228 rooms · levels 30–50
A heavy gate of reinforced steel lies here across the remains of Wizard Way, the entrance into the northern section of old Mordilnia, and now the furthest outpost of the forces of Lordaeron. The gates too shine and hum as if they were conduits of the holy blessings of Tyr, whose temple soars over the city to the south. A pair of rather annoyed looking guards lounge in the shade provided by the walls nearby, though they are quick to attention at the first sign of any approach by anything.
This appears to be a wide, cobblestone road, leading north and south between a pair of rather tall walls on either side of the pathway. The road seems to be in a bit of disrepair right now, as potholes exist here and there, making foot traffic a bit treacherous, and mounted traffic all but an impossibility. A small row of trees lines either side of the road, relatively young but tended with loving care by some golden haired elves even as one watches.
The wide cobblestone road continues to the north and south here, running along the reinforced stone walls lining either side of the way. Between the walls and this road are a small double row of aspen trees, transplanted from the Ravenclaw Woods to here to provide some natural beauty to the recovering town. South of here, this road meets up with Blackraven Avenue, and ends there at the front steps of the majestic marble Temple of Tyr.
Blackraven Avenue intersects the northern road leading out of town here, forming a T-intersection just north of the main gates of the Temple of Tyr. The road actually happens to be in rather good repair here, and as one watches, a crew of humans and elves sets to work repairing the cobblestone just north of this location. From the south, the sounds of prayer and chanting emit from within the marble edifice, pervading this whole region with an aura of holiness and goodness.
Blackraven Avenue is a broken cobblestone road leading east and west of here between a row of buildings on either side of the avenue. To the south, a number of blocky structures, most likely housing, lie before the marble edifice that is the Temple to Tyr, while to the north it appears construction of apartments is taking place over the razed ruins of old stores and buildings of the ancient city of Mordilnia. A handful of elves and humans wander here and there, mostly doing what they can to improve and secure this territory and begin the building of this city.
Blackraven Avenue intersects Aspen avenue here, just inside the stone walls that mark the outer limits of the city of Lordaeron. This area seems kind of quiet and somber, as if a great sadness lay over the area. A small grove of aspen trees lines the north side of the street, and an obelisk lies in its center, with some sort of carving into it. To the south and west of here, a cobblestone road leads away, in some disrepair for now as the elves of the city work on reconstructing it.
This appears to be a broad north-south avenue, well paved and rather new looking. Bordering the east side of the road is the thick wall that surrounds and protects this city, while to the west are a row of small residences and shops and whatnot. For the most part, the road is rather deserted, given that the residents have better things to do, such as repairing the ruins that the marauding goblin armies left in their wake. Still, a handful of elvish and human guards seem to be keeping an eye on things.
This appears to be a rather wide road, bordered by residences on one side and the city walls on the other. For the most part, this road is in good condition, especially given how new it and everything around looks. For the most part, the road is deserted, as if very little happened around here, and public works projects needed placement elsewhere before this locale. The road runs north and south.
Aspen Avenue runs north and south past the main barracks here, those barracks being a small, squat building just west of this spot. That seems to be the only landmark of note along this way, and probably the primary reason for the handful of elvish and human guards walking north and south. The stonework all around looks relatively new, although with little ornamentation given that there has been little time for such frivolity by the current occupants of this land.
The north-south boulevard known as Aspen Avenue is relatively empty here, with little sign of foot traffic by the occupants of the city. To the east lie the heavy stone walls that barricade the city and keep the hordes of goblinkind at bay, while to the west a small row of residences lie between here and the looming Temple of Tyr in the heart of the city. Little else can be noted about this spot.
This appears to be a building rather hastily thrown together, almost serving solely as the emergency barracks of the Lordaeron Guard and for little other use. The building itself is made of a rather flimsy looking stone, not well fitted or mortared, and on the verge of falling apart. Very little furniture seems to be within the place, just a table where a couple of maps of the surrounding countryside are placed.
This appears to be the southern stretch of the cobblestone way following the eastern walls of the mighty Temple of Tyr. Much of the street lies in that edifice's long shadow, both literally and figuratively. Small houses and shrines dot the sides of the road, mostly used by visiting guests and dignitaries to the temple. The avenue continues north and south throughout this neighborhood.
This appears to be the southern end of Aspen Avenue. Despite its name, however, there are few if any aspen trees here, although space for the planting of more has already been allocated and simply awaits time and labor presently employed elsewhere within Lordaeron. To the northwest, a large building, the Temple of Tyr, soars over the city, dominating the view from this location. To the south, an avenue leads west, while to the north the road disappears into shadow.
Goldleaf avenue begins here, starting west, while Aspen avenue wanders off into the shadows to the north. For the most part, this road seems to be in surprisingly good condition, a stark contrast to the rather shaky city walls bordering the outside of the city, and the ramshackle shacks lying along the back walls of the Temple of Tyr. A couple of young aspen trees hang here and there, freshly planted, but not yet tall enough to cast long shadows over the city. A handful of elves and humans walk here and there, mostly guards on patrol.
Goldleaf Road runs along the back side of the Temple of Tyr here, falling underneath its considerable shadow. Most of the road looks rather new, and as such is in far better repair than the older construction further west. A small row of shanties lies along the south wall of the Temple of Tyr, mostly homes for the vagabonds and drifters of the city. On the south side of this road lies the reinforced masonry of the city walls, while to the east lies a roadway intersection.
The cobblestone road here is rather broken up, with numerous potholes and other such imperfections marring the area. Apparently, the elves and humans of Lordaeron haven't gotten around to restoring this section of old Mordilnia very much, particularly given that it lies behind the majestic Temple of Tyr and is also pretty much the slums of this area. A rather new road breaks off east of here, while the main roadway lies south and west, heading towards various defense postings of the old city.
The narrow roadway winds its way between the walls of old Mordilnia here, those walls since having been reinforced by the new residents of this town. A handful of sturdy elves and humans sit atop the walls, carefully watching the forests outside of town for orcish and goblinoid invaders preparing another assault, but other than that there seems to be little purpose to being in this part of town.
The southern road continues running between the reinforced walls that surround and protect Lordaeron here, those walls looking to be in far better condition than this pothole filled road. On either side of the road, burnt ruins of old buildings, likely the guildhalls of Mordilnia, lie forlornly like relics of an ancient era. A handful of guards are posted here and there, and the sounds of a couple of the elves chatting come from nearby.
This appears to be the south gate, and the southernmost point of the city of Lordaeron. Beyond the towering walls to the west, east, and south lie dark and foreboding forests, providing cover and sanctuary for the hordes of orcs and goblins and worse creatures even now preparing another attack upon this town. To the north, soaring over the city, is a marble temple, dedicated to some powerful patron saint of goodness, and between here and there runs a narrow road clogged with elvish and human guards.
Goldleaf Road runs east and west through a district of hovels and shanties here, the road looking as bad as the structures aside it and the pitiful humans and elves cowering within. This situation seems even more wrong given the massive edifice of the Temple of Tyr which casts a long shadow over this region, especially as the patron god there is a saint of goodness and justice. A small cadre of guards patrols the street, but they pay little attention to the surrounding area.
Two rather beaten up roads meet here, with old Temple Road leading north inside the west wall of the city, and Goldleaf Road starting here and winding east through a slum district. The major view here is of the back corner of the Temple of Tyr, which stands at the heart of the city and seems to very much dominate it. A handful of guards stands here and there, but they seem to pay very little attention to anything happening within this general area.
This appears to be the southern end of Temple Road, winding its way through some rather new construction, apparently a commercial district of some sorts that has the looks of fresh elvish make. A handful of aspen trees also dots this area, mostly inside the western wall of the city and adding some natural beauty to the roadway. Some elvish guards, and a human or two, walk the area, keeping a lazy eye on things but more concerned with gossiping with one another than any impending trouble.
Temple Road continues running north and south here, although by now it has fallen into considerable disrepair, as large potholes are scattered across the way, and weeds grow almost everywhere. Undoubtedly, the elves repairing this region of the town have simply not gotten around to roadwork in lieu of getting industry and commerce running here, and repairing the western wall which looks rather reinforced now. A handful of elvish children run here and there, playing in the roadway and not caring about the serious worries that seem to plague the guards standing atop the walls.
The ringing of a blacksmithy echoes throughout this portion of Temple Road, drowning out even the hard stop of booted feet upon the old cobblestone road. It's a bit warm here as well, as intense heat flows out of the shop to the east, a shop clearly marked by the sign of anvil and hammer above its doorway, and a gold medal of honor suspended from the door. From the awed respect that even the venerable elves pay this area, this is most likely the shop of the great blacksmith Damathar. Temple Road leads north and south.
This is a rather cramped structure sitting along Temple Road. As it is a normal, functioning blacksmithy, the room is filled with waves of sweltering heat, making it most uncomfortable to stand around in a full suit of metal armor. A couple of hulking smiths' apprentices seem to be hammering away at swords and breast plates very rapidly, hard working beneath the gaze of the hulking Damathar, who owns and runs the forge.
