161 rooms · levels 49–59
Clear blue stretches all around. Occasional fluffy clouds dot the skyscape in this weightless place, and a faint rumbling can be heard from time to time. The air grows warmer to the north and east, toward a great fire; steam drifts to the south, and the sounds of the siege come from the west.
There is a distinct tang in the air here. Bits of smoke hang in strange circular blobs. The siege engines float to the west, and clear sky lies to the east.
This part of the plane holds bits of elemental steam. It is not very hot, but large droplets of water float about and the air is thick with water. The steam shows the movement of the ever-present wind. The thicker steam lies to the west.
The azure realm gives way to perpetual gray here. The fog is thick and soupy, the air cool, and the abundant sounds of the plane are muted to whispers. The fog drifts slowly south, where the air grows dangerously thin. The great butterfly floats to the north.
A cold wind blows in from the south, chilling the air. The sound of battle is a distant rumble. The pervasive blue is everywhere, but a glittering light comes from the iceberg to the south.
The colors in the air here keep changing hue, making ghostly images that flicker in and out. What causes them is not known. A gentle wind blows steadily east, toward a place where the air grows dangerously thin.
This pocket of the plane holds nothing: no clouds, no wind, not even any air. Vacuum pockets are deadly to travelers from the Prime, and the elementals like them even less. Anyone with any sense moves quickly on, north into the fog, east toward the falling snow, south toward the dead giants, or west into the ghostly lights, for there is no air here and most beings need it to live.
Strange: an arctic breeze blows in from the east carrying bits of snow, and the snow is actually falling. It is not falling down but westward, toward a pocket where the air grows dangerously thin. A great iceberg glitters to the east.
An enormous floating iceberg is here. Ambient light glints and glitters off the huge chunk of elemental ice in a rainbow of colors and sparkles. Unlike the rest of the plane, the air around it is bitterly cold. A crack runs into the ice. Open sky lies in every direction around the berg.
The air is pure here. Its only smell is its lack of smell, a state never found in the Realms and uniquely refreshing. A cold breeze blows from the great iceberg to the west, and a colder air settles to the south. Far to the east lies the heart of the plane.
Three dead storm giants float here, hacked apart by their air elemental enemies. They seem to have been fleeing and were somehow cornered here, which is strange in the endless expanses of the plane. A breeze blows northward toward a pocket where the air grows dangerously thin. Debris drifts to the south, and a great snowflake glitters to the east.
Shards of ice float about here, scattering every beam of light. Fortunately the shards are not sharp and are only a minor annoyance. To the north is the titanic iceberg; a colder air lies east, a snowflake glitters west, and to the south the air grows warm and wet.
The air is fresh and good here, perfect for the natural elementals of the plane. A brown cloud hangs immediately to the south, the rainbow sphere glows to the west, and rainbows shine far to the north.
Small bits of dust float here, tinting the air brown. A harmless miniature animental, a winged elephant, floats about eating the dust. A larger cloud of dust is to the west.
Zephyrs carry the faint smell of roasted flesh here. A great battle was fought here recently; it is hard to tell who won, as dead air elementals look much like the air itself. Many dead giants and two dead djinn float among the clouds. The mountain fortress rises to the north, and the sky opens to the south.
Like a closet unopened for ten thousand years: that is this place. Dust is everywhere, choking and blinding, and the wind only stirs it up worse. Visibility is very poor. Clearer skies lie to the north, east and south.
The air is warm and a cool breeze plays through it. Fluffy white cumulus clouds drift lazily about wherever the winds take them. It is noticeably warmer to the south.
Rainbows of all sizes appear here, their colors streaming down and up breathtakingly. The air is thick and heavy with mist. A warm wind blows from the north at times. Muted grays lie to the west, and a fresher air to the south.
Clouds thicken here and the indigo skies fade to muted grays. The grayness is local to this spot; rainbows shine to the east, and the skies turn orange-red to the south.
A curious bonfire burns here, curious because it burns without source and without smoke. Flames dance within it, and the air is a good deal warmer. Small fire beings flit through the flames, their only refuge from the chill of the rest of the plane. Something pale drifts to the east, and the warmth spreads north, south and west.
