Rooms in Crydee
← Back to Areas
- A Bakery - The smells of fresh baked goods makes you drool. After wiping the corners of your mouth with a sleeve, your eyes take in the simple nature of this small town shop. An older woman stands behind the counter waiting patiently to help you. Fresh breads, pastries, and pies sit on shelves tempting you to buy them and devour them whole. A small sign attracts your attention.
- A Curve in the Road - The road curves again, now heading north and east within this dark wood. Small sounds can be heard about you. Rustling and other noises are being made by something in these woods. Tales of wild boar flicker through your memory making you wish for a large boar spear right about now. From somewhere ahead a lone bird chirps annoyingly.
- A Fork in the Road - Dark trees with thick foliage have all but eliminated any hope of sunlight penetrating this dour wood. Sounds seem muffled and animals are less noticeable as well. This is the type of place that make for scary stories for children. The road you are on forks here. You can follow the track south or east, deeper into the wood, or to the west where you can see the forest growing lighter which must mean a way out?
- A Hidden Path - The sounds of the surrounding countryside have all but vanished as you travel along this almost unnoticeable trail. You cannot even see the road to the south as this path has slowly taken you to the edge of a large and very beautiful wood.
- A Large Clearing - The trees seem to have almost moved to help create a perfect clearing. Between the ring of trees, the occasional rock can be found that looks almost as inviting as a chair or bench to rest on. Children play together here while parents mingle amongst the trees and lounge about in the grass. The singing of birds and fresh smells of spring air bring a smile to you face as you wish you could have played here as well.
- A Large Clearing - The woods open up suddenly and you find yourself in a large clearing. From the looks of things, travelers use this area for camping now and again. A few old campfires can been seen along with neat stacks of wood that someone must have gathered and left for others. The main road travels east-west but you spy smaller, less used trails leading to the north and south.
- A Large Clearing in the Wood - The forest has been cleared away somewhat here and the Moredhel have started a large bonfire. Logs surround the fire pit providing seating for the many startled Moredhel that are now looking at you as they reach for weapons.
- A Lover's Glade - The path opens into a small, lush glade. A bubbling brook flows into a small pool surrounded by rock like benches on which young couples sit, sharing each other's company. Birds flutter and sing amongst the branches as the sun's rays gently warm your skin making you feel lazy and sleepy. The glade has many little hidden spots where one could slip into for some rest.
- A Meeting of Paths - A few of these odd ramps cross the main path of stairs here. The elven folk seem to be able to walk effortlessly across them with their nimble feet and incredible agility but that feat seems next to impossible to you. The main stairway continues up to a larger platform above or down towards the forest floor.
- A Path to the Forest - The wildflowers of the field give way to mighty oak and spruce trees towering high into the sky. The deep red of the scarlet tanager flying from branch to branch is eye catching! A small path to the north winds is way through the trees.
- A Platform - Somehow the elven people have coaxed these great trees to grow in such a way that their limbs have intertwined to form a large platform high above the ground. Wood has been lovingly carved and shaped to complete railings as well as smaller paths that lead to other areas amongst the trees. You experience a brief bout of vertigo watching elves lightly step along delicate branches as they move around. Maybe it is best if you stay on the main path.
- A Road in the Green Hart - Donner rips apart the fabric of time and space A Curve in the Road The road curves again, now heading north and east within this dark wood. Small sounds can be heard about you. Rustling and other noises are being made by something in these woods. Tales of wild boar flicker through your memory making you wish for a large boar spear right about now. From somewhere ahead a lone bird chirps annoyingly.
- A Road in the Green Hart - The road continues through this dark and oppressive wood. Sunlight bravely peeks between tiny cracks in the tree canopy, but does nothing to lift the mood. Slight sounds amongst the underbrush cause you to grip weapons more tightly as fear of the unknown begins to gnaw at you. The road curves to the south and also continues to the west.
