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Zaubereye

Music & Ambiance:
Akademie der Zaubereye
Akademie der Zaubereye is a magical school where aspiring witches and wizards learn the arcane arts. It was founded by the first High King of Nortland and it has thrived ever since. Located on a large island far from the Nortland coast, the setting is nothing short of stunning. The island is home to massive white-capped mountains, a large blue lake, and a sprawling dark forest. At one end of the lake, the small town of Zaubereye is lit up at night with neon-colored lights and a golden glow that twinkles from hundreds of windows and lamp posts. Perched atop a large hill at the far end of the lake, Zauberey castle is a vast intricate structure, with many turrets and towers. A large gate and a wide courtyard provide entry to the castle though they are guarded by several ominous-looking gargoyle statutes. The mood, however, is light and robed children can frequently be seen hurrying between classes while laughing and talking with one another.

Music & Ambiance:
House Quetzalot
House Entryway:
Entry to House Quetzalot is protected by a dueling dummy automaton who springs forth whenever students are near. The dummy holds a wand in an outstretched arm and points it aggressively at anyone attempting to enter.
Common Room:
House Quetzalot common room is a circular chamber that is at least 100 feet tall and 100 feet in diameter. Around the outer edges of the tower, several levels of balconies encircle the chamber. Robed students float up and down between the internal balconies. The tower’s central chamber is approximately 40 feet across and rises nearly 100 feet above the ground. There is no apparent ceiling. Instead, clouds can be seen lazily drifting by overhead; though the room is protected from the elements by a magical barrier. Often, the house mascot, Pickles the Pegasus, can be found here. All around the ground floor chamber under the balconies, are dozens of comfortable red couches, loveseats, tables, and chairs. There are also red curtained windows and at least three large fireplaces set into the granite walls. The atmosphere of the common room is pleasant and orderly. On the far left and right walls of the round chamber, wide circular staircases made of black granite curve downward along the walls and to the war room below.
War Room:
The circular black granite staircases lead down 20 feet to a large round room before they continue below. The center of this room is occupied by dark wooden benches that surround an absurdly large circular stone table. At least two dozen swords of all sizes and shapes have been set into the black stone tabletop, hilts facing outward. The table is smooth and polished. Everywhere, the walls of the room have been painted to depict famous battles and fearsome beasts. The combatants and beasts move about within their painted spaces at will. Along the walls, a dozen suits of shining steel plate armor, chainmail, and foreign armors are on display. They stand in alcoves set two or three feet into the walls and approximately two feet above the floor. On one side of the room, a raging fire warms the chamber. Shields of all shapes and sizes decorate the ceiling of this chamber and black granite benches are affixed to the floor along the circular walls. The atmosphere here is serious and contemplative.
Dueling Room:
The circular black granite staircases continue down another 20 feet to a large round room. The room is empty and appears dark because the floor, walls, and ceiling are made of black granite. The room is dimly lit by a dozen magical sconces that give off an eerie blue light. Carved into the center of the floor is a pentagram that is five feet across and contains dozens of shapes and symbols that glow faintly purple. This is a summoning circle that is used to train the young witches and wizards of House Quetzalot. Evenly spaced along the floor of the room are four large dueling circles which have been constructed using tan granite. Black granite benches are affixed to the floor along the circular walls of the chamber. The air is uncomfortably cool and the atmosphere is deadly serious.

Music & Ambiance:

House Mockinel
To enter the Mockinel common room, one must first enter one of three silver doors on the side of a non-descript stone hallway. The doors are inlaid with gold and gems that glitter in the light of sconces. Above each door hangs a silver placard. One reads, “Here your wits stand trial.” The next reads, “This door is bound by lock, but no key known to man or dwarf will open it.” The final sign reads, “This path is fraught with darkness and danger. Tread softly here.” Students of House Mockinel must pass one of these trials before entering the common room.
Common Room:
The Mockinel Common Room is a chaotic place. The room is large and trapezium-shaped with finely polished hardwoods. The entire back wall of the room is angled to lean away from the floor and is primarily constructed of paned glass windows which overlook the cliffs behind the castle and down into the lake. Nestled above the windows is a large balcony that overlooks the room. The entire room is reminicent of the stern of a massive sailing ship. There are luxurious tables, chairs, chests, and couches of every make and color imaginable that are scattered about the room. Everything here appears finely made and of exotic origins. The floors are covered by dozens of multicolored carpets and woven tapestries. Nothing matches, but everything adds beauty and flair to the chaotic scene. Opulence and wealth are everywhere. Golden and silver chalices, platters, and plates lie scattered haphazardly on table tops. Silks and pearls hang from costly chandaliers that do not match. Students gather here to play wizards’ chess or to gamble with dice or cards. On the right side of the room, a cargo net leads to a small loft. There, Tinkerbell, a massive tiger with a large golden hoop earing frequently lounges at the edge of the loft and looks lazily down at students. Tinkerbell is the house mascot. When the students are not in class, goblins and Kenku dart about, tidying the chamber or bringing food to students. On the back left side of the chamber, there are five metal doors of different colors. On the front right side of the chamber are five large chests.
Music & Ambiance:

House Otterpelt
The entryway to the Otterpelt common room is blocked by an ornately carved wooden door that has been stained a deep color of green and is flanked by potted ferns. The top half of the door is covered by a green velvet curtain and, to the right side of the door, there hangs a golden pull cord. When students pull the cord, the velvet curtain rises to reveal a glass maze beneath. Near the top left corner of the maze, a gerbil is unceremoniously pushed through a small round door. To enter the common room, Otterpelt students must successfully guide the gerbil to the end of the maze. The various dead ends of the maze hold food or other objects that appeal to the small furry creature. When the gerbil exits the final round door, gears can be heard shifting and the door swings open. Ahead, there is a downward sloping tunnel which seems to stretch out endlessly.
Common Room:
When students enter the tunnel, they feel a wooshing sensation and are instantly whisked forward hundreds of yards to the Otterpelt common room. The common room feels slightly warm and humid, though the sensation is not uncomfortable. The room is circular and large with high vaulted ceilings. There are miniature trees and plants growing everywhere and a small waterfall cascades down stonework to the ground floor. The waterfall feeds a large Koi pond in the center of the room that is encircled by a low stone wall. Within the pond, colorful Koi swim beneath lilies and lily pads. Around the room, there are habitats for a variety of small furry creatures as well as the occasional chair, stool, or bench where students study or relax. Large paned windows along the exterior walls look out over Lake Zaubereye. The view reveals that Otterpelt tower rises from the deep water of the lake near a stream inlet. Narrow stairways lead both up and down from the common room. When students take just one step up or down the stairs, they are whisked to the next level. The common room is both quiet and soothing.
Butterfly Garden:
The second floor of Otterpelt tower is large and circular with many windows and exterior balconies. Here the air is cool and dry. The waterfall cascades from above, through the room, and to the ground floor below. Fruit trees and berry bushes grow everywhere and millions of colorful butterflies fill the room. Students can be found on comfortable chairs and couches in this room, their noses buried in books. Along the walls of the room, are small habitats for beetles, centipedes, spiders, and all manner of insects. Narrow stairways lead both up and down. The room feels meditative.
Aviary:
The Aviary is the third floor and the highest chamber of Otterpelt tower. This chamber is also large and circular with exterior balconies. The walls and ceiling appear to be made of glass. Here the air is warm and dry. The waterfall cascades from an unknown source above, through the room, and to the floors below. The room is an aviary that is filled with birds of every kind. Flowers, roses, and flowering bushes grow all around the room. Tables, chairs, booths, and benches fill the enclosed exterior balconies. During warm months, students often come here to enjoy late-night snacks served by chimpanzees wearing pressed tuxedos. In the Aviary, Sir Otto, a Dire Otter the size of a grizzly bear frequently lies near the center of the room. Sir Otto is the house mascot.
Reptile House:
The reptile house is located in the first basement beneath the ground floor. It is a large circular chamber with many windows. The view reveals that the room sits partially beneath the lake level. The room is warm and humid and tropical plants and bushes grow everywhere. Throughout the room, there are habitats for amphibians and reptiles of every kind. There are also chairs, stools, and benches everywhere. The mood here is melancholy.
Dormitories:
The girl's dormitories are one floor beneath the reptile house, and the boy's dormitories are two floors beneath. Both have have windows that provide stunning underwater views.

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