MEDICINE CAT CAVE -
a deep cave system, with a natural hotspring further inside.

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seen from T1
MEDICINE CAT CAVE -
a deep cave system, with a natural hotspring further inside.
what rose's bedroom looks like – 1990s verse. ( the top pic is just a visual that her bed has the canopy. but everything else is the same. ) pastel pink soft carpet, cream colors, wallpaper, so many florals (little roses dotted everywhere), elegance, adjoined bathroom with a curtain seat and more pale pink. on her bed a pale pink bunny and a cabbage patch doll sits. an old toy box sitting in front of her bed. record player sitting on a table next to the patio door with white sheer curtains hanging from it ... & a little library shelf that has her childhood things and books sitting on next to a standing white oval mirror – these things that are not pictured and located in the spot you can't see. and a television set she finally got at 18, after years of begging for one. ruth still doesn't approve but she can't exactly fight rose now, so rose has finally won that battle. this room is the only space she feels like she has control in her life with a demanding and controlling mother, so it means a lot to her. it's her safe place.
bedroom tour .
LOCATIONS + some culture snippets
[ OVERVIEW ]
* In the novel OF MAGIC, STEEL & STARDUST there are two primary species types: humans and elves. Although most easily described as humans and elves, in world, they do not call themselves that. * HUMANS are often referred to as the STEEL-BORN, STEEL-BLESSED (most commonly used by humans) or STEEL-CURSED (mostly commonly used by elves). Humans lack the ability to cast magic and rely on bladed weapons to defend themselves (and to attack others). Because they are not able to spellcast, humans use a wide variety of metal weapons and tools to aid them in everyday life. Humans, in turn, tend to collect and use up natural resources faster than elves -- human settlements tend to have a negative impact on the environment. * ELVES are often referred to as MAGES, SPELLCASTERS, or WITCHES (most commonly used by humans). Although they have bladed weapons like humans, all of their blades and arrows are made of condensed magic instead of steel. Close contact with steel, even with gloves on, tends to burn the flesh of the mage who dares attempt to wield the steel weapon. Elves have the ability to cast magic but must study/train for years in order to harness such abilities. Although elves tend to have a less negative impact on the environment since they need to consume less resources (less wood, stone, etc. -- they can condense magic to recreate tools & building materials) the frequent use of magic tends to attract ancient beasts who attack elven settlements in order to feed off the arcane energy found in elven settlements. The beasts often appear to be rabid animals that glow an eerie and sickly green. A spellcaster who does not properly care for an injury inflicted by such a beast can lose their ability to spellcast and/or die.
[ MAGE/ELVEN CITY - PATH OF THE ANCIENTS' CHOSEN ]
Mages worship the Ancients. The Ancients are a pantheon of gods that include deities such as The First Father, The First Mother, element based entities (water, earth, fire, air), The Fate Caller, Dawn and Dusk. These beings are believed to be as old as time itself and selflessly provide mages with their arcane abilities and vast knowledge. As for The Path of the Ancient's Chosen, the capital of the Mage kingdom is believed to have originally overrun by dark entities whose only goal in life was to consume as much energy as possible (you can think of them as eldritch horror beings that acted like super dangerous, magic-sucking ticks). Desperate to not lose the world they so lovingly created, the Ancients banded together to create powerful warriors to fight the dark entities. Shaping the warriors from magic clay, these first few mages were given pointed ears to better hear when the dark entities were approaching, eyes capable of seeing in the dark so they could not be ambushed at night and of course, the ability to cast magic in order to efficiently fight the dark entities. The dark entities still exist today but in smaller, beast like forms such as sickly glowing wolves and bears. The king of the mages is believed to be a descendant of The Ancients' chosen and undergoes a royal ritual when crowned to ensure they maintain the honor and blessing of the Ancients.
