Puff Puff the Fractal Dragon is here, contemplating a higher reality. Is that some type of differential curve involving some strange, and unknown calculus that she seems to be made out of? the clone A boring old clone is standing here. This clone is nothing to look at. No, really, it is quite boring. the zombie A strange humanoid is here. How odd, its flesh seems to be falling off! This strange humanoid is moving rather slowly, and appears to be a corpse, a walking corpse! It must be a zombie or something of the sort. the aerial servant An amorphous shape is floating in the air. As you stare at this amorphous shape, it begins to appear to take the shape of a cloud-like humanoid. the elemental An elemental is standing patiently here. This creature is the essence of the elements, and appears to be waiting patiently for something to occur. the Immortal Innkeeper The Immortal Innkeeper is organizing her books here. She appears to be having no problem tallying things up. the Immortal Postmaster The Immortal Postmaster is hard at work here. Scary... a postal worker... working? the wandering spirit A strange amorphous being wanders these halls eternally cleaning. This spirit, having lived out its days in the mortal world, now works off its final sins by doing menial labour in this realm's purgatory. In this case, those chores seem to be cleaning up after the immortals of the land. the adjudicator An adjudicator is watching the games intently. The adjudicator is a retired gladiator and scars cover all exposed parts of his body. Although he is getting on in years, he remains healthy and fit. the scorekeeper A scorekeeper has one eye on his stopwatch and the other on a clipboard. The scorekeeper is a young man of about 25 years of age and is very intently studying his clipboard. the spectator A spectator is here watching the games. The spectator is filthy, half drunk and screaming his head off. the nobleman A nobleman stands here looking aloof. The nobleman is dressed in fine clothes and jewelry and has a very snobbish attitude. While he is getting old and his hair and beard are streaked with gray, he is by no means an easy target. the slave A slave stands here, wishing that she was free. A very pretty young woman who was captured instead of being killed when the Roman legions subjugated her land. the gladiator There is a gladiator standing here. A well muscled man who is very heavily armored and armed to the teeth. He lives for combat. the chariot driver There is a chariot driver here. You see a very slight and small individual whose whole life is centered around nothing but horses and speed. the coach There is a coach standing here, going over last minute strategy. As you try to look over his shoulder and listen in on his mumbling, he looks up at you and gives you a glare that chills you to the bone. the healer A healer is standing here. You see a young man, still learning about magical healing, wearing a white coat and using a stethoscope. the herbalist There is a beautiful young lady here, carrying herbs to help the healer with. The herbalist is a very beautiful young lady who is about 22 years old. She has deep brown eyes and shoulder-length chestnut hair. Her body is perfectly proportioned and she stands about 5' 5" tall. Titus' shopkeeper Titus' shopkeeper is here, minding the store. The shopkeeper is an older man in his middle to late fifties and looks like he enjoys the quiet life. There is a long scar running from the edge of his mouth to his right ear, making it look like he is always smiling. the peddler A poor peddler is standing here, trying to support his meager existence. You see a small, dirty man who doesn't look very healthy. the page A page stands here, waiting to run an errand. You see a young boy who looks very strong and very fast. He has the look of a scholar about him. the plaintiff The plaintiff stands here, pleading his case. He looks pitiful. Absolutely pitiful. the ticket master A ticket master is here, looking at you expectantly. He seems to be waiting for you to either buy a ticket or to get out of his way so that he can sell tickets to people that actually want them. the stadium vendor A stadium vendor is walking here, selling overpriced hotdogs and beer. The vendor is a scruffy looking man who isn't afraid of a fight and looks like he has had just about enough of smart-mouthed spectators. the citizen A citizen of Rome is standing here. It appears to be your ordinary citizen going about his business. the gateguard A gateguard stands here, tending the gate. You see a strong, loyal public defender. the soldier A soldier on leave is walking around looking for entertainment. You see a member of one of the Emperor's elite legions. He looks VERY strong. You have this vague feeling that his entertainment isn't going to be a very wholesome activity. Julius Caesar Julius Caesar, the Emperor of Rome, is sitting here. You see a man who is dressed in the finest of clothes, has eaten the best of foods and lived in the most opulent palace that Rome has ever known. the royal bodyguard There is a royal bodyguard here, ready to die for the Emperor, if necessary. The bodyguard is dressed in the finest of armor and wields only the deadliest of weapons. He is very strong and would put up one hell of a fight. He has been trained to be suspicious of all but the most innocent visitors, and likely to take offense of anyone with less than pure intentions. the judge A judge is standing here, reading a case. He seems to be quite interested in the case, perhaps you shouldn't disturb him now, later would probably be a better time. the master scheduler The master scheduler is here, writing in an appointment book. As you look at him, he looks up at you and asks, 'Do you have an appointment?' He waits for a few seconds and then asks, 'Would you like one?' the slimeball A green ball of slime is hanging over you, oozing downward. There is a green 'ball' of slime oozing from the coating on the walls. Froboz Froboz the wizard is standing here, working on a new spell. You see a middle-aged man whose knowledge of magic, both offensive and defensive, is legendary. He literally glows with a pink aura. Titus Andronicus Titus Andronicus is standing here, polishing a few swords. As you look at him, he suddenly swings a newly sharpened sword at you! Watch out! the senator A senator is here, waiting for debate to begin. He seems to be quite bored and is playing with the edge of his toga. the bailiff The bailiff stands here, keeping order in the courtroom. He is a very stern man and insists on absolute quiet in his courtroom unless the judge has given someone permisson to speak. the defendant The defendant stands here, pleading her case. She looks to be well organized and full of confidence. Jupiter Jupiter, King of the Gods, is watching over his realm here. He is the strongest of the Gods, and certainly no easy mark! His powers transcend the plane of the physical, and could easily kill an unprepared mortal. Venus Venus, the Goddess of Beauty and Knowledge, is resting here. Venus is probably one of the most beautiful women you have ever seen if not THE most beautiful. She is very powerful and tough under that outer image of beauty. Mars Mars, the God of War and State, is sitting down here. Mars is a tall God with burning, hateful eyes and a large scowl on his face. Mercury Mercury, the messenger of the Gods, is standing here. Mercury is a handsome, youthful God and wears a large grin on his face. Froboz' shopkeeper Froboz' shopkeeper is here, minding the store. The shopkeeper is an older man in his middle to late fifties and looks like he enjoys the quiet life. There is a long scar running from the edge of his mouth to his right ear, making it look like he is always smiling. the executioner The executioner stands here, waiting to torture some sorry soul. You see a burly man who is wearing a black hood that obscures his face. He has a very sadistic attitude and clearly loves his work. the baker The baker looks at you calmly, wiping flour from his face with one hand. A fat, nice looking baker. But you can see that he has many scars on his body. the grocer A grocer stands at the counter, with a slightly impatient look on his face. A tall grocer, who moves two 200 pounds bag of flour around on his shoulders. Allah You resist the urge to avert your eyes from the sight of the one true God. The sight is for each man a different, a mirror into the true nature of each person's body and soul. At first a proud, bitter old man, but just as easily a gentle extended hand, a smile, and gardens... gardens. Michael The archangel Michael turns and begins to look you over. At first you see nothing but a bright and comforting glow; then the image sharpens suddenly, and you see a face, eyes, hands, but then that too fades, and you see nothing. Gabriel The archangel Gabriel smiles, and begins to tell you something. Known as the Messenger, it is this angel that has brought the Divine Word to the chosen prophets, and in turn brought the Seal of the Prophets on a miraculous journey to the holy city of Jerusalem. Raphael The archangel Raphael looks up and frowns at you in disapproval. It is impossible to get a solid glance at the archangel. He is nothing that is human, and with a mere whisper, he dispels every image that you attempt to create in your mind. Uriel Uriel, the angel of darkness, stands here guarding the way forward. After the Fall of the bringer of light, the Lord had need for the service of a fourth, and it was this angel, Uriel, that rose to the highest ranks. the cherubin The cherubin of the blazing sword looks at you and begins to chuckle. The monster before you seems to be nothing more than a baby or young child, wrapped in a glowing white cloth, but as you try to walk past, the beast grins and cackles, drawing its sword and blocking the way. the jester A mad, drunken jester is sitting here, lost in his deepening stupor. He is dimly aware of your gaze. Chuckling softly, you hear him mutter something obscure: dragons, the temple, the falling of great empires. He laughs at you and takes another drink. the jinn One of the jinn dances in and out of the air before your eyes, taunting you. You have heard legends of these creatures, the mischievous little demons said to be trapped in lamps and bottles, capable of granting all kinds of powerful wishes. To you, it looks like nothing more than an annoying little sprite. the slumped old man A slumped, shaking old man stands up and begins to yell at the world. He wears a faded uniform, decorated with honors of his own creation, slackened jaws and pasty white bags sagging under his ugly, hating eyes. A tuft of reckless dark hair scatters across his forehead, and his right hand shakes and shakes. al-Hakim The mad Caliph al-Hakim is here, dissecting a young boy. The darkest skin, and eyes so white. Covered only in a shoddy woolen tunic, he has not bathed in months nor eaten in days, and yet his smile, so charming. Judas Escariot The wayward apostle approaches slowly, extending his arms in a hug. You see nothing but the sadness of a man who would sell his own God. Pharoah Pharoah has been sent here in retribution for a lifetime of evils. Richly clothed and postured in arrogance and love of power, he looks at you with nothing more than a smirk of contempt. Abu Bakr Abu Bakr, first of the Rashidun, mourns over the death of the Prophet. You see a simple man, dressed in dark and unadorned robes, bent over and pensive, reliving the memories of a man he never thought would die. Umar You see Umar, second of the Rashidun, the successors of the Prophet. You are amazed at the piety of the man. He looks at you in sadness, saying: "I do not wish to fight you, but if you refuse the truth of the Word, then I must." Uthman The third of the rightly-guided Caliphs, Uthman, stands before you. He was chosen as leader by a clique of jealous rivals who could agree upon no other. The memory of the Prophet fading quickly from the minds of the faithful, he could do little, and was in the end killed by his enemies. Ali You have come before Ali, fourth and last of the Rashidun. Some view him as the closest to God among all of the Caliphs, the one most deserving of our respect and reverence. Still others saw him as a schismatic, a heretic, one to be killed and forgotten. To look at him now is for you to decide for yourself. Iblis You gaze in awe at the most beautiful of all angels, Iblis, the Fallen. He smiles calmly, and begins to tell you of the time when he would not kneel, would not prostrate himself before the first human beings. And then he gestures at you, smiling, and conjures an image of all the temptations that will be yours if you in turn but follow him. the Temptation You pause nervously as a voice whispers at you from over your shoulder. There is no physical figure attached to the presence that dominates this place, just tormented laughter, moaning, screaming, and begging. the raging dragon A raging dragon turns to you in violent lust for your soul. The serpent of babylon, the aged and violet hued monster that has watched all of mankind succumb before its power, turns to you as its last victim. the demon The hell-fire around you is dominated by a massive, burning demon. You see nothing but the inexorably red and burning anger of the lord of the underworld that you fear to be your fate. the innocent baby Lying on the ground wrapped in blankets is the most innocent of babies. The baby is barely aware of your presence, lost in a sleepy and contented yawn. the teenage boy You stop in surprise at the sight of a teenage boy staring off to the distance. He is young, and has not yet seen the bloodiness of this world. You follow his gaze and notice that he is gazing in wonderment at the fullness of the moon. the man A middle-aged man is here, kneeling in prayer. He is tired, the lines of age marking his face, but in his robe, kneeling, he is the image of perfect contentment. the bodyless soul You are overwhelmed by the presence of a soul that has transcended its body. You sense certain tastes and smells, the winds through the gardens. Nothing can explain or describe this perfection, this utter bliss. Gwydion Gwydion the Royal Guard is here on duty. As all members of the Guard, Gwydion wears the chain mail required of them as uniform. He seems very well trained, and moves like an experienced fighter. King Welmar The wise King Welmar sits here in his throne. In his later middle-age, with his beard starting to grey, King Welmar is still very powerfully built, and wouldn't take kindly to an attack. Despite that, you know he is well-loved throughout the land, and has a reputation as a wise and just ruler. the horrible ghost You hear a frightening wail, and see a horrible ghost approaching. The ghost is almost translucent, and looks really SCARY! Jim Jim the Royal Guard is here on duty. As all members of the Guard, Jim wears the chain mail required of them as uniform. He seems very well trained, and moves like an experienced fighter. Brian Brian the Royal Guard is here, training with the Master. As all members of the Guard, Brian wears the chain mail required of them as uniform. He seems very well trained, and moves like an experienced fighter. Mick Mick the Royal Guard is here, training with the Master. As all members of the Guard, Mick wears the chain mail required of them as uniform. He seems very well trained, and moves like an experienced fighter. Matt Matt the Royal Guard is here on duty. As all members of the Guard, Matt wears the chain mail required of them as uniform. He seems very well trained, and moves like an experienced fighter. Jochem Jochem the Royal Guard sits here, off duty. As all members of the Guard, Jochem wears the chain mail required of them as uniform. He seems very well trained, and moves like a fighter who has seen more than one battle, and longs to see the next! Anne Anne the Royal Guard is here on duty. As all members of the Guard, Anne wears the chain mail required of them as uniform. She seems very well trained, and moves like a fighter who has seen more than one battle, and longs to see the next! Andrew Andrew the Royal Guard is here on duty. As all members of the Guard, Andrew wears the chain mail required of them as uniform. He seems very well trained, and moves like a fighter who has seen more than one battle, and longs to see the next! Bertram Bertram the Royal Guard is here on duty. As all members of the Guard, Bertram wears the chain mail required of them as uniform. He seems very well trained, and carries his scars with pride. This guy seems tough... Jeanette Jeanette the Royal Guard is here on duty. As all members of the Guard, Jeanette wears the chain mail required of them as uniform. She seems very well trained, and carries her scars with pride. This girl could be nasty if she wanted to... Peter, the Captain of the Royal Guard Peter, the Captain of the Royal Guard, walks around inspecting. As all members of the Guard, Peter wears the chain mail required of them as uniform. Even though all the other guards seem well trained, you realise none of them would stand a chance against this man in a fight. He stands at least two metres tall, but still moves with an almost feline grace. He actually radiates strength and confidence, and you have to fight a sudden urge to come to attention as you see him. the Training Master The Training Master is here, supervising. Aged, but experienced, the Training Master is skilled in the use of virtually every weapon type invented by Man. the Royal Herald The Royal Herald is standing here. This is a young, powerfully built man, whose primary function is to make Royal Announcements. Ergan the Murderer Slumped in a corner you see Ergan, aka the Murderer of Townsbridge. You remember a time almost a decade ago, when the news of the day was how this man had slaughtered the entire population of the little village of Townsbridge. He was imprisoned, and here he is - a shadow of the undoubtedly great warrior he once was, but still to be reckoned with. James the Butler James the Butler is standing here, looking pompous. The typical perfect butler: upper middle age, a bit bald and with an impressive belly. the Cleaning Woman There is a Cleaning Woman here, trying not be noticed. Although she has a menial job, she seems to like it. the cockroach A large cockroach is crawling by the wall. Very large indeed, and they say cockroaches are hard to kill... the Astrologer The Astrologer is sitting here, studying a book. He is old and white-haired, with a long beard. As you see him, you can almost believe the rumours about stars deciding Fate, and that astrology is capable of seeing the future. Tim, the King's Lifeguard Tim, the King's Lifeguard, is standing here. This guy looks just like his twin, Tom. There seems to be no doubt that he is completely prepared to give his life for the King, if necessary. Tom, the King's Lifeguard Tom, the King's Lifeguard, is standing here. This guy looks just like his twin, Tim. There seems to be no doubt that he is completely prepared to give his life for the King, if necessary. the Chef The Chef is here, shouting orders to the other cooks. It seems he has been tasting his own food a bit too enthusiastically. He is, in other words, a bit fat. the cook There is a cook here, making himself busy with a pot. A junior cook, eager to do the Chef's bidding. David David, a big, mean-looking man, stands here, guarding the door. He really is big, and you get the feeling he wouldn't take kindly to an attempt to get past him. Dick Dick, a big, mean-looking man, stands here, guarding the door. He really is big, and you get the feeling he wouldn't take kindly to an attempt to get past him. Jerry Jerry the Royal Guard is here off duty, playing dice. As all members of the Guard, Jerry wears the chain mail required of them as uniform. He seems very well trained, and moves like an experienced fighter. Michael Michael the Royal Guard is here off duty, playing dice. As all members of the Guard, Michael wears the chain mail required of them as uniform. He seems very well trained, and moves like an experienced fighter. Hans Hans the Royal Guard is here on duty. As all members of the Guard, Hans wears the chain mail required of them as uniform. He seems very well trained, and moves like a fighter who has seen more than one battle, and longs to see the next! Boris Boris the Royal Guard is here on duty. As all members of the Guard, Boris wears the chain mail required of them as uniform. He seems very well trained, and carries his scars with pride. This guy seems tough... the zombie A zombie is shambling over some corpses here, moving quite silently. It is entirely possible that this zombie was once one of the villagers of Townsbridge who has been brought to an undead life by a fuelling desire for revenge. the skeleton A skeleton is moving about with a loud clatter here, climbing over corpses. It is entirely possible that this skeleton was once one of the villagers of Townsbridge who has been brought to an undead life by a fuelling desire for revenge. the pit fiend A large demon surrounded by flames rises out of the dark pool. It is a horrifying thing, this demonic creature from the depths of the Abyss. It glares down at you through blood-red eyes, and bares its huge white fangs and its razor-sharp talons. the pit beast The big, ugly pit-beast is standing here sizing you up. Ick... what a disgusting creature! It is black and green and slimy and it is drooling everywhere... looks mean too. the newbie monster The newbie monster stands here looking confused. Kill him! Kill him! What an odd looking little beast. He looks harmless, but you never can tell. He is only about 4 feet tall, but he pretty muscular looking... maybe you should ask if he needs help? Nah... kill him. the baby dragon Someone's little pet dragon has gotten loose, and is sniffing about here. Awwww... how cute! A little baby dragon. He's about 3 feet long and you just want to cuddle him to death... no, you really want to kill him to tell the truth. But, remember, even a little dragon can be a big problem. the Newbie Guard The Newbie Guard is here wondering where that dragon went. The Guard also had the job of taking care of the Alchemist's pet dragon, but he doesn't seem to be doing a good job of it. He looks at you and says, 'Have you seen that dragon? Master will have my head if I don't find him.' the Newbie Alchemist The Newbie Alchemist is here trying to make something. He is a funny looking, furry little dude. He looks really busy trying to mix up a batch of something or other. the creepy crawler A creepy little crawling thing is scuttling along the floor at your feet. Yuck! If they'd ever clean this place maybe it wouldn't attract vermin like this disgusting, little, six-legged, brown bug. the zombiefied newbie A VERY gaunt looking newbie... it looks like a zombie! This guy has been lost in here too long... it is more zombie than man now. You would feel sorry for it, but it is moving in to attack! the quasit A funny little imp-like thing (a quasit perhaps?) is sneaking about here. Little green, vaguely humoniod shaped creature, with a long pointed tail. It is hard to say because before you ever get a good look at it, it darts back into the shadows. the massive Minotaur The Great Minotaur is wondering just what you'll taste like. A massive man, with the head of a bull. He looks as strong as bull too, but not nearly as smart. Actually, now that you consider it... he looks a heck of a lot meaner than any bull you have ever seen... and he is coming this way! the dark spectre The dark spectre is lurking in the shadows. The soul of a long since passed on adventurer... it lurks here waiting for a chance to bring death to any who cross its path. the annoying newbie A newbie is here annoying the hell out of you. What a jerk! He won't shut up, and he keeps making the most irritating comments about everything. Better silence him with cold, tempered steel MUHAHAHAHAHAHAHAHAHAHA! the clueless newbie A newbie is here looking terribly confused. What a moron! Every question that is answered in the help files, he will ask and he will probably ask 2 or 3 times too. This guy just doesn't get it, best put him out of his misery. the talkative newbie A newbie is here talking a lot. Well, at least this gal seems pretty cool. Talks a lot, but she's a friendly, interesting sort. Seems to have a clue what she's doing also, unlike some others you might see. the lost newbie A newbie is here wandering about aimlessly. Hmmm... looks like he has been around a while, but he wandered a little too far from home this time. Don't think he knows quite where he is, maybe you should help him out? the smart newbie A newbie is here, and he looks quite sure of himself. Here is a guy who has it all together. Nice equipment too, must have read the help files, Eh? the shadow guardian A shadow guardian screams a challenge and attacks. It seems to be made of nothing more than darkness... the lost adventurer An emaciated adventurer is here looking lost and hopeless. He looks haggard and sickly; no doubt he's been lost here for quite some time. Edgar Edgar the Human Swordpupil is standing here, looking quite lost. Edgar says 'pardon me, can you tell me where to buy cups?' You see before you, one of Midgaard's finest fighting elite, the mighty bunny slayer himself, Edgar the Horrible! the diamond golem A huge diamond golem is standing guard here. It looks quite strong. the mage A young mage wanders about, oblivious to all. He seems to be contemplating life, love and the mysteries of the universe. Then again, he may just have a headache. Strick the bartender Strick is here levitating drinks to his customers. He looks rather harmless, but then again so does a sleeping dragon. Tatorious Tatorious the wizard is here counting his earnings. Tatorious winks at you mischievously. Ezmerelda Ezmerelda the cook is here stirring a large pot of something. She does not look like the typical cook you would find in a kitchen, but she certainly fits what you would expect in a tower fulls of mages. the cook's assistant The cook's assistant is here assisting the cook. This young man is busy adding strange ingredients to the large pot. the prisoner A prisoner is chained to the wall here. Though his clothes are all in rags, you can see that at one time they must have been fine garments. A metal muzzle has been fitted over the poor wretch's mouth, whether to keep him from screaming, or to silence his spell casting you cannot tell. He looks quite mad, no doubt he has been mistreated horribly. the Jailor The Jailor is here enjoying a comfortable nap. He looks rather dirty. the broom A straw broom is here leaning against the wall. The broom screams 'Take that you lout!' the pair of disembodied hands A pair of disembodied hands floats in the air here. The hands twitch with anticipation of strangling someone. the pair of disembodied eyes A pair of disembodied eyes floats here glaring at you. The eyes smoulder with hatred. the mage A visiting mage is here snoring away in peaceful slumber. He looks quite sleepy. the young apprentice magic user A young apprentice magic user is here doing magical studies. She looks quite intent on her studies. the young apprentice A young apprentice is here mumbling words of magic to himself. He looks to be oblivious to all but the spell he is memorizing. the young apprentice A young apprentice is sleeping here. He seems to be dreaming. the young apprentice A young apprentice is here teasing a cornered kitten. He looks like a mischievous youth. the small kitten A small kitten is here meowing in terror. The little ball of fur looks very unhappy. Singed fur and a few minor burns mark its mottled coat. the student A student of spells is here looking quite bored. The student yawns. the instructor of magic The instructor screams at your interruption and attacks you. He looks quite angry at your interruption. the student of spells A student of spells is here trying to master invisibility. He blinks in and out of existence, trying to master the spell. the spell teacher A spell teacher screams at your interruption and attacks. The teacher is quite fierce and rather frightening. the student of spells A student of spells has fallen asleep at her desk here. She looks to have collapsed from sheer boredom. the wizard An old wizard is here making a speech here. This wizzened old man looks like he could easily pass for the oldest living man. Of course, having heard stories about some of the magic available to the people living here, and what toll the magic draws... this man might be as young as you. the young mage A young mage is here learning hand to hand combat. This young fellow looks quite confident in his abilities to defend himself. the battle mistress The battle mistress is here teaching the fine uses of a dagger. She looks quite rugged. In fact, she more resembles a warrior than a magic user. the spell teacher A spell teacher is here relaxing. The teacher looks to be worn out by a long day of magic working, difficult spells, and inattentive students. the aged wizard An aged wizard is sleeping here. Dreams of magic and power are probably flowing through his head right now, better not wake him up. the scribe A scribe is here working on some manuscripts. He appears to be copying out some spell ingredients or components right now. the scribe A scribe is here working diligently on some translations. She is quite cute. Too bad her only interest seems to be the words of lore she is translating. the Master Scribe The Master Scribe is here looking a little upset He seems to be so old, his skin has become nothing but a giant wrinkle. The master scribe screams 'How dare you interrupt my important work???' the scribe's assistant The scribe's assistant is here folding parchments. You can tell that he isn't trusted with the more important documents, since those ones are rolled and sealed with wax. the Enchanter The Enchanter is here placing a dweomer upon well made sword. The Enchanter is hard at work, concentrating on a spell which could either destroy the weapon or make it many times more powerful than it already is. the dancing sword A well crafted sword lies on the work table here. It looks quite sharp. the Mad Alchemist The Mad Alchemist babbles something incomprehensible and attacks. He looks like he has been quaffing too many potions. His eyes dart around wildly, and he starts to drool. The Mad Alchemist throws back his head and cackles with insane glee! the Master Summoner The Master Summoner is here holding gateways open to other planes. The Summoner looks to be hard at work, concentrating on keeping control over the gateway before he loses his soul to the creatures on the other side of it. the Master Charmer The Master Charmer utters the words, 'uuuzzldctz'. The Master Charmer sizes you up, always looking for a new pet. the wooden golem A wooden golem stands a silent vigil here, guarding the stairs. He looks flammable. the Master Spellbinder The Master Spellbinder is here re-charging a blackened wand. The Master Spellbinder snarls at you and attacks. the Golem Maker The Golem Maker is here chiseling some stone. The Golem Master appears to be very meticulous about his work, to the point of fussing over it. the granite golem A granite golem stands here waiting to do its master's bidding. It looks like a statue, until you see it shamble towards you. the bronze golem A bronze golem stands here shining in the light. He looks rather dim witted. the flesh golem A flesh golem stands guard here It looks to be made of a potpourri of different body parts; some don't even resemble anything human. the cloth golem A cloth golem wanders around here. It looks like a bunch of old rags, quite surprising it can actually walk. the adamantite golem An adamantite golem stands here looking very dangerous. It seems to be forged of dark metal. It looks strong and durable, but somewhat un-intelligent. the clay golem A clay golem stands guard here. This large golem almost looks like it is made of dirt. the Master of Illusions An enormous multi-colored three-headed dragon growls at you. The image of an ugly dragon flickers slightly, and where the dragon was now stands a small harmless looking old man. the Necromancer The Necromancer is here raising undead servants. Attired all in black, the Necromancer is tall and gangly, but still quite an imposing figure. A dark cowl shrouds most of his face, but two blazing embers which serve as eyes can be seen through the shadow. The Necromancer shrieks some obscenities and orders his minions to attack. the animated skeleton An animated skeleton screams silently and attacks. It feels no pain, and hacks at you ruthlessly. the undead giant An undead giant lumbers towards you. This thing seems to be the reanimated corpse of a giant, creating an enormous zombie. the ugly witch An ugly witch is here scrying out secrets. She has no face at all, just blank skin, rather disturbing. From about where her mouth should be, comes a disgusting giggling sound that makes your skin crawl with revulsion. the Librarian The Librarian has fallen asleep at his desk here. He looks like a rather peaceful old man. the Master's apprentice The Master's apprentice leaps to halt your passage. A powerful wizard in his own right, the apprentice of the master of balance has given up his station in the mage guild hierarchy in order to serve the Great Master in hopes of gleaning secrets one could never hope to uncover alone. the grey cat A grey cat is lounging lazily here. The grey cat cocks an ear towards you, sensing your scrutiny, then purrs contentedly. It looks rather harmless, until you notice its very large claws. the Master of Neutrality The Master of Neutrality is here contemplating the balance of the Universe. He looks quite peaceful. the black robed apprentice A black robed apprentice jumps from the shadows and attacks. She bears a wicked looking scar down the side of her face, though once she must have been beautiful, now the scar combined with what seems to be a permanent scowl make her looks quite fearsome. the black cat A black cat with its fur up hisses at you. It looks both mean and dangerous. Petting seems to be completely out of the question. the Master of the Black Robes The Master of the Black Robes is here plotting vile deeds. The Master glares at you. the white robed apprentice A white robed apprentice screams at your desecration of goodness. He looks like a fanatic. The white robed apprentice screams 'Thou art unworthy of this honour!' the white cat A white cat is here preening its fur. It seems to be nothing more than a large ball of fluff with claws. the Master of Goodness The Master of Goodness is here frowning at your intrusion. He looks like a self-righteous bastard. the calico cat A large calico cat is lounging about here. It looks incredibly large for a cat, no doubt a giant of its species. A beautiful jewel encrusted collar about its neck is its only adornment. the Grand Mistress The Grand Mistress of Magic is sitting here. She looks quite comfortable on her emerald throne. Amazingly young and pretty for one of such stature in the guild, no doubt she has kept her youthful appearance through the use of strong magics. The Grand Mistress pets her familiar and smiles at you in confidence. the wizard A wizard walks around behind the counter, talking to himself. The wizard looks old and senile, and yet he looks like a very powerful wizard. He is equipped with fine clothing, and is wearing many fine rings and bracelets. the baker The baker looks at you calmly, wiping flour from his face with one hand. A fat, nice looking baker. But you can see that he has many scars on his body. the grocer A grocer stands at the counter, with a slightly impatient look on his face. A tall grocer, who moves two 200 pounds bag of flour around on his shoulders. the weaponsmith A weaponsmith is standing here. He is a young weaponsmith, who still has lots to learn but he is still eager to sell you his latest implements of carnage and destruction. the armourer An armourer stands here displaying his new (and previously owned) armours. An old but very strong armourer. He has made more suits of armour in his life than you have ever seen. the receptionist A receptionist is standing behind the counter here, smiling at you. You notice a tired look in her face. She looks like she isn't paid well enough to put up with any crap from mud players with attitudes. Captain Stolar A retired captain stands here, selling boats. This captain has eaten more sharks than you have killed peas. the sailor A sailor stands here, waiting to help you. He looks like a strong, fit sailor. Uncle Juan Uncle Juan is here ready to take your order. He looks like he may or may not have a green card. Wally the Watermaster Wally the Watermaster is standing behind the counter. Wally is a bit pudgy but looks very strong. He has a glass of Midgaard Natural Spring Water in his hand. When he notices you, he proudly displays his fine collection of contemporary waters. the postmaster The head postmaster is standing here, waiting to help you with your mail. The Postmaster seems like a happy old man, though a bit sluggish. He worries about the reputation of the MMS (Midgaard Mail Service), as many people seem to think that it is slow. Perhaps if he were to brush the cobwebs from his uniform it would help to make a better impression. the mages' guildmaster Your guildmaster is studying a spellbook while preparing to cast a spell. Even though your guildmaster looks old and tired, you can clearly see the vast amount of knowledge she possesses. She is wearing fine magic clothing, and you notice that she is surrounded by a blue shimmering aura. the priests' guildmaster Your guildmaster is prayer to your God here. You are in no doubt that this guildmaster is truly close to your God; he has a peaceful, loving look. You notice that he is surrounded by a white aura. the thieves' guildmaster A beggar is sitting here, could she be a guildmaster? You realize that whenever your guildmaster moves, you fail to notice it - the way of the true thief. She is to be dressed in poor clothing, having the appearance of a beggar. the fighters' guildmaster Your guildmaster is standing here sharpening an axe. This is your master. Big and strong with bulging muscles. Several scars across his body proves that he was using arms before you were born. He has a calm look on his face. the sorcerer A sorcerer is guarding the entrance. He is an experienced mage who has specialized in the field of Combat Magic. He is here to guard the Mage's Guild and his superior knowledge of offensive as well as defensive spells make him a deadly opponent. the knight templar A knight templar is guarding the entrance. He is a specially trained warrior belonging to the military order of the Faith. His duty is to protect the faithful from persecution and infidel attacks and his religious devotion combined with his superior skill makes him a deadly opponent. the assassin An assassin is guarding the entrance. He is a thief who has specialized in killing others as effectively as possible, using all sorts of weapons. His superior knowledge of how and where to use them combined with his extraordinary stealth makes him a deadly opponent. the knight A knight is guarding the entrance. He is an expert warrior who has attained knighthood through countless chivalrous deeds. His duty is to protect the Guild of Swordsmen and his extreme skill combined with his experience in warfare makes him a deadly opponent. the bartender A bartender watches you calmly, while he skillfully mixes a drink. A tired looking Bartender who hates trouble in his bar. the waiter A waiter is going around from one place to another. A tired looking waiter. the waiter A man now leads a quiet, peaceful life as a waiter is standing here. This man was obviously a famous sorcerer in his younger days as you instantly recognize his face. the waiter A waiter who seems to have reached contact with his God is standing here. This waiter almost makes you feel like you should drop to your knees and begin to worship your God. Naaah. the waiter A waiter who knows where all his customers keep their money is standing here. Hmmm... wonder where he got that coin he is playing with. the waiter A waiter is here. This guy looks like he could easily kill you while still carrying quite a few firebreathers. Filthy Filthy is standing here, eager to serve you a special drink. Filthy looks real, ehm, dirty. He likes to keep his customers happy, but do not mess with him or else he'll get upset. the Peacekeeper A Peacekeeper is standing here, ready to jump in at the first sign of trouble. He looks very strong and wise. Looks like he doesn't answer to ANYONE. the cityguard A cityguard stands here. A big, strong, helpful, trustworthy guard. the janitor A janitor is walking around, cleaning up. What a tough job he has. the beastly fido A beastly fido is mucking through the garbage looking for food here. The fido is a small dog that has a foul smell and pieces of rotted meat hanging around his teeth. the mercenary A mercenary is waiting for a job here. He looks pretty mean, and you imagine he'd do anything for money. the drunk A singing, happy Drunk. A drunk who seems to be too happy, and to carry too much money. the beggar A beggar is here, asking for a few coins. The beggar looks like she is fed up with life. the odif yltsaeb An odif yltsaeb is here, walking backwards. The odif is a small god that has been reversed by some dog. the cityguard A cityguard is here, guarding the gate. A big, strong, helpful, trustworthy guard. the green gelatinous blob An oozing green gelatinous blob is here, sucking in bits of debris. A horrid looking thing; it is huge, greenish, and looks like the blob. the Pet Shop Boy There is a Pet Shop Boy standing here cuddleing something furry in his hands. As you look at him, he opens his hands to reveal a rat! the kitten A small loyal kitten is here. The kitten looks like a cute, little, fierce fighter. the puppy A small loyal puppy is here. The puppy looks like a cute, little, fierce fighter. the beagle A small, quick, loyal beagle is here. The beagle looks like a fierce fighter. the rottweiler A large, loyal rottweiler is here. The rottweiler looks like a strong, fierce fighter. the wolf A large, trained wolf is here. The wolf looks like a strong, fearless fighter. the cryogenicist The cryogenicist is here, playing with a canister of liquid nitrogen. You notice a tired look in her face. She looks like she isn't paid well enough to put up with any crap from mud players with attitudes. the Maid The Maid is waiting for your order. She is very beautiful with golden hair, and deep blue eyes. A good reason for coming here more often, you think to yourself. the Sexton A Sexton is sitting here, drinking hot tea. The Sexton looks like he is relaxing after another gravedigging job. the Chief Guard The Chief Guard is looking very upset. A very angry chief. the upset cityguard A cityguard stands here, looking very upset. A big, strong, angry guard. the Secretary A secretary is sitting at the desk, typing away on the typewriter. She looks very busy. The Secretary says 'Sorry, but the Mayor is extremely busy today.' The Secretary says 'Please sit down and have a seat in the meantime.' the Mayor The Mayor is sitting in his huge chair, snoring loudly. He is a stocky, middle-aged man with thin, grey hair. the Town Crier The Town Crier is here, weeping quietly. He is very good at his job - completely dissolved in tears. the swan A swan is swimming around in the pond. The white swan is very elegant. the duckling A duckling is swimming around in the pond. The duckling is adorable, it looks most of all like a tiny furball. the sparrow A sparrow is flapping around on the ground. The sparrow looks like it is enjoying life. the duck A duck is here, quacking happily. The duck is quite fat. It looks like it is enjoying life. the farmer A farmer