Floor 1
Main Hall/Command Room:
The Command Room of the Keep is the main hub, where most gather to discuss important matters such as upcoming battles or general events. The Keep’s diversity is the most potent here, where up above do drakes and whelps soar, and down below do species from San’layn to Pandaren to Orcs to Tol’vir wander. This place is neutral territory, so even races like kaldorei and humans are welcome here to join so long as they follow the Keep’s rules.
In the center of the room is a very large table surrounded by several throne-like chairs. Depending on the day, they can be decorated differently to either look more upbeat or, well, edgy. Many smaller tables are scattered around the command room, often with groups of San’layn sharing a glass of blood wine and discussing daily chores.
The general atmosphere is warm, as this area is kept at a reasonably high temperature to welcome the living. Some areas have rugs draped along the floor where picnics can be had. There’s paintings of battle and nature scenes that decorate the walls of the Vry’kul-like structure. The place is lit up with mostly magical torches that won’t set anything else aflame, but in certain areas there’s also goblin lighting.
Characterized by a gigantic door able to let through a fully-grown dragon, the main entrance is always guarded by formidable creatures that do a very thorough check upon the parties seeking to enter the Keep. This often includes demons that work for the citizens of the Keep or live among them. Bags are scanned, and those with weapons are often under heavy watch. Should someone dare break the Keep’s rules and suddenly attack a member, they will be ripped to shreds by the monsters of this city with no remorse, much like in any major city.
Hospice:
One of the biggest and busiest rooms of the Keep, the hospice always seems to be filled with healers rushing into and out of it. Supplies are brought to and from it, as are healing patients. The Keep can get into violent conflicts, as it is a City of Monsters. It is equipped to heal the living and undead alike, with shadow magic & chi being the primary source for the undead, and the light & life restoration for the living.
There are several wards branching off of the Keep’s hospice for private quarters or surgery, depending on what’s required. Several in the Keep are trained for surgery should normal healing methods not be applicable, however availability does vary. These wards are kept dead silent and low-stress otherwise. On-site are surgical supplies, bandages, IV fluids, urgent care materials, and the like. The beds are relatively comfortable with thin blankets. Patients can request thicker blankets should they need. The hospice is highly technical with a mixture of gnomish and goblin (non-exploding) technology of the highest quality. Both magic and tech work in tandem to heal Keep residents.
The wards are used for quarantine should that be necessary, with magical means also shielding from the possible spread of disease.
Neutral grey and white colors and tile are used for the floors and walls. This is a hospital environment and needs to be as unobtrusive as possible. That does, however, lead to blood stains every so often that cannot be removed. Oh well.
Libraries:
The Keep has a library on its primary three floors. The library is characterized, unsurprisingly, by a very many aisles of books. Residents can donate books, but they would need to go through the administrators first. Each book is marked with a magical tag, where residents can take books back but must return them or renew them at the due date. If this isn’t met, the librarian will hunt you down.
Books of all kinds can be found, organized by genre. From research to adventure to fantasy to erotica, the Keep has a vast collection that is always growing. Those caught abusing or destroying books will also be hunted down and dealt with via less yelling and more violence. Don’t test the librarians with their books.
There’s many bookworms that hang around in the library, and there’s a mixture of quiet and loud areas. Floor 1 is the quietest library, floor 2 allows some light talking, and floor 3 allows for louder conversation. This is, of course, in designated sections for floors 2 and 3. Whispering can occur in floor 1, but anything louder than a murmur will result in reprimanding. The wooden flooring is a deep mahogany, and the walls are a dark grey. The wood of the bookcases is a light brown. The scent of the paper is the most prominent here.
The libraries have short distance portals to allow members and visitors to freely travel between them.
Resident Rooms:
Each Resident Room (which includes those for guests) comes with a bed and separate bathroom. The bathroom has a shower/bath, a toilet, and a sink. The bathrooms are relatively small, but residents each get a separate one, so there generally is no complaining. The bedroom has a comfortable mattress upon a boxspring with a wooden headboard and thin sheets. There’s a mammoth skin rug in each room. Next to the bed is a night stand.
Residents of the Keep are free to decorate their rooms as they please, add blankets, rugs, paintings, and tables. Whatever they prefer. There is goblin electricity in the rooms, but they can be lit magically should the resident please. There’s spells upon the rooms to completely soundproof them. Each room is marked by a simple wooden door that can be decorated should the resident like.
