Rooms in underdark
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- Assassin's Meeting Chamber - You stand in the south eastern corner of this large barren room. This is where the assassins come together to discuss fees and the people who are black listed. If you kill without the knowledge of the guild, the assassins will send someone out after you. The chamber continues north and west
- Assassin's Meeting Chamber - You stand in the north eastern corner of this large chamber. The chamber is dark and quiet. Shadows form all around you. The floor is black while the walls are dark grey with glowing lines of red. The chamber goes west and south
- Assassin's Training Room - You stand in the assassins training room. The room is filled with all sorts of dummies and items. The dummies all have been ripped to shreds by the zealous practising of the guild members. Contrary to the rest of the building, this room is actually messy. The sole exit is the door to the south
- Audience Chamber - Donner rips apart the fabric of time and space You are standing in the north east corner of the audience chamber. The walls are midnight blue without anything on them. The floor is a dark grey and the ceiling floats way above your head. The only furniture in this room is the throne to the west. The chamber continues south and west
- Azurite Street - This is azurite street. The street is modest, with very little to note. The street itself seems to be a deep blue. The glowing orbs float in the air illuminating very little. The hustling market area can be seen to the north. North is the street of the gods, south azurite continues
- Azurite Street - You are walking along azurite street. Azurite street, like the rest of the gemstone streets was named after the mineral that was mined there. Before the Underdark was built, the entire area was a huge mine of different precious stones. Azurite has left it's mark on the street. The street still seems to be blue in colour. The glowing orbs illuminate next to nothing. North and south Azurite street continues
- Before a huge dwelling - You stand before of what seems to be a house. It seems to be made up of a dark blue rock. The house, if that is what it is, seems to be very dark with no windows. The house stretches to the east and west. The walls are very smooth and glint in your light. The entrance is to the north. To the north is a door, to the south is sunset
- Before the Northern Entrance of the Prisons - You are standing just before the north entrance to the prisons of the Underdark. This is where all those who have disobeyed the few rules of this city are brought to be punished. The head guardian eye is also located in this huge building. You figure this is the reason why the ceiling is a good thirty feet above your head. A door exits north, a prison cell is east, the hall continues south and west.
- Before the east entrance - You stand just at the east entrance to the Underdark. Before you looms a huge cavern, or so you think, since you can't tell with your eyes. Darkness is everywhere, there is a layer of light that has been formed by a series of floating orbs that rest above your head. Above this layer of light, darkness lies. It is because of this that you think you stand in a huge cavern. The air smells of thousands living in a confined space with little fresh air. The air itself is moist and warm. Sounds assault your ears, not just the buzzing of people. But also agonized screams. The shadows seems to speak of death.
- Beginning of Sunset - You are standing at the beginning of Sunset a street that travels along the west side of the Underdark. This street is very busy are this point. It seems as if the inn that lies to your south is very popular. The sounds of the city press down on you, blocking out all else. A scream barely pierces through the loud hum of the city. North sunset meets the road of shadows. South is traveller's crescent.
- Chamber in the Assassin's Guild - You are standing in the sleeping chamber of one of the assassins. The room is simple, without any decorations. A cot lies against the west wall and that is all the furniture in this room. The sole exit is the door to the south
- Common Room - You are standing in the south western corner of the common room. Tables rest all around you and you can hear the buzz of conversation but all the words and jumbled and incoherent. The air is heavy with smoke and smells of alcohol. The common room has an air of business mixed with pleasure. The common room lies to the north and the east
- Common Room - You are standing in the north western corner of the common room. There are tables all around you, each table being spaced five feet away from the other tables. You now know why this inn is used so much, you can talk about anything here knowing that no one can hear what you are saying. The common room extends to the east and south, a door lies to the west.
- Common Room of the Traveller's Den - You stand in the common room of the traveller's den, a quiet inn that cherishes privacy. The first thing you note is the fact that you can't hear any clear words from any of the conversations going on in the room. There are tables spaces at least five feet away from one another, and a bar lies to the north. The room continues north and west, a door to the east leads out
- Death's Lane - You are walking down death's lane. The street seems to be a dark brown, very much like the colour of dried blood. The sounds of the city are a dim murmur in the background. A solitary glowing orb spreads it's dim light in a small circle a little to the east. Death's Lane continues east and west
- Destroyed Section of the Tunnel - This whole section of the tunnel has been destroyed. The ground lies in shambles, you notice huge slabs of rock that jut out into you circle of light. The walls that should be smooth, have scratches all over them even sections of the ceiling are missing. An incredible force has passed through this section of the tunnel. The tunnel continues east and west
- Diamond Street - You stand on diamond street. The glowing orbs that frequent the city are visibly reduced here. The shadows are more apparent and the darkness that you know fills the whole cavern seems to press down on you. The street sparkles in the vague light. Diamond Street continues to the east and west
- Dining Area - You are standing in the dining area of the Shadow's Shadow. There are many tables scattered about this large room. You stand in the south western corner and you see the bar to the east. The air is thick with smoke and smells deeply of alcohol. The dining area continues north and east, the entrance hall is west
- Dining Area - You are standing in the dining area of the Shadow's Shadow. There are many tables scattered about this large room. You stand in the south western corner and you see the bar to the east. The air is thick with smoke and smells deeply of alcohol. The dining area continues north and east, the entrance hall is west
- Dining Hall - You are in the dining hall of this mansion. A long table stretches east. The wall is dark grey and the walls are sky blue. The table is large enough for fifteen people no problem. You are standing at the west end of the table.
- Emerald Street - You stand on emerald street, a small shadowy street. Shadows obscure everything that is even remotely far away. Flickering glowing orbs light the way every fifteen feet. Darkness forms at the edge of the circles of light formed by these orbs. It's almost as if the darkness down here has form. This street is rarely used, 'cept by those fleeing. Emerald street continues north, the Slaver's Route is south
- Entrance Hallway - You are standing in the dining area of the Shadow's Shadow. There are many tables scattered about this large room. You stand in the south western corner and you see the bar to the east. The air is thick with smoke and smells deeply of alcohol. The dining area continues north and east, the entrance hall is west
- Entrance to the Cages - You stand in a very small zoo. It is here that the keeper keeps some of the wild creatures that once roamed this area before the city was founded. The walls look like cavern walls, natural it looks. It is dark in here, with the sounds of snarling and growls. There is a door to the north, south and west.
- Entrance to the Slaver's Market - You stand within the halls of one of the most oppressing buildings of all the realms. It is here that people come to buy and sell slaves as if they were pets. The floor in this section is actually tidy, but you can here the screams of the slaves from behind the bars or their cages. North a door offers a way into the dirty cages of the slaves, you can leave by going east or south and west goes further into this building
- Entrance to the Whore House - You stand just before the entrance door. You can clearly smell incense that makes you just a little bit dizzy. The place is lit by a few candles that have been placed in holders that stand off against the walls. Doors stand north, east and south.
- Forgotten Alley - You walk down the forgotten alley. Everything is dark, and there is little light. A solitary orb floats above your head casting it's glow on the street. The alley goes east and west.
- Guest Room - You stand in the guest room of this weird house. The room is currently occupied by an eccentric fellow. The room is clean and clear of dirt. It is actually lit in here. A bed lies against the far wall and the room has the rest of the normal room stuff. The sole exit is the door to the east
- Hallway in the Mansion - Donner INJURES you with his MAULS. Donner MAULS you with his MAULS!! Donner hits Tayn with a shockwave! Donner MAULS you with his MAULS!! Donner MAULS you with his MAULS!! Donner MAULS you with his MAULS!! Donner MAULS you with his MAULS!! Donner hits Tayn with a shockwave! Donner MAULS you with his MAULS!! Donner MAULS you with his MAULS!! Donner MAULS you with his MAULS!! Donner rips apart the fabric of time and space Hallway in the mansion You are walking down a hallway in this huge mansion. The ceiling lies above your head about twenty feet. The walls are slowly changing colour, from azure to a deep crimson. A door lies to the west, the hallway continues north and south
- Hallway in the Thieve's Guild - Donner INJURES you with his MAULS. Donner MAULS you with his MAULS!! Donner INJURES you with his MAULS. Donner MAULS you with his MAULS!! Donner hits Tayn with a shockwave! Donner MAULS you with his MAULS!! Donner MAULS you with his MAULS!! Donner MAULS you with his MAULS!! Donner MAULS you with his MAULS!! Donner rips apart the fabric of time and space You are standing at a junction of hallways. The floor is dark green and the on the ceiling is a large chandelier. The thieves have surrounded themselves with the most expensive of all they have stolen. You figure that the thieve's guild is probably richer than most kingdoms. The hallway branches north, east, south and west.
