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Revision as of 17:50, 30 September 2022 by Jarvis (talk | contribs) (Created page with "{{Infobox location|title = {{PAGENAME}}|type = Shifting Labyrinth|location = Interweaved between a demiplane and every known plane of Quelmar|Government = Ember is government....")
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Ember's Halls
The face of the woman who holds you hostage
Type Shifting Labyrinth
Government Ember is government. Ember is all.
Location Interweaved between a demiplane and every known plane of Quelmar

Heed the words, the warning calls

Beware the cursed Ember’s Halls.

The polished confines, hallowed rooms

Will eventually become your tomb.

You might not die, not right away

But there's little chance you'll end your stay.

Once you’re in it’s there you’ll fall,

So pray you stay far from Ember’s Halls.

About

Ember. A trickster fey that wants nothing more than to be entertained, usually at the expense of whoever gets caught in her web. Often her tricks were discovered and thwarted by other fey, or her intended playthings were claimed by other beings before she could even get her hands on them. In a fit of jealousy and anger, Ember conjured her Halls: a sprawling labyrinth that weaves in and out of the known planes and the demiplane in which most of it resides.

Many who talk of these halls equate it to the BackHalls, another seemingly endless demiplane composed of endless office spaces. Those who do, however, tend to find themselves transported in sleep, as the jealous Ember does not like to be compared. While she seems to have taken inspiration from this place, Ember's domain is even less predictable. Where at one time could be a sprawl of emerald walls that lead to a peaceful garden, the next pass through could reveal damp dungeon hallways that lead to the executioner's block. Ember relishes in the confusion this creates, and even more the fear it sparks when where once was safety now only lies certain death.

Be warned. There is no known exit from Ember's Halls. Though there are a few entrances that seem ever present, none have managed to exit these passages, even if they had just entered. The only real way out seems to be death, but even that is subject to the whims of the mistress of the halls. So if you find a door that wasn't there yesterday, keep walking. If you hear whispered promises at the edge of the woods, run the other direction. And if you feel like something is watching you just as you prepare for sleep, then steel yourself for the hell that is to become your life, for Ember already has her eyes on you. And once you enter her halls, you are hers until the day she gets bored of you, and possibly even after that.

 

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