Notes: The Last Home

Internal Notes (What It Is, What It Does, and What It’s Definitely Not Telling Me)

Core Concept

  • Not a building. Not really. It's a Thread, a story, a sanctuary—born from the universal need to rest.
  • It’s outside the Loom, or maybe beneath it. Doesn’t follow the Pattern—just visits it.
  • Exists because too many people, across too many worlds, whispered the same thing: “I just want somewhere safe for a while.”
  • That whisper made it real. Or close enough.
  • Doesn’t show up when you want it—shows up when you need it.
  • Not a hub. Not a tavern trope. It’s a pause button with alcohol.

Function & Behaviour

  • Moves between Realms when it wants. Nobody controls this—not even Lars. Especially not Lars.
  • Appears physically when tethered to a world. Surrounded by mists when not.
  • Inside, it always feels the same—warm, timeless, like déjà vu and woodsmoke.
  • The layout stretches and shifts. Some rooms only exist when you're in the right mood. Or wrong one.
  • Certain spaces are fixed (Taproom, Kitchen, Library, Lars’ bar). Others aren't. Some doors don’t go anywhere. Some go somewhere they shouldn’t.

Rules (Enforced by People, Not Magic)

  • Violence isn’t banned. Escalation is.
  • Bar brawls? Fine. Fireballs? Not fine.
  • If it gets messy, the Maids intervene.
  • If that fails, Lars stands up. That’s usually enough.
  • Weapons drawn = staff reaction. Magic cast = bad decision. Disrespect the inn = consequences.
  • Everyone is equal inside. Titles, power, divine status—none of it matters here.

Time

  • Time flows normally inside, but the Inn decides how long you were gone outside.
  • You might be gone an hour and return ten years later. Or the other way around.
  • Patrons age slowly while inside. Some haven’t aged in decades. Others feel like they’re living the same week on loop.
  • Time is emotional here—tracked by narrative weight, not clocks.

The Inn Itself

  • Might be alive. Probably is. Definitely has a sense of humour. A dry, slightly sadistic one.
  • Repairs structural damage overnight, but only if it likes the structure.
  • Ignores personal belongings unless they become part of “the Inn” somehow.
  • Seems to assign rooms based on what people need, not what they ask for.
  • Picks who stays and who goes. You don’t always get to leave just because you want to.

Entry & Return

  • Three ways in:
  • Physical entrance when the Inn appears in a world.
  • Through one of the known doors scattered across the Infinite Elsewhere.
  • By the Inn’s choice—usually when your Thread is fraying, and something inside you screams “I can’t do this anymore.”
  • Three ways back:
  • Hearthstone – if the Inn gives you one and still likes you.
  • Narrative pull – emotional/narrative resonance opens a door back in.
  • Inn’s whim – door appears randomly because you hit the right emotional note.
  • Hearthstones don’t teleport. They request. The Inn can deny.

Staff & Control

  • Lars is the current Keeper. No idea how he got the job, and he’s not telling.
  • The Maids enforce the rules. Their armour has limiters because letting them fight at full power would crater the plane.
  • The Librarian knows more than she says. Possibly more than she should.
  • The Butler is terrifyingly polite. If he shows up, you’ve already messed up.
  • The Kitchen runs on its own logic. Do not challenge Mama Jori.
  • Dave sits at the bar. Might be the first patron. Might be the creator. Might be bluffing. No one knows. Dave doesn’t seem to care.
  • The One in the Backroom—me, technically—is the one trying to keep the story from unraveling. Fixes the threads. Files the mistakes. Tries not to interfere. Fails regularly.

World Interaction

  • The Inn connects to any Realm with high enough resonance—longing, story-weariness, desperation, etc.
  • Shows up during turning points, emotional thresholds, or narrative inflection moments.
  • Can anchor to a Realm temporarily, usually when there’s something important nearby. Also might just be curious.

Metaphysics & Mystery

  • Nobody knows who built it. Might’ve always existed. Might be a leftover from a Realm that collapsed.
  • The Architects? Maybe. The Broken Reality Theory? Could be.
  • There are locked doors in the oldest wings. Even Lars won’t touch them.
  • Some patrons vanish. Some become part of the Inn. Some just fade from memory. The place keeps secrets, and sometimes people become them.
  • It’s possible the Inn is a secret.

Tone & Personality

  • The Inn doesn’t lie. But it never tells you everything, either.
  • It’s a place for found family, last chances, and strange laughter at the edge of the world.
  • Think cosmic exhale, wrapped in sarcasm and slightly burnt pie.

Narrative Drift

  • The Inn alters memory subtly to maintain narrative consistency.
  • Events may be recalled differently by different people—even immediately after they happen.
  • Some patrons vanish from memory entirely when they’re no longer “relevant.”
  • Written records, journal entries, and even magical logs may be edited or lost.
  • Staff don't question it. Most assume they misremembered, or that the story simply changed.
  • The Library shelves books no one remembers writing and forgets ones that were always there.
  • The effect is not hostile—just the Inn keeping things tidy.
  • Attempting to track or resist the drift usually leads to more confusion.
  • It’s best not to ask why you don’t remember Room 17. Especially if you’re standing in it.

The Tables (Fan Groups & Fated Placement)

  • Each of the Maid Fan Groups has their own dedicated table in the Taproom.
  • The tables don’t move—but the space around them sometimes does.
  • No one else sits at a fan group’s table. Ever. Not even by mistake. The chairs just... aren’t there unless you belong.
  • Some of the tables have carvings, offerings, flags, or in one case, a small shrine. The Inn allows it, possibly out of fear.
  • The Legendary Maids pretend they’re annoyed by it. Except Sylvie, who actively encourages her group’s “enthusiasm.”
  • The Oni Fans (Rika’s lot) regularly cause structural damage around their table. The Inn repairs it, but slower than usual. Probably as a warning.

✦ Player Tables – “The Fated Table”

  • When new patrons (i.e. the player party) arrive, a table chooses them.
  • It’s subtle. No dramatic lights. Just… that one feels right. Empty, waiting, and oddly familiar.
  • The Inn adjusts the table to fit the group’s nature. Quiet ones get a corner booth. Rowdy ones get one with reinforced chairs.
  • Items left on the table stay safe—even if left overnight, or if the group vanishes for a week.
  • The table responds to group changes. When someone leaves or dies, the seating arrangement quietly updates.
  • Some tables have been passed down across groups, their history etched in quiet details: a knife mark, a symbol, a scorched plank.
  • No one gets two tables. You only ever have one. It remembers you, even if you forget it.


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