59 rooms · levels 5–15
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The sandy trails to the east seem to come to an abrupt end here, at the base of a large peninsula. Thousands of tiny sea shells reflect the sun's rays in a brilliant ballet of light. The body of water to the north stretches out vastly, almost as far as the eye can see.
The large rock above seems to have been blocking an ancient underground river. The current is quite meager, and perhaps trickles into the Lake of Dragons. The cavern continues on to the north.
The current seems to sweep all matter downstream as it is extremely difficult to maintain traction on the algae lined cavern walls. The cavern seems to come to an abrupt end further along to the north.
The underwater river seems to come to an abrupt end here. Upon further inspection a tiny drain size hole at the bottom of the cavern seems to allow the water to drain to an outsource. Again, a large rock seems to be blocking an exit up.
A magnificent waterfall descends gracefully down from above. Tiny lizards bathe upon the rocks adorning the pool while small schools of silvery minnows dart in and out of each other. The serene setting seems perfectly natural except for a strange indentation on the underside of the waterfall.
Light abounds as the foreboding grasp of the dank forest canopy recedes. Small woodland insects scurry about the pathway as small squirrels gather their stash of nuts for the winter to come, all the while chattering incessantly. Small twigs and branches litter the pathway as it continues north giving way to a small hill.
The rampant forest brush seems to clear slightly to the north, giving rise to a small road. Although the density of the trees abates slightly, the eerie foreboding presence seems to flow right into the path ahead. The stench of death is omnipotent.
A narrow trail seems to flow from the dank forest like water down a river. Small twigs and pebbles litter the trail floor while tiny insects and rodents scurry into the brush. The trail turns sharply to the north and continues onwards.
A small trail spills out of the dark dank forest as if fleeing for its life. The path is small, with branches blocking the way every few feet. The leaves on the trees rustle in the breeze. Small animals roam to and fro, occasionally heading north, where a small hill erupts from the trail.
The forest path continues to the west. Although the dank aura has lessened, the tall foreboding trees still manage to tower above, creating a tight-knit canopy capable of rejecting all light.
The caravan trail begins its sharp ascent into the Greypeak mountains. The immense caravan, carved deeper each year as the spring runoff descends from above, make the trail almost impassible. High above hawks circle in the light clouds that seem to embrace the mountain peaks.
A large oak table takes up the majority of space in this large room. Comfortable, cushy chairs line the table, as meetings here often take longer than expected. There are no exits.
These hills are made of a brown, clay-like dirt. The path runs west into the Sunset Mountains and east toward the High Road, now just a blur in the distance. The wide open space is not terribly comfortable during the daytime hours, as there is nothing to shade one from the relentless sun.
This small trail leads south to the Forest of Tethir and north into the tall, rocky mountains of the Cloud Peaks. Both seem to look a bit dark and ominous.
This is a granite road connecting the elven kingdom of Vodalia to the kingdom of Sembia. It is long and straight. The forest around here is quite large, but, this thoroughfare is kept in excellent condition.
This is the eastern gate of Vodalia. To the east is Sharks tooth road. The gate is rather tall, and is a recent addition to the elven city. Travelers of all types come through the massive structure.
To the north lies the famous River Chionthar. Beyond the dark waters are cultivated fields and horse farms. There are quite a lot of trees here, although not enough to make a forest. To the south lie the luscious Green Fields. A small path leads north, ending at the river's margin, and south into the plains.
A small fence has been built on the west side of this road, creating a small pen for the farm animals to live in. There is a small gate in the fence and the road here takes a turn to the east. Further to the east it looks like there is a small farm house.
This area is surrounded by a small fence. There is a small gate in the eastern side of the pen. Inside the pen there are obvious signs that animals reside within it regularly; the evidence being droppings and markings in the dirt.
There is a small house immediately north of here. The road turns and runs south from the west. All around, different plants grow and make the area seem warm and friendly. The grass is luscious green and a feeling of harmony clings in the air.
This small house is the home of a busy farmer. He must live here alone as there is only one bed, only large enough to contain one person. The house is not very large and only contains the absolute necessities to keep the busy farmer alive. There is a small door in the southern wall that leads to the road outside.
This road stretches a long way before you, north and south. The road is like a straight river flowing calmly through the harmonic landscape. North of here a small farm house can be spotted while to the south nothing specific can be made out.
The High Moor is barren and dusty, it is a rocky wasteland extending in all directions. The plateau is without water. Rocks and crags are found throughout the ground. A particularly large one extends downward into darkness.
The High Moor is a desolate scrub covered plateau filled with rocky crags and blackened, salty earth. The plateau extends to the east and south, while to the west it slopes downward sharply, heading toward a distant forest.
The rocky terrain of the High Moor stands here like an obscene blister. Only scrub brush is able to survive properly, although goats and sheep can also live in these infertile lands. The Moors head in all directions, although a steep drop prevents exit north.
The sun blasted rocks of the High Moor are here. This rock covered plateau supports little other than dust and rock. A small trail heads down the plateau to the east, while the Moors extend in other directions.
The badlands that make up the high plateau of the High Moor is here in all of its glory. The sun baked terrain is rocky and treacherous making travel difficult. Scrub brush dots the land and an occasional tumbleweed roams about in the wind.
The High Moor here is a large plateau extending in most directions. It heads downward to the south toward a forest. The badlands aren't home to much. It takes a powerful will and a burning desire to live in such awful conditions.
The High Moor is here extending in all directions. The moor is a desolate, crag filled place. Rocks and boulders accompany the scrub. It is flat and desolate. These badlands aren't home to many creatures, although an occasional orc ambush has been known to happen in these parts.
The blasted rock of the High Moor extends in all directions, although a steep cliff makes travel east highly improbable. A trail winds its way south and down to a forest far away. Scrub blows when the winds come.
