Rooms in Lycanth
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- A Bedroom - Heavy Antique furniture fills the entire room. The double windows on the north wall are standing open and if you step closer you could see the waves pounding the rocks far below.
- A Bower - You have entered a medieval bower of sorts, a lady's room with a fireplace in it, obviously someone's private retreat. Under the window, which is carved into the thickness of the wall, stands a small desk with a pretty stool. There are also two armchairs on the woolen carpet, and a four-poster bed stands in the corner by the interior wall, it's brocade curtains drawn.
- A Bower - You have entered a medieval bower of sorts, a lady's room with a fireplace in it, obviously someone's private retreat. Under the window, which is carved into the thickness of the wall, stands a small desk with a pretty stool. There are also two armchairs on the woolen carpet, and a four-poster bed stands in the corner by the interior wall, it's brocade curtains drawn.
- A Corn Field - Stray stalks of corn struggle in vain to survive in this barren neglected soil. The moon shines brightly overhead highlighting the sad looking Scarecrow in the center of the field.
- A Dark Chamber - You stand in a dark chamber dug out of the cold, dank earth. The air is humid and hard to breath. In the center of the room a figure draped in a long red and black cape stands silent vigil. When it sees you it turns ever so slightly and gazes at you with reddish-hued eyes.
- A Gypsy Wagon - There is little if any room to move in the wagon. It's packed full of furniture, clothes and various other objects. There is a drunken man slouched in one corner snoring softly.
- A Huge Tree - You are at the base of an immense tree. Above you the branches shudder and shake as if supporting something of great weight. Leaves and twigs rain down upon your head.
- A Less Traveled Path - You stumble over briars and overturned tree's totally lost. Mist hovers around your feet sucking at you.. Almost alive. Before you looms a large shape. Perhaps it's a house with help. Then again maybe not.
- A Path into the Valley - You stand at the rim above the valley. A few hundred yards east you can make out the outline of a small town, but you must first descend the path which winds its way down the cliff face. Nothing grows here aside from a few small shrubs and grasses. As you examine the cliff face, you can make out splashes of blood; you estimate it to be no more then a few hours old... The path continues to the south.
- A Sharp Drop in the Path - The path here dropped off sharply, but the footing is strong aside from a few small pebbles slipping underfoot. Off to the east you are still in sight of the village, but can't make out much detail. North of the village you see what looks like a marsh, thick with vegetation.
- A Small Clearing - This is the center of the Garden. All around you see lush greenery and beautiful flora. An odd sight for those who love death. To the south you see a large red pool and in the center of the Garden stands a gigantic tree bearing shiny red fruit. This place is beyond magnificent, it is the perfect balance between the fragile temptation of life and the overwhelming power and glory of death.
- A Small Path to the Valley - The path seems well worn into the dirt here, although a recent rainstorm seems to have allowed some strange animals to make tracks in the mud. You can make out what looks to be the tracks of several wolves, apparently struggling with prey. The path continues to the south but your view of the city is blocked by many tall pines. The path continues south.
- A Stone Tower - The Moonbridge has opened upon a foreign landscape of incredible beauty. Tall snowcapped mountains can be seen in every direction, their image relecting off the crytstal clear lake like a mirror. Overlooking the lake a tall stone tower rises into the clouds it's gate guarded by two ominious stone shapes.
- A Well - An old weathered well stands in the center of the street. It's stones are worn smooth from age while it's bucket is coated with mold. Oddly it's water is a shimmering shade of blue.
- A Well Traveled Path - The path here widens a bit, it appears to be extremely well traveled. To the east you can just make out what appears to be the city gates. Oddly you can see no signs of inhabitants before the city, or even any guards by the gates. Maybe they haven't found that overturned cart.. Or maybe they don't fear what did it.
- A light through yonder window breaks - The room is bathed in light, though it's source has yet to be discovered. There is a large mirror that pulses with green light hanging on the wall to your left. There is also a polished bronze plaque embedded deeply in the stone beside the mirror.
- A ruined house - The interior of this house reeks of death. The dried blood smeared on the walls and the piles of bones on the floor bespeak of the fate of the former inhabitants of this residence. The current inhabitants may not be so easy to kill...
