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AD&D Net Worlds

Realms of the Net

V3-URL
Volume 1, Number 2 June/July 1999

Feature - The Beast of Malar - Buildings
Get the Maps! 129kb

Buildings For "The Beast of Malar"

The Riders' Barracks

Map 19kb

The barracks of the Riders of Mistledale are situated on the edge of town. This gives them easy access when in a hurry to get out of town. The complex comprises of two main buildings with three stables for their horses. The biggest building is the actual barracks itself, which is the building on the top right of the map. This is the house of the Riders of Mistledale. It contains a temple to Chauntea, a training room, a meeting room for the Riders, their armory, a granary (in case of a bad winter there will be some food stocked for the town) and finally the sleeping quarters for the Riders.

The next building is the prison on the top left of the map and it is the second biggest building on it. The prison comprises of two stories, the first is the ground floor, with the second being a dungeon level underneath it. The first level consists of an office type room where suspects are booked in and where the main jailer is most of the day. This is the first room seen when entering the prison. The only other door leading out of it is on the northern end of the room. This door leads into a hallway with stairs straight ahead to the North and a corridor to the West. This corridor has three prison cells on the north side of it. These are used as holding cells for people who are either awaiting trial or are drunk. The two doors on the south side of it along with the one around the corner are the sleeping quarters of the prison guards. The stairs lead down to the dungeon layer of the prison are located here. You will first enter the dungeon layer into a corridor. This hallway continues onwards north and then turns left, or go south where it leads into a large chamber where the main prison cells are. In this chamber there is a passage leading off to the West and then northward, and this one joins up with the other one that leads from the stairs north. They form together and turn west where a special cell is maintained for the worst and most serious prisoners. Here there is also a guard sitting at a desk so as to keep watch on the cell. This is the cell that the PCs are held in when they are arrested and brought to prison.

1. Stables
An important building of note is the three stables where the Riders keep their horses. They are large enough to hold about eight horses each with some space left over. They currently hold 7 horses, but in times of need could hold around sixteen each. This is a one story, wooden structure with a small compartment at the back where the food for the horses is kept.

2. Chapel to Chauntea
This room is one of the biggest rooms in the barracks and is also one of the most important. It is the place where the Riders of Mistledale and their paladin members can pay tribute to their god. For this reason the shrine is considered a very sacred spot and only members of the Riders of Mistledale can enter without special permission. The room has a 12 ft tall statue of Chauntea at the pointed portion of the room. The rest of the room has rows of benches where the Riders may pray to Chauntea or just relax in prayer. There is a simple red velvet curtain separating the hallway from the shrine, also closing it's view from outside eyes.

3. Training Room
This room is what its name implies. Put simply, it is a training room in which the Riders perfect their fighting skills and improve their stamina. This room is full of the latest training equipment and access is only allowed to the Riders, town officials or guests of the Riders.

4. Meeting Room
The meeting room is like a small version of the one reserved for use by the town council. But this one is only for the upper rank members of the Riders. Even the town officials may not enter. The room is long but not wide. Running down the center of it is a massive pine table with matching seats. The Riders only use this room when an important matter comes up or a crisis is in store for the Dale.

5. Lounge
This room is a leisure room reserved for the Riders when they are not on duty. The room holds a large oaken table with chairs to match and a sizeable book collection on the north side of the wall. The smell of tobacco has been known to roll out of the room and down the corridor on numerous occasions.

6. Sleeping Quarters
These rooms are where the Riders stationed in the barracks sleep. The rooms hold two Riders each, and while a bit cramped they are comfortable. Around a third of the members of the Riders of Mistledale sleep in the barracks, with the rest either being off in other parts of the Dale or sleeping in their own houses. The only member of the Riders that is obliged to always stay in the barracks is the commander. These rooms all look very different, as they all depend on the personal style of the individual, so a variety of styles are in each room.

7. Commander's Quarters
The commander of the Riders of Mistledale is a member of their ranks that has been elected to govern them by the council of Mistledale. The current commander is being held captive. A cult member has taken his place.

8. Treasury
The treasury is the storehouse for all of the Riders' gold. Most of the income is the money that they are given by the council. It is important to their existence because without this funding they would be nothing. As you would then guess some Riders guard the room at all times.

