AT the top of Sage Hill is an old Victorian manor that has seen decades of refurbish and care. It is said that the House is cursed: those who cross its threshold become lost in its vast interior, never to return. Our host, the Lady Caris, has recently inherited the House and its malediction. To break the curse, she must give it away, but not to just anyone. The House must go to someone worthy of its legacy. The House demands a strong and intelligent master, or it will devour them, heart and soul.

     To find such a person, Lady Caris is throwing a four-day dinner party, a large banquet for sixteen guests. There will be games, little challenges where winners must prove themselves capable of exerting their power and influence over the House itself. Guests are invited to stay for four nights at a massive haunted mansion. The last person standing, who is not sent away by the host, wins ownership of the mansion and all of its ghosts and secrets.

     But some guests should be lucky enough to get away with their lives…


House Rules


  • HOUSE RULES
  • Once the auditioners have cleared the room and contestants have been chosen, they cannot leave the house.
  • Every door just leads to another room inside the house, there is no outside. All windows open into a closed courtyard full of trees, at night.
  • There is no sight of the sky. Sometimes it rains.
  • Any room desired by a Guest shall manifest itself, but it will always be slightly off-model as the House tries to get to know the Guests better.
  • The House interior becomes an inconsistent maze once the front doors are shut.
  • The guts of the House cannot be mapped.

The House on Sage Hill

     IT can be said without a doubt that the House is haunted. Its endless rooms and corridors act as stages for ghosts and their grief, manifesting spirits and emotions from the people who become Guests within it. The House also changes to accommodate the memories and impressions of visitors — rooms will appear and disappear, doorways open up to entirely different spaces, nothing is as it seems.

      After the Host chooses her Guests, all visitors must depart. The House closes.

      When a room wants you to stay in it, its doors will open right back into it, or disappear altogether. Windows no longer open. The outside disappears — all windows open into close-roofed courtyards and other rooms.

     Once lost in the House, the only way out… Is through it.

 

STYLE

The House interior tends to be Victorian-styled, with a hodgepodge of Edwardian and 20’s décor, rococo, or baroque stylings here and there for antiquation. The House has lived through various eras, and tends to retain the style of the times when it was renovated. That said, the House can and will transform itself according to the time and memory of its Guests, in an effort to reveal one’s innermost desire.



The Great Hall

This large, airy foyer welcomes visitors to the manor. Coats and canes are taken by the butlers on hand.

Foyer, with chandeliers
Foyer without chandeliers

Above images by ZackyP. For more of their work, visit them at https://pictorialtrinkets.carrd.co


The Waiting Room

From the Great Hall, visitors are invited to the Waiting Room, where they may play cards, talk amongst themselves, or choose from the provided literature to read while dinner is being prepared for the Dining Hall.

 

Above images by ZackyP. For more of their work, visit them at https://pictorialtrinkets.carrd.co

 

The Dining Room

Here is where our story begins: in a modest dining room.

Above images by ZackyP. For more of their work, visit them at https://pictorialtrinkets.carrd.co

 

Fireplace Facade

 


Now Available:  

3D render files of the Dining Hall for OCT use.

Please view files in https://3dviewer.net

File is an .FBX file and can be viewed in other 3D software EXCEPT for Sketchfab.

Sketchfab doesn’t like it, for some reason.

CLICK HERE to download .FBX file.

3D model created by Spotto.

Please do not resell or redistribute.


 

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