- A turn in the Path - Here the path takes a sharp turn eastward and descends into a small valley. The tall trees that line the path close in overhead, and cut out all but a few rays of light. Behind you the mists recede ever so slightly and you realize that something was following you.
- An Abandoned Farm House - An old abandoned farm is directly to your north, behind it fields of rotting vegetables lay rancid on the ground. Various utility buildings are scattered about the property.
- An Alley - The Alley is bare save for some trash that blows here and there. Five pairs of bloodshot eyes peer at you from a dark corner.
- At the Carcass - As you approach the clearing you notice the forest has become even darker here, nearly no light penetrates the trees. At your feet you can make out something... Blood is splattered nearly everywhere. Upon closer inspection you realize it's the carcass of a horse, or at least, whats left of one. It appears to have been dragged here from the direction of the cart.
- At the Kill - What is left here is nauseating. The body is ripped open from neck to navel. Entrails have been spread around the small clearing that the body is laying in. It has been completely skinned. Muscles and tissue are naked to the moon light, and they glistened with blood.
- At the Overturned Cart - Pots, pans and various other wares from the overturned cart are strewn across the path here. The large wooden cart has been thrown over on its side and large gashes are clearly visible along its side. The leather harness has been shredded, but there is no horse in sight. In fact, there is no sign of any life. While inspecting the cart you find a torn boot with a good deal of blood on it. You cast the boot away with disgust as you realize the owners foot still occupies it.
- At the Pulpit - You enter a Strange Door. You stand at the pulpit of Lycanth, where Golden Mink tends to the souls and bodies of the order. You feel paticularily at home here, and your spirits perk up as you listen to the hymns Golden Mink continually sings. Far above you rises the great dome of the cathedral, painted with a mural of the gods.
- At the Town Gates - You stand at the gates to the town. A small stone wall runs it way around the outside of the town and is breached here by a large wooden gate. Torches flicker on the top of the wall on either side of the gate, helping to illuminate the name LYCANTH embossed on the gate. The Gates are tightly barred and you see no way to enter.
- At the Turn in the Path - The path here turns sharply north. You can make out a large mass laying on the ground in that direction. The forest is deathly quiet all around, and the sun is dipping lower on the horizon. Better hurry if you hope to make it to the town before nightfall.
- Back into the Forest - The path here turns sharply east into the forest. Tall pines block out nearly all the light, and prevent you from seeing very far ahead. Smoke drifts above the pines from the towns fires.
- Before a Cathedral - You stand on a white marble staircase which ascends upwards to the massive cathedral of Lycanth. Each step is engraved with a pictographic story of those who have fallen in the service of Lycanth. High up is the gleaming white ediface of the cathedral .
- Before the Gates of the Town - Just before you to the east you see the gates of the small town. The trees and foliage has been cleared away here to allowed for easier access in and out of the city. The sun has almost completely set now, better hurry inside the gates before dark.
- Before the Ivory Gates - You stand at the ivory gates of the Cathedral of Lycanth. Strange runes have been carved into them. They stand some 30'tall and 30'wide. Gilded ironwork frames the doorway in a wreath of holy leaves. 10 massive marble pillars soar upwards to support the entryway.
- Bloodstone Falls - A waterfall of thick red liquid emerges from a hidden source in the cavern wall, pouring its precious waters over deep, shimmering Bloodstone gems and down into a fast moving stream. The blood red waters run east into a large pool where they settle calmly, creating a serene liquid mirror.
- Inside The FarmHouse - Two detached heads guard this tiny one room dwelling, gazing down from a table with wide and accusing eyes. Their skin is snow white, bleached of the rosy hue of life. A puddle of deep purpling blue has gathered on the floor beneath the table, and as the weeks have progressed it has darkened from purple to black, then to a cracked, scabrous brown. Flies crawled like a hankie of writhing black around the noses and mouths, and at the base of the stubby necks.
- Inside the Den - You enter an Old book. You moonbridge winks and is gone. The smell of death is almost unbearable. Something snuffles eagerly in the far corner. Perhaps thinking of you as an early dinner.