Rooms temperatures are maintained by magic, adjusted by the resident or guest.
Kitchens:
San’layn often have hunting instincts that they get out by hunting wildlife in Northrend. This does not satisfy their thirst, as they require humanoid blood. However, it serves to provide food for those residents that do eat such meat, and there’s plenty of it. From the Keep gardens and supplies from outside trade are vegetables obtained and kept fresh. There is a freezer unit with exotic type meat generally avoided by those not in ‘the know’. This flesh is obtained by mysterious means, but is definitely not from the wildlife in Northrend.
Don’t go digging if you don’t want to find some rather dark eating habits….
Blood Room
Relating to the kitchen is blood obtained from various humanoids, either donated or extracted from enemies. The residents of the Keep indeed bleed their enemies dry, not letting the blood go to waste. In a world where there’s constant war, there’s always a steady supply of blood. For the San’layn that don’t need to drink from the vein, at least not all the time, the blood is kept in labeled bags.
This place is freezing. Medically unexpired blood is kept here but separate from the food--however, when it expires for medical use, it can be consumed and therefore is moved. There are willing from-the-vein blood donors in the Keep, however those allowing San’layn to feed from them need to be aware of anemia.
Concert Hall:
This serves as both a place to practice or perform music and classroom lectures. It’s an auditorium with chairs that can easily be magically organized in any way that is required for the time. There’s a stage in the back of the room with various props and goblin tech for lighting. Members of the Keep can set up performances or lectures freely, however it is advised to give a heads-up and post on the bulletin outside of the concert hall.
There’s various creative posters hung up around the concert hall, usually relevant to what’s going on at the time. There’s also an area closed off if any ‘celebrities’ visit for those who want signed merchandise.
Monster Guard Dens:
Usually there’s monsters that rest in these dens to protect this entrance of the Keep, in case someone tries to invade. Sometimes they’re serious monsters, such as bored and hungry San’layn or dragons. Other times, it’s murlocs dressed in little bits of warrior garb. They might not do much damage, but they sure are loud and can alert the real monsters when necessary.
Dragon Dens:
The Keep’s dragons and drakes nest here in rooms that are separated for their convenience. This place is gigantic and fireproofed. Each room area is large enough to indeed house a dragon, with whatever objects or furniture the dragon decides to use for their room or next. This place is kept warmer than the rest of the Keep, an ideal habitat for nesting and eggs. There’s whelp playpen and interaction areas, along with various babysitters that stop in when dragons might need some rest. There’s plenty of perches in the main lobby area for chit-chat should the dragons want a place to hang out someplace aside from the Command Room.
Stable:
Separate areas for the animals of the Keep, which also apply to outside stables. There’s quick portals between the stables here and the ones outside--the stables outside are also kept warm and comfortable, but with access to grazing. The beasts of the Keep can enter these areas and exit them at will. There’s very much a symbiotic relationship between the beasts of the Keep and the humanoids, and everyone is treated with utmost respect. Beasts are fed only the best food, to their preference, specifically suggested by Beast Mastery Hunters and druids.
Profession Areas:
The typical set-ups with proper supplies. The Blacksmithing area has a plethora of available ores and anvils, with magical fire and pits in order to craft or repair armor and weapons. The tailoring area has a variety of different cloths, threads, and needles--this place is kept rather bright. Finally, the alchemy area has a menagerie of chemicals and potions along with spellbooks for certain creations. Each area is kept meticulously clean, and patrolled by experts in that profession.
Armory:
Many of the Keep’s weapons and armor are kept polished and clean here. People can store armor here with labels, of which are kept track of magically. Those caught trying to steal will be questioned pretty heavily, and it’s nearly impossible to snatch something without getting a magical marker on yourself. New and free weapons/armor are kept here as well, and are unmarked, though typically they’re rentable, not permanent items.
Supply Room & Vault:
Not easily accessible by just anyone in the Keep, these are where spare food, medical supplies, and gold is kept. The Keep is a rich city due to merchants and looting of grisly enemies. Generally if you need gold, you go speak to a gentleman known as Rexton Blacktalon, who oversees the Keep’s funds. There’s also a few dragons that maintain this as well. This area is now guarded very closely, and if you’re caught trying to break into it, you might meet the dungeons.