An immense lattice snowflake floats here in this cold corner of the plane. It is huge, perhaps a half-giant's height across, and it is still growing, delicate as lace. Blue sky stretches west and east.
The winds are warmer here thanks to a mighty blaze burning to the east. Clouds float unbothered by the eternal conflicts of the plane. The giants' ballistae are far to the west, and open sky lies to the south.
A huge fireball burns brightly to the north, warming the air gently. Lightning crackles somewhere nearby, yet here the skies are clear. Steam rises to the south, and open sky lies to the west.
Four spheres of some strange leathery material float here, each with an opening large enough for several big humanoids. A fire burns on nothing, and a small sphere of water floats nearby. The camp looks well defended from every direction but its one way in, from the south. Whoever designed it had little sense for tactics.
The sun is rising from the south? No, that cannot be right: the sun is not rainbow-hued. The glowing sphere is to the south. The air is pure and good, though the blue skies mute and turn red near the orb. Open sky lies to the east.
An enormous glowing orb rises to the west, its light piercing the plane itself and turning the blue to red. It is plainly a center of elemental activity. The air is exceptionally pure. Open sky lies north and east.
An enormous, perfect sphere fills most of your vision. Colors swirl and whirl within it; the prismatic orb pulses and glows with a blinding light. It is completely unnatural, yet somehow primal as well. A sliver of an opening shows in its surface. Around it the sky opens north, east, south and west.
A great floating nest made entirely of bones drifts here. The bones belonged to many creatures, humans, elves and giants among them. The place has the scent of death about it, for the creature that built it has the power to hold it together. The bonfire burns to the west.
Muted purple describes the sky here, and the realm is darker. A thick fog of steam rolls in from the east. Rainbows can be seen to the south, and clear sky to the north.
A warm mist fills this place, thick with humidity: elemental steam. It behaves much like a thick fog, albeit an extremely warm one. It is unpleasantly hot here, though not dangerously so. The fire lies to the north; the steam thins to the west and drifts on to the east.
A great cloud of tiny air elemental insects buzzes here, flitting about and carrying off bits of the dust from the brown cloud to the north. A rainbow storm glitters to the west.
The plane of air can be a very diverse place, and this spot gives an excellent view of it. To the east is a roiling, churning ball of slime whose blackness is impenetrable. Toward the water pocket to the west the sky is clear.
This is a pocket of thick muck, a rarity in the plane of air: the cool winds usually dry such pockets into dust, but this one holds fast against them. It is dark and black inside. Strange things may be swimming in the ooze, waiting to kill you dead. You can struggle out of it in any of the four directions.
The skies here are clear and blue. A gigantic, almost mountain-sized ball of muck floats to the west; it could only be a pocket of elemental ooze. A sickly green haze hangs far to the north.
The clear skies have been darkened by a nasty green cloud here. It smells extremely foul, drives everything away from it and induces vomiting. Its purpose remains a mystery. The black smog is to the west, a bright glint shines to the east, and the sky clears to the south.
The blue sky here echoes with the sounds of battle. The great floating mountain of the defenders lies to the east, and black storm clouds gather to the north.
A giant black sphere of muck hangs just to the north, as if falling toward you. A second glance shows that, without weight, it only sits in place and wobbles. Clear blue skies stretch away on every other side.
A pair of clouds float here that look just like a pair of shoes. Perpetual blueness surrounds them. To the west floats what looks like an ENORMOUS butterfly; one might wonder whether it is a dragon or something worse.
Two monstrous siege engines float here, each as large as an old dragon, guarded by bands of glowing energy. They are made of some strange green metal and face west, toward the mountain. The air to the east tastes of smoke.
The sounds of battle are loud here. In the distance large humanoid beings fight with clouds of gas. The air is crisp, but a foul smell comes from the east. Open sky leads west toward the water pocket.
This foul-smelling fog can only be elemental smoke, and it is exceedingly unpleasant. Only the denizens of the para-elemental plane of smoke find it comfortable; all other creatures avoid pockets like this. Cleaner air lies in every direction.