9. Granary
This room holds the emergency grain supplies that the Dale stores in case of an emergency. They are guarded by the Riders like the treasury, because if a famine hit the Dale and something happened to the grain supplies, Mistledale would be crippled. This is how the town's folk are being poisoned. Carts of food arrive for the town here, where the cult is then able to slowly add poison to the supplies.

10. Guard Post
The guard posts are only put into place in areas of extreme security and there are only two places on the map where they are. This is in the dungeon level of the prison and next to the treasury and granary. They consist of a lone guard (Rider). Whose job is to watch over the area he is assigned.

11. Guards Quarters
These are the sleeping quarters of the guards and are very different from room to room, depending on the individuals that live in them. The only main objects that remain a feature in each room are two beds, a table and chairs. The Riders try to be as generous as they can to their members so they try to put men of the same age in with each other.

12. Holding Cells
These cells are used for holding people that are either drunk and caused a fight, are on trial, or committed a minor offence. They are fairly empty with only a straw bed in one corner and a small wooden table in the other corner. The Riders aren't very particular about the guarding of these cells as the people usually in them are only there for minor offences and wouldn't try to escape.

13. Prison Cells
The prison cells are like the holding cells in design but are facilitated for longer stays by major offending criminals. They are not in great use and never have been but you will find the occasional straggler in one or two of them. There are currently two cells in use, when the PCs enter the town, holding Willie Jhonsom and Fher Ygerlun. Willie used to be the town leather worker but in a fit of rage he smashed his wife's skull in. He is serving a lifetime sentence for it and will never see the light of day again. He has gone quite mad since his imprisonment. Fher is a passing adventurer from the Deep South of Faerun; he is in prison for the next twenty years for robbing High Councilor Heresk's premises. He claims that he was framed of theft and plans numerous attempts to escape, much to the guard's humor.

14. PCs' Cell
This cell is like the other ones but has a few slight differences. These being: it is personally guarded and a bit bigger. It is reserved for only the worst criminals that the Dale has. It has not been in use for a number of years. This is where the PCs are held when they are captured. The reason for this is because it is closed off from the other rooms on the dungeon level, making it easy to watch.

15. Waiting Room
This is the first room that you enter when you go into the prison building and is the only room that leads out of the prison. This is also the room where people are investigated and where the head guards office is. The room isn't that big with the only furniture being a desk in the top left hand corner of the room and a chair on either side of it.

The White Hart Inn

This is the Inn that the PCs will be staying at for most of the adventure. It is one of the central locations in the adventure. Holfast Harpenshield normally runs the Inn but his 'cousin' has come in to run the place for him because he had to leave on important family business. In reality Sverlor Shielden is not the cousin of Holfast Harpenshield, but an expert assassin/infiltrator in the service of the Cult of Blood. He kidnapped Holfast Harpenshield and the Cult brought him to the caves just inside Cormanthor where the Cult's hideout is located. The Inn still remains one of the hot spots of the town and people have come to regard Sverlor as a kind generous man that would make Holfast proud. (For more on Sverlor look in the NPCs section)

The Kingdenner House

The Kingdenner house is an ancient structure, which is built on the foundations of an even older family house. It is the place where Joustler and his wife live and features briefly in the adventure. The first time the PCs see it, is when they are seeking Joustler out to take up his offer of helping him find his beloved Mayberry. The house is antique and lovely to look at, reminding all who stare on it of a time past, as the house has an ancient atmosphere to it. The second time when the PCs visit, is when they go to stay with Joustler. They really get to explore it a bit and see its splendor. It is made up of three stories with the top one being the attic and the first two where Joustler and Mayberry live. The first floor contains living room, dinning room, privy, kitchen and an office for Joustler. The second floor has another privy, a library, two bedrooms and a spare room. The attic is one big room with hundreds of items thrown in it, from cupboards full of exotic clothes, to chests of drawers containing old manuscripts. Nearly anything in the Realms could probably be found here, in one form or another, and a lot of the stuff in it is just sprawled out over the floor.

