238 rooms · levels 8–50
This room is filled from top to bottom with calculators, computers, and a number of stranger objects, all computing together as one for the realization of some grand scheme. A picture on the wall shows the gods Gwydion and Ryoga focusing their wills upon the ether, commanding a new reality to be.
Several ley-lines of etheric energy converge here, forming a nexus of chaotic energy. The "room" seems to be more of an indeterminately sized "space" rather than an actual enclosed area. Despite the random clash of prismatic rays, the room is strangely dark, as if it had taken on some of the evils of its master. A rainbow staircase spirals upwards in one corner.
You stand in awe as you gaze about this largish chamber. The decorator must really have a thing for cartoons. The walls are covered with animation cells and the floor is painted to look like a cartoon background. The chamber is furnished with comfortable couches, and a distinctive-looking director's chair in the corner.
The murmur of the surf intensifies as the path winds closer to the coast. A break in the trees offers a glimpse of the ocean; a vast gray expanse dotted with fishing boats trying to earn the day's catch.
The forest trail gives way to a dusty path heading south through a small fishing village. The sharp smell of salt and dead fish cuts through the pine scent of the forest. Just ahead to the south, a ramshackle shanty-town can be seen.
A narrow path twists its way southward through a stand of ancient pine trees. The trees sway slightly in the stiff ocean breeze wafting west from the coast. The breeze carries a tang of salt and the hint of adventure. A large wooden sign stands by the path.
The forest trail gives way to a dusty north-south path. The smell of drying fish is over-powering. A line of wooden shanties starts here and continues to the south. Due west is a small gray shanty made out of driftwood, while to the east a large weather-beaten shanty slumps precariously.
The walls of this shanty have been made from irregular planks of driftwood, nailed together. Despite their many chinks and gaps the walls do a fair job of keeping the chill ocean breeze away. There is a small firepit in the center, which seems to be producing more smoke than actual heat or light. A pile of rags in the northwest corner serves as bedding, and from the empty bottles of rum that litter the floor, it's probably a safe assumption that the occupant spends most of the time in a drunken stupor.
This ancient shack looks like it has been standing here far too long already. Most of the furniture has long since been chopped up for kindling, though a filthy bed is standing against the east wall. The fire pit contains a few live coals; someone has been here recently. An empty door frame leads outside to the west and a decrepit staircase leads upward.
Judging from the thick layer of dust that coats this room, it hasn't been used in quite a while. The single window in the west wall has been boarded up, leaving the room in smothering darkness. Cobwebs hang down from the ceiling like giant feathery drapes.
The row of shanties to the east continues along the dusty path. To the west is the side of "The Fisherman's Wharf", the local inn and eating establishment; it's constructed from stout pine logs. To the east is a tiny hovel, and along the path to the south is the village well. The fisherfolk wander all about this area, going about their daily chores and gossiping with their neighbors. The air is filled with their chatter.
Though small and rudely made, this tiny shack shows signs of obvious care. The dirt floor is neatly swept, and fishing nets and hooks are carefully stowed on the walls. A small bed made of hay lies in one corner, with an oil reading lamp to one side.
The entrance to a large wooden building lies to the west. A sign hanging above the entrance proclaims it to be "The Fisherman's Wharf" an inn and tavern. From inside comes the welcome smell of hot food and the comforting sound of cheerful company. Across the road to the east is a wooden shack, and the village well is due south from here.
A gaping hole in the roof of this wooden hut leaves it a bit too exposed to the elements to be truly comfortable. The wooden planks that make up the walls are very recently cut, and the smell of pine over-powers the stink of fish from outside. A small colorful sign on the wall reads "Home Sweet Home".
A large welcome mat lies on the ground here. Neatly printed on its surface are the words "Welcome! Please wipe your feet!". Most of the fishermen who frequent the place seem too preoccupied (or inebriated) to pay attention to the mat, however, and the floor is in need of a good spit n' shine. To the north is the bar and grille, where travellers can whet their appetites, and a wooden staircase leads up to the registration.
Several crusty old captains sit hunched over on stools by the bar, nursing mugs of ale and talking about the 'good ole days'. There are still several empty stools by the bar, and a few dark tables in the corner allow for more private conversations. The walls are decorated with old nets and glass fishing floats, some of which look like they might actually have seen some real use at one point.
This room is well lit by several oil lamps set into sconces around the walls. A set of oil paintings show exciting scenes from the voyages Captain Ahab took around the world in his youth. The mood is somewhat lessened by the drunken fishermen who wander around the room, looking for a place to curl up for a while. A small wooden staircase spirals up to the lighthouse in the top of the building.
The wooden stairs spiral round... and around... and around...
The stairs terminate in a large domed room with windows on the north, east, and south sides. A huge lantern backed by mirrors stands ready to guide ships through the treacherous reefs of the bay. Through the windows to the north can be seen the southern path to the village, while to the south lies a small city of elvish architecture. Due east is the blue and gray tones of the ocean.
The four main village paths come together here. To the north is the entrance to "The Fisherman's Wharf", to the east is a long pier, to the west is "Ahab's Apothecary", and to the south the dusty track continues toward the sea elves' village. A large covered well stands at the convergence of the four paths, offering travellers and villagers alike a cool drink of water.
A long pier juts out from the village into the waters of the bay. There is a large pile of broken nets here, waiting to be mended. To the east the pier continues out into the bay, while to the south lies village's salting hut. The stench of dead fish is very strong here, though the salting hut promises to deliver even a more powerful aroma. The village well is to the west.
The pier continues out into the bay, running east to west. Several small boats are hanging in wooden cradles, waiting to be patched. Some of the older villagers are working with bubbling pots of pitch, patching the smaller holes and water-proofing the boats.
The wharf ends here with several sets of ropes for mooring the fishing boats. To the east lies the expanse of the bay, dotted in the distance by fishing boats, shark fins, and an occasional piece of flotsam.
A large sign in bold letters proclaims this to be "Ahab's Apothecary" The shop is decorated with bright designs in garish colors, a sharp contrast to the dull unfinished wood of the rest of the village. The north wall is covered with shelves of magical potions and strange ingredients from far-off lands. The south wall is dominated by a large rack filled with curios Ahab has collected in his many journeys. To the east is the village well and to the west is a silk curtain leading to Ahab's personal quarters.
The scent of incense hangs heavily in the air. Costly silks from all across the realms decorate the walls, framing large hand-drawn maps detailing Ahab's many explorations. A large four-poster bed occupies the south-west corner, complete with feather mattress and silk pillows. A wooden easel is in the north-east corner, testimony to the fact that Ahab's talents go beyond adventuring and alchemy. In the south-east of the room is a mahogany cabinet, while in the north-west a wooden staircase winds up to the attic.
The attic above Ahab's shop is filled with boxes of strange chemicals, alchemy equipment, and a huge pile of weird objects from all over the world. A large supply of oil paints and canvas seems to have gathered some dust. Apparently Ahab hasn't been doing much painting recently.
The dusty track continues south here towards Vodalia. A wooden building lies to the east, with a door providing access to its interior. North of here is the village well and beyond that the inn. A small path cuts west toward a small cottage.
This large wooden building is filled with rack upon rack of drying fish. The smell from the fish mixes with the smoke from a large fire in the building's center, making an aroma that can compare with few others in the realms. Most of the villagers give this place as wide a berth as possible, save for a few demented souls who actually seem to enjoy it.
