Rooms in Kerofk
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- A City on the Edge - From here you see a great walled city from the side. Only half is walled, the other half sprawled directly on the edge of a great cliff which drops down into a dark ocean below. To the east you see a small gate in the city, which farmers are going into and out of sporadically.
- Business Road, South - Shops line this road , some open and some closed. Northwards you see the intersection of of Center Road and Business Road, and southwards is another intersection--Business Road and Moon Gate Road. There is a shop to the west, a dirty sign proclaiming it 'OPEN'.
- Captain's Office - This man's office is a testimonial to battle. Exotic weapons that you've never seen before line the walls, and you notice some bloodstains on the floor. A large area in the center is bared, allowing sparring room.
- Center Road, West - Center Road is a madhouse of people bumping into other people, including you! One of the main attractions here is the Town Hall to the north, which holds the city's jail, courtroom, and council chambers, not to mention Mayor Kell's office. To the east you see a huge white temple with a line outside, and a smaller blue temple. Center Road continues east and west.
- Citizen's Road, North - Private homes line this street, but all seem to keep their distance from one mighty mansion to your west. Its vine-encrusted walls and sagging demeanor seem to eminate an air of death and decay and cliche's. Could anyone possibly live in there? Citizen's Road continues north and south.
- Cliffside Road, North - This is the intersection of Cliffside Road, and Center Road. Cliffside? About fifteen feet ahead of you there is a sheer precipice that drops down about a thousand feet into the dark ocean. You don't think it would be a good idea to step off, but you've already guessed that, haven't you? Cliffside Road runs north and south from here.
- Cliffside Road, South - This looks like an interesting spot. As you hug the buildings to keep away from the thousand foot drop to your east (that would surely KILL you), you notice a large casino establishment named 'The Edge of Luck' to the west. Strangely enough, the citzenry of Kerofk walk up and down the street, almost oblivious to the incredible drop mere feet away. Cliffside Road continues North and South.
- Dining Room - This was once a grand dining hall. Now the great oak table has been completely broken and leaned up against one wall to make room for a small folding table and a few chairs taking its place. Obviously the current owners of this mansion don't care much about this place to let it fall into ruin so.
- Dirt Road - The road continues east and west from here. To the west you see brightness seeping over and between the mountains. Eastwards the strange, unnatural night sky spreads over anything, its permanent stars lighting the landscape with an eerie glow.
- Dirt Road - The road you stand on forks several directions here, one leading to the north out of sight in the starlit sky, one leading up a hill to the east, and towards the mountains to the west.
- End of the Passageway - The passageway ends here, with a door in the northern wall. The passage seems still and eerie.
- Entrance to the Blue Trials - You enter the musty area beneath the blue temple and stop in awe. The stonework here is simply incredible--a combination of dwarven stonemanship and elven artistry. On the wall there is an inscription: 'Only those who brave the elder beasts may arrive safely at the orb.' There is a door to the east.
- Fountain Area - Unpruned trees block out what little light there was outside the garden in this close area. A small fountain/pool of tarnished marble sits in the center, with scum and algae covering its surface. Small creatures flit deep in its depths, and you are not sure you want to know exactly what they are. You can head south, to the garden's entrance, or west, to a more open area in the garden.
- Graveyard - This path leads through the graveyard south and west. You notice several graves have been disturbed here, and one grave has been entirely dug up. The bones of a dead dwarf lie exposed at the bottom of the grave, its hands seemingly to clutch at the sky. The tombstone at the head of the grave is completely unreadable.
- Hallway - This hallway ends short to allow the fireplace in the kitchen to reach the roof. A single door is set in the east wall, and the hall leads north to where the stairwell leads down.
- Intersection - You breathe the chill night air and look around at the passing citizenry just inside one of the city's gates here. This city sure has some bustle to it...must be all that night life! Feeling pleased at your prospects, you look around for something to do... Wall Side Road leads north, Moon Gate Road leads east.
