The Vital Spire of Caenn the Navigator

Room 1 - Dock and observatory
The onion shaped dome has been rebuilt completely raising it up another few feet to put it comfortably above sea level. The West side of the dome is take up by a small area for astronomical observations dominated by a respectably sized telescope separated from the East side by a curtain.

The East side holds a writing desk and a cabinet for ledgers that track the comings and goings of visitors and imported supplies. There are a few communication runes in the drawers of the desk.

In the centre of the room is a spiral staircase going down and off to the North there is a counter-weighted pulley system in the rafters above a 10x10 trap door that lays in the floor for the transport of creatures and substances too delicate to risk magical transportation.

The roof itself is made of thick copper and sections of it can be rotated to seal the tower in the event of a storm or attack or opened out fully to expose half of the belfry to natural sunlight.

Outside a floating pier has been constructed capable of accommodating a mid-sized ship for ease of resupply. This pier can easily be cut loose or with a few people, can be broken down for storage.

The room is practically decorated, with plain floorboards, and mahogany furnishings.

Room 2 - Shrine and Reception
Once home to a shine to Aramesh, it has been fully cleaned out and purified of its former influence. Half of the room now holds a small Mitran shrine. The other half is separated out by movable wooden dividers (that could be removed for larger services if needed) and is furnished for the greeting and entertainment of guests with a liquor cabinet, facilities for brewing tea and serving small amounts of food as well as comfortable tables and chairs. A small but reverently placed icon of Ulim sits directly opposite the Mitran shrine.

The spiral stairs continue down, but there is a landing here with a heavy iron door that requires a key (which all of the spire’s permanent guests have). The Trapdoor is likewise locked and warded when not in use.

Room 3 - Lounge
The central room is a large lounge and kitchen space for those staying within the tower its self with a stove, sink, cupboards and comfortable furnishings as well as a communal table. Decorated in autumnal colours, pipes in the floors can keep the room nicely warm in cooler seasons.

Rooms 4-7 - Bedrooms
The rooms in the pinnacles of the four side towers are constructed identically with high domed ceilings of magically strengthened glass (a fortunate left-over of the Ark projects' underwater domes) which can be covered by sweeping dark curtains if desired. Each room can be partially or fully flooded for the convenience of the inhabitants (A water curtain protects the half of the room nearest the tower). I addition to a door leading in to room 3 and an exterior facing quartz window protected by a water curtain spell, each room has access to a staircase that goes down the exterior of tower to room 8. There is also a concealed emergency ladder leading down to the tower's lower floor. There is bedding, cupboard space, a writing desk, a small en-suite and a reminder not to flood the room unless everything has been cleared away first. There is at least one bed always out with room for two or three more if desired. By custom, room 7 is kept flooded and room 6 is usually partially flooded. These areas are often used by the Ctenophoric Maidens.

Room 8 - Multi-purpose collaboration lab
The surrounding rooms of this floor has been given over to laboratories that can be customised, leaving the central room as a multi-purpose area for collaboration and one-off experiments as well as a storage area for equipment, samples and reagents.

Room 9 - Vivita's study
This room is currently filled with Vivita's study of her own species. biological samples, carefully referenced and restored notes from Sarpedon's journals and full sized anatomical diagrams fill the room.

Room 10 - Athena's Study
Athenia has taken over this room which primarily houses biological samples of assorted beasts and monsters that she has been able to import as well as warded cages and tanks that can store entire organisms.

Room 11 - Delphinia's study
Here are numerous diagrams and theories relating to the Turquois Pylon.

Room 12 - Spare study
This study sits empty awaiting a project.

Level 4
Room 13 - The control room

The central tower room is dominated by a large round table and chairs to the South, as well as numerous communication runes, letter-writing desks and similar as well as the chair which allows the reading of thoughts, which is give pride of place. This acts as the hub of communications for the Spire and the systems from the control room including the orbs that allow you to see all areas of the spire have also been moved here. Plans exist to add a telegram or radio system to the room once sets have been completed by Hissing Kay. It has also been warded against scrying. This is where meetings between the spires inhabitants happen. The stairs down from here are secured with warded and locked doors. The passages from the tower rooms above do not lead in to the tower but to the open waters outside and are usually also locked.

Room 14 - Secure storage vault
Containing dangerous artefacts and substances like the Heart of Haldicar, the Carnal Star and the Nerve Stone. Each item is given its own bespoke containment solution to prevent them from interacting and scrying systems keep this place under careful watch.

Room 15 - Treasure vault
Magic items and money, the room contains a vault which is kept away from the walls to avoid somebody just using passwall. It is trapped and secured by dwarven engineers.

Room 16 - Meditation chamber
Just a place to chill

Room 17 - Emergency supplies
Rations, weapons, rope and all of the other things adventurers would need at short notice.