Temple Road is a somewhat dilapidated cobblestone running along the western end of the city of Lordaeron here. Beyond the road to the west are towering stone walls, and primeval woods beyond that, while on the other side are a handful of small shops and residences for their workers. A handful of elvish guards walk around, generally keeping order, but it's rather obvious that they aren't very worried about any disruptions.
A handful of potholes mar Temple Road here, making walking a somewhat time consuming task presuming one doesn't wish to sprain an ankle or some such injury. The roadway is relatively quiet here, as the shop district to the south has ended and the guard presence is relatively mild. Most of the guards in the area seem preoccupied with their own pursuits, paying the outside world little attention as they walk their patrols. The roadway continues to the north and south.
This appears to be the northernmost section of old Temple Road, running between the towering spires of the Temple of Tyr to the east, and underneath the outer walls of the city to the west. Given those two structures, it's little wonder that the road is bathed in shadow for the most part, which very likely pleases the stationary guards who don't have to swelter in the midday heat as much. A handful of residences lie along the east side of the road, which continues north and south from here.
Blackraven Avenue and Temple Road meet here, the only two roads of the old map of Mordilnia to still exist in the new city. The large gates that once adorned the walls of the city to the west have been sealed, mostly as a preventive measure to ease the defensive load on the guards of Lordaeron. The primary feature of the landscape here is the towering marble temple to the southeast, which practically radiates with holiness and goodness. A couple of guards walk atop the walls, but it's obvious that their attention is not with their patrols.
Blackraven Avenue nears its western terminus here, as it runs alongside a small shrine just to the south of here, sitting near the Temple of Tyr at the heart of the city but not encroaching upon it. Most of the area is in generally good repair, and a handful of elvish work crews even now seem to be completing the road repairs, setting a handful of stones in place to stop up the potholes. One of them turns and whistles suddenly, though what it may or may not mean is unknown.
A set of wide, semicircular steps leads up north to south here, ascending towards the front doors of the Temple of Tyr. These steps, and the actual temple itself show clear contrasts from the rest of the city it lies in. For one thing, clear signs of loving work can be seen here, and not quite hasty like the rebuilding of old Mordilnia. Most of the area seems rather quiet and abandoned, though a large set of double doors is to the south, and a roadway north.
This appears to be a wide marble foyer, consisting mostly of blocks of the stony material interspersed in patterns of blue and white. The whole area has a feeling of peace and goodness here, as if blessed by some holy lawful god. A handful of low ranking priests stand in alcoves set into each of the side walls, having low-toned conversations about whatever priests discuss. A handful of commoners move through the area as well, probably heading towards a chapel of some sort to pray.
The ceiling of this hallway soars well above the floor on which one now stands, creating a feeling of immenseness and in some ways a feeling of insignificantness as well. The hallway, like the foyer to the north, is constructed of blue and white marble designed into unknown patterns. To the east and west, small rows of cells can be seen, and low chanting emits from a handful of them. To the north is the foyer, while south of here the area opens up into a large temple.
This is a small room, with a low ceiling and divided into multiple cell like blocks. Each cell has a padded floor and chair, and a tapestry along the back wall depicting the virtuous god Tyr. A handful of cells are presently occupied by priests either meditating or praying for divine guidance, but little else can be told about the place. An odor of incense hangs in the air, and a doorway leads west to the main temple.
This is a small room with a low ceiling divided up into several small cells that seem to serve as private meditation chambers. Most of those blocks are presently unoccupied, allowing one to see that each one is rather plainly furnished, with only a small stool, a padded floor, a tapestry, and a candle/incense holder in each. A low ceiling in the whole room brings upon one a feeling of claustrophobia, with an exit to the east to relieve one from that.
This seems to be the northern entrance to the chapel of the Temple of Tyr. Most of the rather large room is taken up by rows of seating and a handful of stools, probably to be used by the common populace when they come here to pray for divine guidance. Most of the room is built of a shining white marble, though flecks of blue appear within it. A handful of priests and commoners shuffle about the room.
This seems to be the northeast corner of the quiet chapel. A handful of wooden benches lie along the marble floor, most likely overflow seating for holy day services here in the temple given the rather poor view of the altar and lousy acoustics. Most of the chapel opens up to the west and south, and a nice view of eastern Lordaeron city can be seen out the window.
This appears to be the east side of the great chapel within the Temple of Tyr. Most of the area is taken up by commoner seating, mostly wooden benches laid across the marble floor. The area is well lit from the grand windows that run floor to ceiling along the wall, providing a splendid view of Lordaeron's eastern side and the woodlands beyond. To the west, north, and south, the chapel opens up further.
This appears to be the center of the great chapel in the Temple of Tyr. Most of this area is actually clear, aisles allowing people to walk through the chapel to their chosen seating area and all. Right now, the area is rather empty, allowing one to study the remarkable designs etched into the few pillars holding up this region of the room. A handful of priests wander about, tending to whatever minor needs they are assigned to.
This appears to be the western wing of the great chapel, cast in shadows despite the large windows along the far wall. Most of the floor is covered with low benches and other assorted seating, intended to accommodate the hordes of worshippers that congregate here on holy days. A couple of small portraits hang along the pillars that hold up the roof, depicting Tyr in various goodly acts.
This appears to be the distant northwestern corner of the great chapel of the Temple of Tyr. Most of the seating here seems to be for overflow crowds, when either a major holiday is celebrated here or the city were to be invaded and this the last bastion of defense. As such, there is more dust than signs of life in this corner, although some maintenance appears to be done regularly. Sounds of chanting can be heard echoing throughout the place.
This appears to be the southwestern corner of the great chapel. From here, one has a pretty good view of the proverbial altar, little more than a raised platform where services and prayer sessions are conducted by the priests of the temple. Right now, it's relatively unoccupied, although a priest can be seen wandering here and there. Most of the rest of the chapel is empty as well, though a couple of commoners wander between the benches set in rows here.
This is the southern end of the great chapel, and this region of the room is largely taken up by a raised platform, almost like a dais, from which religious services are led and all when those times become necessary. From here, one can see that much of the room is filled with seating, almost semi-circular in nature and facing this spot. A handful of books lie in a pile in the corner of the dais, and a dark passageway beckons from beyond a curtain on the south wall.
This is the southeast corner of the chapel, and based on the placement of the windows and various other sources of light, the brightest corner of the room as well. Most of this area is rather empty, though some benches have been placed along the marble floor to face the altar just west of here. The area seems rather well kept up, probably a function of the lesser priests that can be seen moving throughout the room.
This seems to be a narrow north-south hallway deep within the Temple of Tyr. It's rather dim and chilly in here, almost as if this place lay deep within the ground, and was abandoned. Despite this, the area shows signs of frequent use, with footprints trailing back and forth across the dirty floor. To the north, a dark curtain hangs across the passageway, while the hallway continues south.
This appears to be a small shrine, a far smaller room than the main chapel further along the hall to the north. The area has a very hallowed feeling, as if a massive event had taken place. Rumor has it that this is where Tyr met personally with the generals of the elvish/human attack force when they were fighting off the last orcish raid to inspire them to hold the city. Candles and sticks of incense burn around the room, which has doorways in both the south and north walls.
The hallway here seems constructed of a solid blue stone, most unlike anything else in this region of the world. The stone itself is very sturdy and seems to stand up well to the daily rigors of temple life. On either side of the hallway appears to be sleeping quarters, one decorated rather plainly for paladins, and one a little more comfortable designed for the warrior-clerics of Tyr. The hallway continues south, and disappears into a small shrine to the north.
This appears to be the northern end of the priests' sleeping quarters. Most of the room is rather sparsely decorated, with several cots lying here and there in a totally random pattern. A couple of lamps also sit around the room on tables, as well as incense holders to aid in the clerical meditations that the great men and women of this temple must often go through. To the south, this room continues, while a doorway leads west into a hallway.
This is the southern half of the priests' quarters. Most of the area is rather bare, although a handful of cots and tables are strewn about in a random setup. The musky odor of half-used incense hangs in the air, serving only to help the meditations of the handful of priests who occupy this area, chanting softly. The quarters continue to the north, while a hallway lies to the west.
The hallway here is constructed of a blocky blue stone, very solid but unlike almost anything else one has ever seen. For the most part, the stone is rather rough and unrefined, as if taking the time to finish it was something to be done when the chaos of the region subsided. On either side of the hallway, well lit living quarters can be seen for the inhabitants and loyal followers of Tyr. A chill air flows in from the south.
This is a very spartan room, with furniture beyond very simple and unyielding beds rather sparse. The lighting here is rather dim as well, though a handful of incense burners are sparkling away. Obviously, this is the barracks for the paladins of Tyr, a group of men so holy and chaste that they inspire awe, whether you like or hate them. The room continues to the north, while a hallway can be seen through the doorway to the east.
This appears to be the northern end of the paladin's barracks, a room that is very much empty save for a handful of cots where those holy warriors take their rest. The room has little decoration, save for a couple of small figurines depicting the Lord of Justice of the realms, probably to serve as focus for prayer. The barracks continue to the south, while a hallway can be seen through the doorway to the east.