walks around, looking for something to do. This farmer is a resident of Stanneg by the Mountains, and as such, is one of the most boring people on earth. the storekeeper A bored storekeeper waits for you to do something. The bored storekeeper keeps a lazy eye on you as he waits for you to buy something. Whee. the cowgirl A cowgirl stand here ready to defend her horses... This woman seems ready for anything you might do... she is truly a woman to be reckoned with... the horse A horse does horsely things here. This horse looks like a nice horse. It looks at you with soft brown eyes and you want to give it a carrot. the farmer's wife A farmer's wife offers you some vegetables. This woman has many different types of fruits and vegetables for you to buy. She looks bored, though. Aglandiir The Dragon Prince, Aglandiir, sits here looking at you curiously. Aglandiir is a prince of his kind, and he didn't get where he is today by letting people steal from his horde! the Cyclops A Cyclops is here, trying to judge range with no depth perception. This Cyclops throws rocks real good. With one eye though, hitting the target is another matter. He looks at you and growls as he misses again! Salle A woman ignores you completely, so intent is she upon her sword. She is a stunning woman, all hair and eyes, it seems. Her clothing is of the same tawny brown of her skin and hair. Her blue eyes look at you appraisingly, seemingly to show great intelligence. Her mouth twitches into a sneer... Duwick A truly immense man laughs at you, and draws his knife! This has to be one of the biggest men you've ever seen. He is a full seven feet toe to head, and weighs a good three hundred pounds -- mostly on his biceps and pectorals it appears. An ornate scabbard slaps by his side, with the pommel of a silvered dagger sticking out... a tiny weapon for such a large man! the Receptionist A receptionist offers you a room. He looks like a retired farmer now making an honest living in an inn. More power to him! the innkeeper An aged innkeeper greets you as you enter. He is old and greying, but seems to have been able to keep his mental faculties through the years. A large woolen sweater is wrapped about him for warmth. His blue eyes dance with amusement as he notices your weapons, but he doesn't seem too terribly startled. the hunter A hunter walks through the town streets on his own time. He looks mean, as if the very personality of the mountains had infected him with hardness. His stride is purposeful, his face weathered, his eyes cold and dark. Others are standing out of his way as he walks on by. a waiter A waiter rushes by, intent on his business. He looks harried from the way he hastily takes orders and rushes in the back to get food, and to the bar for drinks. He doesn't even spare you a glance as he passes by. a waitress A waitress rushes by, intent on her business. She looks harried from the way she hastily takes orders and rushes in the back to get food, and to the bar for drinks. She doesn't even spare you a glance as she passes by. a bartender A bartender washes a glass idly here. He nods, smiles, and asks you what you would like to drink. As you decide, he slowly polishes a glass with an old bar rag. The glass is completely clean, but he polishes it anyway. Go figure. the bandit A bandit springs into action upon seeing you. Whew! Has this guy ever seen a bath? His face, hands, arms... nearly every bit of him is covered with grime, dust, dirt and decay. His sword is polished and cleaned though... the bandit guard A bandit guard stands at attention here. He may be a bandit, but he's no slacker. You wonder who would be able to keep these bandits in line enough to pull a good guard duty... (boy is this guy DIRTY!!!) the slave A slave here is mining out a new passageway. The slave looks up at you with pleading eyes. He wants his freedom. The chains around his ankles are tight, and you wonder if you should set him free, and if you even can. the farmer A farmer walks around, looking for something to do. This farmer is a resident of Stanneg by the Mountains, and as such, is one of the most boring people on earth. the hunter A hunter walks through the town streets on his own time. He looks mean, as if the very personality of the mountains had infected him with hardness. His stride is purposeful, his face weathered, his eyes cold and dark. Others are standing out of his way as he walks on by. the wyvern A monstrous wyvern slowly circles just above your head. This huge winged creature looks really menacing as it circles only inches above your head, flapping its wings and squawking very loudly. the goblin A mountain goblin is wandering around mumbling to himself... You see before you a small and twisted creature with knotted muscles and disgustingly green skin. Doesn't look like the type you'd invite to dinner. the goblin lieutenant A goblin lieutenant stands here, attempting to get his men in order. The goblin lieutenant is rather angry, and looking for one of his men to beat up upon, but maybe you will do just fine... the goblin leader The goblin leader surveys the room. The leader doesn't look too happy that you have found him here. He grabs for his shortsword and lunges for your neck. the small boy A small boy sits here, licking his wounds. The poor boy has numerous cuts and scratches, but appears to be all right. He is apparently the only survivor of the ambush. the Innkeeper The Innkeeper stands here, cleaning glasses. The Innkeeper now spends most of his days waiting for customers, while the nights are spent watching out for goblins. His inn is no longer the happy place that is used to be in days past. the bard A sullen bard is here, drinking away his problems. You can smell the alcohol on his breath from across the room. This poor bard has been sitting here quite a while, drinking himself into oblivion. the dark horseman A dark horseman is here, mounted on his black steed. The man is obviously an outlaw, and has no qualms about slashing you into little bits. the Pawn of the Black Court You see a pawn standing here waiting for orders. The Black Pawn looks quite like a small knight without his powerful steed. His armor is shiny and black. He stands ready to give his life for the Crown. the Pawn of the White Court You see a pawn standing here waiting for orders. The White Pawn looks quite like a small knight without his powerful steed. His armor is spotless and white. He stands ready to give his life for the Crown. the Black Rook In the corner you see a large, black, stone castle on wheels. The Black Rook is a very large man-made tomb on wheels. Just from the looks of it, it will probably be YOUR tomb. the White Rook In the corner you see a large, white, stone castle on wheels. The White Rook is a very large man-made tomb on wheels. Just from the looks of it, it will probably be YOUR tomb. the Black Knight Here stands a magnificent knight of the dark realm. The Black Knight is here, riding his ebony black war horse. His eyes flash behind his visor in vengence. the White Knight Here stands a magnificent knight of the light realm. The White Knight is here, riding his ivory white war horse. His eyes gleam behind his visor in joy. the Black Bishop A dark priest stands here. The Black Bishop seems willing to help you straight into your grave so he can bless you properly. the White Bishop A light priest stands here. The White Bishop seems willing to help you in any possible so that he can attain a higher spirituality. the Black Queen The Black Queen stands here. The Black Queen is a strikingly beautiful woman with pale skin and a mass of dark hair that crowns her head like a black cloud. If looks could kill, you would already be dead. the White Queen The White Queen stands here. The White Queen is a stunningly beautiful woman with dark skin and a mass of light hair that frames her head like the sun. This is surely love at first sight for you. the Black King The Black King stands here. The Black King is a menacing figure. You can easily understand why he is the king and you are not. the White King The White King stands here. The White King is a stately figure. You can easily understand why he is the king and you are not. the snake A large dreadful snake is at your feet, hissing at you. It looks hungry. the green snake A small green snake is here, and it doesn't look too friendly... It looks harmless. the centipede A small centipede is here, making its way across the floor. It looks completely harmless. the kobold An ugly kobold is here, searching for dinner. It looks ugly. the orc The orc walks around, looking for someone to kill. You notice an evil look in its eyes... the orc A large orc is here, looking really mean. He looks dreadful. the warrior A tall warrior is here. He has more scars than anyone you have ever seen. He seems to be a strong, brainless fighter. the warrior A tall warrior is here. He seems to know his way with weapons. the hobgoblin A small hobgoblin stands here. The hobgoblin looks quite lost. the snake A brown snake watches you. The snake looks quite mean. the centipede A white centipede is here. The centipede doesn't really seem to notice you. the hobgoblin A large hobgoblin is here. The hobgoblin looks quite dangerous. the orc An orc is here, looking for something (or perhaps someone?) to eat. Well, he doesn't seem to be friendly. the mountain lion A mountain lion is here, growling at you viciously. The lion looks very nasty with huge claws and big teeth. the hill giant A hill giant is here, tossing some rocks around. The hill giant looks like he's about 9 feet tall. By his actions you quickly come to the conclusion that he isn't very intelligent. the mage A small intelligent looking mage is standing here. His IQ makes almost any normal person look stupid... It looks like he knows his way with magic. the troll A large mean-looking troll is here. Well, it looks dangerous! the snake A large green snake is here, looks like a guardian for an evil force. You see a evil creature. the thief A thief is here, all dressed in black. He seems to be counting a handful of coins. Maybe you ought to count YOUR gold too... the orc A ugly orc is standing here. It is quite disgusting to look at. the centipede A small harmless centipede is here. Well it doesn't seem to pay any attention to you. the warrior A human warrior is here. He has a evil grin in his face. He doesn't look friendly at all... the kobold A green kobold is here. It looks slimy.. the dervish A raggity dervish walks on aimlessly. Dressed in loose fitting rags, this man looks like he could use some rest. the dervish A large dervish watches for signs of trouble. Dressed in loose fitting rags, this man looks like he could use LOTS of rest. the coral snake A brightly colored snake slithers along the sands. This relatively harmless snake has bright alternating bands of red, yellow and black. the small scorpion A small, red scorpion scuttles away at your approach. The little tail is mighty dangerous for such a small creature. the sand worm A giant, purple sand worm thrusts up out of the sand and attacks! He's big, mean, and purple. Watch out! the brass dragon A very large brass dragon steps out of the darkness and says 'Hello.' Then adds to it, 'Prepare to die, have a nice day!' the nomad leader The nomad leader sits silently in prayer. He is clad in silk robes lined with gold thread. At his side is a large, engraved cutlass. He has an especially haughty air about him. the nomad commander The nomad commander stands here staring at you suspiciously. This is the nomad leader's second in command. His clothes are richly woven of silk and gold thread. A nasty cutlass hangs at his side. the nomad warrior A proud nomad warrior stands here. This warrior is dressed in typical nomad clothing and looks quite mean. the slave A young slave sits here staring at you with pleading eyes. She looks quite thin and weak. the dracolich A pile of bones rises up to form a skeletal dracolich. The dracolich is now only bone with pieces of flesh hanging from it. Obviously it no longer fears death. the drider The drider looks at you viciously while it draws its sword. This half-spider, half-drow creature is a formidable opponent. the dark dwarf A duergar is here mining precious stones with his pick. The duergar could probably crush your head as easily as he does those rocks. the myconoid A myconoid lumbers along peacefully. The myconoid looks something like a giant mushroom (and probably has the same effect). the myconoid shaman A rather large myconoid stands here chanting in a strange tongue. The shaman shoots spores into the air. the dustdigger A small oasis invites you to dive in. Looking a little closer at this oasis, you begin to wonder why it seems to be moving about... the camel A very dangerous creature, a camel, snorts at you. It is advisable not to mess with this creature. After all, you have heard many a horror story about experiences with camels. Bad experiences. the goblin slave A goblin slave lies here asleep. The defenseless goblin begs for mercy. the Drow commoner A drow commoner is here, walking around on guard duty. I doubt he is the type to give directions. the drow warrior A drow warrior stands here guarding his home. He looks kind of annoyed! the drow mage A drow mage is here protecting his home. The mage prepares to cast a spell... at you!! the drow priestess A drow priestess is here shouting orders. I wouldn't want go get on her bad side! the drow master A drow master stares at you angrily. The drow master is ALWAYS ready for a fight. the weaponsmaster A drow weaponsmaster is here shadow boxing. He definitely know his way around in combat. the Matron Mother The Matron Mother of the house is standing here. She looks really and truly annoyed that you have found your way here. the Matron Mother The Matron Mother of the first house is waiting for you. She looks like she is about to rip your head of and eat it. the drider The drider looks at you viciously while it draws its sword. This half-spider, half-drow creature is a formidable opponent. the drider The drider looks at you viciously while it draws its sword. This half-spider, half-drow creature is a formidable opponent. the yochlol A yochlol forms out of a swirling mist... The yochlol is not in a good mood. the mighty beholder You meet a beholder's deadly gaze! It has a large central eye that projects an anti-magic ray and ten eyestalks atop the round body which can do anything from charm you to disintegrate you. Beholders are not known for their personality. the lamia A strange lamia stands here waiting for her next meal. This is a creature with the upper torso of a beautiful woman, but the lower body of a four-legged beast. She licks her lips as she looks at you greedily. the mimic A strong chest lies in one corner of the room. A strong, wooden chest bound with iron straps and a heavy padlock on the front. the mimic Two skeletons lie crushed under a large boulder. This large boulder seems to have been dropped here at some point, since there aren't any boulders native to this area. The two skeletons beneath it are simply that, bones... no rags or anything else appears to be attached to them. the mimic The stone floor of this house has been ripped apart. What a mess, you wonder to yourself what could have caused this rampant destruction. the mimic Some broken shards of pottery lie strewn about the floor. The pottery shards appear to have been part of a large vase at one point, probably before the city fell. the mimic A few wooden planks lie stacked on a low shelf. The fact that these planks still rest on this shelf leads you to believe that someone has been here before you... the horned lizard A small horned lizard flicks his tongue and slithers away. A cute little lizard -- that is, if you like reptiles! the stone golem In the corner you see a large, stone golem faithfully standing watch. It is a big chunk of rock that has been magically formed into a giant stone creature. He stands here still guarding the city. the lamia A strange lamia stands here waiting for her next meal. This is a creature with the upper torso of a beautiful woman, but the lower body of a four-legged beast. She licks her lips as she looks at you greedily. the horrible asp A small, poisonous asp slithers over your feet. The asp is a small, smooth-scaled snake the color of worn pottery. The poison bite of this snake has felled many a mighty pharoah. the hooded cobra snake A cobra snake rears up and opens its fearsome hood. The cobra snake waves back and forth before you, its hood displaying brilliant colors designed to serve notice to its prey that it is about to strike. the wily little mongoose A small mongoose slinks along the ground, hunting snakes. The mongoose is a wily rodent, a quick hunter of nasty poisonous snakes. She sniffs you and appears to be looking for food in your hand. the pyramid watcher The pyramid watcher protects the tombs from intruders. The pyramid watcher has made a pledge to destroy any would-be looters of the tombs of the pharoahs. He is clad from head to foot in utilitarian sand-colored clothing. the tomb thief A sneaky tomb thief moves about in search of treasure. The thief brushes against you briefly, then slinks back into the shadows. Ali Baba Ali Baba is here, hunting for the pharoah's tomb. You see a tall, full-bearded man with a mischevious glint in his eye. Ali Baba has made his life from stealing things from others, including many items stolen recently from under the nose of the hapless guardians of this pyramid. Someday he might get caught, but not today... the magic carpet A small woven carpet lies under your feet. The carpet is simply beautiful, made from intricately woven silken material. It seems to rise up at the touch of your feet. Wait, it is rising, a few feet above the ground! In fact, it seems to be ALIVE! the mummy A mummy reaches for you, disturbed by your presence. You only see the disfigured, rotting features of decaying human flesh, animated by the distempered spirit of a long-deceased person. the sandman A sandman rises up from the desert floor. The sandman is exactly that -- some sort of strange being formed from the sands of the desert floor. It seems quite large and strong and at home in the heat and sandy winds. the efreeti The efreeti stands here, sheathed in a column of fire. The efreeti is a mighty being formed from living fire. He gazes down at you with disdain and scorn, arms folded across his mighty chest. the caryatid A sandstone column stands here, carved into a feminine figure. The column has been carved into a set of four shapely women, each facing outward into the room. The sandstone of the caryatid is smooth with age, but you can still make out a deadly stone sword in the hands of each figure. the djinn The djinn issues forth from the confines of a small lamp. The djinn is a mighty being formed from the air itself and frequently imprisoned in a small lamp, used to do the bidding of those who find him. He smiles down at you congenially, arms folded across his blue-tinged skin, and strokes his goatee. the hieracosphinx A hieracosphinx looks at you cunningly. The hieracosphinx are cunning, small, but nasty creatures, having the heads of birds, mighty wingspans, and a full set of four paws to rend their victims to pieces. They tend to be quite jealous of the sharper wits of their older cousins. the gynosphinx A gynosphinx sits here, befuddled by a riddle. The gynosphinx is a crafty but gentle creature, having the body of a beautiful dark-skinned woman from the waist up, a feathery set of wings and the hind legs of a mighty cat. Right now she is confused, having just heard a puzzling riddle from a cousin criosphinx. the criosphinx A criosphinx calmly watches you. The criosphinx is a calm and friendly creature, having the head of a ram atop the body of a well-furred feline with eagle-like wings. He delights in riddles, and in poking occasional fun at his easily confused lesser cousins. the androsphinx A mighty androsphinx tosses its lion-like mane. The mighty androsphinx is a huge creature, with the body of a lion whose face is quite man-like, perhaps even handsome, and a massive pair of feathered wings. Tales are told of pharoahs that were rendered permanently deaf by the mighty roar of this sphinx. the great sphinx A mighty sphinx rests here in the sand, dormant now for centuries. The great sphinx towers tens of feet above you, resting here in a state of dormancy. It has become almost indistinguishable from the sand that surrounds it, although you can still make out the features of the handsome face that once advised many rulers. Ramses the Damned You have awakened the mighty servant to the pharoahs, Ramses. As your light spills over his face and body, you can see his features begin to fill out, swell, and harden, until an apparently healthy man stands before you, clad only in the raiments he was left in when he last slept. His hair is a soft black, his skin a deep chocolate, and his tall frame is totally still, his chest not even moving to breathe. the guildmaster Your guildmaster stands here. An old man peering through ancient tomes rests here. the guildmaster Your guildmaster stands here. An older man wrapped in purple, long-flowing robes meditates here. the guildmaster Your guildmaster stands here. A smaller man dressed in black robes stands here waiting to train you. the guildmaster Your guildmaster stands here. A small human dressed in black rests in the corner. As you enter he grabs a knife and throws it at you. It lands in the wall next to your left ear. 'We will now begin', is all he says. the receptionist A dark skinned, veiled woman greets you from behind the desk. This Arabian beauty is obviously the daughter of some high ranking official. As you attempt to sneak a peek under her veil you notice a small moon-shaped birthmark on her left cheek. the old withered man An old withered man leans against the bar. He looks distracted as he pours five drinks at once without error. Brother John Brother John, lead singer for the Lokettes stands on stage. You see the lead singer of the Lokettes lip synching to an old Zochan tune. the panhandler A panhandler rests here. A small skinny man rests here hoping to find a warm heart. the panhandler A panhandler rests here. A small skinny man rests here staring at your clothes. the beggar A grubby beggar sits here in the filth. This poor soul seems down on his luck, perhaps you might spare a dime? the baker The baker stands here playing solitaire. You see a large man in a white apron covered in flour from head to toe. the shopkeeper The shopkeeper stands here. You see a half-elf sitting on a stool behind his counter. the banker A banker stands here waiting to help you. This small halfling seems adept at counting money. Ahkeem the tailor Ahkeem the tailor welcomes you to his store. This middle-aged man looks over you with disdain and quickly suggests a new wardrobe. Vera the veggie lady Vera the veggie lady beems as you look over her stand. A tall slender woman stands before you smiling broadly. Butch the meatcutter Butch the meatcutter stands here in his bloodied apron. This stocky dwarf has a mad glint in his eye as he twirls his clever carelessly into the air. Abdul the armorer Abdul stands here, waiting to help you. Abdul returns your gaze with a steady eye. You quickly glance away under his cold stare and place your order. Igor the weaponsmith Igor stands here doing... something. You see a small dwarf with a large hump on his left shoulder. Cassandra Cassandra stands proudly over her selection. You see a happy weather-worn face whose lines suggest many years on the open sea. It is only through years of fishing that she is able to withstand the smell that permeates the air. the foreman The foreman stands here screaming at the workers. A worried working dwarf stands here constantly making notes in his book and looking at his watch. the construction worker A construction worker steadily works here. A large sweaty looking man doesn't even return your glance. the statue of Brahman The statue of Brahman stands here. The statue made of solid marble depicts the mighty God defeating Siva in magical combat. the statue of Siva The statue of Siva stands here. The statue of the High Lord of Destruction stands here beings attacked by Brahman in magical combat. the statue of Indra The statue of Indra stands here. This statue looks like an enormous elephant. the statue of Yama The statue of Yama stands here. This is a statue of the God of Death. It is covered with odd runes. the statue of Surya The statue of Surya stands here. The statue of Surya, the God in charge of the Sun, almost glows with a firey aura. the statue of Kali The statue of Kali stands here. The statue of the Black Mother, Kali, is made of black marble and is covered with silver runes. the statue of Brihaspati The statue of Brihaspati stands here. The statue of Brihaspati, the God of Scholars and Knowledge is made of a weathered marble. The statue of Puchan The statue of Puchan stands here. The statue of Puchan, God of Travellers, is covered with dust and worn as if it had been dragged a long way down a dusty road. Aziz Aziz the Human Canon stands here. This big and burly man grins at you as he draws his sword. Mustafah Mustafah the Human Robber stands here. This man is lithe and has an evil smirk upon his face. Fatima Fatima the Elven Invoker stands here. This female elf has dusky skin and black hair. A combination you don't see very often on elves. Kareem Kareem the Dwarven Mercenary stands here. This short stocky fellow has a chest the girth of a barrel. the nomad merchant A nomad merchant looks you over. This robust fellow returns your gaze with a smile, but something inside tells you not to trust him very far. the Sultan's Bodyguard A bodyguard sizes you up. The large half-orc quickly glances you over and returns to his duties. the skinny kid A skinny kid wanders around. This small child sees you looking at him and quickly looks away. the dockworker A strong dockworker walks by moving crates. Although seemingly dull witted, this hulking mass carries the huge crates from the boats like it was a box of lilies. the taxcollector A small man walks around scribbling in a notebook. The city's taxcollextor walks from store to store collecting the Sultan's fee for living in his grand city. Gord Gord the Rogue stand here. Chulainn Chulainn the Knight stands here. This large man does not seem to be surprised at your approach and looks at you quizically. Daghdha Daghdha the Arch-Magi stands here. This man is dressed in long brown robes and has a penetrating gaze. Curley GreenLeaf Curley GreenLeaf stands here. the wandering prophet A small grey-haired man walks around spouting gospel. This sad case may have been an evangelist in another lifetime. He is known to stand on corners and accost passers-by with his doomsday preaching. the alley cat A small harmless feline searches for food. You see a small starved cat. the vulture A vulture circles above you. As you look up at this bird, you see the only thing it wants is a corpse. the old man An old man sits here playing chess. He seems intent on winning. Lugh the Librarian Lugh the Librarian sits behind a desk. The huge hulking mass rises as someone asks him a question. the dirt devil The wind kicks up some dust. What you see before you is really a baby air elemental. the lamia A strange lamia stands here waiting for her next meal. This is a creature with the upper torso of a beautiful woman, but the lower body of a four-legged beast. She licks her lips as she looks at you greedily. the raggety dervish A raggety dervish stands here. This man looks like he could use a lot of rest. the Sultan The Sultan rests here on his throne. You see a large wealthy man in red robes smiling at you. a harem girl A lovely, veiled harem girl stands here. You see a dark skinned beauty, wearing almost transparent silks and light blue veil. Her loyalty to the Sultan is unwavering. the jailer The Jailer sleeps here, snoring loudly. You see a pathetic soul lying here. Probably some ex-nobleman that has fallen out of grace with the Sultan. a eunich A eunich stands here watching over the girls. You see a large man whose only duty is to protect the harem. He has been castrated for the ladies' safety. Nichole, the Sultan's favorite Nichole, the Sultan's favorite girl rests on a mound of pillows. You see the most beautiful Arabian girl that has ever meet your eyes. Too bad she is about to kill you. Allah Allah is here. You see the all-knowing Allah. the guildguard The Guard for the Guild of Mages stand here. This man looks like a mage/warrior, I wouldn't mess with him. the guildguard The Guard for the Guild of Clerics stands here. This man looks like a cleric/warrior, I wouldn't mess with him. the guildguard The Guard for the Guild of Warriors stands here. The man looks like Conan's cousin, I wouldn't mess with him. the guildguard The Guard for the Guild of theives stands here. You see a thief dressed all in black, he quickly stands as you enter and steps to bar your way. You notice his hands resting on two sheathes. the servant boy A servant boy is here running errands. You see a small boy running around the halls of the palace. the Sultan's Guard A guard stands here, protecting the innocent. You see a trained fighter, ready to help those in need. the Sultan's Guard A guard stands here, watching the gate. You see a trained fighter, ready to defend the city. the Chief Guard The Chief of the Sultan's Guard stands here. You see a large man skilled in hunting and killing. the mercenary A mercenary stands here waiting for a job. You see an assassin down on his luck looking to be freelanced out. the shipwright An old captain rests here carving on a stick. You see the shipwright of New Thalos, waiting to make someone a boat. He beams a smile at you through his beard as you walk in. the blacksmith The blacksmith stands here pumping air into his fire. You see a large human, dripping in sweat, standing before you. He takes a break from his swealtering work to bid you welcome. the horse A horse stands here. You see one of the fine Arabian beasts known about the land. the tourist A tourist stands here looking lost. You see a small, rotund man, with a strange object around his neck and a nose guard. He is looking at a small map that he seems to be holding upside down. the ixitxachitl A very large ray with a wicked looking tail swims here. You see a large ray with sharp fangs and a barbed tail. the cryohydra The cryohydra stands here. A grey-brown reptillian creature with amber eyes stands before you. the minotaur lizard the minotaur lizard stands here. A huge lizard like reptile with horns like a minotaur. the death dog The death dog stands here. A large two-headed hound barks at you vicously. the spotted lion The spotted lion stands here. A large fierce dapple skinned lion glares at you. the behir A behir slithers on the ground. You see a large snake-like reptile with more than a dozen legs. the chimera A creature with three heads: lion, goat, and dragon stands here. The chimera is still a mystery, better left unexplored. This creature has the hindquarters of a goat, the forepaws of a lion and the body of a red dragon. the couatl A couatl hovers here. A beautiful creature with the body of a serpent and feathered wings the colour of the rainbow. the giant hornet The giant hornet hovers here. It is a hornet, what else can be said? the pegasus The pegasus stands here, flexing its wings. A magnificant winged steed, this horse looks much like the Arabian thoroughbreds you have seen in stables. Elriva Elriva stands here mixing a love potion. You see a very healthy female dressed in black, with long flowing hair to match her outfit. Braheem Braheem stands here talking to the walls. You see a powerful but slighty insane mage. the high priest The high priest rests here meditating, well he WAS meditating. He does NOT look real happy that you have disturbed him. the Royal Guard An Elite Royal Guard stands here smiling happily. You see one of the Royal Guards of New Thalos who seems to have undergone some heavy training. Patch the bartender A large half-orc with a patch over one eye pours beer behind the counter. You see a really big guy here who seems to have lost an eye in one manner or another. Stitch, the leather dude Stitch, the leather dude reclines in his chair. You see a small hobbit with his feet kicked up on his desk waiting for some sucker, uhm, customer to walk in his store. the gardener A small elf stands here tending the garden. A young elf stands here in dirt covered overalls. He seems to be weeding his garden. the nightmare A large horse, black as night, stands here. You see the largest horse you have ever seen before. Standing 10' at the shoulder it breathes flame from his nostrils and leaps to attack you. the wolverine A large wolf like creature leaps out from the darkness. You see a half wolf, half human beast wearing a glove with long thin blades on it. the mimic You see an incredibly life-like painting of the Sultan's mother. Boy is she ugly. the mayor The Mayor of New Thalos stands here. You see a chubby rabbit dressed in his best suit. the chef The chef stands here making dinner. You see a very large human who seems to taste everything he makes. John the Lumberjack John the Lumberjack is here, looking for some trees to chop down. He is six feet tall and looks quite strong, muscles bulging under his heavy, chequered shirt. His features are worn with hard work and his expression is one of a peaceful man leading a simple life. the rabbit A small rabbit is foraging in the bushes here. It is a small, furry creature with long ears and big feet. the brown bear A big, brown, angry-looking bear is here. The bear is a big, brown, furry animal with very large claws and very sharp teeth. It doesn't resemble those cute little dolls from toy shops at all. the ferocious rabbit A ferocious rabbit is here, glaring hungrily at you. This small, furry creature with long ears and big feet has been attacked by the dreaded rabbit rabies, a horrible disease that turns helpless and innocent rabbits into ferocious and bloodthirsty monsters. the fallow deer A fallow deer is grazing peacefully here. She is a graceful creature on long, slender legs, and with large, brown eyes looking back at you with an air of watchful interest. the brown fox A brown fox is stalking rabbits through the underbrush here. It is a large fox with beautiful, red-brown fur and a long, thick bushy tail. the bird A large bird with a broken wing has been cornered here. The bird isn't going to live much longer, by the looks of it. the bobcat A medium sized bobcat is stalking a bird here. The bobcat has sharp claws and teeth, and will probably eat you instead of the bird if you give it the chance. the sparrow A sparrow is flapping around by the ground. The sparrow looks like it is enjoying life. the robin A robin is hopping around looking for bugs to eat. The robin looks quite intent on finding a bug or worm to eat. the squirrel A squirrel is here seeking refuge in its nest. It peers out of its nest at you anxiously, seeming to plead silently with you to leave it alone. the sleepy badger A furry brown badger is curled up under a log here. The badger is slowly awakening and peering up at you from its burrow. You know that it won't be moving this slow for long. Its sharp claws and teeth catch your attention when you consider killing it. the grey squirrel A grey squirrel with a bushy tail is foraging for nuts here. This happy creature seems to pay you no heed as it goes about its search for nuts among the leaves and twigs on the ground here. the small chipmunk A small brown-red chipmunk dashes from tree to tree here. The absolute zenith of hyperactivity, this small rodent seems to never tire of running up, down, and around the trees in this area. If you could ever catch it, you imagine it would make an easy meal. the large black crow A large black bird flits about here, picking at bits of carrion. The bird eyes you warily, but continues with its meal. the grotesque vulture A grotesque vulture covered in blood and gore is here feeding madly. It sickens you to even look at this foul bird. Bits of dried gore stick to its beak, and unidentifiable organs hang from its talons and feathers. It sees you and attacks, protecting its horrible feast! the young buck A young 5-point buck is drinking from the lake here. This young male deer is drinking from the edge of the lake and watching you warily. His antlers are not full size yet, and will no doubt be quite impressive in a few years. the fish A fish is swimming about here. The fish looks about the right size for a meal. the duckling A duckling is swimming around in the pond. The duckling is adorable, it looks most of all like a tiny furball. the duck A duck is here, quacking happily. The duck is quite fat. It looks like it is enjoying life. the vicious warg A vicious warg is here, snarling angrily at you. It is an exceptionally large wolf with thick, black fur. Saliva is dripping quickly from its long, white fangs. It looks quite dangerous and very angry. the ferocious warg A ferocious warg is here, snarling angrily at you. It is an exceptionally large wolf with thick, black fur. Saliva is dripping quickly from its long, white fangs. It looks quite dangerous and very angry. the large, grey wolf A large, grey wolf is here, glaring hungrily at you. The large, grey wolf eyes you with interest while licking its lips. the large, black wolf A large, black wolf is here, glaring hungrily at you. The large, black wolf eyes you with interest while licking its lips. the ancient tree A huge, ancient tree towers above you. Its roots are extremely big and large parts of them are above ground. Something about it makes you think that this is not a normal oak tree. The enormous grey trunk shivers slightly, as if sighing deeply. the ancient tree A huge, ancient tree towers above you. Its roots are extremely big and large parts of them are above ground. Something about it makes you think that this is not a normal oak tree. The enormous grey trunk emits a deep, moaning sound. the green dragon A huge green dragon is here, its narrow yellow eyes glowing with rage. This enormous winged serpent has dark green scales covering most of its colossal body. Numerous holes in its heavy wings tell of many fights as does the nicks in the horns on its head. It smells as disgusting as only dragons do. the huge, poisonous spider A huge, poisonous spider is here. This disgusting creature is at the size of a human crawling on all four. It has eight hairy legs that gives it a tremendous speed on almost any surface and sharp poisonous fangs to paralyze or kill its prey. the Queen spider The huge, bulky Queen spider is here. This disgusting creature is at the size of a small elephant. It has eight huge, hairy legs that would give it a tremendous speed on almost any surface if it wasn't so immensely fat. Its large, bulbous eyes stare back at you. Shargugh Shargugh the Forest Brownie is here, grinning broadly at you. This little fellow is only three foot tall with wild matted brown hair and long tangled brown beard. He wears ragged brown and green clothing and looks as if he is having great fun. the Elder druid The Elder druid is here. He looks very upset about your presence in his home. The druid looks quite old. You would think of him as venerable but yet you know he would be a tough foe. Isha the Dark Elf Isha the Dark Elf is here, observing you silently. She is no less than beautiful, skin as dark as the night and hair shining like silver in the moonlight. Her slender body is adorned with a sleeveless shirt and a short skirt made from black scales joined with silver threads. Her back is covered by a large, hooded cloak as black as her skin and in her broad silver belt hangs a long, slender sword in a silver scabbard. the deer A deer looks at you with fear in its eyes. That is one nice looking deer! the rabbit A small rabbit nibbles at a leaf here. It is a small, furry rodent with big ears. the squirrel A squirrel spots you and runs around a tree! It is a small, brown squirrel. Kind of like a fuzzy high-tension spring. the orc hunter An orc hunter looks at you with hateful eyes. He looks angry, desperate, and maybe a little sick. His green skin is definitely mottled, and he seems to limp a little bit... the orc chief An orc chief growls at you! He wears a crown of oak leaves to show he is a leader. He carries a club to show he is a warrior. You wonder how good he is at both. the orc woman An orc woman stands here, frightened of you. As you stare her down, she raises her hands slowly, as if to say, 'Don't kill me'. the orc child An orc child frantically searches for her mother. She is raggedy, and seems to be covered with sores. the orc woman A pregnant orc woman tries to stand to flee from you. She is too far gone to move very quickly. You could kill her easily. the mutant orc A mutant orc lies here, barely alive. Its body has been twisted beyond all hope. It is dying, and nothing will stop that. the mutant orc A horribly mutated orc stands here, gibbering. It doesn't even appear to have registered your arrival... it is just talking to itself. Its body is a twisted wreck of orc, man, beast, and what-not. Elstar An elven wizard is here. He looks angry. He looks at you archly as he wonders why you have invaded his domain. No matter... it shouldn't be too hard for him to destroy you, no? the elven child An elven child casts his fishing pole into the river. He looks young and innocent. You wonder what he is doing here. the mutant thing A mutant... thing rushes at you! It might've been an orc, once. Now it is a living terror, pushing everything out of its way to get at you. the mutant thing A mutant... thing tries to get you, but cannot move into range! It might have been an orc, once. Now it is a living terror, pushing everything out of its way to get at you. the young spider The young spider is ballooning by you. He looks freshly hatched and sprightly. His young fangs are just growing in as of late. Yevaud Yevaud, the Usurper of Midgaard is here, grinning evilly at you. Old, scaly, but still with a lot of bite in him left. the wolf spider The wolf spider is here, licking its bloody fangs. The wolf spider is hairy, very hairy. the orc The orc is stuck in the web and he can't get out. You notice an evil look in his eyes, but he seems quite drained of life, and all he can do is glare at you while he's stuck in this web. the queen wasp The queen wasp is here, thinking how tasty you look. You notice a glazed look in her eyes. the drone spider A drone spider walks around doing its master's bidding. An ordinary drone spider. the ethereal spider An ethereal spider strides here, traveling to different worlds. She winks in and out of reality. It looks like it'd be difficult to hit her without a magical weapon. the slave A human slave of Arachnos works here relentlessly. The slave does not mind you, but will fight like a warrior if attacked. He serves the spider Empress, Arachnos, though whether it is by choice or because he was beguiled, you are not fully certain. the quasit A quasit blinks in and out, grinning at you. Demoniac in nature, but more mischievous. He twiddles his thumbs and creates a magical treasure! the bird spider The bird spider snaps its powerful jaws. The Bird Spider has very powerful jaws. the hermit The hermit sits here and warns, 'Go back before it is too late!' A dishevelled veteran warrior in disguise is what he is, but he means well. the Donjonkeeper The Donjonkeeper eyes you and wonders how pure your soul is. He delves deeper into you as you stare at him. Only those free of taint will be allowed to remain here safely. the guardian The guardian is obviously not doing his job. He looks like a lazy bum who sleeps half the time. Arachnos Arachnos the Empress of Spiders welcomes you with an evil smile. She is a very attractive spider