A forest is here. It is lush and the green foliage hangs above. The green trees are a stark contrast to the rocky plateau which lies to the east. Small birds chirp in the distance. A large castle lies to the west. It looks fairly impressive as it rises out of the forest majestically.
The High Moor lies to the north following a winding trail upwards. The rocky terrain makes travel upwards quite a challenge. Bits of greenery grow at the base of the moor. To the east can be seen a large forest.
This is an area below the great plateau known as the High Moor. A large forest lies to the north. The great moor rises above. The moor is a rocky desolate place. Almost nothing except scrub and dust lives in the sun-blasted environment.
A crude bridge runs over a small river here. The bridge connects the High Forest with the High Moor. Fish swim in the shallow waters. The bridge is little more than a few logs. One wonders why it was even put here as the Moors are supposed to be desolate.
The trail winds through treacherous terrain, avoiding the open sands of Anauroch to the east and the loose rubble of the steep slopes of the mountains to the west. A few desert rats and cacti can be seen, albeit rarely. The inhospitable lands seem to have scared all but these few animals and plants from trying to grow here. The trail leads north and south along the desert's rim. To the east, a caravan trail leads off into the dunes.
A wide, beaten path follows its course across the desert. Above the crest of the dunes to the east, a low rise can be seen, with what passes in these parts for a village at its top. To the west, a mountain range seems to float above the shimmering, blistering air of the desert.
Signs of a campfire can be seen close at hand, and the smell of roasting bison fills the air. On the open plains, it seems odd to find an unprotected camp. Still, the creatures around the fire need little protection from the denizens of the prairie. They are wemics, part human, part lion. To the north a trail seems to run east-west.
Muffled sounds can sometimes be heard, although not a single soul is there to be seen. The unforgiving sun and the scorching wind coming from the arid expanses of the desert make the trek miserable, if not at all unbearable. From time to time vole and lizard tracks can be made out on the protected side of the dunes. The trail continues along the fringe of Anauroch leading north and south seemingly to nowhere in particular.
A large circle of rocks marks a flat area covered in fine sand. Nailed to a dry branch stuck upright in the sandy soil is a weathered sign barely readable. The trail leads north and south leaving dry grasslands to the west and drier still sand dunes to the east.
The trail follows a direct path east-west across the northern reaches of Pelleor's Prairie. A herd of bison can be seen in the distance -- a safe distance, luckily -- grazing peacefully. Camel trees can be seen occasionally, breaking the monotony of the plains.
The prairie extends indefinitely to the south, with little else to show for it other than a sea of grass. This deceptive impression is quickly changed as one looks closer at the surroundings. A number of shrubs, trees and other exotic plants abound. Here, trumpet-shaped, yellow flowers indicate the presence of bison-gourd. To the west, the vegetation begins to change in color and quantity. The trail goes on to the east across the grasslands.
The ground is soft and mushy on this stretch, and the sound of waterfowl can be heard to the west. The trees in that direction seem lush and green, a stark contrast to the drier land to the east. The thick smell of a marsh fills the air.
Low but rocky hills dominate the scenery close to the Sunset Mountains to the southwest. Few signs of vegetation can be seen, as fauna and flora struggle against the harsh, barren soil and the dryness brought by the winds blowing from the north. The foothills climb higher and closer to the peaks to the south, while to the north Anauroch's vast expanses lie.
The forest thins as it grows upward into the mountains. The evergreens dot the mountain side. The trail goes gently upward the mountain.
The path leads north higher into the mountains. The forest south is lush and thick and green. Wagon ruts and tracks litter the path. The evergreens spot the mountain side.
A faint trail leads north into the desert, or south to more hospitable land. The sound of a bird calling is heard in the distance. Some small bushes grow here.
The grass that covers the path is kept nicely trim and neat. The grass just barely covers the edge of the path. The flowers and mosses grow in defined patterns along side the path. The trees loom overhead and allow just the slightest touch of sunlight to drift in. To the south is a road and the path continues north.
The woods become more dark and dank towards the east. The Neverwinter Woods lie back to the west. The ground gets rather soft and moist along here and the trees become darkened and deformed. The smells of decay and mold are quite strong in this part of the woods.
The woods are hard to move through due to the thickness of the plants. Signs of travel are evident and by following the path one can move through the area. The base of the trees shows sign of decay as the roots become moist and the ground softens. The trees are more twisted and deformed in the part of the woods.
The trees are draped with dew coated webbing. There are many decaying remains stuck in the branches of the webbed covered trees. Crickets, rats beetles, cats, dogs, and even humanoids dissolve and decay in the branches.
Leading out from tall underbrush to the west, this small path winds its way through the trees and thick shrubs. Birds fly from tree to tree above, while small animals scurry about searching for food. To the south the forest seems to clear a bit, leaving an open area of dark, green grass and small shrubbery.
A caravan trail leads north and south. To the north are the sandy dunes of the perilous Anauroch Desert, full of the deadly perils of legend. A skeleton to the side of the trail gives mute testament to the dangers that lie that way. To the south is a more rocky area. Small sand fleas skip across the ground. Bits of dead plants and sand blow in the wind.
The Wastelands of Thar spread open to the south as far as the eye can see. To the east, snow capped peaks can be seen, and to the west, the Dragonspine Mountains can just be noticed. A trail leads off to the north.
This is a straight and narrow path, running through a grassy meadow and then heading further south towards the Wastelands of Thar. To the north, the trail gradually approaches a sharp series of mountains, and probably heads either into it or through some pass, though neither is visible from the great distance that landmark is from here. A calm breeze blows in from the south and west, warming the area a bit. A couple of birds chatter to each other over the rustling of the grass, but there appears to be little sign of hostility.