Denarma (Armande)

98 rooms · levels 20–35

Western Entrance to Demarna

This is a small dirt road. To the east is a small village nestled into some rolling hills. The buildings appear to be haphazardly made, and seem to be formed chaotically. The road heads east and west. Many shops and curious places can be found in Demarna and the tinker gnomes are known for exceedingly powerful and chaotic machines.

Denarma Main Street

This small cobblestone path is the main street in the gnomish community of Denarma. There are two large shops one to the north, and one to the south. Oslokick's Outfitters are to the north. To the south, is a shop with a large pot on the sign. Strange and somewhat unpleasant smells emanate from this building.

Main Street in Denarma

This small cobblestone path heads east and west through the busy streets of Denarma. Occasionally, one can hear explosions coming from a strange building from the south east. To the east and west the cobblestone path continues, to the south is a structure with the symbol of an open palm on the door. Very nasty smells emanate from the building to the south.

Main Street in Denarma

This is a cobblestone path heading east and west through the gnomish town of Denarma. The buildings here are built in a chaotic way and appear to just randomly stack upon each other. Ladders and stairways provide entrance to some of these domiciles. Sounds boom from a building to the south east of here.

The Fountain in the Center of Denarma

This is the main street of Denarma. The cobblestone path heads east and west through the city. There is a small white building that can be seen far to the east. To the north is the Grey Fox Inn. The inn is well known for its fine lodgings. It has a small sign on the side of the door, and a large fountain filled with clean sparkling water bubbles here. The fountain has good water for drinking.

Main Street in Denarma

This is the main street of Denarma. The cobblestone path heads east and south from here as it bends around a large white building. The white building to the east has a large painted sign with the symbol of healing. The hospital to the east serves the town well as the guild of warriors lies to the north and to the south a bit lies the tinkers guild. Both provide the healers of the hospice with much work.

Main Street in Denarma

This is the main street of Denarma. The street bends to the north and east here, around a large white building. To the south is the world famous Gnomish Tinker's Guild. It is said that they have invented many strange and wondrous objects, most of which serve no purpose whatsoever. Some of them, however, have merit.

Main Street in Denarma

The main street of Denarma continues east and west from here. The side of a large building is visible to the north, and to the south is the old mail drop, closed since the tinkers' letter launcher went the way of the pigeons. There is much activity here as gnomes come in and out going about their daily chores.

Main Street in Denarma

The cobblestone street here is pretty plain. The path bends around a large white building to the north-west. Several houses stand about here, oddly, most of the stone buildings have blast marks on them as if something really hot hit them. The homes here are still standing, however. The path heads north and west.

Main Street in Denarma

This is the main street of Denarma. To the east a path runs through a large gate to the east. A large shop sells gnomish weapons and armor. A cobblestone path runs south because a large white building blocks the way west.

Eastern Entrance to Denarma

This is a dirt path. To the west lies the entrance of the gnomish town of Denarma. It is famed for its wondrous tinkers who have made many startling, if overly complex, inventions. The sounds of explosions echo across the village from time to time. The locals don't worry about them, but visitors often do.

The Grey Fox Inn

This is the not so renowned Grey Fox Inn. This area of the inn is filled with many rooms suitable for renting for a night or longer. The innkeeper is known for her fairness, and for her positive outlook. The rooms are comfortable and clean. They are known for being warm in the winter and cool in the summer. The smell of smoke comes from the north, to the south is a cobblestone street.

The Great Casino

Part of the reason that this Inn is so popular is that gambling is legal here. There are several tables to gamble at on many strange and different games. The room itself is smoky and unpleasant. The gambling hall is run by the local thieves guild, which is located directly above, up a small flight of stairs.

The Thieves Guild

This is the headquarters of the guild of thieves. The thieves guild makes most of its income from the gambling that takes place down stairs. The thieves here are very accomplished, however, and can make the best uses of their talents. This gigantic room takes up the entire top floor of this inn. It has many, many rooms and many places to practice one's art.

The Infirmary

This is a large room filled with beds. Sick and injured gnomes are always coming and leaving this building. The guildmaster here is both healer and teacher. He will teach what he knows to those who are able. The room is lit with a strange contraption which hangs above the room. It has many gears and glows brightly. It is probably a gnomish creation. The main street of Denarma is to the west.