- Inn Room - You stand in a typical inn room. The room is ten feet by ten and the ceiling lies ten feet off the ground. There is a bed against the far wall and a chest of drawers against the east wall. The floor is rock and so are the walls. The sole exit is the door to the north
- Large Hall - You are standing in the southwest corner of a large hall. The hall tries to capture all that Eurandus stands for. The hall is dusty and murky. Statues stand here and there with no real order, yet there seems to be an aura of pure power coming from this hall. The hall stretches east, south and north, to the west is a door
- Master Thief's Room - You are standing in the room that the master thief uses to plan and dictate his desires. There is a large oaken desk against the east wall and a large padded chair sits before it. A large bear skin rug lies on the floor. The walls are dark grey with streaks of silver and gold in them. There is a door to the north and one to the west.
- Moonlight Avenue - You stand between two large buildings. To the east you know is the whore house and to your west is a large residence. You are close to the market area, very close. You see people walking to your south through the Slaver's Square inspecting the goods. Moonlight avenue continues north, to the south is the Slaver's Route
- Moonlight Avenue - You stand on a clean street. Although screams reach your ears they don't seem to be as bad. This street almost seems to be a happy place. The shadows are few, and the lighting is good. Although you still can't see what it above you, you can see quit well in your immediate surroundings. Moonlight avenue continues north and south
- Moonlight ave - Donner MAULS you with his MAULS!! Donner MAULS you with his MAULS!! Donner MAULS you with his MAULS!! Donner MAULS you with his MAULS!! Donner rips apart the fabric of time and space Moonlight Avenue You stand on moonlight avenue... and you realise the name given to this street is totally wrong. There is nothing of beauty on this street. The ground is a bleak grey. The only redeeming feature of this street is the fact that there are little glowing balls of light above your head illuminating the street somewhat. To the north is Wyrm street, moonlight stretches south
- North end of sunset - You stand almost in the very north west corner of the city. The streets up here are not as used as those towards the centre of the city. To the south you see some of the dwellings of the creatures that inhabit this gloomy city. There is nothing of note that you can see here, but then again it could just be the darkness that lies just beyond your insignificant circle of light. To the north is the corner of the city, to the south sunset continues
- Prison Cell - The rough dirt floor beneath your feet is swarming with vermin and various bugs. Fortunately the dark and cold room prevents you from being aware of them.
- Prison Hall - You are standing in the hall of this prison. From this position you can see the hall stretching north with the doors to the cells on either side. A few enforcer eyes patrol the hall. You can hear the screams of the prisoners coming from the cells. The hall continues north, east and west. South is a prison cell
- Prison Hall - You are walking down the prison hallway. This is where the eyes bring the ones who break their code of living. You see no signs of struggle and nothing is broken. The eyes also make this building their home base and you know that somewhere in it rests the enforcer beholder, the leader of the eyes. The hall continues north and south, prison cells lie east and west.
- Prison Hall - You are walking through a large spacious hallway. The muffled cries of the prisoners reach your ears. The floor is pitch black and the walls are grey. The hall continues north and south, east and west are doors to cells.
- Prison Hall - You are standing in the hallway of the prison. You can hear agonized screams of prisoners. The hall is about fifteen feet wide and the ceiling rests far above your head. The walls are grey and the ground is black. The hall continues east and west.
- Prison Hall - You are standing is a huge hall. The walls are bare and the floor is solid black. The muffled screams of terror come from the prison cells. The hall is about fifteen feet wide and the ceiling rests about thirty feet above your head. The hall continues east and west. To the south is a prison cell
- Prison Hall - You are walking through a large undecorated hall. The walls are a dismal grey and the floor is black. The screams of horror come from the prison cells. The hall continues east and west, to the south is a prison cell
- Quiet Desolation - This whole section of the tunnel has been destroyed. The ground lies in shambles, you notice huge slabs of rock that jut out into you circle of light. The walls that should be smooth, have scratches all over them even sections of the ceiling are missing. An incredible force has passed through this section of the tunnel. The tunnel continues east and west
- Road of Shadows - This is the road of shadows, a place where thieves walk unmolested. You carefully peer around you hoping to pierce the shadows with your gaze, but you fail miserably. The road of shadows allows straight passage from the east side of the city to the west. Very little lives along this street, but from all around you, you feel you are being sized up and inspected... The road of shadows continues east and west
- Road of Shadows - Donner rips apart the fabric of time and space Road of Shadows at Azurite You are standing at the junction of Azurite and the road of shadows. The blue road of azurite is covered by a layer of shadow. The shadows deepen to the east and west, north and south they seem to clear up some. To the north and south Azurite runs, to the east and west the road of Shadows seems to disappear into darkness.
- Road of Shadows - You are walking along the road of shadows, a road travelled by many in this city. You realise if you were on the surface, only thieves and assassins would wander a road like this, but down here, many of the denizens of the Underdark like the shadows thus they walk this road frequently. East the road of shadows goes on. West the road of shadows meet Azurite.
- Road of Shadows - You travel down the road of shadows. There is nothing that you can see clearly through the veil of darkness. Everything is covered by a blanket of grey, the lighting is that of being in a shadow. The darkness here seems to be so thick that even the noise of the city does not penetrate it. To the north, the darkness clears up considerably. North is the beginning of the street of Gods. East and west the road of shadows stretches onwards.
- Road of Shadows - You are walking along the road of shadows. You can barely see the ground you are walking on. It's as if you are walking in every shadow ever created. The glowing orbs glow as the regularly do but the light itself seems to cast a shadow on everything. The road of shadows continues east and west
- Road of Shadows - There is very little of note at this point on the road. Everything is obscure to your view. Nothing seems to be natural, with very little light penetrating down to the street. The glowing orbs, although glowing as they normally do, don't give off enough light here to light up the area. The road of shadows continues east and west
- Road of Shadows - You wander down this road of shadows. Everything is covered by shadows. You have an uneasy feeling about what could be hiding in the shadows of this city. Every now and then a scream pierces through the regular hum of the city. From all around you, you feel creatures watching you.. The road of shadows continues east and west
- Road of Shadows - You are walking down the road of shadows. Everything seems to be distorted because they are enveloped in shadows. Shapes seem to filter in and out of the shadows. The glowing orbs fail to pierce the darkness of the shadows. The hum of the city buzzes constantly in your ears. The road of shadows continues east and west
- Road of Shadows at Azurite - You are standing at the junction of Azurite and the road of shadows. The blue road of azurite is covered by a layer of shadow. The shadows deepen to the east and west, north and south they seem to clear up some. To the north and south Azurite runs, to the east and west the road of Shadows seems to disappear into darkness.
- Road of Shadows at Sunset - You are standing at the beginning of the road of Shadows. The reason for this name is very obvious. All around you more shadows then there should be form. Everything seems to be cloaked in it's own shadow. The light of the orbs and from your light source does nothing to illuminate the area. Sunset goes north and south. The road of shadows heads east.
- Ruby Street - You stand on Ruby street, one of the streets of gems. You heard a voice while walking through the Underdark that these streets were named so because they were once veins of gems. The were hollowed out after years of struggle leaving tunnels all over this area, a mage cast a very powerful spell and created this section of the cavern. The air is stuffy and moist here. Ruby street goes on north and south, east is Sapphire street
- Slave Cage - You are currently in the slave cage, the smell is incredible. At times your stomach threatens to rebel and release it's latest meal. The sounds of the slaves crying and cursing fill your ears. The ground is covered in dirt and some hay, it's as if these slaves are not humanoids. The cage continues east and west
- Slaver's Route - You stand on the slaver's route, so named for the simple reason that the slaver's use this road to transport their merchandise. The slaver's in the Underdark are renowned for their cruelty, you can tell that this rumour is true by all the screams of pain and horror that seem to come from all around you. The shadows of the city seem to live and breed by themselves. Above your head are small floating orbs that bathe the street with a dim light. To the east is the eastern entrance, to the west, the slaver's route.
- Slaver's Route - You walk along the slaver's route. The sounds of people living, dying, fighting threatens to overwhelm your senses. The smell of human and non-human bodies irritates your nose. The sweet, tangy smell of sweat and blood causes your stomach to turn. Squinting in the dim light, you think you see a huddled form lying off to the side of the road. The slaver's route continues east and west
- Slaver's Route - You are walking along the slaver's route. The slaver's route is a wide street with plenty of room for flocks of slaves. The street is well worn, worn down by the feet of the enslaved and imprisoned. To the west you can hear a slave master shouting at his slaves. Small glowing orbs light the way for you. The slaver's route continues east and west
- Slaver's Route - You stand on the slaver's route. The darkness of the city seems to descend upon you here. It's as if the floating orbs don't do their job. The screams of slaves assault your ears. The ground is charred and you see little bits of what was once a humanoid. The slaver's route is east and west. To the north lies Sunset, south is the gathering space.
- Slaver's Route - You stand along the slaver's route. The road is well worn and clean. Screams of slaves surround you. The orbs glow brightly and illuminate almost everything around you. To the north is the entrance to Bodak's residence. The slaver's route continues east and west.
- Slaver's Route - You are walking along the slaver's route. Screams of the slaves that walked this road echo in the air. You can hear the whip of the slave master as he screams at the slaves to keep on moving. With a jolt, you realise those sounds were just not your imagination, you can hear them coming from all around you. The slaver's route goes on east and west
- Slaver's Route - You stand along the Slaver's route, it is here that most slave flocks travel to their destinations, be their destination the drow cities, New Thalos, or the mines under Delos. The floating orbs cast their eerie glow on everything. Slaver's routes continues east and west.
- Slaver's Route - You are walking along the slaver's route. The slaver's route was developed to generate trade, which it did. In fact, it did such a good job that the Underdark became a power in the politics of the world. You can get basically anything you want in the Underdark. The glowing orbs light up the many opportunities that a person can have down here... The slaver's route continues east and west.
- Slaver's Route - This is the slaver's route, the same as the rest of the this road. All around you people move around on their respective duties. The shadows seem to breath and hide all sorts of unknown dangers. Floating orbs that are evenly spaced light the way, well they sorta light the way. Slaver's route continues east and west, south is the Slave's square
- Slaver's Route - You stand on the western side of the business area of the Underdark. The hum of people buy, selling and trading is overwhelming. Everywhere you look you see people. Above your head, the floating orbs generate their soft light to basically illuminate everything. To the east and west the route goes on. To the south is gathering space, and to the north is a door to a home
- Slaver's Route (midtown) - You are currently along the slaver's route where it meets Moonlight avenue. Yells of slaves surround you once again. The sounds of the market reverberate in your mind. You stand along the northern edge of the market, dead centre of the Underdark. East and west is the slaver's route. North is moonlight avenue, to the south is the slave's square and beyond that the market area.
- Slaver's Route Before the Prisons - You stand on the slaver's route. The road stretches on between two huge buildings. The building to the south is the head quarters for the guardian eyes and to the north is the inn. The road here is very clean and better lit then most of the city. The shadow's seem less ominous here. A couple orbs seem to have stopped functioning here. South is the entrance to the Guardian Eye's headquarters and the prisons. Slaver's route continues east and west
- Slaver's Route before the Inn - You stop for a second to look around. You take in everything you can about this weird and twisted underground city. The sounds of thousands fills your ears. The smell of sweat and blood forces you to wheeze. The dim glow of the orbs makes you squint to see shapes that are beyond your light source. A dangerous city indeed, made even more so be the fact that you CAN'T RECALL... To the north is The Floating Eye (an inn). Slaver's does east and west.
- Slaver's route, before the Whore House - The slaver's route, almost everyone in the Underdark has walked along these famous stones. It was along this road that the city was made. Without the slave trade, the city would not have expanded as fast as it did when the city was first built. The Underdark has since become a trade centre where those who dwell beneath the ground and those above can interact in relative safety.
- Split in the Hallway - 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.
- Street of the Gods - You wander down the only truly holy street of the Underdark. Each street has been dedicated to different Gods. To the side of the street is a statue of a monkey.
- Street of the Gods, Dizzy - You have entered the section of the street of gods that has been obviously dedicated to Dizzy. The reason why this is obvious is the fact that you feel very nauseous and confused. You are having problems figuring out up and down, left and right. The ground seems to be rising up to your face. The street of the gods continues east and west, south is the Glowing Hand
- Street of the Gods, Etaine - You stand at the beginning of the street of the gods, this street has been dedicated to the many gods of different realms of mud. The road here has been polished and the glowing orbs seem to glow a little bit brighter here. Although different then having a temple in the city to worship the gods in, the gods have come to accept the street. To the south is the road of shadows, north the street continues
- Street of the Gods, Ironhand - You are walking along the street of the Gods. This section has been dedicated to Ironhand. The street is clean and lit with the same dim light as the rest, 'cept here it reminds you of the light cast from a monitor late at night. On the ground are seem to be a series of confusing symbols which you presume are mystic symbols of some sort. The street of the gods continues east and west, north is the entrance to a home. South Sunset goes on.