- Inside the Tower - The Tower's walls are made of solid black marble, polished smooth yet reflecting absolutely no light adding a dark and oppressive cast to the entire room. An antique bird perch hangs in the center of the room, wood old and knotted, polished smooth and shining dully yet from a light source unknown to you. A spiral staircase leads up to another foreboding closed door.
- Lycanth Livery and Forge - The smell of smoke and burning coals assail your nostrils as you step from the bright, cacophonous streets into the hazy interior, quiet except for the rhythmic ringing of hammer on metal and a soft singing chant coming from the back which sounds alien, yet strangely comforting. Tools are hung all around the walls, and partly-finished pieces lie on benches, shelves, and even on several stone mannequins scattered around the shop. Flanking the door are a pair of well-made suits of Plate Mail on wooden bases, a functional and elegant advertisement of their maker's skill.
- On a Path Through the Forest - Almost no light penetrates the trees here. The path is walled on both sides by tightly packed foliage. Before you the path winds in and out between the trees. Oddly the forest is dead silent here. No birds chirping, no sound at all. Best make it to the village before dark.
- On the Wooded Path - The torrent of rain has driven you deep within the forest in search of a little shelter. The mist wraps it's cold fingers around you, almost suffocating in it's thickness. You stumble through the trees unsure if you still walk upon the path. Something howl's angrily in the thick underbrush.
- On the Wooded Path - As you travel deeper into the woods you start to worry about the silence. Never have you traveled a forest without the sound of birds or the scampering of squirrels to accompany you. It is as if all living things have steered away from these woods. Just up ahead you spot an overturned cart, its load scattered across the trail.
- Out on a Limb - You hear ominious cracks and groans as you ease your way out onto this narrow limb. The foliage surrounding you blocks your vision but you sense something or someone just ahead ... Waiting.
- Outside the Walls - The walls of the town are barely visible beneath the covering of brambles. You see the print of some animal in the mud beneath your feet. It too seems to search for a way to enter.
- Outside the walls - The walls of the town are barely visible beneath the covering of brambles. You see the print of some animal in the mud beneath your feet. It too seems to search for a way to enter.
- Silver Avenue - Though it is mid summer it looks more like winter. Everything is dead.. Washed out... Brown. Gray unkempt buildings line both sides of the street. A pack of wild dogs can be heard scavenging for food in a nearby alley.
- Silver Avenue - The streets are anything but silver. Even if the rundown buildings and roving packs of homeless dogs didnt scare you away, the smell is enough to knock you over. Something dark flows down the drains on both sides of the street; its content can only be guessed. To the east stands a ramshackle hotel with a tattered sign attached to the wall.
- The Blood Dance - Shadows dance through the thick gray fog like restless ghosts, moving through the darkness, like spirits intent upon goals no mortal should know. The howling wind carries hollow, mournful whispers into the night. The small fire burning in the clearing, lends but little comfort to the darkness. It's crimson flames are delicate and pitiful against the formidable, penetrating silence of the night.
- The Corn Field - Stray stalks of corn struggle in vain to survive in this barren neglected soil. The moon shines brightly overhead highlighting the sad looking Scarecrow in the center of the field.
- The Crumbling Wall - Age and neglect has eaten away at this area of the wall. You can see the town through a small crack that runs the length of the wall.
- The Den - Bushes and saplings grab at you as you hurry through the starless moonless forest. In the distance a wolf howled, a lonely cry which makes your bones ache. The malevolent night reaches out and you quake like a child instead of the brave adventurer you have become. Before you carved in the side of the mountain is the face of a wolf, frozen forever in an angry snarl. Does safety lay inside it's gaping jowls or only death?
- The Den - You find you have to walk hunched over for the first few feet. Then the cave opened up into a chamber nearly six feet high and not much larger than a prison cell. On the floor are animal skins and heaps of flesh-rotted bones, splatters and streaks of dried blood are everywhere. There is an old book laying in one corner with the stub of a candle stuck in a clot of it's own grease.
- The Edge of a Wooded Path - The earth churns under the heavy torrent of rain, the nearby ditch is flooded and choked with fallen branches and debris. Droplets, like hard pellets, splash in the surging surface of water creating a strip of whipping frantic mist--a band of silver froth. There is no sign of refuge.
- The Far Corner - Your footsteps echo hollowly against the smooth stone walls that surround you. There is a small indentation in one wall.
