The Everly Manor is a large estate on 70 acres of land roughly 30 minutes from Nowhere. It's hidden from the road from all angles by a forest grove. And the estate boasts and unobstructed panoramic view of the sea. The nine bedroom (plus one poolhouse) Manor is made up of a central structure with two primary wings, the east and west wing. Within the home you'll find a dark academia aesthetic and everything you could possibly want or need.
The home is owned by the mysterious Mr. Everly, who inherited the estate from his late grandfather. Eight of the ten available rentals are still available and will be filled with NPCs until a time in which they're occupied by played characters, including the master bedroom and poolhouse and three private rooms in each wing. Rooms are open to couples as well as single individuals. Pets are allowed on a case by case basis. Mysteriously, everyone and anyone can afford to rent a room here.
The first floor of the West Wing is where you will find the grand dining hall, kitchen, first bathroom, and laundry room. Central to the first floor is where you'll find the staircase that grants access to the upper and lower levels, foyer with baby grand, and access to the back deck. The first floor of the East wing is home to the grand living area with fireplace and many nooks to hide away with a good book, second bathroom, library, study, and an offshoot opposite the library will lead you directly into the solarium. Upstairs is home to all private rooms, including the master suite which is centrally located. The third bathroom is private and can be found in said suite. The fourth bathroom is directly opposite of the master suite. The West Wing on the second floor, which has sea views, is home to the fifth bathroom and 4 tenant rooms. The East Wing on the second floor, which has garden views, is home to the sixth bathroom and another four tenant rooms. The basement is home to the theater room, game room with pool table and bar, and seventh bathroom. The attic can be reached by following the staircase up from the second floor, but it leads to a locked door. A separate structure near the large seven car garage is where you will find the gym, and nearby is the sauna. At the back of the property is the large pool and jacuzzi and the final tenant rental, the poolhouse. The back also features a large deck with communal fire pit built into the structure, and many areas, some shaded, to lounge and gather around for meals, drinks, or games. The property is scattered with beautiful gardens, forest trails, a courtyard with central fountain, tennis and basketball court, and even it’s own sea cliffs and private beach and dock.
All of which is of course maintained by the estates groundskeeper and librarian. Warren Donahue written by Evie.
Special Notes about the Library: You likely haven't heard of most of the books here. Some of them come in strange languages with alien pictures. Some come in the form of textbooks and tell of false historical events. There's even a book here that tells you how to hunt, kill, skin, and prepare the meat of a sasquatch in great detail. Any that attempt to take these books out of The Manor will discover that they always seem to get lost. It's almost as though they don't want to leave The Everly Library at all. // The library is the only room in The Everly Manor that is in a constant state of organizational chaos. There are books stacked everywhere in no particular order. If you try to organize them, by the time you wake the next day they'll be all over and out of order again- And they aren't always the same books you organized the day before. The only person that can seem to make any sense of this chaos is Warren Donahue. Lastly, for those that may possess enhanced observational skills, you might notice the entrance to the library, while open, wasn't always that way. On the top left of the archway is an old and rusted door hinge, dark enough that it almost blends perfectly into the stained wood it clings to by a single brass screw.
If you move into The Everly Manor, overtime you will experience the following, along with your roommates. Fatigue, you can't quite get enough sleep but you casually chalk it up to work, or life, or staying up too late on your phone. No big deal, you'll just start trying to go to bed earlier. Sleepwalking, sometimes you wake up somewhere other than your room. Must be your new meds, or too much caffiene. You don't remember your dreams anymore. But that's pretty normal, right? Weird and unexplainable things keep happening. Is this place haunted? Oh well, might as well take a dip in the jacuzzi.
The Everly Manor to the conscious is just another home, but while you sleep it becomes Ta Rasut, a hub for inter-dimensional, inter-universal, inter-realm, and alter-reality travel. To learn more, please read "Terminlogoy & Distinctions", "Tenants & NPCs", and "Lore".
Reality: The world or the state of things as they actually exist.
Ta Rasut: References the place tenants and guests of The Everly Manor go when they fall asleep. This place is the Everly Manor mirrored. While in Ta Rasut, there is nothing beyond the property. All that exists in Ta Rasut is a reversed Everly Manor and the property it sits on.