- Street of the Gods, Jhaele - You walk down the street of the gods, where a few of the gods from the realms of mud are being honoured. The ground is jet black and so is the wall to the north, the orbs here glow blue. A sense of complete despair and oppression fills your being. The true might of the gods dawns upon you. East and west the street continues, south is the Dented Shield
- Street of the Gods, Raptor - You walk along the part of the street of the gods that honours Raptor. Raptor is one of those all powerful immortals who has figured out the very fabric of the worlds. On the ground lie a bunch of arcane and mystic symbols. The street goes on east and west, to the north is the entrance to the slave market, and south is Jasper avenue
- Street of the Gods, Reflection - This segment of the Underdark has been dedicated to Reflection, the goddess of beauty and love. All around you the golden light of the orbs illuminates objects of sheer beauty. The beauty of Reflection comes out in all the objects along this road. You feel the need to stop and just let all this beauty into your soul. The street of the gods goes east and west, south is the Cracked Sword
- Street of the Gods, RoX - This section of the street has been dedicated to RoX. The street is clean and well built, no bugs in it. Orbs float every ten feet, although the street is clean, the shadows are darker than they should be and whisper of assassins. The lighting cast from the orbs is not white, it's cobalt blue. The screams of the city do not penetrate into this section. On the ground lie holy symbols of Farside, RoX's playground. East and west the street continues, north is the slave's square and south is the entrance to Shadow's Shadow (a tavern)
- Street of the Gods, Soapbox - This street has been built to honour the gods of the realms. Since the street was built, the Underdark has flourished. You have heard rumours that at certain sections on this street, you can actually recall. The street has been indeed blessed by the gods. On the ground are a series of arcane symbols. The street goes on east and west, to north is the gathering place.
- Street of the Gods, Strahd - This segment of the street honours Strahd, known to few as the mighty coder. The street has all sorts of arcane symbols on it. Orbs have been spaced every ten feet, lighting your way. To the side of the street stands a statue of a martial artist. The street of the gods goes east and west, north is the gathering place. To the south is the entrance to the darkened root.
- Sunrise - You stand on Sunrise, the eastern most street of the Underdark. The street stretches to the north. Glowing orbs float above your head every ten feet. Even with the orbs, darkness seems to eat the light with an appetite. The air is moist and warm. The smells of the city strike your nose as repugnant. Sunrise continues north, to the south is The Slaver's Route
- Sunrise - You stand on sunrise the eastern most street in the Underdark. The street name is a joke on those surface dwellers who may crave the sun. Sunrise travels along the eastern cavern wall. The Underdark is a huge city compared to Delos. The city that was founded has grown to fill the cavern and thrives in the dark. Over half the people who live here can see in the dark, the floating orbs were placed for the surface dwellers so they could kinda see. North is the eastern entrance, south Sunrise continues.
- Sunrise before the Prisons - Donner sends shockwaves towards Enceladus. Donner sends shockwaves towards Aiden. Donner sends shockwaves towards Tayn. Donner MAULS you with his MAULS!! Donner MAULS you with his MAULS!! Donner tries to MAULS you, but misses. Donner MAULS you with his MAULS!! Donner MAULS you extremely hard. Donner MAULS you with his MAULS!! Donner MAULS you with his MAULS!! Donner MAULS you extremely hard. Donner rips apart the fabric of time and space Sunrise You are walking along Sunrise, the road of the east. This road travels the length of the city along the eastern side. Glowing orbs float in the air every ten feet casting an eerie dim on all the light strikes. Sunrise goes north and south, to the east the forgotten alley begins
- Sunrise before the cages - You are walking along Sunrise, a clean and broad street. Small floating orbs light the way, casting a surrealistic haze on all around you. The sounds of the city bounce of the cavern wall to the east and find their way into your ears. The smell of sweat engages your nose. A dark forbidding enters your head, the shadows begin to come alive. Always, just out of your sight, a shape flits in and out of the shadows. North and west sunrise goes on. South is the entrance to the cages.
