This place is full of both ancient and recent information. If it's magical or just plain odd, there's something related to it here. This place is believed to have been founded in 2,975 B.C. by the original Sorcerer Supreme. It is a once secret location that was used to to store ancient artifacts and information. The Sorcerer Supreme had compiled a vast of information that they had come across on their travels. Allies and colleges of the Sorcerer Supreme would have also donated a large amount of artifacts and information that they had. The building is located in what is now known as down town Metro City, 177B Blecker Street to be exact about it.
Many different magic users would come here to share knowledge with another and preform different practices for various reasons. However, like many things, this place was eventually forgotten and became a nothing but a myth. The reason being that many people back in the day weren't comfortable with practices that had occurred here. This prompted it to be closed and left to rot as time washed over its existence. But that all changed when the original Mister Surreal found this location and restored it to its former glory. He then used it as his home as well as lair afterwards, a mysterious place that would be unseen by public eyes for decades.
This location was inherited by new Mister Surreal shortly after the passing of the original, he has lived here ever since. He has had several great battles here, and used this place as pool of information and resources. He eventually decided that he could do a lot of good by sharing this place with others who may need it. Accesses to this place has once again been granted to general public so that all may be able to utilize what it has to offer. However, it still remains a place of sacred content, and should remain as such. In many ways, the location itself could be considered alive, and as such, only adds to it's strange and psychedelic nature.
The sanctum has taken a neoclassical form from the outside, even though its look have changed greatly overtime in order to fit the style of the time period. While it may seem like an unremarkable, dusty, old building, it is actually an extraordinary place within, humming with arcane energies from countless regions across the multiverse. The building stands at a height of is four that is compounded and supported by 1,200 square ft. of space. But those are merely the dimensions of the sanctums's exterior.
The interior of the already massive structure actually much grander than how the exterior would suggest it to be. Through space-time manipulation magic, there are countless rooms and halls that exist inside of this location that are interconnected through interdimensional gateways. An extension of the structure's capability, it can rearrange itself to enhance its already extreme area, making unlimited amount of space inside of this building. This makes it so that the number of occupants inside of the sanctum do not have a finite capacity. Moreover, the building itself does not exist within a fixed point in space time, and can travel somewhat freely on any axis.
The sanctum, being the vast and chaotic place that it is within its enormous walls, can be quite difficult for the the average visitor to navigate. Decorated with candles, tables pots, chandeliers and the like, its instantly gives off an accurate impression as to what the archaic nature of the place is. As such, the main doors of the building lead directly to a long hall of numerous halls all of which the public have access to. This hall also happens to serve as a nexus between all locations that visitors are permitted to enter, and while cluttered with various objects objects, maps are also available, it proves quite effect to find one's way. For those who need directions, the layout of the permitted areas are located on the first map that they would encounter, for navigating the place can be quite difficult, one door always leading to three more. This is also the building's main exit.
While violence for the sake of violence is by no means permitted in the sanctum, that does not include the practice of sparring in order to enhance ones power and tactical abilities in the throws of combat, a practice that is highly valued by practitioners of the sanctum when deemed necessary. As such, a training room of sorts had been provided in an isolated area within the sanctum in order to allow for a safe space for battling opponents, or simply for the practice of sharping one's skills, whatever they may be. The room is naturally accustomed changing its dimensions and environment to fit the number of combatants and their desires, though it exists in a resting state. Damaging the environment of this location is permitted, as the place is enchanted with a the nature of being able to repair itself moments after damage occurs. Beings of any power or skill level are welcome.
One of the most notable and important locations within the sanctum is is its massive library of information. Spanning the seemingly endless number of rows and shelves are a sea of countless books and ancient texts that ranges from the occult to the arcane, the list of selections including nothing short of history, mythology, philosophy, biographies, metaphysics, magical practices and so on. The knowledge contained here stems from all corners of the multiverse, and while by no means omniscient in its knowledge, it does however contain a broad selection of virtually all that could be inquired about the mystic, magical and supernatural. All books contained here may be borrowed for a total of two weeks, before being taken back to their original place. In order to select a book and check it out, one must simply approach the counter and ghostly librarian will appear to help them... Much like the ones who wander the place to see the peace being kept.
Throughout all of reality, there has never been a shortage of weapons and objects of great power that held capabilities that far grand death, destruction, rule or achievement. Trinkets and objects that can defy what one may think that they know, just as much as they could lay waste to entire slews of worlds. As such, a great many artifacts of power are held within this chamber, put on display by what would seem like nothing more than a glass case, but indeed protected numerous curses and charms as as means of defense. While these objects are mainly kept in display cases for the sake of basic education, some may be permitted to be used for various reasons, but only with the consent of the master of the sanctum. Overcoming said charms and curses would require either a skill or power level comparable to that of a supreme sorcerer, and if such attempt and attempt were successful, the result would be the sanctum's natural defenses taking places and ensnaring the perpetrator in the form of the very walls of the building itself.
