193 rooms · levels 40–50
The forest is made up of many pine trees and very thick underbrush. The deep ruts continue to the north and south. Smoke rises to the sky to the north.
Above the treeline in the north, smoke rises into the sky from somewhere unseen. The trail turns west here, and back to the south it bends down toward the docks.
The trees and brush appear to thin out a little here. To the north, dwellings can be seen, and a small town appears to have been built.
Spreading out to the north, a small town appears to be flourishing despite its remote location. Just to the north, a fountain sits in the middle of a large intersection. Buildings follow the roads throughout the town. The forest is to the south, as are the docks. There is a small sign posted here.
The road leads in all directions at the entrance of town. East and west seem to be a round-about way through the town, while north leads to the marketplace. A forest looms to the south, with a dirt road leading into it. There is a fountain in the center of the intersection that is completely devoid of water. A large manor is just to the north and west side of the road.
The road here leads around the main area of town. Houses line both sides of the road, but the main dwellings are on the north side. Beyond the homes on the south side the forest begins, and a stone wall can be seen among the trees. Every so often, the wall has been demolished.
The street here is a fine cobblestone, which makes for easy walking. Houses line both sides of the street. Each house is an amazing structure, towering three, sometimes four stories into the air. Although appearing man-made, there is an inherent sense of magic within the stone walls. A large marketplace spreads out ahead to the north. To the west is a fine manor, apparently the residence of someone important.
The road here leads to the east and west, avoiding the center of town. Houses line both sides of this road, mostly on the north side toward the interior of the town. South of the houses, a broken wall can be seen just inside the forest.
This large area in the center of town is the marketplace of Ettersia. All around the marketplace are carts selling every thing from food to weapons. The area is full of people, making traveling along this road difficult. There are exits in all directions, with citizens entering and leaving the marketplace constantly.
To the south, the bustling of citizens going into and leaving the marketplace can be heard. On both sides of the road the strange, three-story houses climb up into the sky, still a marvelous sight. Farther to the north, there begins a trail that leads into the forest up a hill in the distance. From here, there is a tower of some kind visible between the trees on top of the hill.
The intersection here leads in all directions. The road to the north becomes a dirt trail the further north you go. East and west continues around the main body of Ettersia. South leads directly into town towards the marketplace. Mulling about are citizens of the city, none looking very pleased with their lives at present.
The road here makes a transition from the cobblestones of the town to a well-formed dirt trail. No cartwheel ruts are left here, only several sets of footprints leading in both directions. The trail appears to continue north for a ways, then disappears into the trees.
The trail heads east into an eerie forest, or south to Ettersia. With the noise gone, sights and sounds of the forest begin to flood the senses. Thick trees line both sides of the path, making it difficult to see into the woods. The occasional sound of snapping twigs catches one's attention.
The forest here feels totally suffocating. Movement is impossible, but while standing still, the feeling of floating forward is overpowering. It may still be possible to escape back to the east to the main path.
The feeling of floating has stopped, and there is now a small path through the thick underbrush. Not much can be seen in any direction, but there is a faint sound of running water coming from the north.
The trail here is very faint, making traveling difficult. Traveling single file is necessary, and occasionally one must hack through the thicker vines. The sound of water is much closer, and there appears to be sunlight streaming into the underbrush from the north.
The beauty of this vale is awe-inspiring as soon as anyone steps through the thick underbrush. In the center of the vale is a spring which starts a tiny stream that trickles eastward out of the vale. Several animals enter and leave the vale, each seeming to pay some respect to the goddess who sanctified this place. The underbrush thins to the north, where a clearing full of flowers can be glimpsed, and the faint trail winds back south.
The trail here begins to climb a hill to the north, but walking is still easy. The forest is still thick, obscuring vision in all directions except the directions of the trail. There are footsteps in the dirt, not only leading up and down the trail, but also some go into the forest.
The trail continues making its way through the trees. Sunlight peeks through the branch ceiling here and there, and birds chirp somewhere off in the distance.
As the trail continues winding up the hill, it appears that a skirmish occurred here. There are a myriad of footprints having trampled the dirt, and small pools of dried blood are splotted here in the dirt. The immediate area is very quiet. The trail continues north up the hill towards what appears to be a small tower or west back down toward Ettersia.
The trail has leveled off here, and a tower appears at the end of the trail to the north. The forest here is still thick with trees, obscuring the view on either side. The trail also goes south, down the hill toward the city itself.
Just ahead are the ruins of the once mighty Ettersian mage towers. On either side, a high stone wall surrounds the ruins. Hanging by its hinges here is a large broken gate. Areas of the wall have been destroyed, allowing easy access to the animals of the forest.
The grounds of the tower would have begun here if the tower still stood. To the north, there is an entrance to what remains of the once powerful domain of the Mages of Ettersia. To the east and west, a small trail around the grounds leads away from the gate. The city lies to the south.
The trail here appears well traveled with many footprints leading in all directions. Southward the forest starts once again, the wall surrounding this ruined tower showing between the trees. North of the trail stands what remains of the tower. The trail goes on east, and back west to the gate.
The trail here has come to a dead end. Beyond it the forest presses close on the east and south, where the wall surrounding the tower is still somewhat visible among the trees. The trail north has been blocked off by a wall of the tower, which was destroyed and has fallen to cover the trail. The only way on is back west.
A way can be found through the ruins of this tower. South, just before the forest starts, a tall stone wall surrounds the tower, at least what remains of it. The walls of the tower itself block any movement north. There is more open ground to the west, and the entrance to the tower lies east of here.
As a path is made through the rubble, at the very corner of what was once the tower grounds, a stone pillar sprouts up from the ground. Even though the top of the pillar was broken off, the bottom of the stone has a picture carved into it. The picture depicts two men waging a battle, appearing to hurl spells of destruction at one another.
The small trail around the ruined tower ends here at a pile of stone that blocks the way north. Beyond the rubble the forest stands thick, with an occasional glimpse of the wall that surrounded the tower, and on the east rises what remains of the outer wall of the building itself. The trail leads back south to the pillar.
