Cair Paradisa contains a variety of rooms intended for public use, all of which are where the majority of the residents spend their time in the castle. Given that Paradisa is a place of limitless beauty, residents might find themselves captivated by the decor and architecture, but a closer look would reveal that the layout and its rooms seldom seems to correspond with what the castle looks like from the outside. Some rooms are indeed much larger than would seem possible, and ceilings may vault where there would generally be no space given the rooms upstairs, and wiring and pipes and general "wall fillings" don't seem to exist; water comes from taps that lead nowhere, electrical outlets work despite a lack of connections, and the climate is controlled without any visible vents or ducts. Paradisa loves to be a fairy story over anything else.
A condensed version of the floor map (including residents' rooms) can be found on the Floor Map page.
Accessible only by a steep staircase, the basement is a long, torch-lit hall. The walls and floor are made of rough cobblestone, and save for a thick and utterly impassable iron door at the end of the hall, there is nothing of interest save the old dungeons and a teleporter installed by residents.
The dungeon is little more than a few cavernous cells with high ceilings and stone arches. There are a number of cells, all uncomfortably dim and bare save for a few rugged wooden benches and a few sets of rusted-over manacles. The walls are damp to the touch and the hinges creak on the iron-bar door when it is moved. It is notably the only room in the castle that has no airs of finery; perhaps it's the castle's sense of humor. After all, after numerous hours on the floor in the dungeons, one could almost imagine a thump-thump heartbeat coming from deep underground.
FAST TRAVEL TO OUTPOSTS
The fast travel for the outposts is something dubbed the "transportalizer", which is a round flat pedestal that is used to transport people (as well as objects) to different places. In this instance, it is located in the basement in order to take travelers to the northern outpost. It is made distinguished by a fractal pattern on its surface that works as soon as a person steps on it, ready for travel!
THE FIRST FLOOR
The stairwells lead to Paradisa's seven towers. Unfortunately, they do not have elevators, making the circling climb up the spiraling stairs very steep at times.
An elaborate and beautiful room with the sweeping grand staircase and glass elevators, as well as Paradisa's front doors. The crystal chandelier is large enough that it would take four normal men to lift it. The lobby is mostly open space, though there are a few couches and coffee tables, as well as two fireplaces for cozier winter nights.
Large and antique in design, the kitchen is a popular mingling place for residents to prefer to make their own meals. With the pantry fully stocked and everything else only a wish away, residents will never find themselves at a loss –– unless, of course, they are simply overwhelmed by the options available to them! All the equipment in the kitchens is simple and practical so that no resident would find themselves too confused, with the exception of the microwave, which has been known to "malfunction" under the hands of residents unfamiliar with the technology.
THE GRAND HALL
The Grand Hall is exactly as its name implies: grand! With high domed ceilings adorned with gold frescos and held up by marble columns, it serves as a dining hall for much of the time and converts itself to a ballroom for the occasional event. The tables are always set with gold-plated cutlery and dishes, crystal glasses and pristine white table cloths, and residents who elect to attend the castle's breakfasts, lunches and dinners are served by Paradisa itself, invisibly placing their meals before them. The lavishness of it is almost ridiculous, but that is what Paradisa is fond of. Still, many residents elect to do their own cooking in their suites or the communal kitchen.
Changing rooms, towels, and showers for your pleasure, as well as the statement piece: an Olympic-sized swimming pool resting under a beautiful domed glass roof. There's also a sauna and hot tub, as well as a requisite number of lounge chairs.
A piano bar and restaurant. The more casual of the two bars in Paradisa, drinking only becomes a focal point during the later evening hours. Otherwise, the Lux offers residents a place to meet up with friends or family and enjoy a peaceful meal away from the exaggerated grandeur of the Grand Hall, as if one were going out to a restaurant in a normal city… though ironically, the castle still operates it.
This enormous library consumes more than the space of an entire tower, and in fact, few know just how far it goes. Its leather-bound and gold-embossed books all look like they've been pulled from ancient libraries from a million different worlds, and truthfully, many of them are in languages that do not belong to any known people. Curiously, it also lacks books on Paradisa itself, nor anything on the current events of any world known to residents. Regardless, this still leaves a substantial amount of books in the common languages of the residents' worlds, and if the characters desire to read for pleasure or research, they will never be at a loss.
If there were any way at all to summarize Insolitus, it would be something like a children's playground-maze built by a madman. Those with claustrophobia or a poor sense of direction may find themselves troubled by it, particularly as it has never been properly mapped.
Insolitus occupies its own tower, and its entrance is a simple door with plaque bearing its name. Opening the door reveals a small room with three large holes in the wall, just large enough for an adult to crawl through.