The Halls of Healing
The sanctum has always been a place to help those who deserve it... Or to amend that statement, help those who need it, and help has been provided This area serves as being a med bay for those who are injured by anything inside or outside of the sanctum, especially if they are magic or spiritual based wounds. These halls are capable of healing people simply by them being inside of them. But those for those are severely injured, there are operating tables available for surgery, as well as all the needed supplies that goes along with them. If someone is just extremely tired or generally lacking in a lot of energy, they may lay in one of the beds here until they have become fully rejuvenated. If you feel like you have a mild injury or feel slightly sick, it is recommended that you come to this area and take a seat. Just taking a stroll through these halls may do you a world of good, from any physical ailments that you may have, mental, or otherwise.
The Meditation Pad is a room of spirituality serves as an excellent place for those who want to clear their mind, pray, or as the name would suggest, meditate. The room located away from the nosier areas of the building and is generally kept under the conceptual influence of being quite and peaceful, so that any person could stay here in near complete silence and tranquility. Many have found it to be extremely cathartic for them to be in this area and at times, it can even be a bit difficult for one to leave once they have entered and experienced its soothing atmosphere. But the most intriguing part has yet to come. This area has three different doors that lead to different locations, not in the sanctum, but the world itself. Just imagine where you want to go, turn the door nob and you will manifest a gateway there (keep in mind that the doors only register relatively safe places). For those who would like to make the most of their experience of this location, pads for comfort and books instructing in various relaxing methods exist in order to educate themselves on the various available practices.
And finally, the Sanctorum. Located on the top floor of the building lies the most remote and mysterious aspects of the entire sanctum, the very the living quarters of the sanctum's master and their own personal study, in this case, the Sorcerer Supreme. While the entry into the building may be allowed by the master of the building as a public property, this area is owned and kept by the master's ownership, and they alone. This area provides the master of the sanctum with a desolate, quite and comfortable living space to carry on with their basic rituals, needs and living requirements, giving the access to all resources and materials that they may need or want: furnishing, books, weapons, food and water, ambiance, etc. It is a particularly sacred and exclusive aspect of the sanctum that may only be accessed by others if the master specifically states that they have their permission to enter. Otherwise, the consequences of invading location may be severe.
Defensive Measures and Security
While the location is one that is open to beings of all kinds, it does of course have certain protective measures in place that are designed to deal with all manner of potential threats that come upon the location. There are hundreds upon thousands of spells, charms, enchantments and even curses that restrict nearly any and all beings from being able to traverse or even enter the environment. The only cases of beings allowed to negate these rules being an instance of inconceivable magical or supernatural power:
- Damage Reflection: Should someone attempt to break into the sanctum by using force, such as, attempting to break down the fronts doors or windows, they will find themselves being repelled by an invisible force that would will naturally resist the attacks set by whoever, or whatever it was that threatened the structural integrity of the location. While all objects collide will experience a residual force being applied back on the at the point of impact, the sanctum in particular is laced with a hex that will naturally reflect nearly any and all attacks onto the building back onto wherever it had originated from. being an attack of a blunt instrument, a blast of unspecified energy, otherwise.
- Teleportation Rejection: The nature of the building is infused with powerful protections of godlike space-time magic that will naturally bend and manipulate the the regions of space and the very fabric of reality in order to maintain the integrity of the sanctum, counteracting intruders who would seek to appear within the sanctum by using methods that would normally be impossible. More specifically, methods pertaining to teleportation and the like. If one were to attempt to enter the building by using dimensional-breaching, spatial manipulation or physical projection or something of that ilk, the building's very extensional frequencies will act accordingly and nullify physical entry.
- Paradoxes: Upon entry of a building, even the most impure of heart may be able to skulk about the regions of the location without necessary fear of being attacked or contained, however, that is only as long they follow the rules set in place for the sanctum. If they should attempt to steal an item, destroy property, attack another person or otherwise, they will find themselves in a situation most unfavorable. While the sanctum itself already exists as a complex set of halls and doors always leading to numerous more, the building is capable rearranging itself as its host dictates. Upon the master's realization that something has gone array, the building with lock all conventional methods of entering and exiting, doors windows and all, and turn each room and hall into an endless labyrinth of insanity.
However, certain rules will be revoked for visitors if the master of the sanctum allows them. These rules do not apply to the master themself (please sell defenses).
As of now, there is a job being offered for those who are interested in making money. The library could currently use a librarian to help organize the books and sort of the location process of the other reading material. The time of service is 11:00 am to 5:00 pm, the wage is a flat rate of $800 a week but maybe enhanced based on performance.
This is an "in character thread" and an "out of character thread", so don't worry about how you respond here. Mister Surreal is also a "magical consultant", so I will be able to talk to you one on one if you would like to have a chat with me.
Rules and Regulations
- Destructionof property - Only small scale destruction is allowed in this location, such as destroying a table, a shelf, or even damaging a wall. Anything more than that inside of the building, beyond the training room, is not permitted.
- Theft of property - Any and all objects within this location are allowed to be taken without my consent, but please sell the sanctum's defenses.
- Relocation - The matter of sending the sanctum outside of Metro City, to another reality, dimension, realm, universe, timeline, or otherwise needs to be cleared up with be before doing so.
- Normal CVnU rules apply
If you have any questions, please feel free to post them here or PM my Mister_Surreal account.