This appears to be a narrow entry room, running between the hallway to the north and the main temple to the south. From the looks of it, and the feel of the room as well, this isn't well kept. A definite chill flows up from the staircase in one corner, and cobwebs dangle in the darkness of this room. The area on the whole is rather dark, which might explain why the ranking priests and paladins don't notice these problems.
This appears to be the back of the main chapel of the Temple of Tyr. Unlike the prayer section near the entrance to this temple, this one seems to be reserved exclusively for the priests and paladins of this sect, and in ways is designed as a war room for the planning of city defense. Seating is arranged almost semi-circularly, facing the altar to the south.
This appears to be the back corner of the secondary chapel here in the Temple of Tyr. This region is rather shadowy, almost as if designed to allow bored priests to gossip during conversations (not that they would ever do that of course). The seating is slanted as to face the altar in the southern half of the room, though the view from here is not superb.
This appears to be one of the front corners of the main chapel. The seating here seems to be rather nice, and looking more luxurious than almost anything else in this temple or even the rest of the city of Lordaeron. The view of the altar is also quite nice from this location. This region of the room is well lit from above by candles and magical light, while the faint odor of incense hangs in the air. The altar is to the west and above here.
This appears to be a small section of floor space right beneath the altar of this inner chapel. The floor area is rather clear, revealing a map of Lordaeron and the surrounding area drawn into the marble floor, probably used for defense plannings and all. Benches are drawn into concentric semicircles around this spot, though many of them cannot get a good view of here. A narrow staircase winds upwards towards the primary altar.
This appears to be one of the front corners of the secondary chapel, with rows of cushioned benches facing towards the southeast to look up at the altar where important sermons and whatnot must be dispensed. Other than that, this area is remarkably clear and uncluttered, almost organized as if by some cosmic bureaucracy. A couple of narrow aisles lead through the seating area, allowing access to the rest of the sanctuary.
This is a shadowy corner of the secondary chapel deep within the confines of the Temple of Tyr. Like most of the rest of this room, it consists of padded benches sitting atop a marble floor, neither too comfortable nor too painful. The benches are turned to face the area just in front of the altar, as if most of the major activity in here went on then. The slight odor of incense hangs in the air.
The altar provides one a terrific view of the rest of this sanctuary, allowing one to see any corner he or she wishes from this vantage. The altar is even more lavishly decorated than the rest of the chapel, as a solid gold brazier and a number of huge tapestries cover this area. A small fire burns in the brazier, though it cannot be told why. A set of narrow stairs descends to the floor of the chapel.
This appears to be an ancient structure, perhaps parts of the city that lay here even before ancient Mordilnia. The old stone walls are covered with moss and lichen, and a thick cloud of dust whirls through the air. A handful of passages lead off into the darkness of what can only be called a tomb, although whom it honors cannot be told from the crumbled ruins.
A handful of bone fragments are scattered across the floor of this passageway here, looking as decayed as much of the rest of this crypt must be. From appearances, no one has been down here in years, given the lack of footprints in the dust, the thickness of the mold on the walls, and so on. The only disconcerting thing about this tunnel is that one almost feels like they are being watched.
The corridor branches off in four directions here, allowing one to choose which direction they wish to get into (or out of) the deeper parts of the crypt. For the most part, this area seems abandoned, but it's hard to shake the lingering feeling that something is out there and waiting. There are runes along the ancient stone walls, but they've worn thin and unreadable with time.
This appears to be a dark alcove, little more than a small niche in the wall to be certain. The remains of a mummy lie on the ground, shredded from within it seems, as if something tried to get out and eventually succeeded. This perhaps, feeds the impression that something sentient is wandering the halls, and might possibly be rather hostile. Nothing else seems to be too noticeable about the area. The main passage is west.
This is a darkened alcove of sorts just off of the main corridor through the crypts to the east. The alcove lies empty now, although remains of bandages for mummification and bone fragments are scattered like debris across the floor. From appearances, something or someone once occupied this area, perhaps centuries ago, but is gone now. While there are runes on the wall, the passage of time has made them all but impossible to make out, let alone translate from their ancient tongue.
The corridor grows darker and almost more sinister here, as if that were even possible. Up ahead to the north appears to be a rather sizable crypt, which implies more of a mass body dumping ground than a tomb for a noted leader or warrior. Dust swirls in the light breeze that blows through this tunnel, although how live air gets this far down is a mystery. It implies that one is not alone, even in a place that has been lost for over a thousand years.
This is the southern end of a crypt, or something that once could have been called something close to it. Now, it's an area that seems rather ransacked by something or someone, as remains of bodies and skeletons lie just about everywhere. Strangely enough, some of the blood is very much fresh, as if battle had been seen here recently.... of course, that leads one to think of who would be fighting down here, and that can imply some rather dangerous conclusions.
This appears to be a dusty corner of this mass grave. For the most part, it even seems untouched, as a handful of mummies lie in a pile in the corner and skeletons are stacked along one wall. A large layer of dust lies on all of it, showing the length of time it had not been disturbed for. Despite this relative peace, it's obvious that something is still out there, and has a rather hostile demeanor.
This appears to be the dusty corner of the crypt, as for some reason most of the powder drifts gradually to this area, covering everything with a thick layer. Only a handful of skeletons and mummies remain here, everything else seemingly animated by someone or something for their own purposes. While one might normally feel rather saddened in this crypt, the emotion that seems to be most prevalent is fear, as if something immensely powerful were out there, and ready and willing to kill everything in its way.
This appears to be the northern end of the crypts beneath the Temple of Tyr. From the looks of what runes can be read, this place must be several centuries old, if not a millennium or two. The construction looks like some ancient culture that must have occupied the lands before the rise and fall of the kingdom of Mordilnia. For the most part, the room is empty, though a large passageway has been blasted through the north wall recently.
This appears to be a rather dark corner of the crypts, and overrun with small vermin and the like. Despite what one might expect from such a place, this area is cool and rather breezy, indicating external air vents located somewhere for some purpose. A thick layer of dust is strewn across almost everything, including the decaying remains of several kills, some of them looking more recent than others.
Dank. Dark. Dreary. All these words and then some would describe the crypts here, lying beneath the marble foundation of the Temple of Tyr. For the most part, this is a rather quiet area, although it doesn't seem all that safe in light of the pieces of goblin and orc flesh simply lying all about, probably by some extremely violent force. A rattling of bones echoes in the distance, but goes silent.
This appears to be a dark hallway running deeper into the crypts. Unlike the rest of the construction down here, this seems to have lasted more of the test of time. Runes are clearly etched into the stone, but in some ancient dialect that is impossible to understand. A heavy iron door blocks the eastern exit, and from beyond it a howl emits, implying that something very dangerous has been barricaded in there, and might not want to be left out.
This appears to be a sturdy but small room, constructed almost out of the bedrock than constructed stones which do appear here and there. This crypt has clearly stood the test of time, as much of the area shows few signs of decay. Interestingly enough, this region shows signs of some use, although who or what would dare come down here is quite unknown. A shriek can be heard echoing nearby.
This is a small, almost natural alcove carved out of the bedrock that forms the foundations of the land beneath Lordaeron. This area is rather narrow and confining, although whether that was the intention or it was subtly altered by whatever is moving down here these days is a good query to make, should that denizen feel like talking. A handful of mummified remains lie scattered on the floor, though who or what put them there cannot be told at a simple glance.
This is the eastern end of the passage through the crypts. From the looks of it, someone fierce must once have been chained here, but the chains have been shattered and yanked out of the wall by some massive force. Even now, the rusted remains lie on the floor, complete with some of the masonry that was taken with them. Most of this area has a rather eerie feeling to it, but one cannot place what it is.
This appears to be an alcove set near the eastern end of the crypts. From the pictographs fading on the walls, someone important must have been entombed here, but that had to be some time ago given the rate of decay of the remains. Other than that, it's rather surprising that the stonework is in good repair, indicating either semi-frequent use and maintenance, or some sort of magic in effect. If it's the former, one wonders who the janitors are, and if it's the latter it could portend dark things for unwanted intruders.
This corridor runs east and west through rippling darkness of the crypts. Amazingly enough, this passageway seems to be well kept, which could speak of something sinister at work around here. A handful of bone chips are scattered across the floor, almost arranged as if they were crushed off something which is no longer present. A handful of runes dot each wall, though they are faded enough as to no longer be readable.
This appears to be a small intersection within the maze of the crypts underneath the Temple of Tyr. From here, small alcoves can be seen on three sides of the corridor, while a passageway disappears into the murky darkness to the east. For the most part, this construction looks rather new though the style is positively ancient. A shriek of some sort echoes from somewhere nearby.
This is a small, crudely constructed alcove just off the main passage through this area of the crypts. A handful of remains are scattered across the floor, almost as if callously discarded by some immense force when it finished with whatever might have been in here. The area itself looks rather well-kept however, even to the point where the runes have been carefully maintained along the walls. Now if someone could translate them into a known tongue....
This alcove looks like it once held the body of a great and noble warrior, at least from the pictographs on the wall. Nowadays, the alcove seems empty, although a rather sinister aura seems to permeate the area, kind of like the feeling when a nasty undead abomination is around. The only exit from this alcove is to the east, vanishing into the darkness of the crypts.