Entry to the Combat Den

This is the training hall of the Warriors guild. The guildmaster, teaches those in the way of the warrior. The room itself contains strange devices. Gnomes often use the devices to help improve their skills with certain weapons. Other than the devices the room itself is bare. A passage heads out to the south, and to the north is a large combat ring. Below are the training grounds of the gnomes. The training grounds are a great place for newbies to gain some experience.

Combat Ring

This is a combat ring. The gnomes fight here and sometimes they gamble amongst themselves to see who might be the winner. The room has benches surrounding it so that onlookers may watch. The benches aren't used very much though as onlookers typically stand to watch the fights.

Secretaries Den

This is a spacious room with several small chairs seated along the walls. A rather large and imposing desk dominates the south wall. The desk is made of oak and is covered with various papers and arcane devices. The paintings on the wall are quite fine and must have been painted by a master. Two passages extend from here. The first to the east leads to the sorcery guild chamber. The mages guild chamber is to the west.

The Mystic Arms

This is the entrance to the mystic arms. The mystic arms is the place where gnomish mages ply their trade. Here they can learn spells from either of the two guildmasters who frequent the place. Denarma can be found to the north.

The Guild of Sorcery

Gnomish sorcerers are masters of meditation and contemplation. This huge room is empty save for a comfortable rug. It is upon this surface that gnomish mages meditate upon the principles of spellcasting. The rug is plush and exudes heat somehow. A large door provides egress from this spartan room.

The Guild of Magic

This large room has an ornate pentagram inscribed upon a large red rug. The room is mostly barren, yet is quite large. Several strange machines sit in various places in the room. It seems as though the gnomes of this place practice magic upon these devices. One can exit the room to the east.

Entrance to the Tinkers Guild

This is the entry hall to the Tinkers Guild. The tinkers guild is extremely large and chaotic. Machines hum and whirr everywhere in strange ways. The machines perform a variety of functions most of them mysterious. A doorway leads back out into the town, and a door allows one to travel deeper into the guild.

Within the Tinkers Guild

This is the main hall of the Tinkers guild. Gnomes scurry in and out working on this creation or that creation. There are several holes in the ceiling, obviously caused by explosions from various mechanical devices gone horribly awry. A large door with the words entry to the challenge bars the way to the east. The current guildmaster of the tinkers is in an office to the south, while his assistant works in a large shop to the west.

Entrance to the Master Tinker's Demesne

This is the entrance to the master tinkers' domain. The room is empty save for a small platform in a closet to the south. Blast marks cover the walls. They are probably the remains of interlopers who have been dealt with by Nixon. There is a small statement next to the entrance to the closet to the south.

The Elevator

This is a small platform within a shaft. It is plunging downward deep into the ground. Eventually it shall reach its destination and probably throw you most uncomfortably out of the room. A constant grinding sound can be heard and it might make one wonder whether the elevator is completely safe.

Guildmaster's Office

This extremely cluttered office contains many blueprints and schematics of various machines the gnomes have or are planning to build. The guildmaster, being who he is, is actually successful a good bit of the time, as long as the machine he is building isn't TOO complex. This is obvious because there are a wide array of well designed, but smallish machines sitting around his desk. What they do remains a mystery.

Oslokick's General Outdoor Outfitters

This is a small disorganized shop filled with all sorts of strange and useful equipment. Most of it is standard fare, yet the tinkers may have had their say with some of it. The various equipment that Oslokick has is scattered around the shop. Oslokick appears to be doing quite well.

Food Store

This is the shop of Ordaliax. The room smells funny. A strange machine sits in the back of the room. At the top of the machine is a large canister filled with fresh meat and vegetables. The machine is called a hothelper. It turns perfectly good raw meat and vegetables into a steaming mass of unappetizing plop. One can purchase some plop from the Ordaliax.

Weaponry and Armor Shoppe

This is the weapon and armory of Denarma. This shop has a wide array of gnomish weapons and armor. Gnome craftsmen are excellent at what they do, and although their wares are not as fine as the elves, nor as solid as the dwarves, they are made of unusual materials and thus provide excellent protection as armor. Gnomes have never had a problem injuring the enemy or each other.

Tinker's Workshop Area

This is a combination foundry and forge which produces the gears, pulleys, levers, cranks, sprockets, cogs and other assorted machine parts to the Tinkers. The machines do seem to work erratically as there is a large pile of parts that are placed haphazardly in a bucket nearby. Several strange inventions are in various stages of development. Most of these are quite eerie to look at. A large table has an enormous blueprint upon it the likes of which are incomprehensible to any but a tinker gnome.

