The Lyschtager Estate was the ancestral seat of the Earnest Lyschtagerfamily, standing in the highest region of Cliffsunder below the Alabaster Palace. The mansion was composed of long, labyrinthine halls of marble which ran beneath tall, vaulted ceilings, every surface carved. The floors were laid in black, grey, and white stone tiles, patterned into a checkerboard. At the heart of the house was a grand courtyard, where the Lyschtager children were allowed to play. Situated among the city's high peaks, it was easily defensible, and staffed with a significant guard presence.
The halls and alcoves of the Lyschtager Estate were crowded with stone statues, great taxidermied Beasts, and massive paintings. These depicted battles between Angels and Devils, of the great Dragons and Giants which ruled in the Pre-Unified Age, and of myths half the household could no longer name. Granite pillars and walls shaped into the faces of angels and devils, Gargoyles and Demons, with halls that seemed to contain endless art and history. However, only part of the estate was what it appeared to be.
Most of the house was mundane, if opulent, and a full domestic staff kept it clean and running. But the back section of its halls was bound in Illusion Spellcraft strong enough that walking the same corridor twice did not guarantee reaching the same place twice. Its true layout bent, curved, and forked in ways the illusion hid, presenting itself instead as straight, orderly hallways, with no doors where doors existed. The paintings, statues, and beasts seemingly repeated at random but slightly altered, and under close inspection, it became obvious that the generated art was completely without merit.
This warded section needed no staff and maintained itself, and its illusion functioned as the Lyschtager Estate's real security. Only the heads of the house and the chief stewards of the estate ever learned the secrets to travel its back half; these few who knew the true path could move cleanly through it to any room they intended to reach, as the illusion generated further fake rooms and unending halls. Any who did not know how to navigate were left to find their way by trial and persistence, and the more valuable a room's contents, it seemed the harder that room was to stumble onto by chance.