This is another minor alcove, very much like all the other alcoves that dot the passages of this tomb. It appears that someone or a few someones were once interred here, at least from the remains that have been rather rudely kicked into one corner as to be out of the way. Now, the alcove is rather empty, though it's also dust free for one reason or another. A shriek reverberates through the hallways here, probably from some denizen or another.
This appears to be a rather sturdy stone hallway wandering further into the crypts underneath the Temple of Tyr. The construction and the general style of architecture implies that this area is rather ancient indeed, perhaps predating the kingdom of Mordilnia that used to occupy the lands above. For the most part, this hallway seems to show a general lack of use, but the sounds in the distance might imply otherwise.
This appears to be a rather dark intersection deep within the crypts beneath the temple area of Lordaeron. The darkness virtually shimmers with... something... as if forces unknown were at work around here. It appears that alcoves line either side of the hallway here, the resting places of old and forgotten heroes of the land. To the north and south, the corridor vanishes into the gloom.
This appears to be a rather rundown section of the crypt. Moss and other lichen flourish along the walls, growing from in between cracks in the rockface, and along the runes which obviously now are no longer legible. For the most part, this alcove is empty, as whatever was once laid here has decomposed or been moved. The only feature here is the large number of bone fragments scattered across the floor.
This appears to be little more than a niche along the corridor running north and south through the crypts just west of here. The stonework looks to be positively ancient, and is showing its age through erosion and weeds growing in and out of it. Little of what once might have been buried about here remains, although a handful of rotting bandages gives some sign that this alcove was once used. A low moan can be heard from somewhere nearby.
This appears to be a rather stable corridor winding beneath the foundation of the Temple of Tyr and deeper into the crypts. For the most part, this passageway looks much like what one would expect from an ancient crypt... it has started to decay, and the construction looks positively old. What is unusual, however, is that there are clear trails of something through the dust that should line this floor, implying something is moving around here. An eerie howl echoes from somewhere around here.
The corridor ends here, and opens up into a crypt. Unlike a lot of the rest of these catacombs, this place doesn't seem to have quite lasted the test of time. Considerable water damage has eroded the masonry, and even now threatens to eat away at the marble foundations of the temple above. Most of this area is abandoned, but clear trails of footprints through the dust shows something sentient is wandering about.
A thin layer of dust settles across the stonework of the large crypt here, though not nearly as much as one might expect from a long abandoned region of the underground. For the most part, this area of the crypt is clear, either because everything here has decomposed or because it was moved for some unknown reason. The crypt is quiet right now, but gruff voices can be heard nearby, jabbering in an unknown tongue.
This seems to be a dark, back corner of this dark crypt. To the north and west, the room opens up a little, though the depth of the darkness is such that one cannot see very far into the gloom. A thin layer of dust lies over everything, including what is left of the remains of several long dead humanoids. A handful of goblin corpses also lie here, hacked to pieces by some immense force, which probably doesn't appreciate any visitors, let alone hostile ones.
This appears to be the southern end of the ancient stone crypts. Most of this area is surprisingly clear, perhaps because of the ragged hole in the south wall. Examining the floor carefully, blackened powder appears, giving one the implication that the wall itself was blasted open from the other side by some tremendous force. There is a general lack of life here though, which is probably a result of the sappers either killing themselves, running off, or being dismembered by something else....
This appears to be the corner of the crypt where the garbage was generally tossed. A large pile of rotten bandages and bone pieces lie in a heap in the corner, lying untouched even by any scavengers that might be about. A thick layer of dust lies over everything, though a few pairs of booted feet have disturbed it more or less recently.
This is a rather quiet and calm corner of this region of the catacombs beneath the Temple of Tyr, whose foundation makes up part of the ceiling. For the most part, this room has been sturdily built out of some ancient stone, and carefully etched and carved as if it were the resting place of a great king or warrior. A thick layer of dust lies on top of everything, implying nothing has been in here for years. That however, fails to explain the rattling noises coming from somewhere nearby.
A narrow dirt trail ends here, just outside the solid stone walls of Lordaeron, whose south gate lies to the north. The city dominates the landscape, its buildings rising above even the tallest of the few remaining ancient trees. Most of the forest around is newly planted, but ethereal magics hover in the air, nurturing it and speeding its growth. The trail runs south toward the woodland road.
The trail from the south gate crosses the woodland road that rings the city. Both paths vanish into the gloom a short way off, and the place seems lifeless, though careful ears would pick up something moving through the brush. The gate is north; the trail goes on south toward the camps, and the ring road runs east and west.
The trail runs between two camps here, each about three hundred yards off through the trees. To the west the Knights of Lordaeron keep their encampment; to the east squats a camp of goblins and ogres. The two trade glares and insults, but no open skirmish. A raucous noise drifts from both. The trail runs north to the crossing and south into the wildlands.
The trail degenerates and then vanishes into the scrub of the southern wildlands of Lordaeron. The only way on is back north, toward the warring camps and the great city built on Mordilnia's ruins. Little stirs here in the oppressive heat, and large wolves have made the dead end their own.
This appears to be a small path winding through the woodlands. Just west of here lies a small fence, marking the edges of an encampment set within the pastoral surroundings. From the sounds and look of it, the area is patrolled by the Knights of Lordaeron, mostly serving as sentries and patrols as they try and drive out the hostile goblin and orc hordes that still reside in the woods. A larger trail lies to the east.
This appears to be the western entrance to a camp of goblins and ogres, probably remnants of the hordes that once held the old city of Mordilnia briefly. For the most part, this small clearing is rather abandoned, as the goblins avoid it for one reason or another. Their main camp lies to the east, and seems to be a virtual hive of activity as they plan their next strike in the continuing siege. West of here lies the major artery of travel through the woods.
The woodland road runs east and west here, and a trail pounded out of the earth by countless goblin feet branches off to the south toward the goblin camp. There is no life stirring in the underbrush or the trees, probably a consequence of the long siege. The crossing below the south gate is to the west.
This appears to be a narrow trail, almost pounded out of the earth by sheer numbers of humanoids stalking over it. Now, it serves as a small clearing just before the northern entrance to the goblin camp, though the goblins seem to avoid it religiously for one reason. At a glance, the main camp to the south is a rather busy place, as the commanders prepare their strategy for the next stage of the siege. To the north of here, a larger trail cuts through the dark woodlands.
The woodland road bends here, leaving the south of the city to run north along its eastern side. The ground is churned by many feet, as if a large group had paced back and forth planning something, and through the brush feral eyes watch from the shadows. A weathered waystone stands at the edge of the trail. The road runs west and north.
A few stray shafts of sunlight strike the woodland road here, enough to see a few hundred yards. The road runs north and south along the east of the city, whose walls show through the trees to the west; to the east, a track leads out of the forest to the old highway. The underbrush is silent and empty.
The woodland road climbs a small rise here before spilling down the other side. A gap in the treetops lets in ample sunlight, and it is easy to see that no troll or elvish ambushers lurk nearby. A slight wind pushes through the trees. The road runs north and south.
The dark woodland road runs east and west here, out of sight of the city walls to the north. A narrow path branches off to the south toward the camp of the Knights of Lordaeron, whose sentries watch this stretch of the road; the feeling of menace is weaker here because of them. East, the road reaches the crossing below the south gate.
This appears to be a narrow north-south path winding its way through the otherwise dark forests, leading to the edge of the encampment of knights just to the south of here. To the north, the trail opens up, crossing east and west and heading deeper into the unknown. Much of the surrounding noise of the woodlands is swallowed by the ruckus that the knights make on their daily routines. One turns a lazy eye this way for a moment.
The woodland road turns here, leaving the city's western side for its southern one. The trees are dense and the light is poor, and the silence is so complete that every snapped twig sounds like an ambush. The road runs north along the west of the city and east past the knights' camp.
The woodland road winds through murky forest here, within sight of the walls of Lordaeron but too far from them for their guardians to offer much protection. Less menace hangs in the air than elsewhere: flashes of light through the trees to the south betray the camp of the Knights of Lordaeron. The road runs north and south.
A dirt trail runs south to the reinforced walls of the fortress city of Lordaeron, where the north gate stands guarded. Parts of the road still show old stonework, relics of ancient Mordilnia. The forest presses close on either side but parts a little toward the north, where the trail meets the woodland road that circles the city. The peace here is the military sort: elvish sentries watch from the walls, and nothing moves on the trail that they do not see.
The northern trail from the city gate meets the woodland road that rings Lordaeron here, and an old road runs on north into the forest. A large aspen tree stands in the middle of the crossing, a bronze plaque set into its trunk as a memorial. The ring road runs east and west under the trees, the gate lies south, and a falcon shrieks from somewhere nearby.
The dark road twists through the forest here, sometimes within sight of the walls of Lordaeron to the south and as often cut off from them. It is very quiet, whether for lack of life or because the life here does not wish to be known. A warm breeze blows from the northeast. The aspen crossing is just west.
The woodland road runs east and west here, strangely silent, as if under an unnatural pall. A small dirt trail leaves it to the north toward a clearing and what looks like a camp of some sort. A slight breeze blows through but fails to stir even a leaf.
