The Kata Wing is the only dungeon the Eskewed Estate is currently in control of, accessible inside a mansion located just outside the city of Orlando, Florida. The Kata Wing has at least two entrances we are aware of, both of which are only accessible to delvers if certain conditions are met in regards to their time in the mansion. The first entrance is a door on the east side of the house that normally leads into the kitchen, which only opens for people who have never been in the mansion before and remains open for 5 hours from the time they set foot over the threshold of the main entrance, with the timer resetting if another new person steps into the house. The second entrance is located on the second floor of the house down a corridor that no one can remember exists unless they have spent at least a month living inside the mansion, never leaving it for longer than eight hours or >30% of the total month. Once the month has passed, that delver has been ”whitelisted” by the entrance and can safely leave the mansion without forgetting.
The locations the two entrances go to are wildly different, with the ”quick” entrance leading to a random place within The Kata Wing that changes each time the entrance fully closes, but each place consistently has a much greater density of Globos of higher rarity, along with more frequent totem cores. The ”slow” entrance always leads to the same place within The Kata Wing, though the surrounding density of treasures is much lower, what is considered a normal level, and only reaches quick entrance amounts after around twenty of miles of travel away from the start.
The Kata Wing employs several powerful anti-memetic scrubbers that we have been unable to negate, though we have found ways to work around them. The scrubbers seem to only target true visual depictions, with memories and written descriptions untouched (as far as we can tell). Photos and video of the dungeon, the mansion its within (connected to? above??), Globos, and Totems are glossed over whenever you try to remember if you have them, and are doubly corrupted beyond recognition. Luckily they don’t seem to work on things that just look like the true target, like this stock image of a mansion that isn’t the actual mansion but everyone agrees is close enough. Artistic renditions also don’t trigger the scrubbers, or perhaps they just don’t recognize them as the real deal.
Another feature present throughout all of The Kata Wing is the unusually high density of traps relative to other dungeons we know of, with each room usually having at least one and sometimes as many as fifteen. A more detailed description of each trap and how to disarm them will be given by your designated mentors, so a simple list will just be put here of the most common ones.
-Quicksand Carpet
-Eye-catching Centerpieces (metaphorical)
-Fireplace Poker Punji Pit
-Creaky Floorboard Mines
-Eye-catching Silverware (literal)
-Those Suits of Armor That Swing an Axe At You Like a Scooby Doo
-Napalm Fireplace
As for The Kata Wing proper, several biomes have been discovered that have consistent features across each one, and will be listed in order from closest to furthest from the slow entrance. Additionally, the native life of The Kata Wing will be listed in their own section.
Mansion Facade Fractal Pavillion Crawlspace Hive Residents
The biome most similar to mundane reality within The Kata Wing, the facade consists of regular sized foyers, living rooms, corridors, bathrooms, personal libraries, dining rooms, and kitchens. At first glance one would be mistaken into thinking that they’re in a normal, albeit large, mansion. But on closer inspection there are several oddities that are found in every room in The Kata Wing; firstly, each room has at least two doors in it, or put another way, there are no dead ends in The Kata Wing (not noticeable in most rooms, but you quickly notice when a half-bathroom has two doors in it right next to each other). Secondly, furniture in each room is arranged bizarrely, with there almost never being a clear path between the doors in a room without a stack of coffee tables or line of credenzas blocking your path. But there always is a path to be taken, no matter how many coat racks or ironing boards you have to crawl over, under, or through, no door has ever been completely blocked by the contents of a room. Thirdly, The Kata Wing is non-euclidean (more than most dungeons). Cardinal directions do not take you to the same place even if done out of order, an example being if you start in a living room and go west through a pantry and go north, you end up in a bathroom. But if you go north from the living room to the dining room and then go west, you end up in a bedroom, even though spatially the bedroom should be right on top of the bathroom. This effect persists throughout all of The Kata Wing and suggests that it is possibly much ”denser” than other dungeons, along with making detailed maps and directions an absolute necessity and absolute headache.