- The Forbidden Garden - You are surrounded by wondrous trees and flowers. Each is of a different variety, and chosen for the garden because of some special characteristic it possesses. There are Venus flytraps, poison ivy, mandrake roots, blood fronds, weeping willows, and a few that you can't even identify. The garden path leads to a small clearing to the south.
- The Forbidden Garden - You are surrounded by wondrous trees and flowers. Each is of a different variety, and chosen for the garden because of some special characteristic it possesses. There are Venus flytraps, poison ivy, mandrake roots, blood fronds, weeping willows, and a few that you can't even identify.
- The Forbidden Garden - You enter a shining mirror. This is the entrance to the wondrous and magical nature preserve owned and tended to by the Chosen. The plants, flowers, and trees that are grown here each have significance in the cycle of life and death. Some have been included for their sheer beauty, like the blood orchid and elm tree on either side of the path. Others appeal both to the senses and to a love of Death the red rose bush with its razor sharp thorns and the deadly yet useful nightshade nearby are prime examples. Finally, some plants here are neither beautiful nor pleasant, like the giant mantrap you see splayed out and waiting for a hapless meal to wander inside. The Garden is a balanced tribute to the wonders of natural life and the dangers it poses for the unwary...
- The Forest - A group of Garou sat silently for many long moments, listening to the sounds of the night and reflecting on the events of the evening. Each one would in time leave the circle to return to the forest to ponder thoughts known only to them. In the forest all is quiet.
- The Graveyard - Graves stand wide open with their tombstones toppled or leaning precariously to one side. Mangled Corpses and bits and pieces of bones are scattered throughout the yard. You shudder as you feel movement nearby in the tall grass.
- The Hallway - You are advancing along a dimly-lit hall lined with garish paintings depicting rather macabre-looking members of some decadent family. To the east lies a crooked stairway that leads up to the next level. There is another door to the south that is barred.
- The Outhouse - How disgusting! The little halfmoon cut in the door doesn't help ventilate this tiny box. A nest of wasps buzz happily above your head, obviously the smell has no affect on them.
- The Pool of Transformation - A huge pool of thick red liquid is filled by a waterfall from the west. Though the liquid rushes in with great force it settles instantly. Not even a drop flows over the edge. It is a wonderful, intoxicating sight and you wish you could stay here forever, drinking these ambrosial waters, basking in the glory of undeath.
- The Spiral Staircase - You are surprised to see another staircase rising into the darkness beckoning you to ascend. What lies above you'll never know unless you proceed.
- The Stairway - At the top of the stairs you pause to catch your breath, and are immediately sorry as horrid-smelling air fills your lungs. Coughing, you fight to breath, and steel yourself to continue.
- The Stairway - At the top of the stairs you pause to catch your breath, and are immediately sorry as horrid-smelling air fills your lungs. Coughing, you fight to breath, and steel yourself to continue.
- The Study - As you enter this room, you are amazed to notice a complete absence of the stench you detected earlier. In addition, you are further amazed to notice the surprisingly good condition of this study, a comfortable den lined with shelves full of ancient texts. A large cherry desk dominates the room, and behind this sits a plush leather chair.
- The Top of the Tree - You reach the top of the tree. You poke your head through a thick layer of leaves, only to peer out across a canopy of the same thickness that stretches as far as you can see. The moon shines full and bright in the sky above you. Something peers at you with hungry eyes from a branch to your east.
- The Tundra - Forests have replaced the rolling tundra. You can feel the hostility of the earth that has absorbed humanity, for humankind bends everything to it's collective will, and the land itself has become saturated with enmity toward wolves and wild things.
- Where are you? - You enter a small cracked mirror. There is something written on the wall in blood.
- Within a Dream - A surreal landscape unfolds before your eyes but luckily you are not the only human caught in this land of terror. A small child carrying a single candle motions for you to follow. Through the shifting mists scenes of horrific chaos float in and out of your view. Beware.. for he knows what you fear.
- Within the Cathedral - You stand within the cathedral of Lycanth. A deep bass voice booms in your head 'LOCK THE DOOR! '. On either side of the red carpeted aisle on which you stand are simple pews for pilgrims. But most impressive of all are the stained glass windows.