Frequented by the wealthiest nobles and influential figures of the Cheval City (and sometimes beyond), this establishment exudes an air of decadence and refinement. The lounge is a grand, multi-level space that sprawls across and up the sizable Velentine Export Guild tower in the Myrion Ward.

Here, beneath glowing crystal chandeliers and the soft glow of candlelight, aristocrats gather to indulge their every desire. Velentine Export Guild History DC 14 A well-established organization that specializes in facilitating the export of Cheval-made or modified goods and products to international markets. They play a crucial role in promoting the Isle’s economic growth and global trade relations. They are not a noble house, but do business with the Aerocracy occasionally

The Main Lounge: As you enter, you step onto a mossy stone tile floor that muffles your footsteps. Elaborate frescoes, gilded moldings, and plush velvet drapes adorn the walls. The centerpiece is an immense circular bar, a work of art itself, where skilled mixologists craft exquisite cocktails from rare and imported spirits. Crystal glassware clinks gently as patrons raise their glasses in toasts. Around the open floor, there are also individual tables, around which well dressed are chatting and drinking. Throughout the entire space, the usual motes of light float through the air, and a ring of illusory yellow fire around the second floor balcony serves to illuminate the whole main column.

  • There are a number of Fairies flying around and patrolling the area (NOT pixies, these fairies are much more humanoid in appearance). They seem to be taking orders and performing minor magic
  • DC 14 nature: Fairies are less chaotic than pixies, larger (about 6” tall), and have more humanoid intelligence.

The Velvet Chambers: Elegant private chambers line the upper level, each concealed behind heavy velvet curtains. These exclusive alcoves are furnished with plush couches, antique coffee tables, and discreet serving staff. It’s here that hushed conversations about politics, business deals, and secrets occur, often masked by the seductive ambiance.

The Games Ring: On the third floor is the Games Ring. Inside, patrons engage in clandestine activities like high-stakes card games, minor underground auctions, and discreet dealings. The atmosphere here is charged with tension, as fortunes change hands with the flick of a card or the nod of a head. Games include these

The Enclave Ring: On the fourth floor of the establishment lies a clandestine realm known only to a select few. This floor is closed to all except those specifically permitted, or by appointment. Major deals are made here, and it is seriously heavily guarded by discreet (sometimes invisible) guards. An unspoken code of conduct reigns, ensuring that violence remains rare but ruthlessness is expected.

The Dance Floor: Suspended at the top of the tower is a large hexagonal stone dancefloor. It is attached to the ceiling by faintly glowing “unbreakable cable”, and tips and sways slightly as people move across it. Floating platforms ferry dancers to and from the disc from the surrounding seating gallery. Plush velvet cushions and gilded armrests adorn each seat, offering a regal vantage point to witness the dances or battles below. The floor has elevated portions (1 to 5 steps high) that represent the topology of Cheval Isle. There are also small illuminated pools where the lakes of Cheval are. This makes for interesting terrain for both dancing and combat.

Brother Caelan “Dubious” Deltar, a half-dwarf cleric of the Red Mendicants is the floor medic. Battles are to the knockout here, and that includes proper weapons.

The Dance Floor Pit

There is a Spellblade tournament and a Brawler tournament. The Spellblades usually have higher bets and higher entertainment value.

Combatants:

Spellblades:

  1. Nyctos “The Abyss”
    • Turns out, Asterion competes here sometimes as he has an in with the Velentines (and not much allowance)
    • He is wearing a silver half mask (masquerade style) with fangs on the bottom. He fights with his weighted bladed whip rather than sabre.
    • If Ike DOES NOT compete in the Spellblade tournament, it can be heard or seen that he is announced.
  2. Isabella “Serpentstrike” Darrow
  3. Lucius “Blade Dancer” Steele
  4. Elena “Firesword” Ravenshadow
  5. Cyrus “Swiftstrike” Hawthorne
  6. Adriana “The Rose Thorn” Belmont
  7. Roderick “Blackthorn” DuMont
  8. Seraph “Crimson Fury” Voltaire
  9. Thalia “Moonshadow” Nightshade
  10. Garrick “Stormblade” Thorne

Brawlers:

  1. Magnus “Mauler” Ironfist
  2. Greta “Fist of Fury” Stonebreaker
  3. Baelor “Mountain Crusher” Hammerhand
  4. Helga “Bonecrusher” Hildebrandt
  5. Grizz “The Bear” Thornheart
  6. Sylas “Knuckles” McCoy
  7. Ursula “Ironjaw” Grimm
  8. Thorne “The Brick” Brickston
  9. Bram “Brawny” Ironhide
  10. Rollo “The Rock” Rockwell

Patrons:

  1. Baron Alistair Cromwell of Vaxos Corp: A distinguished trade baron with an affinity for rare artifacts. He frequents the lounge to discreetly acquire and trade these treasures in the black market.
  2. Seraphina Ravenshadow: An enigmatic and calculating aristocrat known for her connections with spies and assassins. She often uses the lounge as a meeting place for confidential dealings. She has interesting information about the whole Kana Scroll situation.
  3. Marquess Eamon Thorne: A charismatic figure, Eamon is a master of diplomacy and intrigue. He’s often seen in the Velvet Chambers, entertaining guests and subtly gathering information on political rivals.
  4. Isabella D’Amore: An elegant courtesan with a penchant for manipulating influential figures. She moves gracefully between the Main Lounge and the Games Room, always with a knowing smile.
  5. Baron Roderic Blackthorn: A cunning and dangerous duelist, Baron Blackthorn frequents the lounge’s dueling arenas in the Underworld Enclave, where he has yet to meet his match.

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Related notes: Cheval Isle