Safe Haven for the Fallen Angels of the World - A History and Virtual tour of the Fall Inne


The History

Having sat back and watched as others have fumbled with mending broken hearts, three other beings of power have decided that they too can offer a refuge to those who have injured wings. Especially those who had found a measure of peace only to have it torn from them. X(A/N)th was the first to stumble across this idea, having found love and happiness in his own realm of Xanth. He decided it would be best to share such pleasures. Finding out that none of the other Demons in his universe were interested in such a joint venture, he expanded his quest for compatriots to new universes; appealing to the gods, goddesses and other powers that be that he found there.

In a world consisting of landdraws he found the most unusual individual he’d yet encountered; a Greatkin by the name of Rimble. X(A/N)th was impressed by the one, called by the othres of his realm the "Greatkin Trickster" but who reveled in his position as the Greatkin of Deviance, the Unexpected and the Impossible. Rimble thought the new Inne was a fine idea and was looking forward to trying his hand at a few "Improoovements" there.

Finally, X(A/N)th stumbled across an androgynous beauty named Belial, who seemed to be familiar with such a concept as they were attempting. Belial was more than willing to help "her Lord" -- as she referred to him -- find happiness and if she had to help others in the process, then so be it. X(A/N)th grinned, having obtained allies. He felt assured of finishing the task that others had failed at, even if the Idea needed some Improoovements and help on the side. They were more than ready to start their own Inne and heal some wounded hearts.

Crafting the Fall Inne

Using his influence from the prestige he’d gained among Demons, X(A/N)th pulled a few strings to get them their own little pocket dimension -- even got it put as an official stop on the Underground…somewhere between Haceldama and Street of the Gods. Once that was done they began their work in earnest constructing a soothing environment for the boys to play in.

A Descriptive Tour of the Fall Inne

Click here for maps of the grounds

The building itself is massive and a wonder, a full five stories tall. On the north side-central to the Inne was a tower that rose up nine stories, with a comfy well-cushioned sitting nook tucked away in the gable up top. The ground floor consists of the Front Desk in the Entryway where keys and rooms are assigned. The first floor is the common ground shared by Patrons, Guardian and Guests alike. The Hospitality staff is a wonderful mix of ghosts borrowed from Castle Roogna with some help from other friendly pysk that were willing to help.


The First Floor

The Entryway

Entering through the ornate double doors from the front circle drive, one enters an elegant front hall. The woodwork was intricately carved mahogany, all coming to focus on the main desk that curled around the front portion of the tower’s inner wall. Above the majestic desk on the stone wall is a huge detailed stone face. The aspect is that of a truly hideous and frightful demon, very much out of place with the rest of the hall’s décor, but intimidating and awe inspiring none the less.

The East Wing

Kitchen/Dining Room

As well stocked at you’d expect of a high-class hotel. It is officially the realm of the ghosts and pysks, but guests have been known to sneak in for a midnight snack among other things. There is a stairwell that leads directly to the wine cellar and a set of swinging doors that lead to a fair sized dining room with three large banquet tables, set in a horseshoe pattern.

Meditation Room

Last room on the north side of the east wing It has several windows that can be shuttered from the inside to control the amount of light. The center of the floor is taken by a sand garden ringed by a floor with mats and some plants for a soothing ambiance.

Sun Room/Conservatory

The east most room on the south side is the Sun Room. It is full of windows and the one wall that is against the hallway wall is all mirrors to maximize the reflection of light from the sun. There are several comfy chairs and a large couch in front of a fireplace there. There is a path that can be navigated between all the furniture from the hall door straight through to the outside grounds.

Library

The last room in the east wing. A well furbished library, having every book that could be imagined and wanted handy. The Xanth Muses even have their collection of not yet written books tucked away safely on the shelves in such a manner as to not catch the attention of the merely curious, but handy for the Patrons and Bouncers should they be needed. There is a fireplace with a comfy couch in front of it. A lush window seat fills a large window on the south side. Also along the wall by the door is a writing desk for any who need to use it.

The West Wing

Sitting Room/Lounge

Adjacent to the path one takes to the Tower stairs is the open Sitting Room full of fluffy, comfy furniture and a few floor pillows tossed into a pile under the north facing window. This room is designed to serve much like the front lounge of a hotel, but is much more suited for extended periods of loafing.

Game Room

Connected to the Sitting Room is the Game Room. Filled with almost any game or recreation you could imagine. If it’s not there ring for the staff and perhaps they can bring it to you. In one corner is a huge entertainment center with access to any and all programming that could be wished for. You name it it’s on a channel somewhere for your convenience.