The Old Mail Drop

This was once the gnome mail drop, home of the tinkers guild's famous Mechanical Letter Launcher. It was guaranteed to be swift and certain, and it was: swift into the ceiling and certainly into the street. A scorched patch above some empty brackets marks where the glowing message board used to hang. The room is spartan and bare, and the guild insists the launcher was retired, not banned.

The Elevator

This is a small platform within a shaft. It is flying upward rather swiftly. Eventually it shall reach its destination and probably throw you most uncomfortably out of the room. A constant grinding sound can be heard and it might make one wonder whether the elevator is completely safe.

Entry to the Clockworks

This is a very, very strange area. Gears and pulleys grind away along the walls making a constant brushing sound. The gears don't appear to do anything really, except grind away. This is obviously the insides of some incredible machine. An elevator can take one to the north and a gear covered passage heads south.

The Metal Bridge

This is a metal bridge overlooking a huge pit of lava. Below, the flames shooting up from the lava are so hot it is difficult to see if anything is really going down there. The bridge connects a passage to the north, with a passage to the south. There is a clanking sound coming from nearby somewhere. This room is very hot, but not unbearably so.

Corridors

This is a large windy stone corridor. Unlike natural caverns, the rock here is bone dry and the relative continuity of the passage suggests that it isn't natural by any means. A large glowing door is to the south. The words Grandmaster's Chamber are emblazoned upon it. A smallish ladder heads both up and down.

Anteroom of the Grandmaster

These are plush living quarters, all of it gnome sized. There is a nicely decorated bed. It is immaculately clean as if it hasn't been slept in in quite some time, dust covers its surface. There is also a large wooden table. It also appears to have not been used in some time. A stairwell winds its way up to a door, and there is a door to the north.

Top of Ladder

This is the top of a long ladder heading down into darkness. The floors here are made of a grid of intertwining metal. There appears to be empty darkness below, but one can't tell because the floor isn't removable. A passageway heads due east and the ladder heads downwards.

The Great Divided Passage

This is a fork in the truest sense of the word. A long passage heads in all directions, north, south, east and west. The passages are dark and don't appear to be lit with anything. The stone walls are cool to the touch. The halls are hardly silent. Eerie noises abound and come in and out from all sides.

Strange Halls

This is a strange corridor. Not strange in appearance, because it looks like a plain stone corridor in every respect, but strange in sense. Sounds echo weirdly in this corridor and distort oddly. When you speak it is as if the sound is being modified somehow before it leaves your mouth. There is a metal door cut into the side of the hallway to the south, and the passage heads east and west.

Strange Corridor

The halls here are strange. Sounds echo weirdly in these halls, and since the passages are never silent the sounds get distorted even more. The passage is merely made of stone. It travels from east to west and is quite dark.

Hall of Failures

This is a grey stone corridor heading north and south in the dark stone halls that make up these halls. This passage is cold and dark. To the east is a large stone door. It is marked with a sign that says, "DANGER. KEEP OUT!" The door is made of stone. Sounds echo through these halls.

Hall of Failures

There is a large pit in the center of the room. It is circular and quite wide. It looks like one could enter it, if one had the desire to. Other than the pit there is little in this corridor. The blackness in the pit is impenetrable. The passage heads north and south.

Hall of Failures

This is a bare stone hallway. It is quite dark and unlit. The walls of this passage carry sound very well, even the tiniest whisper seems to be amplified here. Thus the passages echo with strange and unusual sounds. The corridor heads north and south. To the west is a door. It is unadorned.

Hall of Failures

This is the end of a stone passage. A spiral staircase heads upwards to a trapdoor in the ceiling. The trapdoor is unadorned save for a handle with which it can be lifted. The stone passages here carry sound quite well, but they are quite dark and create a very ominous feel.

Metal Corridor

This is a metal encased corridor. Steel surrounds the hallway. The steel appears to not have a trace of erosion. It also appears to be untouched by bolt or nut, as if the hallway itself were forged. The steel hallway is lit with wall sconces on the eastern wall. The passage heads north to an intersection and south.

Wrought Iron Hallway

This is a corridor made completely of steel. The steel is unmarked, and untouched by rust or corrosion of any kind. Great roars can be heard from time to time, and occasionally one can hear thunderclaps and other strange noises. A dark black door is on the western wall. The corridor heads north and south.

Iron Corridor

This is a steel corridor which heads north and south. The passage is completely straight and doesn't bend. Sounds can be heard if one listens very carefully.

