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Area/Zone
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Room Description
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1.
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Chapel Catacombs
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Entrance to the Forbidden Catacombs
[Exits: north east south west up]
You have entered the forbidden catacombs. This cave system must have been
built long ago. The air is dank and smells of something dead ... or maybe
undead. Enter here at your own risk ... something evil abides.
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2.
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Chapel Catacombs
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The Lower Chambers and Tombs of the Undead
[Exits: north]
This room has been totally hollowed out and smoothed, and a pit has been
drilled in the center of the floor. There are extensive gruesome paintings
of beasts and monsters terrorizing the countryside; vampires sucking the
blood of beasts and humans alike.
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3.
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Chapel Catacombs
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The Shrine of Cristis
[Exits: south]
Different than the rest, this place has not been desecrated. An altar still
stands here and the walls show scenes from the life of Cristis the Kind,
a ruler of the outlying regions west of Midgaard. There is a stone staircase
leading down. The Ghost of Cristis the Kind stands here.
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4.
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Chapel Catacombs
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The Grand Hall of Kings
[Exits: north east west]
A long hallway stretches east and west. On the southern side of the hall
there are many doors, each with the name of a king who has died and is
entombed here. The hallway is beautiful yet chilling. Even though the area
has been kept well by acolytes, there remains a stench of the undead.
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5.
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Sanguinna & The Keep
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The Haven of Spriti
[Exits: north east] Suddenly, you find yourself in a haven where the feeling of peace surrounds you. The denizens of this land huddle together here in groups, bathing in the soft white glow of a candelabra atop a plain pine table. Behind it stands a spirit that is entranced in uttering blessings. As the bell tolls in the distance, a wave of smiles breaks through the huddled throngs of people. Then, some stand, nod at Spriti, and leave. As soon as they reach the edge of candelabra's range, they appear to lose what consciousness they had and begin their wanderings again. As they leave, others arrive. The arrivals smile with evident relief, huddle down beside loved ones, and cry softly as smiles light their lips as each toll of the bell sounds out.
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6.
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Sanguinna & The Keep
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Base of the Oak
[Exits: west up] A gnarled ancient oak towers above the ground here. Several thousand years old and glowing with a soft white aura its width is that of at least four men standing side by side. You feel the presence of a great peace here, and of powerful spirits. A tombstone lies here next to an unblemished sardonyx altar.
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7.
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Sanguinna & The Keep
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The West Mural Room
>[Exits: east] The walls of this room are covered with moving images. Their stories are locked within the murals that have been painted onto them, and as you watch in fascination, you can see the images shift and move about... telling their story as it happened, so many many ages ago. l mural You see images of hunters and hunted, fierce battles and the cries of enemies. You see undead lords vying for power, and the presence of chaotic tigers and bears and a mass of fools, sacrificing themselves on the fangs of the Hunter. You see the three guns, large and incredibly powerful, menacingly gazing back through time at you. You see the wemic stand where the young daughter of the Kindred was taken and brought back to the now. You see blood and the feasting of hunters and the mourning of gatherers. You sense turmoil and feel chaos, but the peace of order gradually overtakes as the Hunters begin upon their mission of protection. You see the demons, true children of darkness ally with the hunters... and then... the memory is all that remains... the images leave your mind like a flood. You feel hope.
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8.
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Sanguinna & The Keep
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The East Mural Room
>[Exits: west] From wall to wall, floor to ceiling, the walls of the room are covered with images that seem to dance and move about even as you watch them, telling their stories that some magical artist has locked inside them. You feel a deep desire to simply remain here and observe them. l mural Twisting and dancing in strange patterns of light and darkness, you see images of a Vampire lord, a child in the presence of Fire, his young mentor... and the overpresence of benign and gentle mischief. You see the images twist and change and see the lord grow into his own power, and you see the hundreds of friends and faces that adorn his memories. You see gemstones... sapphires... topazzes... you see jade and a tree... you see... the words shift and your memories blank before you can witness the next picture. On your memory, there is only the strange word... Kindred.
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9.
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Dwarven Catacombs
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Scene of Ghastly Horror
[Exits: north south] An army of undead creatures of all types are lined up patiently. Their leader is an evil demonoid necromancer. His plans to use his army of undead to take over the world seem about ready to get underway.
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10.