This room appears to be a natural tunnel, except for the small globes that are hanging every 10 feet on the walls. The globes emit a faint light, enough to see without straining. The hallway goes east and west, leading down more natural tunnels. There is a ladder here, leading up and out of this area. On the southern wall, about chest high, a horizontal slit can be seen in the wall.
This room is very small, consisting entirely of a round table covered with dice and cards. Four chairs surround the table, each with a mug of ale set at the table in front of it. In the center of the table is a small pile of coins, apparently a game's earnings.
This large room consists of many tables and a very large stove. Above the stove, the smoke that emanates from the oven disappears into the ceiling where no apparent exit exists. There are dishes and mugs here along with many eating implements including knives. Hanging in the far corner of the room is a skinned carcass of some large animal.
The basement of the house is fairly large for an excavated area. There is not much here except for some crates that contain extra clothing or toys for the farmers' children. As soon as anyone sets foot down here, a great crash sounds overhead and part of the roof caves in, half burying the basement under charred timbers. Only a narrow gap among the fallen beams still leads back up into the burning house.
This room is very small, no bigger than 5 feet wide and deep. All that furnishes this room is a chair in the middle of the room, and a rope hangs to the side of the chair. The rope leads up into the ceiling, from there only the gods know. It must be a device intended to alert everyone of an invasion.
The water is fairly calm here, though white caps crash from time to time. Far off in the north, a large land mass can be seen, and flocks of seagulls hover above it. The coast road comes down to the water's edge in the west, and the shallows run on east toward a line of docks.
The water is calm here. The swelling of the waves has fallen into a steady rhythm. Flocks of seagulls hover overhead, crying out to each other. The shoreline is close now, curving round to a line of sturdy docks in the east.
This was once a beautiful foyer for a large keep. Looking upward now, the sky shows through the ceiling where the second floor once was. Here and there are tatters of large tapestries that once decorated this room. The tower had exits in all directions, but not much is left with the rubble that is scattered throughout. Occasionally, one spots a skeletal hand poking out from underneath the stones.
It is hard to determine the use of the rooms here. Everything that survived the devastation has been crushed or utterly destroyed. By the looks of the wreckage, all the tables and chairs that are lying around look like an old school room. Someone, or something, has been here recently, for there are tracks leading in all directions through these ruins. Most of them end at a narrow gap in the eastern wall, half hidden by a fallen beam. The foyer is back to the west.
This room must once have been a beautiful hall. There are ruined tapestries around this large room, and the floor is black stone, covered with dirt. The northern section of the room is caved in, blocking any exit that was once there. On the floor in the center of the room is a large crystal chandelier, broken into a myriad of pieces. There are not many directions to go from here.
The last accessible room appears to have been used as a sitting room. There are two plush couches here with small broken tablets next to them. The immediate area here is very clean with little dust on the floor. Upon closer inspection, there is a small round hole in the floor under one of the couches.
Just down the road a ways east, the marketplace bustles with activity. There is a road to the west that leads north and south, apparently circling the town. To the north, a bar stands, door opened, willing to serve anyone who enters.
The road around the town continues at this intersection to go north and south. To the east, the marketplace can be seen in the center of the town. Westward the road once ran out through a gate into the forest, but the gate and gatehouse were destroyed, and their rubble blocks the way.
Houses continue to line the road, mostly on the eastern side of the road. Looking west, the forest again consumes the entire horizon. A broken stone wall can be seen a short distance into the trees. The road continues north and south.
The road that surrounds the town of Ettersia continues here, turning north and east. Houses line both sides of the road, but lie mainly on the interior of the road. There is a destroyed tower in this corner of town, probably destroyed by the pillagers of the town. A wall can be seen off into the trees, mostly rubble now.
The road is surrounded by homes lining both sides of the street. Beyond the houses in the west, the trees of the forest rise. The road continues to the north and south.
The road that leads around the town of Ettersia continues to the south and east from here. There is a ruined watchtower on the northern side of the road. Houses continue to line both sides of the road, mostly along the interior side. A broken wall can be seen running just inside the forest, which closes in on the north and west.
The areas here are much different than the other areas along the road. The homes and trees on the north side of the road have been toppled or burned. A large section of trees has actually been completely uprooted. Even the homes on the south side of the road did not escape the carnage, many of them sustaining some damage. The road runs east and west.
The road here continues to the north and west, while houses line both sides of the road. A destroyed spy tower rests in the southeast corner of the town. Several figures can be seen walking in the forest beyond the southern houses.
The road around town continues, going only north and south. Houses abound on both sides of the street, towering up several stories. The homes closer to the center of town appear in good condition, while to the outside of the road several of the houses have been damaged. There is an intersection not far to the north.
This intersection leads in all directions. The road that bypasses the center of town continues to the north and south. To the west, deep inside the town, the marketplace can be seen with many people crowding the area. A forest opens up to the east, the road turning into a dirt trail further in that direction.
The road here continues to the north and south. Beyond the eastern houses, the trees of the forest tower into the sky. Houses line both sides of the road, but not many people are out walking through the town.
The road around town continues south and west. Houses stand on both sides of the street while trees from the forest rise up all around on the east and north. What remains of a look-out tower stands in the very corner of the road. In its present condition, not much looking is being done out of it.
All along this stretch of road, the houses and trees in the forest have been damaged or utterly destroyed. The homes on the inside of the road have mostly just been singed by fire. Large sections of forest north of town have been chopped or burned to the ground. The road continues to the east and west.
To the west, the bustling of the town marketplace can be seen and heard. There looks to be much to do in the marketplace if one could make their way through it. To the east, a road leads around the city, and the forest once again appears. Just south, chanting can be heard, and few people wander in and out of this temple possibly to pay homage.
The trail appears to split north and south, also leading to a town to the west. Peering into the forest, it appears to be endless. Trees tower above, nearly stopping all light that tries to enter. It is very quiet except for the sounds of birds and insects.