- A Road in the Green Hart - The road continues in the darkness of this odd forest. Hardly any sounds can be heard and your own footsteps echo oddly on the main track. Odd birds with dark feathers land on branches nearby only to stare at you quietly in observance. The main road curves as it winds through this fell wood, leading north and now east. A small game trail can be seen slipping into the woods heading west as well.
- A Road in the Green Hart - The road continues through this dense, dark wood, wow curving north and west. As the path winds about in the forest you begin to wonder if you will ever again see the light of the sun. The smell of dank, old air permeates about this wood and the lack of normal animal activity is a bit worrisome. Even a skunk would be a good omen at this point.
- A Small Alcove - Everything is silent at the top of the stairs. Torches along the walls provide scant light by which to see. It appears you have found your way to the wing where the Duke and his family reside. Two hallways lead away from this small alcove with sturdy oaken doors running along each. An old suit of battle scarred armor and a few tapestries are the only other things that capture your attention.
- A Small Haven - This platform is very large and spans across the limbs of numerous trees. It is obvious that many of the Moredhel live here and they don't seem very happy about your intrusion into their home!
- A Small Path - A small path weaves between the trees. The sound of a bubbling brook can be heard somewhere nearby as your feet walk on the lush grass. Flowers of unimaginable beauty bloom everywhere. The sweet smells and sounds make you feel happy and carefree.
- A Stairwell in the Keep - The stones are cold in the stairwell and the slightest noise echoes loudly. The doorway to the north leads to the warm and inviting main hall of the keep, while a stairway leads upward into the darkness above. Small windows provide little light for you to see with. Torches are spaced sporadically here as people who travel this way usually know where they are going.
- A Troll's Den - The smell of rank meat makes you gag. It looks like you have wandered into the den of a large troll! A mostly eaten carcass of some beast is rotting in one corner, while some bones are strewn around a huge cooking pot in another corner. Matted straw and what looks like human clothes and blankets make up a mismatched sleeping pallet near the door.
- A Turn in the Road - The road takes a sharp turn to the east. A small sign is posted here and in common you can read "Carse" with an arrow pointing east and "Crydee" and an arrow point north. Well at least now you know what lies in each direction in the dreary wood. The occasional bird chirp reminds you that you aren't all alone in the dark, but just barely.
- A Well-Beaten Path - You are on a worn path that leads east towards what appears to be a forest, or west towards the ocean. This path is obviously used a lot, but by whom and for what you cannot tell. The tracks seem large and slightly abnormal to you.
- Among the branches - A few branches have grown together to form a natural loft high above the ground. This is a perfect spot to rest or watch for anything below. From here you have a good view of the trail. Your eyes can just make out a small stream to the southwest. The trail itself seems to lead northeast farther into the wood. Glancing around it appears this loft has been used recently by someone.
- Amongst the Trees - Maybe blundering off of the trail wasn't such a good idea after all. Long branches from the dark trees grab at your clothes as you try and make your way in this dreary wood. The lack of light and animals is beginning to make you feel very uneasy. What could be around to scare them away?
- Amongst the Trees - Maybe blundering off of the trail wasn't such a good idea after all. Long branches from the dark trees grab at your clothes as you try and make your way in this dreary wood. The lack of light and animals is beginning to make you feel very uneasy. What could be around to scare them away?
- Apocathary Shop - A small bell chimes as the door swings closed behind you. An old, wizened face with eyes that appear deep with knowledge looks up from behind the counter. About the room are neat stacks of odd herbs and other items that appear a bit strange and unusual to you. Carefully you browse about, making sure your skin doesn't come in contact with anything out on display..... Just in case. A small sign is here.
- Approaching the Mountains - The road begins to curve gently as the hills approach. Ahead to the east a very large range of mountains can be seen. Snow caps the tops of many peaks even with winter far off giving you an idea of how high the peaks reach. Wagon tracks can still be seen in the road letting you know that merchants must still use this road to go somewhere. Back to the west a large, dark forest spreads out across the land. An odd rock with strange runes is propped up off to the side of the road.