- Sunset - You stand on Sunset, the street that travels along the western end of the of Underdark. The sounds of the market reach you ears here. Small glowing orbs light the way every ten feet giving everything around you a faint glow. You feel as if you are walking in a dream. Sunset continues north and south
- Sunset - You wonder who it was that named these dreadful streets such cheery names. The street upon which you stand is nothing like sunset, the only reason you can even think up is the fact that sunset if on the west side of the city. Screams echo towards you from all sides assaulting your senses. You eyes hurt from trying to pierce the darkness that lies everywhere. The ground is rough through your boots. The air is cool, and the cavern wall to your west glints with wetness. Sunset continues north and south
- Sunset - You stand on sunset, named so for the simple fact that it is on the western side of the city. To the north is a large house, much like a mansion. An entrance to a home is to the south. Sunset goes east and west. To the north is a walkway, south is a door
- Sunset - You stand at a junction of streets. There is a large glowing orb that floats in the air, lighting the way east, west and south. The ground is even and well travelled. Sunset goes south and west. Ruby street is west.
- Sunset - Sunset is a road that is very well travelled. Glowing orbs float in the air every ten feet lighting your path. Although the orbs light most of the street, off to the side the street remains shrouded in black. Sunset continues north and south
- Sunset - Sunset is a road that is very well travelled. Glowing orbs float in the air every ten feet lighting your path. Although the orbs light most of the street, off to the side the street remains shrouded in black. Sunset continues north and south
- Sunset - You stand on Sunset, to your north glowing orbs light a long street. Every ten feet a small orb glows in the air. The bustling market area is to the south. The name sunset is a strange name for a road under ground. There is not even the slightest ray of sunlight that reaches this dark place. The only light is cast by the lights creatures carry and the glowing orbs that have been set up in most places. South is Sunset and Slaver's Route, north Sunset stretches on
- Sunset - This is Sunset, the street of the west. This street makes it's way down the west side of the Underdark. Scream find their way to your ears, and the murky dark seems to overpower your soul here. As the rest of the city, there a little floating orbs that float in the air, giving the area a dim look. Sunset continues north and south.
- Sunset - You are walking along sunset. The screams of the slaves reaches your ears quite clearly here. The awful stench of a rotting corpse causes your eyes to water. There are glowing orbs floating in the air every ten feet or so, casting everything in a dim light, like the light of the predawn. North is the street of the gods, south lies sunset
- Svirfneblin Chamber - You are standing in a well maintained chamber. This is where the more important guests of the gnome community stay. The bed looks comfortable even if it only five feet long. The ceiling is a mere six and a half feet high here. There is a large rug that covers the floor. The sole exit is the door to the west
- The Dining Area - You are standing in the dining area of the Shadow's Shadow. There are many tables scattered about this large room. You stand in the south western corner and you see the bar to the east. The air is thick with smoke and smells deeply of alcohol. The dining area continues north and east, the entrance hall is west
- The Hidden Way - You stand at the end of the tunnel. To the east is a smooth wall with markings. The tunnel has been well built, in fact very well built. There are no scratches in the walls, floor or ceiling. The air is dry and cool. The tunnel plunges into darkness to the west
- The Slave's Square - You are in the north east corner the slave's square. The name is a cruel slavers joke, they have given the slaves this square. The square is the only thing the slaves have, and it is used for their maiming, sentencing and execution. The ground is clean, with dark brown spots here and there. The dark brown stains are stains of blood. North is the slaver's route, west and south lies the slave's square
- The Slave's Square - You are in one of the most oppressed regions of the Underdark. It is here that the capitalist dream has become totally realised. The oppression and repression of those who should be free is evident in everything that stands in this square. Stocks to hold the bad slaves, a guillotine to kill the slaves that stand up for their rights. The slaves are reduced to animals in this square. To the north is the Slaver's route, east and south lies the square
- The Sparkling Jewel - You are standing in the jewellers. This shop is only fifteen feet by fifteen. There is a large counter along the southern portion of the store. The counter is see through and beneath the barrier lie many different gems and stones. A large wizard eye floats in the air watching you to make sure you do not steal anything. The only exit is north
- The slave's square - You stand in the south east corner of the slave's square. It is here that the slaves are brought to be sold and destroyed. All around you are signs of oppression. On the ground is a stained mosaic. The screams of hatred and pain fill your being with pity and excitement. North and west is the square, south is the street of the gods.