Blue. It stretches in every direction, like the brightest sky on the longest day at noon, and every shade of it moves above and below. Faint, moving outlines are the only hint of the other creatures that live here. A rift glimmers far below, leading back to the Astral plane, and high above a great wind spins. The sky opens north, east, south and west.
The skies here change from deep rich blue to orange-red, toward the glowing orb to the southwest. This seems to be a center of animental activity: the small beings scurry about in a frenzy. Gray skies lie to the north, open sky to the west and south.
The pristine skies here are unmarred by conflict, cloud or anything else. Sounds and smells drift in on the winds. To the east an immense glowing orb pulses with power, and to the west lies the Vault of Sapphire Blue.
Strange bands of red cloud stand here in a sphere, with broken bits of weapons and armor caught inside. Smaller elementals that approach the cloud shy away from it. An ominous black cloud lies to the north, and dark gray skies to the south.
A bird flies here in the sapphire skies, an odd sight since it has nowhere to land. It circles about, looking at you. The Vault of Sapphire Blue lies to the east.
Melancholy. Something bad happened here. The blue skies look the same as anywhere else, but a presence of sadness lingers. The battlefield lies to the north, and the Vault of Sapphire Blue to the south.
This would seem to have been a bastion for the defenders, but it has been overrun. Smoke and debris fill the skies, and the winds carry the scent of sulfur from the black cloud to the south. Cleaner blue lies to the north.
The skies here are blue and the air sweet and clean. The Vault of Sapphire Blue lies to the north. Far to the east a rainbow storm glitters, far to the west the air turns cold, and to the south the sky darkens with smoke.
The skies here are dark and gray, yet the air is warm. An enormous wobbly ball of slime is to the south, and a red-banded cloud lies to the north. One wonders what might lurk in the muck.
The good elemental creatures live and thrive here, defending their outpost. The great mountain they have been forced to call home lies to the south. Wind walkers and aerial servants move about, scouting for intruders. The perimeter runs east and west, and the genies' fires burn to the north.
The plane stretches on and on. Luckily, a great winged ship floats just to the south, and by it you can get your bearings. The storm rumbles to the north.
The clouds here are dull and black, and thunder booms, though whether from the clouds or from the bolts the storm giants hurl is hard to say. The defended border of the giants' mountain lies to the east, the winds howl to the west, and the sounds of battle ring out to the south.
A solid ball of stone a mile wide floats here. The towers and parapets that once stood outside it are ruins. A field of lightning surrounds the mighty sphere. The stone has but a single entrance, a cave usually guarded very well. Around the ball, the defenders' lines run north, east, south and west.
This stretch beside the mountain buzzes with war. Air elementals hurl themselves endlessly at its defenses, most of them too single-minded in their pursuit of destruction to notice you. The mountain is to the west, the lines run north and south, and siege engines float to the east.
The endless void stretches out above and below. To the east a strange floating thing flies about on enormous wings. The sounds of battle echo here from far away.
A beautiful golden galleon floats here, its sails billowing in the great winds of the plane. The hull is made of some strange light metal, and two great butterfly-like wings sweep out from its broadsides. A large ring is mounted at the stern behind the sails, with a glowing orb floating inside it that breathes out wind. A shimmering bubble of energy surrounds the whole ship. Open sky lies to the north, south, east and west.
A great battle has been fought here recently. Giant corpses float eerily about, and the air has a distinct tang. The floating mountain lies to the east. The perimeter runs north and south, and the sounds of battle ring to the west.
An enormous floating sphere fills the sky to the north. It is the size of a small mountain, you think, though distances are hard to judge here. Bits of floating elemental ice serve as some kind of barricade; one wonders how well. The lines run east and west, and a battlefield lies to the south.
Genie work and giant work are both plain here. The genies, who favor elemental pockets, have set balls of elemental fire floating about; whether fortifications or decoration, they are impressive. The giants' encampment is to the north, and the mountain's perimeter to the south.
The genie defenders have set up strange weapons here: great ballistae of stone, anchored in the air by some mysterious force. One wonders what could be large enough to need ballistae of this size. The perimeter runs west and south, and a warm wind blows from a blaze far to the east.