- At Trails End - The trail seems to end here. The tracks in the dirt have crossed back over themselves so you can hardly make any sense of them now. To the north it looks as if the path used to continue before the rocks became unstable. The bluff is much too steep to traverse to the west, and a mammoth rock outcropping blocks all passage to the east.
- At the Fallen Tree - Your travel on this road has been interrupted by two large trees that seem to have fallen across the road blocking further passage. The bushes are very thick along the edge of the track and do not seem passable without a stout trail-axe. Looking closer at the trees you can make out axe marks near the base. Glancing around you suddenly notice that this is a good spot for an ambush!
- At the Foot of a Pile of Rocks - Rounding a small curve, the road abruptly comes to an end as numerous large rocks and boulders cover the road. Looking around you see many of the tell-tale signs of a rock slide. Unfortunately this slide is in one of the worst places as the terrain is too steep to climb up and around. Nothing else to do but go back.
- Before Elvandar - Just past a large tree trunk, the forest suddenly opens up before you. Amazement and wonder consume you as you realize that you are standing before the fabled tree city of Elvandar. Giant trees, that make others you have passed seem but children, majestically reach to the heavens. Houses seem to have grown amongst the branches high above the ground, connected by delicate walkways. Elves lightly move about on the ground and above, looking at you briefly before returning to their timeless lives.
- Before a Cave - The trail ends before the opening of a very large cave that seems to delve into the side of a small hill. The pair of Moredhel guards standing on either side of the entrance makes you think you may have found their stronghold. A jet black raven squawks at your approach from a branch above the cave. Is it a warning to you or for them?
- Before a Clearing - The darkness of the forest remains a constant around you, but perhaps other people do inhabit this wood and it is not as abandoned as it seems. Small noises can be faintly heard coming from the east. It is the sound of musical voices, but conversing in softer tones. The trail leads north and east.
- Before a Strange Portal - You are standing in a forested glade. Trees surround you on all sides, but they have been cleared away here by someone or something. Before your eyes is the oddest thing. Hovering a few feet off the ground it appears that someone has sliced apart the fabric of reality! This strange rift is large enough to walk through, but where does it lead?
- Before the Keep - The stone walls of this keep are very old but still look very strong. The guards eye you as they tighten grips on their pikes and shields. Visitors, merchants, and nobles are always more than welcome to petition for audience with the Duke of Crydee, but strangers are viewed carefully. The ancient gate of steel and wood looks to have seen a few attacks in its day.
- Before the Stream - The silence of the wood is almost deafening to your ears now. The only sound that makes you think you have not lost your hearing is the bubbling of a small stream that travels across your path here in the woods. Small rocks can been seen peeking above the water as it flows by and they are spaced just close enough that you might be able to cross here. As you move closer to the water's edge the hair on your body begins to stand up. Some sort of fae energy can be felt in the air.
- Deeper in the Forest - The trees are very old here. They sway and creak in a slight breeze that must be coming from somewhere above the canopy. The sounds and smells of nature surround you. The cares and problems of the normal world seem a much lesser thing here in the quiet peace of the woods. From here you might be able to continue north or west if you wished.
- Deeper in the Forest - The trees are very old here. They sway and creak in a slight breeze that must be coming from somewhere above the canopy. The sounds and smells of nature surround you. The cares and problems of the normal world seem a much lesser thing here in the quiet peace of the woods. From here you might be able to continue east or south if you wished.
- Eastern Hallway - The hallway ends with a window that overlooks the countryside. Sturdy, oaken doors are on either side of the hall, more than likely leading to guest quarters for visitors to the Duke. Each door has a large lock that looks very secure. A guard is posted here and appears ready to ask what exactly your business is.
- Entrance to the Keep - You stand between the wall of the outer keep and the main doorway of the inner keep. To one side you see the stables where the horses for the Duke and his family are kept. Ahead of you appears to be the guards' barracks and from the sounds, the training yard. Two guards stand on either side of the main entryway to the Inner Keep.
- Fording the River - The forest opens up before you as a rushing river flows by. There are numerous rocks visible in the water that seem to create a sort of "natural" area to cross. The path continues north and south on either side of the river.