The Caves of Cormanthor

Map 27kb

The caves are where most of the Riders are being held prisoner by the Cult of Blood. The caves are a series of twisting and turning passageways that lead into larger chambers and carved stone rooms. They were originally home to a tribe of goblin who lived in solitude. The caves have been here for thousands of years and the goblin lived in them for god knows how long. Only recently has anyone bothered them. About a year ago the Cult of Blood, under their leader Darius Glendler, decided to strike and hopefully breathe new life into the Beast of Malar. This they would achieve by taking over the town of Ashabenford and infiltrating important figures. Firstly though they had to establish a power base in the Dale. This was carried out, when one of their scouts accidentally stumbled across a series of caves that were inhabited by a goblin tribe. The Cult moved in force and decided to recruit the tribe instead of wiping them out. The caves are where prisoners are brought and held when they are kidnapped. This is where Holfast Harpenshield and the Riders of Mistledale are being kept.

The Rooms

1. Dark Altar to the Goblin Gods
This is a small room, which consists of three steps leading up to a shrine to the dark goblin gods. Apart from this the room is empty and the space before the altar is where the goblin kneel when praying to their gods.

2. Guard Room of Goblins
There are two main guard posts where goblins watch over the corridors to make sure that nobody enters or escapes the caves. The other guard post is the one that is closest to the cave entrance. In truth these are not efficiently run. The goblin are usually playing cards or are drunk out of their skulls. The post closest to the prisoners has a wooden table where the guards play cards and get sloshed.

3. Guard Room of Beast Men
These are in direct contrast to the goblin ones, as the guards are efficient, energetic and alert. The Beast Men that are posted here are fanatically loyal and always watching for attack. There are two men to a post with one watching either corridor and never communicating.

4. The Dinning Room of the Goblins
Their dinning room is a large cavern but has four huge rectangular tables with badly made wooden seats. There is slushy food sprawled all over the tables and chairs. Thrown to the floor where some of them got too drunk. Again like most of the rooms that contain goblin in them the PCs will here shouts and other unsavory noises coming from the room, at a distance of about 20 feet down the corridor. If and when they do enter the room they will see a fight ensuing between two goblin and a crowd gathered around them. For this reason the goblin in this room don't notice them enter and if they do attack, it will take the goblin at least 2 rounds to organize themselves.

5. The Kitchen of the Goblins
This despicable excuse for a kitchen is where the goblin get their disgusting meals from. (If you like human flesh and such other things). The goblin cooks use a big caldron on a fire in the middle of the room so the heat in here tends to get unbearable when they are cooking. This also brings about a horrible smell of goblin sweat, which isn't the most pleasant smell in the world. When cooking is under way in here you can see smoke billowing out the door into the goblin dinning room.

6. The Sleeping Chambers of the Goblins
Their sleeping quarters consist of a large cavern in which all the goblin sleep on the floor. It is strewn with litter and wrought with infection and rats. Touching anything in here can lead to disease (Save Vs. Paralyze /Poison). If the PC touches anything and fails the saving throw he will feel a wrenching pain in his stomach later on that night and be at -2 on all attribute rolls except Charisma. When they walk into the room they will see three goblin asleep in their blankets and if they walk quietly through the cavern will not awaken them. If they make noise and the goblin wake up, during the fight that would surely follow, there is a 30% chance that the goblin playing cards in room 15. Will hear and come to investigate.

7. The Dinning Room of the Priests
The priests dinning room is much more hospitable with expensive oak tables and finely crafted chairs that the Cult obtained from a goblin raid on a Merchant caravan. They also went through the trouble of kidnapping a chef from Ashabenford so as he could cook for them. During the PCs rescue of the prisoners from the caves if they walk into this room they will find to Malarites deep in conversation about the meaning of the return of the Beast and what is in store for the cult. The characters should be able to hear voices from outside the room, if they listen carefully. If they do enter the room the priests will sound the alarm (A ringing bell), and will pose much more of a threat than the goblin.

8. The kitchen of the Priests
As mentioned in the above section, the Malarites kidnapped a chef from Ashabenford so he could prepare lovely meals for them. They provide him with dead animals and vegetables and he cooks for them. His kitchen is therefore surprisingly advanced and he seems to enjoy his new life as he gets treated well enough and has a whole kitchen to himself. Which is something he only dreamed of in Ashabenford. If the PCs approach the chef and try to get his help in freeing the prisoners he will refuse to help and cower in the corner, saying that he has no wish to die.