with an ornate gown. She tempts you into being one of her many slaves. She does not possess the venomous fangs of normal spiders, but then, as you realize, she does not need them. the Ki-Rin The Ki-Rin smiles good-naturedly to you. She is the last bastion of good in this realm. Her mission is to someday free the slaves of the Empress. She has been trapped here for time eternal, and now the evil power of Arachnos feeds upon her intense magical energies. She will never give up here fight against evil, though, and will continue her work in whatever manner presents itself. the young wormkin A wormkin with no teeth plays here. It is a rather small dragon, and you almost feel sad about killing it. the elder wormkin A wormkin that has grown a bit stares at you inquisitively. A medium-sized dragon -- seems it hasn't killed anything yet by itself, though there is a first time for everything... the mountain goat A mountain goat nibbles at a piece of grass here. This goat is acclimated to the rugged terrain of the mountains. It looks at you and shies away a little. the Demon of Decay A cloaked and clawed demon of decay comes at you viciously! This demon has pure malevolence for anything living. Oops! You're living! I guess that means you! the Book Monster A mound of books rise up into a human shape and tries to hit you! Ironically enough, the book-monster's head is War and Peace. Hmm. a Bad Feeling A bad feeling chokes your throat. It resembles a lot of other bad feelings you've had, but a lot more tangible... magic? Your Worst Nightmare Your worst nightmare coalesces in front of you and attacks! It looks like you deepest, darkest fears personified. Wait a minute! It IS your deepest, darkest fears personified! the Guardian A guardian guards the door. It looks at you and attacks! The guardian guards the door. That's about all its brain can handle: guarding. the dwarf guard A dwarven guard is here. The guard looks very tough and mean. He wears his beard long, and he smells like he hasn't bathed in over a month. the dwarf worker A dwarven mining worker is here. He is very dirty, and looks extremely over-worked. the wraith A wraith is awaiting your first move here. A black, almost transparent wraith. the Hide & Tooth storekeeper The Hide & Tooth storekeeper is standing here, waiting patiently. The storekeeper is very rotund, but looks in excellent condition. Granite Head the baker Granite Head, the baker, is waiting for a customer here. Granite Head is covered with flour and grains. the giant lizard A giant lizard is foraging for food along the cavern floor here. This scaly creature looks like it is well adapted to its underground habitat. He looks very powerful. the giant A giant is wandering around the mountainside here. The giant is about 18 feet tall, with arms of steel, and looks in excellent physical condition. the dwarven mineworker A dwarven mineworker is here. The mineworker is very tired, and very dirty, and he has bulging muscles. the mine leader A dwarven mine leader is here, supervising the work. The mine leader is very big and very strong, though he must be fairly bright also, to have gotten this job. the dwarven doctor The dwarven doctor is here, aiding the sick of his people. He is a very skilled healer, and extremely faithful to his god. the dwarven peon A dwarven peon is awaiting help here. the Dwarf A dwarf is here. the barrack guard A barrack guard is here, lounging around while off duty. the mazekeeper A mazekeeper is here. He looks VERY tough. the giant snake There is a giant snake here. the horrifying Mudmonster A horrifying Mudmonster is slowly evolving from the mud... It sure looks like something out of a horror movie. It strongly resembles a huge figure made up from mud alone, and it sure looks like it had human flesh for breakfast and is strongly intent on having the same for dinner - Perhaps you? the small bat The small fierce-looking bat is hanging from the ceiling, obviously sleeping. You have never in your entire life seen such a mean looking small creature, though it looks rather peaceful, hanging there, sleeping. The thought of arousing this cruel creature doesn't sit well in your bones. the sewer rat The huge hungry-looking sewer rat sits here. This creature is fairly large for a rat, but not so big that it could be called a giant rat. Sewer water drips off of its grey fur as it looks at you with black glistening eyes. the small Spider The small hairy Spider is here, busy with its web. This small spider seems to pay you no attention at all as it builds its intricately designed web. the giant earth beetle The giant, mean-looking earth beetle is here. Now, you've seen beetles, but this one is enormous. It stretches perhaps two feet from head to tail. As it notices you, it waves its six legs about and makes some strange skittering noises at you. the maggot The giant maggot is here, simply existing. This large mound of grotesque flesh is just lying here quivering, almost as if it can sense your warm blood nearby. the snake The snake slithers towards you. It looks very mean. This snake is of a variety that you do not recall seeing recently. It has near black skin with small white diamond shaped spots all over its head and upper body. A thin green stripe stretches along each side of its body. the evil wanderer The evil wanderer stares at you with a piercing gaze. The evil wanderer is very thin. He is dressed in a grey cloak. He doesn't look like he'd be your first choice as a travelling companion. the creature homunculus The creature homunculus is here, looking at you with an evil look. The homunculus appears in a man-like form, about eighteen inches tall, has a greenish, reptilian skin, leathery wings, and a batlike mouth, with teeth dripping with a greenish sludge. the shadowy morkoth The morkoth are standing here, waiting for someone to KILL! It is a five foot tall, shadow monster. This has the shape between a human and a rat. It breaths very heavily while staring at you. the evil chr-eff'n The chr-eff'n are crawling here, looking around with its yellow eyes. The head and torso of a chr-eff'n is copper-covered, with yellow, glowing eyes. The lower body is in an orange shading. the red dragon The fierce-looking red dragon stares at you angrily. The red dragon stares at you, angrily, as it wakes when you arrive. It says 'Oh, human YOU woke me up... Hsssss', while it moves closer, 'Can one NEVER sleep in peace... Hssss... ' the sea hag A sea hag is here, swimming around. The sea hag is so ghastly looking that you feel the deepest fear: Big yellow eyes and sharp teeth. Its ears are very big, and it has small sharp horns. This beast is obviously a hater of beauty. the guardian naga The guardian naga looks kindly at you. The naga are a snake-liked creature. She is covered in green-gold scales with silvery triangles along her back. Her eyes are golden. She notices that you are staring at her, and she says 'Watch out. This way leads to some evil creatures.' the scaled basilisk The scaled basilisk crawls towards you slowly. The basilisk is a reptilian monster. It has eight legs, and a strong, toothy jaws. It is dull brown with yellowish underbelly. Its eyes are glowing pale green. the lemure The lemure blob slithers towards you for an attack! This looks like a vaguely human blob. Big black yellow eyes, and a mouth going a little bit out from the face. The lemure does not look interested in you at all, but it attacks anyway. It looks like its mind has been burned out. Jones 'cruncher' ettin Jones is standing here glaring at you. At the first sight you thought Jones was an Orc, but when he came closer you see his second head. He wears an animal skin dress, filthy and moth eaten. Jones really stinks... Herald 'the mouse-killer' ettin Herald is standing here looking confused at you. When you look at Herald, you feel pity. His clothes are really poor, and one of his heads hangs down. At the rope around his stomach hangs dead mice and rats. He does not smell good. the master mindflayer The master mindflayer is here, looking at you with an evil look. It is a seven foot tall humanoid dressed in a purple cloak, and swinging a black and purple rod above its head as if it was going to attack you any moment now. In the middle of its head are four tentacles with sharp points. the senior mindflayer The senior mindflayer walks around here, looking for something useful. This is a horrifying monster indeed, 6'6" high. Dressed in purple and black, and carrying a large mace in its hand. In the center of its head are four large tentacles with very sharp points. the junior mindflayer The junior mindflayer is here, watching you carefully from the corner. This mindflayer is six feet high. It has a small mace in its belt, and is dressed in purple and black cloth. It has four small tentacles in the center of its head. the ugly wererat An ugly wererat is here, looking at you with a strange flick in his eyes. The wererat is about four feet tall. It looks very much like rat, except that it is standing. the gigantic rat There is a gigantic rat here, looking at you with a hungry look. The gigantic rat is about ten feet long from head to tail and has claws the size of your head, looking very nasty. the Grand Knight of Paladins The Grand Knight is standing here, waiting for someone to help. The Knight is standing here, smiling at you. He is dressed all in white, blue and silver. He looks VERY strong, as he stands here, ready to help the innocent. the large rat There is a large rat here, poking through the foodstuffs lying around. The large rat is about two feet long from head to tail and has claws the size of your fingers, looking very nasty. It seems to be quite occupied with all the chewed open foodstuffs lying about the room. the Cleaver The Cleaver is here eyeing you hungrily in anticipation of its next meal. The Cleaver is a huge spidery chittinous creature with four large spindly arms ending in cleaverlike talons that will surely cut you to ribbons. the homba The homba flits about. Part kestrel, part bear, part wolf. Parts is parts, and makes an ugly whole. the swordsman The greatest swordsman in the land is standing here with a sneer on his face. This is the ultimate swordsman. the Mummy of Rabscuttle The Mummy of Rabscuttle wanders here, hands aloft, walking towards you. All bandages, no personality. the giant lizard A giant lizard is here. This scaly creature looks like it is well adapted to its underground habitat. He looks very powerful. General Woundwort General Woundwort, the dark demon of Minos, awaits to maul you to shreds. He looks vaguely like a rabbit, but sure doesn't act like one. Franz the Henchman Franz, Minos' henchman, is here ready to pump you up. Franz is no girlie man. He is very muscular and looks as if he could squeeze your head like a grapefruit. Hanz the Henchman Hanz is here flexing his muscles and squeezing grapefruits. Hanz is no girlie man. He is very muscular and looks as if he could lift a large dragon. King Minos the Minotaur King Minos the Minotaur is ready and waiting to gore you to death. He smells something awful. the dragon turtle A large dragon turtle breaks the surface churning the water into huge waves. The turtle's shell is the size of a small house and looks as hard as rock. the sea hag You notice the face of an ugly hag in the sea weeds. The sea hag is terribly fightful and has razor sharp teeth. the merman There is a merman swimming here brandishing his trident at you! The merman has a powerful tail fin instead of legs. the crusty crab A crusty looking crab is crawling around here searching for food. It looks like a crab... what more can be said? a pair of wings A pair of wings is sitting here. a waybread Some waybread has been put here. The waybread is the traditional feed of elves when travelling, they call it lembas. It is said to refresh the weary traveler greatly. a pewter ring There is a pewter ring lying here. a bronze belt There is a bronze belt on the ground here. a Roman combat helmet A Roman combat helmet has been left here. a coach's whistle A coach's whistle has been left here. a stethoscope There is an odd object laying on the ground here. a hairpin A woman's hairpin is lying here. an apple A delicious looking apple has been left here. an orange A sun-ripened orange has been left here. a pair of leather sandals A pair of leather sandals has been dropped here. a hotdog A hotdog loaded with chili and onions has been left here. a silver and gold bracelet A bracelet, made from silver and gold, has been carelessly left here. a sapphire ring A sapphire ring has been left here. a jade pendant A beautiful jade pendant has been left here. Froboz' robe Froboz' robe has been dropped here. a tempered sword A nasty looking tempered sword is lying here. a quenched sword A very bloody, but quenched, sword has been left here. a pair of Moorish bracers A pair of Moorish bracers has been dropped here. a Roman combat breast plate A piece of military combat plate has been left here. a pair of Roman combat boots A pair of combat boots have been left here. Jupiter's Thunderbolt Jupiter's Thunderbolt has been left here. a red loincloth Mars' red loincloth is resting here. a crystal necklace Someone has left the crystal necklace of knowledge here. a pair of winged sandals Mercury's winged sandals have been left here. a dark grey scroll A scroll has been carelessly left here. an ornate scroll An ornate scroll has been left here. a plain scroll A plain scroll is lying on the ground. a bag of herbs There is a small, sweet-smelling bag here on the ground. a Kodarta staff A Kodarta staff has been carelessly left here. a prototype wand There is a prototype of a new magical wand lying here. a flask There is a flask, containing a blaze orange potion, resting here. an executioner's mace An executioner's mace is lying here. a mug A frosty mug has been left on the ground here. a rusted key There is a rusted key here. a double sided key A double sided key has been left here. a diamond studded key A diamond studded key is sitting on the ground. a key with a pearl handle A key with a pearl handle is sitting on the ground. an aquamarine key There is an aquamarine colored key here. an opal key An opal key has been left here. a steel key A steel key is lying on the ground. the Scales of Justice Two beautiful plates shaped like scales have been left here. As you look at the scales, you notice that they seem to sway back and forth of their own accord, as if weighing something that is to you still unseen. the Scroll of the Messenger You see a solid and silver-lined scroll resting on the ground. It seems to be some sort of spell designed to transport its user across vast distances, but how to make use of it is impossible to tell. a blazing sword You are startled by the sight of a sword that glows as you approach it. The edge of the blade is lined with writing, religious verse apparently, in a fine, silver-laced and flowing script. the Protector of the Faithful A weighty looking shield has been abandoned by one unworthy to hold it. It evades your attempts to focus on it, deflecting your gaze as it deflects the weapons that will try to kill you. a faded armband A ragged and faded looking piece of cloth has been left here, forgotten. It has some sort of militia insignia on it, perhaps an indication of a rank or award in some military order unknown to you. a jeweled scimitar A stunning curved blade glistens on the ground. The entire rim and edge of the scimitar's handle is bedecked in a gorgeous array of stones and precious metals. a charred ember You glance briefly at a smouldering ember that rests at your feet. It glares back at you, almost angrily. an ethereal flame The entire room is aglow from the flame at your feet. Even being near it fills you with a peaceful and comforted feeling. the Key to the Gates You have found at last the Key to the Gates of eternity. There are no gates. They are inside of you. a burnt history You have found a burnt book, some forgotten history lying on the ground. So this is the jester's joke. All of our works have turned to dust, and will end in nothing. It is for this that he laughs. a surah of the book You notice a thin parchment, with flowing script and rich decorative trim. Al-Kafirun Say: "Oh ye that reject the Faith, I do not worship what you worship, nor do you worship what I worship. To you be your Way, and to me mine." the Forge of Unity It is surely the best of men who has left these gloves to aid you. an Ankh You see a beautiful pendant of ancient and noble craftsmanship. It is an even earlier version of the old Christian cross, an oval loop above the crossed arms of white gold. the Amulet of Ra You have found a beautiful gleaming disc with a golden image of the sun god. a graven image of Azathoth You frown in disgust at the hideous icon of a false god that you have found. Sapowox's Universal Nothingness You are quite unable to perceive Sapowox's Universal Nothingness here. You are not sure, but you do not seem not able to figure out what it isn't, because it doesn't much resemble anything you haven't ever seen. You feel a bit of mortal confusion, but you notice a small inscription on it. It just says: ' (void *) ' Not very enlightening, is it? the gold A lot of gold is here. a golden sceptre A golden Royal sceptre lies on the ground. a golden crown A magnificently jewelled golden crown has been left here. a golden apple There is a golden apple here. a large telescope There is a large telescope here, pointing at the sky. A small sign says: Made in Siberia. a training sword A training sword with blunt edges is leaned against a wall. a huge key There is a huge, heavy-looking key on the floor here. Verminator A strange looking sword is lying upon the ground here. This strange sword seems to be made of black metal, an eerie green glow surrounds the blade. the Butler's key The Butler's key is here. a small key A small key lies here. a large wooden chest A large wooden chest stands here in a corner. It is equipped with a small lock, that any self-respecting thief should be able to pick. a large vial A large vial has been left here. It is filled with a disgusting brown liquid. a royal banner The royal banner has been firmly planted in the ground here. It is large and very heavy. On top of it flutters King Welmar's flag proudly. On the flag is the symbol of King Welmar's house, the rampant stag. a key A key lies on the floor. It has a finely carved letter 'W' inscribed on it. a guard's chain mail hauberk A chain mail hauberk lies on the floor a large broadsword There is a large broadsword lying here. the cell key A key lies on the floor. This appears to be the key for the cells of the castle. a corpse There is a corpse lying in the middle of the floor of the building here. a delicious-looking lobster A delicious-looking lobster is lying here, tempting your appetite. some Russian caviar There is some delicious-looking Russian caviar here, making your mouth water. the glow from the west There is a strange glow coming from the west. The glow from the west appears to be quite strong, but it does not give enough light to see by here, nor can you see the source of the glow. the wailing sound from the east There is an eerie wailing sound coming from the house to the east. a shiny newbie sword A shiny newbie sword is lying here waiting to be possessed. a bright green newbie vest A bright green newbie vest is lying here looking for a body to hug. a bright newbie helm A bright newbie helm is hoping a loose head will wander by. a dark newbie cloak A dark newbie cloak is lying here hoping to smother you. a newbie signet ring A newbie signet ring is lying in the dust here. a shiny newbie dagger A shiny newbie dagger is lying here looking for a back to stab. a pet dragon collar Someone's pet dragon has escaped and left his collar here. a wee little key A key with the newbie crest on it is here. a brightly glowing jar A jar of glowing fluid wants to brighten your day. the horns of the Minotaur The horns of the great Minotaur lie here. the smelly hide of the Minotaur The hide of the great Minotaur is lying here. some cool newbie leggings A pair of neat looking leggings are here. some cool newbie sleeves A set of nifty sleeves is here. a glowing newbie mace A finely crafted newbie mace is waiting for a worthy owner. a diamond key A glinting key of diamond has been left here. an oven a meat locker You just had the horrid thought that a cadaver might be in there. a spice rack a slice of traveller's bread A slice of traveller's bread is here looking very tasty. a large chunk of meat A large chunk of meat is here. a finger sandwich A finger sandwich is here. It would look quite tasty if someone had first removed the fingernails! a straw broom A straw broom is here leaning against the wall. A magical flying broomstick? Nah! Not here. a cabinet A cabinet is here. a bar of silver A bar of silver has been left here. a bar of gold A bar of gold has been left here. a bar of mithril A bar of mithril has been left here. a bar of adamantite A bar of adamantite has been left here. a mithril hammer a mithril hammer has been left here a chest A chest is here. a small key A small key has been left here. a long sword A long sword has been left here. a silver dagger A finely crafted dagger made of silver is on the ground here. a curved scimitar A curved scimitar is here in a jewel-covered sheath. a wooden staff A wooden staff is against the wall here. a silver chased cabinet A large cabinet with a silver finish is here. a silver chased cabinet A large cabinet with a silver finish is here. an old key An old key is here a silvery key A silvery key has been left here. a silvery key A silvery key has been left here. a red and white staff a red and white staff is leaning against the wall here a burnt staff A burnt staff is leaning against the wall here. a black rod A black rod has been left here. a wooden stick a wooden stick is here a metal wand A metal wand is here. a black cauldron A large black cauldron is here bubbling. a small pair of bat wings A small pair of bat wings is here. an eyeball An eyeball has been left here the book of magic An enormous book is lying open here a pair of spectacles A pair of wire-rimmed spectacles has been left here. a golden altar a heart shaped medallion A heart shaped medallion is here. a large chest A large chest is here. an intricately carved key An intricately carved key has been left here. a pile of coins is here A pile of coins is here. a brown cloak A travel worn cloak has carelessly been left here. a chameleon poncho Some multicolored cloth is on the ground here a pair of old boots A pair of old boots is here, they look very comfortable. a seashell ring A small seashell has been left here. a leather backpack A leather backpack is here. a herbal brew A herbal brew is here. a waybread A loaf of waybread has been left here. a meat cleaver A meat cleaver is sticking in the wall here. some chain shackles Some chain shackles have been discarded here a silvery dagger A long dagger that seems to be made of silver is here. a scroll A scroll is here. a bound scroll A bound scroll is here blowing in the breeze. a long cylindrical tube A long cylindrical tube is rolling around here. an old scroll An old scroll has been left here. a scroll written on blue paper A blue scroll has been left here. a leather pouch A leather pouch is on the ground here. a silver stirring spoon A silver stirring spoon has been left here. a blue potion A blue potion is here. a bright red potion A bright red potion is here. a green potion A green potion is here. an effervescent potion An effervescent potion is bubbling away here Ahh! Schwepes Sparkling Soda a refreshing drink. a milky white potion A milky white potion is here. a black staff A black staff is leaning against the wall here. a golden flute A golden flute has been left here. a small figurine A small figurine in the shape of a humanoid is standing here. a holstered belt A holstered belt is here. a blackened wand A blackened wand is here. a runed chisel A runed chisel is here. a beltpouch A beltpouch is here. some sparkling dust Some sparkling dust is in a pile here. a dark cowl A dark cowl is here. an ashen wand An ashen wand is here a huge spiked club A huge spiked club has been left here. a grey robe A pile of grey cloth has been left here. a glinting silver bracelet A glinting hoop of silvery metal is here. a long grey cloak A pile of grey cloth has been left here. an iron shod staff A grey piece of wood shod in iron has been left here. a ward minor A small clear cube is sitting here. a black robe A pile of black cloth is on the ground here. an onyx bracelet A hoop of black onyx is here. a dark black cloak A pile of black cloth is on the ground here. a sharp shard of obsidian A piece of black glass is here. a white robe A pile of white cloth is on the ground here. a white gold bracelet A hoop of silvery metal is here. a white cloak A pile of white cloth is on the ground here. an ivory hilted dagger An ivory hilted dagger has been left here a spiked collar A small spiked collar is here. a shimmering cloak of many colors A multi-colored pile of cloth is here. a small emerald ring A small ring with a green gemstone is here. an emerald bracelet A beautifully crafted hoop of emerald is here. a ward major A large clear crystal cube is here. the ebony kris A wavy bladed knife made of ebony is here. a tight fitting green dragon scale shirt Some green dragon scales which have been sewn together are here. this Green dragon scale shirt was made from a poor unfortunate green dragon. a grey key A key made of a strange grey metal has been left here. a black key A key made of black obsidian has been left here. a white key A key made of white ivory has been left here. a barrel A beer barrel has been left here. a bottle A beer bottle has been left here. a bottle A dark bottle of ale has been left here. a bottle A bottle of firebreather has been left here. a bottle A dark bottle has been left here. a key of dull metal A key made of a dull metal is lying on the ground here. a waybread Some waybread has been put here. The waybread is the traditional feed of elves when travelling, they call it lembas. It is said to refresh the weary traveler greatly. a bread A loaf of bread has been left here. a danish pastry A nice looking delicious danish pastry has been placed here. a Mexican taco A tasty looking Mexican taco has been dropped here. a spicy hot burrito A spicy looking burrito has been set here. some nachos with cheese Some nachos have been left here. They have cheese on them. Looks like one of Uncle Juan's specials. a piece of meat A rather dubious looking piece of meat is on the ground here. It isn't so much that the meat looks poisoned or anything, but that you just are not sure of its origins. You doubt that a hunter would drop a side of venison or rabbit meat... what in the world could this meat have come from, you wonder... a dagger A dagger with a long thin blade is here. a small sword A small sword lies here. The small sword seems to have an inscription of some sort inscription... It says: 'May this sword be a good companion.' a long sword A long sword has been left here. a wooden club A simple looking wooden club is here. a warhammer A medium sized warhammer is here. a flail A large flail is here. a torch A large torch. a lantern A brass lantern is here. a bag A small bag is here. a box A small box is here. an automatic teller machine An automatic teller machine has been installed in the wall here. There is a small note on the machine which says: To use, type 'BALANCE', 'WITHDRAW ', or 'DEPOSIT '. Please report any strange occurrences to the bank manager. the large fountain A large fountain carved from blue-streaked marble is here, bubbling merrily. It is a well crafted fountain, carved from a single piece of very beautiful white marble shot through with electric blue streaks that look almost like lightning dancing along the sides of the fountain. It seems to be enchanted in some manner, as the water level seems to never lower. a cashcard A handy dandy cashcard is sitting on the ground here. There is some writing on the back of the card which reads: To use, type 'BALANCE', 'WITHDRAW ', or 'DEPOSIT '. Please report any strange occurrences to the bank manager. a candle A candle lies here, unlit. A home-made candle, how quaint! a nail A penny nail lies in the dust. Its a common iron nail, used for carpentry work. a pot A cast-iron pot sits on the ground. It is a nice pot. You could use it, if you ever settled down. a breast plate A breast plate is lying on the ground. a chain mail shirt A chain mail shirt is lying on the ground. a shield A small wooden shield is lying on the ground. a leather jacket A soft leather jacket is lying on the ground. a studded leather jacket A studded leather jacket is lying on the ground. a scale mail jacket A scale mail jacket is lying on the ground. a bronze breast plate A bronze breast plate is lying on the ground. a scroll of identify A scroll has carelessly been left here. The scroll has a magic formula drawn upon it: ??? ? ? ? ? ? * a yellow potion of see invisible A small yellow potion has carelessly been left here. The potion has a small label 'Detect The Invisible'. a scroll of recall A scroll has carelessly been left here. The scroll has written a formulae of 'Word of Recall' upon it. a grey wand of invisibility A grey wand has carelessly been left here. The wand is an old dark grey stick. You notice a small symbol etched at the base of the wand. It looks like this: \ / - O - / \ a gnarled staff A gnarled staff has carelessly been left here. The staff is made of old oak, and is around five feet long. It fits perfectly into your hand. You notice a small symbol etched at the base of the staff, it looks like: ZZZZZ Z Z Z ZZZZZ z z a metal staff A metal staff has carelessly been left here. The staff is made of metals unknown to you. a raft A raft has been left here. The raft looks very primitive. a canoe A canoe has been left here. The canoe is fairly light. a pair of bronze gauntlets A pair of bronze gauntlets is lying on the ground. a pair of leather gloves A pair of leather gloves is lying on the ground. a bronze helmet A bronze helmet is lying on the ground. a leather cap A leather cap is lying on the ground. a pair of bronze leggings A pair of bronze leggings is lying on the ground. a pair of leather pants A pair of leather pants is lying on the ground. a pair of bronze sleeves A pair of bronze sleeves is lying on the ground. a pair of leather sleeves A pair of leather sleeves is lying on the ground. a social bulletin board A large, sociable bulletin board is mounted on a wall here. If you can read this, the board is not working. Use 'look board' to read the board. a frozen bulletin board A large bulletin board is here, carved from a block of ice. If you can read this, the board is not working. Use 'look board' to read the board. a holy bulletin board A large bulletin board is mounted on a wall here. It glows with a faint aura. If you can read this, the board is not working. Use 'look board' to read the board. a bulletin board A large bulletin board is mounted on a wall here. If you can read this, the board is not working. Use 'look board' to read the board. a cup A cup has been set here. It is a small simple cup. a cup A cup has been set here. It is a small simple cup. a cup A cup has been set here. It is a large simple cup. a bottle A bottle of Evian natural spring water is here. You've been ripped off! It says here at the bottom of the label, in really really small letters, 'Bottled in the Midgaard branch of Evian Inc. This water is from the natural, mostly clean River of Midgaard.' It is a large, clean bottle. There is a large label pasted on the side. a canteen A canteen has been set on the ground here. It is a fairly big canteen. Looks like it can hold a lot of liquid. an iron key An iron key has been left here. The iron key is not special. In fact, it is quite boring. a rusty key A rusty key has been left here. The key is a fairly large rusty key. You notice a lot of dirt it. a wooden key A wooden key has been left here. The wooden key is not special. In fact it is just about the most boring key you've ever seen in your life. a brass key A brass key has been left here. The brass key is small and looks like it fits a very complicated lock. the desk A desk is set against the western wall. The desk looks very sparse, there is a drawer in the left side. You notice a keyhole in the drawer. the safe A safe is placed in a dark corner of the room. The safe is very heavy and has a keyhole. the Bench A white-painted wooden bench is standing here. It is a quite heavy but very comfortable bench. It is placed with its front towards the river so you can sit and watch the river and the houses on the other side. the City Key The very big City Key is lying here. It is probably the biggest key you have seen in your life. It is made from polished gold and has various patterns on it along with the Midgaard Coat of Arms. a fountain A small white fountain is standing here, gurgling happily. It is very nice. Made from fine white marble. a small pile of gold coins A small pile of gold coins lies here. the gold A lot of gold is here. a candlestick A pewter candlestick is standing here. It is a rather old-looking three-armed candlestick made from pewter. Its candles are a yellowish white color. an elm tree An old elm tree grows here. The fresh young leaves of the elm tree wave gently in the wind. an orange An orange lies on the ground here. You wonder how it got here, seeing how oranges are non-migratory. a bale of wheat There is a bale of wheat here. It doesn't look appetizing to you, but a horse might enjoy this... a big zither A HUGE zither made of gold rests in the corner Someone truly huge with big fingers might be able to play this. You can't. a barrel of perfume You can smell a barrel on the other side of the room from here. Smells good...the label reads: "Somewhere between GPA and MUD there lies... OBSESSION" a statue There is a statue of Aglandiir here, made of solid gold. He's a pretty striking chap, for a dragon. a halberd A runed halberd lies on the ground here. The runes glow with a bright light, making you think that this might be a pretty decent weapon. a potion of protection A vial of a dun fluid is here. Looks thick, and brownish-grey (dun). Ick! a dragon's crown Aglandiir's crown sits here, radiating a shield. The shield repulses you, making you wonder how you're going to get your hands on this huge, valuble chunk of gold... an apple A scrawny red apple sits here. It is not wormy... yet. a loaf of bread A fresh loaf of bread lies here. Mmmm... Rye! a melon A melon sits here, discarded evidently. Wow! Look at the size of that melon! a knife An exquisitely crafted knife rests here. The craftsmanship... it takes your breath away! This knife... it had to have been forged by the legendary smith Gabadiel. It must be worth a fortune! a long sword A superb long sword sticks in the earth. This sword is light, but the heft is perfectly balanced. Such an incredible weapon can only have be crafted by the legendary smith Gabadiel, and as such be worth a fortune! a short sword A short sword lies here... a work of art! It brings tears to your eyes. This must have been Gabadiel the smith's masterpiece; his final work. Simply invaluble. a dismembered and burnt corpse A dismembered and burnt corpse lies on the ground here. It is still smouldering a little; the culprits can't be far off! a scimitar A scimitar as long as your arm lies here. This weapon really isn't of too high a quality. a crate A crate is stacked here. It's a standard wooden crate. a hunting bow A hunting bow lies here, unwanted This is the type of weapon you would use to bag some deer or rabbits, but not the type you'd take into battle... a leather vest A nice leather vest lies here. The seams are delicately sewn with a enruned thread... a glass A glass of beer sits forgotten here. This is a nice glass filled with homebrew. There doesn't seem to be too much stuff floating in it. a glass A big glass of mead sits here, cool and frosty. Looks good. Looks warm. Doesn't matter; it still looks good. a shot A shot of whisky is sitting here. Whew! Looks like potent stuff! a small sword A small sword lies here. a fine long sword A long sword has been left here. a wooden club A simple looking wooden club is here. a studded leather jacket A studded leather jacket is lying on the ground. a small spear A small spear lies here. a mutilated corpse A mutilated corpse has been left on the ground here. Looks to be an aftermath of whatever caused this carnage. a mutilated corpse A mutilated corpse has been left on the ground here. Looks to be an aftermath of whatever caused this carnage. an ornate dagger A beautiful looking dagger is stuck in the ground. The hilt of this dagger looks to be two intertwined snakes. At the end of it, there is a small red ruby. the gyroscope A small toy is spinning about on the ground here. As the gyroscope spins around and around you find yourself almost hypnotized by its movement. some Black Pawn Armour A pile of black armour is here. some White Pawn Armour A pile of white armour is here. a Black Pawn's Sword The sword of a Black Pawn lies here. a White Pawn's Sword The sword of a White Pawn lies here. some Black Rook Armour Some armour made from the remains of a black rook lies heaped on the floor. some White Rook Armour Some armour made from the remains of a white rook lies heaped on the floor. the Lance of the Black Knight The Lance of the Black Knight lies here, waiting to rust. the Lance of the White Knight The Lance of the White Knight lies here, waiting to rust. the Staff of the Black Bishop The Black Bishop's Staff is lying here. the Staff of the White Bishop The White Bishop's Staff is lying here. the Crown of the Black Queen The Crown of the Black Queen lies here, looking neglected. the Crown of the White Queen The Crown of the White Queen lies here, looking neglected. the Black King's Sceptre The Sceptre of the Black King lies here, collecting dust. the White King's Sceptre The Sceptre of the White King lies here, collecting dust. The Key to the Black Treasury There is a sinister black key lying here. the Key to the White Treasury There is a bright white key lying here. the Black Royal Treasure There are a LOT of coins here. the White Royal Treasure There are a LOT of coins here. a yellow and green ring A ring is here, with yellow and green ornamentation. It looks very old. It feels heavy. a goblin's corpse A halfway decayed corpse of a goblin is here, giving off a foul odor. some coins A small pile of coins is on the ground. a purple potion A purple potion is here. It looks rather strange! a metal helmet A metal helmet in here. It looks somehow magical!. a mushroom A small mushroom is here. Let's put it this way - I wouldn't eat it!! a thieves' dirk A beautifully crafted dirk is lying here. It is a medium sized, beautifully crafted dirk made from some greyish alloy. Its blade is double-edged and very thin... this looks like a good thieves' weapon. a black demon blade A black demon blade is here. You'll become as evil as the weapon, if you use it as you sense the forces of evil controlling the weapon... a pair of swordsmans' gloves A pair of finely crafted gloves are lying on the ground here. They look like the right kind of equipment to use when fighting. a scroll which reads 'ysafg' A scroll which reads 'ysafg', it looks very fragile and quite old. It looks informative. a green slime mould A green slime mould is here. Stinks like you wouldn't believe! It wasn't meant to be food -- at least, certainly not for humans. a green slime mould A green slime mould is here. Stinks like you wouldn't believe! It wasn't meant to be food -- at least, certainly not for humans. a small mining pick A small mining pick made of what appears to be silver lies on the ground. a glowing suit of banded mail A glowing suit of banded mail lies on the ground. a halberd A mighty halberd lies against the wall. a mushroom amulet A mushroom-shaped amulet lies on the ground. a large leg bone A large leg bone rests on the ground. a small cactus cup A small cactus cup lies on the ground. a small wicker basket A small wicker basket sits on the ground. a small wicker basket A small wicker basket sits on the ground. a small wicker basket A small wicker basket sits on the ground. a small wicker basket A small wicker basket sits on the ground. a coil of rope A long coil of rope lies on the ground. a bunch of stakes A small bundle of stakes lies here. an old, tattered map An old, tattered, and much faded map lies here. a thick padded turban A thick padded turban lies here. a great pile of treasure A great, gleaming pile of treasure lies at your feet. a long, curved sabre A long, curved sabre stands upright in the ground. a curved scimitar A curved scimitar lies at your feet. a long, pointed cutlass A long, pointed cutlass lies here. a pink potion A pink potion stands here. a platinum wand A platinum wand lies here. a golden bow A powerful golden bow lies here. an encrypted scroll An encrypted scroll lies at your feet. an iron bound chest An iron bound chest with a shiny lock sits here. a golden key A shiny golden key lies here. a copper bracelet A tarnished copper bracelet lies at your feet. a large ruby A large ruby lies on the ground, collecting dust. a glittering diamond A glittering diamond lies at your feet. a brilliant sapphire A brilliant sapphire lies here, twinkling happily. a deep blue lapis lazuli A deep blue lapis lazuli gem lies here. the Tiger Jewel The Tiger Jewel lies here blazing. the red-eyed jewel The red-eyed jewel glares at you greedily. a fiery green emerald A fiery green emerald sits here. a commoner's longsword A commoner's longsword made of adamantite has been left here. a noble's longsword A drow noble's longsword, made of adamantite, lies here. a two-headed snake whip A whip with two snakes heads lies here. a three-headed snake whip A whip with three snake heads has been left here. a four-headed snake whip A whip with four snake heads has been carelessly left here. a black longsword A black longsword has been carelessly left here. a five-headed snake whip A whip with 5 snake heads has been carelessly dropped here. a six-headed snake whip A whip with six snake heads has been dropped here very carelessly. a pair of bracers A pair of iron bracers has been dropped here. a pair of gauntlets A pair of gauntlets is lying on the ground. a silvery blue wand A silvery blue wand has been dropped in the dirt. a small helmet A small helmet lies up against a rock. a small ruby ring A small ruby ring lies in the dirt. a spider shaped dagger A dagger with spider leg shaped blades lies on the ground. a small bright green hat A small bright green hat lies in the dirt. an adamantite key A key made of a strange metal is lying here. a pile of golden coins A large pile of golden coins is lying here. a ringmail vest A vest made of iron rings lies heaped on the floor. an iron helm An iron helm has been left on the ground. a pair of iron gauntlets A pair of iron gauntlets rests heavily on the ground. a pair of iron sleeves A set of iron sleeves lies on the ground. a pair of iron boots A pair of iron boots has been left here. a set of iron greaves A set of iron greaves lie here unattended. an iron girth A small iron girth lies at your feet. a battered iron breast plate A battered iron breast plate lies here. a sturdy iron shield A small, but sturdy, iron shield has been left here. a black potion A jet black potion sits upright waiting to be taken. an orange potion A small orange potion lies here. a green serpentine staff A green serpentine staff has been left here. a smooth quartz ball A smooth quartz ball lies here gleaming. a tattered scroll A worn and tattered scroll has been left here. a bound scroll A bound scroll of detection lies at your feet. a silver flute A brilliant silver