Ooc post since lots of people are living in the manor ( @gothamiiz @gotham-its-too-early-for-this @funnygirlclaire )
Here’s a more concrete list of Manson manor protections that Artem has set up (please note @bugboi-of-gotham also has some protections by virtue of claiming the space as his realm but this is what I have written, Red feel free to reblog and add more info on BBs stuff)
((Adding on to this)
There's a few fae only protections, like a massive fairy ring that basicaly let's bb know when someone enters without permission
There's also a building wide Faraday cage he set up but that's just him being paranoid
Art has added the following wards (I’ll edit as they add more):
-camera obscuring ward
With the number of stalkers various members of the family, this ward focuses on people on the outside not being able to peer in
Pictures the family takes will be normal, as is any expected pictures
But anything that would require like sneaking? Will turn out Blurry as all hell
Even those big paparazzi cameras will only take shaky blurry pics. Everyone in the manor is like a cryptid in photographs when on the property.
(Collecting this info all together for this blog)
**Edit: as of 9/2 the wards have been expanded to the fence line
** Edit: as of 9/10 the anti joker ward has been added, in the event a joker manages to get through the other wards (namely the intentions ward) via some loophole or other such shenanigans said joker will catch fire, they will feel like they are in the midst of an explosion and wind will forcible push them off of the property
This ward was designed specifically without the use of blood/body parts as the tags to prevent accidentally targeting Claire (or anyone else who might be linked to the joker at a genetic level) with the ward
***12/15/2024 ward added to the manor making it unable to be physically destroyed
It can however be unmade
***1/8 work on developing wards for a visitation room begins (truth ward and a non-violence ward)
**1/11 a list of things on the property but not in the manor:
Zens barn, the Manson family graveyard, Artems mother’s garden, and a pond.
***1/22- ward of swords added to guard Artems alter and the center of the manors warding. If someone (anyone who lives there is fine) not approved to approach the alter approaches it, an alarm will sound and swords of energy will appear and fight the approacher
*** 1/24 https://www.tumblr.com/gothamghostwhispers/773540565898903552/its-3-am-and-instead-of-being-in-bed-artem-is this poppet was made
It’s 3 am and instead of being in bed Artem is angrily crocheting a poppet on their porch. It’s looking like some kind of beetle… they’ve pe
*** 1/26 started updating wards will be completed well say the 2/2
New ward patches include:
-illusion sigils set to hide any visible sigils laid with fake sigils, has an incantation to deactivate for when other sigils need to be added or adjusted
- broadening the definition of what classifies as harm in the intentions ward
- intentions wards forced exit stuff for if something happens while on the property has been updated, theres also now has sliding scale for the forced exits from the polite (pushes target through the maze of the house and leaves them harmlessly in front of the front gate) to the impolite one (kinda the same thing since bursting through walls isn’t possible with the indestructablity ward, but it is much faster and without regard for the well-being of the target, target leaves the manor battered and the door hits them on the way out)
-anti baneful magic ward includes a return to sender-> the return to sender empowers the baneful magic before returning by a multiplier of the number of lives that would have been effected by it before returning.
If the same spell is returned back, to prevent a ping pong scenario the ward re targets the spell to target the various abusive bio parents of the kids, it is split between all of them and the percent they get hit with it is determined by how terrible they were to their kids, uses the same judgment sigils as the intention ward so things like character growth can be taken into account when determining the percent.
- Ward added: a line of brick dust mixed with some herbs lining the fence aside from the gates. Basically entry is being funneled to the gates
-ward added during the update fire fighting ward (this one was already in the works cause they were trying to quell Barnaby’s fears but I forgot to add it before so it’ll happen during the big ward update) basically creates a vacuum around the fire-> theres a work around that if the fire is cast by the wards that fire doesn’t trigger the wards but any spreading from it does
2/1
-a list of actions considered harmful regardless of intentions is added, which will trigger the same ejection mechanisms as the intentions ward
Severity of the action will determine the politeness. When unintentional harm is caused the voice of the manor (whom for the purpose of the spell sounds like a ghostly child Artem for reasons that’ll make sense later but I have to set more traps first ) and will explain what the person accidentally did and why thats harmful
Artem hisses, the harsh noise is full of hurt, betrayal, and disappointment. “We Do Not Take Blood Without Permission While In This House.