This road leads east into the forest. As the road reaches the forest edge, it changes from stone to dirt or mud. On either side stand the last of the shops and dwellings that make up the city of Ettersia. This road appears to be heavily traveled due to the deep wagon ruts in the mud.
Minutes pass into what seems like hours as the trail continues on, north and south. Now and then the forest thins on the east side, revealing miles of open field. A bird chirps now and then, and squirrels race out of the trees in search of food.
The forest opens to the east, revealing miles of fields used by the Ettersian people as farmland. Here and there, farmhouses dot the skyline and wagon trails can be seen leading in all directions from the edge of the forest. A path leads north into the forest.
Farmland stretches out north and east as far as the eye can see. Here and there, a farmhouse sits on the fields. The fields appear untended, the crops dying or overgrown with weeds. There is not a farmer to be seen. Mountains loom in the south, making a natural wall that stops all farming there. A wagon trail runs north through the fields, and the forest begins back to the west.
Leaving behind the Vale of Mielikki, the clearing now entered is no less beautiful. Sprouting up all over the ground are lilies, seemingly thousands of flowers. Off to the side of the clearing, a hammock is strung between two trees. Below the hammock, a strange round object sits. It appears, other than the exit to the south, that it may be possible to push through the trees to the east.
Crops grow here, waiting to be harvested. Now and then, sounds can be heard from somewhere in the rows of crops. Several tools lie around here, apparently someone was planning to begin the harvesting but never got around to it. Farther to the south, a mountain range sprouts up. Up in the mountains, is that a turret?
This small room is quite unremarkable. It may serve as a quiet chamber for Doegan to speak privately with any of his contacts on the outside. There are a few tapestries hanging on the walls here, depicting many battles waged long ago. On a desk along the one wall rests a journal, lying open.
Wagon trails continue in all directions, with one leading to the remains of a farmhouse south of here. The reason for the poor state of the fields has become evident. The farmhouse has been set ablaze and is now no more than a smoldering husk. What remains of the door is hanging limply in the doorway. The roof is still present, but it appears as if no one is currently living in this house.
The interior of this farmhouse has been gutted by fire. There is no sign of the family that once lived here. It seems that they have fled away from the fields. There is some furniture left in the building, all of which has been burned. The chairs and tables have been tossed around the home, as if someone was looking for something.
The fields continue to the north and south, but to the east a trail begins to lead into the mountains. Many centuries ago, a castle was built in the mountains, but it is unknown if the castle still stands. The eastern trail could possibly lead to this castle, or the northern fork can be taken to continue through the fields.
The fields here continue in all directions, still with the occasional farmhouse standing here and there. A mountain range looms to the south, and a trail leading into the mountains can be seen just to the south.
Just to the west, one of the farmers' homes is burning, billowing smoke high into the air, visible for many miles around. All about, the fields grow corn and the other crops the townsfolk live on. To the south they run on a ways before the mountains rise and fill the view.
Standing in the field, just north is a house spewing flames from every opening. The door, what is left of it, hangs on one hinge, while fire and smoke billow forth. There appears to be no creature still alive within the house, and the corpses of many of the farm's animals lie about the house.
Flames fill the common room of this house, causing the black smoke seen from the forest. It is near impossible to breathe in here, and the sound of creaking wood fills the ears. In the corner of the house, a portion of the ceiling has fallen, partially blocking an exit going down. Nothing, it appears, can be salvaged from the home. It may be best just to get out before the roof caves in.
The temple seems to be not dedicated to one specific mythos. Several different altars are spread out throughout this building, with many chairs facing each one. In the far corner of the large room, a large metal box sits on the floor. The majority of the altars have been desecrated, leaving one god receiving most of the worshipers.
Many crops, ready for harvest, sprout up in all directions. Corn stalks as high as most men take up the majority of sight. The main cart path leads to the east or north.
Upon entering this tavern, one's senses are assaulted with much noise and smoke. The scent of fresh foods are everywhere, along with the smell of some very good ale. The many tables set up about the tavern's common room are almost completely full, making life difficult for the few waitresses working here.
The surrounding fields are ready to be harvested. The crops are ready, but it seems no one is around to do the work. Cart paths continue to branch all around with the occasional house seen in the distance.
The trees open up, and spreading out across the horizon are miles of fields and farms. Here and there, small houses sit in the fields, and dirt roads intertwine around the fields. The tree branches here seem less dense than the rest of the trail through the forest. Off in the distance, black smoke floats up into the air.
All around are sounds of birds chirping and small animals stirring. The trees stand tall enough to block out the majority of the sunlight. Faintly, through the trees on the east side, glimpses of farmland and some rolling hills can be seen. The trail runs north and south.
The tunnel continues on, leading south or west from here. Many footprints can be seen in the dirt, each one leading in a different direction. Further south, strange noises - similar to human voices, can be heard echoing down the hallway.
This natural tunnel bends south or east here. The walls, floor, and ceiling appear totally natural. There are globes of light every ten feet or so along the walls of the tunnel - the only thing that makes this tunnel appear to not be completely natural.
The tunnel to the west changes drastically. The floor and walls become fitted stones, and there is hardly a sign of dirt. The globes on the walls here continue around the bend. The tunnel also goes to the north.
This tunnel appears different than the ones entered originally. The walls, floors, and ceiling are made of stones perfectly fitted together. The strange glowing globes still line the walls, making visibility perfect. The scent of fresh foods wafts from somewhere to the north.
The walk through this tunnel continues without much trouble. Ahead, there is an intersection that splits the tunnel. The smell of food lingers in the air, while farther up the tunnel many people can be seen walking into and out of a room.
This is indeed the home of an important person. As the place is entered, the main room spreads out, containing many paintings and weapons of war along all the walls. Along the back wall, a set of stairs leads up to the second floor. A large table is set in half the room while many couches and chairs take up the other portion of this large common room.
