97 rooms · levels 10–25
The forest path is overgrown and thick with foliage. Tall trees climb high into the sky, blocking the sunlight. Muffled sounds filter in through the trees to the west.
The path really stretches out of the forest and comes into a real scene of community here. Every ten feet, a crimson banner flies, the flag of this small town. To the west, the town itself really begins to form, while to the east, the forest swallows the path in a jumble of leaves and branches.
The path from the forest takes shape into an actual street here. Sailors and traders mill about, conversing with the happy populace of Lopan. Just to the west, the first Lopanian guard station waits just north of the street and beyond that, the fabled trading square of the city. The smells of the sea refresh all visitors, and pull them toward this hopeful town.
Shore avenue continues here, to the west and east. Occasional calls of sea birds or the ocean can be faintly heard off to the north. More immediate, however, is the Lopanian Guard Post, just to the north side of the street. Fables of these guards' prowess in combat and compassion for citizens of the world are well known. To the west, Shore Avenue turns north, toward the trading square and the sea, while to the east, it returns to the forest from which it sprang.
Shore street turns north here. From this viewpoint, the trading sounds of the central square can be heard in the distance. Just to the northwest, Lopan park comforts those visitors tired of the drifting seas. To the east, the South Lopan guard post watches over this part of town like a careful mother.
Shore avenue strikes north, squeezed between the southern guard post to the east and the park to the west. A few hundred yards north, the central square opens up, a haven for traders and traitors alike. To the south, the street turns east, returning to the outside of town.
Shore avenue continues north and south here. Houses of the residents, built in the odd Lopanian style, surround this area. Most people living on this end of town are the outcasts who can't stand the sea, but love Lopan for some other reason. To the west, the park spreads out, open and inviting to visitors and residents alike. Screams of joy echo out of the lush park, and you smile at the laughter of children.
The trading center of Lopan surrounds you. Booths of trinkets line up like some tsunami around the square. What might be called trails through the vendors' places carve their way through the area. To the east and west the trading square continues, while the central fountain lies to the north. South of here, Shore avenue moves toward the park and then turns east toward the forest.
This area of the square is marked by the striking presence of a huge fountain. Carved in some unique style, it's filled with the nooks and crannies that hold all sorts of dirt and garbage. Citizens and vendors alike keep their distance from the thing, approaching only momentarily for a quick drink or to wash the filth of a bad deal from their hands. The central square extends in every direction, with Shore avenue running north and south, while Casino street goes from east to west.
Just north of the fountain, this section of the square seems perhaps the most exciting. It's probably the smell of the ocean drifting in from the north and the accompanying goods fresh from the docks. Sailors quickly spend every last cent and enjoy every minute of it. To the north, Shore avenue continues, while west, east and south, the market sprawls all about.
South of here, the central market square begins. The sounds of festive trading and grubby negotiating fill the air. Thankful to be able to breathe again, you happily enjoy the open space. From the north, cool ocean breezes carry sailors' curses and gulls' cries. Shore avenue continues north and south.
Shore avenue comes closer to a split to the north and the central square to the south. Sailors and guards wander the streets here, both alert for thieves and scoundrels. Both keep one eye out for the good deals available just this side of the market square.
Shore avenue splits here, coming from the south and going both west and east. More traders' goods overflow to here, with cases and boxes carefully guarded by both private guards and the elite Lopan guard. To the east, a small forest begins, while to the west, the shore begins. The north is blocked off by sizable dunes, impossible to cross because of the shifting winds.
Shore avenue rolls on to the east and west, spanning the well-travelled route from docks to town. To the east, the road splits, heading south into town and east into a dark forest. To the north, an opening in the dunes allows passage onto the beach. To the west, the docks begin and the fabled Boat Shop of Lopan awaits the travellers from across the countryside.
Shore avenue finally connects with the docks here. The physical labor of unloading all the goods from the mighty ships seems limitlessly difficult. Still, hard-working men push levers day after day for the profits and companionship such a place allows for. Happy traders make deals with the unemployed men to watch their offloaded goods, while children play around the exciting wares. To the north, the docks give way to the beach. To the west, the famous boat shop sits, making a large profit in a profitable town. To the east, Shore avenue rolls into Lopan itself, filled with crates and boxes.