- Intersection - Center Road starts here, running deep into the heart of Kerofk. You see all sorts of large buildings down its length, including a big white temple structure along the north side far to the east, with a smaller blue temple across the street from it. With all of the grand architecture, and the majesty of the starry skies above, you know this is a sight you'll never forget. Center Road leads east, Wall Side Road continues north-south.
- Intersection - You enter the city proper with the sounds of the bustling crowds surrounding you. Some people seem to be doing their morning business, others seem to be getting ready for bed...it must be strange to live in a world of eternal twilight. A street sign informs you that this is Wall Side Road running south from here, and Star Gate Road leads away to the east.
- Intersection - Moon Gate Road intersects Business Road here, making this a hectic area as people go about their business. Along Business Road to the north you see many types of different shops lining the street, and Moon Gate Road continues east-west.
- Intersection - Star Gate Road and Citizen's Road meet here where many people walk around and do their business. Looks like there's some private homes on Citizen's Road to your south, and Star Gate Road continues to the east and west.
- Intersection - You enter the city proper with the sounds of the bustling crowds surrounding you. Some people seem to be doing their morning business, others seem to be getting ready for bed...it must be strange to live in a world of eternal twilight. A street sign informs you that this is Wall Side Road running south from here, and Star Gate Road leads away to the east.
- Intersection - You enter the city proper with the sounds of the bustling crowds surrounding you. Some people seem to be doing their morning business, others seem to be getting ready for bed...it must be strange to live in a world of eternal twilight. A street sign informs you that this is Wall Side Road running south from here, and Star Gate Road leads away to the east.
- Intersection at the Cliff's Edge - Here is where Cliffside Road and Moon Gate Road meet: at the edge of a cliff. You feel distinctly uncomfortable as you look down at the thousand-foot drop and think it would not be very wise to go any further east. Northwards is Cliffside Road, to the west is Moon Gate Road, and to the east a vast expanse of stars shine over the dark ocean below.
- Intersection at the Cliff's Edge - This is the intersection of Cliffside Road, and Center Road. Cliffside? About fifteen feet ahead of you there is a sheer precipice that drops down about a thousand feet into the dark ocean. You don't think it would be a good idea to step off, but you've already guessed that, haven't you? Cliffside Road runs north and south from here.
- Intersection at the Cliff's Edge - This is an unearthly scene: the stars shining down pale light upon this intersection of Cliffside Road and Star Gate Road, the thousand foot drop off just to your east with the ocean below. Hmm...something tells you not to go east...must be that brain thing, eh? Cliffside road leads south, Star Gate Road leads west.
- Moon Gate - This is Moon Gate, the main entrance to Kerofk and VERY well defended. The guards look at you suspiciously, but let you by with little or no hassle. There is also a big sign here that you may want to read.
- Moon Gate Road, East - You near the end of Moon Gate Road, and ahead you spot a sharp dropoff aways to the east. A large building to the south has a picture of a trout in full plate hanging out front. 'Bob's Armoury and Tackle' it proclaims. Armoury? Tackle Shop?!? How curious! Moon Gate Road continues to the east and west.
- Moon Gate Road, West - An enterprising merchant has set up shop just to your south, the sign proclaiming, 'Jenk's Place' in a hundred point font. It seems to be some sort of 'catch-all' general store. Also, Moon Gate Road continues east towards the cliff, and west towards the actual Moon Gate.
- Mountain Pass - The mountains rise up here, the small pass you are on wending its way up to the north. The sky seems dark above the mountains, as if the mountains were a dividing line keeping back the night. The pass also leads back down to the south.
- Mountain Pass - You are standing at the apex of the mountain pass, the normal sky to your west, and the strange night sky to your east. The edge of the night is clearly delineated above you...a sharp edge separating night from normal, as it were. Very odd...you wonder what could be causing this unnatural darkness.
- Mountain Pass - The mountain pass leads up to the west, and downwards to the south. There seems to be a strange half twilight farther to the west, casting an eerie glow over the stones and shrubberies around. There is a large dark plain to the east that the sun never seems to have shone upon, making it appear to be otherworldly somehow...