Clouds gather in this space between storms and it is raining hard, which here means drops of water floating straight at you. To the west the storm grows savage; to the east something glows green through the rain.
A great shepherd's crook floats here in the air, glowing with an eerie green light that pulses like a heartbeat. You could enter the hole in the crook, and who knows where it would take you: this is the business end of a conjuration spell, though whose spell is a mystery. The storm lies to the west, and the winds blow hard to the east.
The winds are exceptionally fierce here. Small objects tumble past and anything loose is torn away. Thunder booms close by. The green glow of the crook is to the west, and the winds blow on east toward the war.
A cloud hangs here, raining. The rain is very strange: it spreads outward, slowly, in every direction at once, instead of falling. Lightning flashes from cloud to cloud and thunder booms, a storm many times more savage than any storm on the Prime. Its heart lies to the south.
The winds howl and whirl here and lightning leaps from cloud to cloud. The air has an almost burnt smell. This is plainly a hub of some raw elemental force, the heart of the storm. A raining cloud hangs to the north, the skies clear to the west, the clouds part to the south, and something shines through the downpour to the east.
The clear blue skies here are the kind the native elementals prefer, and the winds carry strange scents. Something glints and shines to the north, and a foul green cloud lies to the west.
A large bubble of elemental water floats just to the south. It looks refreshing from here. The winds whip around and carry the sounds and smells of nearby battles. Ice shards glitter to the north, debris drifts to the west, and a foul smell drifts in from the east.
An elemental storm has passed through here recently. Large droplets of water hang in the air, and the blue of the plane glitters off every one of them. The storm still rages to the east.
A large elemental storm fills this part of the plane. It rains, and thunder booms now and then. To the north the storm grows wilder; to the south the clouds thin out toward open sky.
This stretch of sky is very well defended, the center of activity for the remaining defenders. Scores of dead elementals float about, their corpses faint silhouettes against the blue. The perimeter runs east and south around the mountain, and stormy skies lie to the west.
A large pool of what can only be elemental water floats to the east. The storm and cloud giants have bodily needs and often come here to collect it.
This feels like a lake, except that the surface is all around you. Visibility is good and air can be seen on every side. Water pockets are used as watering holes and there is usually a great deal of activity around and in them. This one is no exception. You can swim out of it in any of the four directions.
A strange oddity grows here: a plant, rooted in a small pocket of elemental earth. It must get its water somehow; the water pocket is to the west.
The djinn and giants are unwilling to give up their last sanctuary or the skies around it, and so far they have held them: even the small animentals that usually drift about have been driven off. The mountain looms to the northwest; the lines run north and west.
The defenders of the mountain have built a much smaller stone encampment here, protected by great battlements. The mountain looms over it to the northeast. The lines run north and east.
A strange and interesting view is here: a floating lake of water to the west, and, far off, the mountain-sized ball of stone where the giants hold out. This stretch is usually under heavy traffic, so perhaps it is not the best time to admire the sights. A dark mass of slime lies to the east.
You must be seeing things, for it looks as if a big pool of water floats in space to the north, and a palm tree grows close by it. Open sky lies to the east.
To the north floats what seems to be an enormous butterfly: great, breathtakingly beautiful wings attached to a silvery body. It is strange that the butterfly has no head, but strange things abound in this plane. Chilly winds blow from the south, where the fog begins.
Bits of armor float here, old and corroded. It is raining: water seeps from a nearby cloud and falls ever so slowly in the weightless air. Whatever happened here happened long ago. The dead giants drift to the north, and a watery haze lies to the east.
Brr! It is cold here, like a winter's night on Frost Mountain. Ice floats past from the great berg to the northwest. This climate suits many creatures of this plane. Clean air lies to the north and shards of ice to the west.
Thin streaks of cloud dot the skies here, barely visible, and small elemental fish swim within them. A strange rainbow storm lies to the south, the glowing orb to the north, and clean blue sky to the west.
This is more of the same blue sky, but there is heavy activity among the insects to the east, and to the west a strange rainbow storm floats.