By this point, Shore avenue is swallowed whole by the bustle of the docks. At every turn, merchants offer coppers to the wandering people of the area, bidding the smallest possible investment just to get their wares to market. To the west, Shore avenue ends, drifting off into the sea. Just south of here, the Lopan Boat Shop welcomes travelers eager for newer and faster transportation.
The ocean meets Lopan here. To the east, the docks begin in earnest, and just across the docks, to the north, the better half the beach begins. On the horizon, sails mark the popularity of Lopan as a trading city. The cries of merchants and the strong-armed men who unload their ships ring out from the east.
The song of birds and the hum of bees surrounds this area. Traders from distant lands welcome this calm serenity almost as much as the profits to be had in the fabled trading square. To the east, Shore avenue winds northward while to the north, Lopanian children enjoy the warm weather in a game of some sort.
The southernmost post of the Lopanian guard is here. Soldiers mill about not really content to be inside. The sparse furnishings reflect the stoic life these guards have chosen to live. On the west wall, near the window, a sign hangs, describing the duties of a guardsman. To the south, Shore avenue leads into town and east into the forest.
Several children are at play here, using the openness of the area as grounds for some sort of sport. Watching more carefully, you see two sets of players, one with the ball, one without. As the tallest child yells, 'Hike!' the children on his team run away while those on the other team attack him. Sometimes, he throws the ball away, sometimes the attackers catch him. No matter what the outcome, all the children seem to be enjoying themselves, their woops and cries of delight fill this end of park.
This shop is filled with the fabulous (and sometimes dreadful) smells of shipbuilding. Tar bubbles in large barrels out back, while blacksmiths clang away on various metal parts. Through the window in the north wall you can see the furious unloading of merchant ships, aided by what must be the strongest men in the world. A bell over the door alerts the shop-keeper to your presence. Always a jolly man, filled with stories of the sea, Boatmason Triumvirate gives his customers a quick glance and goes back to his work managing the shop.
The southwest corner of the central square is highlighted by a variety of booths and vendors. One sells an herbal brew guaranteed to cure everything from poison to lycanthropy. Another shouts of the proven power of just using the dishes he sells. Still another claims the limitless wealth awaiting at the end of his maps is enough to buy it all. Everyone keeps a sharp eye on their purse, and their wits about them, just because the guards are about does not mean the thieves are away. To the north, Casino street enters the square from the west, while to the east, Shore avenue connects the southern half of town to the square.
The southeastern portion of the market square is much like the rest. Booths of all sorts feature some new item or interesting product. Some can't help but stop at some vendors just to see what they have to sell. Most welcome their curiosity, while others grumble and insist they pay before just ogling their merchandise. The square continues north, where Casino street enters the square, and west, where Shore avenue begins its southern half.
This corner of the central square seems to specialize in the nicest wares of all. Nothing about you is sold without the benefit of gold plating or jewel incrustation. Hired guards keep a close eye on each customer, even those that frequent this area often. The Lopanian Guard keeps a special watch over this place, as some of the richest citizens and visitors should take home a good impression. To the east, Shore avenue rolls off to the docks. Just to the south, Casino street leads off to the infamous Lopan Casino, just west of the central square. To the southeast, the central fountain waits for the tired and thirsty.
The central market square seems more alive here than anyplace else. Specializing in the selling of foodstuffs, this corner has all manner of items fit to eat (and some not!) Children run from booth to booth, begging for the sweet taste of candy or the warm taste of bread. Some vendors turn them away angrily, while others quietly grant their wishes. To the south, Casino street heads east, toward the guildhouse, and to the west, Shore avenue connects the docks and the central square.
The splendor of the Lopan markets extends in every direction. Every booth promises another outrageous deal, another too-good-to-be-true product. Just to the east lies the fountain, the anchor of the square, while to the west, Casino Street begins in front of the famous house of wagers.