9. The sleeping chambers of the priests
The sleeping chambers of the Malarites are exquisite to look at with nice beds, some even having furniture. The only items that are kept here are their clothes and some personal possessions. If you like you can also roll on the equipment table for personal items for the priests but keep in mind that none of them are wealthy, and Darius doesn't let them keep to many possessions.

10. Dark Altar to Malar
There is an alter to Malar here, which is where they worshiped their god before they rediscovered his temple in the forests. Again, this altar is like the goblin one, and is only a small room to Malar. The difference is that the room is not bare and has a few ornaments and statues dedicated to their god. The altar is more decorated with wealth attached to it. Like small golden statues of Malar encrusted with gems. There are five gems worth 50 gp each and the two small gold statues are worth 80 gp each. If the PCs take the statues and try to sell them directly, they will have to watch their backs, for if the Malarites found out, they would be after the PCs until death. Chances are that no dealer would take the statues for fear of upsetting either Malar or his priesthood. So the PCs will most likely have to cut the gems out and melt the gold down. If they enter this room at all, the first thing they will notice on their left is a large map to the location of the temple of Blood in the forest. They will also see in clear writing on the parchment a date marked, and this date is tomorrow.

11. The Treasury
To hold all the riches that they have, there is a treasury. Two Beast Men guard the room and the door is made of reinforced metal and oak. The room is small and holds the treasure, which the priests acquired from the goblin raiding parties on merchants. The treasures contained here are as follows: 385 gp, 164 sp and 68 pp. The magical items are a Potion of Levitation, Gloves of Missile Snaring, a Long Sword +3 and finally Studded Leather armor +3.

12. The library
To add to their luxuries, they have a small library in which any books that they obtained from the Merchants are kept. This library, if you want to call it that, was made through the gathering of books taken in the goblin raids. It has two rows of shelves, which are half full of books on various topics - from herb growing to giant killing. In here they shall also find books on Malar and his church. There are books with reference to the temple but they are few and far between and very hard to find. If the PCs want they can search the library but their chances of finding these books are 5% for every hour they search, cumulative.

13. The Prison Cells
This is the place where the actual Riders of Mistledale are being held. Any Riders that could not be charmed (via spell) were brought here and imprisoned. This is also where Joustler was taken by the Beast Man that broke into his home. Two patrolling goblin sentries make sure that the prisoners do not try to escape. Apart from these two there are no other guards on the corridor. The closest are the goblin guards around the corner that guard the storeroom. All the Riders here have been fed food that is poisoned. They are weak, and can not help the PCs either take the rest of the caves or go to the temple.

14. The Storeroom
This is where the food of the Dale is being poisoned and if the PCs go into this room, they shall find that it contains bags of grain in one corner and barrels of poison on the other side. The poison is meant to make people weak and feverish but posses no life threatening symptoms, as its function is just to immobilize its victims.

15. A Portcullis
This is a narrow passage with a Portcullis blocking the way out, in case a prisoner escapes. Unless you can pull the lever, there is no way out. Trying to pull the Portcullis out of the ground won't work either, unless you posses an amazing amount of luck or supernatural strength.

16. The Goblin Guard
This is the last guard post before a person leaves the cave, and there is only one guard here. The guard is sitting on a rock asleep when the PCs arrive. He is leaning back onto the wall with a spear in his right hand.

17. Goblin Card game
In this room there are three goblin playing a card game on a battered wooden table and getting very drunk. They do not notice the PCs entering the room and won't spot them immediately. The PCs can hear the goblin shouting from here while still a good ways down the corridor.

The Temple of Blood

Map 20kb

The area of the Temple of Blood is a clearing in the Cormanthor forest near the edge of the Vale of Lost Voices. It is located south of Ashabenford, about 10 miles, just off the Dark Trail. The Vale of Lost Voices is a place to avoid if you have common sense. But even the elven spirits don't go near the Temple of Blood. Malar once before tried to gain power through taking a form in the Realms here. For this reason the spirits do not come here. They also respect that this ia a battleground of sorrow and destruction. On that fateful day a thousand years ago when good fought evil in the eternal struggle, a lot of good men lost their lives. Good triumphed on that day but not without a cost, and the stories of the group from Myth Drannor are legend in elven myth. Beast Spirits loosely guard the area around The Temple of Blood, and there is a 1-4 chance on 1D6, every five minutes, that the PCs will bump into a Beast Spirit.

