Most attempts at making permanent changes to the freehold are ignored.
An example of this would be attempts to burn it down, alter a permanent fixture or other such drastic changes.
"As you walk in to the freehold, a row of windows facing out to the
garden is on your right, with several tables and chairs arranged for the
view. To your immediate left is an alcove with your generic "place to
stuff things we need now and then" closet, plus the infamous weapon's
locker. There is a fully-stocked EMT kit in the closet,
for those pesky non-chimeric wounds. There also appears to be some form of benevolent medical chimera that sometimes aids stricken fae.
Where the alcove ends, the bar begins, and runs half the length of the
common room on the left wall. Well-stocked is an understatement.
There's an antique cash register there for looks and the ever present Bar Gauntlets, (Donated to the Freehold by the boggan Bill Oakley ) rest beside the register, awaiting the orders of the patrons. At the end of the bar there's a door in the left wall leading into the kitchen area. The wall then moves out again, so the room expands off to the left to create a wider area. The booths are back here, where there's some perpetual shade. There are a number of tables and chairs on the floor which can be moved for dancing purposes. The door to the bathroom/trods is in the middle of the left wall back here, and the door to the library is on the rear wall, each door standing in a break between two booths.
Several fae visiting Firnost have thrown themselves into the balefire to end their lives.
Despite this, the Balefire stays strong, even though it has been reaved on several occasions.
The front part of the common room has cathedral ceilings with chestnut
beams, but the area where the booths are extends partially under the
second-floor bedrooms, so the ceiling is lower. In the center of the
common area, and just before the point where the ceiling level drops, is
the hearth with the balefire. There is a slight platform in front of
the hearth, which makes it into sort of a dais. There are some comfy
chairs and a coffee table there, and a red-toned oriental rug. Much to
her chagrin, there is a three-foot tall granite statue of Brekke in the
corner near the balefire, carved and put there by Stonehands the Nunnehi
(I had forgotten all about that until now).
There is a couch under the last two windows on the right wall closest to the balefire. In the open area in the front part of the common room
there is a piano (baby-grand, I think). There's also a jukebox on the
back wall near the couch.
The stairs to the second level begin on the right side of the room, near the couch, and go up against the back wall to the landing which is right against the chimney. From the landing, a corridor extends straight back with doors to sleeping quarters. (Thus, the lower ceiling starts right behind the hearth, as I've said before.)
Currently the Garden is described as follows; "Behind the freehold for an acre or so stretches a delightful green garden.
Stone paths twist around the cacophony of delicately manicured flowerbeds and wild explosions of roses.
A small stand of willows bends to touch the surface of a clear pond where brightly coloured fish occasionally break its still mirror.
Only fae or their Enchanted guests can find their way through the doorways into the garden."
As to the garden, the cultivated area extends a little way before
turning into woodland. I know Almond set up a temple to Aphrodite (I think) in the garden." [Ed. Note: The current agreed upon answer to the "garden problem" is that the garden itself exists wholly in the Dreaming, as does much of the second floor]