The woodland road takes a sharp turn here, running west and south between the dark trunks of ancient trees. The whole area is cloaked in shadow and carries a sense of impending danger, given the orcs and trolls abroad in the outlands. Even the breeze has fallen silent, as if waiting for something.
The southerly curve of the road follows the bend of the city walls to the west. The path is well trodden, a sign that something lurks out here in the forest, though nothing is in view. A slight breeze wafts in from the northeast. The road runs north and south.
This appears to be a small clearing just off the main trail through the Auschendoun Woodlands. For the most part, the place is rather quiet, and seems very much peaceful. To the north of here, an abandoned elvish camp lies, partially disguised by the forest. Signs of orcish passage are clear through the underbrush, as if they too were here searching for something. A shrill whistle reverberates through the treetops, a signal of some sort, but probably not to anyone not part of the Lordaeron military.
The old road north from the aspen crossing forks here. A track to the west leads to a large and heavily armed camp of orcs and trolls, whose grunts and howls carry through the trees; another, to the east, slips toward a quiet, abandoned elvish camp. The old road itself runs on north toward the river, and back south to the crossing.
This seems to be the western border of the elvish campsite, though now it lies abandoned and somewhat desolate. What appear to be sentry paths ring this area of the camp, well trod upon but now lying unused. The forest surrounding this spot is dark and sinister looking, as if something were out there and preparing to do something less than pleasant to passersby. Strangely, the wind has fallen still....
This appears to be the eastern entrance to the orcish and trollish camp. To the west of here, a large horde of the besieging goblinoids seem to have almost set up a makeshift village from which to continue their raids into the territory of old Mordilnia. A handful of guards stand nearby, though they seem to show a distinct disinterest in this clearing for one reason or another. A forest trail lies to the east of here. The grass in this clearing grows tall, but it's also covered with stains of dried blood.
The trail dips into a gully here, a long-dried creek bed. Overhead, the crumbling remains of an ancient wooden bridge fail to span the gap, so the warriors of Lordaeron made themselves a new route along the bottom and up the far side. The road runs north toward the fringe of the forest, and south to the fork between the camps.
This is the northern fringe of the woodlands, where the trail begins between the trunks of ancient Auschendoun. It is peaceful here, almost like a city park, the trees well spaced and the ground soft with old leaves. A river glints through the trees to the north; the old road runs back south toward the camps and the city.
This is a muddy riverbank, the southern side of the Dark River that separates the forest on this bank from the forest on the opposite side. Much of the area is rather peaceful, bathed in a soft glow from the skies above. A handful of birds flit past, chasing each other across the air and doing whatever else birds normally do. The howl of a lone wolf carries through the trees, adding an interesting tone to the goings on about here.
The woodland road that circles Lordaeron bends here, turning from its northern stretch onto its western one. A minor path, trampled flat by heavy boots, leads north toward a clearing where an orcish horde has made its camp in plain sight; the orcs care little for what lies beyond their own fence and pay this part of the woods no heed. The road runs east toward the aspen crossing and south along the city's western side.
The road runs north and south along a low ridge here, the walls of Lordaeron glimpsed now and then through the trees to the east. The forest is silent and bathed in deep shadow that threatens much but reveals little, and the sense of being watched never quite goes away.
The western stretch of the woodland road runs north and south here, passing a small open space. A narrow, half-hidden path leaves the road to the west, cutting through the underbrush toward the edge of the forest. The road itself goes on north toward the orcish camp and south toward the knights.
This seems to be more of a clearing than a short path off the main trail, lying between the main forest roads and the orcish and trollish camp to the north and west of here. For the most part, it's rather empty and ignored by the orcish sentries a stone's throw away. A handful of trees dot the clearing, with strange carvings along them, mayhaps being the reason that one could rest here undisturbed.
This appears to be the northern end of a small clearing, lying just south of the main orcish camp. A small fence seems to serve as a line of demarcation for the camp, and the guards seem to simply stand there, alternately leering in this direction and returning to their game of bones, the latter which seems to carry more importance and attention. A woodlands region grows rather densely to the south, and a path is visible in the distance there.
A handful of orcs and trolls wander the southern region of the camp here, mostly talking to one another and sharing tales of invented bravado as far as it seems. The whole group though seems to have immense confidence in themselves, as if they were certain that soon they would be dancing on piles of human and elvish corpses. The group quickly quiets as a ranking troll passes through, but the conversation restarts in his wake.
This seems to be a narrow path between the makeshift fence of the orcish camp to the south, and a group of large tents to the north. This area seems strangely abandoned by the orcs, for one reason or another that is rather uncertain. A pungent odor of last week's trash comes from somewhere nearby, making those with the weakest stomachs turn quickly and retch.
This appears to be the southwest corner of the orcish and trollish camp here in northwestern Lordaeron. It's rather obvious now why few of the goblinoids travel near here, as the group of them has yet to figure out the fine arts of trash disposal and recycling. A huge pile of trash lies here, seemingly as tall as a hill giant if not larger, and apparently untouched for quite a while. Rats stir throughout, looking for choice bits and whatnot. A strategic retreat to the east seems like a logical option to get away from this mess right now.
This appears to be the southern side of the great orcish camp. Much of the area is a virtual hive of activity, as the orcs are either training or working under the supervision of the troll commanders to plan the next phase of their continuing siege of the city of Lordaeron. Much activity seems to be taking place in the northeastern corner of the camp, which might explain why fewer of the humanoids are around here.
This appears to be the southeast corner of the orcish camp. A thin fence separates the occupied area from the rather pristine forests of Lordaeron, though even those forests seem different with the presence of so many hostile forces here. Many of the occupants of this camp seem to be working on something to the north and west of here, undoubtedly an idea to wreak more havoc and terror on the citizens of old Mordilnia.
This appears to be the eastern area of the orcish camp, looking out over the occupied lands of Auschendoun and Lordaeron, but not too close to the armed humans and elves that attacks here are that frequent. Much of the area is only lightly traveled, as the concentrations of orcs and trolls seem to be north and west of here, clustered around two main points and busily working away on something. A gap in the fence lies just north of here.
A large circle is scrawled into the dirt of the orcish camp here, seemingly a ring for where orcs and trolls can settle their petty differences through sword fighting or wrestling. Right now, no one is about, as the orcs are busy at the perimeter of the camp while the trolls are a short distance to the north working on siege machinery for their next attack. A cluster of tents lies to the west as well, but right now they seem rather quiet.
A large tent lies just west of here, probably the sleeping quarters for a large section of the army to use on their downtime. Right now, this area of camp is abandoned, as guards seem to line the edges to the south, and a number of the humanoids are east and north of here, working on their preparations for the next attack on the city of Lordaeron. A pungent smell of week-old trash might also explain why others avoid this spot, it comes generally from the west.
A handful of straw pallets are set up here on the floor of the tent, but right now lie abandoned. Obviously this is a rather undesirable spot in which to sleep, given the number of orcs that stroll in or out on occasion, either waking up or going to sleep as permitted. Snoring fills the tent, and the whole area smells heavily of woodsmoke and unwashed bodies.
A small fire burns here in a stone firepit along the side of the tent, covered with racks of meat from animals exterminated from the forests about the camp. An orc walks in occasionally, grabs some food, and then retires elsewhere within this large sleeping tent, ignoring everything else about this tent, including the rather miserable looking cook standing near the fire. A handful of snores echo throughout the structure, while there appears to be a flap leading outside to the south.
This is a rather dark corner lying at the back of the tent, filled with dirty straw pallets and sleeping orcs, enjoying the relative silence and peace to take their daily rest. Interestingly enough, most of the orcs who sleep here seem to have rank of some sort, not surprising given the way that such beings rule their affairs. The tent expands to the south and east, the latter direction having the warm glow of a firepit, while to the south come a cacophony of snores.
This appears to be the back of the orcish sleeping tent, and as such is filled with lots of sleeping orcs, using what space is available to catch some z's before their next shift. For the most part, the area is cramped, though clearly demarcated aisles exist for those who need to walk in and out of this area. Much of the area reeks of filth and unwashed bodies, always an expected thing when lots of orcs get together in a small space. Light comes from the east, probably from an exit to the tent.
A handful of tents lie just west of this location, providing shade and relative peace for the hordes of orcs and trolls to get some rest and relaxation out of the burning sun when they have such time. A lot of the humanoids walk through the area now, many heading east to work on the preparations that seem to be in full swing there, while others head south to man the guard posts and watch for incursions from the elves that roam the woods, seeking to pick off hostile forces.
This appears to be almost a center of activity within the camp, as a number of trollish and orcish workers slave away here, working on a pair of monstrous catapults for the next attack into elvish and human lands. A number of orcs stalk in and out, bringing lumber for this monstrosity, while others work a forge to produce metal castings required for their work. To the east and south, the camp opens up a bit, heading towards rickety fences heavily armed and guarded, while to the north and west appear compounds and tents for the humanoids to sleep and plan.