These holes are tunnels which weave up and down and around, forcing one to crawl, climb and slide about. The tunnels at times link up with sections which are "open air", though looking around there is nothing but the empty void of "space", blackness with tiny pinpricks of starlight. There are ladders, staircases, ramps, platforms and open bridges intermingled with the tunnels, as well, ensuring that explorers of Insolitus are not subject to monotony until they reach the realization that there is no end to Insolitus' depths. It is fortunate that after a time, one conveniently always ends up back in the entranceway –– otherwise, there's no telling how long someone could be lost within it.
Whatever this is, it seems to be important.
it's a fuckin observatory
Chimera is home to a residents' club for wizards and other magic users, formed with the intent to research the magic of both Paradisa itself and the worlds represented by Paradisa's residents. The headquarters features a number of offices and laboratory spaces, equipped for potions, alchemical studies and other magical research. Chimera membership and further information can be found here.
The parlor serves as a general sitting room for the residents, a space set aside for conversation and peaceful game and music. The staple of the room is the large white baby grand piano, though there are also a variety of other classical instruments stood about for public use. There is also a small stage for impromptu performances, as well as a table for billiards. For further entertainment, the shelves are stacked with board games, the pieces of which are all carved from wood and precious stones and metals even if the game titles are familiar to residents –– it's a bit over the top, really, playing a game like Risk with little golden horses and gemstone cannons on a richly embossed wooden map, but that is how Paradisa like things.
A fully equipped gym for any physical activity a castle resident may want to engage in.
THE WAR ROOM
This is the room where a king might plan his conquests, if Paradisa had a king at all. With an iconic Arthurian "round table" surrounded by high-backed chairs, it is the ideal place for discussion amongst residents, as the circular table gives no one privilege of position and promotes equal authority in discussion. There is also an open area for the purpose of lessons in small close-range weapons' use and fencing.
The war room is also home to the Atlas Map, the most detailed and up-to-date known map of Paradisa.
THE FOUR SEASONS ROOM
The long, winding staircases of Terrere tower reveal four rooms, each on a different floor and each with a distinct season-related theme. Given Paradisa's nature, it is all too obvious that it takes these seasons to their extremes. When one enters the room, one could almost imagine that they're truly outdoors, as the ceiling and walls are concealed so well that one would need to be directly in front of them to realize they exist at all.
The first floor is the home of Spring. Spring is rolling hills of brilliant green, grass so thick and lush one could sleep in it comfortably, a gentle breeze laden with the dewy smell of spring. Petals catch on the air, fawns gambol through patches of white-blossomed clovers, and birds sing overhead. Wandering through the hills one might find treasures stashed in wicker baskets –– bubble wands, pinwheels, kites, butterfly nets, frisbees. It's a lovely place to spend an afternoon, though evening is nice as well, with the stars overhead and fireflies on the air.
The second floor is the home of Summer. Here, it's the perfect day at the beach, with warm golden sand and merrily crashing waves. The water is temperate and the sky is laden with fat, fluffy clouds. It's a great place to catch some sun or pick up shells along the shore, perhaps chase some little hermit crabs and poke at beached jellyfish. By night it's great for a bonfire, the gulls replaced by cicadas and the sand still full of the sun's warmth.
The third floor is the home of Fall. Fall is a thick forest, the trees fattened with bark and shedding their leaves of red, gold and orange. The air is getting a little chilly, but it's a comfortable sort of cold, the kind that makes you appreciate a thick sweater and hot apple cider. Mushrooms grow at the forest floor in all shapes and colours, and the fallen leaves beg to be raked up into a pile for jumping. It's a good place for a game of fetch with a dog, and a peaceful walk.
The fourth floor is the home of Winter. Fuck winter.
A clinic set up by the healers/medics of the castle. It includes full medical facilities set up by various. Its most memorable trait is the massive mural of Eden hand painted on the wall of its waiting room, having been left behind by previous residents. Clinic management and further information can be found here.
THE LAUNDRY ROOM
A simple laundry room with conventional 21st century machines, as well as a table for folding and a little sofa to sit upon.
THE DEATH MATCH
A bar for the folks who are rougher around the edges. More information can be found on the Death Match's page.
Accessible from the stairwell from the seventh floor, and divided into two levels.
The first level is the castle's rampart, walled by broad-topped parapets with occasional notches where one could imagine archers being stationed in wartime. It is a comfortable place to rest and think as it is usually quiet and offers a degree of privacy, given that the walkway stretches around three sides of the castle.
The upper level is not meant for resident traffic, as it is the tiled and heavily sloped surface of the roof, but some of the more daring residents climb up here occasionally. Including the tops of the towers, the roof of the castle is the highest point in the known area.