The tunnel here splits three ways. There is an odor of food coming from the north. To the east, the tunnel goes straight ahead where several humanoid forms wander about. The ladder leading up to the surface lies to the south, possibly the safest choice at the moment.
The forest continues to surround the road. Occasional rays of light peek through the trees, and animals can be seen and heard somewhere within the trees. The sound of crashing waves can be heard to the south.
The tunnel here gives several choices of directions. The smell of cooked food emanates from both directions, but something sizzling can be heard coming from the north. Some chattering is coming from the west along with many scraping sounds.
This room appears to be the mess hall for the gathering rebels. There are dozens of long tables set up here, all covered with several plates and utensils. There are some plates that are full of food of some sort.
The hallway here continues east and west. It appears the same as the rest of the area with the fitted stone walls and ceiling and glowing globes. The only difference is the ceiling here. It seems to be sloping upward for no reason that is readily apparent.
The tunnel heads east or west, looking much the same as the other tunnels here. To the north is a small, wooden door. The door looks as if it would be wide enough for only 1 person to fit through at a time. The ceiling here has reached a pinnacle of 20 feet.
The tunnel here is almost identical to the previous hallways. The one, strange difference that sticks out is the ceiling. The ceiling begins to slope upward to the west at a somewhat sharp angle. At the current rate of ascent, the ceiling could be 20 feet high further down the hall.
There is an intersection here in the hallway. A mixture of sounds can be heard to the north. To the west, the hallway continues, branching off a few times further down. The exit to the surface is to the south, which may be the safest place to go.
Waves from the Dragon Sea gently lap upon land. A vast forest spreads out to the north, and mountains rise in the east. A series of sturdy docks jut out into the sea, and a well traveled road leads away to the north. A small wooden building at the end of the docks has been burned out. Remnants of a sign hang in the window beside its front door. The shallows of the coast run off to the west.
This branch in the tunnel leads to the east, north and south. The room to the east appears to be a barracks of sorts, full of cots and extra equipment. To the north, a small room with a round table can be seen. The exit to the surface is now far away to the south.
An enormous cavern spreads out here. Although the room itself appears a natural thing, items in the room and the floor itself indicate that some of it is man-made. All through the cavern are beds and cots, housing all those who stand to fight the enemy to reclaim their town. It seems that with the amount of beds, a small army could sleep here.
The dominant feature of this room is the large bed which sits in the room's center. On the far wall is a mahogany desk covered with some papers and a writing quill. Above the desk hangs a large kite shield, displaying some unknown emblem.
This tunnel is completely different than the one just exited. The floors, walls and ceilings here are made of perfectly fitting stone, definitely a man-made phenomenon. The strange light-emitting globes still line the walls about every ten feet or so, making visibility perfect.
This natural tunnel suddenly makes a 90 degree turn, leading off to the north or east. Sounds can be heard coming from somewhere to the east, and even some light creeps in from that direction.
The tunnel seems to have no end. This area must be inhabited by something, for the globes on the walls continue to cast light and the voices echo through the hall. Little dirt covers the floor here, but what there is shows signs of recent passage.
This hallway is very small, allowing only one person to fit through at a time. The walls are smooth and exude a magical aura, so it is definitely man-made.
In the middle of this room is a large table. On the table is a map of the town and the surrounding countryside. There are daggers stuck into the table in specific places, possibly indicating ambush points. Along the north wall is a raised dais with three larger chairs atop it. There are suits of armor on the east and west walls, spaced about every ten feet.
A broad and well kept path begins here and leads gradually upwards into the mountains to the south. Vast fields spread out to the west, and the path meets up with a wagon trail in that direction.
The silvery waters of Lake Faeglyn gently lap upon its northernmost shore. Mountains rise majestically on every side but the north. Tendrils of fog drift down from the jagged peaks and form a mist just above the surface of the lake, giving the water an almost ethereal appearance. A simple wooden bench sits close to the edge of the water, offering a comfortable place from which to enjoy the breathtaking scenery. A narrow trail leads away to the north, and a faint track, hardly more than a goat path, climbs the mountainside to the south.
The broad path continues upwards to the west and downwards to the north through the densely wooded mountainside. The path is wide and well maintained here, and it shows signs of heavy use. A light pathway is barely visible through the brush to the south.
The mountain path becomes very steep at this point. It slopes sharply downwards from the south to the east around a gentle bend. The trees which are thick at the bottom of the trail have thinned out considerably. Around the bend to the south, a glimpse of an immense structure can be gleaned.
This is the highest point on the mountainous trail. A well maintained yet heavily worn path slopes gently down to the north. To the west is a canyon, worn deep and smooth by century upon century of erosion. The river flowing through the canyon flows swiftly from north to south. An ancient keep built from black stone stands across the river which forms a natural moat. A drawbridge appears to be the only way to cross the moat and enter the keep.
A large open area stands just inside the drawbridge to this ancient keep. The stone of the walls and floor show the wearings of ages beyond memory yet the keep stands firm against the endless onslaught of time. A tingling of magic can be felt in the air. No malice or kindness can be felt from these enchantments as if they have little concern for the affairs of men. They have existed longer than most of the mortal races and will outlast many of them. Guardhouses stand to the north and south. The courtyard extends to the west, and a sturdy drawbridge provides passage to the east.
The courtyard continues to spread out, wide and open. The tops of four round towers can be seen in each corner of the keep. The stones are nearly alive with tales of countless centuries. The evil which resides within these walls will remain as but a brief moment of the keep's history. The courtyard extends to the east and west.
An open area stands here as it has for ages upon ages. The very stones of the structure murmur of times long since past and inhabitants long dead. To the north, west, and south, passageways lead into the heart of the keep while the courtyard extends off to the east. A large drawbridge can be seen a ways to the east.
A sparsely furnished room, decorated only with the trimmings of war. A small cache of weapons are neatly secured in racks along the eastern wall. Supplies of every type imaginable for caring for armor and weapons are available on shelves that line the northern wall. Numerous chairs surround a wooden table in the western part of the room. Lanterns hang from many evenly spaced hooks around the room, providing the room with bright light. A duty roster hangs above the table. A doorway in the southern wall leads back to the courtyard.