Three storms can be seen from here. A hail storm hangs off in the distance, its hail just floating about; a nasty thunderstorm grumbles far away; and to the east it is raining gemstones.
Shards of gems float about here, glinting with every color of the rainbow: a rare pocket of elemental mineral. Precious as they look, having formed without weight they are brittle and would shatter under their own weight on the Prime. Thunder booms nearby. Sky opens on every side.
The formless space stretches around you. A large elemental water pocket fills the sky to the south. Battle can be heard from time to time, but the quixotic winds make it hard to tell from where.
Far above a large great wind spins. From this distance it appears as if a tornado is swallowing its own tail. Bolts of lightning crackle within menacingly.
The Great Maelstrom is before you. The thing is awesome. It is larger than all of the known realms of Daleville. It is rumored that the great leader of the free willed elementals, Akadi, lives in the center of the maelstrom. The winds here are hurricane like and one can imagine how the winds in the heart could destroy a person utterly because of their primal force.
A great green tornado spins here in the opposite direction of the winds. This being could only be Akadi. Elemental wind is at its most fierce and pure here. Bits of dust and water, the shattered remains of earth and water elemental interlopers, help create the almost continual lightning here.
The winds howl and rage here. Up above, the storm crackles and thunder booms. The storm looks ominous and has an unearthly power to it. A tinge of green can be seen from the center. Below the winds subside.
Frost covered icicles drop down from the ceiling here. The ice has formed a large cavern here. Bits of bone are the only trace that something lives here. This cavern is extremely dark. Above, one can leave the iceberg, and a passage heads north.
The wooden deck of this wonderful ship is alive with activity. Eight sets of great oars move the wings of the giant ship. The hands that grip them are strong, but they're also disembodied. The hands move of their own volition pumping the wings. To the west is the bow of the boat, and the stern can be reached to the east.
This extension must be the lair of some foul creature. The icicles that have formed here give the impression of teeth. A raised dais sits in the center of the room. It glows with an eerie light. Also in this cavern is a large chair made entirely of bone. The scent of death lies heavily in this room.
The view from the bow is spectacular. Unfortunately there isn't much to see. The energy field protecting the ship is readily apparent. Elementals which try to approach the field are repulsed. Powerful magics are obviously at work here. There is an exit to the main part of the ship to the east.
The stern of the albatross gives a great view of the mighty tail. Six disembodied hands control the movement of the great tail. The tail seems to affect what direction The Albatross heads. A trapdoor is here leading down, and the main part of the ship is to the west.
The captain's quarters are richly furnished. A large table sits in the center of the room. On the table is a glowing crystal ball. Strange mists swirl within. On one side of the chamber is a large closet, and a trapdoor heads upward.
The grand entryway to the heart of the fortress is magnificent, beautiful and practical. A long hallway continues toward a large black obsidian gate. The gate is heavily fortified and thus no air elementals have made it past them uninvited as of yet. The hallway is lit by large continual light orbs. More hallways are east, and the mountain entrance is above.
The large stone hallway here is lit well with continual light orbs. The passage is by no means smooth, but it is wide enough for fifteen or so giants. Large spikes jut out from the side menacingly. The passage actually looks very fragile, but due to the weightless environment the chances of a cave-in are nonexistent. The main gates of the fortress are to the east. They have stood the test of 100 sieges and likely will withstand 1000 more. Uninvited guests have not penetrated farther than this point.
Two immense black obsidian gates are here. They appear to be the only means in and out of the complex. Djinn and Giant defenders stand behind the immense portcullis. The walls to the north and south have strange slots carved into them. The gates are bloody but look impregnable. The defenders must have designed a very ingenious way to defend them.
These arrow slits allow the Djinn and Giants to fire upon would be intruders with impunity. As you look at them they begin to draw their arrows. They look fearsome.
A large bed is the main feature of the room here. A large mirror adorns the wall and a walk-in closet is carved into another one. The bed is unmade and unkempt. The place reeks and smells horrible. Broken furniture is strewn about. Four large chairs sit in the corners of the room.
This is the great treasury of Alexandria. Congratulations. Take what booty you find and go in peace. A sudden wind blows up and you feel the presence of Akadi saluting you. The wind grows silent.