The Manor in Reality: The Everly Manor as it actually exists in reality.
The Manor in Ta Rasut: The Everly Manor as it exists in Ta Rasut.
Safe Room: Refers to any room that is not at risk of realm-shifting into an alternate reality while in Ta Rasut. This means these rooms remain the same as they are in reality, albeit reversed. The safe rooms in Ta Rasut are the hallways, stairway, living area, foyer, kitchen, dining hall, library, and anywhere outside of The Manor.
Portal Door / Portal Room: Refers to any room that becomes a portal into an alternate reality while in Ta Rasut. This is any room that separated by a closing door.
Echo: Time spent in Ta Rasut can be taxing. And those experiencing Ta Rasut can also experience an "echo". An echo is when those in Ta Rasut have fallen into a repetitive task, one they might perform in reality. Essentially, they become a reoccurring dream. Every night when they enter Ta Rasut, they may perform the same mindless actions. So someone that spends a lot of time making tea and climbing into a nook with a good book in reality, might wake up in Ta Rasut, and repeat these actions every single night- making them unaware of really anything and eventually anyone but their own actions. This can get so bad that they get stuck in a loop of even repeating the same dialogue each night. It can be hard to snap them out of this, as they essentially become a ghost of themselves.
Unfortunately this does put residents at risk of also reliving reoccurring nightmares that they can't be saved from, resulting in them experiencing the same horrors every night.
(West Wing / Sea View) Room 1: Warren Donahue written by Evie.
(West Wing / Sea View) Room 2: Available!
(West Wing / Sea View) Room 3: Available!
(West Wing / Sea View) Room 4: Available!
(East Wing / Garden View) Room 5: Available!
(East Wing / Garden View) Room 6: Available!
(East Wing / Garden View) Room 7: Available!
(East Wing / Garden View) Room 8: Edmond "Eddy" Bacchus (NPC). Resident in room 8. He does not talk to anyone in either reality nor Ta Rasut. Not friendly. I repeat, not friendly to anyone. Has bad hygiene and a terrible diet (if he eats at all). While in Ta Rasut, he stands upstairs and repeatedly opens and closes his bedroom door. Nothing can stop him from doing this.
Master Suite: Available! Features a walk in closet, personal bathroom with sunken tub and luxury shower, and private balcony.
Poolhouse: Available! Similar to a studio apartment, in addition to the living/sleeping area, the poolhouse has it's own private bathroom and a small kitchen with breakfast bar, refrigerator, and cooktop.
Important NPCs
Mr. Everly: No one has met Mr. Everly in person, nor ever even seen his photograph. But if you're a resident of The Everly Manor, then you've certainly exchanged emails with the mysterious entrepreneur. Strangely, nothing related to The Everly Manor, nor its owner comes up when you google his last name, nor does anyone recall his first. What is known is that the home belonged to his late grandfather, and having no living relatives, the estate has since been inherited by Mr. Everly, who spends most of his time overseas. Due to this he has left the estate in the care of his nephew and resident of Room 1, Warren Donahue, the son of his oldest friend and business partner, Don Jon Seige.
Gideon Jones: The Butler / Goes by the name "Jones". This is the only NPC to exist in Ta Rasut that doesn't also exist in reality. Very friendly but his eyes are bloodshot, have dark circles, and his smile feels wrong, like it's forced. He's always willing to answer questions, but comes across almost too eager. He doesn't ever do or say anything malicious to warrant suspicious feelings, but you have them about him anyway, while simultaneously trusting him with your life. He won't go into the cellar, seems frightened by it, but also won't try to dissuade you from going, either. He remains neutral in decisions made of free will, and prefers to not get involved.Inaccessible Areas
There is one place you cannot access in reality, nor can you access it in Ta Rasut. And that's the attic. The door is locked, and you can't even remove the hinges. (because characters might get crazy, this door is indestructible. No, it won't even burn.) There is one small window access that you can only get to via ladder outside, and even still, the glass is fogged over with what appears to be decades of dust, so you can't see anything. Unfortunately this window is bolted closed. Warren, the Everly Manor groundskeeper, does have a skeleton key but no one knows where he keeps it.