Casino street begins here, linking the main residential area to the main trading square. Just to the north is the second-most popular attraction in the city, next to the trading square. The casino is a world-wide famous place, a den for winners of fortunes and thieves of the same. While the standard gambler can't just walk in and roll the dice however, the full-time members often bring registered guests. About the front door, these rogues beg for a spot, eager to get to the awaited winnings within. To the east, the central square awaits, some would say just as much a gamble as the casino. To the west, the main living area for Lopan begins. Just south of here is another Lopanian guard post.
Small children run about here happily, jaunting between their homes and the excitement of the market square to the east. Occasionally, a string of curses rings out from the casino just east and north of here but the quieter environment of the homes to west is more pervasive. North of here, the Stock House waits, serving explorers, traders, and adventurers for years, despite the most unfriendly attitude of the owner. Still, despite his caustic exterior, everyone is sure he does care for the people he sells to. Well, pretty sure, anyway.
Casino road finally quiets down here, entering the main residential area of Lopan. Children run as quietly as possible, while mothers call out to them to slow down. The bustling of the market square seems miles away despite its relative closeness. To the south, a playground of sorts has been set up, though it appears to be used by adults as much as children. To the north, the mayor's house rests, surprisingly small considering the obvious tax income the town generates. To the west, an overly large house raises up, while to the east Casino street heads back toward the market square.
Just to the west, Old Man McKenzy's Place looms. Reportedly only haunted in McKenzy's head, the building nonetheless appears not quite right. Every window is closed, a unique sight in an otherwise friendly town. The porch sags like witch's skin, drooping and clinging to the house lazily. Creaky old steps lead up to the front door, but hold no share of welcome. Just north of here, there's what appears to be a home of some sort, but it's not much bigger than an outhouse. Just south of here is the home of a Lopanian shopkeeper, known throughout the town for his ferocity. To the west, the home of McKenzy awaits some undoubtable hopeful visit.
McKenzy's house doesn't appear very homely. Dust covers almost everything leaving only the most used items clean. Most of the rooms are normal enough ordinary in their own way. The kitchen is stocked with various seafood delicacies, while the library contains all sorts of wonderful nautical books. A small set of stairs in the back leads both up and down. Up is the old man's bedroom, while down holds the dark recesses of the basement. The only other exit is east, into the residential zone.
McKenzy's bedroom isn't much different from the rest of his house. He seems to have left sometime recently, leaving this room unused. His large bed is apparently a rarity in this lumber starved coastal town. The rest of his furniture doesn't just look old, it _feels_ old. The age of this house is probably only overshadowed by the sea, the sky, and dirt. Still, something must have been here before this place. The windows here are closed, with the lack of light strangely haunting. The stairs in the corner lead down to the main floor, and eventually the basement.
This old building is decrepit and broken. The lawn is a refuse patch, home to only insects and rodents. The hut itself is not much bigger than most outhouses, and smells much worse. Sensing someone nearby, a voice calls out from within. "Go 'way," it shouts in a thick Lopanian accent. "Find out what's makin' that noise in my house!" the man calls. His harsh attitude discourages any thought you had of entering the old shack. Just to the east, the mayor's house sits, while to the south, McKenzy's larger house waits.
This is the mayor's house. Some would think from all the commerce going on in this town that he would be rich from bribes and taxes. But, if he is, the mayor hides it by living in a house among the other citizens. Still, he is not so public that he's going to allow most people into his house without some official reason. To the south, Casino road connects Central square and this neighborhood, while to the west an abandoned shack sits, out of place in this otherwise clean area.
Old stairs connect this room with the main floor above. A collection of junk called the old man's treasures clutter every corner. Nothing appears out of the ordinary, lending credence to McKenzy's insanity and dementia. In the middle of the floor, however, is a square shaped, door-like crack that, if opened, would lead downward. Stairs lead back up to McKenzy's house.
