Rooms in Mordilnia
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- A Forest Road - Travel on this old road is difficult. Here and there it is partially blocked by brambles that reach out and grab your clothing as you pass. Deep ruts and large stones make you stumble. A bit further south is the river, you can hear it from here.
- A Forest Road - The road is overgrown with weeds, and large roots catch at your feet. The road continues south toward the river or north toward Delos.
- A decaying bridge - You have reached the remains of a bridge crossing the River of Delos. From here you can look upstream toward Delos and see where the river emerges from under the city wall. The water, cold and dark, rushes through the narrow channel created by the bridge and the large stones that have fallen from the pilings. The wood looks rotted and groans loudly with every step. On the south side of the bridge the road rises suddenly up a steep bank.
- A path through a murky forest - There is an ominous whistling as the wind whips through the dead trees here. Though they sport no leaves, the trees completely block out the sky as their branches interlock. You neither see or hear any wildlife in this area, giving you the feeling that all is not well. The path leads north, to a stone bridge, and west through the forest.
- A path through the woods - You are walking along a small, seemingly unused, woods path... Branches and leaves litter the path on both sides and a large tree seems to have fallen over part of the path to the south...
- A trail through the light forest - You stand at the beginning of a long path leading out of the forest, and eventually to the city of Mordilnia. A gentle, but chilling breeze blows through the dark, heavy oaks which border the path, casting their sinister shadows over everything around. The path continues southward, over a bridge, then curves toward the west.
- At The Great Oak - You stand at the thick base of the gargantuan Great Oak. Its trunk is as thick as any building in Mordilnia, a testimony to its great age. None of the inhabitants know how or why it is here, but some have guessed that it was planted millennia ago by a wisened race of Druidic creatures, as a legacy of their passing, and some traveller set up camp at its base, eventually deciding to stay, building Mordilnia as a whole around this central figurehead of nature and beauty. No one has dared bring blade against this tree, for some unspoken law, or perhaps a Druidic ritual, has forbade it. The Town Common lies east of here, shaded by the branches of the oak, while the Temple Road is to the west.
- Belmirek's Fine Jewelry - You stand in the typical shop of a jeweler; expensive carpeting, drapes, crystalline display cases displaying the wares, and a sense of monetary loss, even if nothing is bought or sold by you. The cloving scent of incense floats lazily about the room, calming the mind and relaxing the muscles. It, and the glittering gemstones, are the only things of serenity in the room.
- Blackraven Avenue - You stand at the beginning of Blackraven avenue, which heads east to the town square, and west to an eventual dead end. Clouds of dust float close to the ground here, touching down on the cobbled stone street and lifting off again with the changes in the wind.
- Blackraven Avenue - Here, the scents of chemical and spice are nearly overpowering, and your hair at the base of your neck stands on end with the strong magical energy that is pulsating through the atmosphere. Some sort of hallucigenic residue floats through the air here, for your vision blurs and colors change; from magenta to fuscia, to every visible color imaginable. The sign of the shop to the north seems to waver and dance writhingly, and the cobbled stones beneath your feet seem to shift restlessly, as if they were tiny, sentient beings, set on carrying your weight with only their sheer size in numbers. Then a fresh wind tugs at your face and through your hair, and all is normal in the world once again.
- Diamond Street - This is the westernmost end of Diamond Street. Even farther west is Opal Court, and the NorthWest Gate. The cobblestone street is covered in soot and ash, and the sounds of a forge can be heard, both coming from the blacksmithy to the south. A cleaner section of the street can be found eastward.
- Diamond Street - The smell of roses, apples, and oranges wafts through the street here, coming from a beautiful courtyard to the north. The cobblestones in this section of the street are so clean that they seem to have been polished with great care, but to the west the street is filthy with ashes and soot. To the east, you see the town square.
- East Avenue - As you stand here, you see that East Avenue continues southward, to South Street, which eventually meanderes off into the Guild Roads. North of here, you see The Executioner's Block, and shiver uncomfortably at the thought of your neck under the blade. To the southeast, you see a sign claiming that the door beneath it leads to the Bank of Mordilnia.