- Greater Hall - The fires are blazing at this end of the hall, providing light and warmth for the Duke as he holds court. From a raised dias at the end of the hall, the Duke and his wife provide wisdom and rulings for the daily business of the Duchey. Other advisors stand nearby to provide knowledge should the Duke need them. On the walls are various tapestries depicting various battle scenes. A pair of guards flank the dias and eye you warily.
- In the Forest - The sounds of nature surround you. Branches sway from a light breeze as you move amongst the trees. This forest has hardly been touched by the hand of man. The path you are on has become more of a light trail. Faint tracks are still visable from hunters and game. The trail leads north and south.
- In the Green Hart - The road straightens out as it runs east to west. For once, you can see the road ahead and behind for far enough that someone can't sneak up on you. Of course the trees and underbrush of the rest of this dark wood provide enough cover for almost anything to creep up unawares. Maybe you should stick to the middle of the road?
- In the Underbrush - The small trail ends abruptly in a copse of dark, forbidding trees. Numerous tracks on the ground make it seem as if some animal or animals frequent this area often. A low rumble can be heard from nearby, making you think whatever it is that habits this place is coming back!
- In the Wilderness - The dusty trail appears to be a well-used track by both horses and carts as well as peasants on foot. A large forest looms to the east. Large trees with dark foliage make the wood look a bit sinister from here. The path also continues west towards a small town that can be seen in the distance. The occasional bird call lets you know that you are not completely alone here in the wilderness.
- In the Woods - The path has lead you deeper in the woods. Sounds of nature have returned and the calls of birds can be heard all around. A slight rustle of leaves startles you a bit, but hopefully it is just one of the forest creatures moving amongst the brush. Looking up, the trees are enormous and very old. Their branches intertwine to form a large, protective canopy. Wait! Was that movement your eyes caught in the branches above? Suddenly you have the distinct feeling of being watched.
- Inside a Large Structure - Tree branches have been manipulated somehow to create a covering above as well as railings around the area you find yourself in. Guards block access to a ramp leading to the east. From the ornate work on armor and weapons of these guards, they must be protecting the leaders of this magical realm from outsiders. Another path leads back to a large main platform to the south.
- Inside a Rift - You stand in complete silence so much that the sound of your heart beating is like thunder in your ears. It is dark and cold here with what could only be called nothingness surrounding you. Glancing back you are alarmed to find the rift is gone. Your eyes search the darkness, hoping to find some way to escape this place.
- Inside the Moredhel cave - The cave is very large and ver much occupied. Weapons are stacked in racks upon the walls and boxes of stores as well as items more than likely taken from travelers are piled in the rear of the cave. A very large Moredhel stands glaring at your intrusion as his kin grab weapons and prepare to end your existance.
- Inside the Trunk of a Tree - Small globes hang suspended in mid-air providing light within the space that seems carved into the trunk of the tree itself. On a circle of benches in the center of the room, wizened elves sit with heads bowed in silent contemplation. The fey energy of elven magic is all around, caressing your very being as the Spellweavers work their magic to help protect the elven realm.
- Knee Deep in the Shallows - You gasp in surprise as you find yourself wet up to your knees. Waves roll slowly around you, and nearby you can hear them breaking on rocks and the shore. The rift is nowhere to been seen. Apparently there is nothing to do but move towards the shore and get dried off, or stay here until your equipment rusts.
- Lesser Hall - You stand at the far end of the main hall of the keep. This area serves multiple purposes. Fireplaces are located in a few spots to provide warmth for the room. Tables and benches have been pushed against the walls for later use during feasting. A few people mill about talking while others enjoy the warmth of the fires while reading. At the other end of the hall, the Duke holds court during the day. A small doorway on the north wall probably leads to the kitchens.
- Northern Gate - You have reached the small gate on the northern end of town. A few guards glance at you briefly before going back to polishing their pikes. The gate is open for official traffic between the town and the keep where the Duke of Crydee resides and rules.
