She leads them out of the kitchen and through a series of winding hallways. The furnishings and decor, while locally coherent, change from one section of hallway to another with no apparent logic, and no hallway takes a straight course for very long. Some do have windows, but it is too dark to see outside by mundane sight (Damjen can see the foliage). By far the most common source of light are wall-mounted lanterns, a bright, steady flame enclosed by glass and metal, the same as the rooms they saw before.
"I did not create this place, so much as I found something that was already here and altered it, repurposed it, tamed it, into my refuge. That thing is most often called the Eternal House. It's quite dangerous, most of all because it's extremely difficult to navigate. Things move around when you aren't looking at them. When I formed my refuge out of a part of the house, I exerted my power over it to make it safer, more predictable, more hospitable. But even here, the house has a will of its own, though it is benign. I tell you all of this to explain why the rooms and halls of the refuge are always changing. The rooms nearest the great hall are mostly stable, but the further we travel, the less consistent it will become. There are tricks you can learn to navigate—certain patterns or types of decor that tend to lead you somewhere stable—but for the most part people navigate by wandering the halls with their destination firmly in mind. This will usually get you where you want to go without too much delay. Do not expect to always, or even usually, take the same path between any two places, but you are unlikely to get lost. The same technique can be used to seek out specific types of room, if for instance you want to find a bathroom, or a room with a closet full of clothes you might wear. You could do this yourself to find a room to claim, though it would be challenging to satisfy specific requirements like an abundance of houseplants, for instance. My assistance will make this task simpler."