Commonly puzzles are found that require the moving of heavy objects, such as a wooden trunk made entirely out of lead, or the manipulation of several objects at once, like there being ten cabinets in the room that won’t stay close and closing them all at once. These are made immensely easier with the help of Globos and commonly reward a rare Globo color or sometimes lead to a totem core room.
Contents:
Globo types: Common - Grey, Red, Blue. Rare - Yellow, Green, Senses.
Totem Core frequency: Low
Residents: Shancilors, Rug Wyrms, and Cue Bugs
Occurring around 5 subjective miles of walked distance from the entrance, doors will start popping up with glass incorporated into them, either simple windows or entire glass patio doors. Going through these will lead to the closest thing The Kata Wing has to an outside, a stretching backyard and pavilion with trimmed topiaries, marble columns and statues littered about, and sometimes small greenhouses attached to the mansion wall. Things only start to get weird when you look up and realize there’s no sky. Around 100 ft above the ground is another courtyard, flipped upside down like a certain vampire’s castle. In the center of each yard is a hedgemaze that reaches to the other side, twisting and stretching like connective tissue as it bridges the flipped fields. Attempting to reach the top side through mundane means is possible, but your personal gravity will not flip after passing the midway point and will remain pointing ”down” even if you reach the top. The only way to safely reach the other side is to pass through the hedgemaze which will seamlessly flip your personal gravity to now walk on the ”ceiling” of the yard, letting you continue on as there is only one door on each side of the room.
Each side has a pavilion that acts as a totem core, often located in a gazebo or similar structure. Puzzles often have delvers fixing parts of the pavilion that are out of place, such as aligning statues to face the correct way or by going to a group of topiaries and pointing at the one that stands out. Be careful, as that latter puzzle can sometimes activate the topiary and turn it into a hedgeknight, though the reward in such cases is always at least a dozen rare Globos, so it is often worth it.
Notably, the flip is a persistent effect, and if one were to re-cross the gap with mundane means and go back through the entrance, they will still be upside down even on earth. This has been consistently described as ”not as fun as it sounds.”
Contents:
Globo types: Common - Grey, Red, Blue. Uncommon - Yellow, Green, Senses. Rare - Purple, White.
Totem Core frequency: Medium
Residents: Shancilors and Hedgeknights
A biome that by its nature pervades The Kata Wing, the hive is only accessible through a chance encounter with a Rug Wyrm and, after dealing with it, crawling through the hole it came out of. Cramped tunnels of wooden beams, the unpainted backside of drywall, and a cement foundation make up the twisting organic nature of these pathways. While most tunnels vary in diameter from needing to crawl on your stomach to only ducking occasionally (1 to 3 Globo body lengths), far enough into the hive are expansive caverns that are lined with wooden stalactites and stagnant pools of linens. These caverns connect many smaller tunnels and are excellent ways to traverse vast distances in The Kata Wing, though are often home to many Rug Wyrms and can be lethal to anything less than a full team and a platoon of curated Globos. A strange property of the tunnels in the Crawlspace Hive is that they seem capable of bridging the various layers and rooms of The Kata Wing through extreme spatial distortion, such as one commonly used pathway kept open through supports that connects library 87B to Pavillion 14G, a journey that used to take 20 miles of hard march over a week expedition, now only takes 20 minutes to cross 300 meters of crawlspace.
Of note is the unusual behavior observed in Globos within the Crawlspace Hive, they seem to act much more orderly and focused than those in The Kata Wing proper. They are usually found walking in single file lines through the tunnels, always walking away from what should be the deepest parts of the dungeon to the shallows near the entrance. The reason for this behavior is unknown, though an expedition to trace the path of these Globos is scheduled for next month.
Contents:
Globo types: Common - Grey, Red, Blue, Yellow, Green. Uncommon - Purple, White, Senses. Rare - Pink, Sigil.