- MouseRider's Temple - The inside of this temple is austere yet majestic. The pillars of marble sweep up to the ceiling, melting into the dome overhead without a seam. A blazing red carpet leads from the entrance to the throne in the center of the room. This is truly the home of a great sage!
- Near the City - There is a great gate to your east, with guards slowly letting people in and out. The walls surrounding the city seem impassable, but several scorch marks along its length tells a different stories about war and raids. To your west is a rise where you may get a better vantage point of the city.
- Octagonal Room - As you enter, you see a bright light spinning in the center of this octagonal room. Also, there are many bones of prior adventurers strewn about. Unfortunately, the door DID disappear behind you again... the only way out is east.
- Passageway - It seems that door you just passed through disappeared behind you! The only way to go is forward, then, deeper into the passages. You're not sure if you feel comfortable about this... The passage continues south.
- Passageway - Blank passageway, with bricks set so close together that any mason spotting such work would keel over in disbelief. The passage continues westwards, and back to the north.
- Passageway - Another door is here, and you have a sneaking suspicion this one might disappear as well once you pass through. The passageway leads east back the way you came, and the door is to your south.
- Passageway - Back into passageway, and, once again, the door has disappeared behind you. The only way to go is north.
- Passageway - Once again you find yourself up against a normal-seeming door in the north wall. The passageway leads a little way south, and then runs up against a dead end. One way to go, again.
- Passageway - The door behind you melds into the stone walls without a trace. Whomever wasted the magical energies to these doors certainly had flair, if not a sense of humor. The passage continues southward.
- Passageway - You've come to the end of the passage here. But, instead of a door, its a trapdoor! The excitement is palpable; a change of pace, perhaps?
- Passageway - The door behind you has disappeared, and you sigh. This is getting old. This is just a tiny room with a door to the south. You feel you know that door already.
- Passageway - Here the passageway has two alcoves on the sides, each with a statue of some forgotten god. The plaques have rusted away so you can't even read the names. Probably these were devotions to Gods whose time was over and whose followers deserted. There is a trapdoor in the floor beyond them: the only way to go.
- Passageway - You drop from the now-vanishing trapdoor above to this new passage. It runs to the east. You begin to wonder if you'll ever see Kerofk again... this maze is awful!
- Passageway - The passage continues to the east and west out of your small circle of light in either direction. There seems to be nothing interesting here, just stonework and you.
- Passageway - You feel you have made the right decision, somehow. The door behind you has vanished, but the passageway leads away to the north.
- Passageway - Here is a door to the north. A plaque next to it reads, 'The Trial of Defense!'. You get a BAD feeling about this room ahead.
- Passageway - Now you are in a twisty set of passageways, and feel rather lost!
- Passageway - Now you are in a twisty set of passageways, and feel rather lost!
- Passageway (Again!) - You feel relief pass over you for a moment. This place looks to be a nice, safe place to rest if you've ever seen one.
- Plaza of Kerofk - This is the center of Kerofk, physically and culturally. Many people are here, milling about and standing in line to enter the great white temple to your north. To the south is a smaller blue temple, its doors locked by great bands of magic. Several people glare at you, wondering if you're going to cut through the line.
- Recruiting Office - This office is clean and spacious. A big desk faces the door, with a grizzled sergeant behind it. He turns the paperwork in front of him around for you... 'Name, Race, Sex, Age, Address...'. Behind him you see the office of the Captain of the Guard.
- Second Floor Hallway - This is the hallway at the top of the stairs, that leads north-south. Doors line the hallway in both directions, and you can go down to the main room. A big, ten foot tall window on the west wall of the stairwell seemed to have been a stained-glass window once, but has been worn and cracked by time to just be shards of colored glass that doesn't even keep the wind out.
- Second Trial - Here are two doors, north and east. The door you came through is gone like chaff in the wind. There's no clue as to which door is the correct one to exit by, and you wonder if this is merely a test of guess.
- Star Gate Road - The hustle and bustle of Star Gate Road dies down a little here, but not by much. To the north is a large farmer's stand where a lot of the citizenry seem to be going in and out of.