This appears to be the eastern edge of the orcish camp, with a small and crudely built fence just east of here, marking the borders the orcs and trolls have set for themselves. Only a handful of guards stand watch here, most of the rest settling into the dirt to drink and gamble instead of tending to their chores. To the north and northwest, activity bustles as the trolls make their preparations for the next attack, while beyond them lies a large wooden compound, probably where the commanders laze their days away.
This is the western end of a grassy meadow, largely trampled to dirt by sheer numbers of the orcs and trolls who are working diligently to the west of here. Much of this area is rather ignored, save for a handful of guards that keep a lazy eye on this area, far more content to gamble and drink their days away than to undertake any real work. The forests start up in full to the east.
This appears to be a shadowy section of the orcish and trollish camp. A handful of shade trees encroach upon the earth from the east, where the forest can be seen in full beyond the rickety fence that serves as outer perimeter. This area is rather bustling with activity, as orcs slave to move large mounds of dirt being added to the north, towards the south where maybe they're adding palisades or ramparts to defend from elvish attacks.
This is the northeast corner of the orcish camp. A large ditch has been dug well down into the ground, leading into a tunnel of some sort from this vantage point. Even now, trolls and orcs work together, increasing the size of the tunnel, which must have some strategic purpose if so much effort is being put into it. To the east and north of here is a makeshift fence serving as the perimeter of the camp, while to the west appears to be the main region of this camp.
This is a well-traveled part of the orcish horde's camp, with many of the humanoids moving back and forth, dragging sleds of supplies or great heaps of dirt from the digging to the east. A mid-sized building rises just to the northwest, probably an important personage's residence turned to military use. The main camp lies to the south.
A handful of orcs walk by heading towards the northeast, probably to assist in the large scale work effort taking place there. The number of humanoids swarming about there hides what it is they are working on, but it is likely that it involves their plans for the next attack upon the city to the southeast. Other than that, the camp is rather quiet. A handful of trolls cluster around some tents to the west, and still others seem to walk into a large building to the north. The southern area of the camp seems largely deserted.
This is just outside the trollish barracks tents, largely little more than a canopy stretched above the ground to provide the trolls some cover and a scant bit of warmth as they sleep. For the most part, the trolls pay little attention to what is about, simply wandering in and out, whether to find a spot of earth to rest their weary bones or heading on their daily routine. More tents lie south of here, while a large residence is just north of here.
This is the entrance to the trollish tent, and largely unoccupied as the goblinoids seek more peaceful spots to catch some slumber. A firepit to the north of here provides some warmth, and also a source of food for the hungry. A handful of snoring trolls can be heard nearby to the west and northwest, while to the east is the outside and the main camp.
A small firepit lies here, with racks of meat hanging above it for hungry trolls to partake of as needed. For the most part, this area of the tent is abandoned, given the trolls tendency to fear fire, although one or two sleep here taking advantage of the warmth. The tent expands to the south and west.
This is the quietest corner of the trollish sleeping tents, though quiet seems to be a relative term with the volume of trollish snores. Most of the ground is taken up by bedrolls, though small paths through the area have been left clear, probably so that the trolls don't get appendages trampled by the crush of moving trolls. To the east lies a smoldering firepit, while more sleepers are south of here.
A number of trolls snore contentedly here, catching what rest they can before they have to get back to the preparations for their next attack on the human city of Lordaeron. Even the few waking trolls seem to take little notice of anything about them, searching for empty space in which to pitch their bedrolls. To the northeast of here, some light and warmth is available from the firepit, while to the east the exit of the tent is visible.
This appears to be the northern end of the main part of the orcish camp, bumping up against sleeping tents to the west and the entrance to the general's residence to the north. A handful of orcs and trolls stroll about the area, most of them heading towards the commotion to the east, still others taking up guard positions to keep their leaders safe. The rest of the camp has little of interest to mention.
This is little more than a crude foyer, its works of art and beauty pillaged long ago by advancing goblinoid armies, and now just a guard post for the orcs who keep watch over the leader's compound. A narrow and dark hallway leads north into the main residence, while to the south of here lies the main camp. A handful of niches have been carved into the walls, and seem to be obvious posts for ambushing raiders defending the building.
This seems to be another guard room within the entrance to the general's compound. A handful of trolls lounge about, most of them playing bones or catching some sleep while their comrades take up their share of the guard work. Much of the room is rather hideous looking by now, any beauty that once existed here pillaged and destroyed long ago. Doorways exist in the north and south walls, leading in and out of the residence respectively.
This is very much a house lying in ruins, with only the roof above standing relatively intact. The interior walls have been smashed to bits and lie scattered across the floor in a haphazard pattern, leaving the rest of the building one large room. The area is amazingly dark, though lights in the distance illuminate small parts that are in use. A burning odor hangs thickly in the air.
This is the southwest region of the large mansion that is now in use as the residence and planning center of the trollish general Zaitsev. This area lies wholly abandoned, the furnishings and walls that used to be a room here smashed and scattered across the floor, making it a dangerous proposition to walk around without care. Much of the region is dark, though one of the lit regions lies a short distance to the north, and shadowy figures can be seen moving there.
Most of the rubble of this area of the general's compound has been cleared, allowing for a comfortable bed and a small desk to be set up. The desk itself is covered with a handful of parchments, mostly orders waiting to be signed and dispensed to the orcish lieutenants who run the main regiments of that arm of the hordes sacking Lordaeron. The bed is well made, as if most of the wealth that remained in this place after the conquest was shifted here for someone's pleasure.
Broken furniture and other debris lies across the floor here in this back corner of the general's compound, between two lit regions just to the north and east of here. A handful of broken bottles lie here too, with remains of their contents spilled on the floor, forming a crimson puddle of alcohol. Little else can be said about this portion of the compound.
A large desk stands in the middle of the room, covered with maps and other parchments that Zaitsev the trollish general uses in his planning of the continuing siege of old Mordilnia. Large gashes have been ripped out of that desk, probably when the great troll felt particularly frustrated, and they lie here and there, some covered in blood. A small bedroll also lies along the mess near the north wall, but rumpled as if the occupant didn't enjoy much rest. Darkness closes in upon the area, held back by only a small lamp hanging down from the ceiling.
This part of the old residence has been converted into a trash pile, as old parchments, remains of half eaten dinners, and various other garbage lie in a growing pile that stands as tall as a halfling and covers much of the floor space. The sounds of rats scurrying about in the darkness echo throughout much of this region, though a low chanting nearby drowns it out at times. The area is rather dark, though some illumination comes from lamps to the south and west.
This area of the general's compound is surprisingly clean and well kept, and seems to be in better condition than most anywhere else inside this building. A small tapestry hangs along the eastern wall, above a pair of incense burners presently working their way through piles of some sort of dust. This area seems somewhat peaceful, but from the size of the impressions in the bedroll on the ground, there is something rather large that uses this area on a regular basis. Better hope he's friendly.
This is the southeast corner of the nearly-destroyed villa that serves now as the compound of the trollish general Zaitsev. This area lies mostly abandoned, though a handful of small wooden chests hold supplies and other things that the orcs and trolls use when planning their siege of the human city to the southeast. Most of the area is also dark, though lamps are set in the ceiling to the north and northwest of here, shedding a low glow over this part. The exit to the rest of the camp is just west of here.
This is the center of the trollish and orcish compound that serves as headquarters for the commanders of this section of the invading military. Most of the area is lit by a dull white light from lamps hanging from the ceiling to the north, west, and east, where shadowy figures move about doing what work they have to. A whiff of the rather still air reveals that someone is burning incense nearby.
This is a small woodlands clearing, lying just north of the main forest trails through Auschendoun. The area has the feel of an old campsite, especially given the old defensive runes etched into the ancient trees here and there. A small campfire smolders just to the north, indicating that someone else might be using this place for temporary sanctuary.
This is the southeast corner of a small woodlands clearing. Most of the area has a rather hallowed feel, as if some powerful priestly ceremony had taken place here in the past, but it has faded somewhat with the passing of time. A small bloodstain marks the grass in a spot, and has the smell of being somewhat recent. The forest around is very quiet.
This is the eastern end of a small woodlands clearing, having the look and feel of an old military camp from the signs of it. It lies abandoned now, but remnants of their past excursions through here are visible to the observant traveler. It's rather quiet and still about, but one has a feeling of lurking creatures and hidden eyes, watching every move.
This appears to be the northeast corner of a woodlands clearing and a former elvish camp. Now, the area lies deserted, no longer used by the elves but set up in case they need this area in the future. Strangely, none of the encroaching goblins or orcs seem to use this place, though it's a perfect spot for siege preparations. A flash of movement draws one's attention to the underbrush, but just for a moment since it's gone.
This is the northern end of the small woodlands clearing that served formerly as the camp of some elvish raiders. A handful of signs of their presence remains, however, as bloodstains mar the perfection of the grass, and rustling can be heard in the woodlands nearby, clearly not animal in nature. To the south of here, a smoldering campfire lies ready, as if someone had set it before hunting, and intended to return soon.
This is the northwest end of a forest clearing, just east of one of the main forest trails through the Auschendoun Woodlands. Much of the area is silent and rather pristine, as a small brook flows through here, providing fresh water to the campsite just southeast of here. No one is around and using this spot right now, but a presence of something intelligent nearby is quite strong.