Totem Core frequency: N/A
Residents: Rug Wyrms
Shancellors (chandelier + chancellor) are large crystalline arachnids found throughout any place in The Kata Wing big enough to hold them. For a long time it was thought that the puzzles in The Kata Wing reset by themselves like many other dungeons, shifting into place away from the eyes of delvers, but a stray research camera revealed the truth. Purposefully staying out of sight of delvers, shancellors crawl along the ceilings to any rooms with completed puzzles and reset them, extending thin filaments of light from the crystals that dangle from their bodies to pick up and move furniture. They usually have around a dozen rare Globo types sitting along their stomach they take from and place behind trophy cases or under behind wardrobes.
Shancellors are intensely cowardly, and if attacked even slightly will dart away from any delvers, dropping their stash of Globos in their haste. While an easy target, it is difficult to find one before it finds you, as they appear to have the magical quality to see through any currently on electric lights connected to their cabling webs, with nearly all lamps and luminaires in The Kata Wing connected to at least one shancellor’s network. Its recommended to turn off any lights you find if you wish to have a chance at seeing one.
Que bugs are stick bugs that seem to be made of multiple pool cues, reaching the size of a large dog. They only reside in the parlor rooms in the mansion facade, with felt nests and dart board branches they hoard any Globos that wander into their territory, regardless of rarity. If approached carelessly, they can easily severely harm or even kill delvers with their main ability. Scattered along their nest are pool balls stuck to the sticky felt, cue bugs will position themselves behind a ball and strike it with their nose to send it shooting out at speeds measured to be at least 150mph, traveling with enough force to punch through thin steel like it was paper. It is recommended to steer clear of any parlor room doors unless you are thoroughly equipped to handle the sudden and extreme amounts of force a cue bug is capable of.
Hedgeknights are animate topiaries that are only found in Fractal Pavillions. Taking many forms, they often take the shape of animals, though more abstract and generic topiary shapes are sometimes seen. Often already animate, some only start to move after a delver completes a puzzle involving the topiaries in the pavilions, though its not known if they were always hedgeknights or simply became one after the puzzle. Hostile on sight, hedgeknight do not “move” in the traditional sense merely seeing a picture of one does not demonstrate this. Hedgeknights grow rapidly in the direction they wish, with the oldest parts of them quickly wilting into nothing behind them. They mainly attack by ensnaring a delver and growing thorns around their skin and face to cause lacerations, though they can grow a bushel of leaves directly at someone fast enough to act as a punch, which is hard enough to knock out teeth. Hedgeknights do not provide any benefit from interacting with, so its recommended to avoid at all costs.
Rug wyrms have the appearance of a very large rolled up rug, with one end acting as the mouth and containing a ring of bristly teeth. Rug wyrms have no single biome, excepting the crawlspace hive, as their tunnels extend all throughout The Kata Wing. They have the ability to seamlessly shift the wood and tiling of The Kata Wing as it burrows without truly damaging it, as after enough time any holes made by them will close up to leave no trace. If one emerges near you while on expedition, it is recommended to engage if capable instead of fleeing, as their bodies and tunnels are of great value to the Eskewed Estate. Their tunnels can cut down on travel time immensely if properly mapped and held open, but their bodies also have a very useful property that is employed at the estate. Once rolled out like a normal rug, walking across the body of a rug wyrm will instantaneously send the walker to the other side of the rug. This property can be used repeatedly with no signs of decay, and is why these rugs are used in the corridors of the Eskewed Estate to decrease travel time between sites. They are also integral to project Fast Track, a plan for public transportation utilizing rug wyrm rugs, though supply makes it a distant possibility.
Similar to its unusually high amount of traps, The Kata Wing has a strangely low number of living creatures in it, with one exception. As of the most recent tally, these are the all the creatures that have been encounted in The Kata Wing.
Shancellors: 7
Cue Bugs: 16
Hedgeknights: 3
Rug Wyrms: 22
Globos: 12,704