A sparsely furnished room, decorated only with the trimmings of war. A small cache of weapons are neatly secured in racks along the eastern wall. Supplies of every type imaginable for caring for armor and weapons are available on shelves that line the southern wall. Numerous chairs surround a wooden table in the western part of the room. Lanterns hang from many evenly spaced hooks around the room, providing the room with bright light. A doorway in the northern wall leads back to the courtyard.
The stones of the keep block out the light of the heavens and provide an eerie darkness despite numerous brightly burning torches in sconces along the walls. It's as if the black stone absorbs the light. The hallway extends to the north, and an open area lies to the south. A door is set in the east wall.
Numerous candles are lit upon a black altar in this small sanctuary. Black tapestries adorn all of the walls, diminishing the small amount of light provided by the candles. The altar itself is lined with silver runes and stained with blood. Despite the gruesome sight, a strange sense of serenity is present and is very strong. A door to the west leads back to the hallway.
The hallway bends from south to east. An onslaught of pleasant odors drift in from the north as do the sounds of many men eating and drinking. A servant boy hurriedly runs in from the south and through the door to the north without even realizing or caring that there are intruders in the keep.
Three long wooden tables flanked by benches dominate the center of this vast room. Several cooking fires burn hotly in the northeast corner. All manner of pots, pans, and other cooking implements are neatly ordered on shelves along the eastern wall. A small chamber, cleverly chilled by water diverted from the river, houses the ingredients for the chef's handiwork. A set of shelves immediately inside the door contains plates, bowls, and utensils, and a basin filled with dirty dishes sits below the shelves. A door to the south leads back to the hallway.
Away from the noise and commotion of the current inhabitants of the keep, the stones begin to murmur their tales of long forgotten ages. The air is alive with the subtle magics which hold the structure aloft after so much time. The hallway continues north and west.
This broad passageway leads away to the south and to a door in a curved wall to the east. Noting the contour of the stone wall, it is obvious that the door leads to one of the keep's four towers. Brightly burning torches flank the door, highlighting faint arcane writings upon the surface of its wood. No magic appears to be emanating from the runes indicating that they may be a form of warning or perhaps give some indication as to the original purpose of the tower.
The stones of the keep block out the light of the heavens and provide an eerie darkness despite numerous brightly burning torches in sconces along the walls. It's as if the black stone absorbs the light. The hallway extends to the east and west, and an open area lies to the north.
The sounds of a ringing hammer echo through the hallway, strangely magnified by the stones of the hallway. Behind a door to the north, the signature signs of a master smith can easily be detected. The hallway continues south and west.
Here stands a blacksmith's dream. This smithy is exceptionally well equipped, and all of the tools are in excellent condition. Countless examples of the smith's handiwork are secured neatly in several racks along the eastern wall. Any connoisseur of fine weaponry would greatly appreciate the work which is carried out here. A door to the south leads back to the hallway.
This broad passageway leads away to the north and to a door in a curved wall to the east. Noting the contour of the stone wall, it is obvious that the door leads to one of the keep's four towers. Brightly burning torches flank the door, highlighting faint arcane writings upon the surface of its wood. No magic appears to be emanating from the runes indicating that they may be a form of warning or perhaps give some indication as to the original purpose of the tower.
The stone passageway continues to the east and west. Neatly dressed servants run through here on various errands and are not alarmed in the least by the presence of outsiders. The reason for their hurried state isn't hard to deduce as the sound of a cracking whip can clearly be heard in the distance. A door stands in the southern wall.
This large, comfortable chamber houses the overseer of the servants. Fine furniture is tastefully placed throughout the room, and elegant tapestries adorn the walls. Apparently the overseer has gained grace with the lord of the keep for the efficiency and quality of his work. A door in the northern wall leads back to the hallway.
The stone passageway continues to the north and east. Neatly dressed servants run through here on various errands and are not alarmed in the least by the presence of outsiders. Doors in the southern and western walls bear markings, identifying them as leading to the servants' rooms.
A dozen beds with footlockers placed squarely at their feet are located neatly around this room. Everything is immaculately clean and uncluttered, likely as a result of the motivating influence of the overseer. Other than the absolute bare necessities, the servants appear to have nothing. A door in the northern wall leads back to the hallway.
A dozen beds with footlockers placed squarely at their feet are located neatly around this room. Everything is immaculately clean and uncluttered, likely as a result of the motivating influence of the overseer. Other than the absolute bare necessities, the servants appear to have nothing. A door in the eastern wall leads back to the hallway.
The stone passageway continues to the south and west. Neatly dressed servants run through here on various errands and are not alarmed in the least by the presence of outsiders. The clanging of pots and pans can be heard through a doorway in the east wall.
One simple, long, wooden table with two long benches dominates the southern part of this mess hall. A single cooking fire burns in the north east corner. Various cooking implements sway back and forth, mounted from hooks on the eastern wall, and nonperishable cooking ingredients are stored on shelves. Plain wooden bowls and spoons are available in a bin immediately inside the door. The hallway is accessible via a doorway in the western wall.
Trash is strewn throughout this small chamber, designating it as the keep's waste disposal area. Piles of debris and carts filled with refuse cover the room from wall to wall, and the stench is nearly overpowering. A small path has been cleared to allow access to a particularly large pile of rubbish in far corner of the chamber. No hooks for lanterns or sconces for torches can be found which is just as well considering the contents of the room.
Away from the noise and commotion of the current inhabitants of the keep, the stones begin to murmur their tales of long forgotten ages. The air is alive with the subtle magics which hold the structure aloft after so much time. The hallway runs east toward the servants' quarters and turns south toward one of the keep's towers.