This is the western end of a small woodlands clearing. To the east of here lies an abandoned campsite, elvish in nature from the setup, and recently used or in use from the embers still burning in the firepit there. West of here lies a small trail, connecting to a larger path that splits the woodlands, leading off into the darkness of the larger forest. The forest seems quiet, perhaps even a bit too quiet.
This is the southwest corner of a small woodlands clearing. The clearing itself is empty, save the remnants of an elvish camp in the center of it. A small pile of stacked firewood lies here, for the use of travelers who use this clearing when pitching camp for the night, though that would be a rather dangerous proposition in the wild outlands of Lordaeron. A handful of stains of blood mar the grass, some of them alarmingly fresh for one's comfort.
This is the center of the small woodlands clearing, and the location of an oft-used camp from appearances. A small campfire burns in the firepit in the center, and looks ready to cook some wild game found in the outlands. A pair of logs have been pulled up near the fire for people to use as seats, and a bedroll lies abandoned near the fire as well. The hoot of a bird echoes from nearby.
Maybe this campsite isn't as abandoned as one might think. Elvish raiders leap from the trees, determined to exterminate all intruders to the lands of Lordaeron, and apparently you are rather high on their list. A game trail slips away west, back toward the abandoned camp.
This campsite might not be so abandoned after all. Elves streak into the clearing from the forests about, weapons in hand and descending upon you with amazing fury.
The forest explodes into motion as elves drop from the trees, appear from the underbrush, all with murderous expressions on their face. It looks like you're their target, as they scream battle cries while they enter battle.
Perhaps tarrying for the night here wasn't such a good idea. The elves who patrol the outlands apparently have a xenophobic streak, and are paid rather well to kill everything that enters their kingdom uninvited.
This is a rather dusty clearing in the middle of the dark forests. A handful of goblins and a cluster of ogres mill about, in separate groups and doing their best to avoid one another. A mid-sized camp lies to the east and south of here, with large numbers of both goblinoids wandering around, doing work or simply trying to keep moving under the hot sun. To the north is a small path, leading into a cluster of trees.
Large numbers of milling goblins kick up a cloud of dust here through the dusty clearing, basically trying to keep from being too bored in the midday heat and trying to also avoid the ogres who work them like rather merciless taskmasters. To the south of here, the terrain remains rather clear, though a large number of humanoids seem to be working on some project. A woodlands region is north of here, while a shanty is just to the southeast.
This is the northeast corner of the formerly grassy meadow that makes up the ogrish and goblin camp. A large cluster of goblins train in swordplay and other military arts here, though they make a rather funny picture in the attempt of doing so. A handful of ogres stand around and guffaw at the scene as well, in lieu of actually doing real work. Nearby to the southeast is a small shanty, but that appears to be the only nearby cover from the heat and the sun.
This is the eastern perimeter of the goblin camp, sitting along the fringe of the darker forests. To the east of here, a small shanty lies across the dusty land, and ogrish roaring and goblinoid whining echoes from inside. To the south and west of here, a large cloud of dust is being kicked up by a large number of humanoids, as they are busily at work on something. Nothing else seems to be noticeable about the general area.
This is a crude and hastily built shack literally thrown up to give the ogrish leaders some cover from the burning sun overhead. The interior is dimly lit, though the light gives enough light to read by, and even to do other various tasks as they are required. Little else can be said about this hovel, except that an exit to the main camp is west.
This is the eastern perimeter of the goblin camp, if it can be called that. Here, a large number of bedrolls are pitched around a firepit, and a number of the humanoids slumber somewhat peacefully, while others eat, and more start their daily routines. To the north of here stands a small shanty, while a crowd of sorts gathers to the west, doing something.
This is the southeast corner of the goblin camp, sitting along the edges of the darker forests surrounding the dusty plains here. A handful of goblins seem to have laid their bedrolls here, since it's generally quiet here, while others simply stand here to stay away from the brutish ogres that roam elsewhere within the camp. Little else is apparent that would be of any interest to the casual visitor.
This is the south side of the goblin camp, little more than a dusty field where all growth has long been trampled underfoot. A number of goblins and larger ogres mill about, mostly handling menial tasks that are required in the day-to-day operation of an army, but a number also dragging sleds back and forth from a large excavation to the west of here, or otherwise porting supplies in and out of the nearby shack.
This is the southwestern portion of the goblin camp. It appears that a large digging project is underway just to the west of here, with large ogrish overseers commanding legions of goblins who are doing something that must be involved with the continuing siege on Lordaeron. To the south of here is a dusty shack, hastily constructed but well supplied from the looks of it. A chanting comes from inside, implying that some sort of mage or shaman must be in residence.
This is a well appointed shack, at least by goblin and ogre standards. An incense burner stands along one wall, busily working on its contents and spewing a vile odor into the air at the same time. A bedroll lies along the eastern wall, rumpled and in total disarray. Parchments have been discarded here and there, though the writing on them is hard to discern. A doorway leads out to the camp northwards.
This is the southwestern corner of the goblin and ogre camp, and apparently the center of most of the activity at the same time. A large ditch has been dug, leading several dozen feet underground, and it appears to be enlarged by a swarm of goblin grunts with every passing hour. What it is being dug for is quite a mystery, as ogre guards seem to keep this project under high security. Just east of here is a crude hut, the only significant landmark in the dusty mire of this camp.
This is the western half of the goblin camp, which is rather unremarkable as such things go. A handful of the short scum mill about, mostly trying to avoid the notice of the ogres just to the south of here, so they don't have to labor under the midday sun. To the southeast of here lies a small shack, hastily constructed as if someone just wanted some shelter to do some work under. The main forests of the land are just to the west of here.
This appears to be the entrance to the west side of the goblin camp. Much of the area is a dusty field, with a low cloud of dust hanging over everything as goblins and ogres wander back and forth. A large number of them seem to be concentrated a short distance south of here, working on something that probably spells little fortune for the besieged peoples of Lordaeron. To the west of here lies the main paths into and through the forests of Auschendoun.
This is the northwest corner of the goblin camp. For the most part, this area is deserted, though a few straggling goblins catch a nap in the shade offered by the fringe of the forest. Much of this area is very non-descript, which makes one wonder how the goblins and ogres put up with it day after day.
This is the center of the goblin camp. A handful of ogres stand here talking in low voices, probably thinking of new horrors to visit on the lowly goblins that literally serve them as slaves. To the south and west of here, a project of sorts seems to be in the works, especially given the huge cloud of dust blown into the air. Little else can be told from this distance, however.
This is the east side of the goblin camp, nearing a shanty of sorts that lies several hundred feet off. A handful of ogres cluster around a small well, swatting goblins away while they drink away their thirst from slaving under the hot sun. Large clouds of dust billow up nearby, probably an indication of groups of humanoids doing something in this dry field.
This is the southeastern portion of the goblin camp, though right now it lies very much abandoned. A handful of goblins meander through, slowly dragging heavily laden sleds behind them, with supplies destined for some ogre and his underlings to use in their continuing siege of the city to the northwest of this camp. The goblins pause for a moment, until an ogre catches notice of them, and sets them back to unrelenting work.
The fields of the goblin camp are incredibly dry here, leaving one to kick up huge clouds of dust whenever they move around under the midday sun. A small shanty lies a bit to the south, providing some shade from the relentless heat, but given the huge ogres milling near it, getting there could be a bit of a trial. To the southwest of here, several dozen goblins and their ogre overseers seem to be busily at work building something, though the crowd blocks what it is from view.
This is the eastern perimeter of the human knights camp near the city of Lordaeron. Several armored warriors walk about, tending to their daily chores, or organizing patrols to search the outlands for isolated groups of orcs and goblins, trying to keep the outlands relatively safe for any who might travel through the region. A small, squat building is visible a short distance to the southwest, while a trail leads east into the forest.
This is the northeast edge of the forest clearing that serves as the woodlands camp of the Knights of Lordaeron. A handful of the armored soldiers pace about impatiently, waiting for their commander to give them further orders on keeping the outlands relatively safe. A small, squat building lies a distance to the south and west, providing some shade from the intense midday heat.
This is the northern entrance to the human camp. Much of the area seems rather peaceful, a sharp contrast to other camps of other beings around the countryside of Lordaeron. A handful of knights cluster nearby, talking in hushed tones, perhaps even debating the goblin menace and what further actions can be taken to curtail their rampaging. A trail leads into the woodlands to the north.
This area of the woodlands clearing lies along the fringe of the forest, allowing some of the ancient trees of the region to provide some welcome shade and respite from the burning sun. A handful of armored humans recline in the shade, drinking now and then from water bottles and canteens to relieve their thirst, while others take the opportunity to head to their barracks building a few hundred yards to the south.
This is the northwest corner of the human camp. By and large, this area of the woodlands clearing is deserted, though a human knight paces through now and then, probably when he becomes bored enough to check on this area of the camp. Staring off into the forest to the north and west, one can see motion in the trees, though who or what it might be remains quite unknown. A light breeze stirs the underbrush, but brings little relief from the intense heat.