The fortress here teems with activity. Djinns and Giants move along here preparing for attack. The dark stone walls are carved and smooth. Several lanterns light the way. The ceilings easily are 10 humans tall. The passage continues to the east and a panel can be lifted to the north.
A magnificent spiral staircase ascends here. The designers of this place gave careful heed as attackers above have a distinct advantage over attackers below. The room itself is filled with a large circular table. It looks as if many beings can sit here and discuss important events.
The top of the spiral staircase is here and enters a hallway. This large hall has a red rug on the floor leading west. The hall is tastefully decorated with many beautiful tapestries. Below one can see the conference room and the corridor continues west.
The corridor forms an L here, with ways on to the north and east. A large red carpet runs down the center of the hall, covering the stone floor. Two paintings hang here, one of a djinn, the other of a storm giant. Both are extremely well done.
Enormous doors line both sides of this grand hallway. The large red carpet continues to the north and branches to the two doors on either side of the room. Bright lights flicker here. The doors on either side bear inscriptions.
The most notable feature of this room is a large iron forge. Elemental fires sit below it heating the forge to an extreme temperature. blacksmithing tools lie all around the room. Fine, giant sized weapons line the walls, obviously created by a master smith.
This is the end of the corridor of splendor and three doors line the walls here and the red carpet branches in all directions toward each of the doors. A large chandelier is here providing light. The three doors are unmarked.
A majestic throne sits toward the back of the room. The throne is carved from a single huge ruby, probably moved from the plane of minerals. A large red carpet stretches out across the obsidian tiled floor. Four pale blue globes float above creating a not bright, but comfortable light.
The legendary Library of Alexandria is here. The amount of books, tomes, librams, and scrolls here are uncountable. Information on almost any topic can be found here if you know where to look. A large index called the Total Codex sits in the center of the room on a raised wooden stone stand. Many tables are here. These tables have been designed for many races, and thus anyone can do research here.
An immense, towering, pulsing sphere surrounds you. Inside this pocket of elemental radiance lies a hollow space, and rising from its floor stands a jet-black tower, a single spire jutting up like a wicked needle. Radiance rarely stabilizes enough to form a pocket like this away from its own plane. Far above, the sliver you came through glows against the curve of the sphere; the hollow continues to the north.
The Spire is surrounded by a broken land filled with decaying pockets and the destroyed remnants of elemental settlers. The great sphere extends overhead and underneath, shedding light. The garden and the tower are supposedly guarded by the mighty Yan-C-Bin, but these may only be rumors. The garden is to the east and one can leave the butte to the south.
This area is affected by normal gravity somehow. Large, cracked pillars jut upwards from the ground. They once supported some strange structure, but all that remains is shattered remnants. Broken bones are strewn about.
Plants have started to grow here. They come in a variety of greens and turquoise. The plants are nourished from a bubbling spring which extends from an overflowing fountain. A broken structure can be seen to the west and to the south the garden continues.
The plants have grown here thick and heavy. Large ferns grow here. There is a path through the brambles and thorns which forms a T here. One can travel to the north, west, and east. The pulsing dome overhead provides light. Moisture is thick in the air.
The tree cover opens up and a large clearing is here. Grass is in abundance. In the center of the clearing sits a large stump. The stump is old and gnarled, and looks like it's from some majestic tree. A path heads east between the trees.
A strange path through the jungle is here headed east and west. The foliage thickens even more here as dense weeds entangle the sides of the path. Above, the light of the orb has darkened, so little light shines through. The twisted tangle of vines creeps downward.
A pair of iron shod gates bar the entrance south. The gates are five humans tall and look extremely strong. They show little sign of rust or wear. A jungle path heads west. A large sign is here. A skeleton stands beneath it holding the remains of what might be a paintbrush.
A small path heads through this deserted town. The bright glow of the orb gives the buildings an unusual color. Strangely, the buildings are intact. The iron gates are to the north. To the east and west are some shops and a path continues south. A dark spire rises in the distance.
This abandoned shop is made of wood. It is intact probably as a result of being protected by the raw elemental forces outside the pocket. Weapon racks line the walls. The windows are neither smashed nor broken. The shop, however, is abandoned.