This broad passageway leads away to the north and to a door in a curved wall to the south. Noting the contour of the stone wall, it is obvious that the door leads to one of the keep's four towers. Brightly burning torches flank the door, highlighting faint arcane writings upon the surface of its wood. No magic appears to be emanating from the runes indicating that they may be a form of warning or perhaps give some indication as to the original purpose of the tower.
The stones of the keep block out the light of the heavens and provide an eerie darkness despite numerous brightly burning torches in sconces along the walls. It's as if the black stone absorbs the light. The hallway extends to the north, and an open area lies to the east.
A hush falls over the area as once again the stones of the keep begin to tell their tales. Rich and varied are the experiences within these walls. One story is of the rise of the surrounding mountains, picking the keep up off of the former plain and surrounding it with a raging river. The stones become abruptly silent at the sound of approaching footsteps. The hallway continues north and south.
The sound of footsteps can be heard from afar but the direction and distance are obscured as the stones twist and echo the noise. The hallway off to the west is brightly lit despite the dulling effect of the stones, and the passageway also continues to the south.
A great concentration of torches line the corridor at this point, clearly showing wooden doors in the north and south walls. The sound of footsteps continues to echo, but nothing can be detected through either of the doors. The hallway continues east and west.
Lining the walls of this small room are bookshelves packed tightly with volumes of numerous sizes, shapes, and origins. A plush leather chair sits facing a small fireplace opposite the door. Though no firewood is stored in this room, a fire burns brightly and warmly. The light from the fire is supplemented by a single lantern, set on a small table beside the chair. A leather bound journal also sits on the table with a marker dangling from its pages. A door leads to a hallway to the south.
The sights in this room are strange and amazing. Books of arcane lore and spell components of every imaginable type and description are carefully secured on a series of shelves upon the western wall. A long table carved from a block of pure obsidian stands in the middle of the room. Two tomes and several jars cover its surface. Dozens of cages containing animals of various types, including some breeds nature never intended on existing, are along the western wall. A door in the northern wall leads back to the hallway.
The stones speak clearer than ever at this location for no apparent reason. A nearly audible buzz of magic is in the air and coursing through the stones. The passageway extends north and south, and to the east the hallway is brightly lit.
This broad passageway leads away to the south and to a door in a curved wall to the west. Noting the contour of the stone wall, it is obvious that the door leads to one of the keep's four towers. Brightly burning torches flank the door, highlighting faint arcane writings upon the surface of its wood. No magic appears to be emanating from the runes indicating that they may be a form of warning or perhaps give some indication as to the original purpose of the tower.
The black stones radiate a slight hum of magic even as they dim the light in the hallway, and a very faint whisper can be detected from them, quieter here than at many other places in the keep. It's as if something is muting their voices or drawing upon their power. The hallway runs a long way north and is very brightly lit to the west. A horrendous odor is drifting in from behind a door to the east.
The hallway extends to the east and ends abruptly at a large set of wooden double doors to the north. A dozen lanterns are arranged around the doors and are oriented to shine their light directly upon the coat of arms displayed upon the doors. The ornamentation leaves no room for doubt; to the north is the audience chamber of Garelik Malgrenin himself.
Numerous chairs and benches are located throughout this room, providing ample seating for all those seeking audience with the lord of the keep. Other than the furniture, the room is sparsely adorned, likely as a reminder that the keep is geared for war and not comfort. A large set of double doors to the south provide a way back to the hallway, and a door in the northern wall grants access to the audience chamber.
Colorful tapestries depicting countless battle scenes cover the black stone walls. Several high backed wooden chairs are located on either side of a door in the southern wall. A massive throne carved from a single block of granite stands majestically alone in the northern part of the room, a symbol of days gone by and of glories long since forgotten. Mounted on the wall above the throne is the standard of the House of Malgrenin, a further reminder of who the undisputed lord of the keep is.
A collection of rare treasures grace this chamber, though one who was not a warrior could not even begin to appreciate their worth. Numerous pieces of armor, spoils from distant conquests, are cleverly displayed in several polished wooden and glass cases. Strange and unusual weaponry is similarly arranged. Maps of lands far and near neatly cover the paneled walls. Several pieces of plain but high quality furniture fill the rest of the room, providing a very comfortable place for Garelik to relax after attending to his duties. A short corridor leads to the east, and a tightly spiraled staircase leads back up to the door behind the throne.
The small, paneled chamber is dominated by a large bed set squarely against the eastern wall. A small wooden table is located on either side of the bed. Several open chests contain clothing and other personal possessions, and one large chest sits in the southeastern corner. A short passageway leads back to the west.
The Redmill River cascades down out of the mountains just north of here, filling the air with a fine mist. The channel at the base of the falls is narrow and deep, causing the river to flow very rapidly away to the south and forming a formidable defensive moat for the keep. The sheer volume of the falls drowns out all other sounds.
A narrow but swiftly moving channel flows from north to south, forming a natural barrier between the keep to the west and a mountainous trail to the east. Large circular towers can be seen in the corners of the keep, extending into the clouds above. A stout wooden drawbridge is the only visible means of entering the keep.
The river continues its rapid flow from north to south. Mountains rise sharply on the east bank, and the castle stands immediately across the water on the west. A sizable tower is visible to the southwest.
The sound is deafening as the river careens into the southern wall of the canyon and is redirected to the west. Centuries of erosion have cut a deep scar into the stone wall. A large tower looms to the northwest.
This chamber stands at the base of a circular stone tower. A staircase spirals around the inner circumference of the chamber up into the darkness above. A landing can barely be seen through the shadows, high above the floor. The only furnishings in the room are a wooden table and four wooden chairs. A thick layer of dust covers much of the room, though signs of recent activity are apparent on the stairway and around the table.
The spiral staircase continues upwards and downwards. There are signs of recent activity here. Many sets of footprints are visible in the dust on the stairs leading both upwards and downwards. It doesn't appear that the stairs climb much higher.
The spiral staircase continues upwards and downwards. The stairs climb to what appears to be a stone ceiling. Close inspection yields the faint outline of a trapdoor in the stone. The stairs descend into the darkness below.