Arrival & Safe Rooms
Every other room is accessible, however, but in Ta Rasut, everchanging. Common areas that are not separated by doors (hallways, stairway, living area, foyer, kitchen, dining hall, library, and anywhere outside of The Manor) will remain the same always, albeit backwards to reality. There is no way for these rooms to become portals, so you're safe to travel to and from without risk of realm-shifting into an alternate reality. All other doors, once closed, become portal doors. And there doesn't seem to be any rhyme or reason to which realm you'll stumble upon when closing and re-opening these doors. It also means that when you wake up in Ta Rasut, once you leave your room, and close the door, you likely won't be able to access it again for the duration of your stay. On the plus side, every single night you fall asleep in reality, you will wake up in your room in Ta Rasut, so you'll be able to access it again.
Portal Doors
As has been established, once doors have been closed, they become portals into alternate realities. However, these rooms stay rooms. Meaning if your bedroom is your bedroom one minute, when you close and open the door again, it'll be a different room, but it will be a room. The dimensions (size) of the room may change, there may be rooms within this room (think a hallway with many more doors to access other rooms) but there is only one way in and out of this room, and that is through the door that separates whatever reality the room is from, and The Manor in Ta Rasut. You cannot open a door, for example, uncover an eden room, and then enter and attempt to escape to the eden beyond the room. That is impossible. You are still caged in, only getting a taste of an alternate reality. However... There is a way to travel to alternate realities unbound...
(If you've entered a room in Ta Rasut, thus entering into small alternate reality, you will not wake until you re-enter The Everly Manor in Ta Rasut. Furthermore, the only way to wake back into reality, is to find a place to sleep in one of the The Manors safe rooms in Ta Rasut.)
The Mirror Realm
The mirror realm is a seemingly endless land of mirrors. They exist above, all around you, as well as below. This room is nigh impossible to find, and not just hard to navigate, impossible for the average person. You can spend years of Ta Rasut visits trying to find this room, opening door after door and still never locate it. This place is vast, you can get lost and never find your way out of here, and ultimately die. It's also a horrific place to be, as it's home to doppelgangers, who only exist to torment their counterparts. You cannot trust your reflection here. It is not you. (See demon lore to learn more.)
This room stands out because it doesn't appear to have an end. Entering the mirror realm is dangerous. Especially if you enter, close the door behind you, and let go of the handle. There is a likelihood that when you turn around, you won't find the door again, and instead will be faced with the vastness of the mirror realm. Few people know how to navigate this realm, and navigate it safely (avoiding doppelganger detection).
This room is the center of all realities. If you know how, the mirrors here are portals, allowing you to travel like doppelgangers do, through them and into alternate realities, parallel universes, and realms. This is the only way to be granted full access to different realities.
The Void
The void is a place you may find when opening portal doors. It is a swirling black mass that draws you in. Something compels you to enter. Voices can be heard from this room, these voices know your name. One voice in particular can be deciphered from the whispers. This voice doesn't just know your name, it knows you. Sometimes the swirling black mass will ebb away to reveal a mysterious and strange room just like any other portal door, different every time, but the voices remain. The voice can only be communicated with directly by popping your head into the room, or fully entering. Fully entering means you're trapped, and in the clutches of the void and whatever horrors it wants you to experience. Overtime you will lose your identity, becoming a puppet at the mercy of the dark whims of the void. Say for example you've been in the void for some time- And the black flows in and ebbs out like a living entity, a single pulse and the scene changes. You're now trapped under a bed. You're suddenly twelve years old, and something is in your room, looking for you. You don't remember life outside the void. You only know that you're under your bed, you're twelve, and something is in your room, looking for you. The void can ebb away whatever horrors it shows you, and change the scene. None of the scenes you live are pleasant.
