Mush Manor

Primary Residence and Headquarters of the Mystery & Oddities Society

About the Manor

Munch Manor is a sprawling cliffside estate perched above a dramatic coastal plunge, designed in the late 2100s by one of the era’s most eccentric organic-modernist architects. Built for the Chabo family’s extended retreats—retreats that almost never happened—the house stands as both an architectural marvel and a monument to unused opulence.   For most of his youth, Mush wandered its echoing halls alone. Only after the Munchmen formed did the Manor finally become what it was meant to be: a home filled with voices.

History

Commissioned by Mush’s great-grandparents as a family retreat, the house was rarely occupied. It became the place they sent “the extra child,” assuming quiet would build character. Instead, Mush learned solitude—and how silence can feel enormous.   When he later invited Ari, Min, India, and Pip to stay with him, everything changed.   Where the Manor once magnified loneliness, it now amplifies laughter, arguments, scrap-paper diagrams, late-night theories, and the pace of young feet running down echoing hallways.   It finally became a home.

Role in the Munchmen Series

Munch Manor is the team’s headquarters:
  • mysteries are planned in the observation pod
  • evidence is sorted in the study
  • group arguments spill into the gymnasium
  • late-night bonding happens in the spa wing
  • and the Munchmobile roars (or sputters) out from beneath the house
  • The Manor is as much a character as any member of the team—a place that watched Mush grow up lonely, then watched him assemble a family.

    Architecture & Design

    Munch Manor stretches across multiple stepped terraces, its foundations carved directly into the cliff. The house features two iconic elevations:

    Western Elevation — The “Front”

    The public-facing side showcases an enormous rounded observation pod cantilevered over the rocks, supported by a dramatic tapered pillar. This sweeping glass structure, facing the sea, is the most photographed and recognizable feature of the Manor.

    Eastern Elevation — The “Back”

    On the inland side, a stark rectilinear tower rises through all levels of the house, anchoring the structure like a spine. Viewed from this angle, the house presents stacked horizontal slabs, deep overhangs, and large windows stepping up the hillside.

    Central Service Core

    The vertical tower—visible in both blueprint sets—contains the main stair, lift, and mechanical systems. All wings radiate from this central block, allowing the house to expand outward while remaining structurally grounded.
      For a house intended for a family that rarely visited, the interior is almost embarrassingly elaborate. Mush grew up with more rooms than reasons to use them.
    Location
    Coastal outskirts of Caer Affallach
    Architectural Origin
    Inspired by the “Seacliff” residence of Frank Lloyd Wright
    Known For
    Distinctive coastal-modern design, sprawling interior nooks, and its role as home base for the MOS
    Founding Date
    1985zc
    Type
    Estate
    Owner
    Vehicles Present
    Main Level
  • Grand Atrium: A double-height space opening onto the sea-facing terraces.
  • Observation Pod: Half lounge, half panoramic lookout. The team often drafts mystery boards here.
  • Formal Dining Room: Seats twenty. Used approximately zero times.
  • Library & Study: More decorative than functional—until Min arrived.
  • Entertainment Wing
    Because wealth demands amenities, even if nobody wants them:
  • Full Gymnasium: Polished floors, rebound nets, climbing wall. Mush mostly used it to store unopened boxes.
  • Indoor Pool & Spa: Heated lap pool, cold plunge, sauna. Now occasionally used by the team for late-night debates.
  • Screening Room: Rows of recliners, impeccable acoustics. Mush preferred reading alone.
  • Private Quarters
    Separated across two upper levels so everyone gets both community and solitude:
  • Mush’s Suite: A large corner suite near the central core, too big for one person but perfect once friends arrived.
  • Guest Wings (Now the Team’s Rooms):
  • Ari: Room facing the cliff path, close to exits.
  • Min: Nearest the library, of course.
  • India: Brightest terrace room with two balconies.
  • Pip: A room with at least three escape routes—his only requirement.
  • Lower Mechanical Level
  • Munchmobile Bay: Originally intended for service carts and small boats. Mush converted it into a workshop and garage for the Munchmobile.
  • Storage Corridors: Long, echoing, full of dusty crates and forgotten furniture—the perfect location for Munch’s ferret hijinks.
  • Grounds & Environment
    The Manor sits within a thick band of cliffside forest, accessed by a winding narrow road. Terraces step downward toward the sea, and several paths lead to viewpoints, old fire pits, and a long-abandoned family gazebo.

    At night, the house glows like a lantern along the ridge—beautiful, and for many years, quietly empty.

    Layout

    Mush Manor Front
    Mush Manor Back
    Mush Manor Front Cutaway
    Mush Manor Side Cutaway
    Mush Manor
    Garage Level
    Mush Manor
    Guest Wing
    Mush Manor
    Primary Living
    Mush Manor
    Pavilion Level
    Mush Manor
    Level 2
    Main Floor
    Mush Manor
    Level 3
    Mush Manor
    Level 4
    Upper Living Quarters
    Mush Manor - Munch's Tunnel System
    Mush Manor – Transportation Deck

    LEVEL 0 — The Garage & Mechanical Level
  • Munchmobile bay with ramp access
  • Mechanical room (generator, lift system, water recovery)
  • Storage hall full of crates and unused furniture
  • Maintenance alcove (now Pip’s “escape workshop”)
  • Munch’s hidden vent access points
  • LEVEL 1 — Lower Living Level
  • Secondary terrace door
  • Small kitchenette & pantry
  • Two guest rooms (later Pip + overflow spaces)
  • Laundry & utility corridor
  • Stair access into the central service core
  • LEVEL 2 — Main Floor (Heart of the House)
  • Grand atrium (double height)
  • Observation pod (major story hub)
  • Formal dining room (unused except for emergencies)
  • Library/study (Min’s HQ)
  • Hearth lounge
  • Access to exterior cliffside terraces
  • LEVEL 3 — Entertainment Wing
  • Full gymnasium (climbing wall, rebounding court)
  • Indoor pool (heated)
  • Spa rooms (sauna, cold plunge)
  • Screening room
  • Storage mezzanine for sports equipment
  • LEVEL 4 — Upper Living Level
  • Mush’s Suite (oversized, overlooking both elevations)
  • India’s Room (double balcony)
  • Ari’s room (near exterior exit routes)
  • Min’s room (near library stair)
  • Shared landing nook
  • LEVEL 5 - Rooftop Terraces
  • Observation roof
  • Small greenhouse structure

  • Fun Notes & Trivia

  • Mush has only ever stepped into the sauna twice: once out of boredom, once because Pip dared him.
  • Munch the ferret has his own network of “secret tunnels” in the vents—unplanned, unstoppable.
  • India claims the house “changes moods,” but Min insists it’s the coastal humidity affecting Mush’s creaky old wiring.
  • The observation pod windows have been replaced more than once due to—let’s call them “experimental tests.”

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