Aedris pulled the rod free from the urchin corpse's filthy grasp. As she did so a voice brushed the edge of her mind.
"Finally, someone who might have the sense to use me as something other than a rat bludgeon."
Appearance
Outwardly, Athru's Curtain appears to be a slightly rusted and tarnished immovable rod that has had a multitude of 7 foot long leather straps attached to the bottom and then wound around it. The rod itself is 2 feet long and 3 inches tall and wide, but weighs only 5 lbs. Upon closer inspection, it's revealed there are intricate geometric carvings resembling small scales delicately covering the iron rod, and the leather straps seem slightly warm to the touch. There is a leather strap and buckle along the top that affixes to one's belt, holding the rod horizontal at the belt-line behind the wearer. When unfurled and placed on a flat vertical surface, the straps obscure whatever is behind it, and the straps always hang straight down, even in strong gusts of wind, though they do seem to billow very slightly of their own accord, as if breathing.
Function
Once attuned, a creature may spend a minute unfurling the leather straps and affixing the rod to a 7 foot tall or higher flat surface. The command to do so is to ask Athru permission. The Curtain stays tightly wound up for anyone other than the attuned attempting to unroll it. The rod affixed in this way functions as an immovable rod. As an Action, a creature may then reach into the straps approximately where a door's handle would be, where they will feel an iron door handle. If one were to move the straps to try to see the handle, the sensation is lost and there is nothing there. Turning the handle opens the 'door' and one can step through the straps to an extra dimensional space as if walking through a door that swung inward. To take the Curtain down, no living creatures besides Athru's avatar may be in the space, and then the attuned bearer may spend a minute detaching the rod from the surface and rolling the leather straps back up.
Inside is a large room to the left with a modestly stocked kitchen and open shelf pantry, a hearth/fireplace, and a table capable of seating eight. Beyond the hearth is a bench that can be moved around for seating, two armchairs, and a tall bookshelf. At the far end is a storage room with two chests, two weapon racks, a shelf, three armor racks, and a small safe. To the right is a wall with four doors. Behind each door is a room containing two beds, two shelves, and two medium chests for personal belongings. Each room is lit with magical torch light that makes it comfortable to work, read, and sleep in. Further on past the doors to the right, there is a door at the end of the hall leading to a water closet. Between the Hearth and Supply Room there is a door frame with solid stone instead of an entrance that looks as though a hall could be added on for expanding.
Athru can see and hear in a 20 foot radius through the rod. Athru can also see and hear into the Ethereal plane in a 10 foot radius.
Athru can speak in his physical form inside the Curtain to any others inside the Curtain. Athru can speak to his attuned bearer telepathically so long as they are on the same plane.
Athru's Curtain is impervious to all manner of damage, and the front 'door' is immune to the knock spell and similar effects.
Bags of Holding and other extra-dimensional objects are safe to enter this space.
Athru
Inside the space is a small rust colored Kobold, wearing simple white and red wizard robes. He is rather slim and frail looking, but he is otherwise quite healthy. This is Athru, the sentient soul bound to the Curtain after a mischievous Archfey granted his wish to forever be the creator, keeper and owner of the realm's greatest fortress a little too literally. Athru is the Curtain, but he can manifest himself physically inside the space. Athru can also manifest an Ethereal version of himself on the Ethereal Plane up to two feet away centered around the rod. This Ethereal form is largely illusory, unable to interact with anything, but he can speak to others on the plane.
Athru is Neutral Good and has an Intelligence of 16, a Wisdom of 14, and a Charisma of 12. He is proficient in History, Arcana, and Religion and knows Common, Draconic and Sylvan. He also can have the Keen Mind Feat at DM discretion. Athru can cast Prestidigitation on those inside the Curtain. All that is said out loud and done inside the Curtain, Athru can hear and see.
Athru himself is quite laid back, the years of solitude and thought having taught him great patience, but this isn't to say he doesn't get rowdy. The prospect of new guests in his space or new knowledge can get him considerably excited. He is eager to learn and will implore others to bring him books, arcane or otherwise to add to his collection. He is polite, hospitable and kind, viewing those that stay in the Curtain as his friends and guests. Athru is also a bit obsessed with keeping the Curtain as clean as possible. Neglect and purposeful untidiness will annoy him. Purposeful endangerment of the Curtain will illicit a similar feeling from him. He wishes to be freed from the Curtain, only accomplished by slaying the Archfey responsible for placing him there.
If someone sufficiently angers Athru, he can bar them from entering the Curtain, un-attune from them, and prevent the rod from attaching/detaching to a surface.
Notes: creature on good terms with Athru, Utility, Warding, Sentient
Previous Versions
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9/18/2018 5:31:00 AM
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2
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A
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Coming Soon
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9/18/2018 5:51:18 AM
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3
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0
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B
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Coming Soon
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