- On a Game Trail - You are standing on a small game trail. There are a few large footprints here that make you pause. Something very large has passed by here recently. The path runs along the bluff to the north and south. Underbrush and the bluff itself hinders passage to the east and west.
- On a Ramp of Branches - The limbs of the trees appear to have been grown together to form the ramp beneath your feet. Many of the fair folk move around, stepping lightly and and conversing in their flowery, poetic language. Smaller ramps lead off at various places to what appears to be private dwellings. The main ramp continues up farther into the trees.
- On a Road in the Green Hart - The forest feels dark and stifling. It is almost as if the woods are angry, if that is even possible. Slight rustles in the underbrush make your hand stray warily towards weapons, but hopefully it is just an animal and nothing more menacing.
- On a Sandy Beach - The sand is soft and gently gives way beneath your feet. The tranquil sound of water lapping is very relaxing and calming. Looking around you see the ground grows firm and becomes more hilly to the east, while to the north and south further passage is blocked by large rock outcroppings.
- On a Small Trail - The small trail branches here leading north, south, and east. A few small tracks of forest animals can be seen along with the occasional faint print of something else. Somewhere near by a bird sounds a morose cry that echoes the feel of this dark, foreboding wood.
- On a Small Trail - The darkness of the wood is overbearing. Hardly any sounds from the creatures that inhabit these woods can be heard. Why are they so silent? A few leaves flutter to the ground on the trail up ahead. Did your eyes just catch a hint of movement?
- On a Stairway of Branches - The main stairway is large enough to accomodate a few people side by side much to your relief. With a start you notice that there is nothing to stop you from falling off this stairway to the forest floor below. A few of the elven folk laugh lightly as you step to the center of the stairs before proceeding.
- On a Trail - The trail continues winding its way between the trees. The darkness of the woods is very oppressive. Faint tracks can be seen going north and south on the trail as well as a few heading west. A bird is heard nearby with another sorrow-filled cry.
- On the Deck of the Ship - The ship sways lightly beneath your feet. The crew hurries all around to unload the cargo so they can enjoy some shore leave. Some of the men give you dirty looks, but none challenge your presence here yet. There is a door that appears to lead to the Captain's quaters to the north.
- On the Docks - The planks beneath your feet sway slightly and creak as the powerful ocean waves break against the rocks and push up against the supports of the docks. At the northern end of the dock a ship is unloading large crates. While there is the capacity for a few more ships, the other berths are currently empty.
- On the Docks - You are on the northern end of the docks. A ship is anchored here and large men are moving crates and barrels from the hold to be stacked in piles all around. The ship gently rocks against the dock as the swells roll in. Men grumble as they have to walk around you. A few curses are directed towards the "Outlander" who doesn't know when to move.
- On the Docks - This end of docks is not being used at the moment. A few large crates are still here, stacked in a rather odd way. There are also a few old casks of who knows what that have been left out to rot in the crisp sea air.
- Outside a Small Town - The track you are on appears well used. It heads east and west. To the west you can make out what appears to be a small town. Above the town on a hill, an old keep can be seen. To the east the track continues onward and approaches a large forest. A few light impressions in the ground catch the corner of your eye as you travel the main track.
- Outside the East Gate - The beautiful countryside calls to you, begging to be explored. Lush hills and wooded knolls swim in a sea of grasslands. Beneath your feet is a small road that runs east to west. To the east is the gate of a small city. A pair of banners flutter in the slight breeze atop the wall that protects the town. The eastern path appears to lead towards a large forest in the distance.
- Road to the Keep - The road curves gently here as the hill gets a bit steeper. From here you have an excellent view of the entire town and can even make out a ship moored on the town's docks to the west. The road continues south to the town or east to the entrance of the keep.
- Royal Chambers - Elegance abounds throughout the entire suite you have stumbled into. A woman's touch is very much in evidence here over the rustic style displayed in the rest of the keep. Soft fabrics, cushioned chairs, and lovely hand crafted furniture decorate the chambers where the Duke and his family reside. From here you can spy entries to various sleeping chambers of the royal family. Portraits of the Duke and his family have been placed carefully along the walls.
