The Guest Wings
The Guest Wings of The Last Home are welcoming, comfortable, and utterly impossible to navigate.
At first glance, they appear like any other inn’s hallways—lined with doors, lit by lanterns that flicker with a warm glow, stretching just long enough to make you wonder how many rooms the Inn actually has. But the moment you try to actually navigate them, the confusion sets in.
The Hallways That Do Not Care for Logic
Some hallways are built with purpose. They lead you from one place to another in a straight line, the way a reasonable hallway should. The Guest Wings, however, do not subscribe to this philosophy.
If you attempt to find your way by memory alone, you will fail. If you try to count the doors, you will lose track halfway through. If you turn around, retrace your steps, and attempt to logically map the Guest Wings, you will—after several frustrating minutes—find yourself right back where you started.
It is a trick of the space, a rule of the Inn, or perhaps just The Last Home’s way of ensuring that only those meant to find their rooms actually do. Fortunately, there is a solution. Hold onto your room key.
So long as you have it, your room will always be exactly where it should be. You do not need to count doors, follow markers, or attempt to navigate. You simply walk in the general direction of the Guest Wing, and before you know it—there you are. If you wish to leave? The key will take you back to the start.
If you do not have a key, things become… unpredictable.
You may find yourself right back at the entrance, frustrated but unharmed, as if the hallway itself has politely deposited you where you started. Or you may take one wrong step, turn one wrong corner, and find yourself somewhere else entirely.
Some have wandered for hours, retracing their steps only to find the doors have changed behind them.
Some have stumbled back into the Taproom with no recollection of how they got there.
Some have not come back at all.
Your Room Will Be Exactly As You Left It—Mostly
When you have a key, your room will always be exactly where it should be, and, more importantly, it will be exactly as you left it. Probably.
The rooms of The Last Home are strange things, shifting and adapting not just to their occupant’s needs, but sometimes to the Inn’s whims. Your room will be what the Inn thinks you need. Or, sometimes, what the Inn thinks you deserve.
For some, this means a warm and welcoming space, with all the comforts of home. For others, it means a stark, functional bed and nothing more. And for the particularly unfortunate, it has been known to mean a hard lesson in exactly how much worse things could be. The rooms do not always change. But when they do, it is rarely questioned.
Whatever the case, your room will always function as a bedroom.
Almost always.
The Maids Always Know
Some guests like to avoid attention—to slip away unnoticed, to dodge past the consequences of their actions and pretend they are not accountable for last night’s regrettable choices. They imagine that, with a bit of luck and some creative door-locking, they might evade detection altogether.
The Maids do not care for this sort of thing.
They will always find your room.
They do not need a key. They do not need directions. They do not even need to be told who you are. The Inn ensures they get where they need to be. If you are hiding? It does not matter. If you have wedged a chair against the door and prayed to whatever gods might listen? It does not matter. They will find you.
By now, it should be obvious that crossing the Maids is unwise. If that fact has somehow escaped you, it soon will not. Because, on occasion, they clean rooms.
And depending on which Maid has been assigned, "clean" can mean very different things.
For some, it means tidy, orderly, everything in its proper place. For others, it means "I have removed all of your furniture because you clearly do not need it." One particularly unfortunate guest once returned to find their room spotless, their belongings organized, and their entire bed missing. The explanation given?
"You looked like someone who could use a fresh start."
They did not complain. Because complaining means the Maids come back. And if they come back, the room may be even cleaner next time.
Do Not Open Doors That Are Not Yours
It is a simple rule. It should not need to be said. And yet, some people never learn.
The doors in the Guest Wings are bound to their keys. If you have your key, your door will always be exactly where it should be. If you do not have a key, do not, under any circumstances, open a door that does not belong to you.
This is bad. Very bad.
And what happens if you do?
No one knows for certain.
Some have opened the wrong door and ended up in someone else’s room—though whether it was someone currently staying at the Inn or someone who stayed there long ago is a different question entirely.
Some have opened a door and stepped into a place that was most definitely not The Last Home.
Some have opened a door and never come back at all.
And there is, of course, the whispered tale of the guest who opened a door that should not have existed at all.
They came back. Eventually.
They never spoke again.
Final Thoughts
The Guest Wings are comfortable, accommodating, and safe—so long as you follow the rules.
Hold onto your key.
Do not wander without it.
Do not attempt to hide from the Maids.
And for the love of whatever gods you believe in—
Do not open a door that isn’t yours.
At A Glance
Atmosphere
A twisting labyrinth of hallways that refuse to be mapped, where every turn feels both familiar and unsettlingly wrong. The air holds the scent of candle wax, aged wood, and the quiet unease of those who suspect they are not entirely alone. No footsteps echo, yet the space never quite feels empty.
What It Is
The Last Home’s guest quarters—comfortable, accommodating, and exactly what the Inn believes you need. The rooms are always where they should be, so long as you have a key. The hallways, however, are another matter entirely.
How to Get to Your Room
A key is everything. With it, the path to your door is effortless, as if the Inn itself is guiding your steps. Without it, the hallways become a trick of space and patience. Some guests find themselves turned around, looping back to the entrance no matter how many times they try. Others take a wrong turn and do not come back at all.
Who Runs It
No one. The Guest Wings shift according to their own design. The Legendary Maids patrol as necessary, ensuring things remain as they should be. If they are looking for you, they will find your room, whether you want them to or not.
The Rooms
A guest’s room will always be exactly as they left it—unless the Inn disagrees. Some find their spaces unchanged, a perfect sanctuary. Others return to something different, an altered reflection of what they need—or what the Inn believes they deserve. It will always function as a bedroom. Almost always.
The Maids Always Know
The hallways may twist, the doors may shift, but the Maids will always find you. They do not need keys. They do not need directions. If your room requires cleaning, their interpretation of “clean” may vary. Some tidy and organize. Others remove things they deem unnecessary. One guest returned to find their entire bed missing, the explanation given: “You looked like someone who could use a fresh start.” They did not argue.
The Rule of Closed Doors
Guests should never open a door that is not theirs. Most find themselves stepping into another guest’s quarters. Some find themselves somewhere that is most definitely not The Last Home. And then there are those who open a door and never return at all.
Final Warning
Hold onto your key. Do not wander without it. And for the love of whatever gods still listen, do not open a door that does not belong to you. No one will be able to help you.
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