Near the entrance to the Dwarven-halls, Aaron has claimed a few rooms for his own. The door to them opens into the entrance hall to the caves, and it's usually kept open, so that as much light and air can come into it as possible. It smells very fresh, very clean -- like athelas, if you know it -- and it's lit by a fire at night, when it's cold, and with strange torches the rest of the time. Aaron has wound what looks like glowing white thread around long sticks and iron bars and placed them at intervals around the cave. The light is very good.
The first room has the fireplace, a table, and a few chairs. The shelves have boxes on them full of healing plants (and a few recreational ones) neatly organized, surgical tools, needles and thread, and a few modern things like painkillers, general antibiotics, anethetics, iodine, disinfectant, all in small amounts. A locked chest or two sit under the shelves. Half a dozen more tables line the walls, of mismatched makes and sizes. All, however, are long enough to lie on.
Go through the door at the back of the cave, and you'll find yourself in a small, circular room. Counting the one you just came through, there are four doors, total. Straight ahead is a small alcove. Water from the deep spring comes through a carved fountain about waist-height in the wall, falling into a stone basin below. The water escapes through a groove at the top of the basin, flows down a channel, and disappears into the wall opposite.
The door on the immediate right is closed; it's a small room for living in. The door ahead and to the right leads to a room with several beds -- again, mismatched, some clearly brought from other parts of Deepwood. They're neatly made, unslept-in. To the left is a door that leads down into the rest of the Dwarf-halls; formerly barricaded, now unlocked, it usually stands closed.
Aaron's Clinic-Cave
The first room has the fireplace, a table, and a few chairs. The shelves have boxes on them full of healing plants (and a few recreational ones) neatly organized, surgical tools, needles and thread, and a few modern things like painkillers, general antibiotics, anethetics, iodine, disinfectant, all in small amounts. A locked chest or two sit under the shelves. Half a dozen more tables line the walls, of mismatched makes and sizes. All, however, are long enough to lie on.
Go through the door at the back of the cave, and you'll find yourself in a small, circular room. Counting the one you just came through, there are four doors, total. Straight ahead is a small alcove. Water from the deep spring comes through a carved fountain about waist-height in the wall, falling into a stone basin below. The water escapes through a groove at the top of the basin, flows down a channel, and disappears into the wall opposite.
The door on the immediate right is closed; it's a small room for living in. The door ahead and to the right leads to a room with several beds -- again, mismatched, some clearly brought from other parts of Deepwood. They're neatly made, unslept-in. To the left is a door that leads down into the rest of the Dwarf-halls; formerly barricaded, now unlocked, it usually stands closed.