This house is home to the ogre shopkeeper of Lopan. While gruff and angry, he is also known for his kindness to children. Even this kindness is frowned upon by the people of Lopan, but he doesn't let it bother him. He has laid out his house so everyone knows he's an ogre. While not directly offensive, some of the decor is of questionable taste. Still, Ghalk makes enough money from his adventurer's store that he doesn't sweat the hassle most folks give him.
A few pieces of driftwood have been fashioned together here to form an area for Lopan's children to play. From the looks of it, the city went to a lot of trouble to make this thing, and it looks like the kids enjoy their effort. Sand has been hauled in from the nearby beach, giving the area a safe surface to land on. Ghalk's house is to the west, and to the north, Casino road connects this area with the main trading square.
As you walk into the cloud, the pink gases surround you. At first smelling quite sweet, you realize that it is in fact your own death that you smell. You drift off into sleep, never to awake.
The tunnel ends here in a sort of bedroom. The bed in the corner is rat-infested and waterlogged, a victim of life underground. In the opposite corner is a small bookshelf, filled with tales of powerful mages and weak fighters. They appear well-read. The rest of the room is fairly spartan in appearance, obviously the inhabitant must work a lot and sleep a little. To the west, the tunnel opens, moving toward the trapdoor entrance.
The trapdoor from the basement above leads to this dusty and old tunnel. On the walls, glowing rocks are jammed into what would normally be reserved for torches. The walls are formed of dirt, held in place by wooden bracers. Strange noises, haunting and almost frightening, come from the west end of the tunnel. To the east, the tunnel ends in some sort of room, while the tunnel extends farther to the west. Above, the trapdoor to McKenzy's basement looms.
The tunnel enters a room to the west here. Just inside, some zombies wander around aimlessly, surrounding an odd looking mage. As he wanders, he cackles and giggles with insane glee. "If anyone enters that cloud, they will surely die!" he cries to no one in particular. As if to prove his mad claims, dead rodents' and insects' bodies fall around a strange pink cloud at the north end of the chamber. The rest of the room appears to be a laboratory of some sort. Tables are scattered everywhere, with glass containers and books haphazardly placed on them, under them, and in a couple of places, through them. The tunnel leads back east toward the trapdoor, and into this room. The strange noises present throughout the tunnel are not coming from this room, but somewhere beyond.
This room is littered with all sorts of strange items. Four zombies walk about, seemingly oblivious to any presence. Broken bottles and cryptic notes lie strewn about the place. To the north, a chilling pink cloud billows and pulses. There is an obvious sense of death about the cloud, and you know you should not enter it. The only other exit is back to the east, into a tunnel.
Suddenly, the western wall of this chamber collapses in a boom of mechanical thunder and a cloud of dust. When the sensory overload finally clears, there is a clear passage open to the west. The grinding sound only faintly audible in the rest of the tunnel is now quite obviously coming from this new opening. To the east the laboratory lies back the way you came.
The wall to the west begins to reform suddenly. The seemingly clear passage is already disappearing as the wall closes up. This is how this underground hideaway has lasted for so long; it magically repairs itself. To the east, the laboratory and the tunnel to the rest of the complex lie beyond the broken chamber. To the west, the wall is closing, soon it will not be open enough to pass through.
This section of the dark passage is mainly occupied by a large contraption, seemingly used for digging of some sort. While this machine is loud, it's not the source of the noise that is present down here. That sound is coming from the south, in the darkness beyond. To the east the wall has closed up, but the machine in this room looks quite capable of opening it back up, if necessary. A small sign on the contraption apparently outlines its usage.
This dark passage heads north, where it ends nearby, and to the south where the passage splits east and west. It is dark here, requiring magic or light to make anything out. The loud grinding noise grows louder to the south, while a strange contraption hums away in the room to the north. Small digging tools litter this area, the remnants of some undedicated crew. Water drips from stalactites above, and small puddles hide small underground fish at every corner.
The dark tunnel ends here, only exiting back to the east. The walls are cool to the touch, while the floor seems to almost vibrate with sound. At this end of the tunnel, the warmth of the other tunnels has become oddly absent. The ever-present rumbling is still around, though, off to the east, down the dark tunnel. Still, with just the one exit, this looks like a good place to rest.