End of the Iron Corridor

The end of the iron corridor is here. It ends at a featureless iron wall to the south. The eastern wall, however, is not so featureless. A bright red door is barring the way. The door itself is unadorned other than the bright red paint covering it. The passage heads north.

Corridor of Strangeness

The halls here are strange. Sounds echo weirdly in these halls, and since the passages are never silent the sounds get distorted strangely. A foul stench comes from the south through a door. The passage heads east and west.

End of the Strange Corridor

This is a corridor which ends at a stairwell heading up. The corridor is made of stone and the walls and floors are immaculately clean. There isn't a trace of dust here. Above there is a small room, while to the west is the rest of the weirdly echoing corridor.

Trapdoor Room

This is a laboratory much like many of the other ones that are present within this facility. Strange contraptions can be found in varying degrees all over the place. A very large trapdoor lies above, and a small stairwell heads downwards into darkness.

The Fixit Room

This room is strange and plain. It is a small, stone room. Broken pieces of mangled machinery just cover the floor. The pieces of the machinery seem to come from all shapes and sizes of machines. The room itself lacks adornment of any kind, save for the door with the huge lock to the west.

Scratched Walls

This is the bottom of a large pit. The walls here have indentations, as if something has kept trying to climb its way out of the pit. Bits of broken janitors are here. Perhaps they fell in and couldn't take the fall. Directly above, there appears to be a dark passage continuing in the halls of failure.

Dirt Covered Room

This is a room whose bottom is filled with dirt. The flowers and other bushes growing there aren't in good shape. Many of them are wilting and dying. The vegetation is cut really short intentionally. Who or what is capable of doing such a thing has both penalties and benefits.

The Master Failure

This is an office that has been sacked. The desk that would be in here has been destroyed, burnt to a cinder as is much of the room. Something must have exploded in here to do that. Even fireballs do not cause the destruction of this magnitude.

Tawnos's Coffin

This square room holds little. It is barely large enough for 3 people to fit in. The walls of the room are padded with large quilted sides. The floor is carpeted with a plush, soft rug. The only exit and entrance from this room is the trapdoor below. Other than the padding this small closet like room contains not a thing.

Ashnod's Transmogrant

This room is furnished with a very large vat. It is filled with an evil-looking, foul smelling, rancid substance. Pipes head down from the vat into the floor below. This liquid is obviously used for some purpose, what purpose that is, remains to be seen. There is a door to the north.

Mishra's Workshop

This is a small workshop. A small forge is here along with several strange machines. Tools cover the walls and they come in a wide variety of shapes and sizes. Tables are here and they are covered with masses of metal parts.

Disposal

This room smells. It doesn't smell in the good way either. A large pit is here. Inside the pit is what looks like a river of lava. Bits of refuse surround the pit. Above the pit is the end of a large pipe, occasionally bits of debris fall from the pipe to be incinerated in the lava below. Other than the pit the room is unadorned save for a black door to the east.

Broom Closet

Brooms! This room must contain about a zillion brooms of all shapes and sizes. They cover the floor in a chaotic disarray. This room is dark, it is obvious that lighting a fire in here would probably be a bad idea. A door is to the west.

Gnomish Training Warrens

This is the gnomish training warrens, where beginning warriors and adventurers come to test their skills. The creatures here tend to be weakened and sickly. Still occasionally they get lucky and can kill. Above is the entrance and a passage heads west.

Gnomish Training Warrens

This is a hallway in the gnomish training warrens. The passage heads east and west. The halls are cut from earth and are supported by large beams.

Gnomish Training Warrens

The warrens split here and one can either head north, south or east. The earthen walls make for an eerie domain. It would probably be best to continue along the path here and kill what you are capable of.

Gnomish Training Warrens

This is a dead end. The path heads south out of here. The walls are made of dirt and supported by wooden beams. Blood can be seen staining the floor in places here.

Gnomish Training Warrens

This is a dirt passageway heading north and east. There are a set of scratch marks in the wall here. Whatever did that must have really sharp claws which might be capable of rending flesh and bone.

Gnomish Training Warrens

This is a nest in the warrens. Piles of refuse make this area stink. A small passage heads west through the warrens. Bits of bone can be found on the floor here.

Master's Specialty Store

This is where the finest inventions of the masters are sold to those who wish to buy them. It is said that these items are fit for the masters themselves. Here they can be bought for a rather exorbitant fee. The items are displayed in a glassteel display case. What the proceeds are used to pay for remains a mystery. The exit from this wondrous shop can be found to the north.