1. The Forest Trail
This is a small forest trail that leads off of the Dark Trail about a mile away, from where it reaches the temple. It is very narrow and overgrown, because it hasn't been traveled in a thousand years, and vines and other plants are draped across it. The trail exits into the clearing at the north side of the map behind a clump of trees.

2. Ghendello's Body and the Sword Eternal
As explained in the NPCs section of the adventure, Ghendello was a great elven hero during the time of Myth Drannor. He was one of a group of warriors that the city sent to Mistledale to fight off the last incarnation of Malar's Beast. Unfortunately he was also one of the group that died in the battle with the Beast that day. But unlike the rest of the group he has had to endure eternal life because his magical sword trapped his soul when he died. All that remains of his body now is an old weather beaten skeleton and the mighty sword "Eternal". It is in the sword that his spirit is trapped.

3. The Sacrificial Temple
This is an oval shaped building with four entrances coming into it. One on each the North, South, East an West walls. The building is about 35 feet in height, with a massive dome in the center. This is topped by a clawed finger pointing up to the heavens. There are steps leading up to each of its four entrances. Just inside each of the main doors are statues of animals. Each entrance has a different set of statues. They are: two wolves, two bears, two tigers and finally two hawks.

4. The Cult of Blood's Quarters
Of all the buildings that are in the sacred vale, none are stranger looking than the quarters of the Cult of Blood. The building is of ancient origin and no one, not even Darius knows of its history, or why it is so shaped. It is in an enclosed space of the clearing parallel to the sacrificial temple. The front faces east, which is where the PCs should be. To look at it from a distance you would not be able to define its fashion or shape. but it clearly stands out as a jumble of images in the forest.

5. A Collapsed Shrine
This is simply a small shrine dedicated to Malar that has collapsed over the years. The weather and other natural effects have taken their toll on the shrine, and finally the structure gave up and the roof fell in.

The Sacrificial Temple

Map 25kb

1. Sacrificial Holding Cells
These prison cells were and are still used for the holding of people and animals that are to be sacrificed. This is where the Cult is also holding humans that are to be fed to the Beast. They are simple in design with only metal bars and a lock on the cell door to keep the prisoners in. The Beast also serves as a natural deterrent for anyone thinking of leaving their cell. Because the people in the cells know that the Beast lurks outside, waiting for one of them foolish or stupid enough to try to escape.

The Statues of the Animals
All of the statues are roughly the same in composition and structure. All are extremely large in size. Between 15-20 feet high and 6-8 feet thick. They were carved out of stone and are as old as anyone remembers or cares to remember. These ancient embodiments of evil constitute Malar's main temple of worship. They are meant to inspire both fear and awe in all who see them.

a. Statue of a Wolf
The statue of the wolf is meant to symbolize the thirst and hunger for power and blood that Malar holds. Its overwhelming size displays this fact perfectly. The statue is 18 feet high and is of a wolf posing in a sitting position with its head and upper body in the air but its hind legs on the ground.

b. Statue of a Bear
This is the biggest of all the statues, and it towers over all that look upon it, at 20 feet in height. The bear shows the strength and power of Malar. It shows his relentlessness and will to succeed. The bear is raised up on its hind legs as if it is going to strike the onlooker with its claws spread out in front of it.

c. Statue of a Tiger
A statue that is not overly big, at 16 feet, it symbolizes a great part of Malar. The tiger represents the hunt, the anticipation and the kill that Malar is so well known for. This is why Malar loves the animal and why people say he blessed the tiger by making it the hunter. The statue is of a tiger just about to spring from the spot that it stands on. There is a legend told, which states that if one who is proficient in hunting comes, he will see the animal move.

d. Statue of a Hawk
The hawk, last of the statues, may come as a surprise to some people as an animal that Malar would smile upon. This is because people usually think of birds as feeble, weak-willed, cowardly creatures. The hawk however, is different. The bird of hunting, cunning and cleverness is an excellent candidate for Malar. It posses most of the attributes that Malar seeks in his human followers. The smallest of the statues standing only 14 feet high the hawk is poised as ever waiting for the right moment to land the killing blow.

6. Sacrificial Statue of a Malarite Holding a Dagger
These statues are the twisted faces of Malar, sometimes called "the Emotions". The reason for this is because each of them is a Malarite, holding a curved dagger ready for the sacrifice. But each holds a different expression on its face. One happy, the other sad, the other with a look of madness and finally the last one with a look of confusion, to symbolize all the emotions.