The small path splits here, going west toward a small forest clearing, east to the dusty path through the village, and ends to the south at the front door to a small Spanish-style villa. The walls are made from white stucco, while the roof is red tile. The path to the front door to the south is bordered by a small garden filled with exotic flowers.
The path terminates here in a large clearing full of freshly cut stumps. The pines of the surrounding forest seem to crowd in around the clearing possessively, as if angered by the death of their fellows. They appear too thick to allow travel in any direction but east, along a small path.
The inside of the villa is outrageously decorated with Persian carpets, framed treasure maps, and various rapiers and foils which have been mounted on the walls. A giant heap of paper sits on a table in the corner. Closer inspection shows it to be a collection of tear-stained love letters from various prominent women around the realm. There is a large collection of wine bottles on the mantel above the fireplace, and a small staircase leads up to the bedroom.
This room is completely dominated by a large brass bed, complete with a silk canopy. A vanity table cluttered with perfumes and make-up, along with a closet filled with costly imported clothes shows that for this room's occupant, fashion and appearance are of the utmost importance.
The dusty path winds south away from the fisherman village, towards the gates of New Vodalia to the south-east. To the east of the path, there is a drop of 100 feet and then the crashing surf. To the west the pine trees form an impenetrable wall.
The dusty path continues north and south along the cliff, connecting the village to New Vodalia. From the north the hustle and bustle of the village mixes with the crash of the ocean against the rocks at the cliff's base. To the west is a thick stand of pine trees, and to the east a small trail heads down along the cliffside.
The steep path winds down along the cliffside, bending to the north as it goes. Straight down is a dizzy drop to the cliff's base, where the surf thunders as it slams into the rocks.
The treacherous path along the cliff face stops here beneath a huge nest made from tree branches. It looks like it might be possible to climb up into the nest from here, but the route looks hazardous to say the least. The harsh cry of seagulls is barely audible over the pounding surf.
The nest is absolutely disgusting. The branches that make up its structure seem to have been plastered together with a mixture of down feathers and bird guano. Judging from the size, whatever lives here would probably consider humans to be tasty hors d'oeuvres.
The dusty path winds its way along the cliffside, connecting the fishing village to New Vodalia. It follows a bend in the cliff here, changing from north to east in direction.
The path makes a sharp bend at a gigantic pine tree here. The tree dwarfs everything around it, reaching at least eighty feet into the sky. Above the dull murmur of the ocean comes the sounds of a small city from the south.
Just to the south, beyond a small stand of pine trees lies the northern wall of the city of New Vodalia, a sturdy wall built from wooden planks. Unlike the fishing village to the north, these walls have been carefully fitted together and stained a dark brown color. The sea elves of Vodalia take pride in their work, and have made their new city a place of rustic beauty.
The path turns south one final time before passing through the northern gates of New Vodalia. The path is lined with carefully fitted cobblestones that look as though they may have been quarried from below the waves. The omnipresent sound of the sea is barely audible, blotted out by the bustle of the traffic through the gate.
The cobblestones along the path merge seamlessly with huge coral-like stones on either side of a huge gate. The city wall stretches east and west from it beyond your view. The Gate seems to be of wrought iron, with many delicate twists and curves, demonstrating that in its strength, it is still a work of elven art.
Looking around, you notice that the architecture of the walls to the north seems very much elven, but not exactly like any you've seen before. The entrance walkway continues south to the Main street, and north to the north gate. The city wall rises high on both sides of you. Though you do not see them, you feel the stare of several pairs of watchful elven eyes. Apparently the guards here take their work very seriously.
The main street of Vodalia runs east and west from here. To the north is the city gate while to the south is the Customs House. A sign above the entrance proclaims: "Customs House - All Visitors must Register Within!".
Main Street turns sharply to the south and becomes Shark Tooth road at the western city wall. A sign on a mid-sized wooden building to the north reads "Rogvren's Fine Foods"; the enticing smell from inside hints at a truly enjoyable culinary experience. The city wall is covered with murals depicting the sea elves swimming in a much larger city carved from coral beneath the waves. Oddly enough, the mural seems to indicate that THAT city was also named Vodalia.
Sea elves dressed in white with large chef's hats bustle around this eating establishment. While there are a few tables where one can sit down to dine, it would seem that most of the sea elves prefer to order take-out. The food smells much more enticing than the pipe-weed bread that is the standard adventurers' fare.
This large structure appears to have some government function. The walls are decorated with the crest of Vodalia, and painted in several shades of blue. The customs inspector glances at you suspiciously and mutters "Be sure to declare all articles acquired outside Vodalia, and put those weapons away! This is a civilized city!" He appears overworked and underpaid.
Main street continues west from here toward Shark Tooth Road, and east to its intersection with Coral Way. The buildings that line the street are wooden, beautifully decorated with scenes depicting marine plants and animals. Sea elves wander the streets, going about their daily business. Very few of them are armed, apparently the guards do a good job of keeping riffraff off the streets.
This small shop consists of several long wooden tables neatly laid out with items imported from all over the world, each carefully labeled and priced. The walls are covered with water-colors, most depicting prominent sea elves of Vodalia at state functions in the palace.
These cramped offices are cluttered beyond belief with sheets of paper. Stacks of paper are placed haphazardly on the floor, cover chairs and tables, and perch precariously on desks. The sea elf taxation officers chatter excitedly at each other as they fill out even more forms, discussing the finer points of the Vodalian tax code in an animated way. Given the state of the room, it's a miracle they can get anything done at all.
Main Street runs east toward the affluent section of Vodalia and west toward the north gate from here. Coral Way branches off to the south, heading to the southern city gate. A large number of sea elves are traversing the streets here; more than a few of them are entering a large building with a sign proclaiming it to be "Aquaholics Anonymous! - Tavern and Brewery" to the north.
This brightly lit building is the local tavern. The usual decorative carving is even more prominent here, with scenes from sea elf mythology and Vodalian history predominating. There is a bar along the western wall, with large stools covered with sharkskin leather. The rest of the floor is haphazardly covered with tables for those who wish for quiet conversation as they drink. Vodalian citizens are everywhere, enjoying a brief respite from the worries and tasks of the day.
Main Street continues to the east and west from here. A large mansion lies to the north of here; it marks the beginning of the small section of Vodalia reserved for the upper crust of society. Vodalian servants crowd the streets here, running errands for the lords and ladies of Vodalia.
Servants fill the halls of this large mansion, a sure indication that its owner is a sea elf of rank in Vodalia. The furniture has been put together from artfully shaped driftwood, lightly stained but still retaining much of the original color. A large wooden statue of Syluvena, chief goddess to the Vodalians, stands in one corner. The statue is very life-like, and its eyes seem to track your movements around the room.
Main Street goes through a bend here, behind the royal Vodalian palace. Even the back of the palace wall is heavily decorated, showing dolphins and whales playing among the ocean waves. The street continues north, to the Rich Quarter, and west toward the center of town.
A small group of sea elf servants is gathered in a rough circle here, gossiping and having fun. Apparently the nobility of Vodalia allows its servants a good amount of leisure time. The Rich quarter continues to the east, while to the south Main Street heads back to the center of Vodalia.
A large dwelling is to the south, its white wooden walls heavily carved. Unlike most of the sea elf art, which seems to feature scenes and creatures, the designs on these walls are mostly abstract pattern-based decoration. This does not detract from their beauty, and the house fits in well with the ornate Rich quarter.
The interior of this house is very confusing. Apparently the owner prefers form to utility, for the interior walls form a maze of decorated passages that do not seem to lead anywhere in particular. The over-all effect is one of being inside a giant Monkey's puzzle ball, and is more than a little unnerving.
