This palace is always inhabited, as at least one of the spellwrights must be present at all times, while the rest of the members travel and do quests. However, it is not uncommon for them to return (using teleportation magic or the adranach) to benefit from the location's resources and defenses. The mercenary mages that form the base of this organization are not always allowed in the headquarters, only coming when they are considered promising and/or are brought by one of the spellwrights.
The only reasons for all spellwrights to be in the Palace of Wonder are meetings called by one of the four chief spellwrights (at which attendance is optional), and the annual Wonderworker's call (which cannot be ignored).
Description
The Palace was placed in the ruins of a very old Issylran settlement, but it is covered by illusions, so people see only a crumbling building. This magic hides the actual Palace, a magnificent edifice of magic and wonder, with five different wings.
Halls of Splendor
This wing of the palace (the ground floor), which has its own teleportation circle, is the area most often seen by select non-League guests when they visit their headquarters (always with a member's permission).
Living up to its name, this area is characterized by its interconnected halls, all examples of luxury and splendor, with elegant marble, vibrant colours, brilliant lighting and beautiful tapestries extolling the spellwrights and their works.
Bowers of Recovery
This wing of the palace (the second floor), which has its own teleportation circle, is the area where most of the spellwrights usually stay, and where they have their important meetings.
This floor is a paradise of enchanted vegetation that attacks and devours any intruder not escorted by a resident. There is also a conference chamber with a mithral mask from which the Wonderworker occasionally issues proclamations.
Towers of Farsight
This wing of the palace (its pinnacle), which has its own teleportation circle, is the area in which the four chief spellwrights reside and study in private, and in which they keep magical instruments used to see, hear and communicate regardless of distance.
The highest part of the building is crowned by four sky-scraping towers. Presumably each of them is inhabited by only one of the four spellwrights.
Dungeons of Despair
This wing of the palace (just beneath the ground), which has its own teleportation circle, is the area used to hold and torture the prisoners of the League.
These dungeons, guarded by a mage hunter golem and various spirits of former prisoners, consist of several cells equipped with special shackles and other instruments designed to restrain and harm anyone, even those with arcane abilities.
Cradle of the Adranach
This wing of the palace (the deepest beneath the ground), which has its own teleportation circle, is the area where all spellwrights are initiated, and where their adranach are crafted.
It is a unique arcane laboratory that is reached by following evershifting (they change every day) tunnels that extend from the dungeons, and that lead to another series of laboratories with different purposes, all above the Cradle itself. The tunnels have a special mark that helps to find their way around, but it is only visible to those who benefit from the True Seeing spell.