flute glimmers from beneath a rock. a demon-faced talisman A demon-faced talisman glares at you angrily. a chunk of venison A large chunk of venison sits here, ready to be eaten. a large cracked fountain A pool of blood lies in the bottom of the fountain. a two-handed sword A nice two-handed sword hangs on a hook in the wall. a black silk robe A black silk robe lies heaped in one corner. a dark green cloak A beautiful dark green cloak has been dropped here by someone. an engraved ebony seal A small, engraved ebony seal is here. the desk an engraved ivory seal A small, engraved ivory seal lies here. the glass cabinet a half-rotted arm A half-rotted arm floats lazily past your feet. a pale blue stone A pale blue stone sits here. a scarlet and blue stone A pretty scarlet and blue stone has been dropped here. an incandescent blue stone A small incandescent blue stone lies here. a deep red stone Someone has left a deep red stone here. a pink stone A tiny pink stone lies at your feet. a pearly white stone A lovely, pearly white stone has been carelessly left here. a pale lavender stone A beautiful pale lavender stone lies here. a lavender and green stone A stunning lavender and green stone rests on the ground. a dusty rose stone A stone is here, sort of a dusty rose color and very pretty. a dull grey stone You can barely make out a dull grey stone on the ground. a vibrant purple stone A stunningly vibrant purple stone attracts your attention. a pink and green stone A bright pink and green stone has been left here. a pale green stone A pale green stone lies here collecting dust. a clear stone An odd clear stone lies at your feet. an iridescent stone A large iridescent stone has been left here. a mandolin A mandolin lies against the wall. a golden harp A battered golden harp has been tipped over. an egyptian mace A hierogylph-engraved mace has been left here. The mace is formed from solid brass, and engraved in strange hieroglyphs. some sand-colored robes Sand-colored robes lie here. The robes are colored a sandy off-white, and are in fact caked and covered with sand as well. You don't seem to be able to remove all of the sand, no matter how much you try. an obsidian dirk A flat dirk made of chipped obsidian lies here. The blade of the dirk is black, glassy obsidian, chipped razor sharp. a dirty cloth turban A dirty cloth turban has been forgotten here. The turban used to be white cloth, now it is covered with oil and dirt from the head and hair of its previous owner, who must not have bathed much. some cloth wrappings Long cloth wrappings lie on the ground in a pile. The cloth wrappings are old, wrinkled, and stink of embalming fluid. a bottle of embalming fluid A dusty bottle lies here on the ground. The bottle is dusty and the fluid has a strange sickly-sweet smell to it. a jar of formaldehyde A small jar lies here on the ground. The jar is sticky and smells really bad. a small hot ball of fire A little ball of fire hovers in the air before your eyes. The ball of fire is hot to the touch and very very bright. a stone scimitar A curved scimitar made of stone rests on the ground. The scimitar is formed from solid stone, chipped and carved to perfection, with a sharp, cold blade that is marred only by a few nicks here and there. a stone key A stone key has been dropped here. The key is made from stone, but is otherwise unremarkable. a mighty stone sarcophagus A mighty stone sarcophagus lies in the center of the tomb. The sarcophagus is engraved on the sides with the images of pharoahs, great wars fought long ago, mighty pyramids being constructed... A raised image atop the sarcophagus is formed in the visage of one of the mighty pharoahs, painted in gold and studded with precious gems. You see a small keyhole in the side of the sarcophagus. some ancient dust A small pile of dust is being scattered by the breeze. The dust is old. As you sift it through your hands you find tiny chips of aged bone inside -- it must be the ancient remains of something. a small emerald scarab A small emerald scarab lies here on the ground. The scarab is intricately detailed, down to the tiny hairs on its insectile legs and the faceting of the emeralds in its eyes. the lamp A small, tarnished, battered lamp has been dropped here. The lamp is quite old and tarnished. You rub at it to get some of the grime off, but it doesn't seem like anybody is home. an ankh A small brass ankh has been left here. The ankh is a small brass symbol of an ancient religion. It glows with a soft bright light that is soothing to you. a book of riddles A medium-sized parchment book with well-worn pages lies here. The book has well-worn pages, containing many befuddling riddles to surprise, confuse, and amuse you. You find yourself bewildered by its contents and put it down to sort your head out. a lion's paw The mighty paw of a lion-like creature has been dropped here. The massive paw has straps on it formed of bronze, so that it will fit snugly over your hand. As you put it on, it melds with your hand, becoming an extension of your arm. the answer A small piece of parchment covered in hieroglyphics lies here. You cannot decipher the strange hieroglyphics that cover the sheet of parchment. the treasure of the sphinx The massive treasure of the sphinx lies here in a big pile. The treasure is incredibly large, filled with gold coins and valuables, more wealth than you could ever possibly imagine accumulated in one place. a pile of sand You see a small pile of sand. You think you see some coins and valuables glinting amongst the grains of sand. the curse of the mummy Some fortunate soul has escaped the mummy's curse, for now. Rumor has it that whomever disturbs the grave of the mummy shall be cursed for all eternity, and that the descendents of that person shall likewise be cursed for ten generations to follow. a small elixir A small glass elixir lies under your feet. The elixir is deceptively small. Something tells you that its contents are truly quite potent. Perhaps too potent for ordinary mortals to attempt to consume. a golden mask A beautiful, intricately detailed mask has been forgotten here. This beautiful mask was shaped from solid gold and magically enchanted to perfectly fit the face of any who choose to wear it, its golden features and turquoise highlights even moving to match the expressions of the face of the wearer. the diamond Aha! You see a multifaceted gemstone, which strangely reflects no light, making it very hard to see when it lies on the ground. a blazing sun wand A small length of brass pipe shines here with its own light. This small brass shaft is a holy weapon used by the ancient people of this land to defend against the deadliest of foes. It shines with the brilliant blazing light of the sun. a sandy-coloured ring A small sandy-coloured ring has been carelessly dropped here. The ring is small, smooth, sandy-coloured and unremarkable, save that it gives off a continuous low humming noise that tickles your fingertips. a small golden sphinx A small golden sphinx glints in the light. The golden sphinx is incredibly detailed and very small, fitting easily into the palm of your hand. You can even make out the expression of wisdom and peace on its face. a pair of sphinxian leggings Massive leggings formed from the body of a sphinx stand here. These magically fashioned leggings impart the strength and stamina of the mightiest of the ancient sphinxes. You feel ancient power emanating from them; they seem to be almost alive. the palace key of New Thalos A large key bearing the crest of New Thalos lies here. the Key to the City of New Thalos The heavy city key lies here in the dust the large central fountain The large central fountain domintating the central square rests here. a morningstar A small spiked metal ball connected to a rod by links of chain lies here. an awl-pike An awl pike lies here. a bardiche A bardiche lies here. a bec de corbin A bec de corbin lies here. a bill-guisarme A bill-guisarme lies here. a fauchard A fauchard lies here. a glaive A glaive lies here. a guisarme A guisarme lies here. a sickle A sickle lies here. a two-handed bastard sword A two handed bastard sword lies here. a scimitar A scimitar lies here. a rapier A rapier lies here. a suit of banded mail A suit of banded mail lies here. a suit of brigandine A suit of brigandine lies here. a suit of field plate A suit of field plate lies here. a suit of ringmail A suit of ringmail lies here. a suit of splintmail A suit of splintmail aromr lies here. a wooden shield A wooden shield lies here a splinted shield A splinted shield lies here. a buckler A buckler lies here. a leather jacket A leather jacket lies here. a pair of leather sleeves A pair of leather sleeves lies here. a leather cap A leather cap lies here a pair of leather pants A pair of leather pants lies here. a pair of leather gloves A pair of leather gloves lies here. a pair of padded leather boots A pair of padded leather boots lies here. a studded leather jacket A studded leather jacket lies here. a pair of studded leather sleeves A pair of studded leather sleeves lie here. a pair of studded leather pants A pair of studded leather pants lie here. a pair of studded leather gloves A pair of studded leather gloves lie here. a leather shield A leather shield lies here. a sack A sack lies here an oil lamp An oil lamp lies here a backpack A backpack lies here a basket A basket lies here. a belt pouch A belt pouch lies here a candle A candle lies here a hunk of cheese A hunk of cheese lies here. some bread Some bread lies here. some dry rations Some dry rations lie here. some iron rations A tin of iron rations lies here. some nuts Some nuts lie scatterd on the ground. a belt A nicely made belt lies here. a pair of hiking boots A nicely made pair of boots lies here. a fur cloak A nicely made fur cloak lies here. a girdle A nicely made girdle lies here. a pair of hose A nicely made pair of hose lies here. a common robe A nicely made robe of common cloth lies here. an embroidered robe A nicely made robe of embroidered cloth lies here. a pair of sandals A nicely made pair of sandals lies here. a sash A nicely made sash lies here. a silk jacket A nicely made silk jacket lies here. an egg An egg lies here. a carrot A carrot lies here. a tomato A tomato lies here. a fig A fig lies here. some dates A bunch of dates lies here. a leg of lamb A leg of lamb lies here. a side of beef A side of beef lies here. a whole chicken A whole skinned chicken lies here. a salted herring A salted herring lies here. a muscle A muscle lies here. a glass A glass of blue alcohol rests here. a glass A glass rests here. a bottle of grog A bottle lies here. a glowing blue vial A glowing blue vial lies here. The blueish liquid inside this potion bottle is glowing with a strange light. There is a small label that reads 'Protection' a deep-green potion A deep-green potion lies here. The potion inside the bottle is a greenish colour and has a small label which reads 'Curative' a crystal clear potion A crystal clear potion lies here. This glass bottle appears to contain a clear liquid. There is a label on the bottle which reads 'Preparation' an off-white potion An off-white potion lies here. This potion bottle contains a whitish liquid that looks rather thick. A small label reads 'Redemption' a dark blue potion A dark blue potion lies here. This dark blue potion has a small label on it reading 'Restoration' a flaming scorpion A bottle of strong beer lies here. a barrel A barrel of beer lies here. a shot A shot of strong liquor lies here. a scroll of recall A scroll of recall lies here. a grey-silver wand A grey-silver wand lies here. You see a small engraved storm cloud at the base of this wand. a wand of glinting yellow A wand of glinting yellow lies here. You see a shape slowly fading into existance at the base of this wand. an oak wand A wand of oak lies here. a pink wand A pink wand lies here a pair of sewing shears A pair of sewing shears lies here. a meat cleaver A meat cleaver lies here a fountain pen A fountain pen lies here. a sledge hammer A sledge hammer lies here. a horse shoe A horse shoe lies here. a saddle A saddle lies here. a riding crop A riding crop lies here. a chessboard A heavy marble chessboard lies here. a sesame seed A sesame seed lies here. Gae Bolg A beautiful spear is lying on the ground here. The beautiful, glowing spear is close to eight feet long and has a bright, polished silver blade that tapers at the end into what must be the finest point you have ever seen. the jail key The key to the jail lies here. the dungeon key The dungeon key lies here. the wolverine claw A claw from some animal lies here. the wrath of Allah A large ornate mace floats above the ground here. This enormous weapon looks like it could pound the stuffing out of anything or anyone around. a lumber axe A heavy lumber axe lies here. It is a heavy axe of the kind lumberjacks use to chop down trees. a chequered shirt A chequered shirt lies here. It is an extra large, chequered shirt made from heavy cloth. a pair of worn leather boots A pair of worn leather boots lies here. They are fashioned from rough leather that has been oiled frequently to make it stay waterproof. They look worn but quite functional. a fireplace A fireplace made from stone is set against the east wall. It is fashioned from stones of various sizes that have been stacked on top of each other and fastened with mortar. Its chimney is constructed likewise and leads the smoke out through the low cabin ceiling. a hooded brass lantern A hooded brass lantern has been left here. It is a large and robust but somewhat battered oil lantern made from brass, and it is equipped with a handle to make it handy and a hood to protect its flame. Some letters have been scratched on its bottom. The letters say: Use 'hold lantern' to activate. a wooden chest A wooden chest stands in the corner. It is a robust chest made from short, heavy planks that have been fastened together with tenons. It is equipped with a simple brass lock. a small brass key A small brass key lies here. It is a small, simple brass key with no inscriptions or marks of any kind. a heap of gold coins Some gold coins lie piled up in a heap on the floor. The coins seem to be gold. They are obviously valuable. some blackberries Some blackberries grow on a bush nearby. They look very tasty indeed. a mushroom A small mushroom grows nearby. It looks to be a tasty little thing. a large sign A large sign mounted on a pole is standing by the roadside. Not the most interesting pole in the world. Better leave it here, though, as it holds the sign in place. It says :- Haon-Dor -------- This is the Forest of Haon-Dor. Enter at your own risk. Please report any strange occurrences to Furry, as Quifael and Derkhil are currently indisposed. a barrel A water barrel has been left here. a small brook A small brook trickles through the forest beside the path. The water looks clean and refreshing. the lake an oaken cudgel A limb has fallen here. The cudgel looks quite sturdy, and would make a nice weapon. the corpse of a boar a large slab of meat A large piece of freshly cut boar meat is on the ground here. It looks quite filling. a pair of boar tusks A pair of large boar tusks have been dropped here. They look like they might be worth something to a craftsman. a hollow log It looks like it would probably float. the bird's nest a blue robin's egg A small bluish egg has been left here. It is small, but food nonetheless. a piece of rabbit meat A large piece of rabbit meat. a piece of venison A large piece of venison. a sign An old, battered sign lies on the ground. Only some of the letters are legible :- _ _________| |_________ / | | \ / CAR.AX | | M.STY \ \ M..SI.N | | SW..P / \_________| |_________/ | | a colossal tree A colossal tree blocks the way westward. This enormous tree must be a thousand years old. Its rough bark looks grey and pale and is decorated with scratches and clawmarks. On its west side is a small opening just above ground level. The opening is far too narrow for you to squeeze through but it looks as if the tree is hollow. a long, grey branch A long, grey branch rests heavily on the ground. It is quite heavy and looks as if it has been dropped from great height. It is long dead and very dry. Could probably be lighted quite easily. a long, grey branch A long, grey branch rests heavily on the ground. It is very heavy and looks as if it has been dropped from great height. It is long and straight and the wood is very hard, still being full of sap. Although it does not fit very well in your hand, it could be used as a clumsy but very heavy weapon. a long, grey branch A long, grey branch rests heavily on the ground. It is very heavy and looks as if it has been dropped from great height. It is somewhat twisted and the hard wood is still full of sap. a toadstool A large toadstool grows nearby. It is a large, brown boletus that must weigh nearly five pounds. The top surface is covered in a thin layer of transparent slime that emits a weak, musty smell. Not the most delicious thing you have seen. a toadstool A large toadstool grows nearby. It is a large, brown boletus that must weigh nearly five pounds. It has small white spots and the top surface is covered in a thin layer of transparent slime that emits a weak, musty smell. Not the most delicious thing you have seen. a big pile of gold coins A big pile of gold coins is lying here. a blue potion A blue potion has been left here. It has a nice deep blue color and a smell like peppermint. a musky yellow potion A yellow potion has been left here. It has a deep yellow color and and a strong spicy smell. a large round shield A large round shield has been left here. It is made from hard wood that has been reinforced with heavy iron bands. an iron crown An iron crown rests on the ground. It is a heavy human-sized crown made from solid iron. an iron sceptre An iron sceptre lies on the ground. It is a heavy sceptre made from solid iron. an iron ring An iron ring has been left here. It is a quite heavy human-sized ring made from solid iron. It lacks decorations of any kind. the morning star the morning star is here collecting dust while it lies on the ground. a black dragon scale shirt A black dragon scale shirt has been left here. It is a sleeveless shirt made from big, black dragon scales joined with silver threads. Its inside has been made from the soft skin on the dragon's belly, making it very comfortable to wear. The word 'Isha' has been engraved on one of the scales. a black dragon scale skirt A black dragon scale skirt has been left here. It is a short skirt made from big, black dragon scales joined with silver threads. Its inside has been made from the soft skin on the dragon's belly, making it very comfortable to wear. The word 'Isha' has been engraved on one of the scales. a black, hooded cloak A large, hooded cloak, as dark as the night, has been left here. It is a heavy, black cloak with a large hood. The word 'Isha' is written inside it with a silver thread. a broad silver belt A broad silver belt has been left here. It is a broad belt made from tiny silver rings woven together. a long, slender sword A long, slender sword lies on the ground. It is a long, slender sword that seems to be made from silver. The word 'Isha' has been engraved on the hilt. a key A key sits here. It is a plain looking key. a set of manacles A set of iron manacles lie here. They're big steel cuffs, meant to be locked around the hands. a set of shackles A set of shackles sit here, discarded. Big iron cuffs, meant to be locked around the ankles. the Runestone A small stone with an inscription sits here. It is a small, carved stone with a strange symbol carved upon it. Strange... a club A crude wooden club sits here. It is a big, wooden club. Starkblade A knife hums with eternal energy here. It is an odd knife, with an inset of sapphire in the pommel. It hums constantly, and your hand stings a bit when you touch it. a black key A somewhat plain black key has been left here. a very sharp knife A very sharp knife lies here. A keen knife, very sharp -- you could cut the air in two! a wizard's hat A blue wizard's hat lies here. A hat made of blue cloth. It looks very comfortable. a pontiff's headress A white cone-shaped head ornament with religious symbols lies here. A starchy headress worn by powerful secular types. a black knight's visor A black visor sits here. A visor that protects the head, good for warriors. a thick white potion A thick white potion has been left here. It is disgusting thick white gunk which looks like liquid web and smells like medicine. a glowing dagger A glowing dagger glows here. the glowing platemail Some glowing platemail lies in a heap here. an agate A small gem lies here. a piece of jade A small jewel gleams here. a piece of sculpture A nice piece of sculpture is here. It is of a beautiful woman, straining beneath a heavy weight. She looks tired, with chiseled tears staining her cheeks. It makes you sad. a vial of dragon's blood A small vial filled with a red fluid lies in the dust here. an amulet An odd looking amulet has been discarded here. a tent pole A tent pole has been tossed away here. a bag of powder of wealth A small bag filled with powder of wealth lies here. a desk There is an ebony desk here. the Book of Chaos A book with a title written in moving letters rests here. the Book of the Elder A grey-bound book lies here. the Occluded Lens A smoky lens about a foot around has been scuffled in the dirt here. a leaf of mevais A small black leaf of a mevais plant lies here, well preserved. Quaffing this down might provide interesting effects. a bottle of peska There is a bottle of a milky fluid here. It is a milky concoction, with strange motes floating in it. Rand's staff There is a metal-shod staff here. a wooden chest There is a wooden chest here. a wooden chest There is a wooden chest here. a wooden chest There is a wooden chest here. a water basin A basin filled with crisp, clean water is here. some food There's some food lying here. It is just random and assorted food. Don't ask questions. It is only a game. a treasury key There is a key for the treasury lying here. the Queen's treasure A large pile of treasure has been left here, it must be the Queen's. a mine key There is a key to the mines lying here. a bright golden key There is a bright golden key lying here. a dwarven hammer There is a dwarven hammer lying here. the dwarven plate mail There is dwarven plate mail lying here. a long, black stick There is a long, black stick lying here. a long, black stick There is a long, black stick here. a dwarven club There is a dwarven club lying here. a two-handed dwarven axe A two-handed dwarven axe is here. a dwarven helmet A dwarven helmet is here. a golden dwarven ring A golden dwarven ring is lying here. a pair of dwarven gloves A pair of thick dwarven gloves lay here. a chunk of coal There is a chunk of coal here. a mining pick There is a mining pick here. It looks almost blessed! a deep green key There is a deep green key lying here. an old key Someone seems to have dropped an old key. a glinting silver ring A lovely silver ring has been left here. the devil rod The mysterious devil rod lies on the floor. This is indeed a mysterious rod. It is dark black at the base but has four very sharp purple tentacles at the end. the large mace A large mace lies here. The mace is pretty large with a weight of 10 lbs. The head is actually four purple tentacles tied together. the small mace a small mace has been left here. This weapon does look like it does a lot of damage, but then you never know. It consists of a black handle and a purple head. a purple cloak A purple cloak lies on the floor. This is a very fine made cloak from an unknown material, in a nice purple color. a neon blue potion A neon blue potion stands on the floor. In the flask is a transparent electric blue liquid. a black key A black key has been left on the floor. This little key is made from a black metal of unknown origin. a strange white skull A strange white skull lies on the floor looking at you. The skull has two small horns in the forehead. You notice some writing on the inside. You read the number '666'. a pair of muddy gauntlets A pair of muddy gauntlets have been thrown away here. These gauntlets are muddy indeed, however they look very effective. a small stick A small stick lies here. The small stick does not look interesting at all. But just as you are going to throw it away you notice some small letters. They read: Hold me a pair of muddy boots A pair of muddy boots has been dropped here. The boots are muddy and they look well worn, but also very comfortable. a huge treasure There is a huge treasure here, looking very valuable. This looks like a whole lot of coins. a short sword A short sword is lying here. This is a very nice little weapon. a large key A large steel key has been left here. This huge key is made from solid steel. a copper key A copper key has been left on the floor. This little key is made from copper. a small brass key A small brass key lies here. It is a small, simple brass key with no inscriptions or marks of any kind. a huge treasure There is a huge treasure here, looking moderately valuable. This looks like a whole lot of coins, though not as many as you expected. a wooden chest A wooden chest stands in the corner. It is a robust chest made from short, heavy planks that have been fastened together with tenons. It is equipped with a simple brass lock. a chest A heavy iron chest sits in one corner of the room. a plain dagger A long black, but very plain, dagger rests here. a large spiked bracelet A large spiked bracelet has been left here. a waybread Some waybread has been put here. The waybread is the traditional feed of elves when travelling, they call it lembas. It is said to refresh the weary traveler greatly. a golden ring A shiny goldring has been abandoned here. a huge bastard sword There is a huge bastard sword here. Quite a heavy weapon, with a pure white hilt. a large helmet There is a large helmet on the floor. This looks like some heavy protection, for the head of course. a chaos helmet On the floor is a grand evil-looking chaos helmet. This helmet has mounted some mean looking spikes on the front, moreover it looks like good protection. a two-handed sword On the floor rests a enormous two-handed sword. You notice that there has been inscribed some runes and a sort of pattern, which resembles flames running along the edge. On the blade you can read 'Flame And Strength United Are My Soul Power'. a silvery breast plate There is a silvery breast plate on the floor. On the breast plate you notice a relief of large rose. The metal seems to be some kind of silver or platinum. some silvery leg plates On the floor you see some leg plates. They seem to be made from silver or platinum. You see the outline of a rose. a pair of silvery gloves You can see a pair of gloves on the floor. The gloves are made of silver threads. a silvery helmet The silvery helmet lies here. The helmet is made from platinum or silver and has a white fur brush attached on the top. the shield of the rose The shield of the rose rests on the floor. On the shield you see a clear and perfect painting of a dark red rose on a white background. You also notice an inscription. The inscription reads: Pax Est Sanctuum a pair of heavy plated boots A pair of heavy plated boots stand on the floor. The boots are made from a silvery metal. some silvery arm plates On the floor you see some arm plates. They seem to be made from silver or platinum. You see the outline of a rose. a barrel A water barrel has been left here. a golden key A heavy golden key lies here. a dark minotaur shield A dark minotaur shield has been left here. A strong, sturdy shield. It brings to mind legends of a shield that provided protection from poisonous gases. a speckled potion A speckled potion speckles here. a pair of troll gauntlets A pair of gauntlets made from troll skin lie on the ground. a platinum ring A shining ring of platinum lies here. It has a tiny inscription. The inscription on the ring reads: Cursed be the gods that supply coins to mortals! And cursed be the mortal that accepts valuable gifts from the gods! Especially cursed are those who do not leave the toilet seat up! a flail A flail has been carelessly left here. a great pile of treasure A great, gleaming pile of treasure lies at your feet. a heavy spear A heavy spear has been tossed on the ground here. a trident There is a warrior's trident here. This is a common trident, often used by gladiators or mermen. It has three sharp prongs jutting from the business end and a smooth wooden handle with two comfortable grip points. a pair of boots A pair of boots sit here in a puddle of water. The boots are made of a strange lightweight hide and float in a puddle of water. We are out of that item right now. You don't have that. Stop wasting my time! This is a weapon and armour shop! Go someplace else! A fine weapon indeed, but more than I can afford. NO CREDIT! Here you go. That will be %d coins. Don't get hurt! You'll get %d for that. The shopkeeper pukes on the player. I don't have anything like that. Sorry. I don't think you have that. I don't stock that stuff. Try another shop. I can't afford to buy anything, I'm only a poor peddler. No cash, no goods! Here you go. That'll be... %d coins. Thank-you very much. Here are your %d coins as payment. The shopkeeper smokes his joint. We don't sell that. I don't think you have that. I don't stock that stuff. Try another shop. I can't afford to buy anything, I'm only a poor peddler. No cash, no goods! Here you go. That'll be... %d coins. Thank-you very much. Here are your %d coins as payment. The shopkeeper smokes his joint. We don't carry that item. You don't have that. I can't buy that. See another shop. We are low on cash. Come back later. Sorry, but you can't afford that. Here you go. That will cost you %d. I will give you %d coins for that. 2 We don't have that item in stock right now. I don't think you have that item. Hmmmm... if I was in a good mood, I'd consider it. But I'm not. The Emperor's tax collector just came. I don't have the cash. Sorry. NO CREDIT! We don't even take the Renaissance Express card! That will be %d coins. Enjoy! You'll get %d coins for that. 2 We don't have that item on stock. I don't think you have that. I don't stock that stuff. Try another shop. I can't afford it right now. Come back tomorrow. No cash, no goods! Here you go. That'll be... %d coins. Thank-you very much. Here are your %d coins as payment. 2 But I have no such thing for sale. But you do not have this item. I have no interest in that. I am sorry, but I can not afford such a valuable item. But you can not afford that item. It will cost you %d coins. Here, you shall have %d coins for it. 2 Je suis tres desole, mais je n'ai pas ca. Mais, je n'achete pas! Mais, je n'achete pas! Mais, je n'achete pas! Si vous n'avez d'argent, vous ne pouvez p'acheter! Ca coute %d piece d'or, s'il vous plait. Oops - %d, a minor bug - please report! The shopkeeper pukes on the player. Haven't got that in storage, try LIST! You can't sell what you don't HAVE! Sorry, I'm not a fence. I'd love to buy it, I just can't spare the coinage Bah, come back when you can pay! That'll be %d coins -- thank you. I'll give ya %d coins for that! The shopkeeper pukes on the player. Say again? You don't have that, try INVENTORY! What do I look like, a fence? Sorry, I just can't afford such a costly item. You can't afford it! You're getting a bargain for that at only %d! I guess I could give ya %d for that. The shopkeeper pukes on the player. Sorry, I haven't got exactly that item. You don't seem to have that. I don't buy such items. That is too expensive for me! You can't afford it! That'll be %d coins, please. You'll get %d coins for it! The shopkeeper pukes on the player. Haven't got that on storage - try list! I don't buy! I don't buy! I don't buy! If you have no money, you'll have to go! That'll be %d coins. The shopkeeper pukes on the player. Haven't got that on storage - try list! You don't seem to have that. I don't buy THAT... Try another shop. I can't afford such a treasure. You can't afford it! That'll be %d coins, please. You'll get %d coins for it! The shopkeeper pukes on the player. I haven't got that kind of a weapon! You don't carry that weapon! I only buy weapons. I can't afford such a great weapon! sorry, but NO CREDIT! That costs just %d coins. Here, you can have %d coins for that. The shopkeeper pukes on the player. Haven't got that on storage - try list! You don't seem to have that. I only buy armors.. Go away! That is too expensive for me - Try a wizard! You can't afford it! That'll be %d coins, please. You'll get %d coins for it! The shopkeeper pukes on the player. Sorry pal, I have not got that kind of ship. Ok, but let me see it first. I only trade ships. I can't afford such a nice ship. This ship is too expensive for you. Here is your ship, I'll take %d gold coins. What a fine deal, you get %d gold coins. The shopkeeper pukes on the player. Sorry, you aren't on my list of people I can sell to. Sorry, I don't buy from outsiders. Sorry, I don't buy from outsiders. Sorry, I don't buy from outsiders. Sorry, but here, no money means no goods! That will be %d coins, please. Thank you. Oops - %d a minor bug - please report. 2 Sorry, I don't have that -- try list! Sorry, I don't buy waters from outsiders. Sorry, I don't buy waters from outsiders. Sorry, I don't buy waters from outsiders. Sorry, but here, no money means no water! That will be %d coins, please. Thank you. Oops - %d a minor bug - please report. The shopkeeper pukes on the player. It's very noisy in here, what did you say you wanted to buy? I don't buy! I don't buy! I don't buy! Are you drunk or what?? - NO CREDIT! That'll be - say %d coins. The shopkeeper pukes on the player. Haven't got that on storage - try list! I don't buy! I don't buy! I don't buy! If you have no money, you'll have to go! That'll be %d coins. The shopkeeper pukes on the player. Haven't got that on storage - try list! I don't buy! I don't buy! I don't buy! If you have no money, you'll have to go! That'll be %d coins. The shopkeeper pukes on the player. Haven't got that on storage - try list! I don't buy! I don't buy! I don't buy! If you have no money, you'll have to go! That'll be %d coins. The shopkeeper pukes on the player. Haven't got that on storage - try list! I don't buy! I don't buy! I don't buy! If you have no money, you'll have to go! That'll be %d coins. The shopkeeper pukes on the player. It's very noisy in here, what did you say you wanted to buy? I don't buy! I don't buy! I don't buy! Oh, bugger off, NO CREDIT! That'll be - say %d coins. The shopkeeper pukes on the player. I haven't got such a drink. I see no such thing. I do not buy, would you like a drink? BUG, Please report. You can't afford such a fine drink, try the Grubby Inn. Fine, that'll be %d gold pieces. Bug, please report (%d). The shopkeeper pukes on the player. We didn't grow any of those this year. You don't have that! I won't buy that! I can't buy that! You can't buy that! Ok, %d coins please! Ok, %d coins please! 2 Could you repeat that please? I don't buy! I don't buy! I don't buy! But you haven't the money! Ok, %d gold please. Ok, %d gold please. 2 I don't know how to make one of those! We don't *buy* drinks... we sell 'em! We don't *buy* drinks... we sell 'em! We don't *buy* drinks... we sell 'em! I don't give 'em away free, you know! That's %d gold. We don't *buy* drinks... we sell 'em! 2 I don't know how to make one of those! I don't *buy* drinks... we sell 'em! I don't *buy* drinks... we sell 'em! I don't *buy* drinks... we sell 'em! I don't give 'em away free, you know! That's %d gold. I don't *buy* drinks... we sell 'em! The shopkeeper smokes his joint. Haven't got that on storage - try list! I don't buy! I don't buy! I don't buy! If you have no money, you'll have to go! That'll be %d coins. The shopkeeper pukes on the player. Haven't got that on storage - try list! You don't seem to have that. I don't buy THAT... Try another shop. I can't afford such a treasure. You can't afford it! That'll be %d coins, please. You'll get %d coins for it! The shopkeeper pukes on the player. Sorry, I haven't got exactly that item. You don't seem to have that. I don't buy such items. That is too expensive for me! You can't afford it! That'll be %d coins, please. You'll get %d coins for it! The shopkeeper pukes on the player. I've never heard of that... what kind of vegetable is it? I don't buy. I don't buy. I don't buy. If you come back with more money, I may consider selling it. That's %d coins... can I wrap it up for you? I don't buy. The shopkeeper pukes on the player. I didn't kill any of those this season, sorry. I don't buy that. I don't buy that. I don't buy that when I don't have the money. That costs money. Something you don't have... sorry. That costs %d coins. Here are %d coins, thank you for your business. The shopkeeper pukes on the player. Haven't got that on storage - try list! You don't seem to have that. I only buy armours.. Go away! That is too expensive for me - Try a wizard! You can't afford it! That'll be %d coins, please. You'll get %d coins for it! 2 I haven't got that kind of a weapon You don't carry that weapon I only buy weapons. I can't afford such a great weapon Sorry, but NO CREDIT That just costs %d coins. Here is %d coins for that. The shopkeeper pukes on the player. Sorry buddy, I don't sell that. Why don't you sell something you own? I don't buy such items! That is much to valuable for you to let go! No money. Off with ya then! That will be %d gold. Here is %d gold for that. The shopkeeper pukes on the player. Don't have one, but I think I might be able to find one... You have one? Really? Let me see! I'm not interested. Anything else? Too rich for my blood! Perhaps you should go visit the bank first... That's just %d coins, cash in advance. I'll take that for %d coins, thank you! 2 Sorry pal, I have not got that kind of ship. Ok, but let me see it first. I only trade ships. I can't afford such a nice ship. This ship is too expensive for you. Here is your ship, I'll take %d gold coins. What a fine deal, you get %d gold coins. The shopkeeper pukes on the player. Havn't got that in storage, try LIST! You can't sell what you dont HAVE! Sorry, I'm not a fence. I'd love to buy it, I just can't spare the coinage Bah, come back when you can pay! That'll be %d coins -- thank you. I'll give ya %d coins for that! The shopkeeper pukes on the player. We don't have any of those, Sugar. Are you sure you have one, handsome? I don't buy those, darling. I'm a little strapped -- how about a gift? Perhaps later, when you've more cash, honey. That's %d coins, love. Here's %d coins, friend. The shopkeeper pukes on the player. Sorry buddy, I don't sell that. Why don't you sell something you own? I don't buy that kind of crap! That is much to valuable for you to let go! No money. I killed my mother for less. That will be %d gold. Here is %d gold for that. The shopkeeper pukes on the player. It's very noisy in here, what did you say you wanted to buy? I don't buy! I don't buy! I don't buy! Are you drunk or what ?? - NO CREDIT! That'll be - say %d coins. The shopkeeper pukes on the player. Havn't got that in storage, try LIST! You can't sell what you dont HAVE! Sorry, I'm not a fence. I'd love to buy it, I just can't spare the coinage Bah, come back when you can pay! That'll be %d coins -- thank you. I'll give ya %d coins for that! The shopkeeper pukes on the player. We don't have any in storage, sorry! Check your possessions, you don't have that. I don't care for those types of goods. I can't afford something that great! You can't afford it, and don't ask a God for the money! That'll cost you %d coins, please. You'll get %d coins for that. The shopkeeper smokes his joint. Haven't got that on storage! You don't seem to have that! I don't buy those types, try another shop. I cannot afford such a great treasure! You can't afford that! That'll be %d coins, please. You'll get %d coins for that! The shopkeeper pukes on the player. You don't think that you are not floating in nothing. You can see a strange portal located above you. The Temple of Midgaard floats above you. You are floating in a formless void, detached from all sensation of physical matter, surrounded by swirling glowing light, which fades into the relative darkness around you without any trace of edges or shadow. There is a "No Tipping" notice pinned to the darkness. The walls are completely bare... nothing at all in the room. How... utterly bizarre and completely weird. There is a strange portal just above you, and it almost looks as if there is some sort of room above you. You notice that the portal above you looks almost like glass, albeit very dirty glass. The meeting room is plain and very simple. A circular table sits in the middle of the room, lit by some unseen light source. There are many chairs around the table, all empty. The Immortal Board Room is to the north. The Immortal Board Room can be seen to the north. The Inn of the Gods is a small room, holding only a shelf with many small precious stones on it. When a God comes to rent his belongings, his essence is stored in the stones. The Immortal Board Room is to the south. The Immortal Board Room can be seen to the south. The Ice Box is for little boys and girls that cannot play nice. Be good and maybe someone will come and get you. Here the Gods have magically created an exact copy of the mortal board room. Any God can easily post and read messages from the mortal board room without being seen by any mortals. The Immortal Board Room is to the west. The Immortal Board Room can be seen to the west. The main hang out of the Gods, the Immortal Board Room is the place to be. Gods exchange messages here most every day. The mortal board room is to the east and the meeting room for the gods is to the south. To the north is the Gods' Inn and to the west is a post office for Gods. There is a large staircase leading down to the main temple in the city of Midgaard. In the northeast corner you spot a small staircase leading upwards. The Gods' Inn can be seen just to the north. The Mortal Board Room can be seen just to the east. The Gods' Meeting Room is located to the south. The Gods' Post Office is just to the west. There is a small stair in the corner leading up to the social room of the Gods. You see the hustle and bustle of the Temple of Midgaard at the bottom of the stairs. The Post Office Of The Gods is the same as most Post Offices except that it is not as slow. Even the Postal service knows not to anger the Gods. Piles of junk mail line the walls. I guess even Gods get on mailing lists. The Immortal Board Room is to the east. The Immortal Board Room is just to the east. This elegantly decorated room has one simple purpose. To socialize with everyone else around in one central location. The Immortal Board Room is just down through the floor. Funny how you didn't notice that exit before isn't it? You stand in the midst of a small room with windows on the east and south walls. These windows provide a complete view of the competition fields. There are several scorecards, pencils and other items that are used by the judges sitting on a table. The only exit is a trapdoor leading down. There is a rickety ladder leading down. The cards all have been filled in with the judges evaluations of today's combatants. It seems that Sparticus is having a good day. An ordinary #2 lead pencil. Judging by the teeth marks on the shaft, the user should see a dentist very soon! This is the best view in the house! You can see gladiators fighting or the chariot races with an unobstructed view. The seats are upholstered in red velvet and are in top-notch condition. There is a rickety ladder leading up and a marble staircase leading down. You see a rickety ladder with a trapdoor