The view from this room atop the tower is spectacular. The river which forms the keep's moat can be seen through a window in one of the walls and the expanse of the compound is visible out two others. A sheer rock wall is all that can be seen through the fourth window. There are signs of recent use, even occupancy, present. A spiral staircase begins at a trapdoor in the floor and leads into the darkness below.
This chamber stands at the base of a circular stone tower. A staircase spirals around the inner circumference of the chamber up into the darkness above. A landing can barely be seen through the shadows, high above the floor. The only furnishings in the room are a wooden table and six wooden chairs. A thick layer of dust covers much of the room, though signs of recent activity are apparent on the stairway and around the table.
The spiral staircase continues upwards and downwards. There are signs of recent activity here. Many sets of footprints are visible in the dust on the stairs leading downwards with only a few sets heading upwards. It doesn't appear that the stairs climb much higher.
The spiral staircase continues upwards and downwards. The stairs climb to what appears to be a stone ceiling. Close inspection yields the faint outline of a trapdoor in the stone. The stairs descend into the darkness below.
The view from atop this tower is spectacular, and the sights within the room are no less astounding. The room is brightly lit, and not a trace of dust touches any of its lavish furnishings which include a jewel encrusted chest. The river which forms the keep's moat can be seen out of one of the windows as it crashes down into a cavern within the mountain itself. The remainder of the compound can be seen out of two of the windows while the face of the mountain is visible out of the remaining window. A spiral staircase begins at a trapdoor in the floor and leads into the darkness below.
This chamber stands at the base of a circular stone tower. A staircase spirals around the inner circumference of the chamber up into the darkness above. A landing can barely be seen through the shadows, high above the floor. The only furnishings in the room are a wooden table and two wooden chairs. A thick layer of dust covers much of the room, though signs of recent activity are apparent on the stairway and around the table.
The spiral staircase continues upwards and downwards. There are signs of recent activity here. Light footprints are visible in the dust on the stairs leading both upwards and downwards. It doesn't appear that the stairs climb much higher.
The spiral staircase continues upwards and downwards. The stairs climb to what appears to be a stone ceiling. Close inspection yields the faint outline of a trapdoor in the stone. The stairs descend into the darkness below.
The view from this room atop the tower is spectacular. The river which forms the keep's moat can be seen through windows on two of the walls while the expanse of the compound is visible out the other two windows. There are signs of recent use, even occupancy, present. A spiral staircase begins at a trapdoor in the floor and leads into the darkness below.
This chamber stands at the base of a circular stone tower. A staircase spirals around the inner circumference of the chamber up into the darkness above. A landing can barely be seen through the shadows, high above the floor. The only furnishings in the room are a wooden table and four wooden chairs. A thick layer of dust covers much of the room, though signs of recent activity are apparent on the stairway and around the table.
The spiral staircase continues upwards and downwards. There are signs of recent activity here. Many sets of footprints are visible in the dust on the stairs leading upwards with only a few sets heading downwards. It doesn't appear that the stairs climb much higher.
The spiral staircase continues upwards and downwards. The stairs climb to what appears to be a stone ceiling. Close inspection yields the faint outline of a trapdoor in the stone. The stairs descend into the darkness below.
The view from this room atop the tower is spectacular. The river which forms the keep's moat can be seen through windows in two of the walls while the expanse of the compound is visible out the other two windows. It appears that this room has not seen many visitors in the recent past as a thick layer of dust is broken only by a single set of footprints which ends abruptly in the center of the room.
Echoing in the halls is the sound of misery and suffering, telltale signs of entering the keep's dungeons. There is a chill in the air, yet somehow there is a coldness deeper than that carried by the air, perhaps emanating from the stones themselves. A stench drifts down from a chamber beyond the trapdoor in the ceiling.
A stone corridor extends to the west and away to the south. Cries of suffering can be heard in the distance, but the air here is cold and remarkably still. A hint of movement can be seen around the bend, or maybe it's just a trick of the shadows.
The corridor extends from east to west. An iron gate once stood here, sealing off the dungeons from the keep above. The gate now swings freely and noiselessly, its bars bent and twisted so that it cannot close. The iron appears to be very old, but the damage seems to be fairly recent.
The hallway bends from the east to the north with two stout doors, one on each of the west and south walls. Light is visible under the southern door, and the sound of rustling papers is barely audible from within the chamber. A steel lock is set in to the western door, indicating that it is likely one of the many cells in this dreary place.
This small, cramped room is divided into two sections. The far end of the chamber is fashioned into a sleeping area, with a bed and small chest. The space immediately inside the door serves as an office. A desk is covered with documents, and countless volumes of similar papers are set upon bookshelves in one corner.
This sizable cell has some simple furnishings including a bed, table, and a basin for washing. Although the accommodations would hardly be classified as extravagant, the cell is fairly comfortable. It is likely reserved for prisoners of some importance. A door leads back to the hallway to the east.
The corridor runs north and south. A sturdy door set with a formidable lock is set in the west wall. A murmur can be heard through the door as if someone was praying or chanting. Farther off to the north, wails of pain and suffering break the otherwise near silence.
This cell is somewhat spacious and modestly furnished. Only chains affixed to the wall behind the simple bed separate this room from a common dwelling. An unlit lantern sits upon a wooden table. The cell has a single inhabitant, a young man whose sorrow is nearly tangible. A door in the east wall leads back to the hallway.
The corridor continues north and south. A sturdy door set with a large lock is in the eastern wall. Sorrow and suffering are nearly tangible in the air as if the magic within the very stones has preserved the misfortunes of all those condemned to these dungeons.
This small, dank room can house numerous prisoners. Chains are attached to iron rings set in the walls, and straw lines the floor. The stench of unwashed prisoners and refuse are nearly overpowering. A door leads back to the hallway to the west.
The corridor bends from east to south. Yet another door is set in the northern wall, one more cell to house the prisoners of the keep. The magic within the stones retains the suffering of countless centuries.
