Erevan's Changing Palace

Ervenian Era, 1051 AB
Erevan's Changing Place is the realm, when the trickster Erevan Ilesere Ilesere stays in Arvandor between his exploits it is in a palace made from different materials. Its details changed according to the deity's whims and are never the same twice for any visitor. The palace holds much of Erevan's treasures, ready for the taking of an enterprising soul - if they can prevail against the multitude of traps set to test the skill of any intruder.   The Ever-Shifting Glade is never the same from one dawn to the next. Meadows may rise as hill-cities overnight, rivers run backward during revels, and groves twist into elaborate knot-patterns that echo the riddles of the night before. Travelers often wake to find familiar landmarks slyly shifted, forcing them along unexpected paths.  
Customs
The Escapade Right grants entry beneath laughter, disguise, or a stolen hat, binding host and guest to merriment until dawn. To spill blood before laughter returns causes the land to wither and chill until penance is made. Trickery that unveils truth is sacred; deceptions driven by cruelty or greed sour and crumble, leaving masks as ash. Disputes are settled by contests of wit, through riddles, illusions, pranks, or performances, and winners must share their spoils with the losers, ensuring that no lesson lacks laughter. Tyranny is forbidden: chains rust away, contracts sealed in fear unravel, and captives are freed unless held by play alone.

Geography

The Ever-Shifting Glade never looks the same twice. Meadows may transform into hill-cities overnight, rivers reverse their flow during great revels, and groves rearrange into elaborate knot-patterns that echo the riddles told beneath the stars. Travelers often wake to find landmarks slyly altered, forcing them to take a new and unexpected path.   Prank-born terrains bloom without warning: streams may run with sparkling wine, orchards bear apples that taste different with every bite, or mirror-labyrinths rise to reveal not faces but hidden follies. At the Glade’s center stands the Changing Palace, a mansion rebuilt each dawn from crystal, timber, ivy, smoke, or bronze always made anew from the spoils of the night’s revels. Guests who amuse Erevan find their likeness etched into its shifting walls, whether in mockery or in honor. The Glade itself lies at a crossroads, brushing against Arvandor’s canopies, skimming the Maelstrom’s edge, and occasionally spilling into the Outlands’ Sylvania when festival fires align.  

Inhabitants

The realm is alive with petitioners reborn as rogues, bards, artists, and outlaws, their eyes bright and laughter quick. They serve as pranksters, guides, and protectors of the oppressed. Azatas, particularly bralani and spirits of whimsy, embody revelry and sudden courage, leading festivals that ignite without warning. Eladrins sometimes drift through as Corellon’s messengers, yet linger longest where mischief thrives. Good-hearted fey, pixies, grigs, and sylvan tricksters, play as companions and scouts, weaving joy into every gathering. Mortals too find their way here: rebels, exiles, and the downtrodden stumble into the Glade in moments of desperation, many choosing never to leave, finding kinship in freedom and play.

Localized Phenomena

The Glade responds to its own revels. Mirthquakes ripple through the earth when collective laughter shakes the air, scattering belongings and rewriting paths. Prankstorms rain harmless but disruptive objects, feathers, dice, pies, or ribbons, delighting revelers and foiling pursuers. Moonlit truth-gleam pools twist falsehoods into riddles, dragging hidden truths into the open. Maskfade exposes malicious deceivers, stripping away disguises and echoing their intent in dreamlike whispers across the land.   Erevan’s blessings fall upon those who honor his spirit. The Rebel’s Gift grants uncanny luck to those who aid the downtrodden, allowing a second chance at stealth, guile, or liberation. The Prankster’s Favor rewards a joke well-played with a sudden swell of confidence for the next challenge. The Boon of the Borrowed enchants items taken without greed and returned with wit, gifting them with playful tricks. Yet those who abuse or oppress within the Glade earn the Jester’s Curse: their shoes knot themselves, their words tumble into rhymes, and mocking laughter dogs their steps until they atone.
Trait Type
Description
Gravity Mostly normal, playfully forgiving. The ground behaves as expected, but “light moments” bloom along stages, stair-runs, and parade roofs—falls tend to tumble into cushions of leaves, laughter, or soft awnings when the intent is not cruel. Bridges, steps, and vines sometimes move toward the joke and away from booted menace.
Time Normal with comic beats. Hours pass true, yet the Glade favors timing over clocks: scenes align to punchlines, reunions happen on cue, and brief “Coin-Spin Hours” flip a local custom (left becomes right, doors prefer windows) to reward clever improvisation. Divinations about the immediate future return answers phrased as riddles.
Shape & Size Finite but wandering, edge-stitched. A broad woodland-carnival bordered by “threads” that snag neighboring routes. The heart, Erevan’s Changing Palace, remains central even as paths reroute. Ruins, markets, and meadows reappear in new arrangements after festivals.
Morphic Traits Morphic by powers of Divine Power; Erevan's whim and the realm's merry will can remake streets, stairs and skies overnight. Kindness opens shortcuts; bullying tangles trails. Art, wordplay, and honest prankcraft reshape small spaces, riddle-vines untie into ladders, mask-bridges manifest for partners in mischief. The realm “edits” cruelty into inconvenience rather than spectacle.
Elemental Energy None Dominant.
Alignment Strongly Chaotic Good.
Magic Trickery, illusion, freedom, travel, and performance. Glamers, figments, joyful shadow-shows, and short, witty transits (doors in murals, stair-auroras) come easily, especially when cast as song, dance, or story are enhanced. Coercion and chains. Geasa by fear, devil-style contracts, and magic that forbids movement tend to unravel with an audible “string-snap” are impeded.
Type
Dimensional plane
Location under
Owner/Ruler

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