Level 5 and exterior

 * Room 18 - Grand Hall with water-curtained entrances at each end, usually kept shut behind heavy doors to prevent amphibious attackers simply walking in.
 * Room 19 - Primary transport circle
 * Room 20 - Tunnel leading directly to the mainland, can be locked at either end and can be collapsed if needed in an emergency by means of concealed explosives hidden in the walls.
 * Room 21 - Privy
 * Room 22 - Cleaning supplies cupboard
 * Room 23 - Concealed panic room.
 * Room 24 - Restricted library
 * Room 25 - Reading room - With security precautions to prevent people from running off or damaging books if the go insane in the process of reading the books.
 * Room 26 - General library
 * Room 27 - Scribing station
 * Room 28 - Workshop - Used to make repairs to the Spire its self.
 * Room 29 - The primary store room
 * Room 30 - The Stasis Chamber Room - Containing Garviels father and the gestating forms of Caenn's clones.
 * Room 31 - Master Bedroom
 * Room 32 - Caenn's Laboratory, a facility primarily designed to help him survive his coming evolution.
 * Room 33 - The Blending Chamber
 * Room 34 - Xenobiology lab
 * Room 35 - The Armoury - What was once a ridiculous costume room has been secured with heavy doors and wards and carries those few weapons that the Spire's guardians use to defend it. There isn't much here but there are a few of the blaster rifles from Hissing Kay.
 * Room 36 - Baths
 * Room 37 - Wardrobe
 * Secret Passage connecting 33 and 34 - Also usable as a panic room.

The Biodomes:
Coming off the Xenobiology labs is an underground tunnel leading to an environmental control room. and continuing on to three large underwater structures. These simple domes sit slightly below the sea bed, are nearly hemispherical and made of magically strengthened crystal and glass.

It was here that the creatures of the Alien Ark project were once held in the three different temperature controlled biomes. Each one was illuminated by magical lights on a day/night that was intended to replicate their natural biorhythms. Since they are no longer needed for this purpose, only one dome still contains the flora and fauna of the Ark. One has been converted to a hot house, where plants and animals from warmer climates can be kept as a form of zoo. The other is left empty and is used as an overflow space. At the moment it has some additional beds that were last used by the dwarven labourers who put some of the finishing touches to the Spire's architectural repairs. But one side does contain a moon pool where mermaids and other aquatic allies can socialise more easily.



Vital Spire Island
Now that the Dismemberer has been long thwarted and its grotesque cathedral rendered down to rich fertiliser, the grim name no longer fit, so the title of "The Isle of the Dismemberer" is beginning to be replaced by the less distressing "Vital Spire Island", although some have also referred to it as "Parliament Island", it will be a matter of time to see which one sticks.

Timber Oaks Island
The island is completely untouched save a small box upon one of the beaches where messages are left for the Dryads. It's vast trees rising up against the horizon.

The Alien Ark Preserve
The island is entirely dominated with the flora and fauna of the slides that Caenn and his companions found in the Alkaline wastes. Strange jellied creatures absorb purple leafed plants whilst large skittering insectoids hunt diminutive rodent-like mammaloids.

The Quarantine barrier
To ensure against contamination between the alien ark and the gardens and farms of the rest of the island, two long stretches of stone wall have been erected nearly 500 paces apart from each other. The wall is dotted with small shrines and murals to the local dryads as well as more formal runic engravings to keep them separate. On each wall at the midpoint is a building where people visiting the Ark can shower. change and prevent invasive species from arriving in the Eastern half of the island. for maximum containment this is done at both buildings each time a person needs to cross.

Student Cay
A tiny settlement of a few houses, clustered around a bar that arose when visitors to the isle including visiting ship crews and bored students of the Institute found a need for a place where they could have a quiet drink. There's a wharf and a few careful fishermen, some farmers and labourers who make a living supporting the institute and selling to ship crews.

The Institute
Originally this was just a cluster of building associated with the spire. However it has begun to evolve in to a small town built around supporting the Spire, the Parliament and its visitors. Now it has become its own community, mostly specialists such as physicians. craftspeople, merchants and scholars as well as the many visitors. The presence of the Ctenophoric Maidens and other oddities has attracted a number of uncommon intelligent beings who would have trouble finding acceptance elsewhere, but are wholly unremarkable here.

The Cartography Institute
Here Knizor commands a small team of scribes, junior cartographers and information gatherers who are constantly mapping out forecasts of local events. It sports a far more impressive telescope than the spire its self and also occasionally deigns to grace the world with one of its purely geographical maps.

The surgical facility and attached hospice
Initially the surgical facility was quite brutal and made use of a natural cave in the rocks to muffle the sounds. However as things improved a hospital was built around the cave and the cave its self was excavated and turned in to a large fully stocked surgical facility. As a side effect, it's possibly the safest fall-back position on the island. The hospital building is quite imposing and largely exists to help patients prepare for or recover after their procedures.

The Psionics Institute
Little more than a large classroom with a attached office at the moment with a few dozen students, they practice their arts with simple tools as best they can under Promethia's careful guidance.

The Parliament-
When the nascent Shattered Isles Confederation was being formed the island was a natural meeting place and hub. With this in mind, a building has been set aside for the business of the Political bodies of the Shattered Isles including two large meeting halls, a few offices. a modest library and a balcony on which to make announcements. Plans are in place to perhaps place a radio or telegram office here.

The Visitors manor -
Little more than a very large building full of bedrooms with the facilities to feed, bathe and support their guests. This is primarily used by the students and patients who have been discharged from the Hospital but are resting before making the journey home.

The Gardens -
When they first claimed the island, it had been stripped completely bare of life by the Dismemberer. To try and improve the Spire's reputation Caenn imported live soil from the mainland and hired a gardener to construct a large garden area West of the Institute. Now it has expanded to include a vegetable garden and some hedges for shelter. This in addition to some hardy plants placed to repopulate the area West of the Quarantine barrier should eventually restore some semblance of life to the Western half of the isle. Now night soil collected from the settlement feeds a growing compost heap downwind of the Institute.