The dark tunnel splits into three directions here. To the north, the tunnel runs into a room filled with a strange machine. To the east, the tunnel vanishes into the darkness. To the west, the tunnel seems to stop abruptly. The grinding sound so apparent in the rest of the tunnels is heard to the east. The darkness of this tunnel is frightening, it clings to every crevice, every small hole.
The tunnel continues east and west here. The darkness hangs in the air like some kind of fog. To the east, a strange rumbling sound grows while to the west the tunnel turns north.
The tunnel diverges into three different directions here. To the west, the tunnel curves north toward the mage's laboratory, while to east, the rumbling noise grows ever-louder. To the south, a dark tunnel, seemingly infinite, begins. To the east, a faintly dwarvish chatter rolls out over the rumbling.
Here, the noise of some strange mechanical device is almost deafening. To the east, the loud sound must be rattling the walls, while to the west, the tunnel splits. The darkness here is made bearable by the sensory overload that is coming from the east. Occasionally, a spark of light glimmers from the east, but not enough to light the room. The horrible rumbling is close by now.
At last the sound of the rumbling is discovered. This room is almost filled with a huge machine, an abomination of every mechanical principle. Dark figures circle the machine, pouring oils and strange goos into every hole, and in each possible spout. Upon closer examination, it appears that the thing is designed to affect the ocean waters of nearby Lopan. It appears that the derro have every intention of flooding the fair city. Fortunately, their leader has the key required to activate the thing, and she is all that stands between you and victory over these evil plotters.
This odd tunnel seems to be crafted differently than the rest of this underground complex. The walls are smooth, smoother than any tool could craft. Along the walls are holes to hold some kind of lighting device, though currently they are all empty. To the east, a dark room looks to be filled with spare parts for some machine. To the south, the tunnel continues, growing darker somehow, and generally unwelcoming.
This room is filled with strange metal parts and odd oil-like fluids. In the corner, a chest sits apart from the mess, oddly separate. The piles of metal parts seem haphazardly strewn about, yet some sense of order must be present, as it looks well used in here. To the west, the tunnel continues north and south. There are no other exits.
The tunnel continues north and south here. To the south, an occasional noise issues forth, perhaps indicating some inhabitants. To the north, the tunnel rejoins an east-west corridor, marking an intersection. Just to the north, a door in the eastern wall appears unused.
The tunnel continues north and south here. To the north, it intersects with another tunnel, while to the south, it appears to twist somewhat. The darkness is all around at this point. Still, nothing here compares with the loud rumbling coming from farther north. Occasionally, an elvish sounding word will poke through the sound, coming somewhere from the south.
The tunnel turns here, from the darkness to the north to a strange greenish glow to the east. An odd, guttural language issues from near the glow, but its origin is unclear. Still, both the north and east are open passages, dark but explorable.
The faintly greenish glow in this room is from a lighting device on the floor. Somewhat akin to a campfire, it appears to give off no heat, thus preserving the infravision of the dark elves. A map lies next to the "fire," marked by a strange elvish script. It's obvious someone is living here, presumably keeping an eye on the activities. Small packets of food litter the area, with a small barrel of water almost empty in the corner. Whoever owns this camp will likely be back soon, if he's not here already.
The Lopan Guard uses this post to guard the western half of the main square, as well as watching the casino. These two popular attractions keep the guards on their toes at all hours. Obviously, only the best of the guardsmen are ever assigned here. Still, they are able to keep a light heart, telling stories of foolish thieves and clever traders.
The main doors of the Lopan Casino are here, thronged with gamblers and thieves, rogues and princes. While many people come to Lopan to trade goods, the city itself realized not everyone has goods to sell. So, in an effort to keep everyone happy, they opened this gambling house, giving rise to the motto, "Everyone can be rich in Lopan." While originally quite proud of the casino, it has, at times, become an eyesore. The recent addition of the member system seems to have curbed violence, but the guards are still hard pressed to keep non-members out. With any luck, most people can sneak through just fine. To the south, Casino street runs east and west, while further south, a Lopan Guard Post looms.