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Dwarven Catacombs
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New Graves
[Exits: south west] The tombs in this section seem somewhat more recent. Rotting zombie warriors groan and wail with blank stares. You hear sounds of digging off a bit to the south.
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11.
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Dwarven Catacombs
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The Burial Grounds
[Exits: east west] Legions of skeletal warriors wander by and battle the enemy even in death. Old battle lines have been forgotten and new ones made. Its a gruesome scene.
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12.
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Dwarven Catacombs
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The Burial Grounds
[Exits: east west] It seems as if many of the warriors could not stop fighting even in death. They fight amongst each other and flail at any living being that would wander near.
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13.
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Dwarven Catacombs
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Desolate Ruins
[Exits: south] Several mausoleums used to grace the way here but these have been defiled. And most have been torn down and burned by looters. Some still seem to be intact to the south. To the northwest is a seeming field of tombs of soldiers, now a battleground for the undead.
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14.
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Dwarven Catacombs
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Entrance to the Burial Grounds
[Exits: east west] You have entered what appears to be a burial ground of sorts. The templars buried their dead here. Chills go down your spine as you feel something watching you. You hear the random groan of a ghost, the howl of a wraith, and the dry clanking of bones.
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15.
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Dwarven Catacombs
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Curator's Place
[Exits: east down] The undertaker, the historian and the curator used to be here. Now they too have joined the legions of the undead. From the looks of the place they seem to have starved to death. Rickety stairs head down into a sort of basement.
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16-17.
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Ghost Town
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Gladiator Way
[Exits: north south] You are on the long march to the Gladiator's Arena, a rough shod street, which is still in surprisingly good condition. You can feel the eyes of the dead citizens appraising your fighting ability as you walk down the street. From the now ruined gladiator's barracks and equipment shops you can practically hear the gladiators of old debating your fighting prowess. The fighting spirit, if naught else in this city, is still alive.
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18.
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Tier S'Halen
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A Narrow Track in the Dying Lands
[Exits: north south] The sense that you have somehow crossed an important line into a place that is much less friendly than the rest of the island grows with each step. The very color seems to be slowly fading from the land around you, until all that is left is a dull grey - the grass is dead and dry, the soil leached of color. You realize that you have not seen any animals for the last several moments, but yet you still sense movement in the dry bushes. l east Was that a whisp of fog, or perhaps a haunting spirit? It's hard to tell...
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19.
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Tier S'Halen
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An Ancient Street with No Name
[Exits: east west] The sign for this street was obliterated by whatever force destroyed the city, or perhaps during its entombment, leaving it anonymous, named only in the memories of ghosts. Almost in response to your presence, an unnatural wind picks up, and a mournful sigh can be heard as it whistles through the corpses of the trees that line the street upon which you stand.
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20.
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Tier S'Halen
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An Abandoned Playground
[Exits: east] A now twisted and nightmarish tangle of metal and rotted wood is all that is left of the once graceful and welcoming playground for the children of the village. The arch of the swing set is broken and the seats lie forlornly in the dirt. Perhaps the haunted souls of the obliterated children play here still, invisible to your eyes...
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21.
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Tier S'Halen
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The Librarian's Jest
[Exits: south] Perhaps a bit of whimsy on the part of whomever directed the Library, this room appears to be a workplace for the cataloguing of new items for the library. Apparently the bookshelf/door protected this room, as it was untouched by whatever immolated the library proper. A twenty foot long table is loaded with letters, documents, books, and treatise on a variety of intriguing subjects, just waiting for your perusal. A small checklist reveals the items the Librarian was working on at the time of her demise. l ramblings (torn) and I slew him but he rose again, and again, and though he bled, he did not die the Final Death. Terror gripped me, as he rose again.... how is it that this fiend does not follow the laws of Mortality? I demanded the answer of him, and he laughed as he raised his blade, and gestured at the amulet of twisted metal about his neck. Thinking it the source of his power, I ordered his slain again, and took it, but yet, he rose again, and the necklace appeared once more on his breast. He mockingly introduced himself, and called himself "Darl'Shinai, the Soulless One"...
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22.
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Skelos
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Carnage on the Path
[Exits: north south] You can’t see anything but a ghostly outline of a rampaging spirit, she is ripping any animals she can catch into small pieces. She looks for newer and better prey.
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23.