Ball Room

The west most of the southern room is a tasteful mix of wood and brass. A set of patio doors leading out into the grounds for any who need to go out for a bit of fresh air when the press of bodies in the ballroom becomes overwhelming.

Music Room

Connected to the Ball Room by a massive set of folding doors is the Music Room. Again, thanks to chaos space it is the perfect place to practice any and all musical talents. The doors fold back to join it to the ballroom providing a convenient stage for a live band when one is required.

Bar Room

The final room in the West wing is the plush bar. Stocked with any and all liquors that can possibly be dreamed of. There is a small couch tucked between the two windows covered by heavy velvet drapes. A poker table, should cards and drinks be required. It's final and crowning glory is a long cushion along one wall, couch that is the ultimate in comfort for anything that can come to mind.

The Tower

Leading up to the upper floors is the tower. Its central core is an elevator that rises up to the 5th and final floor of the main building. It is circled by a spiral staircase for those who don’t wish to ride in the clanking old-fashioned wire cage contraption that is used. The 6th, 7th and 8th floors are the Patrons personal chambers. The spiral staircase decidedly narrows to a single body width as it rings up to the gable. Making the trip not for the faint of heart and the Patrons have no need of the stairs. The gable and the Patrons rooms are off limits to teleporting, such tricks don’t work unless your name happens to be X(A/N)th, Rimble or Belial.


The Second Floor

The West Wing

Guests Gallery

Taking up most of the west side is the Guests’ Gallery. It is a rectangular walking room with a wall set up in the middle to create sort of a track space. The walls are covered with portraits large and small of guests both current and those who are under the Patrons collective eye as potential guests. There is a scattering of comfortable chairs throughout the large space that is well lit by several large windows and fancy cut glass chandeliers.

Artists Studio

Along the north face of the wing is a fine art studio. Well stocked in everything an artist could desire from crayons to watercolors to fine oil paints and plenty of canvases. It is well lit if somewhat sparsely furnished. The staff is more than willing to be of assistance in facilitating artists in their work, they need only be rung for.

The East Wing

The Patrons Gallery

The heart of the Fall Inne is this gallery. In it is a small shrine dedicated to each of the Patrons. A small table-like altar with various small trinkets relative to the Patron in his/her homeworld is centered beneath a huge life-sized portrait of the Patron in question. The portraits are the key to contacting the Patrons, acting as a veiwscreen of sorts for the guests to speak to the Patron of their choice. They are always reachable, but please remember they do lead busy lives of their own back on their homeworlds. The center of the room is taken up by a huge, plasma-like globe that holds an ever-swirling mass of mist and lights. Its function is something known only the Patrons and Bouncers and they are reluctant to explain to the common guest. But suffice to say is serves a valuable function and is very pretty to watch for those who are so inclined.


The 3rd, 4th, and 5th floors

These are the floors dedicated to guest rooms. Also located somewhere in this sprawl of rooms that are strung together and organized from chaos space are the Bouncers’ rooms, but they aren’t telling where they are. So unless you’re really close to one of them, chances are you’ll have to ring for them same as the rest of the staff. The looks of the floors conform to the outline of the Inne, but there are always enough rooms for everyone. Yet another blessing of playing with chaos and making a few Improoovements.


The Basement Level

The Wine Cellar

Located through it’s own door at the eastern base of the tower stairs. It is normally kept locked, but that doesn’t keep out some of the guests. Through the wine cellar is another locked door. This one is doubly locked and the exclusive realm of the Patrons.

The Patrons Storeroom

The eastern most room on the north side of the basement. Don’t ask because the Patrons aren’t telling.

The Other Rooms

Through a western door at the base of the tower is a T shaped hallway. There are four locked doors along the western branch of the T. No one is sure what is behind them, because their function is the knowledge of the Patrons and all they’re willing to say on the matter is that they’re not needed yet. Also on the unneeded and unenterable list is the last door visible from the T hall. A revolving door that is locked up tight in the southern half of the hall. If one presses their nose to the glass they can see a faint hint of doors further into that room. But there is not enough light to make out really what is in the room itself.

The Outer Grounds

The extensive outer grounds are ringed by a firm stone wall that helps the Patrons regulate the flow of chaos into the Inne’s grounds band protects the guests from too much exposure to pure chaos. There is access to a small strip of “safe chaos” that rings the wall, a bit of ever-changing landscape that can be put to good use by those who venture outside the gates of the circle drive.

The Circle Drive

Encloses a patch of greenery and benches centered around a gorgeous fountain that changes its appearance on occasion, Usually, though, it settles for being a multi-tiered extravaganza of Poseidon’s sea horses galloping off of the colored jets of water that stretch up into the sky. There is a gazebo situated nearby so that even in less temperate weather guests can enjoy a view of the fountain.