Casino games of every type go on throughout this area. Big winners cheer and big losers look disappointed. Some plot violence, but guards quickly show up to take them away. In the corner, an official looking man in robes clutches his head and points to another man. The guards grab him and pull him out. He screams about mind reading, but the man in robes doesn't seem worried. Cheating doesn't appear to be a problem. To the west, the manager's office lies, keeping watch over things. To the north, a crowd has gathered around what appears to be a big winner.
A crowd has gathered here to watch someone gamble. The man appears to be a cross between a man and a wolf, but no one else seems scared of him at all. He throws the dice once more, cheering as he wins again. The guards watch him carefully, while a psionicist concentrates. Apparently, he's not cheating, because no one has come to take him away. The winner snarls at anyone approaching him, keeping a watchful eye on his winnings. To the south, the casino continues, though with no winners quite as exciting as this one.
This is the office for the casino. Guards walk in and out, checking once in a while with the manager about appropriate techniques and punishments. A large oak desk rests in the middle of the room, with several paintings on the walls around the room showing various sights from around Lopan. To the east, the casino bustles with activity, a stark contrast to the relative quiet of this office.
The Lopan beach begins here, continuing to the east. Just to the south, the road spans east and west, carrying travelers and merchants. Distantly to the north, far off shore, are ships making their way to port. Seagulls cry and scream, diving for fish and begging for scraps. An occasional fisherman tosses them something, but mostly they go hungry.
The beach here gives way to a large series of dunes. A few sets of footprints mark a tourist's curiosity, while a few more fisherman look out over the sea. The sand of the beach surrounds the area, spanning off into all directions.
The beach here is strangely empty. No fisherman, no wandering tourists, not even any seagulls. Still, it is calm here, with the quiet hush of the surf lulling even the toughest of sleepers to slumber. Something must be happening nearby, though, as to scare off everyone. Still, if someone was looking to have a beach to themselves, this is the place.
The beach ends here, closed fairly well by the huge rock wall to the east. The silence continues here, broken only by the waves and the echoes off of the wall. The air seems almost crisp with energy, like someone is trying to do something magical. The whole thing is rather unnerving, which is probably why no one is around. The beach continues to the west, as the wall on the east also keeps the south closed off.
This area separates the beach from the northernmost stretches of Shore avenue. Just north of here, the beach begins, attracting fishermen and seagulls. Cries of the water birds go up every once in a while, usually followed by a curse from some angler. To the south and west, the docks of Lopan begin, while to the east, more sandy fields wait between beach and road.
Just to the north, the normally flat sands give way to a long series of dunes. From here, it looks as if some giant was trying to spell out something with piles of sand, but that idea is ludicrous. Anything big enough to manipulate that much sand wouldn't need to tell anything to anyone. The beach stretches out to the north, while to the south, Shore avenue spans the route from the docks to the central square.
This relatively nondescript area separates the Shore avenue intersection from the beach to the north. While most of the beach is fairly popular, this section seems all but devoid of life. Even Shore avenue to the south is a little bit quieter, an odd occurrence indeed. Still, there is no doubt as to the safety of this area, as any attackers would have a hundred yards of sand between them and any victims.
The forest continues to the east and south here. The crowds and business of Lopan seem miles away, even though not one minute of walking could get a traveler back into the main city. Even if the distance is imagined, it's still nice to look over things, cheerfully untouched by the otherwise busy town.
A large oak tree stands alone in a small clearing here. While still surrounded by trees, the clearing stands apart, most likely a favorite spot for picnics or more discreet evening meetings. An occasional set of tracks makes its way across the clearing. Apparently, humans are the only ones who appreciate this great tree. The forest continues to the east, west, and south.
The quiet forest gives way to a babbling brook here. A beaver dives into the water at the slightest noise, then calmly returns to his work on a nearby dam. In a few months, this will most likely be a small pond, home to a whole family of flat-tailed, buck-toothed critters. The sounds of the forest surround this area, comforting anyone who wanders by.