[ THE CROSSROAD RUINS - NEUTRAL GROUND ]
The crossroad ruins is an ancient city that forms a bridge between the mage kingdom and the steel-born kingdom. The ever-crumbling city is thought to be where the Ancients, the Forgemaster, mages and Steel-Born met to discuss the terms of a truce. The truce was struck in order to save the world from annihilation (read more about that below). Ancient books and graves of mages and stee-born alike can be found here.
[ STEEL-BORN/HUMAN CITY - GRAVE OF THE FORGEMASTER ]
Steel-born worship the Forgemaster, an ancient god who fought tirelessly to carve out a space for non-spellcasters to live in the world. The Forgemaster is not only responsible for creating humans but all non-magical creatures. Despite the many wars between the Steel-Born and the mages, the Forgemaster managed to initiate a truce between the two species that lasted long enough for them both to eradicate an ancient evil that threated to wipe out mages and Steel-born alike. Said ancient evil was a mysterious entity that consumed both magic and steel, making it powerful enough to destroy all magic and metal alike (as well as killing all related humanoids --if the entity continued to consume it would cause the end of the WHOLE world). Sadly the Forgemaster would die in the final battle against the powerful magic & steel consuming entity. The Steel-Born capital city is made out of the Forgemaster's legendary, gigantic metal corpse and is thought to be blessed by the Forgemaster himself.
[ TOMB OF THE ANCIENTS - ELVEN/MAGE RELIGIOUS GROUNDS ]
Tomb of the Ancients houses the deceased/earthly bodies of the Elven gods and is considered both a magical and holy site. The bodies of the following dieites are found here:
First Mother -- First humanoid shaped mother. She worked with other deities such as the First Father and elemental deities to create plants, animals and elves. She is primarily responsible for creating magical plants & animals (the human god Forgemaster made non-magical plants and animals).
First Father -- First humanoid shaped father. He worked with other deities such as the First Mother and elemental deities to create plants, animals and elves. He is primarily responsible for creating magical plants & animals (the human god Forgemaster made non-magical plants and animals).
Dawn -- Goddess of light, daytime, birth & healing.
Dusk -- God of shadows, nighttime & death.
The Fate Caller -- Extremely talented mage whose magical abilities rivaled that of even his fellow gods. Thought to be able to see the future via the infamous strings/web of Fate.
Untouched cavern that developed its crystalline-like walls over tens of thousands of years, discovered in the Lechuguilla cave within Carlsbad Caverns National Park, New Mexico.
24 Hour diners are such a great setting for stories. No matter what genre you’re approaching it with this setting is so rich because the recurring characters are the staff, they are the witnesses to the strange, fleeting connections between them and their customers.
The people coming into the diner could be anyone, from anywhere, tired, drunk, lonely, scared. Customers comforted by a veil of anonymity and a warm cup of bad coffee in their hands, feeling the urge to overshare under vaguely flickering fluorescents, while a void of industrial darkness lies just outside.
SAINT’S Paris apartment | Paris, France
Saint’s home away from home, an escape from the realities that burden him in London, resides in Paris. The 2,600-square-foot apartment, with its picture-postcard view of Paris, resides in a building constructed on the Passy hill as a hotel for the Exposition Universelle of 1900. It’s where Saint see’s himself in the future, eternally romanticising the idea of moving from the UK and to France one day where he can’t help but feel like he fits in a lot better.
There’s something very comforting about the city to Saint, something he himself is yet to put his finger on, but it’s the idea of escapism and a lack of responsibility when he is away from his family’s high expectations. There’s an opportunity here for Saint to be whoever he wants to be, to be free and ultimately, embrace those sides of himself that he has to hide in order to be worthy of the London lifestyle expected of a Warden. That, as the wine is a whole lot fucking better here.
Room Details:
Entrance way
Living room
Kitchen
Hallway/stairs
Master bedroom
Guest bedroom
Office
Bathroom
Additional Details:
Two balconies
Roof top access
Prominent views of the Eiffel Tower
Colour-blind friendly design (neutral tones, accents of gold)