Memory Retention
Entering Ta Rasut is just like entering reality. In reality, you remember what you did yesterday, what your plans are for tomorrow, how you celebrated your last birthday, etc... It's the same for Ta Rasut. When you enter Ta Rasut, you remember what you did last time you were in Ta Rasut, what you intended to do the next time you visited, and where you hid the scotch. The catch is, while in reality, you will have no memory of Ta Rasut, and while in Ta Rasut, you will have no memory of reality. This means you are essentially living two realities.
There is only one way to change this, and become fully aware of both realities.
While in Ta Rasut, someone must convince you that you're dreaming. As you can imagine, this an incredibly hard task, one that not many will even have any reason to pursue. However, successfully convincing you that Ta Rasut is just a place you're going to while you dream, will allow you to obtain and retain your memories of reality while in Ta Rasut indefinitely. However- doing this does not mean you will retain your memories of Ta Rasut while in reality.
Obtaining your memories of Ta Rasut while in reality is a harder task. The only way to remember Ta Rasut while in reality... Is for someone to convince you that you're dreaming.
Consequences of Awareness
The powers that be don't want you to remember Ta Rasut in reality. Nor do they want you to remember reality while in Ta Rasut. They prefer to keep a hard line between reality and dreaming. As a result, awareness can be very dangerous. Being aware of both Ta Rasut in reality, and reality in Ta Rasut can make you a mark. What this means is that the powers that be will do what they need to- to remedy this. Being aware of one, and not the other will make your life less fun. But being aware of both can be dangerous.
It may take some time for these consequences to catch up to you, and staying on the move is one way to outrun your fate. However there are other ways to go unnoticed by the powers that be, though rarely without a hefty consequence to match. How these consequences manifest can vary from person to person, but they all tend to follow similar themes. What you don't know can't kill you. Dead men don't tell tales. The mute don't speak nor do the blind see. And sometimes, it's easier to keep you than it is to reap you. And everything you've ever feared? Is just behind a door.
Afflictions
Time spent in Ta Rasut can be taxing. And those experiencing Ta Rasut can also experience an "echo". An echo is when those in Ta Rasut have fallen into a repetitive task, one they might perform in reality. Essentially, they become a reoccurring dream. Every night when they enter Ta Rasut, they may perform the same mindless actions. So someone that spends a lot of time making tea and climbing into a nook with a good book, might wake up in Ta Rasut, and repeat these actions every single night- making them unaware of really anything and eventually anyone but their own actions. This can get so bad that they get stuck in a loop of even repeating the same dialogue each night. It can be hard to snap them out of this, as they essentially become a ghost of themselves.
Unfortunately this does put residents at risk of also reliving reoccurring nightmares that they can't be saved from, resulting in them experiencing the same horrors every night.
Important Side Notes
+ You cannot enter Ta Rasut unless you are sleeping at The Everly Manor. Meaning you can escape all of this by moving out, or sleeping elsewhere.
+ Ta Rasut is a shared experience. While there, you are there with everyone else that is sleeping at The Manor. You do not get your own Ta Rasut.
+ For some strange reason, Mr. Everlys email address and phone number never seems to remain saved in anyones contacts or call and message history. Even stranger still, is that no one ever seems to pay much mind to that fact.
+ The Everly Manor is hard to find anywhere. Upon searching for it again, you won't find it on google maps, or search engines, or even old newspapers. It's a miracle that google maps managed to get you there at all the first time considering how many dead ends it tried to lead you down.
+ Many things are reversed here. If you're a right handed person in reality, you'll be left handed in Ta Rasut. The scar you got on your right knee in kidergarten is now on your left. You even read books from back to front.
In Ta Rasut the sun rises and sets similarly as backwards (and don't forget, this sun is permanently eclipsed). But any attempts to leave the property will just curiously circle you back around to the opposite side of where you started, almost as if the entire Everly estate is its own tiny globe, and nothing exists beyond it.
+ It's likely you'll experience unexplainable things at The Everly Manor. Many believe it to be haunted.
+Entering portal doors in Ta Rasut will change you, everytime. Most often this change will go unnoticed. Like growing an extra hair on your head, or you'll forget the name of that neighbor you had when you lived in Toronto as a child. Sometimes these changes are bigger and more noticable. But you'll never be quite the same again.