leading up. There is a marble staircase leading down. This is the western side commoner's seating area. There are row upon row of rough wooden benches bolted to the floor. There is stadium garbage everywhere and the smell makes you want to puke. Stairs lead up to Caesar's private box, a small ramp leads down to the playing field and a hallway leads south. You see a small hallway that leads to a larger area. Watch your step! Watch your step! The benches are made of rough cut lumber that has dried and split over time. You would probably get splinters if sat on them. The words 'BURT WAS HERE' have been carved into one of the benches with exquisite care. This is the southeastern part of the common seating areas. The benches here are made of stone and are probably centuries old. A few scratches on one of the benches catch your eye. An acrid smell is coming from the east and a tunnel leads off to the north. The tunnel looks like it leads to another seating area. There is an acrid smell coming from that direction. They look like they form the words "Onivel Cinemod Semaj" But you could be mistaken. This used to be a gateway to and from western Rome. There is an iron gate blocking your way and judging by the amount of rust and foliage growing on the bars, it hasn't been open for years. Looking through the gate at the barren landscape that lies beyond, you can see why. A dirt road leads off to the east, and a store is directly south. Through the clouds of dust, you can make out a passable road. You can barely make out a storefront through the foliage. The gate has been permanently rusted shut and is further secured by a large chain and padlock. Don't even bother THINKING about trying to open it. The gate has been permanently rusted shut and is further secured by a large chain and padlock. Don't even bother THINKING about trying to open it. Welcome to the weaponshop of Titus Andronicus!! Rare halberds, whips, swords and other instruments of death are proudly displayed on the walls and in gleaming glass cases. More common weapons are stacked like wood on the floor. To the north you can barely make out a gate. There is a very secure looking door to the south. You can see a city gate to the north. There is a very secure looking door blocking your progress. Titus has enough hardware in here to outfit a large army. Maybe that's why he has a lucrative contract to sell weapons to the Emperor's armies for outrageous prices. If you thought that there were a lot of weapons in the front of the store, you haven't seen anything yet!! There is barely enough room to walk amongst the crates of armor and swords. No wonder Rome will stand for a thousand years. The only exit is through a door to the north. Through the piles of weapons, you can see a door leading north to the rest of the store. There are literally thousands of each. Take your pick. You are now so high up that you begin to feel lightheaded and your nose feels like it is going to start bleeding. There aren't even benches to sit on here; just bare dirty stone. The view of the surrounding country is spectacular. Unfortunately you can barely see the playing field. There is a set of steps here, leading down. Watch your step! You can see the entire city of Rome from here. The buildings housing the Roman government are to the east. To the south east, off in the distance, is the massive aqueduct and further in that direction lies the Mountain of the Gods. There are many gladiators, chariot drivers and their coaches here, warming up in preparation for the games. The dust rising from the parched earth makes you want to sneeze. A short tunnel leads east and the thunder of pounding hooves and the clash of weapons can be heard coming from the south. There is a large oval dirt-track in that direction. You can hear the clash of weapons and the thunder of hooves in that direction. He is a big muscular man with lots of armor. He sizes you up and decides that you aren't worth his time or trouble. The driver is too busy changing a wheel on his chariot to notice you. You see a two wheeled open cart which is obviously meant to be pulled by horses. The flaming paint-job and the large '01' stenciled on the side identify the chariot as belonging to Drucilis 'Lightning-whip' Octavious, a favorite driver of the masses. The coach tell you "Stop bothering my athletes and get lost!" This is a wide open grassy plane... LOOK OUT!!!! You are almost skewered by a gladiator's lance as he makes his charge. A practicing area is due north. Through a small tunnel you can see athletes stretching and warming up for the games. You see a set of steps leading up into the spectator stands. He is in the final stages of a charge against his opponent... THUD! CLANG! CRASH!!!!... judging from the blood and the amount of distance that now separates the gladiators head from the rest of his body, you can safely assume that this was the final combat of his life. This is the place to come to if one is overcome by the heat and gore. (Or if a lion gets loose) You see a jar of live leeches and other barbaric medical apparati lying about here. From the west comes the roar of the crowd, and a hall leads east. The healer will be with you shortly. You see hundreds, perhaps thousands of people. Rows of stone bleachers lie to the west. DISGUSTING! Each is about the size of matchbox and very slimy. You are VERY glad that you have access to a cleric! You are on a parched and dusty rural road which runs east and west. There is a structure lying to the south. Through the dust, you see a paved road. It is difficult to see through the haze and dust. It is difficult to see through the haze and dust. You are standing in the main living quarters of a common Roman citizen. The furnishings are sparse and it is warm here. A putrid odor is coming from the east and passages lead north and south. A dusty road lies to the north. What is that smell??!!! It is enough to make a yak gag!!! You hazard a guess that a bedroom lies in that direction. The furniture that you see is very simple and plain. It is made of rough hewn wood and fastened together with nails. It looks very uncomfortable. This is the bedroom. There is a hard and lumpy bed in the far corner. It looks like the commoner's wife has been shirking her duties lately, as there is a big pile of soiled laundry here. The only way out is from where you came. You see the living quarters to the north. It smells of sweat and is covered with mud. These are the 'better' seats used primarily by the upper class of Rome. There is a large seating area to the east and a staircase leading up here. The view of the chariot track is pretty good. Rows upon rows of bleachers lie to the east. The stairs look safe enough. This is a hard dirt track about a quarter of a mile long. There are hoof prints everywhere, and you see a large cloud of dust approaching. You had better move before you get run over. A small tunnel leads west, you can see the crowd to the east. You can hear loud snarls and roars coming from below. You see athletes warming up and stretching. Do you like lots of live lions that haven't been fed for a few days? As you land at the bottom of this dirt-walled pit, the realization that a pit full of lions is NOT a good thing to be hanging around in. Several of the gladiators gather around the edge of the pit to watch your demise. You look around you, and all you see is tawny fur and gaping jaws... it is too late to run, too late to hide. Twelve lions rip you and your belongings into a gory mass of bloodied leather, bronze, and bone. What's that old saying? Cats killed the curious? Something like that, I'm sure... You are standing at the south entrance to the Coliseum. There are citizens of Rome everywhere, apparently in a mad rush to get in. A statue of Caligula the Mad Emperor overlooks the area. There are long lines standing to the east, and an acrid smell is coming from the west. A busy road lies to the south. The lines are very long and people look impatient. A road lies in that direction. An acrid, almost medicinal smell is coming from that direction. A larger than life stone statue of Caligula, the Mad Emperor, looks at you. It looks like it is holding a phallus. He has got a grin on his face that seems to say 'My horse would like you, I bet...' This is a well built and heavily traveled road running from east to west and there is a large structure built entirely of stone to the north. You can hear the roar of a large crowd of people coming from that direction. The highway continues to the east. The highway continues to the west. PEEEEEEEEEEEEEEEE-YEEEEEWWWWWWWW!!!!! Boy does it stink in here!!! You taste bile in your mouth and your eyes begin to water. As you wipe away your tears, you see that this is a small room, in the far corner of which a hole is dug. The odor intensifies as you move closer and there is a roll of toilet paper sitting on the ground. The only exit is to the west and your nose and stomach are strongly suggesting that you use it. The living quarters lie in that direction. Why don't you stop pussyfooting around and go that way??!! Please? You walk over to the hole and see that there is a large turd floating in a pool black water about 2 feet below the surface of the ground. As you lean closer to get a better look, your nose catches a concentrated dose of the fragrant aroma wafting upwards. Your stomach decides that it has had enough of this shoddy treatment and you puke until it is empty. Hey!! This is first-class stuff!! - White Cloud brand with lotion. The roll is about half-used. This is where the slaves sleep. There are hard boards set out for use as beds and not much else. The only exit is to the east. To the east, a well manicured path winds through the nobleman's estate. This is where many of the common Roman citizens are seated during the games. These are the cheapest seats in the house, as glare from the sun is usually a problem during the afternoon. Like the other common seating areas, this place could stand extensive renovation and a thorough cleaning. This area extends to the south and a much more elegant seating area can be seen to the west. The seating gets much fancier and elegant in that direction. The common seating area continues. This is where many of the common Roman citizens are seated during the games. Like the other commoners' areas in the coliseum, it could use extensive renovation and cleaning. This area extends to the north and lots of noise can be heard coming from the south. The common seating area continues. You see hundreds, perhaps thousands of people. You are standing at the east entrance to the Coliseum. There are people everywhere, apparently in a mad rush to get in. A statue of Tiberius, an Emperor of a time long since passed, stands here looking out over the crowd. There is a passage to the north, the ticket booth is to the south and a gate opening to the city lies to the east. You see rows upon rows of dilapidated wooden bleachers. There are VERY long lines standing outside the ticket booth. Nero Drive lies in that direction. The statue of Tiberius, made of iron, stands here. Long lines are standing here, waiting to buy tickets. There are three vendors working furiously. Ticket stubs litter the ground and you can see that the people are getting very impatient. There is a large, open cashbox here. Main entrances to the Coliseum are to the north and west. You see hundreds, if not thousands of people. You see hundreds, if not thousands of people. It is a shame that the exchange rate for Roman money is so low. What amounts to a fortune in Rome isn't even worth one gold coin. The contents of the box add up to about... well forget it. It isn't worth your time or trouble to carry it around. You are on a paved road that runs east to west. You can see an elaborate looking estate to the south and to the north-west, off in the distance, you can see a very large stone structure. The road leads off to the east. It looks like a Nobleman's estate. We are talking RICH nobleman's estate. The road leads west towards the highway. That would probably be the Coliseum. There are a few good matches scheduled for today. You are on the grounds of a nobleman's estate which is hundreds of times the size and splendor of anything that a common citizen of Rome would ever hope to own. Everything is lush and green. The grass is perfectly manicured and the trees are all bearing fruit. Ornamental plants are in perfectly situated to enhance and adorn the three statues of dedicated to gods Jupiter, Venus and Neptune. A tranquil path leads east and west, there is a paved road to the north and an extravagant house lies to the south. You see a paved road in the distance. The path leads east through the estate. You see an incredible house off in the distance. Off through the trees, you see a small, plain hut. Venus, the Roman goddess of beauty and knowledge is displayed in a all of her splendor. A statue made of pure gold depicts Jupiter sitting on his throne. The throne looks like it is made of silver. The statue of Neptune is made of pure jade and is holding a crystal trident. It is sitting in the center of a small pond which has hundreds of beautiful fish swimming in it. All of the plants, trees and shrubs are perfectly trimmed, without so much as a dead leaf anywhere to be seen. You welcome the shade that they give from the harsh sun above. You stand in a house, the size and splendor of which almost defies the imagination. The floor is done with hand crafted marble tile with silver and jeweled inlays. The light coming through the exquisitely crafted stained glass windows bathes the room in splendor and the furniture looks as though it was made by master craftsmen from all over the empire. A path through the estate is north of here. You see a well manicured path that winds through the estate. Very expensive! A lot of master craftsmen labored long and hard to produce such a work of art. They are intricate and the scenes that they depict cast honor on several of the gods. You hope to eventually be able to own a piece of furniture just like these someday. These are only dreams, of course. This is the northern gateway to the city of Rome. The huge gate appears to be closed and locked against intrusion. A large road muddy road runs through the gate and into the countryside. Nero Drive runs south from here. The gate is made of solid iron and is well maintained. Nero Drive continues in that direction. The gate is made of solid iron and is well maintained. The road is wide and very muddy. You are walking on a paved road that runs south through the city of Rome. A great gate is directly north of here. The Roman citizens are very friendly and tip their hats or say hello as you pass. To the north, you can see a gate leading out of the city. Nero Drive continues in that direction. You see the bakery of Rome. You are walking on a great paved road that runs north and south through the city. People are hurrying from one place to another, but always stop to say hello. Most of the people are either coming from or going to the town square. Nero Drive continues to the north, and you can see a large open area to the south. Nero drive continues in that direction. It looks like the town square. You see the an opulent estate. You are standing in the middle of a large open area which is the common area of Rome. During the day, this place is alive with the hustle and bustle of all of the citizens of Rome and everyone in the city is sure to stop by at some time or another. There are several street vendors peddling their wares and the overall atmosphere is carnival-like in nature. To the southeast, off in the distance, you can see the aqueduct and the buildings of the Roman government lie to the northwest. Nero Drive leads north and south from here and Clay Avenue runs east. Nero Drive heads in the direction of the northern gate. A street made of hard packed clay runs in that direction towards the aqueduct and buildings of the Roman government. Nero Drive heads in the direction of the south gate. There are several sidewalk vendors here, selling fresh fruits and vegetables, home baked goods, fine jewelry and other items. Most of the items for sale are of very high quality. To the southeast, off in the distance, stands a large stone structure that is used to channel water into the city. You are walking on a paved road that runs north and south through the city of Rome. There are many people here, as polite as always. Most of them are either coming from or going to the town square which lies to the north. Nero Drive continues to the south. There is an observation area overlooking the aqueduct to the east and a paved road leads west. The town square lies in that direction. The aqueduct and mountain of the gods are in that direction. Nero Drive continues toward the South Gate. A paved road runs west through the city. This is a busy paved road that runs north through the city. The people of Rome are very friendly and say hello as you pass. A gate leading out of the city lies to the south and a small path goes west towards a nobleman's estate. To the east, off in the distance, lies the great mountain. It is rumored that the Gods watch over and protect the empire from there. Nero Drive leads in that direction. You see many people entering and leaving the city through a large gate in the walls protecting the city. It looks like a nobleman's estate. We are talking RICH nobleman's estate. This is the southern gateway to the city of Rome. The bronze gate is closed and locked. Looking through the bars, you see a heavily traveled road leading out of the city. Nero Drive starts here and runs north and a wizard's shop lies to the east. Nero Drive leads towards the center of town. A small store, from which an occasional detonation can be heard, lies off in that direction. It appears to be surrounded by a rolling pink mist. The gate appears to be closed and locked against intruders. The gate appears to be closed and locked against intruders. You are standing in the Emperor's private office. The room is richly furnished with the finest of the loot brought back from conquests of far away lands. There is a massive, intricately carved desk here, upon which are important documents, decrees and other paperwork involved in running the empire. On the far wall, there is a marble bookcase that is well stocked with the works of Homer, Plato, Socrates and other wise men. Further, it seems that the current Emperor likes flowers as there are many potted and cut specimens throughout the room. There is a french door leading to the waiting room and a wooden door to the south. Through the door, you see a waiting room. The south door leads directly to the senate chambers. The desk is made of solid walnut and gold inlay. It is exquisitely carved with superior craftsmanship, the likes of which has rarely been seen. It was probably brought to Rome from Gaul. The documents are all written on reed scrolls made in Egypt and have been sealed with wax. The books are very old and contain the wisdom of wise men from throughout the entire Roman empire. They appear to be collecting dust. The plants contribute to a very relaxing atmosphere. This is the working room where elected senators from all over the empire gather to advise the Emperor. An official seal of the Emperor is hanging on the far wall. There is a wooden door to the north and a bronze door to the east and doublehung door to the south. The door is made of thick walnut. The door leads to the foyer. This is the lower house of the advising body to the Emperor. Common men from all parts of Rome work here to further assist the senators in advising the Emperor on critical matters of state. The seal of the Emperor is painted on the far wall. The only exit is to the north. You see that the doublehung door leads to the senate chambers. You are on a wide well traveled road running east and west through the heart of Rome. There are large crowds of people to the west and the road continues to the east. The aqueduct is directly south of here. Clay Avenue continues in that direction. You see an entrance to the aqueduct. There are large crowds of people in that direction. It looks like some kind of bizarre or festival is occurring to the west. There are hundreds of people of all classes shopping, talking or eating. You are on a platform overlooking a massive aqueduct. There is a telescope mounted to the railing that surrounds the area and you can hear the gurgle of water as it is channeled into the city. Off in the distance, you can see the Mountain of the Gods. There is a sign mounted to the railing and a ramp leads west. You can see a busy street in that direction. If it were operational, it would offer a spectacular view of the Mountain of the Gods. Unfortunately, it appears to have been vandalized. The aqueduct is a massive stone structure that channels water into Rome from the Mountain of the Gods. During the rainy season, it is filled to the top. However, due to recent drought, the water level appears to be very low. ******************************************** * * * The Roman Aquarian and Mountain * * Observation Platform * * * * Designed and built by the Froboz * * Magic Platform Company * * * ******************************************** You are in a massive stone structure that has been designed to channel water into the city of Rome. Due to the recent drought, the water level is low, allowing passage without a boat. The walls and floor are covered with algae and slime producing treacherous footing conditions. There are exits to the north, south and east. You can see a wide street to the north. You see more aqueduct. You see more aqueduct. You see more aqueduct. Due to the availability of moisture and nutrients, a green, viscous slime has grown and covered everything with a slippery coating. It seems to go out of its way to drip on you. You are standing in the mage's shop. Magical ointments, charms and potions are sitting on shelves and behind a glass counter. There is a dense neon blue fog hugging the floor here, making it impossible to see below your knees. You suddenly hear mutterings coming from the back room, possibly from... KKKKKAAAAAABBBBOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOMMMMMMMMMMMMMMMM!!!!!! You are deafened by the noise from a tremendous explosion and the concussion from the blast staggers you! The shopkeeper seems to pay no heed to this. The door to the back room opens and an older man, wearing a pointed hat, whose face is smudged with soot sticks his head out. 'Is everyone alright? Sorry about that. I was testing a new spell. I'll try to give advance notice next time.', he says. The door then closes. The door is reinforced with steel and looks VERY sturdy. Considering the 'test' that you just witnessed, you are glad that it stands between you and whatever is going on in the back room. You see the south gate through the door. This is some really strange stuff! You have never seen anything this color before. Your legs are totally obscured from the knee down. You are standing in a very large room with a high ceiling and there are a few people waiting here to see the Emperor on urgent matters. The master scheduler tells you to have a seat and sends a page to inform the his highness of your arrival. There are large doors to the east and west and an exit leads south to the foyer. There is a sign on the door that says: MUNICIPAL COURT OF ROME. It appears to be open. The foyer is directly to the south. There is a large door to the west. You have just entered the main government building of the Roman Empire and are standing in a massive room with an elaborately decorated domed roof. There are many people here; messengers and senators being the most numerous. There is a large, ornate door to the west, a hallway leads north and marble stairs that lead out of the building are to the south. You see a hallway leading north to what looks like a waiting room. There is a large door to the west that blocks your path. You see a stairway leading out of the building. You stand on white marble steps that lead up and into the Capitol Building. There are several statues, none of any real significance, at the entrance to the building. The main entrance to the building is at the top of the steps. The steps lead into the Capitol Building. The steps terminate onto Clay Avenue. The stairs are immaculately polished and made of white marble. There is really nothing noteworthy about them. You are standing on a wide, heavily traveled road that runs east and west through the heart of the city. There are marble steps leading up. To the south, off in the distance, you can see a large stone structure and a mountain that is partially obscured by the haze. There is a general store to the north. The general store lies in that direction. There is what appears to be a large gate in that direction. Clay Avenue continues. There are some white marble steps leading up. You see a massive stone structure, built several centuries ago, that is used to channel water into the city. Off to the southwest, you can see a huge mountain that is partially obscured by the haze. It is rumored that the gods reside there and protect the city. You are at the summit of a very high mountain and are standing above the clouds. The sun is shining brilliantly here and the clouds below look like balls of cotton. The path that you have been walking on is damp and the scent of lilac is in the air. You see a damp path leading back down the mountain. You are in a massive stone structure that has been designed to channel water into the city of Rome. Due to the recent drought, the water level is low, allowing passage without a boat. The walls and floor are covered with algae and slime, producing treacherous footing conditions. There are exits in all four cardinal directions. The aqueduct continues. The aqueduct continues. The aqueduct continues. The aqueduct continues. Due to the availability of moisture and nutrients, a green viscous slime has grown and covered everything with a slippery coating. It seems to go out of its way to drip on you. You are standing in the workshop of Froboz the Great, the most powerful and famous mage that Rome has ever known. Workbenches line the walls and are covered with various test tubes, beakers, petri dishes and crucibles and there is an odor in here that can best be described as a combination of old sweat socks and burning tires. The only exit is back through the door through which you came. In the middle of the room, you see a pile of ashes that looks like it once was a body and Froboz is is busy making adjustments on a new type of magic wand... possibly the one responsible for the explosion a few minutes ago. He removes a jeweler's loupe from his eye as he turns around. 'How in the name of Merlin did you get in here??!!' he asks. 'Oh, nevermind! Since you are here, you can serve as witnesses to the final test of the new mages' spell: "ectowatt".' With this he makes a magical gesture and a paladin appears. Crossing his fingers, Froboz waves the wand his direction and what happens next is incredible! The Paladin is enveloped in what appears to be a small, well contained, thermonuclear explosion. When the smoke clears you can see that the paladin and all of equipment has been reduced to a large pile of flaming cinders. Froboz throws his head back and cackles with insane glee. 'Now, my young friends, what can I do for you?', he asks. There is a door, reinforced with steel, in that direction. These are all tools of great power. You cannot even begin to understand what any of this stuff does. The ashes are a very fine grayish white powder that seems to be the only worldly remains of Froboz's "test specimens". You stand inside of a large courtroom in which common civil disputes and criminal matters are decided. There is a judge's bench and a witness stand on the far side of the room and a jury's box along side. The Emperor's seal is prominently displayed on the wall behind the judge's stand, reminding all who enter that he is an extension of his highness. There is a door, possibly leading to the judge's chambers, to the east and the waiting room is to the west. The door might lead into the judge's private chambers. The holding cells lie in that direction. The waiting room lies in that direction. You see large wooden structures that are designed to separate the judge, jury and witnesses from the rest of the courtroom. They are made of polished oak and are strictly functional. The seal of the Emperor is mounted above the judge's stand. You are standing inside of the eastern gate of Rome. There are two tall spires built into the city wall, from which the guards can see the whole eastern side of the city. The gate is currently open and to the east, there is a heavily used road, made of packed clay, that leads out of Rome. Another road leads westward into the city. The clay road heads eastwards. The clay street leads into the city. There are two tall spires on either side of the gate and are constantly manned by the city guards. They are made of stone and stand about 40 feet tall. The gate is fabricated from iron and has been designed to keep intruders out of the city. You stand on a small trail that leads up and down. It has recently been raining and there are small puddles everywhere. You are just below the clouds and the view of the surrounding countryside is breathtaking. The trail leads up and enters the clouds. The trail leads down. The mountain trail is a little muddy, due to the recent rains. You are in a massive stone structure that has been designed to channel water into the city of Rome. Due to the recent drought, the water level is low, allowing passage without a boat. The walls and floor are covered with algae and slime, producing treacherous footing conditions. There are exits in all four cardinal directions. The aqueduct continues. The aqueduct continues. The aqueduct continues. The aqueduct continues. Due to the availability of moisture and nutrients, a green, viscous slime has grown and covered the everything with a slippery coating. It seems to go out of its way to drip on you. You are in a small room that is filled with legal tombs. There is a small desk here, literally buried under legal documents. There is also a small window overlooking the northern part of the city. The courtroom lies in that direction. The books are very large and filled with Roman legal precedent. There are hundreds of pages of petitions, lawsuits and court orders sitting on the desk. One particularly interesting case involves a nobleman, a slave and a roll of toilet paper. You are standing on a small trail that leads through a grove of trees. Every thing is lush and green here and it appears to have been raining recently. 'This would be an ideal place for a picnic.' , you think to yourself. You see a small trail leading further up the mountain. You see a small trail, leading down. All of the vegetation is lush, green and in full bloom. You wish that you could take the time to stop and enjoy it properly. The path is a little muddy, possibly due to a recent thundershower. You are in a massive stone structure that has been designed to channel water into the city of Rome. Due to a recent drought, the water level is low, allowing passage without a boat. The walls and floor are covered with algae and slime, producing treacherous footing conditions. A valley lies to the south and the other cardinal directions lead further into the aqueduct. The aqueduct continues. The aqueduct continues. You see a gorgeous valley. The aqueduct continues.... Due to the availability of moisture and nutrients, a green, viscous slime has grown and covered everything with a slippery coating. It seems to go out of its way to drip on you. You stand in a tranquil valley at the base of a large mountain. A quiet stream, with fruit trees growing along its banks, winds its way peacefully through the valley and enters a large stone structure that lies to the west. There are birds singing and every now and then a ripple breaks the surface of the stream. You can see a path leading through the trees to the up. A small path winds its way through the trees. You see a path leading up the mountain. A stream of the clearest, cleanest water that you have ever seen winds its way through the valley. A variety of species swims peacefully in the cool, clear water. The fruit trees, nourished by the fertile ground at the edge of the stream and sustained by the brilliant sunshine, line the banks of the stream and are laden with fruit. You are standing on a path that leads up through a stand of large trees. Everything is green and it seems like eternal spring - this is Mother Nature at her finest. It is possible to descend into a tranquil valley from here. The path leads further up the mountain. The path widens out into a tranquil valley. The trees are old and tower hundreds of feet above the ground. If you stand still and listen carefully, you can hear the birds singing. You are standing in the holding cell area, just off of the cortroom. Those who are recently convicted of serious crimes are brought here, pending torture and execution. The courtroom lies to the north and another exit goes east. The courtroom lies to the north. You can see small and very cramped cells which are filthy. You shiver and vow to never do anything that would cause you to become a resident. You are standing in a very small room in which there are many tools designed specifically for inflicting pain and suffering. Some of them are familiar, such as the rack and the iron maidens. Others, you have never seen before and they make you wonder about the kind of sadistic mind that dreamt them up. The only exit is to the west. The holding cells lie in that direction. You are standing in the bakery of Rome and your mouth waters at the delicious aromas wafting from the kitchen. The only exit is to the east. You are standing in the only general store of Rome. The walls and shelves are covered with all of the various items required by Roman citizens and stalwart adventurers. Clay Avenue lies to the south. Clay Avenue lies in that direction. You travel upon an East-West road wide enough for 30 men to march abreast. It is packed hard through heavy use. To the west stands the Gates of Rome inviting you to enter and partake of all the glory and splendor that is Rome. You travel upon an East-West road wide enough for 30 men to march abreast. It is packed hard through heavy use. To the west, your eyes catch the splendors of a mighty city. You travel upon an East-West road wide enough for 30 men to march abreast. The mighty clay road turns into lesser, but still well traveled roads here. You feel a surge run through your body as you look East into the lands that Rome turned into its mighty empire. A dirt trail leads towards the desert to the east. The mighty clay road leads off in this direction. This small dirt path seems to be a joint between a large clay road located a short distance to the west and the expanse of sand which opens up before you to the east. The clay road appears to lead through the foothills towards the snowcapped mountain chain to the west. Perhaps there is a city or settlement in that direction. You cannot see any breaks in the horizon of the sand which fills your vision as you look to the east, it seems to stretch forever. The expanse of the Great Eastern Desert opens up before you. A large clay road begins a short distance to the west. You find yourself on a small road leading away from the edge of the River of Lost Souls. The dark waters of the River can be seen and heard just south of here. Looking to the east and west, you see only the walls of the rocky cliffs. Off to the north a strange path seems to lead straight into the depths of the mountain. A strange path leads northwards. The River of Lost Souls flows just to the south of here. You stand here in spiritual emptiness, beginning a long and dangerous path. Your honest submission has already been made, but the truth of your heart has yet to be told. Leave here now, and do not come back until you have grown. You stop for a moment, screaming in frustration. Surely it was that one sin that was avoidable, of all that you regret. The hitting and the hurting flash briefly before you. Moments later the pain passes, and the straight path reveals itself before you. The road clears, the fog and pain of the first few steps left behind you. Despite the sudden clarity, your mind is still haunted, images of an old woman kneeling in prayer, eyes closing, smiling and crying. Looking ahead, you can see that the path you have been following will soon come to an end, but something in the cold and the breeze tells you that that will be only the beginning of the journey. It is here finally that decisions must be made. The first one that confronts you is simple enough, to walk in the darkness, or to walk in the light. Only the depths of your soul can decide, but remember this much: the same truth lies at the end of both paths. Even the darkest have a place on the road to the truth. It is in this place, so empty and forgotten, that God has chosen the worst, and brought them close to Him for one last time. It was written once, on an ancient parchment in a curious and flowing script, that there is in fact no god but Allah, and that Muhammad was the last of His Prophets. With this recognition, all else became empty and meaningless. Whatever it carries, that rage converts into a weapon. Wrath supplies all with arms. When an angry man thirsts for blood anything will serve him for a spear. Fury turns a stick into a cudgel. Some have been brought here not for what they did, but what they failed to do. It is these, the poor souls that were presented the fair evidence and rejected it with an honest mind, that deserve our pity the most of all. Old tales tell of a conversation between the devil and the Prophet Jesus: the devil offered him a kingdom, vast riches, the temptation of a glorious near-death saved by his angels. Even this Messenger of God was forced to stop and think. Imagine how hard it could be for the rest. He called the populace to strict religious purity, rigidly enforcing the times of prayer and the most correct forms of the words of the Muezzin. All of this he strengthened by his most impeccable example, shunning all riches and riding in tattered rags through his capital on the back of a donkey. Despite all this, remember. Behind closed doors, all men are hypocrites. There is little in life much easier, and truthfully, little that is a quicker ticket to damnation. You give brief thanks that you have come to the end of these trials, but your words are drowned out by something much louder, a mechanical preaching that drowns your ears in anger. You hear a steady, repetitive litany of the same phrase, over and over again: "I go the way history dictates with the blind assurance of a sleep-walker." Some evils are tangible, solid, so evident that they spit you right in the face. Others are more clever, more subtle, and it is these that present the greatest danger. Looking down the hall before you, a great fear fills your heart, and a great, heavy longing. In the beginning, he was the best, the most beautiful of all the angels, and God's most loved creation. Look at your own beauty, human, and do what he could not. Look at your beauty, and learn to kneel! Temptation is the IF, the wondering, the second-guessing, the "I will be a better man... if..." And that if is usually taken, sitting alone, listening to that voice, calling you, offering such an easy way, but such a crooked one. The din of a great battle shakes these halls, the moans of the earth erupting at the shakings of the End Time. Be ready for that day, be very ready, for if you are not, he will claim you for one of his own. Undescribable horror and pain, a blackness drowned out only by the burning anguish, the inextinguishable fire coming not from some burning wood or molten lava but from the brightness and pain of the horrible, tortured souls that surround, everywhere you turn. To slip into evil is easy, but walking this path is the hardest of all. Even the four you will find here today have strayed from the line at least once in their lives, and there are still some living who curse the very sound of their names. Despite all this, confront them now, and let their actions serve as your example. Many believed that the Prophet would never die, but when the stark evidence of his body confronted them, it soon became necessary to provide for the future. The four that came after are called the Rashidun, the rightly-guided Caliphs that would spread the word and the light, and with it forge one of history's greatest empires. The first Caliphs were chosen by consultation with a noble council of elders, each of whom, hoping to lead the world of Islam alone, voted to elect the one amongst them they thought was the weakest. Each time, they were wrong. Each one was more noble, more upright than the one before. Every majestic and happy tale must end, usually all too soon, and thus it was with the golden age of the Caliphate. The Rashidun were pure men, good men, true to the path, but their followers soon began to bicker, and civil war was on the horizon. The end of the Rashidun was the beginning of Schism. The memories of the Prophet and the living example of the Caliphs proved to be insufficient example to the faithful. Ali died, and some say that with him the Caliphate died too, a martyr, his blood still flowing in the nameless river. Behold, Allah is the Provider, the most Generous. He would not suffer his believers to walk the path of light without guidance. He provided the Prophets, may peace be upon them, and in the examples of their own growth, we shall find the truth of our own. In the creation of the heavens and the earth, and in the alternation of night and day, there are signs for men of sense; those that remember Allah say: "Lord, You have not created this in vain!" The Angel Gabriel came to him and said: "Read!" He replied: "But I cannot!" The order was repeated three times, until the Angel himself said: "Read, in the name of your Lord who created man from clots of blood. Praise be to God, Lord of the Universe." Unbelievers, I do not worship what you worship, nor do you worship what I worship. I shall never worship what you worship, nor will you ever worship what I worship. You have your own religion, and I have mine. The balance had been made, the soul placed in readiness, and the final measurement taken. For those that have come this far, surely this is the day of immortality! God forgives those who commit evil in ignorance, for He is all-knowing and wise. But He will not forgive those who do evil, and when death comes to them, say: "Now we repent!" For those We have prepared a woeful scourge. It is incumbent upon all Muslims to make the pilgrimage to Mecca once in their lifetime, if they are able, and for those unfortunate enough to follow the lives of the lower evils, such a pilgrimage with an open and contrite heart shall absolve them of all. It is written that no one may intercede with God on behalf of another. No prayers from another may save the soul of a doomed man; his only hope is prayers of his own. You have traveled the righteous path, and you have faced the examples of the true models of the Prophet. Only the final journey awaits you; live like this and you shall live forever. When the records of men's deeds are laid open, and heaven is stripped bare; when Hell burns fiercely and Paradise is brought near: then each soul shall know what it has done. You have traveled the righteous path, and your own journey has imitated the evolution of the most perfect soul. Only one final path awaits you; die as the one in the room before, and your death will mean nothing. The last of the darkness lies behind you; only the straight path remains. Go forth with a clean heart. Only the penitent shall find what they seek. The last of the darkness lies behind you; only the straight path remains. Go