7. Sacrificial Tables
The sacrificial tables are older than any realize, or know. But to one that views them, their age becomes apparent. They resemble large burial chambers. The four tables form an outer shell around the bigger inner table, which holds Mayberry Kingdenner on it. The blood from the people on the four outer tables shall flow and mix with each other until they all join together at the central one where the Beast will dig his fangs into Mayberry's chest. These tables are used for the final ceremony when Malar shall become all-powerful and his Cult grow. The tables are gray in color with symbols and strange writing etched on the sides. This writing is believed to tell the story of how Malar shall rise in the realm of man and grab power for his faithful.

8. The Table with Mayberry Kingdenner on it
This is the table Mayberry Kingdenner is strapped to when the PCs come into the temple. This table is raised a few feet above the rest and clearly stands out as an important item in the room. It is again marked in ancient writing of a nearly forgotten language, but the writing is different on this one. It is obvious to anyone looking at either the writing or the tables, that the most important one is in the center.

9. The Beast of Malar
The Beast of Malar is the creature behind all the murders and is the key to success of Malar. The Beast is standing on all fours next to the table, where Mayberry's head is. To get more information on the Beast, look in the NPCs section.

The Cult of Blood's Living Quarters

Map 25kb

1. Shrine to Malar
This is the next biggest shrine to Malar next to the sacrificial temple, and it is where most of the Cult say their prayers and honor Malar every day. It is a long slender room with a large statue of a powerful male figure of about 14 feet in height. The figure has the body of a man but where the head should be there is a deer's head. With the antlers spread out in Malar's glory. Apart from the statue the room is empty with only the remains of some animals' bones scattered around the room.

2. Sleeping Quarters
The rooms of the faithful of Malar's blood cult are rather empty when compared to many other faiths. Darius is very strict when it comes to this matter. He feels that all a priest should need is his faith. That is company enough. He makes it clear to the members of the cult they are to set an example to the lower priests, by needing only their faith. This is the reason that the quarters of the priests are fairly bare with only the necessary items being kept. All rooms have a bed, a table and a chair.

3. High Priest's Guards' Quarters
These rooms hold the elite guard of the High priest, Darius Glendler. The guards are fanatical in their work and will protect their master, even if it means their life will end.

4. High Priest's Quarters
This room is the biggest of all the rooms in the building and is where Darius takes up residence. There are always guards outside his door and these are the elite guard that reside next to his room. The room while decorated a little better than most, sticks with the minimum of items. Darius has an ornate four poster bed with a small collection of books and a bookcase to match. He also has a massive pine table that he holds meetings at.

5. Fountain of Blood
The fountain of blood is legendary in the Malarite priesthood. It is an item which many speak of in whispers, but none know about. That is until recently, when the cult rediscovered the temple. The words on the fountain read: "The destroyer of the union shall rise in blood and shall rise into the realm of man where he will conquer all before him with his new power. Only those pure of heart with Eternal youth can destroy him." So the fabled lines were written many thousands of years ago. The fountain lies in the middle of the building and is believed to be the oldest part of the structure. It is believed that the rest of the building was built around it in homage by Malar's faithful. It is circular in design and about 20 feet in diameter. The center is around 25 feet high. No water flows out of the fountain and many speculate water never did, that instead it spewed forth blood.

6. Kitchen
This room is simply just a plain kitchen with some imported utensils from the town of Ashabenford. Like the kitchen in the caves the cook here was taken from the town and ever since has been cooking for the priests here. Like his fellow compatriots, the cook up here does not like it and would escape at the first chance given.

7. Dinning Room
Like the room in the caves this room is reserved for the priests to eat in, with furniture that was stolen from merchants that were passing to near the Cult's lair. The room is one of the largest in the building, holding long rectangular tables with wooden stools. The room holds true to Darius' philosophy, as it is virtually empty besides the table and seats.

8. Personal Altar of the High Priest
This room is Darius personal chamber in which he worships and commutes with Malar. It is therefore a very enclosed and private room in which only he may enter, as he and Malar plan their next move. The room is about 20 feet across and the same in length with three steps leading up to a small altar and a tiny 1 ft tall idol of Malar as well.

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