- East Avenue - You are hungry. You are thirsty. You are standing on East Avenue. The street runs north, where you can see a guillotine at its end, and southward to South Street. Glancing to the east, you see the reputable Bank of Mordilnia.
- Heimslan's Surplus Equipment Shop - You stand in a small, comfortable shop. The stone floor has a few rugs thrown on it, so that wet or muddied adventurers have a spot to clean their boots. Shelves line the walls here, lined and neatly packed with a great multitude of adventuring equipment; from bags to torches, and beyond.
- In Front of the Villa - You stand in the front yard of this lavish courtyard. There is a beautiful marble fountain of a dragon with water flowing from its mouth, positioned in the center of the walkway. Large apple and orange trees line the sides of the building as you look at it, giving you a sense of peaceful splendor. The fresh-cut lawn and exotic flowers show you that the owner of this place has much wealth.
- Inside the North Gate of Mordilnia - You are inside the walls of the town, an unpaved dirt road leading north, and Wizard Way leading southward. The walls look strong and new, but are much weaker than those surrounding Delos.
- Inside the NorthWest Gate of Mordilnia - At the northwestern outskirts of town, the cobblestone road runs south along Temple Road, and east through Opal Court and Diamond Street. What lies west, through the heavy iron gate and out of town, you'll not know untill you venture that way.
- On a steep hill - You are at the crest of a steep hill overlooking a dilapidated bridge that crosses the river to the north. Looking east you can manage to see over the walls of Delos and into the city. South of here the road becomes little more than a path as it heads down into a valley.
- On the Road to Mordilnia - You walk on an old dirt road, though it seems less abused here than it is farther north. Either side of the road here is surrounded by thick shrubbery, which starts here and extends southward until it reaches the walls of Mordilnia.
- Opal Court - This semi-road, cobble stoned as is the rest of the city, heads north, toward the town wall, and the jewelry shop above. Glancing westward, you see a gate leading out of town, while the scenery of the east flows toward the center of Mordilnia, and a bit past it. The sounds of a forge can be heard nearby, and you wince at the deafening revertebrations of the hammer as it meets the anvil, sending a ringing sound through the streets, a sound not unlike that of heavy weaponry clashing furiously in battle.
- Outside the North Gate of Mordilnia - You are outside of the protective walls of Mordilnia, just south of here, and are exposed to the elements of the wilderness, so close to the haven of the town.
- Phantom Road - The sun beats warmly down your back and on the street here. A sense of friendliness and good cheer fills the air. The cobblestone road runs north, into the town square, and southward. To the east, the sign of a small tavern catches your eye.
- Phantom Road - You stand on Phantom Road, which leads north and south from here. To the west, you see The Apothecary Shop, where one can pay to have spells of a beneficial sort cast to restore health and vigor. Northeast from here, you see Der Ratskeller's Bar and Grille, while The Executioner's Block lies to the southwest.
- Phantom Road - You are standing on Phantom Road, which continues to the north. The Executioner's Block lies west of here, and you see an Apothecary Shop to the northwest.
- Small Path Oustide of Delos - You are standing on a small path outside the western gate of Delos. The gate to the city is to the east. The city wall rises up to the east. This small path appears to have once been a large thoroughfair. Now weeds and brambles choke the road, making going difficult. Few travel this road nowadays, especially not merchants.
- Temple Road - The sign proclaims this to be Temple Road... though as yet you have not come upon any Temples... there is however the walls of a Great City looming in the distance.
- Temple Road - As you walk the long, seemingly endless variety of cobblestones which make up this road, you notice a great vision of greenery to the east. Turning to look, you see a majestic, gargantuan tree...certainly the largest oak you've ever seen in a largely populated area. It's singularity seems to make it some sort of symbolic presence, like a talisman of ultimate nature grasped cruelly in the stony talons of society. The road continues from here, both to the north and the south.
- Temple Road - You are standing on the Temple Road, which runs almost endlessly south of here, and beginning just to the north. An equipment shop lies to the northeast, while you see a great oak to the southeast, filling the sky with its beautiful greenery. You marvel at its size and its solidity, within the walls of an almost natureless city.
