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Describe a room in Ramshackle Manor

The Ramshackle Manor is a dilapidated old wreck of countless rooms. In any city other than Sigil it would likely dwarf keeps. The bulk of the manor has been buried underneath the city streets by the silent Dabus and the pseudo living nature of the City of Doors. However each time you make a character in this game, you must describe your favorite room in the manor house. Its probably where you sleep when you are trying to be alone.   The house is old, it is in such a state of disrepair as a result of age and neglect that the word Ramshackle has become synonymous with ruin on many worlds because of your family's surname. So the more cobwebby, leaky, and trashed the room is the better.  I'd like it to have a gothic victorian vibe if possible. Grand in ruin. But ultimately the upstairs bathhouse is draining into the library, the manor has indoor plumbing (it doesn't work as intended or all the time, see above), and the whole house is under an old enchantment rendered permanent that extinguishes non-magical fires a round after they are lit.    Keep three things in mind. 1. Any magical items or effects are left to the DM's fiat and 2. at least one bounded space in the room must be a portal to another plane of existence on the Great Wheel. Which plane? Your choice. If you want there to be more than one portal in the room (that you know about) that's fine but any additional portals beyond the first are going to require Portal Keys to activate, and acquiring the right one will probably be a minor quest.   3. Your room must be connected (above, below, adjacent) to the room that the last poster created. 
The Narthex Room Location: The side of the manor facing the Lower Ward.  Portal: Fireplace (always active; two way magic portal to the Elemental Plane of Fire).  The Narthex Room is effectively the entrance to the Old Ramshackle House. It features a fireplace that is a portal to the elemental plane of Fire, and a double helix marble staircase the allows access to the single upper floor and the multitudinous lower floors of the manor. The Narthex room is devoid of carpets (most having been burnt to ashes) and every single piece of furniture in the room has briefly caught fire at least once (not pictured in the inspiration photo above). Thankfully a wizard ancestor or possibly a wizard hired by one of your ancestors warded most the house to prevent another massive house fire as those used to be quite common in a family where most children can conjure flames. The enchantment is permanent (unless dispelled) and it also keeps pesky fire elementals from exploring the manor. 
Bright Hall Location: between the Narthex Room and the Great Hall, surface level.  Portals: A broom closet in the Bright Hall can be opened into the quasi-elemental Plane of Radiance. Nobody remembers what the portal key is for the closet so its best to keep the door open lest darkness fall upon the interior of the manor.  Special Property: The Bright Hall is lit by the light emitted from the Portal to the Plane of Radiance, and there used to be a series of mirrors that could reflect that light around the manor since torches won't stay lit in doors. However the mirrors have been broken or stolen or lost.  The Plane of Radiance is a plane full of light, of all conceivable hues and shades; not merely those which the majority of mortals can perceive, but the full and entire range of potential held within itself. As a result, though it is a plane of intense beauty, it is also a plane of intense hazard. Without some form of protection, paper burns, water boils, and wood smolders in seconds upon being brought into this realm. Even those that can survive the heat still find it sweltering nearly as much as the plane of Fire itself. As is commonly said on the plane, "that which can burn deserves to burn". Anyone in the plane of Radiance takes damage as extreme heat; any level of fire resistance prevents this effect. Further, even if one has protected themselves from the temperature, the light itself is still so piercing that a person is sure to be permanently blinded in moments even through closed lids, though those that have suffered this say that their last sights on the plane were of a beauty that could never be matched anyway. Here, even a spell of darkness can do little more than provide shade. Treat the plane of Radiance as though it was of a light level one step above bright light. Any on the plane with some form of sight must make a Constitution save each round at DC 30 or be blinded unless the light level is brought below this point; no spell or effect, however, can reduce the light level below normal light. And of course, being of no proximity to the plane of Air, any guests must likely bring their own or soon suffocate. With no solid surfaces to speak of but for the occasional elemental pocket, movement here must proceed as with many of the Inner Planes, through either some manner of flight or through subjective gravity. Some non-natives provide transit around the plane via ships that travel the colors much as riverboats, great mirrored wheels churning through the hues. Others occasionally use wings of the finest, most well-polished copper, bronze, or at times even silver to propel themselves about with more grace and ease than managing one's gravity by force of will. Any such mirrored surface can provide some level of propulsion, pushing against the onslaught of light, but the wider the mirror or the more perfect its reflection, the more effective it will be at imparting momentum. Of course, when discussing such a means of propulsion, mention must also be made of the so-called "color storms" of Radiance; times when the natural churn of the hues of the plane grows even stronger, the light taking on more substance than usual as the energies clash against one another. Though these storms are of little more direct danger than usual to a person's life, they are a great danger to those that travel in this manner, much as trying to fly or sail through a hurricane. Those caught in such an event can at times find themselves thrown days, even weeks of travel from their destination, hurtling through the plane with much force as they are bombarded with strange hues.