The armor shop of Tiras Mithas is very nice. A large window shows the jungle outside, and thankfully the roof covers up the oppressive light of the radiance pocket. Suits of armor line the wall, they seem to be in good condition.
The quiet desolation of the town seems chilling. The town is untouched and peaceful. The Jumping Peppers inn is to the west and to the east is a small shop. The road heads south, where a tall spire looms.
This tavern once filled with cheer is now filled with nothing. Empty chairs sit at empty tables. A fully stocked bar stands in a corner with many barrels of ale. One section of the room looks like it had many people sleep in it. The beds, like everything else, are empty.
The fletcher's shop sold all kinds of bolts, quarrels, and arrows judging from the sign on the counter that says,"For sale - Bolts Quarrels, and Arrows" A large counter is here. Windows show the jungle outside and the spire can be seen from here.
The southeast gate of Tiras Mithas is dark and forbidding. The wrought iron gate is here, allowing exit to the jungle to the east. The town of Tiras Mithas is to the north, and the spire can be seen in the distance to the southeast.
There is a split in the path here. To the west are the iron shod gates of Tiras Mithas. The jungle is quite thick and heavy here. To the south a magnificent spire rises from a clearing. To the east is the entrance to a small building.
Ugh! This place reeks. Something must have died here. The shed is covered with a nasty brown residue. Various cabinets and shelves, which line the walls, contain nothing. Although foul smelling, this might be a good place to rest as the smell might drive away bad things.
The black spire towers above. Like a gigantic raindrop that has just hit the ground, the midnight spike is seamless. Its wide base connects to a razor sharp point just below the top edge of the pocket. The spire is without door, window, or entrance of any kind. It seems impossible to enter, yet somehow, somewhere in there, is Yan-C-Bin's lair. To the north is the jungle path, headed for Tiras Mithas.
A small set of stairs rises to a large black hallway. The walls, like the rest of the tower, are made of some strange seamless material. It appears to be very alien. Eerie lights glow softly from smooth fixtures in the wall. The corridor heads east, and up through the hatch is an exit.
A winding spiral heads down from above. It would be a stairwell, except there is a lack of stairs. The spiral lacks railings and is completely smooth. At the top of the spiral is a small hatch. The room itself is fairly large. The white lights above softly glow green. A passage is west.
This strange room has two archways, the north one being covered by a stone door. Strange objects cover the floor of the room, some of them glowing, others not. The objects make noises from time to time, but seem to be mostly harmless.
The black passageway is flanked by two black doors, one to the west and one to the east. The black walls here, unlike many other areas, do not have the glowing lights. The doors to the west and east are unremarkable.
This chamber is extremely large. The seamless black walls extend high above and below. The room is large enough to house many giants. Strange pots bubble here. The floor is covered with a sticky ooze.
This large room is filled with furniture. A small stone couch stands here beside a table, and on the table lie detailed plans of the djinn stronghold, marked with red arrows. A large black door lies to the west.
This corridor appears like a bent elbow, it slowly moves to the east from the south. The smooth walls are covered with spots of blood. The blood appears to be dirty brown splotches. Small winking lights cover the tops of the corridor and the air.
This is the end of the passage. To the north and east are large doors. The north door is grey, while the east door is red. Both doors stand out from the black corridor which heads west.
Corpses. The dead bodies of giants lie strewn about this massive room. Some of them have been killed in battle. Others have been tortured slowly, cut into pieces, or just hurt to death. Large, cruel instruments adorn the walls. A large fire burns in one corner of the room, probably used to heat various implements of torture.
This dark chamber has a large hole in the ceiling from which light floods down. A brightly colored wind is spinning here. What its purpose is isn't known. The small whirlwind sits in the center of the room, spinning. A red door is west, or one can exit through the hole.
Lights in the ceiling shine brightly down to the room below. The walls here are seamless and black. The smoothness of the material is unearthly. A passage heads west and there is a dark room below.
This long corridor slowly slopes upward to the east. Smooth walls are lit by bright lights mounted evenly along the walls. A dull metal door is to the north. The passageway heads west and east. It is eerily silent here.