- Temple Road - You are standing on the northernmost end of Temple Road, leading from the inside of the NorthWest gate, just north of here. The road continues south from here, finally meeting with South Street at its southern end. East of here, you see the entryway to a small shop, which specializes in the selling of basic equipment for adventuring needs.
- Temple Road - You are standing at the southernmost end of Temple Road. Its rough, cobbled surface extends far to the north, and suddenly ends south of here, turning eastward on South Street. To the northeast, you see the Temple of Mordilnia, just opposite the MidWest gate.
- The Apothecary Shop - Standing in this humble building, you can see the vast amounts of holy articles which serve as the rooms decor. Splendid portraits of ancient gods are hung neatly upon the walls, as well as intricately smithed golden candelabras which hold herb-scented, multicolored candles of a respected and lovely craft. Vast, almost limitless tomes containing holy knowledge fill countless shelves, as well as statuettes depicting deities of every pantheon and creed. At the front of the shop, for that is the true purpose of this otherwise saintly abode, sits a small, mahogany desk scarred by many years of loving use by quill and scroll.
- The Bank of Mordilnia - You stand in the lavishly furnished bank of Mordilnia. Soft, leather upholstered couches line the walls, though they seem to show no signs of use, past or recent. The carpeted floor and paneled walls, accompanied by the soft glow of the illuminating wall lamps suggest wealth and prosperity. A single, barred window lies to the east, behind which the bank teller makes note of and executes all transactions. Through the door to the west, you see East Avenue.
- The Blacksmithy - You stand inside the sooty workshop of Mordilnia's Blacksmith. The walls and ceiling are blackened with heat and grime, giving you a good impression of a fiery dragon's lair. The floor is constructed of cobbled stone, some of which has been worked loose over the years. A large assortment of armours and weapons hang from the walls here, and a giant cauldron of cool, steel-quenching water lies in the center of the room, waiting to extinguish the metal's heat.
- The Entryway to The Guild of Thieves - You are standing at the entryway of the Guild of Thieves; a guild of quick thinking and even quicker hands. A guild where shadows are home and trust is impossible. The roof above you is made of finely polished ceramic tile, while the walls are made of a hard, granite-like substance. The northern door, which leads into the main room itself, is crafted of a sturdy wood which has been sanded and finished to a gleaming shine. On either side of the door, exquisite marble columns as big around as an average sized tree hold up the ceiling above your head, so beautiful and yet so stonily strong and cold.
- The Executioner's Block - At the center of the intersection stands a large wooden stage of sorts. At the southern edge of the stage, you see a podium, its ebony surface a grim testament to the death which has been dealt here. In the center of the wooden stage, a guillotine stands, solemnly waiting for its wicked blade to bite into flesh and bone. Spectators of past decapitations have always gasped at the meaty thump of a severed head falling into the blood-lined interior of the bucket below. East of here, you see Phantom Road. East Avenue runs south into South Street from here, and oddly enough, you see an oak tree shading the grass of the Town Common to the west.
- The Guild Roads - Walking along the cobbled stone street, with the wind whipping through your hair, you notice a lone Knight standing before a majestic oaken door to the south. The road leads east and west, but stops in either direction. You feel boxed in for some unspecified reason...
- The Guild Roads - You are standing on the Guild Roads, which twist and wind their way together in a strange, mysterious fashion. To the south, the road ends, but turns to the west. Northward, the road continues into an entryway of some sort, but turns eastward. West of here, you see the entrance to the guild of Thieves.
- The Guild Roads - You stand at the eastern corner of the southernmost block of the Guild Roads. You wonder why the roads were not constructed as one, with the various guilds lining it, instead of its current configuration. The road continues both to the west and the north, and you see the entrance to the Thieves' Guild to the northwest.
- The Guild Roads - You are standing on the Guild Roads, which continue to the east and west from here, both directions meeting with the wall and turning northward. To the north, you can see the Entryway to The Guild of Thieves, while south of here is the South Gate of Mordilnia.