forth with a clean heart. Only the penitent shall find what they seek. The last of the darkness lies behind you; only the straight path remains. Go forth with a clean heart. Only the penitent shall find what they seek. The Compassionate, the Merciful, Sovereign of the Day of Judgment! You alone we worship, and to You alone we turn for help. Guide us to the Straight Path, the path of those whom You have favored, not of those who have gone astray. Were We worn out by the First Creation? Yet they are in doubt about a new creation. WE created man. We know the promptings of his soul, and are closer to him than his jugular vein. Undoubtedly the shortest path is the straightest one. Only one more step awaits before a final decision is made and a home given to you for all eternity. You have come at last to the resting place of the most holy. Startling crystal clarity of vision has been granted to you; seven guardians rim the periphery of the throne and all is bathed in a warm and clean light. It is here that the final choice is to be made, and no defiance of yours can change the outcome. You stand at the beginning of the actual King's Road. The road is wide enough for several horses to ride along side by side with room to spare. The stones which make up the road have been put into place with such skill that the road seems to be perfectly smooth and perfectly straight. You spot a small trail leading to the south through the undergrowth which surrounds the road at this point. A traveller passes by and waves cheerfully at you. The King's Road continues in a straight line to the east towards a grand castle. A small overgrown trail leads through the undergrowth to the south. The King's Road thins out a bit into a lane just to the west. The traveller smiles cheerfully and calls 'hello' when you greet him, but continues on his way. The traveller is in excellent condition. You stand in the center of the great King's Road. The road is very well built, and goes in a straight line due east-west. The King's Road continues in a straight line to the east. You see that the King's Road continues westwards towards a large city. You stand on the King's Road, which leads east and west. The skill of the builders is apparent, since it is impossible to notice any turn or irregularity in the road. You see a castle in the far east. The King's Road continues in a straight line to the west. You are standing on the King's Road. Before you is a large Castle, evidently built not so much for strength as for beauty. It is not totally without defences, though, for it is surrounded by a deep moat, and its windows are just narrow slits for archers to shoot through. To the north there is a drawbridge across the moat. You see the drawbridge. The King's Road continues in a straight line to the west. You have arrived at the drawbridge leading into the Castle. Before you is a huge, double-doored gate. It seems very strong. You see some whirls in the moat. The gate has huge, but intricately carved hinges. As the Castle itself, it seems designed not only for strength, but also for beauty. You see the King's Road. You can't see much, but it seems that something beneath the surface is creating them. You are in the Kitchen. Lots of helpers hurry to do the Chief Cook's bidding, and there is a wonderful smell that makes you feel very hungry. All around the room, there are shelves with different kinds of cooking gear stacked on them. There is an exit to the north, and one to the east; both leading to small passages. You see a small, dimly lit passage. You see a small, dimly lit passage. You are standing in a small passage, that is clearly intended mostly for the servants of the Castle. It is only dimly lit and quite narrow. The passage leads west, and to the east there is a small door. The door is small and uninteresting. You hear clanging of pots, and smell cooking meat. You are standing in the impressive Entrance Hall of the Castle. To the north is an exit into the Great Hall. There is also an exit east, and a small door to the west. You see the King's Great Hall. There seems to be a small guard room to the east. To the south, there is a gate, that leads to the Drawbridge. The door is small and uninteresting. You are in a small room, evidently meant for guards currently not on duty. There is only one exit, back to the entrance hall. You see the Castle Entrance. You are below one the three mighty towers of the Castle. There are no guards here, and you sense that this part of the Castle is largely unused. There are stairs going up to the tower, and there is also an exit to the north. You see a small, dimly lit passage. The stairs are old, but in good repair. They lead up into the tower. The stairs are old, but in good repair. They lead up into the tower. You are standing in a small passage, that is clearly intended mainly for the servants of the Castle. The passage leads north and south. You see a small, dimly lit passage. You hear the clanging of pots, and smell cooking meat. You are standing in the south-west end of the Great Hall. It is truly vast; the roof is so high above your head, that it seems no closer than the clouds outside. The roof is beautifully painted, by someone who must have been a true master. The hall is very large, and could easily seat several hundred people at a banquet. You see the King's Great Hall. You see the King's Great Hall. The paintings on the roof depict the great heroes and gods. One of the gods is fairly heavy-bellied and incredibly hairy, with a massive beard. Also among them are the great enemies and wrongdoers, such as the evil Goddess Yochlol and the powerful evil Wizard Tharoecon. You are standing in the southern end of the Great Hall. It is truly vast; the roof is so high above your head, that it seems no closer than the clouds outside. The roof is beautifully painted, by someone who must have been a true master. The hall is very large, and could easily seat several hundred people at a banquet. To your north, you see King Welmar's great throne, and to the south is the Castle Entrance. You see the part of the Great Hall where the throne is. You see the King's Great Hall. You see the Castle Entrance. You see the King's Great Hall. The paintings on the roof depict the great heroes and gods. One of the gods is fairly heavy-bellied and incredibly hairy, with a massive beard. Also among them are the great enemies and wrongdoers, such as the evil Goddess Yochlol and the powerful evil Wizard Tharoecon. You are standing in the south-east end of the Great Hall. It is truly vast; the roof is so high above your head, that it seems no closer than the clouds outside. The roof is beautifully painted, by someone who must have been a true master. The hall is very large, and could easily seat several hundred people at a banquet. You see the King's Great Hall. You see the King's Great Hall. The paintings on the roof depict the great heroes and gods. One of the gods is fairly heavy-bellied and incredibly hairy, with a massive beard. Also among them are the great enemies and wrongdoers, such as the evil Goddess Yochlol and the powerful, evil Wizard Tharoecon. You are standing in a passage, that leads north and south. To the south it leads towards one of towers. You see the small passage continue. You are in a passage, that leads north and south. To the east there is an exit to the Great Hall. You see the passage continue. You see the King's Great Hall. You see the passage continue. You are standing in the north-west end of the Great Hall. It is truly vast; the roof is so high above your head, that it seems no closer than the clouds outside. The roof is beautifully painted, by someone who must have been a true master. The hall is very large, and could easily seat several hundred people at a banquet. To your east, you see King Welmar's great throne, and to the west there is an exit to a passage. You see the part of the Great Hall where the throne is. You see the King's Great Hall. You see a passage. The paintings on the roof depict the great heroes and gods. One of the gods is fairly heavy-bellied and incredibly hairy, with a massive beard. Also among them are the great enemies and wrongdoers, such as the evil Goddess Yochlol and the powerful evil Wizard Tharoecon. You are standing by the King's huge ivory throne. The throne is, to an even greater degree than the Hall itself, a masterpiece. It is intricately and beautifully carved, and it seems to be made out of a single block of ivory, though you shiver at the thought of meeting the animal that died to yield a piece of that size. The Hall continues to the east, west and south. You see the King's Great Hall. You see the King's Great Hall. You see the King's Great Hall. The paintings on the roof depict the great heroes and gods. One of the gods is fairly heavy-bellied and incredibly hairy, with a massive beard. Also among them are the great enemies and wrongdoers, such as the evil Goddess Yochlol and the powerful evil Wizard Tharoecon. It is large and very beautiful. The carvings are mainly of animals and magic beasts. You are standing in the north-east end of the Great Hall. It is truly vast; the roof is so high above your head, that it seems no closer than the clouds outside. The roof is beautifully painted, by someone who must have been a true master. The hall is very large, and could easily seat several hundred people at a banquet. To your west, you see King Welmar's great throne, and to the east there is an exit to a small passage. You see a passage. You see the King's Great Hall. You see the part of the Great Hall where the throne is. The paintings on the roof depict the great heroes and gods. One of the gods is fairly heavy-bellied and incredibly hairy, with a massive beard. Also among them are the great enemies and wrongdoers, such as the evil Goddess Yochlol and the powerful evil Wizard Tharoecon. You are standing in a small passage, that leads north and south. To the west, there is an exit into the Great Hall. The passage continues to the north. The passage continues to the south. To the west you see the Great Hall. You are standing in a north-south leading passage. There is a door to the east. The passage leads to a staircase. The door is quite small and unobtrusive. The passage continues to the south. You are standing in a corridor, that stretches further to the east. There are doors to the north and west. The corridor itself is mainly used by servants, and lacks some of the beauty of the rest of the castle. There is a door there! The corridor seems to come to its end a bit further east. The door to the west is made out of wood. The corridor leads only west from here, but there is a door to the north. The door leads to a room intended for the butler. You see the corridor continue. This is the Training Room of the men of the Castle guard. It is very large, with weapons standing in racks by all the walls. Most of the weapons seem to be intended for training only, with blunt edges and the like, but there are some that might be useful for real fighting. There is a door to the north. The door is large and heavy. You see a small passage. You are standing in a small passage leading north and south. There is also an exit to the west, from which grunts, cheers and heavy blows can be heard. The passage leads north to some stairs. You see the passage continuing. You see the Training Room. You are standing below a great staircase, that leads up to the second floor of the Castle. The stairs are made of marble, and there are pillars carved in the likenesses of trees with little animals running up and down the trunks. You see the passage. The stairs lead up to the second floor. Made out of marble, and as all the rest of the Castle made primarily for beauty and with great skill. Very nice. Squirrels and little birds all over. You are standing in a large room, that seems to house many of the servants. The room is full of comfortable-looking beds. There is also a large chest, probably containing some of the servants' belongings. The door is made out of wood. The beds all look comfortable, despite the fact that this is just the servants' place. You see at once that this must be the butler's room, for it lies in the servants' wing, and still it is large and comfortable; almost luxurious, in fact. There is a large bed and a drawer in the room. The only exit is via the door to the south. You see the corridor. Looks very comfortable indeed. You are standing in a very large room with bunks all over. It is obvious, that this is where the guards off duty spend most of their time, drinking and gambling or, probably, mostly sleeping. The door is large and heavy. They look a bit hard, but you could sleep in them. You are standing by a staircase leading down. As you look down, you notice that for the first time since you entered the castle, things are not aesthetically made. Instead it looks more functional and prison-like. You see the small passage. The stairs down lead into darkness. They seem to be made of granite, and stretch down into a more dimly lit area than where you come from. You are standing at a place where the corridor bends from east to north. You see the corridor continue. You see the corridor continue. You are standing in a long corridor, decorated with tapestries depicting old times and old heroes. It leads east and west. You see the corridor continue. You see the corridor continue. You are standing in a long corridor, decorated with tapestries depicting old times and old heroes. It leads east and west. You see the corridor continue. You see the corridor continue. You are standing in a long corridor, decorated with tapestries depicting old times and old heroes. The corridor continues west, and to the north you see the luxurious guest wing. You see the guest wing. You see the corridor continue. This part of the tower is fairly uninteresting, but it leads further upwards... The room at the top of the tower seems darkish for some reason. You see the stairs at the bottom of the tower. You are standing in a long corridor, decorated with tapestries depicting old times and old heroes. It leads north and south. There is also an exit to the east here. You see the corridor continue. You see a small room. You see the corridor continue. You are standing by a great iron door. The door is very large, and seems very solid indeed. There is a sign posted by it. You see a large steel door. You see the corridor. TREASURE ROOM Authorized personnel only - all others keep out. ANY trespassing will be SEVERELY punished!! As you enter this room, you are astonished by the riches that are stowed away here; not so much in gold, but paintings, tapestries, skillful carvings and sculptures all over the vast room. You realise, however, that most of these things are too well known to be sold anywhere, without branding yourself as a thief, and condemning yourself to instant death at the hands of the Royal Guard. You see a large steel door. It seems they are stored here temporarily to enable changing of the decoration in the Castle on a regular basis. You have arrived at the part of the Castle where prominent guests are housed. To the east there is a large, ornamented door, and a somewhat smaller one leads north. The door seems to lead to a guest room. You see the guest suite behind the ornamented door. You see the corridor. This must be where only the most highly regarded guests stay, since it is luxurious beyond your wildest imagination. This is only the living room of the suite, but it is huge and tastefully decorated. All the furniture is not only beautiful, but also made for comfort. To the north, there is an exit to the bedroom, and there is a door to the west. You see the bedroom. Behind the door you see the entrance to the Guest Wing. You are standing in a long corridor, decorated with tapestries depicting old times and old heroes. It leads north and south. You see the corridor continue. You see the corridor continue. You are standing in the great Ball Room. It is a truly large room, with a stage for an orchestra in the south-east end. You see the Ball Room. To the east you see the stage. Before you you see the stage. It is large enough for some 40 musicians to play on at the same time. The Ball Room continues to the west and north. You see the Ball Room. You see the Ball Room. You are standing in a large room. Although it is comfortable enough, you can tell it is not meant for any of the most illustrious guests, since it lacks that extreme luxury found elsewhere in the Castle. Behind the door, you see the entrance to the Guest Wing. This room is dominated by the huge four-poster bed, that stands against the northern wall. The room is large and cosy, and the bed virtually begs you to lie down in it and sleep. You see the living room of the suite. Large, comfortable, bolstered... Invites you to sleep in it. You are standing in a long corridor, decorated with tapestries depicting old times and old heroes. It leads north and south. There is an exit to the east, that leads to a large room. You see the corridor continue. You see the Ball Room. You see the corridor continue. You are standing in the great Ball Room. It is a truly large room, with a stage for an orchestra in the south-east end. You see the Ball Room. You see the Ball Room. You see the corridor. You are standing in the great Ball Room. It is a truly large room, with a stage for an orchestra in the south-east end. To the east, you can enter a tower. To the south you see the stage. You see the Ball Room. You are standing in the north-eastern of the three great watch- towers of the Castle. To the west, you can enter the Ball Room and there are stairs leading up into the Tower. You see the Ball Room. The stairs lead a long way up to the top of the Tower. The stairs are made out of granite, and seem solid enough. You are standing on a great staircase, that leads up and down. To the east, there is a large oak door, and a corridor leads south. The door is large and made out of oak. You see the corridor. The stairs continue up to the top of the tower. The stairs lead down to the first floor of the Castle. The stairs are made of marble, and there are pillars carved in the likenesses of trees with little animals running up and down the trunks. You have entered a large, cosy living room. There is a fireplace with a fire burning, and a few comfortable chairs around a little table. There is a door to the west, and also an exit to the east. You see a large bedroom. The door is large, and made out of oak. The fire is built out of logs, and seems to be able to burn for quite a while longer. The table is made of mahogany, and elegant in a cosy way(!) The chairs are arranged around the fireplace. This is a large room, with a wonderful view. To one side of the room, stands a large four-poster bed. All around the room there are massive bookshelves, filled with all kinds of books. The titles include works such as: 'A Treatise on the History of Midgaard and surrounding areas', 'Magic - A Beginner's Introduction' and many others. There is an exit to the west. There is a large and cosy room to the west. Most of the books seem worn, as if thoroughly studied. The King evidently is interested in keeping himself educated. Seems nice enough to sleep in, though you would never dare to, since it is a Royal Bed! A dry tome, filled with boring knowledge. Beginner? This book goes beyond most of what YOU know about magic anyway. But then, there are levels of magical knowledge, it seems. After a long climb, you finally reach the top of the tower. This room is small, and the only light source is a flickering candle, on a cluttered table, in the middle of the room. The only obvious exit is back down the stairs. The stairs go down the tower. On the table are various objects, all very strange-looking. Small, uninteresting... A candle that is as normal as can be. You have arrived at the top of the tower. This tower is pretty uninteresting, and seems made purely for reasons of defence and guarding. The windows are slits for bowmen, very narrow on the outward side and broad inwards to allow a wide shooting angle. The only evident exit is down the stairs again. The stairs go down to the second floor. As you look out the windows, you are granted a view of the countryside. This is the highest of all the towers, and is obviously used for lookout purposes. The view is splendid in all four directions. All around you, the rich countryside spreads out to the horizon. To the north and east you see a vast mountain range, and far to the west a beautiful lake. A bit closer, the town of Midgaard lies at the end of the King's Road. The only exit you can see is down again. To the north, the tall White Mountains have their highest peaks. The mountaintops disappear in the white clouds, far above the plains. The sight of those high, far mountains fills you with a desire to scale them, to see the world from that vantage. In the east you see an arm of the dominating mountain range on this continent, the White Mountains. Though not as high as those in the north, the sight of those mountains fills you with awe. To the south, rolling hills stretch away, as far as you can see. As you look west, you see a river flowing through all of Midgaard and continuing beyond it towards a great lake. Still further away, you can glimpse something silvery that has to be the Sea. You see the stairs going back down to the second floor. The stairs lead down to a damp part of the castle, you can hear water dripping somewhere around you. The area is lit by a single torch flickering in the room which this staircase is built off of. The stairs lead upwards and they open up onto a fairly small room to the east. A small room opens up to the east. The stairs lead upwards out of this dank, dark place. You are at a loss to explain why someone would want to spend all day down here. The only explanation that seems even remotely logical to you is that there must be an important prisoner kept in one of the cells through the south door. The decorations of the room are sparse, merely a table, a chair, and a deck of cards. A stairwell has been built into the western wall and it leads upwards. Through the peep hole at the top of the small wooden door you can see that there is a small corridor leading past several cells. A small stairwell built into the western wall of the room leads upwards. There is a deck of cards on the table in a small pile. There is one card lying on the floor however. The card on the floor seems to be the Ace of Spades... a bad card to find indeed. What could be the bad luck brought about by this discovery? This small passage is about thirty feet long and is well lit by the torches on each wall. The torches have been locked inside small metal cages to ensure that they are not removed. The strangest thing about the torches however, is the manner in which they burn, they have what appears to be a constant flame in that it does not flicker whatsoever, and does not give off any smoke. Perhaps they have been magicked to burn forever... There are three cells along this passage way, one on each side of the corridor right near the north end and one isolated at the south end of the corridor with a small metal plaque located over the door in the keystone of the archway. A small wooden door blocks the way out of the prison. A cell door is set into the eastern wall. The cell door to the south has been double padlocked and there is a plaque placed in the keystone above the door. A cell door is set into the western wall. The plaque in the keystone is engraved with four simple words: Ergan, Murderer of Townsbridge This cell is in a shambles. There is a small hole in the western wall where something has broken through the stones into the cell. There is a cell door in the eastern wall. The cell door to the east leads back to the prison hallway. The hole is much too small for you to clamber through. This large cell is almost like a living quarters with a cot in one corner serving as a bed, a small table built out of the wall in another corner. There is even a rug in the center of the floor to keep some warmth. It seems that the prisoner kept here is treated quite well, almost too well for a murderer of an entire town... The cell door to the north leads back to the prison hallway. This small cell is damp and dark and looks like noone and nothing has lived in it for quite some time. A small cell door is located in the west wall. The cell door to the west leads back to the prison hallway. Moving off of the King's Road, you find yourself on a small fading trail which appears to have been so little used that it has almost completely grown over with vegitation from the woods here. Sounds of the forest can be heard all round and you feel a peaceful feeling come over you as you realize that mankind has not passed this way for some time. The faded trail appears to lead north and south. The travel upon the King's Road can be heard off to the north. The trail continues southwards. Continuing through the heavy undergrowth, you find yourself in the middle of the forest. The sounds of the forest can be heard all round and you feel a peaceful feeling come over you as you realize that mankind has not passed this way for some time. The fading trail you are on appears to have been so little used that it has almost completely grown over with vegitation from the woods here. The faded trail appears to lead north and east. The trail continues northwards. The trail appears to continue to the east. Continuing through the heavy undergrowth, you find yourself in the middle of the forest. The sounds of the forest can be heard all round and you feel a peaceful feeling come over you as you realize that mankind has not passed this way for some time. The fading trail you are on appears to have been so little used that it has almost completely grown over with vegitation from the woods here. The faded trail appears to lead west and south. To the south a strange eerie silence seems to hang in the air, almost blocking out all the sounds that you can hear from the north and east. The undergrowth begins to open up to the south and you can see what appears to be a small village to the south. It is very quiet, almost too quiet. The overgrown trail continues to the northwest. As you leave the forest to the north, you find yourself at what appears to be the beginning of a dirt road and a small village. Upon first laying eyes on this place you realize that there is something funny about this settlement... there is no sound other that the whistling wind here. You would have expected to hear people going about their regular business, but the village is silent. You cannot see any movement around the village either. It is almost as still and silent as the woods to the north. There is a small sign lying by the side of the road here. An trail leads into the heavy undergrowth to the north. The dirt road continues through the village to the south. A house stands a short distance off the west side of the road, its door hanging ajar. /----------------------------------\ | Welcome to the hamlet of | | Townsbridge | | | | | | Population: 276 | | | \----------------------------------/ The number 276 has been scratched out and replaced with the number 0. Continuing along the dirt road, you find yourself at a place where a small path splits away from the main road and leads off to the west. The woods around the village seem to be pressing inwards towards you as if the village hides a secret which they do not want to be spread about. There is another house standing on the east side of the road. The dirt road continues to the north. You can hear a wailing sound coming from the house to the east. The dirt road continues towards the south where a horrible smell permeates the air. A small, dark trail leads off into the woods to the west. This section of the dirt road is quiet, but there is an awful stench in the air. It brings to mind rotting corpses and raw sewage. The woods contiue to press closely about you, and almost totally surround the small building to the west with a thatched roof. There is a blackened shell of a building to the east with a small sign hanging out front from a black and charred chain. The dirt road continues north and south. The small dirt road continues towards the north. The building to the east is merely a shell of what it once probably was. The walls are blackened as if they had been exposed to fire at some point in the past... The stench from the south is almost overpowering now... it seems that the source wouldn't be too far from here. A small quiet cottage stands on the west side of the road, apparently untouched by the desecration and destruction that appears to have hit this small village. The sign is covered with soot and the wood is quite charred, but you can still make out the following letters: T TO SB DGE NER L RE The dirt road ends at the edge of a large pit here and you now realize where the awful smell was coming from. This pit appears to be a mass grave for the citizens of the village. There are bones and corpses lying all over the place. A lot of the corpses look too recent to be from the Townsbridge murders of almost a decade ago, but the village seems to have been empty for almost that long. The dirt road leads away from the carnage to the north. Just near the north edge of the pit a small and narrow trail leads away. This house is a wreck, furniture has been strewn all about the room, and it looks like a tornado landed right in the middle of the room. The destruction that has taken place in this room is almost beyond belief. The oddest part of it all though, is how it all seems so recent, since there are no cobwebs, and there is no dust on anything. The dirt road can be seen to the east through the doorway. You can see the dirt road through the doorway to the east. This darkened room is barely lit by the outdoor light, but what you can see of it gives you the creeps. There are cobwebs dangling from everything, a thick layer of dust begins to rise up at your passage, and a strange howl comes from somewhere around you. The furniture in this house is old and of a type that hasn't been seen around these lands for some time. If it was in better shape, you might be able to sell it as antique. The meager light of the road shines through the doorway to the west. You can see the dirt road through the doorway to the west. This cottage looks to have been left in exactly the same shape as it was in quite some time ago. It looks as if the residents left one day and haven't returned home yet. Oddly enough, the furniture is dust free and the food on the table still looks fresh. This house is really strange, perhaps it wuld be in your best interests to leave as soon as humanly possible. The road is back through the open doorway to the east. You can see the dirt road through the doorway to the east. As you enter this small building, you notice that that blackened walls are due to a fire that seemed to burn here unattended for quite some time. There is almost nothing left of the roof that would have once covered this building, and the north and east walls have been burnt to almost half the height of the other two walls. There are some burnt goods around on the ground and the remains of a counter near what is left of the north wall seems to indicate that this was once a shop. The road lies to the west through the blackened wall. You can see the dirt road to the west. As you move away form the open air into the darkness of the path and the sinister looking woods around you, you get a feeling of awe and something almost akin to horror. The wood around is completely silent, not even the rustling of leaves or the cracking of branches breaks the silence. The final thing you notice is that the darkness all around you seems to be almost contrived, and doesn't seem natural for this kind of vegitation. The path continues west and you can see light to the east. The path continues towards a small intersection with a dirt road. The path continues through the darkness. This narrow path leads through the overhanging trees in the unnatural darkness. It seems almost as if the trees are crowding in on you here, as if they didn't want to feel your presence. The wood is almost totally silent and you wonder silently to yourself why this could be. The path appears to continue east and west. The path continues through the darkness. The glow from the west appears to be quite strong, but it does not give enough light to see by here, nor can you see the source of the glow. You are at the edge of a circle of seven large monolith-like stones. Each stone towers over your head and appears to be at least double your height. The stones are made of a dark black material, almost black in colour. In the center of the ring of stones, you can see a black circular mirror-like disk on the ground. The surface is highly reflective and almost appears to be rippling. The trees surrounding the circle tower far above your heads blocking out the sky. A strange glow seems to be emanating from each stone, almost green in colour. This glow provides enough light for you to see with even though the sky above has been blotted out. A narrow path leads away into the darkness. You cannot see the sky above since the trees around the stone ring block it out entirely. Each stone is at least fifteen feet tall, maybe more, and the dark material glows with a greenish aura providing more than enough light for you to see by. Ahhh... the entrance to the newbie zone! Just the place you have been looking for. Well, when you've readied yourself you can enter to the north. You see the start of the newbie zone. Back to the road that way... chickening out already? You find yourself entering a long corridor. You can hear the sound of creatures roaming about, but you can't tell where the sound emanates from exactly. Exits lead to the east along the hallway, and south back to the entrance. More of the hallway there... how exciting! The entrance to the newbie zone... how dull You continue wandering down the hallway. Nothing much different here, but you are positive you here noises behind the door to the south, and coming from the east. The walls are a bit slimy and moldy here... yeech, couldn't they hire someone to clean this place? What will the newbies think? Oh well, you can continue along the hallway to the east or west. More of the hallway there... how exciting! A small room lies to the south... you hear something moving about inside. More of the hallway there... how exciting! Well... you've reached an intersection of two passages, to the north and east, the passage brightens, while the darker hallway continues to the south. A brighter hallway leads off that way. A brighter hallway leads off that way. More of the hallway there... how exciting! More of the hallway there... how exciting! The thin passage is plain and undecorated, but still clean. It ends abruptly to the south at a small oak door, behind which you here movement... A large domed room. A small cluttered room. Ick... a dark damp dirty pit. Even worse, what is that dark damp dirty thing looking at you from the corner? Ewww... maybe you should go back up where it is a bit safer, unless you think you can tackle that thing in the corner. You see a ladder leading up Hmmm... this is an interesting little room. Ack, and there is an interesting little creature staring at you too. He looks a bit surprised at your intrusion. You can leave via the doors north or east, or you can stay and annoy him a bit more. There also appears to be some type of well down here also, but it has a rather secure grate covering it. More of the hallway there... how exciting! More of the hallway there... how exciting! A ladder leads down into darkness. Oh joy! More of this annoying passage. Perhaps there is something more exciting through that door to the west? Or you can keep searching the hallways to the north or south. More of the hallway there... how exciting! More of the hallway there... how exciting! Finally, you are in an open field... it is so nice to breathe fresh air again! You can return to that dank, smelly place to the east, or take the exit to the north which appears to lead into a large field. There appears to be a field road to the north. The end of that darn hallway lies back to the east. Ahhh... at last, the end of the hallway... you can exit into open air to the west,or return to the east and make sure you didn't miss anything. More of the hallway there... how exciting! An open field near The Great Field of Midgaard can be seen. The hallway continues on in a east-west direction... and it seems to be brightening up to the west. A corner in the passage lies to the east. More of the hallway there... how exciting! Another corner of the passage, and just as untidy as the rest of this place (maybe more so?). There is a door to the east though... wonder where that leads? Oh, and the hallway continues west and north. More of the hallway there... how exciting! You peer into a cluttered little room to the east. More of the hallway there... how exciting! Lots of bottles and flasks lie about this room, but it all looks like worthless clutter. It appears whatever alchemist has been working here is really very adept at his art. There are a lot of formulae and spells written on the walls too... couldn't he buy some paper? There is a door to the north, and also a dark stairway in the corner leading down, with a large sign next to it that you probably should read... A nice shiny hallway! A corner in the passage lies to the west. A shadowed stairway leading down. The sign next to the stairs says: If you are below level 7 and alone, or below level 4 then bugger off! Or else don't blame me if you die... This corner is much like all the others... except you see a strange glow coming from the south. Could be an exit... you hope. The passage continues east quite a ways. You see an odd red glow from that direction. This is an intersection of a long east-west passage with a corridor leading south. The air seems a bit clearer here though, as if you were approaching an exit. The passage turns from north to west here. The walls are still covered with the same disgusting green fungus you have seen all along, and you hear sounds of creatures moving all around you... You can hear creatures moving all around you... and it is not a comforting sound at all. The furnishing is nothing to speak of either, plain grey brick walls with green fungus (or something) growing on them. Hmmm... the passage turns south here. You beginning to realize you can easily lose your bearings if you aren't careful, and you don't think you would like spending too much time here... The passage opens into a large oval room. There really isn't much of interest here though. This is a long, narrow passage leading east and west. The walls are damp and covered with mildew and fungus. There is a very unhealthy air about this place and you're beginning to want out of here... soon. Here a narrow east-west passage crosses with a wider passage to the north and south. The air is dank, and has an odor of decay and debris. Not a nice place at all really... This room is hardly more than a crossing of passages. You do sense a slight breeze wafting down the passage to the north though, but it smells altogether bad... It takes you a moment to realize that the red glow here is coming from a round portal on the floor. It looks almost as if someone had painted a picture of a dirt running through a field on the floor of this room. Oddly enough, it is so realistic you can feel the wind in the field coming out of the picture. It looks as if you could go down into it... but you can't be sure of where you will end up, or if you can get back. The north-south passage branches to the east here. There is a queer red glow coming from that way as well, along with a faint breeze. A very odd red glow emanates from that direction. Ick... this place is just disgusting. You try and stay clear of the walls, but the passage is so narrow you keep bumping them anyway. You are almost convinced that the fungus coating the walls is grabbing at you too. It is dark, dank, disgusting and cold up here. Plus you here the sounds of creatures all around you... and somehow they don't sound friendly. It is probably wise to exercise some degree of caution here... no telling what you may run into here. Well... what is there to say. More fungus, more weird sounds, and a slight breeze from the north. Bet you want to sign a lease, don't ya... Cold, smelly, and coated with green fungus... just like last week's left-overs. Furthermore you want nothing to do with either, you just want out right now. This place is just plain nauseating... it certainly smells as if something (or someone) died in here. You hope you aren't next, but from the sounds you hear all around you, it seems as if something has other ideas about that. The east-west passage branches of to the south here. All around you is the odour of death. Actually, the mold and fungus on the walls is doing great, but otherwise... well... you don't want to think about what else lives here. The passage turns here and heads north. You sense something up ahead that way, but you aren't sure what. You aren't sure if you want to know what either at this point. You almost stumble as you enter this room... the sudden feeling of no walls on either side of you makes you a bit nervous. Suddenly you are vulnerable on all sides. You can't even tell how big a room this is, because it extends to the east farther than you light will reach... The room extends into shadows... As you enter, you light glints of the wall to the east. There appears to be words scrawled on the wall, and a crude picture. To the west the room extends beyond the reach of your light, and the dark shadows make you paranoid... anything could be hiding there. You are painfully aware of how exposed you are without walls around you. The room extends as far as (and farther than) you can see... The writing appears to says 'beware the Minotaur...' There is a crude picture of a man with the head of a bull with some writing next to it. Here, the passage enters a small room. Exits lead to the east and south, and you notice a wonderful, large (and tastefully done) statue to the north. A long hallway, ending in a set of steps. The hall extends to the south where it seems to lighten somewhat. Upon closer inspection you see that the statue has a small plaque affixed to it. The face looks remarkably familiar also. It says: Maynard, Death Jester of the Harlequins As you continue wandering down the hallway, you notice banners, pictures, and other fine decorations adorning the walls all along this passage. It seems very different from the dismal passage where you entered. The hallway ends at a grand marble staircase. The passage leads into a small room. Here, the hall opens into a wide room, with a high domed roof. Now that that you have come clear of the enclosed passage, you can see that the stair leads upward to an open air balcony overlooking the area. To the south the room continues, and another stair is visible matching the one in front of you. You see another staircase and two passages leading west and south. An entrance to a bright passage. An open air balcony. They are constructed of smooth, beautiful marble Here you can look out and observe the world around. Constructed in a semi-circle around the dome of the room, the balcony allows you to look out in almost any direction. Wandering to the north end, you can see that the Great Fields north of Midgaard continue off towards the Dragonhelm Mountains to the north. The south end of the balcony. Down the stairs to a large, domed room. They are constructed of smooth, beautiful marble Wow! What a change from the dismal passage to the south. Whoever keeps this room up must really like newbies. The walls and floor are clean, and tastefully decorated. You also notice an interesting design on the floor. A small room with a statue in it. A intersection of passages. It appears