"Sepulcrum, dulcis sepulcrum."
The First Hall
As one climbs the staircase leading to the sanctum of the Euthanatos, the door opens up letting the familiar smells out, always sharper to a newcomer, subtle to the nose of frequent guests. One is assaulted, besieged… coaxed onward by an artist’s palette of aromas. Burning sage and cumin, fresh cucumbers and bitter almonds, aged wine, a plethora of different varieties of incense and smoke, jasmine, musk, clove, cherry wood, sandalwood… and always the slight coppery tang of blood. Entering through the heavy set of dark wooden doors it becomes fully apparent that this is the home of one of the most diverse and oldest traditions of magic in the world. This is their day today, and it is where they come to work, and to play. From the first creaking step on the worn hardwood floor, every inch resonates a dusty, antique, yet comforting feeling, like an old glove being worn again after years of storage. The candle fixtures stand empty and dusty. The long curtains frame tall windows across from the hall's bare walls that desire some sort of painting to be hung.
The first true sign of habitation comes in the form of a large door made of a strong, dark wood. The number thirteen hangs on the door in the form of bronze numerals, growing a hint of oxidation near the lower corners. This is the seat of the Euthanatos Rep, and each has left their mark on the door. Near the doorknob are carved worn initials: a large W, below that D.D.M and R.V. Finally current and well set is the letters J. o. U. Beneath that, one can barely make out an unfinished J carved in time. Thus the cycle continues.
Down the hall brings one to a doorway with dark curtains held back on either side, accompanied by electric wall sconces. Just a bit further past the threshold is an area affectionately dubbed the lounge. Two stories high, a skylight peers up at a brilliant blue sky. The sunlight falls golden threads upon a set of comfortable couches, perfect for reading. Throw pillows surround a small coffee table, pock-marked with stains of various colors and complexity. It seems that this area serves as an impromptu meeting area for less official business.
Tacked to one wall is a parchment framed, right next to the entrance of the second hall. It looks old and spidery penned, probably with a real quill, but reading the script one might wonder if this was a list or expected terms of conduct, or a practical joke.
In this area is a fireplace and a bathroom for
visitors. Right next to it is a small kitchenette with a food bar and a
few stools for having a light snack. Just enough space for preparing a
few meals. The small refrigerator and cupboards are stocked with varieties
of instant food. Anything that can be prepared by adding hot water, or
put in the microwave or in a soup pan for three minutes. A table in the
corner provides more dining space. Members who eat here are expected to
clean up after themselves.
Between the kitchenette and the bar are the doors
to the gym. Padded mats have their own area for the really intense workouts
and martial arts practice. A weapons locker sits across the room with most
practice weapons. The instructor has the keys. On the other side stands
a basket ball hoop and the weight machines across from it. At the far end
is a set of doors to the showers where one can cool off after an active
game or set of reps.
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The Second Hall
Rounding into the second hall, There is a Bar
here. Sort of Victorian in design with your typical gothic arches, dark
woods and marble colors. Yes this serves as a liquor station and is stocked
a little more exotically with imported spirits then the Commons room bar.
However, behind this counter hold much more then alcohol. There's a multitude
of cabinets with little stained glass windows holding a stock of poisons
and drugs, both in powder and liquid form, all locked of course. In another
cabinet are first-aid and medical supplies. The mirror at the back behind
the bar is frosted around the edges with intricate designs. The Bar serves
not only as a place to have a few hard drinks. It also serves as a part
time pharmacy and assassin’s workshop. Any prescriptions or medicine not
available over the counter is locked away in drawers. Again only the Representative
has the keys. Moving on across from the bar are two doors.
The first door is labeled Meditation room. Stepping into it one finds themselves in a large domed room with soft winter white padded walls. The carpet is soft as well with texture designs. The door is also soundproofed to allow for no disturbance whatsoever when it’s shut. This room is shaped for acoustics from the center of the room. Scattered about on the floor are matching white beanbag chairs and throw pillows. Sitting in stark black relief in the very center of the room is a baby grand piano.
The second is a small laundry room. Didn’t think
death mages needed to wash their clothes? These are the public pay type
washing machines. The money pays for the laundry detergent. Presumably
farther on down is the back of Rep's office.
Reaching the end of the hall there is a staircase and right next to it, looking fairly new compared to the rest of the wing is a door, which opens up into the Library.
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The Dorm Floor
Ascending the staircase of the second hall one
finds themselves at the fork of two halls with six doors to each. Twelve
in all. These are the dorm rooms for the Newcomers and Initiates of the
Tradition. The hallway to the right contains all the odd numbers; the hall
to the left has all the even numbers. Each dorm room has a generic futon
and a working bathroom. All rooms on the right have views into the Lounge.
All the rooms on the right are right next to the game room.
The game room is a small space occupied by two
vending machines, some very old arcade games, two pinball machines and
one pool table. A small sign on each wall kindly requests that visitors
do not 'cheat' the vending machines for free food and drink, or there will
be no more snacks bought to fill them. Although at first glance it looks
like the perfect place to unwind, these 'games' are frequently used to
practice chance and probability. Death mages play with cause and effect
like children play with blocks. Have pity for the fool that plays poker
with these magi.
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This ends our tour for now. The longer one stays the richer the detail of the place makes itself known. Like the Thanotics themselves, nothing is as simple as it may appear on the surface. Return frequently, and there will always be something new to discover.
That is, if one is brave enough to face Death.