The Lopan forest opens up here, allowing exits in every direction. Off to the west, Shore avenue picks up, leading into town. In every other direction, the forest is thicker, quaintly comforting and naturally soothing. Rumor has it a ranger has taken up residence in these woods, content to guard the area rather than try to make his way in the city.
In all directions, the calm peace of the forest surrounds this area. Here, a small tent decorates a secluded clearing, with a small campfire blazing, a fresh kill on the spit. A pile of firewood nearby indicates someone has lived here for a while. Small woodland creatures wander about happily, apparently not fearing whoever lives here. The roar of the trading center is a distant memory from here. The Lopan forest spreads out in all directions, welcoming all visitors.
The forest here is not much different from the rest. Only the shape of the trail is any different, while the arrangement of trees seems about the same as anywhere else. Birds sing, squirrels gather nuts, and worms crawl. Everything seems right in the world, at least in this small corner.
The forest here is fairly normal. A call goes up from the east at times, indicating some large bird in distress. To the west, the forest extends toward Shore avenue, while to the north and east, the center of the forest gives shelter to any who would wander about.
The forest here is marked only by the loud screeching of some bird. While most of the forest creatures are comforting, this bird of prey is rather disturbing. The nest appears to be falling out of the tree, making its owner rather perturbed. Or, something more sinister is making the bird upset.
This section of the forest seems strangely lacking underbrush. It is almost as if it has been cleared by someone, making it more inhabitable. On a sycamore tree, a small round block of wood hangs, covered in holes. Someone has been practicing archery, and they seem to be pretty good at it. Still, they have missed sometimes, judging from the holes in the tree trunk. It probably wouldn't be wise to mention that to whoever was shooting, though.
Shore avenue ends here, leading into a small forest. While Lopan is known for its trading and its casino, the locals appreciate the small secluded refuge of this woodland. Birds chirp happily, immune to the bickering and haggling of the market and the wild winnings and losses of the casino. A sense of peace pervades this area.
The inside of this store is filled with bits and pieces of just about everything. Here some rope, there a barrel. An impatient and angry ogre paces behind the counter, grumbling and gesturing wildly. Small assistants of every race run in fear, all too aware of the danger of their job. More than one helper has been found dead outside Ghalk's store, and the guards pretty much look the other way. Of course, he only hires convicted killers, so no one really cries much anyway. Still, despite his record, citizens still show up to purchase the all too necessary supplies Ghalk offers.
This area of the market is marked by the more edible side of the market. Almost every booth offers some food of some sort, though most are based on meats humans still can't digest. However, since Lopan is a trading city, they offer a variety of items, including food, for every person, be he human, orc, or even troll. The guards wander about this area frequently, collecting the delicious gifts of shopkeepers so as to watch all the more closely. No one calls it bribery, but it does appear that some of the guards are fatter than others.
Casino road runs east to west here. Merchants tally about somewhat, but it's no where near as busy here as to the west, in Central Square. Still, some business spills over, but most of the traffic here is of a different nature. As the Adventurer's Guildhouse is at the eastern end of this street, many would-be dragon slayers wander about here. Many are never accepted into the guild, but that doesn't stop them from bragging.
Casino road ends here, right on the doorstep of the guildhouse. To the south, another Lopanian Guard Post rests, while to the east the doors of the guild await. The sounds of combat ring out close by, but the shouts are not of anger, but rather of instruction. Most of the merchants shy away from this area, arriving only to hire guards or strongarms for various tasks.
The guild library contains an impressive variety of books. The guild keeps a clerk on hand to take care of the books, but most members are known by him and just take out books on trust. Unfortunately, no mages have left any spellbooks here, they must be stored elsewhere. A couple of members are taking a break from studying here to enjoy a light fictional story or two. It is quiet, but not annoyingly so. The porch is to the east, while the foyer lies south.