to be the Crest of the Harlequin Guild. Here you can look out and observe the world around. Constructed in a semi-circle around the dome of the room, the balcony allows you to look out in almost any direction. Wandering to the south end, you can see the great city of Midgaard off to the south-west. The north end of the balcony. Back down the south staircase. They are constructed of smooth, beautiful marble. Wow! What a change from the dismal passage to the west. Whoever keeps this room up must really like newbies. The walls and floor are clean, and tastefully decorated. You also notice an interesting design on the floor. The passage opens into a domed room with a grand marble staircase. A dark intersection of passages. It appears to be the crest of the Harlequin Guild. Here, the hall opens into a wide room, with a high domed roof. Now that that you have come clear of the enclosed passage, you can see that the stair leads upward to an open air balcony overlooking the area. to the north the room continues, and another stair is visible matching the one in front of you. Another stairway is to the north, as well as a passage to the west. A narrow passage to the south, ending in a wood door. Back down the bright hallway. An open air balcony. They are constructed of smooth, beautiful marble. Before you, the grove of shadows lies. Giant grey trees are all that can be seen through the thick shadows. A great sense of both power and menace permeates the surrounding area. You have a strange urge to turn back and go back the way you've come. A small path leads north into the shadows and back south to the plains. The shadows obscure your vision. The copse of trees and plains are back to the south. You are inside the shadow grove. Giant trees seem to glare at you from all sides. The shadowy mist obscures most of your vision. Strange sounds of moaning and growling come from all directions. All exits lead into shadows, you are very confused. The shadows obscure your vision. The shadows obscure your vision. The shadows obscure your vision. The shadows obscure your vision. You are inside the shadow grove. Giant trees seem to glare at you from all sides. The shadowy mist obscures most of your vision. Strange sounds moaning and growling come from all directions. All exits lead into shadows, you are very confused. You see a small clearing in the shadows. The shadows obscure your vision. The shadows obscure your vision. The shadows obscure your vision. You are inside the shadow grove. Giant trees seem the glare at you from all sides. The shadowy mist obscures most of your vision. Strange sounds of moaning and growling come from all directions. All exits lead into shadows, you are very confused. The shadows obscure your vision. The shadows obscure your vision. The shadows obscure your vision. The shadows obscure your vision. You are inside the shadow grove. Giant trees seem to glare at you from all sides. The shadowy mist obscures most of your vision. Strange sounds of moaning and growling come from all directions. All exits lead into shadows, you are very confused. The shadows obscure your vision. The shadows obscure your vision. The shadows obscure your vision. The shadows obscure your vision. You are inside the shadow grove. Giant trees seem to glare at you from all sides. The shadowy mist obscures most of your vision. Strange sounds of moaning and growling come from all directions. All exits lead into shadows, you are very confused. The shadows obscure your vision. The shadows obscure your vision. The shadows obscure your vision. The shadows obscure your vision. You are inside the shadow grove. Giant trees seem to glare at you from all sides. The shadowy mist obscures most of your vision. Strange sounds of moaning and growling come from all directions. All exits lead into shadows, you are very confused. The shadows obscure your vision. The shadows obscure your vision. The shadows obscure your vision. You see a small clearing in the shadows. You are inside the shadow grove. Giant trees seem to glare at you from all sides. The shadowy mist obscures most of your vision. Strange sounds of moaning and growling come from all directions. All exits lead into shadows, you are very confused. The shadows obscure your vision. The shadows obscure your vision. The shadows obscure your vision. The shadows obscure your vision. You are inside the shadow grove. Giant trees seem to glare at you from all sides. The shadowy mist obscures most of your vision. Strange sounds of moaning and growling come from all directions. All exits lead into shadows, you are very confused. The shadows obscure your vision. The shadows obscure your vision. The shadows obscure your vision. The shadows obscure your vision. You are inside the shadow grove. Giant trees seem to glare at you from all sides. The shadowy mist obscures most of your vision. Strange sounds of moaning and growling come from all directions. All directions lead into shadows, you are very confused. The shadows obscure your vision. The shadows obscure your vision. The shadows obscure your vision. The shadows obscure your vision. You are inside the shadow grove. Giant trees seem to glare at you from all sides. The shadowy mist obscures most of your vision. Strange sounds of moaning and growling come from all directions. All directions lead into shadows, you are very confused. The shadows obscure your vision. The shadows part to reveal a small clearing. The shadows obscure your vision. The shadows obscure your vision. You are in a small clearing in the shadow grove. There is charred grass underfoot, and the signs of fire here and there. It is almost as if the plant life shuns this spot. The shadowy mist hovers all around, obscuring your view into the grove. A small path leads north to some shadowy structure. All other exits are shrouded in shadowy mist. You can barely make out some sort of building to the north. The shadows obscure your vision. The shadows obscure your vision. The shadows obscure your vision. You have reached the entrance to the High Tower of Sorcery. The tower looms above you at an incredible height. It seems to disappear into the storm clouds above. A diamond gate is to the north, whilst the trail back south has disappeared behind you. The diamond gate looks incredibly strong. You are inside the High Tower of Sorcery. The sight is truly amazing. From here, it is obvious that somehow, the tower is much larger on the inside than it is on the outside. Young mages walk about, completely oblivious to your presence. Exits lead north to the common room, west to the dinning room, east to a plain hallway and back south through the gate. The common room looks quite busy and noisy. You are in the common room. There are many apprentice warlocks here talking and resting, playing games, comparing notes. Obviously they are taking a break from their rigorous studies. There are benches, tables and a small water fountain here, otherwise the room is quite unremarkable. Exits lead off in all directions. The mages' bar can be seen to the east. You are in a long hallway, it seems rather unremarkable. The hallway continues east and back west. You are in the dining area of the student mages. From the number of tables and chairs here, you can see that this room could easily seat several hundred people. It is oddly deserted here, obviously not meal time. Exits lead west to the kitchen, and back east. You are in a dark hallway. It is apparent that this area is seldom used by the regular occupants of the tower. Dust covers the floors here. The faint outline of a trapdoor can be seen in the dust. You are in the mages' tavern. The air is smokey and filled with the smells of foreign food and drink. The other patrons pay you little heed, as they obviously have more interesting things to contemplate. The only exit leads back west. You are in the High Tower's store of magic. This place sells all sorts of herbs, parchment and other reagents used in magical studies. The only exit leads back east to the common room. You are in a small kitchen. All the usual kitchen type utensils and equipment is here, including some not so usual ones. Among the later, a huge black oven against one wall, it must be at least 12 feet high. Opposite the oven is an equally enormous meat locker, large enough to comfortably store several hapless adventurers no doubt. In the middle of the room, hanging in mid-air is a spice rack. You are below the trapdoor. It is very dark and dusty here, very little light filters through from above. A faint sound of dripping water can be heard in the distance below. A rope ladder leads down. You are in a damp intersection of what seems to be the basement of the tower. The sound of running water can be heard coming from the south, other than that, an almost tangible stillness fills the air. Passages lead off in all directions, and a ladder leads up. A faint light can be seen in the distance up the east passage. You are at the end of a dark passage which ends in a stout wooden door. Other then through the door, the only apparent exit is back the way you came. You are at the end of a dark passage. A half opened door is to the east, shedding soft light around the edges. Faint snoring sounds can be heard behind the door. Exits lead east through the door, or back west. You are at the edge of a stagnant pool of water. The smell here is quite nauseating. This is apparently where the denizens of the tower dispose of their garbage. Faint gurgling can be heard from beneath the surface of the pool. Exits lead back north, or perhaps for the very adventurous, down into the pool. No light penetrates the gloom of the stagnant pool. You are in a dark passage, which comes to an abrupt stop at what appears to be a cave-in to the west. It is certainly unpassable, and perhaps quite dangerous just being this close. The only exit leads back east. You are in a dark cell. Straw and dirt cover the floors here, it is very dark. Someone, or something seems to be chained to the far wall. The only exit is back south. You are in the Jailor's office. It is rather messy here. Judging by the sleeping form of the Jailor on duty, you can surmise that very few, if any prisoners survive long enough to spend much time in these dank dungeons. The only exit leads back west. As you dive beneath the putrid waters, you feel a strong tug and a whirlpool drags you under. You are sucked into blackness. You feel your lungs burst from lack of oxygen. Just as you feel your life fading, you notice a change in direction... and are sucked under by a rip tide. You are in a long hallway leading east and west. The walls emit a faint magical glow which provides enough light to see by. You are at a bend in the hallway. The walls emit a faint magical glow which provides enough light to see by. You are in a small store room. Assorted junk is piled on shelves or leaning against walls. The only apparent exit it back south. You are in a dark broom closet. Many straw brooms and other cleaning instruments have been left here, apparently unused (perhaps the maid quit?). The only exit leads back north to the hallway. You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enough light to see by. The walls shed a warm light You are in the chamber of the tower guardians. It is rather sparsely furnished, but then again the odd occupants don't look to need furniture. Here and there a disembodied pair of hands or eyes flits about. You are in a small guest bedroom. A small cot is in one corner, and a dusty mirror on one wall, other than that the room looks quite bare, and unused. The only apparent exit leads back west to the hallway. Why, someone seems to be looking back at you from the other side! You are in a comfortable looking bedroom. A small globe of magical energy floats overhead, providing light. A small cot is in one corner looking ever so comfortable, so comfortable in fact... someone is sleeping in it. The only apparent exit leads back west to the hallway. You are in a long hallway leading from the south. The walls emit a faint magical glow which provides enough light to see by. Stairs lead up to the next level and the hallway leads back south. You are in what looks to have once been a guest bed room. The walls are blackened and burnt by what you could only imagine to be magical fire. There is no sign of the previous occupant, undoubtedly he left in a hurry. The only exit leads back west to the hallway. You are in a long hallway leading west from here. The walls emit a faint magical glow which provides enough light to see by. Some faint moonlight can be seen in the cul de sac to the east. The hallway continues west and stairs lead down to the level below. Faint moonlight can be seen to the east. You are in a small cul de sac. A window to the east is letting in moonlight and a pleasant breeze. Through it, the surrounding country side can be seen. The only apparent exit leads back west to the hallway. Stretching out as far as the eye can see is a canopy of dark tree tops which can only be the Haon-Dor-Dark Forest. A faint light in the distance to the northeast marks what is probably the city of Midgaard. Stretching out as far as the eye can see is a canopy of dark tree tops which can only be the Haon-Dor-Dark Forest. A faint light in the distance to the northeast marks what is probably the city of Midgaard. You are in the barracks of the apprentice magic users. Here and there, a young apprentice sits engrossed in magical study, or practicing a feeble cantrip. Cots line the walls, and the room continues west. You are in a long hallway leading east and west. The walls emit a faint magical glow which provides enough light to see by. There is a door to the north, and the hallway continues west or back east. You are in the barracks of the apprentice magic users. Here and there, a young apprentice sits engrossed in magical study, or practicing a feeble cantrip. Cots line the walls, and the room continues east. You are in a long hallway leading east and west. The walls emit a faint magical glow which provides enough light to see by. Flashes of light can be seen under the doorway to the north. A flash of blue light momentarily lights up the door's outline. You are in a small workshop. Writing implements and parchment are strewn about on a few worktables. In the far corner several young mages have a small kitten cornered and seem to be testing spells upon it. The only apparent exit leads back south to the hallway. You are at a bend in the hallway. The walls emit a faint magical glow which provides enough light to see by. The hallway continues south and back east. You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enough light to see by. There is a closed metal door to the west. You are in a large classroom filled with bored looking students of the art. The instructor stops in his lecture on the fine uses of magic missile at your entry and lunges to attack you. The only apparent exit is back east to the hallway. You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enough light to see by. You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enough light to see by. You are in an empty classroom. Some strange sigils are written on a blackboard which is floating in the air here. Other than a few desks, it is bare of furnishings. The only apparent exit leads back east to the hallway. You are at a bend in the hallway. The walls emit a faint magical glow which provides enough light to see by. The hallway continues east and north. You are in an apparently empty classroom. A strange feeling of being watched comes over you, and you hear the faint rustle of robes. The only apparent exit is back east to the hallway. You are in a long hallway leading east and west. The walls emit a faint magical glow which provides enough light to see by. A sturdy iron door can be seen to the south. You are in a long hallway leading east and west. The walls emit a faint magical glow which provides enough light to see by. There is a large oaken door to the south. You are in a small amphitheater. Rows of comfortable looking chairs circle a large podium. The echos of your footsteps seem very loud here. The only apparent exit leads north to the hallway. You are in a long hallway leading east and west. The walls emit a faint magical glow providing enough light to see by. A small door can be seen to the south. You are in a large training room. It is filled with battle scared manikins, and many other devices used in the practice of fighting. You are at a bend in the hallway. The walls emit a faint magical glow which provides enough light to see by. The hallway continues north and west. You are in a large room used for duals arcane. The walls, ceiling and floor all bare the scars of many fiery spells, but still look quite strong and hold fast. The only exit leads north to the hallway. You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enough light to see by. A doorway can be seen to the east. You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enough light to see by. A wooden door can been seen to the east. You are in a large comfortable looking lounge. Off duty spell teachers are here relaxing in their idle time. A large coffee machine is against the far wall. The only apparent exit leads back west to the hallway. You are in a large, plush bedroom. The owner is obviously someone of high standing in the magical community here. An ice mirror is on one wall, and a scrying globe sit on a stand in the middle of the room. An enormous bed can be seen floating about a meter above the floor. The only exit leads back west to the hallway. You are in a long hallway leading north and south. The walls emit a faint magical glow providing enough light to see by. A glass door can be seen to the east. You are in a small, well kept study. Ancient tomes are on shelves on the walls, A huge table sits in the middle of the room, with maps weighted down upon it. The only light source here comes from an interestingly non-magical oil lamp. The only apparent exit leads back west to the hallway. You are at the end of a long hallway. The walls emit a faint magical glow which provides enough light to see by. A lesser guardian is here keeping silent watch on the entrance to the levels above. Stairs lead up and the hallway continues back south. You are atop a stairway. The halls here look quite a bit less used than those below. Obviously access to these magic filled corridors is limited to those of the upper echelon of mages. The walls here emit a faint blue magical aura which provides some light. The hallway leads west from here and the stairs go down. You are in a long hallway stretching east and west. The walls here emit a faint magical energy providing enough light to see by. There is a thick looking wooden door to the north. You are in a small office. It looks like a calligrapher's study, there are quills, inkpots and parchments all about on desks and worktables. A section to the west seems to be curtained off, but the flicker of a candle can be seen through the curtain. You are in a long hallway leading east and west. The walls emit a faint magical glow which provides enough light to see by. You are in the workshop of the tower's master scribe. Many half finished scrolls lay on the writing table in the center of the room. A giant candle flickering with soft blue flames provides the only light here. The only apparent exit is the way you came in. You are in a long hallway leading east and west. The walls emit a faint magical glow which provides enough light to see by. A half-closed door can be seen to the north. A dark room can be seen through the half-opened door. You are in a small dark store room. A few common items are stacked upon the shelves here, but very little looks interesting. You are at a bend in the long hallway. The walls emit a faint magical glow which provides enough light to see by. The hallway continues south and east from here. You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enough light to see by. An iron bound door can be seen to the west. You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enough light to see by. The sharp sound of metal on metal can be heard to the west. You are in a large store room. Bins of ores, minerals and other rare materials are here along with many neatly stacked piles of precious metals. The ring of metal on metal can be heard to the south. A large cabinet with sigils of warding is bolted to one wall. You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enough light to see by. You are in a very hot room. Against one wall is a large forge, magical fires crackle within and heavy blue smoke pours into a vent in the ceiling. A rune-encrusted mithril anvil is in the center of the room, looking well used. Other tools of metallurgy hang on a rack which floats about three meters in the air of its own force. You have entered the Master Enchanter's chamber. Upon all the walls here are racks of finely crafted weapons. A huge chest with a glowing lock is set to one side. Several unfinished looking blades rest atop a small work table. You are at a bend in a long hallway. The walls emit a faint magical glow which provides enough light to see by. The hallway continues north and east. You are in a long hallway leading east and west. The walls emit a faint magical glow which provides enough light to see by. A steel door can be seen to the south. You are in a long hallway leading east and west. The walls emit a faint magical glow which provides enough light to see by. You are in a small laboratory. Many strange instruments, vials, bottles and some scrawled notes are piled about a workbench. This room is very untidy, looking almost abandoned, or used by a madman. The only apparent exits are east and north. You are in a long hallway leading east and west. The walls emit a faint magical glow which provides enough light to see by. You can see a steel door to the south. You are in the workroom of The Mad Alchemist. Bubbling braziers, long glass tubes and scores of oddly shaped vials and bottles are everywhere. It is incredibly messy here, crushed glass and other trash litter the floor. The only apparent exit is the one you entered by. You are at a bend in a long hallway. The walls emit a faint magical glow which provides enough light to see by. The hallway continues north and west. You are in a large room with a five pointed star etched into the floor. A crackling energy field can be seen to the south, it looks quite dangerous. The energy field crackles and glows, nothing seems to be beyond. You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enough light to see by. A bronze door can be seen to the east. You feel a stomach twisting sensation as you enter the energy field. Nice going! You might as well wait here until the wizard who built this trap comes back to imprison your soul as well as your body. You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enough light to see by. A bronze door can be seen to the east. You are in an empty room. It is both quiet and comfortable here, it looks like a safe place to rest. You are in the chambers of the tower's Master of Charm. Some straw and dirt litters the floor here, it looks to have been recently used by wild animals. Strange sounds can be heard through the bars to the north. You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enough light to see by. You are in the animal pens. Many caged animals are here looking unhappy. Obviously they are destined to be enslaved, or used in some cruel magical experimentation. You are at the end of a long north-south hallway. The walls emit a faint magical glow which provides enough light to see by. Stairs here lead up to the next level, and the hallway continues south. You are atop the stairway to the upper levels of the high tower. The walls emit a faint magical glow which provides enough light to see by. A hallway leads west from here, and the stairs lead down. You are in a long hallway leading east and west. The walls emit a faint magical glow which provides enough light to see by. A silver door can be seen to the north. You are in a large store room. Raw materials are neatly bundled and piled here and here. Many freshly cut staves rods and wands of different sizes are here. You can see a silver door to the west. You are in the chambers of the Master Spellbinder. Unlike other work shops of similar nature, this one is without furnishings or tools. The spell binder obviously needs none for the working of his art. A silver door can be seen to the west. You have discovered the cache of the Master Spellbinder. There are three very large silver chased cabinets here, other than that, the room is bare. A silver door can be seen to the south. You are in a long hallway leading east and west. The walls emit a faint magical glow which provides enough light to see by. You are in a long hallway leading east and west. The walls emit a faint magical glow which provides enough light to see by. A silver door can be seen to the north. You are at a bend in the long hallway. The walls emit a faint magical glow which provides enough light to see by. The hallway continues east and south. You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enough light to see by. You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enough light to see by. A rusty old door can be seen to the west. You are in the golem master's workshop. A few unfinished looking humanoid forms of different make are here, some moving, some not. The animated forms lunge to attack you. You are in a small store room. Large chunks of clay, stone, wood and many other raw materials are here. You are in the golem chamber. Golems made of every imaginable material are here, ranging in size from a hand-span to nearly the ceiling. They all seem to be sleeping. It is very dark here... You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enough light to see by. You are at a bend in the long hallway. The walls emit a faint magical glow which provides enough light to see by. The hallway continues north and east from here. You are in a long hallway leading east and west. The walls emit a faint magical glow which provides enough light to see by. You are in a long hallway leading east and west. The walls emit a faint magical glow which provides enough light to see by. An emerald door can be seen to the south. You are in the chamber of the Master of Illusions. The walls here are ever changing in colour and texture, as if they were reforming before your very eyes. Many splendorous treasures lie all around in heaps and piles, or at least they seem to be treasures... You are in the bedroom of the Master of Illusions. Strange looking items and artifacts float here and there in the air. The ripples of strong magic can be felt everywhere. The room seems much larger than it looks... The room stretches off to the north. The room stretches off to the south. The room stretches off to the west. You are in a long hallway leading east and west. The walls emit a faint magical glow which provides enough light to see by. A glass door can be seen to the south. You are in a meditation chamber. It is very silent here, in fact you can not even hear your own footsteps. You feel very peaceful. You are at a bend in the long hallway. The walls emit a faint magical glow which provides enough light to see by. The hallway continues north and west from here. You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enough light to see by. A blackened door can be seen to the east. You are in a large dark room. The air here seems quite stale, and a sense of extreme dread comes over you. The stench of rotten flesh seems to be wafting in from the open doorway to the north. You are in a large dark room. The stench here makes you gag and retch. There are body parts and half rotted corpses strewn about with complete abandon. Several operating tables with still forms that resemble nothing you have ever seen alive are here. Tortured screams can be heard from the north. Gazing northwards, you are filled with deep dread. You are in the lair of the evil Necromancer. Undead minions of all types, human and otherwise stand here waiting to do their master's bidding. Some glowing arcane sigils have been etched into walls and floor, no doubt to protect the evil master from his own ungodly creations. You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enough light to see by. You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enough light to see by. You are at the end of a long hallway. The walls here glow with a faint magical energy which provides plenty of light. Stairs lead up to the next level here and the hallway continues south. You are at the east end of a long corridor. Obsidian walls engraved with ancient runes of power stretch out before you. Magical energies seem to crackle with power all around and whisper in tongues long forgotten, almost as if the corridor itself were alive. You are in a long corridor. Obsidian walls engraved with ancient runes of power stretch out before you. Magical energies seem to crackle with power all around and whisper in tongues long forgotten, almost as if the corridor itself were alive. You are at a bend in the long corridor. Obsidian walls engraved with ancient runes of power stretch out before you. Magical energies seem to crackle with power all around and whisper in tongues long forgotten, almost as if the corridor itself were alive. You are in a long corridor leading north and south. Obsidian walls engraved with ancient runes of power stretch out before you. Magical energies seem to crackle with power all around and whisper in tongues long forgotten, almost as if the corridor itself were alive. You are at an intersection in the corridor. The obsidian walled halls lead off in every direction from here, pulsing with the power of their ancient runes. You are at the end of a long corridor. Obsidian walls engraved with ancient runes of power stretch out before you. A darkened door is to the east. Tendrils of mist cling to the floor here, they seem to be seeping from under the door. You are in the scrying chamber of the high tower of sorcerery. It is here that arcane rituals are performed to enable those of the art to look in upon denizens throughout the world and spy out their darkest secrets. A huge black cauldron is in the center of the room, bubbling and gurgling, it pours forth a constant stream of smokey fog into the air about you. Here and there on stands of different sizes are crystal balls and oddly shaped mirrors. You have reached an end in the long corridor. Obsidian walls engraved with ancient runes of power stretch out before you. The sound of snoring can barely be heard through the door to the west. You are in the entrance to the great library of magic. A giant desk is here, covered with books parchments and scrolls. Long shelves loaded with row upon row of books stretch out in every direction as far as the eye can see. All you can see are books. All you can see are books. All you can see are books. You are in the great library of magic. A strong musty smell permeates the entire area. Upon shelves which float just out of reach are hundreds of books, tomes and scrolls of every possible shape size and colour. The elusive books seem to wink in and out of existence before your untrained eyes. It is very quiet here. All you can see are books. All you can see are books. All you can see are books. All you can see are books. You are in the great library of magic. A strong musty smell permeates the entire area. Upon shelves which float just out of reach are hundreds of books, tomes and scrolls of every possible shape size and colour. The elusive books seem to wink in and out of existence before your untrained eyes. It is very quiet here. All you can see are books. All you can see are books. All you can see are books. All you can see are books. You are in the great library of magic. A strong musty smell permeates the entire area. Upon shelves which float just out of reach are hundreds of books, tomes and scrolls of every possible shape size and colour. The elusive books seem to wink in and out of existence before your untrained eyes. It is very quiet here. All you can see are books. All you can see are books. All you can see are books. All you can see are books. You are in the great library of magic. A strong musty smell permeates the entire area. Upon shelves which float just out of reach are hundreds of books, tomes and scrolls of every possible shape size and colour. The elusive books seem to wink in and out of existence before your untrained eyes. It is very quiet here. All you can see are books. All you can see are books. All you can see are books. All you can see are books. You are in the great library of magic. A strong musty smell permeates the entire area. Upon shelves which float just out of reach are hundreds of books, tomes and scrolls of every possible shape size and colour. The elusive books seem to wink in and out of existence before your untrained eyes. It is very quiet here. All you can see are books. All you can see are books. All you can see are books. All you can see are books. You are in the great library of magic. A strong musty smell permeates the entire area. Upon shelves which float just out of reach are hundreds of books, tomes and scrolls of every possible shape size and colour. The elusive books seem to wink in and out of existence before your untrained eyes. It is very quiet here. All you can see are books. You see a small gap between some shelves. You are in the great library of magic. The shelves seem uncomfortably close here, you can barely maneuver between them. The musty smell is still strong, and the elusive books still hover just out of reach. A faint flicker of light can barely be made out to the north. You are in a small room completely devoid of furnishings. The only thing here is an enormous tome, lying face open on the floor. The great book looks both heavy and ancient. Its jewel encrusted bindings are well worn as the bark of a tree. Spidery writings seem to crawls across the pages, totally incomprehensible to your mortal eye. Something seems to be wedged between the pages. You are in a long corridor leading north and south. Obsidian walls engraved with ancient runes of power stretch out before you. Magical energies seem to crackle with power all around and whisper in tongues long forgotten, almost as if the corridor itself were alive. You are at the end of a long corridor. The obsidian walls come to an abrupt halt at the edge of a golden archway here. The hum of power is so strong it nearly numbs your body. The archway lies before you, glowing and pulsing with energy. You feel a slight tingle as you pass through the archway, as if the living magical energies here had infused your body, found it wanting and left. The intense glow from the arch above you is almost blinding. Through the light you can barely make out a stairway leading up. You are on a small landing in the middle of a long stairway leading up. Your senses seem dulled here, no sound or smell can be detected at all, and the only thing you can see in any direction is endless stairway. You are at an intersection of several hallways. You feel as if strange mystical forces are pushing and pulling at each other from all around you. The sensation of being trapped, in the middle is almost tangible in the air here. A grey tiled hallway leads south, black tiled east, white tiled west, and a multi-coloured hallway swirling with patterns that remain just barely unrecognizable is to the north. You are in a grey tiled hallway leading north and south. Dim balls of energy float here and there shedding a warm light, and showing the way. A feeling of peace and balance comes over you. You are in a grey tiled hallway leading north and south. Dim balls of energy float here and there shedding a warm light, and showing the way. A feeling of peace and balance comes over you. Large, grey metal double doors can be seen to the south. You are in the antechamber of the Master Magician of the Grey Light. A feeling of strong magic floats in the air about you, almost as if you could taste the power held within these walls. Once your eyes adjust to the semi-light, you can make out a larger room to the south. A feeling of tranquility comes over you as you enter the main chamber of Neutrality. Some artifacts are hung on the walls here, or set on stands. The room in general looks both comfortable and official. Probably where the Master of Neutrality holds audience. You are in a large study. Shelves filled with many books or arcane knowledge are on every wall. A large oaken desk is in the center, with many parchments and scrolls on it. The most notable thing in the room is a small set of scales, which floats about eye level. In perfect balance, the scales are no doubt a sign of the Master's neutrality. You are in a small closet. It is filled with many cloaks, and some other apparel. You are in the bedroom of the Master Magician of Neutrality. Curtained windows can be seen on the south wall. A large comfortable looking bed takes up most of the room. You are in a long dark hallway leading east and west. Not much can be seen in the unnatural darkness here, but you get a deep sense of dread the further you go. You are in a long dark hallway leading east and west. Not much can be seen in the unnatural darkness here, but you get a deep sense of dread the further you go. You are at the end of a long dark hallway. The darkness here is almost tangible in its thickness. A deep sense of fear and loathing comes over you. A pair of obsidian doors can be seen to the east. You are in a vast chamber. The walls fade into darkness, leaving you with a very vague idea of the actual size of the room. Swirling here and there in the dark, are patches of pure black which seem to suck in your light and leave it that much darker here. It is very dark here... You are in an ill lit chamber. Instruments of torture hang from a rack on the wall, they seem to quiver with anticipation of a victim as if they had a mind of their own. An operating table is here, though it is bare. An extreme feeling of evil permeates the entire area. You are in a small dark chamber. Upon the walls are glowing sigils of dark power, scrawled and traced in an evil language no longer known to most of this plane of existence. There is an obsidian altar here which seems to glow, but does not shed any light, in fact it seems to be taking light in. You are in a long well lit hallway leading east and west. The walls here are a milky white colour, and glow with a warm luminescence, as does the floor. A feeling of goodness permeates the area, and you feel unworthy to tread upon these sacred floors. You are in a long well lit hallway leading east and west. The walls here are a milky white colour, and glow with a warm luminescence, as does the floor. A feeling of goodness permeates the area, and you feel unworthy to tread upon these sacred floors. A huge set of double doors in finely worked ivory can be seen to the west. You are in a small antechamber. It is well lit here, though the source of light cannot be seen. It is almost as if the room itself exudes a warm glow of goodness. A larger chamber can be seen to the west, but you do not feel worthy to pass into it. You are in a vast chamber, its walls floor and ceiling are of an unknown metallic material, the brightest white, almost blindingly stark. A flickering flame is in the center of the room, seeming to feed off of darkness and cleansing the room of any evil. You feel a slight tug at your being as the flame flickers towards you. You are in a small meditation chamber. White silk cushions are everywhere, looking very comfortable. You get an easy peaceful feeling of relaxation here, almost making you want to lie down and fall asleep. You are in a spacious study. It is extremely tidy here, to an almost antiseptic nature. One would wonder how anyone could study without a mess all around them, the master of this chamber obviously can. You are in a small closet. Cloaks and vests hang from hooks in the wall, and a few old boots are all that can be seen here. Rather featureless all in all. You are in a large hallway, wide enough to accommodate several people standing abreast. The floor here is a swirl of multicoloured patterns, in constant motion. A huge, grey metal door blocks the way north, it looks quite sturdy. You are in a large hallway, wide enough to accommodate several people standing abreast. The floor here is a swirl of multicoloured patterns, in constant motion. A huge, black obsidian door blocks the way north, it looks quite sturdy. You are in a large hallway, wide enough to accommodate several people standing abreast. The floor here is a swirl of multicoloured patterns, in constant motion. A huge, white ivory door blocks the way north, it looks quite sturdy. You are at the entrance to the audience chamber of the Grand Master of Magic. Beautiful tapestries displaying the ancient masters of lore are on the walls, and the floor is covered with a plush multicoloured carpet, which seems to rustle and move at the touch of your boots. You are in a large chamber. Small bolts of energy leap from wall to wall, crackling with power. The floor is a swirl of indeterminable colours and patterns ever changing. Bright bursts of colour seem to explode into the air and fade again at random times. All this splendor plays about and draws attention to a large throne in the center of the room, it seems to be cut from a single enormous emerald. The giant emerald is flawless, and must be incredibly valuable. You are in a plush dressing room. Fine garments of many styles and some outlandish colours hang from a rack suspended in mid air at eye level. The only other interesting feature in the room is a large silver mirror on a finely crafted gold stand. You are in a small cosy looking library. A few well made books sit atop shelves which span every wall. A large oaken writing table is in the center of the room with odd papers and parchments on it. The illumination here, to your surprise is a quite un-magical oil lamp. You are in a small chapel designed around a beautifully crafted golden altar. Many icons to lesser deities line the room, but it is obvious by one glance at the symbols on the altar, that this room was designed for the worship of Mystra, the goddess of magic. You are in a small chamber, the stale air here is testament to the fact that it has gone undisturbed for many years. You are in a small dark passage, which would be unremarkable if not for the fact that it ends in a blinding blue light to the west. On hooks set into the wall here there hang several travel worthy cloaks, and a small leather backpack. It looks as if someone has prepared this room to be used in the event speedy of a evacuation. You seem to be floating in a magical energy field, though you cannot see the source of the energy, you can feel its power pushing at you from all sides, completely negating the effects of gravity. An imperfection in the uniform blue can be seen overhead, it might be an exit. You are in a small, simple room which is mostly empty, save a few wooden desks and benches. To the east you hear the bustle of the Temple of Midgaard, a sharp contrast to the relative quiet of this peaceful room. You see the Temple of Midgaard. You are in the southern end of the temple hall in the Temple of Midgaard. The temple has been constructed from giant marble blocks, eternal in appearance, and most of the walls are covered by ancient wall paintings picturing Gods, Giants and peasants. Large steps lead down through the grand temple gate, descending the huge mound upon which the temple is built and ends on the temple square below. To the west, you see the Reading Room. The donation room is in a small alcove to your east. At the northern end of the temple hall is a statue and a huge altar. In the east, you see a small alcove with a rickety wooden sign which reads "Midgaard Donation Room." You look down the huge stone steps at