Unlike the majority of the spire this room isn't made of the smooth black material. The walls of the room are brightly colored with a zig-zag spiral pattern. The walls don't seem to be steady and seem to pulse in and out. A small windstorm is in here. The water drains out a grate in the floor. A small magical sphere protects a small desk in the corner.
The corridor here slopes up and to the west. Mounted lights set at about arms length intervals glow brightly. The lights eliminate all shadows. The walls here are seamless and smooth, except for a large indentation to the south.
A continuous wind is here blowing in circles. Elemental wind has been isolated here. Various small objects picked up by the strong winds are fluttering about. The walls here give the illusion of sky, yet the walls are still there.
The corridor heads upwards and bends north. The lights here are steady and cool. More corridor can be found to the east. A dark object seems to suck out the light to the north.
This is a closet where the mage Bigby holds his prized possessions. Strange tomes of magic are here. Various trinkets cover the floor. There doesn't seem to be an order to any of this stuff.
The silent hallway here is dark and foreboding. Movement seems to take place nearby, but it isn't placeable. The passage heads north to a set of doors and south to a grand hallway.
Two large doors prevent entry to the north and east. A set of black doors prevent the entry north. The set appear to be strong and fortified preventing unauthorized entry. To the east a plain wood door is present. The sound of silence is the only sound heard.
Hot winds swirl the steamy air here. The air in this tiled chamber is thick with water. A small stove in the corner heats the room to a very hot temperature. The tiles on the wall alternate between black and white squares. They cover all parts of the room.
A large ramp heads upwards out of the silent halls. The flickering lights light it strangely and it casts many shadows. A gravelly substance is on the floor here. Perhaps something large was dragged up the ramp. To the south is a large black door.
A ramp leads downward to a silent black hallway. Here the walls glow green. A strange smell begins to develop here. It's coming from a decaying corpse in the corner. The thing absolutely reeks. The corridor continues to the east, or the ramp leads down.
The corridor terminates here at two exits. The first is a hatch similar to any other in the room's ceiling. The second is a pulsing, glowing door. The door is so evil that it is detectable by those without magic. A swirling pattern is on the door and runes cover the thing. The passageway heads west.
This room takes up the majority of the spire. The seamless black walls slope elegantly down to a platform. The room is unadorned and vast enough that it isn't possible to see the point of the spire standing on the platform. On the platform itself are a variety of bones and carcasses. The room radiates a distinct evil. A hatch downward is the only exit from this room.
This room is bare. The walls are made of the same dark black material. The room is simple and spartan and contains only one object. The rift glows ominously creating the only light in the room.
The sun shines brightly overhead and gleams off a crystal lake. Beautiful green rolling hills stretch away on every side, and the grass is thick and lush. A small trail heads up and over the hill to the west. Overhead the air ripples faintly where the rift let you through; you could rise back up into it.
The green fields here are lush and beautiful. Butterflies flit and dance above the wild flowers. Farms lie in the distance, with people tending the crops, and young boys splash and fish in a small pond nearby. A shining castle lies to the north, and the trail runs back east to the meadows.
A shining castle is here. It's apparently prosperous as the portcullis is up and the drawbridge is down. The castle is bright. Large parapets extend from the bright blue skies. The castle can be entered to the north and some rolling fields are to the south.
The castle entrance is large. Glowing stained glass windows line many walls above, and paintings of various peoples adorn the walls below them. A large golden door depicting a bright face closes the way north. The entrance is to the south.
A huge marble throne is here. It is very large and has gems and garnets stacked along it. It stands on a raised obsidian dais with five large steps going up to it. A twisting black carpet extends from the throne to the hallway to the south. Statues of extremely beautiful figures line the carpet. The floor is made of white marble. The room is lit by a magnificent crystal chandelier, with two magical orbs in its center reflecting the crystals to create a rather dazzling display of light and color.
There isn't any air here and you start suffocating. Movement is suddenly impossible except in small cases. Lack of air makes it impossible to speak. You are going to DIE unless you can find some way to get out of this pocket.
You are dead.