- Southern Road - Dust rises from the ruddy track beneath your feet. This road is well-traveled, leading from the outlying farms to the town to the north. From here you can see a wall and gate protecting this settlement from the wild.
- Standing on a Bluff - You are standing on a bluff the overlooks the ocean. A worn path beneath your feet leads east towards the treeline of the forest. A smaller trail leads away to the north, while to the south travel is impossible over the rocky ground.
- Streets of Crydee - You stand in the middle of a small street in Crydee. People glance at you, noting your strange garb and marking you as an outsider. The town appears to be prosperous. The street continues north towards the center of town and south to a gate.
- Streets of Crydee - The streets intersect in a T here. To the west the road leads towards a gate and past that you can see sails from a ship. To the east lies the rest of the town, and to the south you can see another gate. A few small shops are here, but as you move to look closer the shopkeepers quickly shut their doors.
- Streets of Crydee - The street continues here running from east to west. A small shop is to the north, and it has an odd sign hanging above it. Town folk nod at you and move about their business in a very workman-like manner. From here you can see a gate to the east and what looks like the center of town to the west. A few other shops line the street on the south side, but they appear closed.
- The Bottom of a Rock Slide - You pick yourself up off the ground and try to shake the pebbles from your hair. Glancing back you can see where the trail ended before the rocks gave way. Looking around you come to the conclusion that you are trapped in a small ravine. An old skeleton of some other hapless adventurer is here by your feet. A quick prayer to Siobahn is in order considering you didn't end up like that poor fellow. Maybe next time you will look before you leap!
- The Captain's Quaters - This room is small, but very lavishly appointed. The desk has numerous charts spread across the surface with a log book opened in the middle. Works of art adorn the walls, and a few nice looking pieces are on display in a cabinet bolted to the wall. A large bunk fills one corner while a small hammock for the Captain's boy hangs in another.
- The East Gate - A small, yet very sturdy gate is here, allowing passage out of Crydee. A sign on the wall lists the distances to nearby towns. A pair of guards keep a vigilant watch on not only the people moving in and out of the town, but of the wilderness as well.
- The Edge of a Forest - The track widens considerably as it approaches the edge of a very large wood. The sounds of nature seem a bit subdued here before this dark forest. You can see many tracks going both ways along the road so it appears that people do venture this way. A small sign is posted off to the side of the road.
- The Edge of the Green Hart - Blessed sunlight streams down between the thinning branches of the dark wood as the road widens with the lessening of trees. From here the forest seems dreary, with large trees that grow closely together. It almost seems as if the forest itself has pulled itself tighter to prevent light from getting in. The road goes south into the wood or east towards the mountains. A small sign can be seen by the side of the road.
- The Field - The vast green field is peppered with blooming wildflowers. Forget-me-nots, fireweed and poppies dance as a gentle breeze causes them to sway back and forth. The sun shines down while the dragonflies and grasshoppers go about their business and hummingbirds flit from blossom to blossom. There is a relaxing calm emanating from this place.
- The Guard Barracks - By the smell alone you can tell that this is where the fighting men of Crydee reside. Beds and footlockers form neat rows with stacks of pikes, swords, helms, and shields arranged about the room. Every eye turns from the men who were practicing with blades to the outsider who has walked in where he does not belong!
- The Heart of Elvandar - Eyes wide with wonder, your brain can hardly comprehend the incredible beauty of where you stand. A large platform has been created within the tope branches of this enourmous tree. From here you have wonderous views of the forest, mountains, and even distant lands. Flowers and plants of all colors and types grow in what appears a random order as if in glory to the Elven Queen. Two large thrones occupy one end of the platform with space for people to be comfortable around the rest of the room. Globes of pure starlight hang from branches to provide illumination for the queen and her court.