- The Guild Roads - You are standing at the entryway of the Guild of Thieves; a guild of quick thinking and even quicker hands. A guild where shadows are home and trust is impossible. The roof above you is made of finely polished ceramic tile, while the walls are made of a hard, granite-like substance. The northern door, which leads into the main room itself, is crafted of a sturdy wood which has been sanded and finished to a gleaming shine. On either side of the door, exquisite marble columns as big around as an average sized tree hold up the ceiling above your head, so beautiful and yet so stonily strong and cold.
- The Guild Roads - You stand on the northern corner of the western block of the Guild Roads. The road continues both to the east and to the south. The southern stretch ends with the town wall, but turns both east and west, the western stretch leading to the SouthWest Gate of Mordilnia.
- The House of Supreme Alchemy - As you stand in this dim, musty room, you discover that the cloying smells of exotic spices and strange chemicals are not as strong as they are out on the street. In fact, this doesn't look to be a laboratory of any sort, so the room where the various potions and other oddities are made must be located in the back somewhere, with a ventillation shaft extanding above the shop. Here, you see strange, arcane symbols attached to the walls here and there along with shelves full of bottled liquids and jarred powders. A large, stone-carved counter lies in the center of the room, with neatly stacked papers and other secretarial paraphanelia lining its top. To the south, you see the street.
- The Mordilnia Town Square - At the center of town, you see that Mordilnia bustles with activity, as clouds of dust float lazily down the cobblestone street, marking the passing of many people. Here in the the heart of the town, you can see the groups of establishments and small villas lining the streets. Diamond Street leads west from here, Blackraven Avenue leads east, and Phantom Road leads south. To the north, Wizard Way leads to the North Gate, and beyond.
- The Road to Mordilnia - Just outside of the canopy of trees, your feet trod upon an ages old road, unpaved and eroded, leading south into the town of Mordilnia. Perhaps the sign at the bridge is obsolete, for you see no sign of the bandits it warned of, not even an old footprint.
- The Room of Shadowed Pasts - The room is filled with a thick cloud of smoke, spewing forth from a large urn filled with exotic incense and dried spices. The smoke and its pleasant odor do not fill you with dull, meditative thoughts. Rather, they sharpen your senses, hone your instincts...make you slightly paranoid. Instruments of the thieving trade line the walls and rest upon tables throughout the room, but you can tell they are not of high-quality; mere toys for trainees. All is quiet here, as is the way of the silent and sure thief.
- The Southern Boundary of Delos - You are in a green and fair valley amidst the gently murmuring oaks. The sun shines gently through the trees sending dancing, golden beams rippling across the shadowy grass while midges dance between the branches. A path leads southward, to a bridge and beyond, while civilization can be found to the north.
- The Town Common - You stand on the soft, fragrant grasses of the Town Common, where those who seek rest or socialization often venture. You see many indications of past loungings, such as soft indentations in the grass where someone has briefly taken seat for lunch or small talk. Small, wild flowers grow in dense, well-distributed patches throughout the common, giving you a picture of simplistic beauty. A great, towering oak resides west of here, shading that part of the common and providing an adequate place of slumber. The only irony to these sights is the existance of the sadistic tool of death just east of here, a great chopping block for those of unruly nature.
- The stone bridge - Donner rips apart the fabric of time and space A trail through the light forest You stand at the beginning of a long path leading out of the forest, and eventually to the city of Mordilnia. A gentle, but chilling breeze blows through the dark, heavy oaks which border the path, casting their sinister shadows over everything around. The path continues southward, over a bridge, then curves toward the west.
- Wide Way Through the Forest - You are traveling a rather wide path along the forest edge west of Delos. The path is actually the remains of an old road that once carried trade to and from the southern parts of the continent. Few people travel this way nowadays... too dangerous.
- Wizard Way - Nearly in the center of town, you can hear, if not taste, the goings-on of the inhabitants. The cobblestone road leads north, eventually out of town, and south, into the Town Square and beyond.
- Wizard Way - Here at the northernmost sector of town, you can still hear the sounds of the wilderness, mixed in with the more familiar bustlings of civilization. To the north, a gate leads out of town, into the wilderness, and southward, the road continues.