The Garage

To the west is the Garage, home of several motorcycles, rare and fascinating for some guests, and even a couple of hot rod cars that are just about perfect for other speed freaks. There is any variety of tools for those guests inclined to tinker on favored bikes or cars. This garage is definitely the die-hard mechanic's wet dream come true.

The Hedge maze

North from the Garage is the maze. A beautiful concoction that would have the most decadent French king drooling to have it in his palace garden. The center of the maze is an elegant statue that usually resembles a Mythrrim unless somebody is looking for something else. It’s a very obliging statue. There is one hazard in the Hedge maze that is dangerous but not deadly due to a certain understanding held between the Patrons and the Horse in Charge. Hypnogourds are scattered about liking the fertile shaded grounds of chaos origin. These little beauties and their alluring peepholes have caught many an unwary guest and held them in fear and thrall until the Night Stallion decides they’ve overstayed their welcome and kicks them out.

The Bathhouse

North still of the Maze is the Bathhouse and a second gazebo. The bathhouse is a luxurious little retreat, kept well stocked with essential oils, soaps, and any other unguent that could be wished for. There is an entryway for the divestment of outer garments and then as second small room for the rest of the disrobing with a pair of shower spigots for those who enjoy taking a traditional shower before enjoying a soak in the nice warm water of the tub. The tub in and of itself rivals a small pool being chest deep and stretching to fill most of the building. It even has a small nook that has the bubbling jets of water that make any jacuzzi perfect.

The Arena

In the northwest corner and dominating a fair portion of the outside grounds is the Arena. Normally it’s a sand pit with Coliseum style bleachers stretching up for a good view of the action. The area is also a very obliging feature that can shift the appearance of the battleground to suit the combatants. A small side business of gambling has been known to flourish at such events, pleasures are available of all kinds here after all. The Arena’s main purpose is to give action-oriented guests a place to burn off steam in a civilized manner rather than lashing out in the Inne. There is no rule about fighting anywhere on the grounds, however the Patrons and Bouncers rather forcibly encourage such activity to take place in the appropriate area. It should be noted that though fighting is not a problem, deathblows are strictly forbidden. Anyone who even contemplates delivering such a blow is rather viciously discouraged by either a Patron on a Bouncer. A guest that has been suitably chastised is not likely to try breaking the Deathblow rule of the Inne.

The Orchard

Directly to the east of the Arena is the Orchard. Tucked away in the eastern corner are orderly rows of every fruit-bearing tree found in the known worlds and some unknown ones. The Patrons appreciate eccentric tastes. In the most hidden recess of the Orchard is an elegant stone bench, perfect for quite meditation or other solitary pursuits. At the top of the Orchard is the third gazebo affording a wonderful view of Orchard, Lake and Chapel.

The Chapel

Just south of the Orchard and tucked in next to the Lake is the Chapel. Set up like an elegant and tasteful Christian chapel but without any denominational trappings. There is a beautiful stained glass window over an alter, lighting most of the room. The glass depicts whatever it is that guests wish to see in association with the faith that brings them to the eaves of this hallowed ground. The alter itself is plain and without decoration and remains so, now matter how it is abused by the guests. There are several pews with comfortable velvet cushioning for petitioners who need to spend some time with their deity, but not so much so as to encourage guests to crash out there on any regular basis. It is a place of worship and refuge, after all.

The Lake

A large expanse of crystal blue water. It is enticing for a swim and is ringed by soft sandy beaches perfect for lounging on a sunny day. There is a grass path just above the beaches ringing the entire lake for those who wish to take a stroll and drink in the beauty of the Grounds.

The Sculpture Garden

Just south of the Lake is a most elegant work of chaos…the statues seem to have a life of their own. There is a set path that weaves among them, but the statues seem to move about when no one is looking and rearrange themselves as it pleases them. On occasion one takes it upon itself to change its form entirely as one would change an outfit. They are always tasteful though and never vulgar, no matter how guests comments may goad them into wishing to be. They are properly bred statues, after all.

The Stable

The final stop on the list, tucked into the southeast corner of the grounds. It would be more accurate to refer to it as a bestiary, because here can be found any and all pets or companions that the guests may bring with them. They are always well cared for by the staff and seem every bit content with their lodgings as their human compatriots. If there isn’t a suitable stall, roost, whatever for the pet then one is easily arranged for. The unofficial guard dog of the grounds can often be found lounging near the Stable -- A rather mellowed steamer dragon named Stanley looking for a bit of a break from guarding the Gap Chasm.

And this concludes the descriptive tour of the Fall Inne, any further questions can be directed to one of the Three Fallen.