- The slave's square - You stand in the south west corner of the slave's square. Here you can clearly hear the screams of slaves dying, from the past, the present and the future. Some twisted mage made it possible to hear these screams. The smell of decaying corpses reaches your nostrils every now and then. The ground has dark brown stains on it. The cruel reality of slavery can be felt by your soul, causing is to ache to own and manipulate other beings. You can realise this desire to the west. The slave's square continues north and east. South is the street of the Gods and to the west is the entrance to the Slave Market.
- Traveller's Crescent - This is the traveller's crescent. Named so because of the inn that lies to your south. The Traveller's Den is the name of the inn, thus the name of the crescent. This street basically heads around in a circle, cut off from the rest of the city, the inn provides a secluded spot to conduct business. North is Sunset, east and west the crescent continues
- Traveller's Crescent - You are wandering down the traveller's crescent. A nice secluded section of the Underdark. The light for once is nice on the eyes and you don't have to squint. The sounds of the city buzz at a bearable level. East and west the crescent stretches
- Traveller's Crescent - You are walking along the side of the traveller's den. The glowing orbs light the way with an almost cheerful glow. The sounds of the city are a nice background hum. The crescent continues east and west
- Traveller's Crescent - You walk down traveller's crescent. The light of the orbs lights the path with a beautiful glow. Shadows exist where they should not everywhere. You hear laughter dancing through the air. The crescent goes on east and west
- Traveller's Crescent - The crescent beckons to you, it seems to glow with joy and happiness. This is a total change from the rest of the city, where the city is normally dark and obscure, the street here is well lit and bright. Nothing seems menacing here. The crescent continues south and west
- Traveller's Crescent - You are walking along traveller's crescent. Compared to the rest of the city this street is well kept, neat, tidy and well lit. The glowing orbs seem to glow stronger along this street. You can hear the sounds of the city no problem here. The crescent continues east and west
- Traveller's Crescent - You stand at the west side of the city along traveller's crescent. You have heard rumours that githzerai have been seen walking around this part of the road. Glowing orbs in the air light the area around you. The orbs seem to be flickering on and off. Screams reach your ears here, the screams of slaves being whipped. The smell of sweat and perspiration is sickly sweet to your nose, and tangy to your taste. Traveller's crescent goes east and south
- Traveller's Crescent - You stroll down traveller's crescent. The air here is warm and dry. The light is bright and causes the cavern wall to your west to sparkle. The street is clean and a light grey. The crescent continues north and south
- Traveller's Crescent - You are wandering down traveller's crescent. You can almost imagine birds singing in the background. The sounds of the city are virtually non- existent. A quiet sanctuary in the southwest end of the Underdark. Traveller's crescent continues east and west
- Viewing Room - You stand in a room that looks bare, there is a panel against the northern wall. The rest of the wall is empty with a large window on the southern wall. Through the window you look into the cage, and see a Xaren. A creature who is very fearsome and dangerous. The sole exit is the door to the east
- Western Summoning Chamber - You are standing in the south western corner of the chamber. The floor has a large hexagon on it, from which the clan's mages summon the denizens of Demogorgon's plane in the abyss. The walls glint in the greenish light that comes from the hexagon. The chamber continues to the north and east
- Western Summoning Chamber - You are standing in the south western corner of the chamber. The floor has a large hexagon on it, from which the clan's mages summon the denizens of Demogorgon's plane in the abyss. The walls glint in the greenish light that comes from the hexagon. The chamber continues to the north and east
- Western Summoning Chamber - You stand in the south eastern corner of the chamber. The hexagon draws your attention, it glows green and illuminates the room with a weird light green light. The symbols on the room glint in the light. The chamber continues north and west
- Wyrm street - This part of the city is rarely travelled. Wyrm street continues along the cavern wall. You hear the muffled shouts of the merchants and screams of slaves. Wyrm streets continues to the east and west.
- Wyrm street - This part of the city is rarely travelled. Wyrm street continues along the cavern wall. You hear the muffled shouts of the merchants and screams of slaves. Wyrm streets continues to the east and west.