Tribal Swamplands

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Directions

  • General: 6s, ne, 2s, se, 2e, s, 2sw, s, 10sw, w, u, s, 2e, 2se, 2s, sw, 2nw, 3w, sw, w, 4sw, 4s, se, s, sw, s, sw, w, 2sw, 5s, se, 2e, se, e, se, s, sw, e
  • zMUD: #6 s;ne;#2 s;se;#2 e;s;#2 sw;s;#10 sw;w;u;s;#2 e;#2 se;#2 s;sw;#2 nw;#3 w;sw;w;#4 sw;#4 s;se;s;sw;s;sw;w;#2 sw;#5 s;se;#2 e;se;e;se;s;sw;e
  • MUSHClient: # 6s (ne) 2s (se) 2e s 2(sw) s 10(sw) w (u) s 2e 2(se) 2s (sw) 2(nw) 3w (sw) w 4(sw) 4s (se) s (sw) s (sw) w 2(sw) 5s (se) 2e (se) e (se) s (sw) e

Information

Description

Deep in the heart of the southern swamps lies the entrance to
the ancestral homelands of the lizardmen. It is said that
these elusive creatures gather here to chant in a tribal
ritual, which often requires the devouring of human flesh.
Guarded by their own kind, the lizardmen can come together
here safely, without fear of intrusion by their enemies.

During the Age of Eskhatos, the eggs of the lizardmen ceased 
to bear progeny. As the shells were cracked by anxious elders,
every child was found dead and deformed. The lizards looked
through the night sky and saw the ominous Tower of Despair at
the edge of their marsh. Their instincts were true, for the
toxins generated from the black magicks used therein poisoned
and destroyed the future generations of lizardmen. Perhaps
with the passing of the Shattering, the race may revive...only
time will tell.

Notes

Tribal Swamplands is the hometown of the Lizardmen race.