While your average RPG includes a genre which generally narrows down a few actual places your PCs are going to visit, I was thinking about places my characters have made their own. Maybe it’s a favourite bar, or a group hangout, or the island upon which they keep getting stranded, but there are places they belong more than others.
Damascus’ place, the place that is indubitably hers, is an abandoned carnival under “a soft, sequined, showbiz moon,” 1 where there’s paper lanterns a-light with soft orange glows in the perpetual twilight. There’s a faint leftover scent of popcorn and cotton candy 2 and the rides are manned by the occasional spectral figure. There’s one of those rides that gives you a view of the whole carnival in the shape of a pirate ship.
Ikraam’s place is a luxuriously appointed parlour with religious iconography in the beautifully stained glass window that is the focus of the room. It’s a room of sensual overindulgence, textures and rich colours, and her black armour is polished and kept next to the door, along with a rack of well-cared for weaponry. She has a particular couch she lounges on, with places for her hands and feet that are starting to wear down, but it’s comfortable and hers. The rest belongs to the Church, but this couch fits her.
Beryl and Thorn live in a converted coliseum. Half is reserved for Beryl’s worship and magical workshop, and the other half is Thorn’s blacksmithy and collection of treasure chests. He just likes the designs. The coliseum used to have a blue dragon as a gladiatorial challenger, but its hide now decorates Thorn’s bedroom. (It did kill him during a competition, so he is forgiven for carrying a grudge.) Alas, they’ve been gone long enough “on adventure” that Beryl’s family is entertaining selling the place.