Main street ends here where the north city wall meets the eastern wall. There is a large manor to the south, its walls have been carved in an underwater mosaic showing the history of the family within.
The walls of this large manor have been inlaid with mother of pearl; the light reflecting inside bounces around in a rainbow of crazy colors. The effect is somewhat dazzling, making it hard to focus attention anywhere for very long. The furniture is made from kelp fronds woven together and dried into wicker chairs and tables. They are surprisingly comfortable.
Coral Way runs north to its beginning at Main street and south toward Trident Avenue and the south gate of Vodalia. To the east is the entrance to a large house, the residence of one of Vodalia's many noble families.
The walls of this large residence have been carefully white-washed and carved with a motif featuring the family crest - a fluted sea shell. There is a small interior garden in the building's center, featuring several rare marine plants encased in a magical globe of water. The furniture is made from a bright red coral, carefully shaped and covered with silk cushions.
Coral Way continues its way north and south from here, passing a small tower on the east side of the street. The tower seems to be made from a naturally shaped single piece of black coral, undoubtedly conjured or transported by magical means. The outside of the tower is engraved with mystical runes and sigils. There is an open entranceway that glimmers with a magical field. It seems that the tower is filled with water, and the field keeps the water from spilling out. The park starts to the west of here, with a large marble fountain.
This small coral tower houses the Vodalian academy of magic. All around are apprentice mages in white robes, practicing their spells and running errands for their masters. There are also several master-level mages dressed in Vodalian Sea-green. They stand around conferring amongst themselves in low voices and instructing the novices. A spiral staircase that seems to be made out of a warped giant oyster shell leads up to the top of the tower. From the top of the staircase is the glimmering of the water containment field; apparently the upper level is filled with air.
The top chamber of the tower is dry, water being too unstable for the working of the most powerful magics. The black coral walls are covered with fiery runes of power, perhaps they are responsible for maintaining the lower level in its oceanic condition. The room is filled with the implements of sorcery, ranging from a table covered with glass alchemical equipment to an ornate pentagram carved into the chamber's floor.
A large marble fountain stands here, surrounded by a cloud of mist. The fountain has a marble basin about ten feet across, with a silver dolphin statue in the center spraying water from its half-open mouth. Vodalians are constantly refreshing themselves from the fountain's pure water, and some are lounging on carved coral benches that surround the basin. They seem to enjoy the misty air. The park continues to the west and south, and to the south-west is a small duck pond.
You stand in the center of a large, well tended grassy field. It is dotted with flowers and plants, providing a peaceful place for you to rest and enjoy the beauty of the city around you. To the east you see a large square, built around a statue or fountain of some sort. To the south is a placid pond. To the west, lies the hustle and bustle of Shark Tooth Road.
Coral Way makes a bend here, turning from the north to the east. To the west is the town park, a beautiful lawn decorated with exotic flowers and a marble fountain. To the south is the Vodalian Weavers' Guild, but there doesn't seem to be an entrance from this side of the building. Vodalian citizens are everywhere, hurrying about their daily errands.
The Vodalian park stretches from the fountain to the north to the northern wall of the Thieves' Quarter, which forms the park's southern boundary. A large number of Vodalian children are running around, chasing each other and playing loud games. Other sea elves are relaxing on the neatly trimmed grass, or feeding the ducks from the duck pond to the west.
A deep duck pond fills the south-west corner of the park. The loud "quack quack" of its residents is a welcome change from the raucous voices of the sea gulls. A few Vodalians are relaxing around the pond's perimeter, admiring the scenery or feeding the ducks. The park continues to the north and east, while to the west is Shark Tooth Road.
Coral Way goes through a bend in the road here, turning from south to west. To the east is the wall of King Rhyndalor's small palace, while a little ways to the south is the entrance to the Weaver's guild. From the palace battlements, sea elf guards peer down, insuring the safety of the city.
Coral Way makes its way north and south along the palace wall. The wall is made of polished wood, carved with the royal crest and decorated with inlaid mother of pearl. There is a large building to the west, the Vodalian weaver's guild, judging from the fact that it is constructed from broad leaves of kelp woven together and stuck together with resins. A few steps south of here Trident avenue branches off to the east, leading to the palace and temple entrances.
The Vodalian weaver's guild operates out of this large building. About half of the building is devoted to the making of clothing and other silk and cotton products, while the other half is devoted to weaving baskets and useful tools out of kelp strands. The inside walls are constructed from kelp fronds, woven together and then coated with a varnish that makes them sturdy and water-proof. The walls are very light, and the whole building shakes in a rather alarming way every time the wind picks up.
Trident Avenue branches off from Coral Way here, leading east toward the palace and the temple of Syluvena. City traffic is very high here; there are always sea elves going to and from the palace, or visiting the temple for prayer and guidance.
Trident avenue branches off of Coral way to the west, stretching east toward the royal palace of Vodalia, the Temple of Syluvena, and finally the east town gate. Mixed in with the regular throng of sea elves are the syluvenite priests wearing their ceremonial armor made of giant scallop shells, dyed yellow and red in a striped pattern.
Trident Avenue passes in front of the royal palace of New Vodalia, just to the north of here. The portcullis, a wrought silver webwork with marine animals carved into its surface, is framed by a pair of marble pillars. Each pillar has the royal Vodalian crest, a pair of crossed tridents above an albatross set into its surface in black coral. A steady stream of sea elves passes into and out of the gate, attending to business inside the palace. Trident Avenue continues west to Coral Way, and east to the entrance to the Temple of Syluvena.
To the south is the entrance to the temple of Syluvena, the Vodalian goddess of the sea. The temple is a large square building built from wood, but carved to represent an underwater kelp forest scene. The huge door into the temple is to the south, paneled with scenes showing Syluvena guiding the sea elves in an underwater city carved from coral, protecting them from sharks and other dangers, leading them out of the city as it is over-run by strange crab-like creatures, and finally, helping them to build the city you see all around you. Vodalians are constantly entering and leaving the temple, looking for some guidance in their daily trials.
Coral Way continues north from here, toward the center of Vodalia, and south to the town gate. In sharp contrast to the rest of Coral Way, this stretch sees very little traffic. There seem to be more guards present than in the rest of the city as well; perhaps the Vodalians have decided that the south is the most likely avenue of invasion.
Coral Way continues to make its way south toward the ocean-side gate to the city. Through the gate to the south can be seen the sandy beach south of Vodalia, and beyond it the blue-gray expanse of the ocean, stretching south as far as the eye can see.
Coral Way terminates here at the ocean-side gate to Vodalia. Any other city would have a dock or wharf here, but the sea elves have no need for boats. The gate itself is made from stout planks of wood, reinforced by iron bands. Beyond the gate lies a small stretch of beach, then only the waves. There is a small detachment of Vodalian knights a little ways west down the beach from the gate; they seem to be alertly guarding something.
The entrance to the temple is filled with citizens and the red and yellow armored priests of Syluvena, but despite the traffic, the room is calm and unhurried. Each of the room's four corners contains a statue of the sea elf goddess carved from a blue-green stone. To the north is the door to the outside world, while to the south the hallway leads into a large open area filled with pews.
Trident Avenue ends here at the east gate of Vodalia. The gate is wrought iron, and though sturdy, is a beautiful piece of elven workmanship. A steady stream of sea elves and visitors enter and leave the city through the gate.
This small room is the entrance to the royal palace of Vodalia. The walls are tastefully decorated with paintings and coral sculpture, much of which depicts sea elves in an oceanic city carved from coral. The portcullis to the south separates the foyer from the street outside, while the main hall to the throne room is north, a small guard room is to the west, and the barracks to the east.
Shark tooth road continues south towards the thieves' quarter. Directly to the east is the wall of the Customs house, while a little ways to the south is the entrance to the town park. Sea elves fill the street, going about their daily business and chatting amongst each other.
Shark Tooth road continues to the north and south along the western city wall. To the east is the entrance to the park, a large well-tended lawn dotted with flower beds and dominated by a large marble fountain. South of here the road becomes less travelled, and the buildings show less of the decorative carvings that abound in the north-east section of the city.
Shark tooth road continues along the west wall. There are even fewer travellers on this stretch of the road, and those that are present seem pre-occupied; they continuously glance around at their fellow travellers. The park duck pond is to the east.
A large ramshackle house over-shadows this part of Shark Tooth road. The building looks very poorly made, in sharp contrast to the beautifully decorated houses to the north.
From the inside of this house, its continued existence seems even more of a miracle than from the outside. A wooden table is against one wall; not a single square inch of its surface is visible beneath its coat of empty wine bottles and filthy ash trays. A pile of hay in one corner seems to serve as a bed for a number of satiated fleas.
The blue-green cobblestones end here, giving way to a plain dirt track. There is a peculiar mix of ocean spray, incense, and unwashed body in the air. There are very few travellers here, though a few rough sea elves are lounging around in small groups.
The dirt track continues north and south along the west wall. To the east a rickety wooden wall separates the thieves' quarter from the rest of the city. A few beggars sit morosely by the wall, looking for a few coins.
This stretch of Shark Tooth road is almost completely deserted. Nevertheless, there is the strange sensation of being watched... as if perhaps the empty street had eyes....
The Thieves' Quarter of Vodalia officially begins here, stretching east through a twisted alley. The dirt road is littered with trash. Seagulls are everywhere picking at the trash and harassing travellers with their harsh voices.
A narrow alley twists its way east into the thieves' quarter, and west to the main part of Vodalia. The alleys are filled with unwashed sea elves, jostling around as they make their way around the quarter.
The alley twists from the west to the north here, passing in front of a small shop to the east. A badly worn sign over the entrance reads : "The Happy Hocker - A Broker of Fine Used and New Goods". The inside seems to be piled high with mounds of unidentifiable junk.
This small shop is crammed full of some of the most obscure junk the realms can produce. It would seem that while lots of people are selling, few are actually buying. Just sorting through everything looks like it could take years in itself.
The alley continues to squirm to the north and south from here. A row of small houses starts here, on the west side, and continues to the north, while to the east is a small warehouse.
This large building is largely empty, the monotony broken up here and there by the occasional wooden crate covered with a thick layer of dust. There is a rather odd smell coming from the north-east corner of the room... Like something crawled into a hole and died....
This tiny hovel is completely empty, except for a small cot in the north-west corner. The smell of incense is over-powering, but there doesn't seem to be any source for the smell.
The traffic through the alley almost completely stops here, though the reason for the delay is nowhere to be seen. The entrance to an abandoned house is to the east, sandwiched between a warehouse to the south and an unusually well-cared for building to the north-east. To the west is a small house with barred windows.
This rather small house seems to be home to a number of sea elf families. Grubby elven children chase each other across the litter-choked floor while the adults seem pre-occupied around a large bonfire in the center of the house. There doesn't seem to be a proper smoke hole; the air is nearly unbreathable.
This small house is very neat and clean. A neatly made bunk is along the north wall, with a night table complete with oil lamp next to it. A decorative shield hangs on the west wall. It is engraved with a strange device - A bloodstained dagger crossed with a trident beneath a toothy barracuda.
The alley twists to a halt here in front of a large building to the east. In contrast to the other buildings in the alley, it seems to be in fairly good shape. Above the door is a carved symbol showing a pile of gold coins below a sea gull. There is a large pile of trash at the alley's end, just to the north, and a house to the west.
The inside of the building is dimly lit by candles in sconces on the walls. The walls are decorated with sea gull motifs and plans for most of the important buildings in the town. There is a large table for meetings and an open area along the south wall where the Vodalian thieves can practice their skills.
This seems to be where the inhabitants of the thieves' quarter dumps their trash. An entire sub-community of sea gulls is feasting on the remains. The sickly-sweet rotten smell from the heap is definitely not an improvement over the questionable aroma of the alley to the south.
This house seems to have recently been the site of an uncontrolled fire. The entire inside is blackened and destroyed. What remains of the furniture is in pieces on the ground. Strangely enough, there is a fireplace on the south wall that seems to have made it through the fire completely unscathed.
There is a short stretch of beach just outside the southern gate to Vodalia, then the wide expanse of the ocean. The beach is almost completely empty; apparently the citizens of Vodalia do not visit it much. To the west is a small guard post, where the Vodalian knights guard a tunnel that leads down through the sand.
The beach comes to an end here; further to the east the ocean comes right up to the southern wall of the city. Tiny crabs scurry around in the sand, intently hunting for dinner.
The sand of the beach continues to the west, where a small guard post has been set up, east, to the southern gate to Vodalia, and south to the ocean surf. There is a large pile of dead sea-weed here, crawling with sand fleas.
A small wooden guard post has been set into the sand here, providing the guards with a measure of protection from the wind and weather. There is a large tunnel leading straight down into the murky depths here. The tunnel is filled with dark sea water, which sways slightly in time to the waves. There is the faintest hint of motion in the tunnel, too far down to be seen clearly.
The beach reaches its western limit here, as the ocean stretches north to crash against the city's southern wall. From across that wall comes the distinctive smell of the Thieves' quarter, a mixture of sweat, incense, and the ocean. To the east is a small guard station.
The crashing waves race up to meet the beach here, only to be turned away again and again. Little crabs scurry around the waves, looking for food.
The beach continues to the north, east, and west from here, while to the south is the ocean's waves. The air is filled with a salty mist, stinging the eyes but otherwise rather invigorating.
The beach here seems to have been used as a boat launch. The sea elves have no use for boats, but apparently some of their visitors find them convenient. The crashing waves come high onto the beach here, swirling to the cycle of the tide.
The twisting under-water tunnel snakes its way up toward the sunlight and down into inky blackness. The water surges up and down slightly, in rhythm with the tide.
The underwater tunnel continues to wind its way up, toward a very faint source of illumination, and down into unknown blackness. Blind cave fish drift lazily through the dark water.
The tunnel opens up into a large chamber, its walls worn smooth by the action of the water. A barely perceptible glow upwards leads to the surface, and a large tunnel snakes its way down into darkness. A smaller tunnel branches out of the chamber's side here to the east.
Here below the thermocline, the water is so cold it feels like a slap to the face. Daylight is nothing but a memory at these depths. The tunnel leads up to a larger under-water chamber, and westwards toward the open sea.
The under-water tunnel continues to the east and west, twisting through the icy water. Albino cave fish flock around, attracted by the turbulence of your passage. Some are as big as eight feet from tip to tail, with large mouths filled with jagged teeth.
The tunnel ends abruptly to the west, blocked by a huge mass of living coral. A perfectly round hole, obviously not natural, is dimly lit from above. It's hard to tell, but the area above may be filled with air, a welcome change from the icy water of the tunnel.
The city of Vodalia spreads out to the west, east, and north of here, encased in a giant bubble of air. The city is nestled in an out-cropping of red coral, several miles off the coast. Despite heavy damage, the city is still beautiful, carved from white marble, corals of all colors, and glittering mother of pearl. Main street runs west toward a small neighborhood of heavily damaged houses and shops, east toward a guild hall that looks more or less intact, and south to the city gates. To the north, a series of red coral pillars have collapsed across the street, leaving Pearl Avenue completely inaccessible. Far beyond the rubble, you can see the large square old palace, and even further, the dome of the temple of Syluvena. An open manhole leads down into an under-water tunnel.
The tunnel narrows to a small crevice, passable only with great difficulty, then slowly widens again as it turns and starts to rise. The water is dimly lit by phosphorescent plankton, stirred to life by the activity of your passage.
The water gives way to a giant under-water air bubble, trapped against the cave ceiling of this large chamber. There is a small sandy beach, framing the water-filled tunnel back down into the depths.
This large room is lit from above by a set of glass globes hanging on chains from the chamber's ceiling. The globes glow with a dull blue-green light, much as if the room were underwater. Rows of wooden pews face to the west, where a large altar stands. The pews are simple, but appear rather comfortable.
The rows of pews end here, in front of a large altar directly to the west. A black curtain to the north separates this area of worship from a small priest's study. The rows of pews continue to the east, and the entrance to the temple is also in that direction.
This part of the main chamber is dominated by a large marble altar, engraved with the holy symbols of Syluvena - the dolphin, the trident, and the star. Behind the altar is a large statue of Syluvena, her hands outspread in a blessing. Despite the constant stream of sea elves entering and leaving the east end of the room, the area around the altar is strangely quiet, and perfectly serene.
The walls of this small chamber are draped with silk hangings showing Syluvena caring for the Vodalians, both in an under-water city made out of coral, and above the waves, in the city that stands around this temple. Priests of Syluvena, both in the traditional red and yellow armor and in simple blue robes, sit around the room silently, reflecting on the day's tasks.
This small study is separated from the temple nave to the south by a dark curtain. The room is outfitted with a large wooden desk, covered with paper and writing implements. There are also several shark-skin chairs. To the west is the temple storage room.
This room serves as storage for the temple's supplies. Large crates of everything from dried food, to candles, to spare clothes can be found in here. To the east is a small study; from that direction can be heard the faint sounds of the worshippers in the temple's main chamber.
In sharp contrast to the rest of the temple, the wooden walls of this room are simply painted white, with no ornamentation save a simple representation of Syluvena in silver on the north wall. There is a simple bed in the south-east corner, and a neat desk along the north wall.
This room houses the treasures of the temple. It shows no signs of protection or traps, but there is the feeling of something watching, as if perhaps Syluvena herself provides all the protection that is needed.
A set of bunkbeds takes up most of this room. At the foot of each bunk is a small iron chest containing the occupant's personal belongings. Off-duty guards can typically be found lounging around, sleeping, or playing knuckle-bones.
This small room houses the Vodalian guards currently on duty in the palace. There is a set of chairs and a table in the room's center, holding what looks to be the remains of a small card game. Apparently the guards need something to occupy their attention while on duty in the peaceful city.
A long hall makes its way from the foyer to the throne room, immediately to the north. The sides of the hall are lined with coral statues of King Rhyndalor's ancestors, the past rulers of Vodalia. There is a small Ballroom to the west, and a dining hall to the east. There are many sea elves wandering around, both palace staff attending to their daily tasks, and Vodalian citizens with petitions for the royal couple.
Most of this room is taken up by a long wooden table, surrounded by chairs of shark-skin leather, dyed Vodalian blue-green. The room is softly lit by a chandelier hanging above the table. To the west is the main hall, and to the north is the palace kitchen.
The palace kitchen is a mad house of activity, as the chefs hurry to prepare the day's meals. The fare seems to consist largely of fish prepared in various ways, smothered in herbs and sauces. There is also a lot of sea vegetables involved in the preparation, undoubtedly grown by the Vodalians in under-water gardens. The dining hall is to the south, and there is a small storage room north.
This small room is a haphazard mess of crates and boxes, all neatly labeled with contents and date packaged. A wine rack at the back of the room provides access to the king's vintages.
The floor of this small ballroom is made of carefully fitted pieces of hard-wood individually painted to form a large mosaic of Syluvena, patron goddess of the city. The room is testament to the fact that there is some good points to living on land; certainly the Vodalians could never have enjoyed dancing in their original under-water home.
This room is dominated by a large pair of twin thrones on a slightly raised dais. Ornamental weapons and armor are mounted on the walls, along with more peaceful exhibits made from coral and seashells. The room is filled with sea elves hoping to petition King Rhyndalor, or waiting on the royal couple and their more important state visitors. Though the king and queen are much loved by the people, the guards keep a close eye on everyone entering the hall, especially those openly wearing weapons.
The royal bedchamber sports a large brass bed (king-sized, naturally) covered with a down comforter and silk pillows. The chamber lacks a lot of decoration, apparently the royal couple like to relax in relative simplicity. There is a scarlet bell pull in one corner for summoning the servants to attend to their majesties' needs.
This cozy room holds a large mahogany desk, laden with papers, writing quills, and a large collection of ornate pipes. This is where King Rhyndalor retires when he is not occupied with matters of state, and wishes an escape from the demands of rulership. A small wooden case next to the desk holds a costly collection of imported liqueurs.
This small, brightly lit room is where Queen Salina entertains her visitors. A number of comfortable chairs allow guests to rest and put their feet up while enjoying a hot drink or munching a few sweets. One side of the room holds a large bookcase, an indication that the Queen's hobbies also run to less social and more academic pursuits.
The palace roof provides a clear view of most of the city of Vodalia. To the south lies the temple of Syluvena, the largest building in town aside from the palace itself. To the south west is the notorious Thieves' quarter, while the beautiful homes of the rich quarter are to the north-east. Beyond the southern city wall, the ocean stretches off as far as the eye can see.
The giant silver gate to Vodalia still stands here, twisted into a hopeless mess of silver strands. The prospect of ever opening it again seems remote to say the least. A large number of dead Vodalian guards are scattered about the area inside the gate, most in advanced stages of decay. Apparently not all of the sea elves escaped the original invasion.
Ruined buildings line this section of main street, many of which have collapsed altogether. Chunks of masonry are scattered on the smooth coral streets. The buildings show a faint tracery of decorative carvings, but time and the sea have reduced these to only the barest traces. A large building that looks like it may once have been a blacksmith's shop lies to the north, while to the south a small house has been reduced to a large pile of rubble.
A large iron anvil stands in one corner, a sure sign that this was once the city smithy. Most of the smaller tools appear to have been scavenged already, but the occasional wooden handle or metal tip can be seen poking out from the carpet of green coral rubble that covers the floor.
Main street continues east and west from here, the smooth coral street cracked and covered with a layer of slime. A small guild hall lies to the south of here. North is a ruined house. To the east the street continues for a few more steps, then turns north at the east city wall.
This large decrepit manor appears to have once belonged to one of the Vodalian noble houses. The walls are carved from marble, with the symbols of Syluvena traced in mother of pearl. The woven kelp furniture has been reduced to piles of sinew. Some of the kelp strands seem shredded, as if torn by a set of large claws or teeth.
This blue coral building once housed the Vodalian military academy. The floors are covered with a fine layer of sand, with bent and warped training weapons scattered all around. The floor of the upper level has almost completely collapsed, leaving the building a large empty shell.