2/10 controlled fired started by members of the family or their guests are now an exception to the fire fighting wards
Map I’ve been using for location purposes with manor location highlighted ( source https://www.deviantart.com/aspiecrow/art/Earth-46-Gotham-City-Map-666072965 )
Earth-46: Gotham City Map by AspieCrow on DeviantArt
2/24 - Big ward update! Traps are added! The numbers correspond with the map!
Traps (the sigils for these are hidden under the sound proofing, said soundproofing is locked in place and can only be taken down with an incantation Artem sat up to prevent tampering):
1: Scanning eye! Activates an alarm if an unauthorized (that being someone not a Member of the family, a guest of the family , or some kind of emergency responder who must enter), keeps track of intruder movements, and triggers the following
- Arts alive! The statues and decorative medieval statues move and fight. This is especially ironic for would be thieves if any managed to have good intentions (possible, could be a Robbin hood thing) since that’s some of the stuff they were trying to take
- Kids are guided to hiding spots in the secret passage, the guide looks like the memory of a childhood Artem and they don’t know how to change that (the manor decided that form since Artem used the tunnels more then even their mother did when they were growing)
2- bug only wall, it’s a magic wall with holes at the top for all midsized to small bugs to pass through, put up by the manor choice made via the eyes tracking
3- Magic armaments, only 25 % of em are solid magic the rest are illusions, just enough to confuse someone
4/3/25
Visitation station completed!
The room manifested appears to be a greenhouse near the pond on the property. There’s a table with multiple chairs within. Glass has had the indestructible sigils etched in. In addition to all the properties warding the greenhouse is a zone of truth (lies are caught in the liars throat and can’t leave their mouth) and magically enforced non-violence so no harm can befall anyone within.
💬 0 🔁 0 ❤️ 0 · Dangermap index: Green- known pollen risk from Ivy Purple- known fear toxin risk Red- known planned attack location Ora
4/10 danger map reference added since the travel maps are being incorporated into the travel bags
4/20 dolus added to exception list for the anti teleportation wards
5/1 deal made with Dolus that reinforced the anti lying ward for the visitation room
💬 0 🔁 26 ❤️ 2 · Artem nods “The alter will be done within the week”
6/23
Added additional protections to the windows of the younger kids: anyone who manages to get through the other wards and reaches the window: if their presence is unwanted and uninvited bones are broken in retaliation as they shouldn’t be there
12/25/25
Wards enhanced with siren scales providing a general boost to what already exists and glamouring the actual warding fabric to make it more difficult to find
1/1/26
Trap added: Shes In The Walls!
Basically River can come out of the pipes and fight people. They can pop out at any room with a faucet
1/4/2026 Update to for the hidden hallways important to the evacuation procedures!
Spacial shifting
1 foes will find they’re as far from the connecting hallways as possible. It takes them longer to get there and if they turn a corner and don’t take care to mark their path they will find the halls changing to keep them away
2 family and friends will find the way to the connecting hallway to be a lot closer
Connecting hallway leading to the sirens cove on one end and the escape tunnel connected to the burnt destroyed church building is on the other
In the connecting hallway is a store of travel bags for all the kids and a travel tank that can be operated by Ponyo like a car if they ever had to escape without aid
In the cove is a nesting area for when the kids need to bunker down rather then try and escape
Around the hallway and nesting area there is a Ward of Swords like what guards the warding cloth as well as a ward that releases the “protect young” bug pheromones to create a swarm if flesh eating guard bugs for the family
By the nest: stuffy army
All of the toys are combat capable should the defenses be breached
Any claws and teeth though made of cloth will feel like the real deal
Temporal barriers added by Beau going along the hallway, anyone not meant to be there that passes through them will be significantly slowed making by it seem like everyone else is faster, after 4 barriers the individual is basically slowing to the point of stopping
There are 7 total barriers in the hall
2/2/26: more dangerous rooms (labs and shooting ranges and the like) can only be entered if the person entering the room reads the safety rules of said room outloud and understands why the those rules exist
