Great Hall Location: Spinward Wing of the House connected to the Narthex Room by the Bright Hall, also connected to the Rooftop Garden.  Portal: the opening that leads to the Rooftop Garden is also a portal to Ysgard but only when people dance merrily in the Great Hall.  The portal leads to Densahl’s Challenge on the Plains of Ida, top layer of Ysgard.  Every day on the Plain of Ida, warriors and champions test themselves and their prowess in contests of skill and martial cunning. Valiant heroes from across the multiverse engage in games of strategy, speed, and raw strength. The most famous of the latter is known as Densahl’s Challenge. At first, Densahl’s Challenge seems like nothing more than a rocky tor sticking out from the grassy field. It stands about 20 feet tall and is made of a rose-colored stone very similar to granite. Long ago, a mighty dwarf warrior named Densahl (who had just won an ale-quaffing competition) stumbled into the tor and took exception to it being in his way. He climbed to the top of the rock and announced that he would break it to a thousand pieces so that it never bothered anyone again. He only managed one swing of his hammer before passing out, but that single blow broke off a boulder the size of Densahl’s head and shoulders. The crowd was impressed, but many claimed they could do better. One by one, they climbed the stone to try, and the tradition continues to this day. Densahl’s Challenge is quite simple. Contestants carry sledgehammers to the top of the tor, call out their names and affiliations, and then swing the hammer with all their might. The goal is to break off as large a piece of the rock as possible. The record blow was struck by none other than Kord himself—a boulder the size of a workhorse. No matter how many warriors break off significant chunks of the stone, though, each day the tor is just as tall as ever. Although the warriors who frequent the Plain of Ida can be quite competitive, and many climb the tor time and again to outdo their rivals, Densahl’s Challenge is a friendly competition. No matter what the result of an individual swing, the onlookers (a crowd of spectators is always present at Densahl’s Challenge) raise a mighty cheer in the contestant’s honor.
Devils' Chancel Location: several stories below the Narthex Room Portal: An archway of mirrored obsidian in the far end can be activated to permit two-way passage to the Nine Hells.
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Terminus Location:  Adjacent to the Devil's Chancel, Terminus features a second portal that links to a exterior window on the anti-spinward side of the Ramshackle manor. This window portal is two way and when activated by removing the curtain that covers the portal allows one to see out of the side of the Rooftop Garden or travel to the exterior of the house.  Portal: Terminus is also a portal to Limbo, however it's entirely unclear on what leads to being able to being transported there; Temerity seems rather decent at being able to trigger the portal, but claims there's absolutely no pattern to how it happens. Description: As well as not having any discernible trigger, the portal to Limbo also does not seem to have any specific anchor point in the Terminus; it appears wherever it damn well pleases, often exactly where it's the least convenient at that moment. The portal also has a terrible habit of being very cheeky, and hiding somewhere just out of sight, almost seeming to play hide and seek with those in the room. It particularly seems to enjoy hiding behind things like the cabinet, the wardrobe, the door (if it's open), and other such things. The portal also never appears on the same layer of Limbo, flitting between one of the five without giving much warning as to which it will be depositing its travellers upon, leaving them to figure out which layer they've arrived on, and how to get to the layer they need to be on without much help. The room itself is Temerity's bedroom, her study, her library, and her workshop. While it seems to be in a state of utter chaos to the other members of the Ramshackle family, the boyish imp seems to be able to find anything at any time, without much effort - 'Rity claims there's some sort of organisation to the room, even if they can't figure it out. Of course, Limbo itself is the epitome of chaos, an ever-shifting place that is made of anything and everything that is familiar and foreign to its guests. While those who are capable of forming thought and shaping will can mould the chaos which is around them into a safe space, they must concentrate to do so, leaving them vulnerable; meanwhile, demigods and those akin to their power - or greater - are capable of creating entire realms with just a stray thought, ones that can survive even after they leave the shifting winds behind them. Oddly, it was not gods who may have been first within Limbo, but the large slaadi who inhabit the first layer of the shifting plane. Even stranger, while they likely greeted the githzerai refugees, much of the first layer is named for these outsiders, yet the slaadi never corrected these names, even as the Slaadi lords disagreed with the githzerai. Of course, Limbo wasn't untouched by the gods for long, and while realms come and go like anything else here does, there are still ten or so realms within the plane that belong to some god or another. Some days, it's harder to tell whether one gets more lost in Terminus or Limbo, depending upon how large of a...project...'Rity is working on.
Note to DM: portal connects greenhouse and rooftop garden The two rooms are interconnected by portals for ease of access. These portals are windows to the other respective room in a 12ft view. The greenhouse being so low to the ground is circumvented by nightsoil plants and other curiousities. Dark green and gray mosses and other blooms reside here in the greenhouse all dominated by a tree cascaded up the walls. The bark frighteningly resembles screaming faces and when wind hits ever so, one can hear faint screams. Should you decide to tear off some of the bark, druidic information from another realm can be learned. This is how Sorrow has obtained her powers so early in age in conjunction to her teachings at the Circle of Skin in Sigil. Sorrow is very protective of these areas and conducts much of her study and leatherworking of skin here. She goes to the rooftop garden to learn other druidic skills.  The rooftop garden inhabits a variety of colorful fauna. Some have melded into their own species of plant that contain unknown properties. One of the most beautiful places in the Ramshackle House, but also can be deadly. Who knows what sort of life have moulded up there?