritch
The current guards are:
- Rugore
- Croak
Geode
Geode is a marketplace. While mining out space for the clan an impossibly large geode is found. It is of oblong shape, at least 6 times larger long then it is tall. The cavern is full of dirty white crystals that reflect light so well the room can be lit up in its entirety by a single candle. Such a beautiful place couldn’t be left to one dragon but it wasn’t quite fancy enough to become a park or landmark. Geode was quickly populated by merchants who saw the unique place as a great spot to sell their wares. The cavern can house up to 120 small booths at once.