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Skelos
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Small Cave
[Exits: south] Scattered around the room are the little trophies the wraith has collected, a small skull here, a leg bone there, a flayed skin on the wall, are just a few.
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24.
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Altibia
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Old Altibia
[Exits: north south] Once gaining your bearing in the dark you see a long tunnel ahead. In the oppressive atmosphere you feel souls lurking and the magnetic pull of magic and its strength. You have found the catacombs of the lost city! ALTIBIA!!!
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25.
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Altibia
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Hallway
[Exits: north south] An ornate spire has been chiseled by an ancient mason out of granite stone. This, the entrance to what once stood an enormous castle for the hierarchy of Altibia. Fallen from the wrath of The Evil One, its gilded corridors have been reduced to a labyrinth of coral encrusted tunnelling shafts. Creatures still wander these tunnels, from the sea or ghosts of the past.
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26.
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Altibia
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In the Labyrinth
[Exits: north south] Great hallways loom before you. You light is barely needed as the glow of auras illuminate your path. A strange magnetic force of magic seems to pull you further inside the maze of Altibia. The magic of the undead? The feared and immortal wizards concealed here in eternity?
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27.
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Altibia
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In the Labyrinth
[Exits: north south] Great hallways loom before you. You light is barely needed as the glow of auras here illuminate your path. A strange magnetic force of magic seems to pull you further inside the maze of Altibia. The magic of the undead or the living? The feared and immortal wizards concealed here in eternity?
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28.
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Altibia
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Lighthouse Beacon
[Exits: north east south] The remains of the guiding beacon lie strewn about on the floor, which is also rotten away dangerously. The shiny glass of the windows have decayed to dust about your feet. A ghostly presence seems to surround you.
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29.
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The Dark Manor
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A Slave Pen
[Exits: west] The pen is thirty feet square, with closely set blocks in the wall and floor. The ceiling is actually hewn from living rock. Straw litters the floor, and chains hang from the far wall. A small drain is in the center of the room. The stench of ghouls lies heavy here.
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30-33.
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Cavern of Vile Rune
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In the Cavern of Souls
[Exits: north west] Torches line the cavern walls, skulls stacked at the base of each. A whispering wind blows past, the voice within it reminding you that there are those who say the winds are the spirits of orcs long past. Because of that legend, it is here orc shamen come to conduct rituals.
[Exits: south west] Torches line the cavern walls, skulls stacked at the base of each. A whispering wind blows past, the voice within it reminding you that there are those who say the winds are the spirits of orcs long past. Because of that legend, it is here orc shamen come to conduct rituals.
[Exits: south west] Torches line the cavern walls, skulls stacked at the base of each. A whispering wind blows past, the voice within it reminding you that there are those who say the winds are the spirits of orcs long past. Because of that legend, it is here orc shamen come to conduct rituals.
[Exits: east south] Torches line the cavern walls, skulls stacked at the base of each. A whispering wind blows past, the voice within it reminding you that there are those who say the winds are the spirits of orcs long past. Because of that legend, it is here orc shamen come to conduct rituals.
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34.
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Adventurer's Guild
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Room of Records
[Exits: east] This simple room has many plaques hung on its walls. With just a quick glance you recognize names and events that have made history and inspired many to even greater deeds so that their names would also be inscribed here. It's possible, given valiant effort, great deeds, and a (in)famous reputation, that your name might be added here. A book on a lectern provides an index to all the different plaques. l plaque8 The Search for Grimdale's Gold Legend had it that Grimdale, ancient king of the dwarves, had a hidden store of gold...the only clue being the key which he held in his hand and would not speak about. Madman was amused and announced a Quest to the mortals of the world: "Find what the key opens, and great honors will be yours!" Brave adventurers came by the dozens to seek the gold, and many died or gave up the quest. But one strove onward to seek fame and glory...battling the spirits and Grimdale himself, he took possession of the key. Puzzling over its secrets, he fought battles, risked sure death by drowning in the flooded tunnels, risked life and limb on all manner of tortures, until at long last he stumbled upon the door the key opened... This brave soul was Cerebus...ask him what drowning feels like sometime, and perhaps he will tell you the story of his quest for Grimdale's Gold during which he experienced it for himself. l plaque13 . The plaque explodes into tiny fragments! Boy, have you done it now! A spirit mumbles, "kjdagftu!" You feel UNLUCKY!
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