A cool porch lies here at the back of the guildhouse. A few students wander about, enjoying the cool atmosphere and each other's company. An occasional twang followed by a THWACK echoes here. A quick scan reveals an archery range just to the east. After really impressive shots, some porch sitters actually stand and look over, but that seems rare. To the south, the guild's kitchen feeds patrons, while to the west a library entertains their minds.
This area of the guild house is laid out for the practice of missile weapons. Some use crossbows, some longbows, and one even throws knives. After spectacular throws, the knifer mentions a man named Abdul, but no one seems to catch on. While only beginners, most of these archers seem more than qualified for any sort of position requiring skill with weapons. Unfortunately, all the targets are occupied right now, so no more people can practice until traffic dies down a bit.
This is the entrance to the Lopan Adventurer's Guild. The decor here is marked by exotic remnants of at least one career. Here is a dragon's tooth, worth millions to the right alchemist, there is a mighty thunder shield. There's even a legendary double crossbow and elven longbow. The artifacts here are testimony to the ability of what men and women can do if they put their mind to it. On the south wall, there is a directory of instructors, as well as guidelines for joining the guild. The door back out into Lopan is to the west.
The eastern portion of the Lopan Guard rests here. Most of the trouble in this area is from the wanna-be's from the guild fighting it out. Of course, the guild tries to discourage these outbreaks, but adventurers are a rowdy group. Still, the well-trained guards handle these things easily, and enjoy seeing educated graduates of the guild make their way.
All the guild is served here, in one way or another. Even the half-giants who can't walk in are handed food through a window-like opening in the wall. The cook and his assistants scatter about, keeping the voraciously hungry guilders fed at all hours of the day. Since the guild was built into an old home, the only stairs in the place are in this room. While inconvenient, the guildmasters have never taken the time to actually put in a second set.
The stairs here lead down into the kitchen. To the south, the one room available for public usage waits, the office. Guards here look ominous and generally dangerous, threatening even the most innocent of visitors with glares and grumbles. Every once in a while, a quiet mumble comes from the office, but mostly, the guildmaster is silent. It is likely the guards will allow people in, but they won't settle for any violence.
The office for the guildhouse is here. A sturdy oaken desk sits in the middle of the room, covered with papers and various letters. On the south wall, the fireplace burns, a mantlepiece decorated with various trinkets and treasures. The guildmaster is just finished hanging a poster on the wall, describing some job for guild members. In the east wall, a huge door leads to the vault, kept locked. To the north, stairs lead down in the main floor of the guild.
The collection of treasure used to outfit guild members is housed here. While some of it is magical, the truly valuable magical items are generally only outfitted by permission of the guildmaster. On rare occasions, the guild will even give some items away on a permanent basis, for a truly successful mission. A strong metal door leads back into the office.
A small closet contains Simon's private things. You take a quick peek and decide it's better if you leave.
This bedroom is laid out in a comfortable format. The bed is covered with a thick quilt, but a strange crank is attached to it. Upon closer inspection, you see the device is to roll the thick winter coverings off the mattress. A chest of drawers is stocked with clothes that are stylish and exactly your size. On the bedside table, Simon's favorite book of poetry waits to tempt you to romantic dreams. Once again, the comfort of this room surrounds you.
Simon's bedroom feels like the rest of his home. The bed floats gently over the floor, the power of a levitation ability. On each wall, a picture of some beautiful woman hangs. Quite proud of his muses, he has adorned each frame with some collection of rare gems. You notice a lack of clothes storage, and remember that Simon usually constructs what he wears out of the air molecules around him. Or, it could be his closet is elsewhere.
Simon's study reflects the life he has chosen to live. Along the walls are what appear to be hundreds of books. When you look over the titles, you recognize some of the titles, like _Leaves of Grass_ and _Sonnets_. Along the west wall, a fireplace burns across from a thick leather chair. On a table next to the chair, a notebook sits, some poem almost done on the page. Above the fireplace, a familiar portrait hangs. Examining it more closely, you see the caption, "My Favorite Guest." When you look back up, you realize the picture depicts you! All about you the room exudes the comfort of Simon's heart, and the power of imagination.