Hidden Chamber

This room is bare. It is a small steel room which has enough space for perhaps five people. That's odd. There are shackles against one of the walls. An iron ball and chain lies unused upon the floor. This room appears to be some sort of cell. One can exit the cell through the door to the south.

Bottom of Ladder

This is the bottom of a very large ladder that heads upward into darkness above. The ladder ends at the end of a stone corridor. The corridor is obviously unnatural due to the precise precision of the walls and the unnatural smoothness of the floor. The corridor is wide enough to allow quite a large number of people through it. The corridor continues to the north.

Master's Chamber

These chambers look like they've been lived in. There is a large desk with an enormous blueprint upon it. The machine that is depicted is truly immense in proportions, although the blueprint itself is incomprehensible. Behind the desk is a chair, and there is also a small bed on the side of the room. A shuttered lantern provides light. A door leads east into a hallway. A large rug lies here on the floor.

Corridor of Granite

This stone corridor appears to be perfectly sliced from granite walls. The walls, floors, and ceiling are perfectly smooth, together they form this most unnatural passageway. To the east is an iron door that seems somewhat out of place in the granite halls. It has a shiny brass doorknob on it.

Passages in Granite

This wide passageway is wide enough, and tall enough, for several large people. The passageway is beyond clean, and lacks any trace of dust, or dirt of any kind. The walls, and floor have been polished smooth by something. This passage extends to the east and to the south.

Golem Guardians

This room is bare save for two marble pedestals sitting evenly in the center of the room. The pedestals are square and are about a half-giant sized in length and width. The pedestals are made of polished marble and are quite plain.

Granite Corridor

A perfectly clean and immaculate square corridor is what would not quite be completely accurate as a description because it wouldn't include the door to the north. A large metal door sticks out from the granite corridor. The passage here is quite large. The door has a shiny silver knob.

The Granite Run

This is a perfectly smooth, square corridor heading south and west. The passage is large enough to hold several people, and large objects can pass through this way. The corridor is without a trace of dirt. It is cleaner than the plates at most inns.

Woodcutter's Room

This room is littered with bits of broken and cut pieces of wood. A fine layer of sawdust covers the entire place and the air is thick with the stuff. Several rough logs are stacked under a chute which comes from somewhere above. In another corner of the room are neatly cut planks, and other nicely cut fine wooden objects.

Granite Passageway

This corridor is made completely of smooth, unblemished granite. The passage extends north and south. To the east is a large metal door. The door has a tiny gold knob set relatively low. The passage is wide enough for several people.

Granite Turn

This is a passageway in granite. The walls, floor, and ceiling are all cut completely smooth and the space is square. The passage is large enough for several people. It extends both to the north and to the west.

Stairway in Granite

This is the end of a large granite corridor. A set of iron stairs is embedded into a large hole in the floor here. Below, one gets the impression that there is some sort of vast chamber, yet, most of the space has been filled. Breeze sometimes blows up from the hole. The walls here are smooth except for a bump in the northern wall. The passage extends to the east.

The Foundry

This room is HOT. A rather large quantity of lava rolls down the western wall into a trough. Which feeds a large, strange looking machine. The machine is enormous in size. It has many gears, whistles, belts cogs and other strange components. At the other end of the machine is a tray. Iron plates are being slowly placed on the tray by the machine. A stone door can be found to the east.

Office

This office is a mess. There is a large desk covered in random groupings of scrolls. The room is lit from a large lamp which hangs from the ceiling by a large chain suspended upon a metal hook. In the corner of the room is a small plant. Behind the desk is a spartan wooden chair. It doesn't look comfortable at all. There is a large lever on the northern wall.

Glowing Green Room of Metal

This room is completely made of metal, save for the door south which is made of wood. A large and scary-looking instrument is here. On one end of the machine is a large tray, upon which are a set of metal plates. In the other bin there appears to be a pile of bolts and nuts. When one plate goes into the machine, the machine whirrs, and then it spits out a single nut, or bolt. The room contains mostly this one machine.

Ashnod's Altar

This room contains an eerie looking piece of work. A large and mysterious slab is here. Above which is a confusing array of pieces. The slab has straps which look like they can be used to hold down those who do not wish to be there. The machine has many pointy, sharp and pokey things coming out of it. It looks very scary.