This small, dank room can house numerous prisoners. Chains are attached to iron rings set in the walls, and straw lines the floor. The stench of unwashed prisoners and refuse are nearly overpowering. A door leads back to the hallway to the south.
The corridor bends from west to north. A door set in the south wall appears as if it has not been opened in ages. Its lock and hinges are covered with rust, and a thick layer of dust sits upon its handle. Utter silence rests heavily upon this area.
This cell is vacant, utterly so. Chains hang limply from the walls, and a thick layer of dust covers everything. It appears as if no one has occupied this cell for ages which seems a bit odd considering how full the other cells are. Perhaps there is a reason this space has been left open.
The stone corridor continues north and south. A thick layer of dust covers everything and is only broken by a solitary set of footprints in each direction. The silence is very deep, eerily so.
The stone corridor continues to the west and south. A sole set of footprints break the thick layer of dust, running in each direction. The silence is broken by screaming off to the west.
The corridor continues north and east. A sturdy door set with a large lock is in the western wall. A set of footprints in each direction breaks the layer of dust on the floor, but they steer well clear of the door. Loud screaming comes from the cell to the west.
The Ettersians have managed to set up a small base of operations here. The room is small, damp, and dark, but a small cache of weapons and numerous documents have been secured. The roar of running water comes from overhead, where a narrow shaft climbs to a hidden hatch at the foot of the castle wall, and the dungeons spread out past a door to the east. An enchantment has been placed upon the door to the cell, projecting a horrible racket into the hallway. It has apparently been successful in keeping the jailer away as this room has not been disturbed from the looks of things.
The corridor continues south and east. A single set of footprints leads in both directions. Away to the south, an awful screaming can be heard. The passageway begins to get rougher and larger as it continues eastward.
The corridor becomes rough and slightly broken as the walls and ceiling begin to slope away to a large door to the east. The corridor is smooth and square to the west. A thick layer of dust covers everything and is only disturbed by two sets of footprints, one heading into the door and another leading to the west.
Inside the door to this cell, the passageway extends for a short distance then opens up into an enormous natural cavern. Lanterns have been mounted on the southern wall of this chamber but provide little illumination as they emit more smoke than light. Even in the dim light, numerous deep cuts can easily be seen in the stone walls. It appears as if someone tried cutting or clawing through the stone.
This large, natural cavern extends to the west. Lanterns affixed to the southern wall provide a little light and a good deal of smoke. The scarring which was evident on the walls in the western end of the chamber is even more pronounced here. Whatever made the deep cuts in the walls must have been exceptionally strong.
This small room was cunningly fashioned from the natural cavern which opens out to the north. A single lantern mounted upon the southern wall provides smokeless illuminations. The chamber is devoid of adornment other than a small chest sitting squarely against the southern wall. A door in the north wall leads back to the cavern.
The river continues its westward flow, with the keep standing on the north bank and a sheer wall of rock on the south. Large stone towers are an imposing sight to the northeast and northwest. The current runs swiftly on toward the west.
The river once again changes direction, this time crashing against the west wall of the canyon before proceeding north. Enormous boulders lie in the path of the river, evidence of the countless years of erosion on the canyon wall. A low roaring sound can be heard coming from the north.
The channel narrows here, and the river begins to flow considerably more quickly. The roaring of water crashing into the canyon walls is very loud to the north. The river is flowing so quickly that it is creating a suction in the air above it, pulling forcefully at everything above the channel. A large iron ring is attached to the castle wall just above the water level. It looks sturdy enough to grab on to if the current becomes too strong, and the stones around it look oddly worn, as if hands had pulled at them often.
The channel is extremely narrow here, and the water is flowing very rapidly towards the end of the canyon very near to the north. The water crashes against the canyon wall deafeningly and then plummets into what appears to be a cavern. Considering the intense pull towards the north, the face of the canyon is frighteningly close.
Upon proceeding north, the source of the deafening roaring becomes clearly evident. The river flows at a blinding rate into a cavern carved out of the northern face of the canyon. The suction is so strong that it dashes everything against the rocks at the mouth of the cavern. It is inconceivable that anyone or anything could overcome the raw force nature is exerting here.
The grass rustles slightly as a light breeze stirs the land. Tiny white wildflowers cover the ground like newly fallen snow, and a narrow stream winds its way through this peaceful clearing high in the mountains. The range rises majestically on three sides. To the north, barely visible through a cloudlike mist, a silvery lake lies far below, and a narrow track winds down the slope toward it. A mat of thick, feathery grass forms a bed-like pallet, hidden cleverly behind some taller grasses and shaded by tall fir. A bench swing hangs from a low branch and faces the north, providing a comfortable location from which to take in the view.
A spacious and comfortable cabin is here, decorated with trinkets from Cornelian's journeys. A sizable couch and two plush chairs look very inviting. Two large bookshelves containing countless volumes are located one on each side of a large picture window on the north wall. From the oversized chair which is placed by the oak writing desk sitting below the window, a breathtaking view of the mountains and a beautiful mountain lake can be enjoyed. Several other pieces of furniture are tastefully located throughout the cabin, though somewhat oddly, no bed can be found. A polished brass pole stands from floor to ceiling in one corner. A feeling of warmth and camaraderie make all those who visit feel welcome and safe.
This room is full of unbelievable sights. Somehow it survived the fall of the tower around it. There are several tables around the room, each with different things cooking on them. Smoke fills the room, but the odor is not overpowering. Along the southern wall, a shelf contains all different spell components, some of which are unknown. There is a large book on the middle desk, open but unable to be read. A narrow gap in the rubble leads back west into the ruined tower.
This spacious room is lined from floor to ceiling with bookshelves. All the shelves are full of books of the arcane. There is a soft, eerie glow emanating from everything, yet nothing in particular. In the center of the room is a large desk made from the bones of some immense creature. The floor is carpeted with the hide of a creature never before seen. Across from the desk are two chairs, set around a small table with a flask of feywine.