This is the western portion of the human camp, pretty much left alone by the humans for the most part. Just to the south of here is an open doorway leading into a small building, probably the knights' barracks. A handful of the human soldiers can be seen reclining in the shade inside, probably taking a break from the strenuous work of keeping the outlands relatively safe from the orcish scourge. The rest of the human camp lies to the east of here.
This area of the human camp runs along the northern walls of the human barracks building, little more than a wooden structure hastily thrown together to provide the humans a covered place to sleep, eat, and do some planning in. Much of the camp lies within this large woodlands clearing, burning under the midday sun. A handful of knights mill about, discussing topics in a quiet tone or simply doing some minor chores in the burning heat, simply keeping occupied given little is going on.
This appears to be the center of the human camp, lying just south and west of the Auschendoun Woodlands, and just north and east of the human barracks building. A handful of knights cluster around a small well, taking turns filling their water bottles that they have something to help combat the burning overhead sun. Other guards seem to be reclining in the shade on the fringe of the woods, or doing other things to keep cool. Doorways into the barracks can be seen south and west.
This appears to be the eastern side of the human barracks building. A handful of knights rest up against the edge of the barracks, taking some leisure time and discussing minor issues in hushed tones. A handful of guards pace to the north, waiting for their commanders to give them fresh orders in combating the ogres and orcs that roam the outlands. To the south of here, an entrance into the barracks can be seen, while to the east lies the forests themselves.
This is the eastern side of the knights' camp, sitting just astride the entrance to the human barracks building. In the darkness and shadows within, knights playing cards or otherwise passing the time can be seen. Much of this outside area swelters under the midday skies, and as a result few knights are about doing heavy work, trying to keep cool as best they can. To the south of here, and also a bit to the east lies the main part of the forest.
This is the southeast corner of the human camp, sitting along the fringe of the woodlands. Unlike much of the rest of this camp, the area is well shaded, and as a result many knights recline here on their break time. To the east and south, the darker forests beckon, though the knights can be seen working through the underbrush, disarming the orcish traps. To the north, the camp continues.
This is the eastern edge of the human camp, riding along the edge of the Auschendoun Woodlands that continue into darkness to the east. Much of this area is rather abandoned, as the knights cluster in areas of shade when they can, finding respite from the burning sun overhead. A short distance to the west lies a small building, probably the headquarters of the knights here in the outlands.
This is the southeast corner of the barracks that house the sleeping area of the Knights of Lordaeron. A small table and a handful of chairs are set up here, most of them occupied by card-playing knights, simply passing their time while they aren't on shift. To the east, the woodlands clearing that houses this camp can be seen, and beyond that the deeper, darker forest. The barracks spreads out to the north and west.
A number of bedrolls are spread out here for sleeping knights, though right now they are all unoccupied. Other than that, there is little of notice in this part of the barracks building. To the south, it looks like a couple of knights are sitting around, passing the time, while to the west the barracks remain as empty as they are here. Doorways lie in both directions, leading outside.
This is the northwest corner of the Lordaeron Knights Barracks. A handful of bedrolls are clustered around a dormant firepit, though all are presently unoccupied. To the east and south of here, the barracks continue into the darkness, with few features evident in the lack of visibility. To the north, a doorway beckons, leading into the sunlight and the main camp.
This is the back corner of the knights' barracks. Most of the area is remarkably clear, as the knights seem to have chosen other spots in which to pitch their bedrolls or hold other activities. A handful of maps are hanging from one of the walls, picturing the surrounding countryside and the presence of the orcs and goblins in the outlands. Little else is visible in the darkness, save doorways in the distance to both the east and the north.
This appears to be the southern terminus of the goblin tunnels. The tunnel itself is rather crudely dug, as if speed was more important than the quality of the work. Directly above, a handful of ogres can be seen supervising the goblins who remove dirt, while sounds of digging can be heard in the distance to the north.
The crudely dug tunnels turn here, curving towards the distant city of Lordaeron that must be further down the tunnel. A handful of wooden bracing beams can be seen, hastily constructed to hold up the tunnel. The remnants of a past cave-in can be seen as bloodstains mar the dirt, not quite soaking in to the already damp soil. The sounds of miners can be heard further down the tunnel.
The tunnels continue into darkness here, twisting and turning as if the goblins were haphazardly digging them. Trickles of dirt fall from the ceiling, a precursor to angry rumblings that threaten to collapse the tunnel. Mutterings in some foreign tongue can be heard down the tunnel to the north, probably from the miners who continue to dig at the request of their ogrish taskmasters.
The goblin tunnels continue twisting into darkness, hastily and very crudely built, but sturdy enough that it seems they won't collapse, at least for a while. The voices of the distant miners are far closer now, as if they were but a few turns away. The darkness, and the twists make it very hard to see very far off, which is why one might consider that they are thoroughly lost, with no way out of the underground.
The goblin tunnels continue winding their way generally northwest through the oppressive blackness, hopefully approaching whatever the goblins were digging towards. The work here seems surprisingly recent, and has yet to be fully braced. As a result, each rumble in the earth causes looks of alarm to go up from those goblins who are here, and they quickly scurry for cover. Little else can be told about the surrounding area.
The sounds of goblin voices grow louder here, as a dim light source can be seen up ahead in the tunnel. The tunnel continues to twist and turn as it burrows underneath the city of Lordaeron, given the stonework visible in the ceiling. This tunnel doesn't appear entirely safe, if the rotting corpse of a former miner is an indication, and the other goblins seem to share looks of apprehension as well.
A slight draft blows in from the north, out of stonework that appears to be beyond the end of this tunnel. Several goblin corpses lie in the opening, blasted and torn almost beyond recognition and lying near the opening. A slight moaning noise can be heard in the distance, though what creates it cannot be told. To the south, the tunnel disappears into the dark earth.
This is the northern end of the orcish mining tunnels running beneath the city of Lordaeron. The tunnel seems to snake its way deep into the earth, obviously with the idea of coming up with a surprise entrance for an attack upon the besieged populace, a most ingenious idea. Above, a small ladder allows the miners out of this area when they're done with their grueling work shifts. Trollish jabbering can be heard from there.
The orcish mining tunnels run into darkness to the south, tunneling beneath the moist earth of Auschendoun Forest. This section of the tunnel looks rather safe, and well braced from any disastrous caveins. None of the orcs appear to be around right now, probably working further ahead in the darkness where the trolls can't get to them. Light flows in from the northern exit.
The tunnel turns here, branching off into the darkness and out of limited sight. A handful of orcish voices can be heard jabbering up ahead, arguing over who should go first into a more dangerous area most likely knowing the creatures. To the north, the tunnel seems to brighten a bit, probably approaching an overland exit.
The mining tunnel turns again here, disappearing into the rapidly falling darkness. Burnt out torches stand along the mining braces that line each wall, holding the earth above up from a torrential collapse. Further in the distance, a handful of torches burn, probably where the miners are concentrating their heaviest digging. Little more can be seen in either direction.
The tunnel runs a relatively straight course through the growing darkness here, passing a pile of rubble from which an orcish arm seems to stick out in a rather sickening image. Fresh blood coats one of the walls as well, implying that this tunnel is not nearly as safe as one might expect from sturdy construction as is evidenced here. The nearby orcish voices seem surprisingly loud.
The orcish tunnels turn yet again here, disappearing further into the underground. The roof of the tunnel seems to be made up of some stonework from a layer further above, though what might be up there is quite unknown. A handful of torn orcish bodies lie here, almost set as a warning to the other miners that they are not welcome here, nor would any other intruders it might seem.
A slight southerly draft blows into this region of the tunnels, darkening the torches and bringing quite a chill to the air. A rather vile stench, mostly of death and decay, comes with the breeze, making one wonder if they're digging into a graveyard or a city. The orcish voices have silenced meanwhile, as if something had put a stop to their digging and destroyed them. Hopefully, whatever dispatched the orcs is done with their killing for the time being....
The tunnels of the orcs open up towards a large crypt to the south, a most chilling thought given no one knew they existed under the city of Lordaeron and old Mordilnia. Right now, there seems to be nothing about to disturb anyone, including orcish miners, whose companions seem to have fled in utter fright from the signs here. To the north, a tunnel leads off into darkness, probably the rest of the orcish excavations.
This hidden path leads through the western fringe of the dark forests known as Auschendoun. Toward the west the forest begins to open up, and a road can be glimpsed in the distance. To the east, the path cuts through the underbrush and joins the wider woodland road.
This is the western edge of the forest around Lordaeron. Just west of here is the dense Border Forest. Eastwards, the forest darkens rather ominously, and the trail vanishes there. The howl of a pack of wolves on the hunt reverberates through the trees.
This appears to be a rather quaint room in and of itself. A large table is spread across the middle of the room, with a rolled out map and several miniature figurines placed on it as if someone were fighting war simulations on it. In one corner, a smoky vat of some ethereal goo can be seen, and within it some strange things flow.... it's probably the stuff from which Dalamar creates and nurtures life and objects for this zone. A chart of elvish anatomy hangs from the far wall.