The Gear Chamber

This chamber is filled with rotating gears of all kinds. Cogs move rotate and connect to some massive machinery. A large crank is turning here causing the whole system to rotate. The machinery must provide some sort of movement of something. Other than the great cogs, the room is pretty much barren.

Chamber of the Matrix

This room is perfectly spherical. The stone walls rise above and below and form a perfect sphere, even the doorway to the west incorporates the perfection of this geometrical shape. The walls and floors are polished completely smooth. The room itself is empty. It contains not even the tiniest trace of objects, or even dust.

Stairway of Metal

This is a solid metal staircase leading up into darkness above. To the north appears to be some sort of metal corridor. The floor of this place is made of some sort of thick metal weave. Directly below is some sort of massive construction. This can be seen through the weave. It is difficult to determine what is being built there. Strange sounds echo through these metallic corridors.

Iron Mesh Corridor

This is a small corridor above some sort of huge construction. The mesh grating in the floor shows that something is going on below, but it is difficult to see exactly what. The passageway continues to the north and west, to the east and south are metal doors. The eastern door, is marked with a moon, while the southern door is marked with the symbol of a clock.

Iron Mesh Corridor

This is a corridor with a stone, wall to the east, and a metallic wall to the west. The floor is made up of a fine mesh weave of metal. The floor is very strong. Below it can be seen some sort of large construction. A continual light orb embedded into the metal wall provides ambient light. The passage heads north and south.

Iron Mesh Corridor

This is a corridor with a mesh of iron as the floor. Through the mesh, one can see a massive construction. The walls of the corridor are made of stone, except for a metallic piece which this corridor bends around. A large wooden door is built into the eastern wall and the passage heads south and west.

Iron Mesh Corridor

This is an iron corridor heading east and west. To the south is a small stairwell. The floor of the corridor is covered with a thin grating. Below the grating is some enormous construction. It is quite large, whatever is being built down there. The passageway is lit with continual light orbs which provide a dull glare.

Iron Mesh Corner

This is an iron mesh corridor extending between a square metal room to the south-east and a large stone shaft whose walls are on the northern and western side. Below, through the mesh, one can see some sort of massive construction. Orbs glowing along the north and west wall provide a small amount of ambient light. Strange unnatural sounds can be heard occasionally through the passages. A large wooden door is embedded in the northern wall.

Iron Mesh Corridor

This is an iron corridor extending both north and south. Actually only half of it is iron. The western wall is made of stone and has a large wooden door embedded within it. The passage floor is made of iron mesh. Below can be seen some sort of construction.

Iron Mesh Corner

This is a corridor heading north and east around a pair of metal walls. The floor is made of iron mesh and below one can see some sort of construction. The western wall is made of stone, while the southern one, has a large wooden door in it. The passage is lit with a green orb embedded in the ceiling.

Iron Mesh Corridor

This is a corridor that seems to be suspended in mid air in a huge underground vault. The floor is made of an iron mesh weave. Below the floor one can see lights and some sort of massive construction taking place. The passageway is lit with continual light orbs along the northern metal wall. To the east and west the passageway continues.

Mesh Iron Stairwell

This is the top of a metal staircase heading down into darkness. The room here is pretty barren. The floor is made of mesh iron. The walls are stone, however, as if the floor was constructed in a huge underground vault. To the north is a passageway.

Guardian's Chamber

This is a plain room with a metal door to the west and a large metal staircase heading upward. The door itself is made of steel. The floor is made of an interlocking metal weave. It is very strange. Lighting the room are continual light orbs placed at regular intervals. The light that they cast is of the ugly glaring variety, and brings out the worst features of everyone. Save for the stairway, and the door, the room is empty.

The Vast Chamber

This monstrously large chamber reaches upward to a large domed ceiling. Catwalks can be seen overhead. This chamber appears to have been used for some sort of construction. Several large towers are nearby with arms that are capable of fixing things high up. Tools of all shapes and sizes litter the ground here. The room is lit with numerous continual light orbs, and there are very few, if any shadows around. It seems like a fairly safe environment to work. Whatever was constructed here must have been big. Really big.

Urza's Artifact Room

This is the chamber of the grandmaster of all tinkers. The chambers are huge and comfortable. Strange, unique and ominous devices sit about the room haphazardly. In the center of the room is a glowing sphere. Three circular rings rotate around the sphere in various ways. When they align the sphere lights up bathing the room in an eerie blue light. It looks scary. A stairwell door is down.