- Star Gate Road, East - This area is strangely quiet for such a bustling city. The stars shine down as you look around for the source of the silence. Ah, there's a bookstore/library to your north! Moon Gate Road continues to the east and west as well.
- Star Gate Road, East - Star Gate Road continues on, towards a steep cliff to the east. Southwards is a rather dingy looking gambling parlor called 'The Red Card'. The smell wafting out its doors is enough to make a dead man turn away in disgust...how about you? Star Gate Road continues to the east and west
- Star Gate Road, West - The nighttime stars shine down on the establishment to your south, making all the glitter and metal attached to it shine spectacularly. The sign says, 'Kell's House'. You hear many voices talking and laughing inside; it's obviously a tavern or an inn, and popular to boot. Star Gate Road continues east and west
- Star Gate Road, West - Kerofk's citizenry walk around, barely noticing as you walk down this busy street between and through them. It seems that they're used to adventurers, or just don't care. Star Gate Road continues east and west, intersecting Business Road and Wall Side Road respectively.
- The Blue Temple - You enter the temple, looking around with wonder at the dusty monument's interior. From the carvings and inscriptions, you guess that it was built by elves and dwarves together during a peaceful age long ago. Dust covers almost everything, especially the stairs leading down into the earth by the nave.
- The Fortress - Wow! This place is better defended that some castles you've seen. In case Kerofk ever falls, this place will surely be the last to go, for this inn lives up to its name: 15 foot high walls, crenellations, arrow slits...its a remarkable bit of engineering. As you walk in, you notice that everyone here is carrying some sort of weapon, and carry themselves like they know how to use it. Seems like a fairly safe place!
- The Mountain Foothills - A road leads away under the starry sky to the east, and a mountain pass heads up and through to the north. The scenery on this side of the mountains seems bleak and lifeless, probably due to the lack of sun.
- The Reception Area - Here's where the private rooms of the Fortress are. Steel doors leading to bedrooms line the halls, each with a lock bigger than your clenched fist. A sign here proclaims the safeties of the fortress, including 'Barred Windows, and Guards You Can Really Count On!' A small desk is here, a bored receptionist behind it.
- The Red Card - This place is a dirty ugly scroungy disgusting gambling parlor for the lowest of classes. The doors to the Red Card are perpetually open, to let the place air out. Tired waitresses take orders in a bored fashion, and then hasten to fill them before the customers leave. Something crunches under your step, and you're afraid to look down to see what it was....stay awhile?
- Town Hall--Entrance - Phew!!! It's a bit ripe in here. There are stalls lining both sides of the wall in here and a big sleigh in the very back. You can hear hoofs scratching the ground in a frenzy and antlers rustling against the gates. They look eager to get out and the one at the back with the red nose looks downright vicious. He's the only one that isn't rattling his antlers he's just flashing you a menacing grin.
- Trial - This is a large rectangular room with three exits, doors to the north, east and west. The door you've come from has...disappeared! You are not surprised, however. There are some strange scuff marks on the floor, and you'd swear that discoloration is an old bloodstain.
- Trial of Defense! - This is a small close room, with a door exact opposite from where you entered. The door behind you is conveniently gone.
- View of a City - Incredible! From this vantage point you see a huge city to your east, large enough to hold thousands of people. Great walls encircle the city, no doubt to keep the marauding monsters at bay. The city is in a VERY defensible spot in that over half its length is sprawled along the edge of a cliff. Beyond the cliff you see a dark ocean, reflecting the starlight above very feebly. The road continues west down the rise, and east, towards the city on the edge.
- Wall Side Road, North - This is Wall Side Road, named such for its proximity to...the city's wall. To your east is a recruiting office for the city militia of Kerofk. Wall Side Road continues north and south.
- Wall Side Road, South - All the buildings in this area are semi-destroyed, victims of a raid or war it seems. There are some signs of construction about, but it seems that there is no great need for more buildings right now. Wall Side Road continues north and south.