Realm of Worship

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Contents

Area Directions

  • ZMud: #6 s;ne;#2 s;se;#2 e;s;#2 sw;s;#4 sw;#4 s;#5 se;#2 s;d;ne;n;ne;#5 n
  • MUSHClient: #6s (ne) 2s (se) 2e 2(sw) s 4(sw) 4s 5(se) 2s d (ne) n (ne) 5n
  • General: 6s, ne, 2s, se, 2e, s, 2sw, s, 4sw, 4s, 5se, 2s, d, ne, n, ne, 5n

Area Information

Description

Very little is commonly known about the Realm of Worship. This
series of dark, lonely tunnels lies deep within the mountains
of Moria. It was once the residence of the Terror, the dreaded
earthly manifestations of the Gods. However, it is now empty
save for the remaining guardians of Terror. Two tales
concerning this Realm's new purpose are being told lately. One
claims that the Realm now serves as a temple where the most
desperate of followers can come to convene with their God. The
other dictates that the most powerful Terror guardian has made
a lair out of the dark tunnels. Whether these tales are true
or not, the Realm of Worship is wandered by only the most
powerful adventurers, and occasionally by those who seek a
quick death.

Area Notes

Realm of Worship, or RoW, is a small area filled with death traps and big run mobs, particularly Ret. Largely/entirely no recall. No supplicate at some parts. Not all exits will show up on exit command. A number of rooms will cast faerie fog on you, so if you're exploring by hiding, beware.

Scholarly Notes

The area is actually much larger than most scholars realize, but about half of it-- and the best half, at that-- is evidently sealed from mortal access. The area consists of three parts. The southern area is a series of extremely deadly caves, including death traps which are very easy to overlook even with scry. The middle area is a maze filled with altars to ancient Immortals of the Realms of Despair. The northern area is the Terror Clan Headquarters, which includes the Hall of Mirrors, a series of rooms with exits leading into some of the old clan headquarters.

Historically there were three ways into the middle section of the area. Long, long ago, it was possible to simply head straight north, and open a secret door with a secret keyword. This was removed a very long time ago, however. Secondly, at one time a teleporting mob called the Happy Death Orb would transport players into the Courtyard (i.e. the middle area). This was usually fatal: to escape, one had to either know of a secret door, or walk through the whole maze, whilst a huge invisible aggressive mob wandered about (the Courtyard is nosupplicate and norecall, of course). The third path was actually a secret route straight to the border between the north and middle parts of the area-- the Terror Tome. It involved walking through three secret exits, of which the second has since been sealed off. Now, usually, the first step into the Terror Tome would instantly transport the player back to New Darkhaven; however, the Order of Dragonslayer discovered a way to slip through unnoticed. In this way they were able to penetrate not only into the uttermost secrets of Terror HQ, but even beyond, through the Hall of Mirrors into some other old clan headquarters, including: Darkblade, (original) Dragonslayer, Malkavian, Chaos, and at least one other (Nosferatu?) The Hall of Mirrors also contained a back entrance into the active Inconnu Headquarters (which the Dragonslayers of course did not explore).

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