Everburning torches light every corner of the floating towers, unless a member of the Congress has a specific reason to prefer darkness. Some everburning torches burst into flame only when someone enters the room, dousing themselves instantly when the room is vacant. Others burn with strangely colored flame, adding a bluish or reddish tint to everything they illuminate. The floating towers are a quiet place; distracting noise is conducive to neither study nor political machinations. The temperature is always mild within the floating towers, no matter what is happening outside.
The Arcane Congress built the floating towers over eight hundred years, so their walls have known many architects, both mundane and magical. Within the floating towers, there’s always a strong aura of transmutation (the spells that keep the towers aloft) and at least one other aura.
Arcane architects aren’t constrained by the square footage within the floating towers’ walls; some rooms exist extradimensionally, and each tower has far more space on the inside than a conventionally made castle would. In general, the floating towers have smooth stone floors, superior masonry walls, and 15-foot-high wood-paneled ceilings (with 30-foot-high vaulted ceilings in particularly large chambers). There’s no consistency to the doors within the Towers. Consult Table 3–17 in the Dungeon Master’s Guide to determine the qualities of a particular door.
The floating towers are too vast to completely map, and such map would be out of date by the time it was completed. Especially in Nocturnas and Skyreach, the wizards are always making magic alterations to their demesnes. If characters are wandering through a floating tower, use Tables 3–11 and 3–12 in the Dungeon Master’s Guide to determine each room’s features, then roll or choose a room type from the accompanying table.