Seth's Fortress

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



Terrifying.  Awe inspiring.  Majestic.  Legendary.

Throughout the Ages, these are but a few of the words used to
describe the Dread Lord Seth and his black fortress. His
schemes in the past allowed him to obtain vast powers from now
dead Gods. He has brought to his banner beings of
unquantifiable power in preparation for the day when he will,
at long last, bring his will to bear upon the Realms.

The Dread Lord has, in addition to an impressive cadre of
minions, a daunting fortress in which to dwell. A small but
loyal faction of priests dwell by the entrance. Beyond the
priesthood lies the Chaos Maze, a swirling mass of corporeal
chaos where direction and logic have no meaning. What lays
beyond is only for those who possess might and knowledge
beyond the scope of the common man.

In recent years, the Fortress was warped and changed by new
servants. The increase in the Dread Lord's powers were never
fully understood. Now the Shattering has come to pass and the
Fortress stands strangely quiet between the Southern Peaks.


Seth's Fortress is split down the middle by the infamous Chaos Maze. While the lower half is great for levelling, upper seth's has many good run mobs, which put out a disproportionate amount of great equipment for evils. Mobs of note are Jade, The Magus of Evil, Darkness, Onyx and of course Lord Seth. As if the Chaos Maze wasn't enough of a deterrent, you shouldn't be trying to get to upper seth's unless you've got a decent idea of what you're doing.

If you do get stuck in the chaos maze, the room n, w of the entrance is recallable. The entrance is where runners often sleep the creatures of chaos, so it is easily recognizable.