Brier
Brier was the first to begin exploration of the castle. Not wanting to wander from the wing the gate is in, he takes his cart and begins inspecting the doors. The doors were all truly spectacular works, each adorned with prime silver, native platinum, and poetry carved into the wooden frame. The wood was reinforced with magic to the extent that saying the doors had wood in them would almost be an insult to the creators.
Brier takes a few small glances outside, noticing many more wings to the divine structure than just this one. The impracticality of the layout leads to the hypothesis that there are other ways to reach the wings other than just the physical stairs and doors. This hypothesis is doubly strengthened when the lack of any pathway into the main building of the castle. It simply floats there, chained to the mountain. Truly a marvel worth studying, but it's far too risky at the moment.
Brier hauls his luggage to the kitchen, and plants his cart in a rather spacious corner away from possible fires or cutlery hazards. The kitchen is mostly clean, save for the rare cobweb, and a light dust on flat surfaces. Several colorful stones are placed carefully in trays by the cooking and cleaning stations, but for now Brier needed to secure his location. Brier locks the kitchen from the inside and begins settling a workshop in the corner. A temporary space, but it's plenty comfortable. The tuckered out little deeplander drags a bed from the barracks, locks the kitchen back up, and rests his overworked feet.
Veranus Tigerclaw
Barracks were something of an unused area of her tribe. In hindsight it seemed rather silly to have such things in the first place. Being caught off guard while resting comfortably in beds was unaffordable at all costs. The untamed wilds would easily make short work of the soldiers in top condition, so it makes her shudder at what would have happened if the previous queen had allowed such conveniences. Snapping back into the present, the confused amazoness begins tapping the beds with the blunt end of her spear. The bed doesn't collapse, but it certainly isn't as well maintained as the other areas of the castle.
The deep elf inventor comes in, quickly inspects the beds, and quickly drags one off as quickly as he had arrived. Confused, Veranus checks the other doors by the barracks to avoid any more of a headache than she already had. One of the doors seems to have suffered a great deal of abuse already. Though who could cause doors that reeked of unnatural durability is a mystery. She taps the door in a similar manner to the bed and the door quietly creeks open. Veranus jumps back into a battle-ready stance, but the room is empty. Not much is in the room. It appears to be a storage area for wooden practice weapons.
Leaving the military district bored and with a headache, Veranus searches for a covered spot the plants grow in to use as a room. Conveniently enough, a statue in the courtyard has a rather luxurious plant shelter the tired woman can rest at.
Forrel de Yahmiz
Being in such a grand castle reminded Forrel of the royal court of his homeland. Perhaps the view from above could calm his restless heart, but first, the King's Garden had to be inspected. The garden had no roof, is incredibly spacious, and is filled with many exotic plants that were supposed to have gone extinct. The plant spirits rather somberly thrive in this ancient garden.
A loose beanstalk allows Forrel to reach the top of the military wing. He can make out several other gardens like this one from the tiled ceilings. Climbing one more wing up, Forrel finally calls for the wind spirits to help him soar. A larger number than Forrel could have thought come rushing from the spirit lair to play and dance with the shaman. He responds in kind by keeping the speed on a constant rise, and eventually flies high enough to see the entire castle.
The spirits float him in place while he looks at the view. The castle is massive. Possibly too massive. Not even a hoard of high ogres could fill it up. It seems that the castle was meant to act as its own sort of Spirit Lair, as the density of natural spirits is far too high for any normal structure to handle. Forrel gently glides back down, more familiar with the local spirits than he was at first.
The lizardman is overwhelmed by the sheer amount of spirits the mana realm has. Wandering back through the King's Garden, Forrel notices an odd sight. There's a sword that exhibits signs of having been a living weapon, but the spirit appear to have either died, or moved from the sword. The power left in it would be enough to destroy anyone within the garden if it were damaged. A worrisome matter, but it will need to be worked out later. The "young" halfling feels he needs to share his discoveries with the group before the matter can properly be addressed.
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It is now night, you may perform one action and sleep, only sleep, or don't sleep at all while getting more done. If you don't sleep during the night you may pass out later in the day, costing two turns.