- The High Platform - This platform is very large. Looking around you realize that the ground is very, very far away. But the views from here are spectacular. Smaller paths branch off this main platform. Guards flank larger paths leading north and east, obviously protecting against whomever might make it this deep into this magical elven city.
- The Kitchens - People bustle all around and bump into you as they rush to complete the daily tasks of preparing food for the Duke, his family, and his guests. The cook and his wife have their staff well-trained and it seems everyone is busy with something. Fresh pies are cooling on the top of a large stove. In the corner a large spit has been set up, and the cook is slowly roasting a large boar.
- The Northern Hall - The hall ends at a large door. Judging by the intricate scroll work on the metal bands of the door itself, you assume this is the private chambers of the Duke of Crydee. A pair of guards snap to attention as you approach. Their gauntleted hands tighten noticeably on the grips of their weapons.
- The Path to Crydee - The path grows broader here as the woods begin to thin out a bit. Trail markers can be seen now and again helping to mark this well used path. In the distance to the north, you can make out the wavy distortion of smoke from homes and cook fires. You must be near a small town or settlement. The path leads to the south into the woods.
- The Prince's Chambers - This simple room is the private quarters of the Prince and heir to Elvandar. A few objects have been placed around the room as trophies to moments that the young prince has experienced in his life, such as a large mug of dwarven make and colorful feathers of some large bird.
- The Road to the Docks - The road is worn from the tracks of heavy wagons that transport supplies and goods from the ships at the docks. The road curves gently down the hill towards the waterfront. Gulls fly by overhead and call out to each other, floating on the warm sea air currents. To the east is a large gate to the Town of Crydee.
- The Royal Chambers - Considering these rooms are for the Queen and her consort, you would expect more than the simple furnishings that surround you. A large bed and comfortable, yet simple furniture make up the main room. Smaller archways lead off to changing rooms and such. A large open space provides a wonderous view of the northern forest and allows the sounds of the signing birds to soothe the occupants to sleep at night.
- The Sea Gate - A small tower is here next to the gate that protects this small town. Guards patrol the area carefully, keeping order and protecting the citizens. A small building with an official sign sits near the gate. The wind brings the smell of fresh salt air to your nose. Glancing past the gate you can see the road leads down towards the docks and the ocean.
- The South Gate - The wall surrounding this town is interrupted by a large gate. Trees hewn from the nearby forest have been banded together to help protect the town's occupants from harm. Guards in bright livery can be seen keeping order amongst the common folk who pass through, going about their busy lives.
- The Stables - The grooms look up from their game of dice in surprise as you barge into the room. Horses and hounds for the guards and Royal Family are housed here. The room is fairly clean, with the tack and tools hung orderly on the walls and the food and hay secured in the loft. Based upon the snoring coming form the hayloft, the Horsemaster is well earning his keep.
- Town Center - It appears you have come to the center of this small town. There is what seems to be a bakery to the south, judging by the wondrous smells your nose has picked up. To the north, the road continues and probably leads to the keep that you spy on the hill. More shops can be seen east, and to the west you can hear the cry of gulls in the air. Town folk nod politely as they go about their business while kids play in the street.
- Trail's End - Stepping around a tree, you realize that there is no longer any sort of trail to follow. The trees sway lightly from a breeze as the sun peeks past the canopy overhead to provide sunny spots in which you can rest. The forest is alive with activity as nature works its magic around you. Almost any direction seem as good as another.
- Under the Forest Canopy - The trees here are very tall with long branches that interconnect to form a thick canopy. The sounds of nature are everywhere as animals rustle about and birds sing their little hearts out. The path beneath your feet continues on into the forest and leads back to the west. From here you can faintly hear the ocean surf pounding against the shore.
- Up in the Trees - Among the tree branches small platforms have been cleverly built to somehow not be seen from the ground. Pallets for sleeping and other items for comfort make it appear that these flats are occupied regularly.
- Within Elvandar - Elven Sentries stand guard here at the main entrance of Elvandar. From here stairways that seem almost as if the have grown from the trees themselves lead high into the branches of this magically tree-city above.