Main street ends here at the eastern city wall. A narrow alley starts to lead off to the north, but is blocked after a few steps by an impassable wall of rubble. The city walls themselves seem to be in fairly good condition, aside from the odd crack running through them, they are intact.
Main street passes in front of a gutted ruin, which hangs precariously to the north. The smooth coral street-pavement has been badly burned here, a rough circle about eight feet in diameter has been reduced to ash. A few blackened bones lie in the circle's center. They appear elven, but it is impossible to be sure.
All that remains of this building is a few wooden timbers and a large mound of black coral masonry. To the east, the rubble blocks an entrance to Pearl Avenue, and to the south is main street. Scattered through-out the rubble are pieces of sea elf skeletons the scavengers have ripped to shreds.
Main street continues east and west from here. To the north, a large two-story house seems to have escaped the worst of the destruction, though the door is lying on the ground outside, a twisted mass of wooden scraps. To the south is a large building made from purple coral. A sign, hanging askew above the door reads "Aqua-holic's Anonymous! - Tavern and Brewery".
All that remains of the original "Aqua-holic's Anonymous" is a large pile of blue-green coral mixed with colored shards of glass. There is no sign of tables or chairs, but a single bar stool stands alone in the south-west corner, its upholstery ripped and its stuffing removed.
Main street terminates here at the western city wall. A small house is to the north, and a small ruined tower is to the south. The steady drip drip drip of water is coming from somewhere nearby, but the actual direction eludes you.
The interior of this small tower has been heavily inscribed with runes and sigils, obviously of magical power. The runes do not seem to have done much to stop the building from falling apart, however, as most of the upper floors lie in chunks on the ground level. The remains of a staircase are in a corner, but it doesn't look very sturdy.
A small house lies in pieces here, the marble blocks that made up its structure separated and scattered about the ground. The ground is also littered with what look like discarded pieces of crab armor, like maybe some kind of huge crustacean has been using this area to molt in.
The inside of this large house is filled with pottery shards, far more than one would expect from a manor of this size. It's almost as if something has gathered the pieces of pottery from all over this neighborhood and stored them here, though the purpose behind such action is incomprehensible. There is a marble stairway leading up to the upper floor.
The upper part of the mansion has been the site of a large fire. The marble walls and floor are scorched, and the furniture appears to have been consumed by the flames. A large bay window overlooks the park to the north; it seems to have survived the fire unscathed.
To the south, a large bay window provides access to the second story of a large marble mansion. The inside of the mansion appears blackened as if by a huge fire. Below lies the dead vegetation of the park. The marine plants do not seem to have taken well to the air bubble that currently surrounds the city; they are dry, brown, and dead.
Withered brown sea plants lie in rotting heaps all around the park. The smell is absolutely putrid. Tiny crabs crawl through the rotting mess, searching for a meal. The park continues to the west, and a small lane leads to Pearl Avenue to the east.
This part of the park was at one time a stand of kelp. Now the kelp lies in a huge dry heap, its usual gold-green color faded to a dull gray. North from here is the north park entrance, just to the south of the temple of Syluvena, while to the east the park continues.
The north entrance to the park is here, completely blocked by a pile of rubble. The rubble is covered with a strange bluish-green slime that reeks of dead fish. From beyond the slimy chunks of masonry, the dome of the old temple of Syluvena is barely visible to the north and west.
A narrow lane leads west to the entrance to the city park, and east to a junction with Pearl Avenue. There is also a large hole in the wall of a mid-sized building to the north. This stretch of Pearl Avenue is blocked by a large pile of red coral fragments where some pillars have collapsed; they seem to prevent all access to Pearl Avenue from this point.
This building appears to have been at one time a successful gemcutter's shop, but now the display cases lie in twisted piles of wreckage on the floor, and the valuables are nowhere to be seen. The door to the shop leads out to Pearl Avenue to the east, and a gaping hole in the wall leads south to the city park.
Pearl Avenue runs north along the palace wall here, its smooth coral pavement broken up in a tracery of twisted cracks. To the south, the street is completely blocked by a large pile of rubble, and to the west is the entrance to an old gemcutter's shop. The road continues north of here to the central square of Vodalia.
Pearl Avenue runs north and south along the western palace wall here. The palace wall is carved from a pale pink coral, carved with scenes showing the illustrious history of Vodalia. This section of wall shows Syluvena guiding her mortal child, the first king of Vodalia, to this section of coral reef and commanding him to build the city that stands around you. Just to the north is the central square of Vodalia, and a small building lies to the west.
This small shop is cluttered with broken wooden hafts and pieces of twisted metal. The northwest corner of the floor is very damp, and looks as though it might not be sturdy enough to hold your weight for very long...
The central square of Vodalia, once the city's heart and center has fallen into decay. A series of mother of pearl columns that lined the path to the palace gate, just to the east, have collapsed and have sprinkled the square's surface with glittering fragments. Rubble blocks Pearl Avenue to the north, and Dolphin way, to the west. The palace gates still stand, stoutly defying the onslaught of time. The silver gates are engraved with the royal Vodalian crest - an albatross wheeling above a pair of crossed tridents.
The floor here has been reduced to a mass of inter-connecting cracks and fissures. It groans and crumbles as your weight settles on it.... Better get out of here fast!
A large pile of mismatched armor plates has been set neatly against the wall here; apparently the palace's current occupants have decided to be creative with the decorative armor displays. The hall is made from mother-of-pearl and black coral tiles, arranged in a checker-board fashion. The hallway continues to the east and west, a ballroom is to the north, and a small glass atrium is to the south. There is a faint unpleasant odor in the air, like rotten fish.
A large statue of Syluvena has been defaced here, covered with scratches and strange markings. Still, the goddess manages to look serene and calm, despite the damage to the icon. The room is filled with a dank, fishy smell that seems to grow stronger as one approaches the throne room to the east.
The huge pearl throne of Vodalia has been lifted from its dais, on the western hall of this large octagonal room and lies in three large pieces in the center of the floor. Whatever destroyed the throne did not stop there, the room looks like a small hurricane has been through it, with decorations and statues demolished and strewn about. The rotten fish smell is over-powering, the stench is unbearable. Small hallways lead north and south out of the throne room, the main hall of the palace stretches to the west, and a small marble staircase spirals up to the upper floor.
This small hallway connects the throne room to the north with the dining room to the west and a small store room to the south. The walls are covered with a dull orange mold, and there is a rank fishy smell, which seems to get stronger to the north. A set of humanoid footprints head from north to south through the mold.
This small storage room contains the remains of a large number of wooden boxes and crates, whose contents lie scattered around the floor. A lot of the perishable foodstuffs have spoiled, making the room smell more like a garbage dump than a palace store room. A small hall is to the north, and the palace kitchen is to the west.
A small servant's room has been tucked away in the north-east corner of the palace here. The room is cozy, but with minimal furnishing; a small wooden bed and a rack with some shredded clothes mounted on the wall. There is a strange and unpleasant fishy smell in the room, which seems to come from the south exit.
A long table stands precariously in this large dining hall, its surface cracked and scratched in many places. There are no signs of any chairs, though a large pile of silver-ware has been dumped in one corner. From the ceiling, a large glass chandelier tilts at a crazy angle. A few of its magical lamps still contain the barest hint of a dull glow.
Broken cook-ware and ashes cover the floor of the palace kitchen. From the burn marks on the walls, you would guess that at one point a fire broke out here, but it doesn't seem to have spread outside of this room. A layer of mold and slime is mixed in with the ashes, creating a sticky black tar that coats everything and is difficult to get off.
This cramped chamber appears to have served as home for one of the palace staff. A small wooden cot is pressed against one wall, and a woven-kelp armoire is in the corner, filled with rotting clothes. There is an entrance to the main hall to the south, one to the ballroom to the west, and another room much like this one to the east.
A glass atrium fills this part of the palace, its ceiling made from thick panes of glass. The plants that once filled the atrium are lying in withered heaps on the floor, unable to survive once the gardeners were gone. A large hemispherical crystal has been set into the earth of the garden, about eight feet in diameter. The crystal gives off a slight glow that may once have helped nourish the plants of the atrium.
This small room is filled with chunks of masonry that have fallen from the ceiling, and smashed tea cups and saucers. Shark-skin chairs have been ripped to shreds and tossed about the room. The marble walls have been heavily defaced, with strange marks written in a clumsy hand. A small door in the north wall leads to the atrium.
This end of the ballroom is filled with candlestick holders, plates, costume jewelry, other shiny odds and ends, all arranged in patterns, as if some creature has been using the room as a nest. Sifting through the objects does not appear very fruitful, as most of it is worthless junk. Given the nest's size, you decide you would rather not meet whatever it was that collected this stuff.
This is the eastern end of a large ballroom. The walls are covered with paintings and flat sculptures, once very beautiful, but now ripped and destroyed. The rents appear jagged, as if done by some kind of large tooth or claw, rather than an edged weapon. The ballroom continues to the east, and a large round doorway leads south to an entrance hall.
This small guardroom contains several sea elf skeletons wearing rotten leather armor. There is no sign of the guards' weapons, they must have been looted or stored elsewhere. A clay water jug is lying in several pieces among some broken wooden planks that may once have been a table. There is a small doorway south to some barracks, and a large round doorway to the north leads to the palace entrance hall.
This room is filled with rough wooden bunks that seem to have more or less survived the passage of time. Several more sea elf skeletons are scattered around the room. To the north is a small guard post, and a staircase leads down into the palace prison.
This small room below the barracks contains several sets of rusty handcuffs, and some chains that look like they are ready to fall apart. A staircase leads up to the guard barracks, and a narrow passage leads east to the cells.
The cell row stinks of vomit and urine. A thick layer of mold covers the walls and floor, but leaves the ceiling strangely untouched. Cells are to the north and south, and the narrow passage continues east, deeper into the jail.
A small humanoid skeleton is chained up to the south wall of this tiny, bare prison cell. A rusty metal tray contains some scuzzy water, and a pile of russet mold marks where the prisoner's food has decayed.
The entire interior of this smelly cell is covered with a deep purple mold, in some places as much as two feet deep. The mold seems to sway slightly in a non-existent wind... you almost get the feeling it is reaching toward you.
The cramped prison hallway ends here. To the north is another cell, while the door to the south is made from a finely crafted block of coral. Apparently this cell is reserved for prisoners requiring better treatment than being slapped in irons and locked away underground.
This tiny cell shows no signs of ever having an occupant. A set of shackles hang from the northern wall, and a metal feeding tray lies on the ground, but neither shows any sign of having ever been used.
This room is well-furnished, with a large bed, a sturdy wooden desk, and a large closet filled with tasteful clothing. The room shows none of the decay that is so evident in the rest of the city. A fire crackles merrily in the fireplace, apparently someone has been here recently.
The upstairs hallway ends here with a marble staircase that leads down to the palace entrance. The banisters are carved to represent dolphins leaping through the waves. An engraving of Syluvena is hung on the north wall. Oddly enough, it shows absolutely no sign of any kind of damage at all.
Several blocks from the ceiling of the north-west corner of this tiny room have collapsed downward, smashing the bed into splinters. Through the hole in the ceiling, the inner surface of the air bubble that englobes Vodalia is visible. There is the smell of rotten fish in the air, it seems to come from somewhere outside the palace.
This small chamber has been completely emptied of all furniture. The blue coral floor is heavily cracked, and bows downward in the room's center. The air is moist and smells of the damp and decay.
The hall continues to the east and west from here. There is a large wooden door lying in the corridor here, its surface is riddled with small holes, as if devoured by some kind of insect. How exactly an insect could get down into the city is not clear; perhaps there is another explanation for the holes.
This beautifully decorated room once held the ambassador from Aquallia. The finery has been stripped from the walls, and the words "Your time will come.... we will get you too" has been scrawled on the walls in a dark red-brown material that looks like dried blood. Oddly enough, the words are written in the common tongue of mankind.
A large bay window in the north side of this room over-looks the ruins of the thieves' quarter below. The once rich furniture has been smashed beyond repair; it is impossible to tell even what it once was. There is a sea elf skeleton propped up as if sitting in one corner.
This part of the hallway has been filled with shark-skin leather chairs, though most of them look too badly damaged to actually support any weight. The chairs clearly do not belong here, and the logic behind storing them here eludes you.
This small room was once a sitting room of some kind, but now the chairs have been covered by a thick gray-green mold. The air is so thick with its spores that it is hardly breathable. There is a soft "eep eep eep eep" sound in the room - it seems to be coming from the mold itself.
Several large conch horns have been smashed on the floor here. The shell chips are mixed with several twisted wires from a smashed harp that stands in one corner. There are pegs and racks for many more musical instruments, but they are nowhere to be seen.
A narrow hall runs east and west through the upper floor of the palace. The red coral floor is cracked and split along the length of the hall, but seems sturdy enough. The royal apartments lie to the east of here, and a small library is visible through an entranceway to the north.
The entire contents of this small library are strewn about the floor, many of the books have been ripped to shreds or destroyed by the water. Still others have been written over with a strange language in a clumsy hand. These particular books are stacked in haphazard piles just inside the south door.
The royal bed lies in shreds here, its mattress split open and the stuffing lying on the floor like fuzzy snow. Mixed with the mattress fluff are small shards of glass and metal, the last remaining pieces of some kind of ornamentation. There is a small walk-in closet to the south, and a mangled door leads north.
A desk made from smooth pieces of driftwood has been moved to the center of this small study. Its drawers have been ransacked and the contents scattered about the floor. The paper has mixed with a layer of slime, forming a kind of rotten carpet which squishes unpleasantly when stepped on. The floor to the north-east of the entrance is discolored by a large black ink stain; the ink bottle lies empty on the other side of the room.
This small closet is filled with a huge heap of rotting clothes, many of which look to have at one point been rather elegant. The closet door has been torn in half and leans askew against the inside wall. To the north is the royal suite.
From this vantage point in the air above, the thieves' quarter is visible below. A narrow alley runs east and west, it looks to be blocked by rubble near the eastern city wall. To the west the alley intersects Pearl Avenue, near the glittering dome of the temple of Syluvena.
A steady stream of brackish sea water flows down this narrow alley from the west, sweeping most of the debris away to the east. The air is heavy with moisture; it condenses on the buildings and rubble giving it a thick coating of slime.
This tiny shack doesn't look like the most fancy of places under the best conditions, and these are far from that. A steady trickle of sea water drips through a damp spot in the ceiling and forms a large pool here. An entire community of shellfish has taken up residency in the pool, living out their lives oblivious to the city's decline around them.
The water continues to rush east down the alley here, sweeping it clear of debris. The buildings to the north and south have completely collapsed; entry is impossible. Under the water, the street is extremely slippery. The footing is quite treacherous.
The rushing water turns here, heading north into the ruins of a house. To the east is the city wall, while the alley that formerly led to the south has been blocked by a mass of rubble. The mist in the air is so thick that it's almost like trying to breathe water.
The river ends here, as the swirling waters plunge through a hole in the floor of a small ruined house, creating a violent whirlpool. The inside of the shack has been totally destroyed by the racing water. Beneath the troubled surface, a large pile of debris has accumulated, acting as a sieve for the flowing river.
A narrow alley runs west from Pearl Avenue here, passing a block of small shacks and hovels that have collapsed. The surface of the alley is riddled with cracks and crevices, some up to three inches wide. To the east, the alley is flooded, the rushing water creating a swift flowing river that follows the alley.
Pearl Avenue runs south from the northern city gates here. The gates themselves have been buried in a pile of large blue coral fragments, it looks like it would take several weeks to clear passage. To the south Pearl Avenue continues, heading toward the temple of Syluvena and the central square of Vodalia.
Further south from here, Pearl Avenue is blocked by a huge pile of debris. The pile has an arranged look to it, as if something specifically piled the rubble to effectively block access to or from the south. The air is very humid, and reeks of rotting fish. A small marble path leads west through a garden to the glittering dome of the temple of Syluvena.
A narrow path of marble tile winds its way through a small garden to the temple of Syluvena. The temple's mother of pearl dome appears to be largely intact, though several large cracks run through its carved surface. A large statue of Syluvena, her hands raised in a blessing, lies in pieces beside the path here. The statue's face seems sorrowful, as if it is aware of what has befallen the once-beautiful city.
The marble path continues west to the temple of Syluvena and east back to Pearl Avenue. To the north and south, the remains of the temple garden lie in rotting heaps.
A huge heap of rotten vegetable matter lies here, the remains of the once beautiful temple gardens. The smell of methane is strong in the air, and every few minutes a wisp of marsh gas floats out over the heap, glowing with a weird blue light.
A dead stand of kelp is draped here, the dry and hardened strands look strangely skeletal in the dim light. There is a faint smell of methane in the air, mixed with the sharper reek of rotten fish and mold.
A thick trail of slime starts here, just inside the temple of Syluvena, and heads west into a large chamber of worship. The beautiful decorations that line the inside walls have been defaced to the point of being unrecognizable. A statue lies against the north wall, decapitated. It looks like it may have once depicted Syluvena.
The orderly rows of pews have been wrenched off the floor and lie in piles of smashed kindling. This is the main worship hall of the temple. The domed ceiling has been painted with scenes of Syluvena and her dolphins playing in the ocean waves. The paintings show some cracks where the dome has been damaged, but otherwise seem to be in good repair. The pervasive smell of rotten fish seems stronger here; it seems to come from a trail of thick bluish slime that stretches east and west down the length of the chamber.
A large trail of blue slime heads east toward the temple's eastern entrance, and west toward the altar. The smell of dead fish is overpowering; it actually hurts to breathe. The pews here are in better condition than in other parts of the room... most of them are still standing.
The trail of slime continues west past the last of the pews, toward the temple altar. A large number of sea elf bones have been piled here, many of them scratched and broken. Each breath of the reeking air makes you gag. The smell of rotten fish is so strong that it burns the mouth and throat.
This small study has been ransacked, with ripped and crumpled papers strewn all about the chamber's floor. The papers are coated with a gooey substance that smells musty, making the floor a sticky mess. A pile of coral fragments marks where a desk once stood; there is an empty ink bottle standing next to the pile of debris. A doorway leads north to a small bedroom and east to a tiny cubicle. To the west is a larger chamber.
This small cubicle seems to have served as a bed-chamber for a temple functionary. The wooden furniture is swollen and warped with moisture, and is covered with a layer of grayish slime. The faint odor of rotten fish comes from the south, and to the west is a small study.
A large crystal sphere hovers near this large chamber's ceiling, casting a dim glow over the room. The room's corners hold iron incense burners carved like dolphins. The faint scent of incense is barely detectable over the strong stench of decaying fish. An exit leads south to the main worship area of the temple, and east to a small study.
This small bedroom has been heavily damaged by several blocks of marble masonry that have fallen in from the ceiling. A large brass bed occupies one corner; its mattress is shredded but the frame is still in good condition. There is also a pile of burned clothing in the room's center, where someone has ignited some temple robes.
An ornate hall connects the main area of worship to the north with the temple kitchen to the east, and the southern entrance of the temple. The marble head of some hapless statue sits in the center of the hallway, its features cracked and ruined beyond any hope of recognition.
The floor of this simple kitchen is covered with chunks of masonry and metal pots, most twisted beyond any hope of repair. A wooden ladder leads down into the cellar, its rungs slick with a black slime that smells strangely enough, of strawberries.
This room appears to serve as some kind of spawning bed; the crates and other temple supplies have been cleared out, and the floor covered with a thick layer of sand. Large soft eggs lie in piles around the room's perimeter. From inside many can be seen the faintest hint of motion.
The southern entrance to the temple has collapsed, leaving nothing but a pile of marble fragments mixed with a glittering mother of pearl dust. The dust throws rainbow reflections all over the room. In a less threatening location, it would probably be pretty.
This appears to have once been a richly decorated bedroom, but now the silk bedcovers have been torn and covered with gray ooze. Several small glass bottles have been broken on the floor; a strong floral perfume scent rises from their fragments.
The marble altar of Syluvena has been completely defiled; it stands covered in a thick layer of dried blood and slime. Sea elf skulls adorn the altar's edge, further proof that whatever foul god is being praised here, it is definitely NOT Syluvena. The foul smell that permeates the temple is strongest here; breathing is agony. There is a small round trap door leading down into the temple vault, and rows of pews fill the main chamber to the east.
The temple treasury has long since been sacked, the small stone room is almost completely bare. The only object left is a small statuette of Syluvena resting on a shelf against the north wall. The statue sheds a warm golden radiance that defies the darkness that has engulfed Vodalia. Truly, this must be a holy relic.
Outside the eastern gate is a small dock, obviously for the benefit of travellers hailing from outside the city, as the sea elves have no need of boats. A steady stream of arriving and departing visitors mill around the area, creating much noise and confusion.
Suddenly a huge block of masonry comes crashing down from the ceiling! It slams into your body, smashing you through the floor and into a deep pit filled with water. You are trapped! Without the aid of magic, there is no way out....
The blue mist dissolves, leaving you in the new temple of Syluvena, back in Vodalia. The high priest of Vodalia takes the idol from you and smiles, "You have done a great service to us all. The recovery of this idol will do much to restore Syluvena's powers on this plane. To the east you will find our temple treasury. Please help yourself to anything inside it, it is the least we can do. Farewell, and may Syluvena guide your steps."
As you touch the holy idol, a flash of light fills your vision. The party is surrounded by a strange blue mist, which wavers and shifts even as you watch it. A faint beautiful woman's voice rings out, "Thank-you. Your aid means much to Vodalia, and myself."
A blue robed priest of Syluvena comes in and smiles at you. "Friends, I have a proposition for you. Several generations ago we were forced to flee from the original Vodalia when it was invaded by terrible creatures. There was much we were forced to leave behind, including a statuette, a holy icon of Syluvena. If you will venture through the water caverns to the south, and retrieve the idol from the treasury of the old temple of Syluvena, in the north-west corner of the ruined city, we will reward you handsomely. Thanks for your time, and may Syluvena guide your steps." With that, he turns and strides away through the temple halls.