Story/Places/Nexus

Purpose

 * A folded area of existence where all other areas can be reached, if only one knows how to reach them.
 * Most travel happens outside of the Nexus, except to/from dungeons
 * Cultists are fully able to navigate the dimensional layers of the Nexus
 * Usually to lead new ["potentials"?] to their Quarters when it's time to bring them into the main areas.
 * ["potentials"?] navigate to/from the dungeons via the Nexus; their path is tethered, across the necessary dimensional layers, by the DotD doorway so that they can travel.

Mechanics

 * Connected to commons area in almost extra-dimensional way; Divus & Umbra (together, Void) along with Simul (Illusion) shape that connection.

The room

 * walkways
 * above
 * below
 * perspective: the one the "players" are on
 * by area:
 * dungeons: cylinder room, central column 200' away, more walkways connect it and the outer wall
 * inner Nexus: similar, walkways lead adjacent to the nexus and at odd angles, rather than to/from it
 * Quarters: walkways lead at perpendicular angles
 * Commons:
 * Forum:

Walkways

 * stone-brick bridges
 * (stone? wood?) "rails", arm's height
 * furnishings:
 * continuous bolt of cloth on either rail
 * same-color carpet, 0.5' from rail
 * mini banners of other color overhang
 * 0.5' wide & 10' apart, halfway to floor
 * lights on top
 * Styles, by area: