Shadows of the City (Ash)

168 rooms · levels 30–53

Forest Clearing

This quiet glen of trees offers enough shade to provide comfort from the sun. The trees also grow far enough apart so as not to arouse any feelings of claustrophobia. Birds chirp freely back and forth, and off in the distance a wolf howls.

In an Alley

A narrow alley leaves Port Mir's dark streets to the west and runs south between sun-baked brick walls. This was once a street for merchants: derelict carts, faded signs and empty shops still line it. A dilapidated shop stands to the east, its windows smoked over.

Abandoned Shop

This old derelict building looks as though it was once a clothing store. Old shirts, now filthy rags, cover the display set up next to the smoked-over windows. It appears as though someone has made this abandoned building their home. Looking further, one can see that the dust on the floor is disturbed in places, and even notice a small bedroll stored amidst the refuse.

In an Alley

Here a short dead end splits off to the west between two abandoned shops, dark and dangerous-looking. A derelict cart leans against the wall, a reminder of days long past. The alley runs north toward Port Mir and on to the south.

Dead End

The alley passes between two empty shops then ends against a large brick and mortar wall. The walls here have been desecrated by the many ruffians and degenerates which every society seems to produce. Shadows seem to cling to every corner and pile of refuse in sight.

In an Alley

The sun-baked bricks of the walls here are cracked and broken, and the old graffiti on them is hard to make out. An abandoned jeweler's shop is locked up to the east. The alley runs north, and south a long way between blank walls.

Abandoned Shop

This building is relatively free of any detritus littering its floors. The former shopkeeper must've taken great care in packing his wares before moving on to his next shop. From the few signs that remain on the walls, one can gather that this was once a jeweler's shop. Small pictures of rubies and other gemstones adorn the walls. Beneath a large, glass display case, an old brochure betrays the old owner as Stephan Brilliance, a jeweler from Sembia. There is a large pile of cloth in one corner.

In an Alley

After its long run south between blank walls, the alley takes two paths again: a dead end cloaked in shadow to the south, and the last stretch of street running east. A few vagrants wander back and forth, while others sleep in the broken carts that were left behind. The way back is north.

Dead End

The shadows in this alley are so thick one could imagine cutting through it with a knife. Darkened figures rest themselves within the shade, eyeing you as eagerly as a starving madman would eye a four-course meal. Always in the corner of your eye, you swear you sense someone moving towards you.

Dead End

The street ends abruptly at a large brick wall. To the south, a small shop left long ago still shows its colorful awning over the door; its windows have been smoked over to discourage vagrants, but through the clear patches the display racks can be seen intact. Beside the wall, a rusted iron grate is set into the cobbles. The alley runs back west.

Abandoned Shop

Once inside, the smell of stale bread is overwhelming. Judging from the old display racks and the baking equipment to the rear of the building, one can quickly assume this was a bakery. On the floor are also the makings of a vagrant's home: a bedroll, a small candle, and a lice-covered pillow.

Spiral Staircase

A tiny iron staircase spirals below the abandoned jewelry store to land in a small room. From looking around the room, one would gather that this once served as a hiding place for the jeweler. A tilted sconce lights the room's contents, which consist mainly of stale bread and rotted cloth.

Nondescript Room

This small room contains an even smaller man who sits behind a tiny desk writing with a little pen. A small sign hangs on the front of the desk, with miniature letters upon it. An undersized door holds the southern wall in place. A small sign hangs in the shadows.

Foyer

This large room contains an enormous man who stands in front of the southern door, which is rather spacious as well. A small door leads to the north, and in to a tiny room. The giant man is obviously guarding the southern door.

Foyer

This is a small room that allows one to catch his breath before venturing south into the common room. The carpet is a deep blue, and the walls are rose-hued. The sound of much merry-making drifts in from the southern room. A small sign is posted here.

The Common Room

This is the north-west corner of the common room. A few quiet tables have been set here for the patrons wishing to conduct business in a quieter area of the room. The serving girls and pleasure queens visit this corner less often than the other three, allowing the patrons their semblance of privacy.

The Common Room

Long tables have been set here to accommodate the bigger groups that visit. Patrons wander about, socializing amongst themselves. A few even nod their recognition your way. The northern wall plays host to a myriad of decorations, most of which are probably priceless.

The Common Room

This is a massive room that seems to serve as a tavern for the guildmembers. A thick, blue carpet covers the area from wall to wall, and the ceiling and walls have been painted a rose color. Large tapestries adorn the walls, along with smaller pictures and such. A few wanderers even stop to look at the walls, as though mesmerized by the beauty of the work.

The Common Room

Long tables have been set here to accommodate the bigger groups that visit. Patrons wander about, socializing amongst themselves. A few even nod their recognition your way. The northern wall plays host to a myriad of decorations, most of which are probably priceless.

The Common Room

This is the north-east corner of the common room. Several round tables are set about here, and a few are playing host to a card game or two. A stool rests in the very corner for a bard to sit upon while earning his keep. And the music he plays is somehow (magically?) amplified to fill the entire room, while never being too loud.

The Common Room

Several patrons sit at tables in this area speaking to one another in whispers. The servers are careful not to appear interested in their conversations as they bring the drinks to the table. One of the tables nearby is covered with dagger-scars made by bored patrons. At least they left the wall alone.

The Common Room

This part of the common room hosts a large game table. Quite a few patrons gamble with one another at dice, while the majority of them seem to be watching a poker game. The central bar is close to the southwest.

The Common Room

Very few tables are in this part of the room, in order to allow new arrivals easy access to the central bar. The serving girls hurry back and forth between patrons and the bar, which is just south of here, trying to make their tips a little bigger. Soft music fills the air as the minstrel in the northeast corner plays for the crowd.

The Common Room

Several round tables sit in this section of the room, playing host to various people. Several of the patrons sit at one of the larger tables, trading stories of adventure. The other patrons seem more intent on keeping their conversations whispered. The barmaids make their rounds often through here, heading back to the southeast bar.

The Common Room

A few booths have been set up along the western wall. Between two of the booths hangs a large wood carving. Few customers inhabit this area, probably preferring the tables to the booths for defensive reasons.

The Common Room

Very few tables are in this area to leave a clear path from the eastern bar to the door to your west. A sign on the door reads 'Ladies', and you can assume as to what lays behind it. Every so often a patroness will stagger by and walk through the door, reinforcing this assumption.

The Common Room

The tables in this area have been placed to allow traffic to walk through easily on their way back and forth from the bar to the ladies' restroom. There are quite a few patrons in this area, most of them male. It doesn't take long to notice their gazes follow the ladies walking towards the western door.

Name Your Poison

Here, in the center of the room, stands a large, central bar. It's set up with large, open windows in each of the cardinal directions to allow the barkeep, Centail, access to all the business at once. Above each window is a large, black sign with green lettering which identifies the bar as 'Name Your Poison'. Centail and his assistants hurry to fill the mugs of the waiting customers and the serving girls alike.

The Common Room

The tables in this area have been placed to allow traffic to walk through easily on their way back and forth from the bar to the men's restroom. There are quite a few patrons in this area, most of them female. It doesn't take long to notice their gazes follow the gentlemen walking towards the eastern door.

The Common Room

There are a few booths in this area, allowing the customers to sit along the wall. The booths are spaced to allow easy access to a door in the eastern wall, labeled 'Lords'. Very few of the booths are occupied, as most of the patrons seem to prefer sitting at the available tables.

The Common Room

A lot of the tables in this section of the room are occupied by the loud and obnoxious types. As the serving girls bring the massive amounts of ale to this area, they are almost always rewarded with the congratulatory smack on the backside and the not-so-hidden innuendoes of the rowdy crowd. This wall, like all the others, is decorated with a beautiful piece of art.

The Common Room

The tables in this section are spaced more widely than in other parts of the room. After watching for a moment, the reason is apparent. The patrons in this section are loud and burly, attempting to pick a fight with whoever makes eye contact with them. The tables are spaced so as to allow the patrons, and servers, room to walk between them without getting in range of physical contact.

The Common Room

This area is not as crowded with tables as the others. Across the deep-blue rug, a dark green carpet has been laid to lead from the central bar to the southern doorway. A few patrons wander back and forth between tables, recruiting others for their gambling games, or simply chatting about whatever it is they chat about.

The Common Room

There are no drinking tables in this area, save for the smaller tables that stand next to the gaming tables that reside here. The gaming tables consist of a black felt surface with six holes in the corners and sides. Several balls of varying colors lie upon it, and the players seem to hit one of them, a white one, with a long stick, trying to knock the other balls into the holes. Several bets are being placed by the spectators.

The Common Room

Several people crowd this area, and you're quick to see why. Five dartboards hang on the western wall, and all of them are in use. The crowd is obviously waiting for their turn at the game, while finding the time to gamble on the winners of the current game.

The Common Room

This part of the room is very crowded with gamers as well as spectators. Dartboards line the walls, and a few tables have been set up to serve for quick card games. The gambling is heavy, and several times you see huge sacks of coins change hands.

The Common Room

This area of the room is not as heavily crowded as the nearer gaming areas. Tables full of card players sit about, while none of them seem to be a heavy betting game. The serving girls only seem to come this way when beckoned. The southern wall hosts the usual piece of artwork.

The Common Room

A dark green carpet leads from a door to the south straight to the large central bar. Very few tables rest in this area, as the traffic through the door would be impeded. Every so often a patron leaves or a newcomer arrives through the door, which leads further into the guild.

The Common Room

The crowd in this area is loud and vulgar as they all look toward the eastern stage. The serving girls are quick to deliver their drinks and flee back to the bar before getting the obligatory pat on the rear or catcall. All things said, the crowd is really quite harmless, albeit a bit obnoxious. No drinks seem to be spilled, and the wall and tables have been left unscathed.

The Common Room

A large stage has been built in the corner of the room. Tables crowd as close as possible to allow the patrons a better view of the act on stage. The current act happens to be an eastern dance number, as three females move seductively to the music in their skimpy outfits.

Tight Hallway

This small hallway leads between the Common Room and what the guild calls the Walk of Fences. The thick green carpet seems to absorb the sounds of your feet as you walk. A bulletin board hangs on the eastern wall, with the latest news of the guild activities.

Walk of Fences

An intersection in the hallways marks the Walk of Fences. To the east and west of here, several merchants have set up a very profitable business of buying stolen goods of almost every type, and either reselling them to other members, or exporting them to regions that will not recognize them for what they are, ill-gotten goods.

Walk of Fences

A black carpet silently leads down the Walk of Fences. To the south of here is the office belonging to Kerklan, the magic merchant. Further west is Kellman's office.

Kerklan's Fence

This office hosts Kerklan, the magic merchant. Kerklan is famous within the guild for his knack for dealing in wands, staves, and the like, and even more so for his knack of finding buyers for them.

Walk of Fences

The western branch of the Walk of Fences ends just outside of Kellman's office. To the east of here, the other fences await a sale, and the main hallway to the rest of the guild also waits.

Kellman's Fence

Kellman has set up office here. Kellman's specialty is a little more odd than most fences, as he tends to deal more in the mundane items such as ornamental sconces, grails, and other common household objects.

Walk of Fences

This part of the Walk is just outside of Harlen's office. Further east is Lander's office, while west of here is the main hallway of the guild. One thing that is somewhat odd about the Walk of Fences is that there are no decorations on the walls, as there are elsewhere in the guild.

Harlen's Fence

You step into Harlen's office and instantly know that you are dealing with an expert in weapons. Ornamental sabers and rapiers lie upon his desk, and even a suit of finely decorated plate mail sits behind his desk.

Walk of Fences

The Walk ends its eastern journey here, just outside of Lander's office. Further west, the other fences hold their offices, and the main hallway leads back into the heart of the guild.

Lander's Fence

Lander's office is full of fine clothing and minor treasures. There is also a small figure of a wolf on his desk. Lander is rumored to be the resident expert on magical figurines, even more so than Kerklan.

Tight Hallway

This tight hallway leads north and south, to the common room and the guild's heart respectively. Far to the south is a larger chamber, with a shrouded figure standing in the center of it.

Bathroom

You stand in the ladies' bathroom. It is immaculately clean and sparkling. One or two of the serving girls have stepped in here to take a quick breather before returning to their shift.

Sewage

Waist-deep in filth, one begins to question the intelligence of climbing down here. Several objects float by, none of which warrant description. Every so often, the water ripples and swirls as something moves beneath the surface, something alive.

Bathroom

This is the men's bathroom. Surprisingly enough, the walls are free from the mindless drivel of testosterone-induced madness. The toilets are also spotless, although some moron left the seat down.

Dark Passage

A small dark hallway leads east and west, to a small chamber and to the bathroom, respectively. The walls are covered with a giant mural to make the hallway appear to lead into a giant wolf's mouth.

Secret Chamber

This small chamber is where you find the mindless drivel of testosterone-induced madness covering the walls. A small table with three chairs sits in the center of the room, forming a private table which no waitress will disturb.

Tight Hallway

The thick green carpet leads north to the common room, and south to the inner parts of the guild. A few members meander through the halls, on their way to wherever they're heading. None of them meet your gaze.

Hallway

A large mural is painted on the wall in this wider section of the hallway. The obvious directions to travel from here are north, towards the common room, or south towards a small, cozy room. A few sconces are mounted on the wall to light the way.

Large Hallway

Two sconces sputter quietly as they escort the hallway on its southern trip. The green carpet continues on into the cozy room, in which you can make out a lone figure standing in the center of the room.

Cozy Room

Various bean bags and divans are scattered in this room. Their bright and gay colors combine with the deep green carpet to prove very relaxing. You notice numerous members sprawled out on some of the bean bags asleep or close to sleeping.

Cozy Room

The smell of incense and opium is thick in the air as a few members roam about this room with pipes in hand. To the east and west, furniture has been set up to accommodate those who would relax here. Just to the south, a lone figure sits.

Cozy Room

Various bean bags and divans are scattered in this room. Their bright and gay colors combine with the deep green carpet to prove very relaxing. You notice numerous members sprawled out on some of the bean bags asleep or close to sleeping.

Cozy Room

Very few people wander about here. Most tend to stay toward the northern and southern sides of the room. A section of the carpet here has been replaced with a tapestry of a large wolf's face, with a bloody dagger in its mouth. A hallway breaks off to the east, leading to a door further down. To the west, a man rests by himself. The other ways are to resting spots in the room.

Cozy Room

Various bean bags and divans are scattered in this room. Their bright and gay colors combine with the deep green carpet to prove very relaxing. You notice numerous members sprawled out on some of the bean bags asleep or close to sleeping.

Cozy Room

A small hallway leads off to the south towards a door marked 'Stairs'. Many of the roaming members seem to walk in that direction, and passing conversations would indicate that the quarters are that way as well. To the north, a silent figure waits alone.

Cozy Room

Various bean bags and divans are scattered in this room. Their bright and gay colors combine with the deep green carpet to prove very relaxing. You notice numerous members sprawled out on some of the bean bags asleep or close to sleeping.

Cozy Room

A small hallway runs west towards a door. No furniture is set up in this area to allow easy access for foot traffic to walk through. To the east, a lone figure sits in silence. The north and south offer a nice place to sit back and put your feet up.

Center of the Cozy Room

A tall figure in a black sits in the center of the room awaiting recruits and long-time members alike to come and learn from him. A large golden chandelier hangs from the ceiling here with numerous lights burning upon it. The light plays tricks with the incense smoke in the air, making ominous shapes appear to form out of thin air.

Cozy Room

This cozy hallway ends against a stone wall. Within the wall is set an oaken door upon which is carved 'Captain's Quarters'. Sconces sputter and burn as they light this corridor. The only other route besides the western door seems to be back into the cozy room to the east.

Dark Hallway

The stone walls escort a deep-red carpet on its western journey. With not much room between the walls, one would guess that this hallway is designed to keep people in single file. The hallway ends in a large room to the west.

Captain's Quarters

This is a fairly large room. The thick carpet is a deep red, and the stones of the walls have been enchanted somehow to scintillate through all the colors of the spectrum. A large desk has been set in the center of the room with a comfortable-looking chair set behind it. A small onyx perch has been set just behind the desk and off to the right. A large bookshelf rests against the western wall, full of ancient works beyond worth. Two sconces rest on the northern and southern wall, but are purely ornamental as plenty of light is provided by the very stones themselves.

Gloomy Passage

The walls of this passage seem ancient. Deep green moss grows within the cracks between the stones, and every few feet a hideous gargoyle has been carved into the wall. Sconces are placed every twenty feet or so, which casts eerie shadows on the walls. The dancing of the flames almost makes them look alive.

Gloomy Passage

Moss-covered gargoyles line the wall of this damp and gloomy passage. Sconces burn every twenty feet or so, giving a little light, as well as ghostly shadows. The eyes of the grotesque statues seem to watch you as you walk, and you can almost swear that the shadows are moving unnaturally.

Shady Hall

The hallway turns suddenly, and in doing so, makes for a transition in style. The southern route is lined with gargoyles and sparse lighting, while to the east is better lighting and an apparent lack of gargoyles. The shadows on the walls to the east are strange, mainly because there is nothing to cast them. Perhaps something is around the next turn.

Shady Hall

The hallway turns north and west here. West of here is a southern turn lined by gargoyles and moss. To the north, however, is a strange sight indeed. A scarlet carpet leads to a door, much further north, and there are no torches to produce light, but the hallway is lit as well as the noonday sun. The strangest sight, though, is the shadows on the wall. There is nothing to cast these shadows, yet they exist.

Shady Hall

The crimson carpet beneath your feet is soft and thick. Walking along, your footsteps make no sound. The shadows on the walls dance and writhe along with you, almost escorting you down the hallway. It almost seems as though they were living creatures.

End of Shady Hall

The hallway ends here, with a small oaken door set in the western wall. The dancing shadows that have escorted you this far have suddenly stopped their dancing, and stand as if watching, or waiting. One shadow stands apart from the rest, a tall female in a flowing cloak. Looking closer, you recognize the shadow as being Cimmerian, the sorceress.

Dark Room

This is a most peculiar room. The walls are completely black, as if painted in shadow. They seem to pulsate, and grow apart from the wall. There is no sound, and no light, other than your own. It's almost as if you have stepped inside a shadow, and are looking out. One thing is certain... you are not alone.

Cozy Room

This cozy hallway ends against a stone wall. Within the wall is set an oaken door upon which is carved 'Captain's Quarters'. Sconces sputter and burn as they light this corridor. The only other route besides the eastern door seems to be back into the cozy room to the west.

Dark Hallway

A thick fur rug muffles your passing as you walk down this passage. The walls are decorated with several oil paintings, one of which catches your eye. The name of the portrait is "Narbondel on the Black Morn." It shows a massive stone column in the center of a dark-elf city. On top of the pillar is a small wolf, its head thrown back in a mournful howl.

Captain's Quarters

This small office has obviously been decorated by someone with a knack for setting a depressing mood. The walls are adorned with velvet curtains of a deep blue color. The carpet is a gloomy red. Two chairs and a large desk are all carved from black obsidian. The top of the desk is immaculately clean, with the exception of a letter that has not been put away yet. The only decoration on the walls, besides the blue curtains, is a large wolf's head that hangs on the southern wall.

The Obsidian Passage

Behind the loose fang, a passage of smooth black obsidian leads east. No sound carries here, not even one's own breathing, and the polished walls throw back warped reflections that are not quite one's own. The Wolf's office is to the west.

The Hall of Mirrors

The obsidian walls are polished to mirrors here, and the reflections multiply into a hundred dim passages running off in every direction. Only the one ahead, to the east, is real; the others are glass. None of the reflections show you. The way back is west.

The End of the Obsidian Passage

The mirrored passage ends here. In the black glass of the south wall, a door can just be made out, its edges catching the light. The reflections crowd close around it, as though waiting. The passage leads back west.

Dark Room

The walls of this room are covered in brightly colored tapestries. The air is fresh, and doesn't smell of decay, and no corpses or bones decorate the floor. Despite the apparent safety of this room, you can sense that Death visits here often.

Cozy Room

This cozy hallway ends against a stone wall. Within the wall is set an oaken door upon which is carved "Members' Quarters". Sconces sputter and burn as they light this corridor. The only other route besides the southern door seems to be back into the cozy room to the north.

Top of Spiral Staircase

This is the landing of a large iron staircase that spirals down into the earth around a great stone column. The railing is overly ornate, with all sorts of sculptures melded into it, and the steps are surprisingly silent underfoot. The smell of opium smoke and fine wine drifts in through the door to the north.

Base of Spiral Staircase

The spiral staircase ends here, and climbs back up around its stone column to the main level of the guild and its common rooms. A small oaken door to the south leads to the training halls and the members' quarters.

Small Hallway

This small hallway travels eastward toward a rather noisy area. You can see several members roaming between what appear to be cubicles further east. Of course, the northern door is the only other exit, and it leads back to the upper level of the guild.

Small Hallway

A loud commotion comes from the eastern hallway. Looking east, one can see the massive hallway is full of people wandering back and forth through several open areas off to the north and south. You recall hearing a member upstairs talking about the Hall of Learning. This must be it.

Hall of Learning

The Hall of Learning runs east and west, crowded with tutors and students. Here the lessons are Purse Snatching to the north, Back Stabbing to the south. From the number of teachers, anything a thief would ever need to know must be taught somewhere along this hall.

Purse Snatching

This room is rather large, with a very animate crowd in front of what looks like a fruit stand. It becomes clear that this is a marketplace simulation, with two trainees trying to pick the pocket of a few patrons, who are obviously the instructors.

Back Stabbing

This chamber has been set up to resemble an alleyway. A lone figure slowly strolls from one side of the room to the other. A younger trainee waits behind a barrel for the other to pass, and then leaps out with a spring-bladed knife in his hand to stab the stroller in the back. The teacher then walks up and corrects the trainee's tactic, pointing at a more vulnerable spot along the spine.

Hall of Learning

The Hall of Learning runs east and west, crowded with tutors and students. Here the lessons are Trap Running to the north, the Stalker's shadowy chamber to the south. From the number of teachers, anything a thief would ever need to know must be taught somewhere along this hall.

Trap Running

Several small tables have been set up in this room. A small device lies on each one, and a trainee is assigned to each one. One by one, the tutor walks up and mutters something to the student. The student will fiddle with the device, in the hopes of opening it. The current tinker happens to be sprayed with water, amidst the laughter of his fellows. The tutor then shows the student how to disarm the trap properly.

Shadowy Chamber

This room is much darker than the others. At first, the room appears empty except for an older gentleman standing at the center of the room. As your eyes adjust, you notice small forms hidden in the shadows, some of them even stalking around behind their instructor.

Hall of Learning

The Hall of Learning runs east and west, crowded with tutors and students. Here the lessons are the Arms Master's chamber to the north, Jazikiel's dojo to the south. From the number of teachers, anything a thief would ever need to know must be taught somewhere along this hall.

The Arms Master's Chamber

As you enter this chamber, the first thing you notice is two men fighting in the center of the room with two weapons each. They dodge and parry almost in perfect harmony with one another, although one seems to be losing the fight due to the numerous bruises on his legs. Eventually, the bruised one bows and steps down to allow another student to try his luck.

Jazikiel's Dojo

This room is obviously an arena. A large platform has been set up, and a man stands upon it doing some demonstration with bricks and boards. His assistants haul a huge block of ice up to the platform and steady it for their master. With the speed of lightning, the man leaps at the ice with his foot raised. A fraction of a second later, the ice is shattered and the spectators are clapping wildly.

Hall of Learning

The Hall of Learning runs east and west, crowded with tutors and students. Here the lessons are Appraising to the north, Lock Picking to the south. From the number of teachers, anything a thief would ever need to know must be taught somewhere along this hall.

Appraising

A large circular table sits in the center of this room, with several items upon it. A few students are closely inspecting each item, then writing something on a small piece of parchment. Upon evaluating each one, they carry their parchment to the tutor, who then speaks with them over the value of each item, and explains the finer details of them.

Lock Picking

Several chests sit in this room, each one held by a student who is trying his best to pick its lock. The tutor walks around, giving advice, and showing a few new lock-picking tools that would help even more.

Hall of Learning

The Hall of Learning runs east and west, crowded with tutors and students. Here the lessons are the Serpent's Fang to the north, Brawling to the south. From the number of teachers, anything a thief would ever need to know must be taught somewhere along this hall.

The Serpent's Fang

This room looks oddly like an apothecary's shop. Several vials of liquid line the far wall, and in front of that wall is a tall figure. He is giving some sort of lecture on the various toxins and their effects. He also speaks of the importance of safety when handling them.

Brawling

A large sandpit has been built in this room. In the center, two figures are wrestling with one another. After watching for a few minutes, one realizes that the purpose of this demonstration is to show some of the more underhanded tactics that could be used in some situations.

Hall of Learning

The Hall of Learning runs east and west, crowded with tutors and students. Here the lessons are a classroom to the north, a break room to the south. From the number of teachers, anything a thief would ever need to know must be taught somewhere along this hall.

Classroom

This chamber is set up like a typical classroom. A large desk rests in front of several smaller desks. At the moment, this room is empty. Obviously this class has already ended for the day.

Break Room

This is obviously a lounge. Several fluffy couches line the walls, while a desk or two sits in the middle of the room. A few members loaf about, taking a break from their training.

Small Hallway

This tight hallway leaves the Hall of Learning to the west. Just ahead to the east is a junction, where a passage turns south to the members' quarters and the hallway runs on east toward the temple and a door at the far end.

Junction in the Hallway

The hallway forms a T-intersection here, with the southern branch leading off to what looks like the members' quarters. You see several members within, talking and playing cards. The hallway continues east and west.

Tight Passage

This large hallway connects the main artery of the guild to the members' quarters. The sound of laughter echoes from the southern chambers. It seems that some of the members are having fun.

Tight Passage

There comes a time in every thief's life when he must duck into the shadows while the world gets over his wrongdoing. The southern quarters were fashioned to make that stay in the shade seem more like a vacation. Several thieves can be seen from here, lounging about and laughing amongst themselves.

The Quarters, North End

This long hallway serves as a lounge and recreation room for the less fortunate bandits whose names are known in the aboveground world. There are couches and tables set up, many of which are currently occupied. The doors to the actual quarters line the eastern and western walls.

A Member's Room

This room is immaculately clean. Two jackets hang neatly in the closet, along with one pair of pants. A spotless pair of boots sits just beneath them on the closet floor. The desk is bare, except a small inkwell that rests on the corner. Aside from these things, there is nothing else in the room.

A Member's Room

This room is kept fairly neat, with the only exception being scattered papers on the desk. The closet is orderly, with all of its contents in their places. The bed is made, with the sheets turned down. A closer look at the papers on the desk reveals them to be news clippings that detail a recent burglary.

The Quarters, by the Newspapers

A large table rests here, in the middle of the room. The surface is littered with newspapers, most of which seem to have been cut apart. A few members are ruffling through them, looking to see if they've "made the papers" and then remove the trophy if they have.

A Member's Room

This room is rather messy. A pile of clothes, dirty ones at that, is heaped at the foot of the unmade bed. The closet hosts a few unfolded and quite wrinkled clothes, which are sloppily hung on their hangers.

A Member's Room

This room seems to have no current occupant. The closet as well as the desk, are barren. The bed sheets are clean and unwrinkled, and have even gathered a small film of dust, indicating this room hasn't been used in awhile.

The Quarters, by the Card Tables

Two large couches face each other here, with a small table between them. A few people sit here, using the table to play their card games, while the spectators constantly try to give clues as to what each player has in their hand.

A Member's Room

The walls of this room have been painted a dark green, with a mural of a forest on the far wall. It seems that this room has been given to a more permanent member. The closet is full of clothes and the desk has several knick-knacks on it.

A Member's Room

The bed that would normally be in this room has been removed in order to make room for a hammock that looks much more comfortable. The floor is immaculately clean, and so are the desk and dresser. A large flag hangs on the western wall, depicting a skull and crossbones on a black background.

The Quarters, by the Small Bar

A small bar has been set against the eastern wall. Several people sit on stools, whispering over a small meal. There is no bartender, however, so this must just be a place for members to eat together outside of the Common Room upstairs.

A Member's Room

This room seems to have no current occupant. The closet as well as the desk, are barren. The bed sheets are clean and unwrinkled, and have even gathered a small film of dust, indicating this room hasn't been used in awhile.

A Member's Room

The occupant of this room has built a loft for himself that arches over his desk. On the desk is laid a single sheet of paper which outlines how much gold has been earned in the past month. At the bottom of the page is a large box labeled "Gold Due to Guild." This box is currently blank.

The Quarters, by the Planning Table

Two large couches face each other here, with a small table between them. Two players sit at this table, both studying a blueprint of a rather large house. Every few seconds, one will bend over to write a small note on the paper.

A Member's Room

"Chaos" is the first word that pops into your head as you see this room. The sheets have been pulled from the bed and thrown on the floor. The mattress has been ripped open, and the stuffing is scattered all over. The drawers of the desk have been pulled out and left in disarray in a corner. On the far wall is tacked a small, neatly penned, note.

A Member's Room

This room seems to have no current occupant. The closet as well as the desk, are barren. The bed sheets are clean and unwrinkled, and have even gathered a small film of dust, indicating this room hasn't been used in awhile.

The Quarters, South End

The large common area comes to a small hallway leading south. No furniture adorns this section, keeping people from lounging about. At the end of the southern hallways is a large oaken door.

A Member's Room

This room seems to have no current occupant. The closet as well as the desk, are barren. The bed sheets are clean and unwrinkled, and have even gathered a small film of dust, indicating this room hasn't been used in awhile.

A Member's Room

The walls of this room have been painted over with a mural of a forest scene. The floor has been carpeted with a thick green matting and the ceiling has been painted black with several white dots to simulate the night sky. A single hammock has been set between two of the painted trees. No other furniture is in this room.

Hallway

This tight hallway connects the common area and the office of the Quartermaster. A single chair rests against a wall, close to the large oaken door which leads to his office. The chair looks most uncomfortable.

QuarterMaster's Chambers

The Quartermaster is directly in charge of the guild's members. From the size of this office, one would guess the position pays quite well. An enormous oaken desk rests in the center of the room. Behind it is a large chair with velvet lining. Two chairs, identical to that one, sit on the opposite side of the desk. Several trophies hang from the walls, ranging from a large rack of antlers to the head of a black dragon.

Tight Passage

Footsteps echo off the walls of this long hallway. The sound is quite disturbing by itself. Coupled with the fact that no other figures can be seen walking makes the echo even more unnerving. The Hall of Learning is close to the west. Further east are two intersections and what looks like a door at the very end.

Tight Passage

The hallway branches north here, leading to a small door labeled "Temple." Further east is another intersection and a large iron door at the far end of the passage.

Dark Hallway

A small wooden door stands here with a brass sign mounted upon it. Engraved on the sign is the word "Temple." To the south is a long hallway from which the echoes of footfalls emanates.

Temple

The walls of this room are painted a deep purple color. Several curtains, midnight blue, hang from ceiling to floor. The central curtain bears the sigil of Nightfall, the Lord of Shadows. The smell of incense drifts through the air, and several hushed prayers float within the smoke.

Temple Infirmary

Two small statues of a cloaked figure face each other from across the room. Five cots have been set in this room, with small tables beside each. This small infirmary also houses an oaken chest of drawers, within which are most likely several tools of surgery.

Temple

Several pews have been set in this room, all facing a small statue of a cloaked figure. Four candles provide little light for the room, and the shadows dance eerily against the walls.

Altar Room

The walls of this room are covered entirely by deep blue curtains. A dark purple carpet travels between several rows of pews to a large altar. Looking out from behind the altar is an obsidian statue of a god, who could be none other than Nightfall. Two braziers provide enough light to cast unusual shadows throughout the room.

Hall of Whispers

The hallway stretches on in an east-west direction. The path is lit by several sconces, all of which burn with an unusually dim light. Unusual also, is the fact that low whispers seem to emanate from the walls. Nothing coherent can be heard, however. A large oaken door is set in the southern wall.

Hall of Whispers

The hallway continues on, carpeted with a deep red rug. The hall grows darker at the eastern end. The whispering from the walls can now be made out into individual voices, though no actual words can be understood.

Hall of Whispers

The hallway ends here, at a shadowy oaken door. The walls continuously produce their tranquil murmurs. Oddly enough, the sound is deafening despite the fact that the volume never raises above a whisper.

Entrance Room

This small foyer to the Guildmistress' Office is occupied only by a small padded chair, a beautiful end table, and two tapestries. The tapestries are identical, both of an enormous black wolf with glowing red eyes.

Guildmaster's Office

This room is extremely large. A thick burgundy carpet covers the floor and beautiful artwork adorns every wall. A large desk, carved from some black mineral, sits in the center of the room. Five padded chairs sit on the western side of the desk. Opposite those, is one large chair, covered in a deep blue velvet. Sconces hang on every wall, but seem to be purely ornamental. The main source of light in this room is the ceiling, upon which a permanent light spell seems to have been cast.

Secret Office

This small chamber serves as a retreat for the Guildmistress. A small desk is set against one wall with an inkwell and quill sitting atop it. Four sconces hang on all four walls, providing ample light for her work.

Secret Chamber

This room is a more comfortable retreat, and also shows some of the Guildmistress' personality. The carpet is a deep blue, and several chairs sit about in the room. A small, onyx bust is set on the southern wall. And tapestries, all of wolves, hang from the walls.

Luxurious Bedchamber

This is the bedchamber of Misery, Guildmistress of the Children of Dusk. It is the stereotypical girl's room, with a stereotypical mess. The only unusual aspect of the room, however, is that the western wall is transparent. Obviously meant for observers to watch guild meetings unnoticed.

Dark Hallway

Stone walls accompany a deep crimson rug down this hallway. Looking south, the hall appears to end suddenly, without reason. The only other exit would be through the door to the north.

Dead-End

The hallway ends abruptly here. No furniture has been placed here, and nothing decorates the walls. Well, nothing except a solitary sconce along the eastern wall.

Sloping Hallway

This hallway is more like a cavern. The walls, ceiling, and floor are all natural, uncut stone. Two torches hang on the northern and southern walls, sending light a little ways down the eastern tunnel. From somewhere, the echo of water dripping can be heard.

Sloping Tunnel

This tunnel of natural stone leads east and west. The echoes of dripping water reverberate off the walls, along with the constant echo of footsteps. Toward the east the tunnel grows darker and begins to climb.

Dark Tunnel

The light from the west barely reaches this far. Here the tunnel turns upward, a rough slope of wet rock climbing into total blackness. Somewhere above, water drips into a pool.

The Top of the Slope

The rock slope from the guild's lower level comes out here into a long tunnel running west under the guild. The darkness is thick, and the walls are painted with dancing shadows that seem to have a life of their own. The slope leads back down.

The Eastern Dark Tunnel

The tunnel runs east and west, its walls alive with hundreds of frolicking shadows. They play in almost mocking gestures, to the song of distant water dripping into a pool. Something moves among them that is not a shadow.

The Windy Fork

A side passage opens to the south here, and a cool wind blows out of it, though it seems to lead nowhere. The shadows on the walls sway with the draft. The long tunnel runs east and west.

The Wind's Dead End

The passage ends against a large granite wall. The shadows dance madly against it, as though they sense something about to happen, and a cool wind brushes the skin. How wind can come from a dead end is a mystery. The tunnel is back to the north.

A Guardsman's Tunnel

Bootprints go back and forth in the mud here, again and again: a city guard has been walking these tunnels in circles, hunting for a way out. The tunnel runs east and west.

The Middle Dark Tunnel

The tunnel runs east and west. A narrow passage leads north from here toward a door. The shadows writhe along the walls, and the echo of dripping water never stops.

Behind the Captain's Door

The tunnel ends at a plain wooden door in the north wall, the back way into the guild's cozy hallway beyond. The shadows seem reluctant to come any closer to it. The tunnel leads back south.

Below the Grate

A shaft runs north from the tunnel here toward a faint grey light, and a strong wind whips down it from the city above. The long tunnel runs east and west.

A Lost Guildsman's Tunnel

Scraps of a torn map and the stub of a burned-out candle lie on the floor here; someone has been lost in these tunnels a long time. The tunnel runs east and west.

The Western End of the Tunnels

The long tunnel ends here and turns north into a narrow passage. Shadows crowd the corner, and the echo of the dripping water is loudest here. The tunnel runs back east.

Below Cimmerian's Quarters

This narrow passage ends against a wall of fitted stone, the back of a sconce set into it from the other side. There is no way through from here. The passage leads south into the dark tunnels.

The Way Out

A strong wind whips down from a rusted iron grate overhead, and a faint daylight falls through it. Rough handholds are cut into the wall below it: this is a way up into the alleys of the city. Behind a hinged panel in the north wall lies the Wolf's office; the tunnel runs back south.

A Room of Shadows

One word can describe this room - dark. The walls have been painted black, and shine, as though made of obsidian. In each of the four corners, a red wax candle burns continuously, releasing a sulfurous smell. The carpet is a deep blue, the color of midnight. A large, oaken desk rests against the northern wall, perfectly centered between the candles. Along the southern wall, a large four-poster bed with pitch-black sheets is neatly made. The candles flicker causing the shadows to dance in eerie, almost erotic, motions.

A Small House Built in a Treetop

Ash has built a small cozy treehouse in his forest. The whole room smells like the cedar lumber he used to create it. In the four corners of the room, green candles burn eternally, creating a romantic ambience for when Ash is entertaining guests. The sounds of the forest outside creep through the windows.

Moonlit Clearing

This small clearing is encircled by tall cedar trees. A warm breeze blows through, rustling the leaves of several small aspens. A full moon sheds its light on the soft grass, as a band of crickets play their wonderful sonnet in the distance. Far away, a lone wolf howls a serenade to his mate.

A Dark and Scary Forest

A sliver of the moon hangs in the sky above the trees. The trees, withered and naked, sway gently in the icy breeze. Several howls can be heard from all directions, along with other sounds that are not recognizable. Several pairs of gleaming green eyes stare at you from the shadows. Nothing good can come of this.