1) Flavelways Entrance. An exact duplicate of the hall of mirrors. Lots of gold trim and marble tiles.

2) Vertigo’s Venue; A land of clouds that can be traversed.
There is no ground to this dimension. Only limitless up and down. Below can be seen layer after layer of clouds that disappear into the mists of distance. Same goes for what’s above. Occasionally the moon, sun, or a few stars can be seen. An interesting place to go if you do your best thinking on mountaintops. It certainly provides a fresh perspective. Wear a windbreaker and pack an umbrella.

3) The Wrath of Nature; Dangerous and scary place.
Nature gone beserk. Waterspouts, earthquakes, firestorms, tornadoes, landslides, hurricanes, icestorms are the order of the day and change from moment to moment. Best have Amber level Endurance, Chaos level warfare, Chaos level strength, and basic shapeshifting if your going to explore this place.

4)
The Clockworks.
Clocks of every conceivable configuration telling time in all sorts of
places. A gentle hiss of countless
ticking clocks provides a background of white noise to this limitlessly large
room. Some of the clocks are very
bizarre. Water clocks, sundials,
grandfather clocks all record time from somewhere and somewhen. The farther into the room you go the more
primitive the clocks. There’s even a

5)
Treasury. If it’s
valuable, it’s probably stored here. Sorta looks like a bank from the outside. Has the storage capacity of the

6) 5 Star Restaurant. Wherein everything is on the menu. Try the Endangered species kabob or the big foot sirloin sautéed over moon rocks for a special treat. Private rooms are available.


7) Utopia Night Club, where each night is a different theme (Gothic, Retro, Oldies, Trance, Rave, Ballroom, etc.)

8) Wildernesses of various sorts. (Mountains, swamps, etc.) Be sure to pack your lunch.


9) Landscapes of crystal and mist. Lots of Rainbows. Surreal twilights.
Gravity is 1/6th normal so traveling is done by bouncing along. A regimented society of Modrons live here in antlike harmony. Nice folks but not very imaginative.

10) Typical modern house in upscale suburbia.
All the modern amenities to include automated servants.

11) Fortress of contemplation.
A gothic citadel of ice surrounded by mountains. This forbidding structure is devoid of people. A good place for quiet reflection or just getting some alone time.

12) Emotia. Wherein what is felt becomes real.
A dimension of pure psyche. Nothing else exists. The four coordinate system of space-time is replaced with localities of feeling. A person can move through this landscape based on their current emotional state in relation to the feelings they experience within the various localities. Perspective and distance mean nothing in this place. Physical perceptions are conjured based on the relationship between what is felt and how one feels. This place can be heaven or hell or anything in between.
For those of low psyche or inexperience with dealing with emotions it can be a disturbing place that leaves them emotionally exhausted.

13) Hibernaculum
It looks like a cross between a Baroque bedroom and a hyperbaric chamber. A spacious high-tech sleeping pod designed for one thing and one thing only. Rest. Amazing that anyone would design an entire shadow for just one purpose but there you are. Ambient background noise is confined to soft music ranging to pure silence. People can only speak in a whisper. Entering this place is easy. Leaving is another matter as the comfortable surroundings enfold you with their serene harmony. When did you start yawning? Who cares. The pillows and blankets are so inviting…
Anyone without full blown dream mastery at the 40 point level falls into a slumber from which they cannot awaken short of being carried out. They will sleep indefinitely in a sort of suspended animation with all bodily functions cared for… forever more.
14) Vale of Flowers.
A nice place to collect herbs. Flowers of all sorts grow here. Butterflies and bees do a great business in this land of perpetual summer.

15) Graveyard/Mausoleum

16) Factoria. If you don’t have it, make it.

17) Warehouse Central. Storage for any and everything
Yup, yet another big room. Bulk storage for anything that needs to be stored in possible way. Need some metalicizd neon stored at -148 fahrenheit under strobe lights? That would be sector AAZD, grid 38D7. Fortunately there are conveyor belts and transport vehicles around to move things about.

18)

19) Metro. Really Big city.

20) Large Cruise Ship. Sometimes it’s nice to have every need catered to while slowly going someplace.

21)

22) Room after room of magazines and newspapers. A decent place to read.

23) The vault. Very secure. Very difficult to enter within.
Yup, it’s a vault alright. Big door made of ceramic-plastisteel fully 16 feet thick and 128 feet wide mounted on frictionless hinges and balanced so well a child could open. Powers, magic, and technology don’t work in this place so it’s just you and the door, the door and you…hope you have the combination.

24)
The four orbs or reality are collocated on a watery plain of floating mountains that fade into mists. The four orbs personify space, time, matter, and energy. Its either that or Earth, air, fire, and water. Hmmm…maybe they’re supposed to be past, present, future, and never. I think somebody mentioned something about them being Law, chaos, good, and evil. Unless it’s something like Mastery, Magic, Silence, and infinity. Perhaps its element, form, condition, and power? Okay, so I have know idea what they are. Sure do look pretty though.

25) Barns & Farms A land of agrarian subsistence. The grange meetings are a lot of fun and there is square dancing afterwards.


26) Waterworld; A world full of oceans, seas, archipelagoes, and tropical islands.


27) Hall of records. What’s any place with out paperwork?

28) Media land. A source of entertainment for the senses.

29) Traveller’s Aid Society Hotel within a Class A starport. Very high tech.

30) Puzzle-palace. Where the intellect is challenged and answers sought.

31) Trophies and Memorabilia room
Nick-knacks and assorted stuff that has been collected but defies categorization.

32) Vendomat. The cozy convenience place. In the center of this place can be found plastic chairs and folding tables. Around this is a veritable forest of vending machines. Nearly any conceivable item is for sale and the machines accept a wide variety of monies from throughout shadow. Some machines accept items and dispense money. The purchaser is cautioned that some of the more bizarre merchandise can be dangerous. Such as the Vercace rabid ferret collection or Uncle Tim’s sweating TNT sticks.
33) Gallery of Games. Games, games, games. Amusements and distractions. A place for fun whether it’s a game of chess or the arcade.

34) The modeling room. Wherein representations of anything are freely worked and displayed.

35) The Carousel. This is about as silly as Flavelways gets. This shadow is a room with a fullsized, antique horse carousel. The horses are painted in many lively colors. Depending on the horse you get on, is the next set of passageways you will arrive at. Vandalism to the horses causes them to become nightmares.
36) Research & Development. Everyone needs a lab.

37) HAL’s Terminal. Yup the construct has a presence here.

38) Trauma center. The latest and greatest of medicine. High Tech.

39) Coliseum & Circus. Old style entertainment. Never know what might be playing or racing.

40) The Music room. From Accordions to Zithers and everything in between. House Sawall has an art collection. Flavel collects instruments.


41) Medieval Village. Nice place to take the family on a Saturday outing to the market.

42) Biohazard containment and dungeon. This is not a pleasant place.

43) Danger room. This large area looks like a modern fencing room or perhaps a dojo. Well lit, with hard wood floors. Appearances can be deceiving. The surface areas sport hidden panels from which all manner of nastiness can emerge. Very high tech. This place is designed to train warfare. One of the panels can be exposed that contains an assortment of weapons. This place can be instantly configured into a dojo, fencing room, or firing range. The walls, floors, and ceilings are fire proof and resistant to most any kind of damage up to and including military grade explosives.

44) Reserved for Shado
45) Reserved for Shado
46) Reserved for Shado
47) Reserved for Shado
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50) Reserved