the temple square below. You see the Reading Room. You see the temple square. This is the inner sanctum. A picture of the mighty Thor, is hanging on the wall, just above the altar which is set against the western wall. A well in the middle of the floor leads down into darkness. Vile smells waft from the depths. You see your favorite place, the bar of divination. You can't see what is down there, it is too dark. Looks like it would be impossible to climb back up. The bar is one of the finest in the land, lucky it is members only. Fine furniture is set all around the room. A small sign is hanging on the wall. You see the entrance. You see the inner sanctum. The sign reads: Free instructions provided by the waiter: Buy - Buy something (drinkable) from the waiter. List - The waiter will show you all the different drinks and specialties, and tell the price of each. The entrance hall is a small modest room, reflecting the true nature of the Clerics. The exit leads east to the temple square. A small entrance to the bar is in the northern wall. You see the bar, richly decorated with really stylish furniture. You see the Temple Square. You are standing on the temple square. Huge marble steps lead up to the temple gate. The entrance to the Clerics' Guild is to the west, and the old Grunting Boar Inn, is to the east. Just south of here you see the market square, the center of Midgaard. You see the temple. You see the good old Grunting Boar Inn. You see the Market Square. You see the entrance to the Clerics' Guild. You are standing in the entrance hall of the Grunting Boar Inn. The hall has been wisely decorated with simple, functional furniture. The heavy smell of dust and aging paper drifts in from the Post Office to the north. A small staircase leads up to the reception and the bar is to the east. You see the Midgaard Post Office. Surprise! You see the bar. You see the temple square. You see the reception. You are standing in the bar. The bar is set against the northern wall, old archaic writing, carvings and symbols cover its top. A fireplace is built into the western wall, and through the southeastern windows you can see the temple square. This place makes you feel like home. A small sign with big letters is fastened to the bar. You see the exit to the entrance hall. The sign reads: Free instructions provided by the Grunting Boar Inn. Buy - Buy something (drinkable) from the bartender. List - The bartender will show you all the different drinks and specialties, and tell the price of each. Although it is very hard to understand, you think it looks a lot like beer, poems about beer, and small beer-mugs. You are standing in the reception. The staircase leads down to the entrance hall. An exit to the north leads to the Cryogenic Center. There is a small sign on the counter. You see the Cryogenic Center. You see the entrance hall. Rooms are expensive but good! You may: Offer - get an offer on a room - Time is in real life days. Rent - Rent a room (saves your stuff, and quits the game), minimum charge is one day. MY WAY OR THE HIGHWAY PAY YOUR RENT! WE WON'T THINK TWICE BEFORE KICKING YOU OUT. You are standing inside the small bakery. A sweet scent of Danish and fine bread fills the room. The bread and Danish are arranged in fine order on the shelves, and seem to be of the finest quality. A small sign is on the counter. You see the main street. You see that this is truly delicious pastry. Must be made by a Dane from Denmark (which surely is not the capital of Sweden!). Former ruler of Scandinavia, England, Northern Germany, Northern France, Russia, Greenland, Iceland, Estonia etc. etc. The sight of those large, wholesome chokoladeboller makes your mouth water and your soul sing. Free instructions provided by the store: Buy - Will buy you some bread or pastry. List - The baker will kindly tell you the price and sort of the bread in his bakery. You are inside the general store. All sorts of items are stacked on shelves behind the counter, safely out of your reach. A small note hangs on the wall. You see the main street. The note reads: List - Show which various items are in the store. Buy - Buy an item. Value - The shopkeeper will (free of charge) tell how much he will pay for your item. Sell - Sell an item. You are inside the weapon shop. There is a small note on the counter. You see the main street. The note reads: List - Show which various items are in the store. Buy - Buy an item. Value - The shopkeeper will (free of charge) tell how much he will pay for your item. Sell - Sell an item. You are at the end of the main street of Midgaard. South of here is the entrance to the Guild of Magic Users. The street continues east towards the market square. The magic shop is to the north and to the west is the city gate. You see the magic shop. You see the main street. You see the entrance to the Guild of Magic Users. You see the city gate. You are on the main street passing through the City of Midgaard. South of here is the entrance to the Armory, and the bakery is to the north. East of here is the market square. You see the bakery. You see the market square. You see the armory. You see the main street. You are standing on the market square, the famous Square of Midgaard. A large, peculiar looking statue is standing in the middle of the square. Roads lead in every direction, north to the temple square, south to the common square, east and westbound is the main street. You see the temple square. You see the main street. You see the common square. You see the main street. What you see is the Midgaard Worm, stretching around the Palace of Midgaard. You are on the main street crossing through town. To the north is the general store, and the main street continues east. To the west you see and hear the market place, to the south a small door leads into the Pet Shop. You see the general store. You see the main street. You see the Pet Shop. You see the market square. The main street, to the north is the weapon shop and to the south is the Guild of Swordsmen. To the east you leave town and to the west the street leads to the market square. You see the weapon shop. You see the city gate. You see the swordsmen's guild. You see the main street leading to the market square. The entrance hall to this guild is a small, poor lighted room. You see the main street. You see your favorite place, the Mages' Bar. The bar is one of the weirdest in the land. Mystical images float around the air. Illusions of fine furniture appear all around the room. You see the lobby. You see the laboratory. This is the Magical Experiments Laboratory. Dark smoke-stained stones arch over numerous huge oaken tables, most of these cluttered with strange- looking pipes and flasks. The floor is covered with half-erased pentagrams and even weirder symbols, and a blackboard in a dark corner has only been partially cleaned, some painful-looking letters faintly visible. A well in the middle of the floor leads down into darkness. Vile smells waft from the depths. You see the bar. You can't see what is down there, it is too dark. Looks like it would be impossible to climb back up. The armory with all kinds of armors on the walls and in the window. You see helmets, shields and chain mails. To the north is the main street. On the wall is a small note. You see the main street. You can use these commands for trading: value <item> To get the price of an item in your possession. sell <item> To sell something. buy <item> To buy something (provided that the shop has it in store). list Gives you a listing of the shop's inventory. WE DON'T GIVE CREDIT; WE DON'T EXPECT TO RECEIVE CREDIT! NO HAGGLING The entrance hall to the Guild of Swordsmen. A place where one has to be careful not to say something wrong (or right). To the east is the bar and to the north is the main street. You see the main street. You see the swordsmen's bar, many noises comes from there. The bar of swordsmen, once upon a time beautifully furnished. But now the furniture is all around you in small pieces. To the south is the yard, and to the west is the entrance hall. You see the practice yard. You see the entrance hall to the warriors' guild. This is the practice yard of the fighters. To the north is the bar. A well leads down into darkness. You see the bar. You can't see what is down there, it is too dark. Looks like it would be impossible to climb back up. You are at the poor alley. South of here is the Grubby Inn and to the east you see common square. The alley continues further west. You see the common square. You see the Inn. You see the poor alley. The common square, people pass you, talking to each other. To the west is the poor alley and to the east is the dark alley. To the north, this square is connected to the market square. From the south you notice a nasty smell. You see the market square. You see the dark alley. You see the city dump. You see Poor Alley. The dark alley, to the west is the common square and to the south is the Guild of Thieves. The alley continues east. The alley continues east. You see the entrance to the thieves' guild. You see the common square. It is the thieves' guild, don't enter if you care about your health or money. The entrance hall to the thieves' and assassins' guild. A place where you can lose both your life and your money, if you are not careful. To the north is the dark alley and to the east is the thieves' bar. You see the alley. You see the thieves bar, where everything disappears. The bar of the thieves. Once upon a time this place was beautifully furnished, but now it seems almost empty. To the south is the yard, and to the west is the entrance hall. (Maybe the furniture has been stolen?!) You see the secret yard. You see the entrance hall to the thieves' guild. As you look at the furniture, the chair you sit on disappears. The secret practice yard of thieves and assassins. To the north is the bar. A well leads down into darkness. You see the bar. You can't see what is down there, it is too dark. Looks like it would be impossible to climb back up. The dump, where the people from the city drop their garbage. Through the garbage you can see a large junction of pipes, looks like the entrance to the sewer system. North of here you see the common square. You see the common square. You see the sewers. The Pet Shop is a small crowded store, full of cages and animals of various sizes. There is a sign on the wall. You see the main street. The sign reads: Use 'List' to see the available pets. Use 'Buy <pet>' to buy yourself a pet. Instructions for having pets: You can use 'order <pet> <instructions>' to order your pets around. If you abuse your pet, it will no longer regard you as its master. If you have several pets you may use 'order followers <instructions>' You can name the pet you buy with: 'buy <pet> <name>' Regards, The Shopkeeper This is the small dark room in which the Pet shop keeps his pets. It is vital that this room's virtual number is exactly one larger than the Pet Shop number. Behind the counter you see various items, neatly placed in racks, presumably most of them are magic. You see the main street. You are by two small towers that have been built into the city wall and connected with a footbridge across the heavy wooden gate. Main Street leads east and Wall Road leads south from here. You see Main Street. You see the road running along the inner side of the city wall. You notice that it is called Wall Road. The city gate is to the west. It is too high up to reach but it looks as if one easily could walk across it from one tower to the other. It is a set of very big double doors made from hard wood. They have been reinforced with large iron bands to make them even more sturdy. One of the doors is equipped with a very big lock. Both of the towers are built from large grey rocks that have been fastened to each other with some kind of mortar, just like the city wall. It is built from large grey rocks that have been fastened to each other with some kind of mortar. It is far too high to climb. You are by two small towers that have been built into the city wall and connected with a footbridge across the heavy wooden gate. Main Street leads west from here. To the south you see the Water Shop. You see the city gate. You see the water shop. You see Main Street. It is too high up to reach but it looks as if one easily could walk across it from one tower to the other. It is a set of very big double doors made from hard wood. They have been reinforced with large iron bands to make them even more sturdy. One of the doors is equipped with a very big lock. Both of the towers are built from large grey rocks that have been fastened to each other with some kind of mortar, just like the city wall. It is built from large grey rocks that have been fastened to each other with some kind of mortar. It is far too high to climb. You are walking next to the western city wall. The road continues further south and the city gate is just north of here. You see the city gate. The road continues further south. It is built from large grey rocks that have been fastened to each other with some kind of mortar. It is far too high to climb. You are walking next to the western city wall. Wall Road continues further north and south. A small, poor alley leads east. Some letters have been written on the wall here. The road continues further north. Poor Alley leads east. The road continues further south. It says 'Who watches the watchmen?' It is built from large grey rocks that have been fastened to each other with some kind of mortar. It is far too high to climb. You are on Poor Alley, which continues further east. You see the city wall to the west. The alley leads east. The alley leads west. You are standing in the alley which continues east and west. South of here you see the levee. The alley leads east. You see the levee. The alley leads west. You are standing at the eastern end of the alley, the city wall is just east, blocking any further movement. A small warehouse is directly south of here. You see the warehouse. You see the alley. You are standing on the road next to the western city wall, which continues north. South of here is a bridge across the river. You see the road. You see the bridge. It is built from large grey rocks that have been fastened to each other with some kind of mortar. It is far too high to climb. You are inside the old Grubby Inn. This place has not been cleaned for several decades; vile smells make you dizzy. You see the alley. You are at the levee. South of here you see the river gently flowing west. The river bank is very low making it possible to enter the river. You see the alley. You see the river flowing west. You are inside the warehouse. The room is decorated with various old items from ships. You see the alley. You are standing on the stone bridge crosses the river. The bridge is built out from the western city wall and the river flows west through an opening in the wall ten feet below the bridge. You see the road. You see the Concourse. It is built from large grey rocks that have been fastened to each other with some kind of mortar, just like the wall. You cannot really see it from here as it is somewhere beneath your feet. It is built from large grey rocks that have been fastened to each other with some kind of mortar. It is far too high to climb. You are by two small towers that have been built into the city wall and connected with a footbridge across the heavy wooden gate. To the west you can see the edge of a big forest. The city gate is to the east. The forest edge is to the west. It is too high up to reach but it looks as if one easily could walk across it from one tower to the other. It is a set of very big double doors made from hard wood. They have been reinforced with large iron bands to make them even more sturdy. One of the doors is equipped with a very big lock. Both of the towers are built from large grey rocks that have been fastened to each other with some kind of mortar, just like the city wall. It is built from large grey rocks that have been fastened to each other with some kind of mortar. It is far too high to climb. You are by two small towers that have been built into the city wall and connected with a footbridge across the heavy wooden gate. To the east the plains stretch out in the distance. You see the plains. You see the city gate. It is too high up to reach but it looks as if one easily could walk across it from one tower to the other. It is a set of very big double doors made from hard wood. They have been reinforced with large iron bands to make them even more sturdy. One of the doors is equipped with a very big lock. Both of the towers are built from large grey rocks that have been fastened to each other with some kind of mortar, just like the city wall. It is built from large grey rocks that have been fastened to each other with some kind of mortar. It is far too high to climb. You are by the temple altar in the northern end of the Temple of Midgaard. A huge altar made from white polished marble is standing in front of you and behind it is a ten foot tall sitting statue of Odin, the King of the Gods. To the north, steps lead out the back of the temple towards the countryside. You see the vast Midgaard countryside. You see the southern end of the temple. Even though the altar is more than ten feet long it appears to be made from a single block of white virgin marble. The statue represents the one-eyed Odin sitting on a his throne. He has long, grey hair and beard and a strict look on his face. On top of the throne, just above his shoulders, his two ravens Hugin and Munin are sitting and at his feet are his wolves Gere and Freke. This is the small dark room in which Odin keeps the player items that he takes care of. It is vital that this room's virtual number is exactly one larger than the room by the temple altar. You are standing in the center of a small wooden shop whose walls are covered with racks upon racks of water jugs. Several large barrels with spigots are stacked in the corner. You see the East Gate. You are on a dirt path leading away from the Temple Altar which is south of here. To the north, the path continues through the lush contryside of Midgaard towards the Dragonhelm Mountains far off to the north. You see the lush, green countryside of Midgaard. You see the Temple Altar. You are walking on a wide dirt path through the lush, green, fresh Midgaard countryside. You can see to the horizon to the north, east, and west; the busy city of Midgaard lies to the south. All around you is healthy green grass and an occasional large oak tree. The sun feels wonderful on your face and a pleasant wind blows through your hair. Birds chirp quietly to themselves and you can smell the faint scent of flowers and freshly cut grass. You feel like you could lie down in the grass and stay here forever, surrounded by powerful beauty in all directions. The path you are on continues north through the field and south back to Midgaard. You see more of the path through the Great Field. You see the path which goes back to Midgaard. You are walking on a wide dirt path through the lush, green, fresh Midgaard countryside. You can see to the horizon to the north, east, and west; the busy city of Midgaard lies to the south. All around you is healthy green grass and an occasional large oak tree. The sun feels wonderful on your face and a pleasant wind blows through your hair. Birds chirp quietly to themselves and you can smell the faint scent of flowers and freshly cut grass. You feel like you could lie down in the grass and stay here forever, surrounded by powerful beauty in all directions. There is a strange structure on the eastern side of the path. A small dirt path splits off of the main path and leads off to the west. The path continues northwards bringing you ever closer to the Dragonhelm Mountains. There is a strange structure to the east on the edge of the trail. You see more of the Field. There is a strange path leading towards a rusty gate to the west. You are in the central post office for Midgaard. Piles of assorted mail lay untouched in the corners, collecting cobwebs. Several large crates have been pried open by curious customs agents, and are now stacked along the west wall, hiding plenty of 'WANTED' posters. There is a sign posted on the wall here. You see the entrance to the Grunting Boar Inn and Tavern. ********************************************************** * * * Mail Instructions: * * * * To send a note to someone: * * MAIL <playername> * * * * To see if you have any mail: * * CHECK * * * * To get the Postmaster to give you your mail: * * RECEIVE * * * * Stamps cost 150 coins per letter * * Type 'HELP MAIL' for more info * ********************************************************** Envelopes of all sizes are heaped into hugh piles around the room. As you look closer, you see a letter that you had posted a full week ago, laying unnoticed and slightly rat-chewed towards the bottom of the pile. They seem to cover everything here, even the Postmaster himself. As you know, it is illegal to send contraband items through the Midgaard Mail. The customs agents use this as a great excuse to seize liquor, rare spices, and just about anything they might find useful or profitable. Faces of various known Killers and Thieves can barely be seen behind the crates on the west wall. Some of them look quite familar, sorta like that guy who you saw in the Reception a minute ago... but then again, they are rather hard to see past the crates. You are in a small, undecorated room just off of the main temple. There are a couple of small wooden benches here where people occasionally sit while they wait for items to appear. The temple is to the west. The busy temple is back west. You are standing in an impossible white sterile room with cylindrical body-length canisters lined up against the walls. The Reception is to the south. The Reception is to the south. You are walking on a wide dirt path through the lush, green, fresh Midgaard countryside. You can see to the horizon to the north, east, and west; the busy city of Midgaard lies to the south. All around you is healthy green grass and an occasional large oak tree. The sun feels wonderful on your face and a pleasant wind blows through your hair. Birds chirp quietly to themselves and you can smell the faint scent of flowers and freshly cut grass. You feel like you could lie down in the grass and stay here forever, surrounded by powerful beauty in all directions. The way north appears to be blocked by a large plot device and you cannot see any way around it. Unfortunately the way north is blocked by a large plot device and there does not seem to be any way around it. The path continues through the field to the south past an odd structure on the eastern side of the path. What more is a plot device than something to block a certain direction for reasons beyond your comprehension. You are walking along a narrow dirt path through the lush, green, fresh Midgaard countryside. You can see to the horizon to the north and east; the busy city of Midgaard lies to the south. All around you is healthy green grass and an occasional large oak tree. The sun feels wonderful on your face and a pleasant wind blows through your hair. Birds chirp quietly to themselves and you can smell the faint scent of flowers and freshly cut grass. You feel like you could lie down in the grass and stay here forever, surrounded by powerful beauty in all directions. There is a large rusty gate sitting in a stone archway just to the west. The path meets up with a larger path just to the east. There is a large rusty gate just to the west. You are at the concourse, the city wall is just west. A small promenade goes east, and the bridge is just north of here. The concourse continues south along the city wall. You see the Bridge. You see the promenade. The promenade continues far south. The river gently flows westwards just north of here. The promenade continues further east and to the west you see the city wall. Park Road leads south from here. The promenade continues. Park Road leads south. You see the Concourse. The river gently flows westwards just north of here. The promenade continues both east and west. South of here you see the entrance to the park, and a small building seems to be just west of the entrance. You see the promenade. You see the park entrance. You see the promenade. The river gently flows westwards just north of here. The promenade continues both east and west. A small path leads south. Looking across the river you see the levee. You see the Concourse. The small path leads south. You see the promenade. You are at the Concourse. The city wall is just east and a small promenade goes west. Looking across the river you see a building that resembles a warehouse. The Concourse continues south along the city wall. The Concourse continues south. You see the promenade. It is built from large grey rocks that have been fastened to each other with some kind of mortar. It is far too high to climb. You are standing just inside the small park of Midgaard. To the north is the promenade and a small path leads south into the park. To your east is the famous Park Cafe. You see the promenade. You see Park Cafe. You see the park. You are inside Park Cafe, a very cozy place with many tables and seats where you can relax and enjoy the view. To the east you can see the entrance to the park. You see the park entrance. You are walking along a small path through the park. The path continues south and east. You are standing on a small path inside the park. The park entrance is just north of here, and Park Cafe is just east of the entrance. The path leads further east and west. You see the northern park entrance. You are on a small path running through the park. It continues west and south and just north of here you see the southern wall of Park Cafe. You are inside a tidy office. You see Park Road. The road continues north and south. A building is just west of here, you notice a sign on the door. The park entrance is to the east. You see the park entrance. You see the Cityguard HeadQuarters. The sign on the door says: Cityguard HeadQuarters WARNING: Authorized Personnel Only! You are standing at the western end of the park. A small path leads east into the park and going west through the entrance you will reach Park Road. You are in the park. The paths lead north and west. Westward is the park entrance and to the east you see a small pond. You see the pond. You see the western park entrance. You are swimming around in the pond, feeling rather stupid. You can get back on the path from the eastern and western end of the pond. You are in the park. The paths lead north and east. Eastward is the park entrance and to the west you see a small pond. You are standing at the eastern end of the park. A small path leads west into the park. Going east through the entrance you will reach Emerald Avenue. You are standing on the north end of Emerald Avenue. To the north is the promenade and to the west is the park entrance. To the east is the not very big Town Hall of Midgaard. You are on Park Road which leads north and south. You are standing at a bend on Emerald Avenue. The road leads north and west. You are in the middle of the road cross. Roads lead in all directions. A huge black iron chain as thick as a tree trunk is fastened into the ground at the center of the road cross. Its other end leads directly upwards towards the sky. A road sign is here. The chain disappears in the clouds. The sign points in all directions: North - Emerald Avenue. East - Park Road. South - Emerald Avenue. West - Park Road. Someone has added the following with red paint: Up - Redferne's Flying Citadel. The chain reaches the clouds high above you. It must take some really powerful magic to hold such a chain in place. You are standing at a bend on Emerald Avenue. The road leads south and east. You are on Park Road which leads south and north. Elm Street is east of here. You are on Elm street. Park Road is to the west and Elm Street continues in eastward direction. You are at the end of Elm Street. You are on Emerald Avenue which continues north. The Concourse is south of here. You are on Park Road which continues north. The Concourse is south of here. You are at the southwest corner of the city wall. The Concourse leads both north and east. Through the South Gate you can see a small path leading southwards. The Concourse continues both east and west. Emerald Avenue is north of here. The Concourse continues both east and west. Park Road is north of here and an iron grate leads south to the graveyard. Through the solid iron bars you see the graveyard. You are at the southeast corner of the city wall. The Concourse leads both north and west. You are at Park Road which continues north and south. You are at Emerald Avenue which continues north and south. Penny Lane leads east from here. You are standing at a bend on Emerald Avenue. To the east the road goes on and to the south is the Road Crossing. You are standing at a bend on Emerald Avenue. To the west the road goes on and to the north is the Road Crossing. You are at a bend on Park Road. To the north the road goes on and to the east is the Road Crossing. You are at a bend on Park Road. To the south the road goes on and to the west is the Road Crossing. You are standing in the waiting room at the town hall. Wooden chairs stand along the walls and a long desk with a typewriter is placed in the middle of the room. It looks like some kind of office. The exit west leads to Emerald Avenue. Not the very least comfortable. An extremely heavy desk. It is so large that it doesn't even need drawers. Everything can be stored on its top. It is an ancient Quifatronic T-1000 mk I. These machines are known for their incredible durability, and for their even more incredible weight. They make a Cray II look like a laptop. You are in the not very big office of the Mayor of Midgaard. A large and polished but completely empty desk is standing in front of an armchair that looks so comfortable that it most of all resembles a bed with the head end raised slightly. The waiting room is to the west. This desk is obviously very old. Nevertheless it looks as if has never been used. This chair is really a masterpiece. A chair where one can sit as comfortably as in a bed. All auditoriums should be equipped with these things. A shame that there wouldn't be room for the students too, though. You are on Penny Lane. Emerald Avenue is to the west and Penny Lane continues in eastward direction. You are on Penny Lane. The narrow road continues north and west. You are at the end of Penny Lane. The only exit appears to be south. You are on a well-kept gravel road that leads north-south through the graveyard. On both sides of the road grow dark evergreen trees. An iron grate is to the north. Through the solid iron bars you see the Concourse. The gravel road continues southward. You are on a well-kept gravel road that leads north-south through the graveyard. On both sides of the road grow dark evergreen trees. The gravel road continues northwards. The gravel road continues southward. You are on a well-kept gravel road that leads north-south through the graveyard. On both sides of the road grow dark evergreen trees. The gravel road continues northwards. The gravel road continues southward. You are on a well-kept gravel road that leads north-south through the graveyard. On both sides of the road grow dark evergreen trees. The gravel road continues northwards. The gravel road continues southward to an open space before a small building. You are on an open space before a small chapel. A gravel road leads north through the graveyard and the chapel entrance is to the south. The gravel road continues northwards. The chapel door is made of dark wood. You are in a small, dark chapel. The dark brown glass in the tiny windows do not let much light through. A few rows of worn wooden benches stand here and an ancient altar sits in the middle of the floor. The chapel door is made of dark wood. The windows must be meant to be dark. At least they are completely clean. The altar looks very old... you examine the floor around the altar and notice that it seems less dusty than the rest of the room... someone must clean here regularly... maybe that old guy in Park Cafe, he looked like that sort... The benches are not of the comfortable kind. The arch under the bridge is covered by seaweed about a foot above the surface of the river. The water gently flows through an opening in the lower part of the city wall. It is built from large grey rocks that have been fastened to each other with some kind of mortar. Looks pretty solid. North of here you see the miserable buildings of Poor Alley. The river flows west towards the bridge. The riverbanks are too steep to climb. North of here you see the dump. The river flows from east to west. The riverbanks are too steep to climb. The levee is directly north of here. The river flows in an east west direction. You see the warehouse on the northern riverbank. East of here you see the city wall. The river flows west towards the levee. The river enters from a hole in the eastern city wall. The hole has been blocked by several vertically positioned iron bars set into the wall. The iron bars make it difficult to pass through the hole in the wall. Beyond the bars you see that the river leads into a cavern below the mountain range to the east. This trail slopes up and away from the main road to the west. At points the trail seems to fade into obscurity against the grey stone and near-grey mountain grass prevalent here. The trail leads generally eastward and up higher into the rocky ground. There is a sign here, seemingly out-of-place in this rough country. ,_____________________________. | | | Gabadiel's | | Smithery | | --------------> | | | | -- BUAG SIGNS INC.| `-----------------------------' | | | | | | | | What could barely be called a trail leads west back down the mountainside, and down into a very small valley where a small house sits in the middle of a well-groomed yard. The door to the house is open and inviting, welcoming you for a visit. You are standing in the western end of a very, very small valley, just about room enough for the one house standing to your east. You can see from here that the door to the cozy cottage is open and inviting, but the interior seems very dark. A path bordered by shrubberies leads up to the structure, and ends where you are standing; right by the easiest path back up into the mountains. The path you are on leads from the front door of the cottage to your east, to the edge of the small valley to the west. The building seems quiet...almost too quiet. A small voice in the back of your head, the same voice that has saved your life on countless occasions, seems to be telling you that something is very, very wrong here. It is a normal front door to a house. Devastation greets your eyes. The forge has been blasted apart, along with most of the back door. Hammers, tongs, and anvils lie about in one gigantic mess, and the smith's bed smoulders yet. This place has been utterly wrecked and blasted apart, by more than one man you would think from all the tracks in the dust... It is a normal hole torn in the wall leading outside into a garden. It is a normal front door. Ha! Lucky, you were always lucky! Under the pillow is a half-written letter, unaddressed. The bits of text that aren't smudged, burnt, and smeared tell tale of the smith/mage Gabadiel's masterwork: a sword of unequalled power, and two swords that came before, discarded as 'Not quite what I was working towards'. Looking around, you notice a distinct lack of any swords. You think you may have a motive now... Three sets of prints lead out where the back door used to stand. This garden was probably once kept orderly and weedless. Unfortunately, it seems someone has been careless with a fireball. There is nothing here now but blast-marks and ashes, and the remains of a trail leading to the east edge of this tiny valley. They lead east. You are standing on a ridge in the mountains, just east of a very small valley. You spot a tiny cottage sitting in the center of the valley, and the ridge continues south. Looking at the sheer drops to the north and west, you consider not taking those directions. The tracks lead south. The mountain range continues north from here, and widens out into a small plateau just to your south. Going east and west from here would be a bad idea, considering the steepness of the drop. From this height, you have a fairly good panoramic view to the south, including what appears to be a small mountain village to your south and west, and a tall, ominous peak westwards from here. They lead south. You are standing on a small plateau in the mountains, just south of a ridge that leads northwards through the rocky area. To the east, south, and west are gentle slopes leading down into different areas of the mountains. A giant, dark peak looks down over you to the west, looking quite spooky indeed! The three sets of tracks split up here, one west, one east, one south. This slopes leads down and to the west from here. Up above, you see a plateau at the southern end of a long mountain ridge. Surpisingly, there seems to be signs of traffic in this area, leading into the large depression here. The going looks somewhat dangerous, and you decide to exercise a little caution. A few boot prints lead way in the dust here. There is definitely traffic here, but this area is not what you would call well-travelled. You are standing upon another mini-plateau, bordered by a sheer wall of rock to the north. You can climb up the slope to the east, or continue along the flat area to the west. Another slope leads downwards to the south, looking unsafe but climbable. This plateau ends here, with a steep drop-off to the south, and a solid wall of rock to the north. Eastwards the plateau continues, and you think you can climb up the steep rocky slope just west of here. You are afforded a good view of the lower regions of this depression, and you think you spot what might be a cave south and down from here... This slope is fairly treacherous, but looks to be somewhat safer to the north. East the slope leads down to a small plateau that also looks considerably safer than your other choices. The shale under your feet slips badly, and you are almost thrown off balance; this is no place to be without mountaineering equipment. You are standing on a point outcropping with a beautiful view of the mountains to the north. Far below, you see what appears to be a foot-path climb up to the central mountain, a peak that looks dark and disturbing. You get very bad vibes from that mountain for some reason, and it doesn't seem like a very good idea to try to find a way to get there. The only safe way to leave this overlook is to the south. You slip and slide your way across the steep ground, trying desperately to keep your balance. You can climb up to a small plateau to the north from here, or carefully head down to the floor of the depression to the west. You're not sure which is safer... A small path leads south here, away from the rocky slope leading up to the east. A small spring burbles here, evidently the cause of much of the traffic. Looking up, you see sheer rock walls surrounding much of the depression, making an effective fortress of this place. The small path you are standing on leads north, and east into what appears to be a large cave hollowed out of the mountainside. The whole place seems quiet, too quiet in fact. Your little adventurer's intuition is busily warning you of traps. A cave leads into the heart of the mountainside, well- lit by sconces upon the walls. A large rock sits by the side here, near a small firepit. Debris litters the area; rabbit bones, half of a broken whetstone, and random litter. The ground is devoid of grass, and well trodden by many pairs of boots. Strange that someone should live so deep in the mountains... You are near the entrance of the cave. The outside light streams in from the west, accompanied by a slight breeze, making the flames in the sconces flutter a bit and throw stange shadows upon the walls. This passageway heads north and south from here, each way seeming dark and stuffy compared to outdoors. From the tracks in the floor, you guess that the north is the more used. The passage turns here, one end leading south, towards the cave's entrance, and east -- that much deeper into the mountain. The light sconces keep the area bright enough to see, but not nearly bright enough for you to be quite comfortable in this strange place. From far off you hear the echoes of what sound to be voices. This twisty passage leads east and west from here. Eastwards you hear the unmistakable sounds of low voices. The echoes seem to be playing funny effects on you, however, and you are not sure from how far off these voices might be coming. The passage you are standing in turns west and south from here. One of the sconces here is out, making this area extremely dark and hard to see in. You do see lights from the south, however, seemingly brighter than the sconces you've seen along the walls so far. This is a T-intersection in the cave passageway, the north leading back towards the cave's entrance (you think!), the west leading towards a well-lighted area. Eastwards the passageway continues into the shadowy recesses of the mountain uninvitingly. The echoes of voices are confusing you a bit, and you are not sure whether you should try to remain quiet or not. Many sconces line the walls here, casting light on some weapon racks and chests of armor. Everything is neat, orderly, and actually well-dusted. Someone cares for these items...frequently it seems. The passageway you are in leads south and west from here. Many large stones and rocks are on the floor of the cave, making walking difficult in the dim light from the sconces on the walls. You hear the continued echo of voices, seemingly fainter now. Must be the strange acoustics of this place... The cave twists around like a coiled snake, leading east and north from here. You begin to wonder if your orientations are still correct. That worries you for some reason. You can head north and west through the cave passageways here, both ways dimly lit by the ever-present sconces on the walls. The echoes you heard earlier seem to be getting louder, and seem to be coming from the northern passage. You feeled a bit chilled from the cooled cave air and shiver a bit in the faint whisper of a breeze. This place is a little too eerie and dark to be comfortable in. The echoes are growing louder, and seem to be coming from the northern end of this corridor. Southwards you see the tunnel continue right before yet another bend in the passagway. You spot a small piece of red cloth torn against a sharp rock jutting out from the passage's side. It looks like silk, very nice in fact. The main passageway leads south from here, and a smaller cave tunnel leads away to the west. Two large boulders sit against the wall, wiped clean of dirt and grime. A paper food wrapper has been trodden under several pairs of feet here; at best guess, you'd say this would probably be a guard post. The cave passageway ends abruptly here to the north in a large wooden door set into the stone walls. The craftsmanship is superb! You can also head back to the main passage to the west, where there seems to be more light than here. An echo from down the passage makes you wonder for a moment if you are being followed, but you see nothing there... It is a sturdy wooden door. This natural cavern has been turned into a combination office/storeroom. A small brook rushes through the south wall, and flows back into the west wall through a tiny hole. Boxes and crates are stacked against the walls, and a beat up oaken desk stands near the door stacked with papers written upon by an unsteady hand. Some large lanterns keep the place very well lighted. It is a sturdy wooden door. You are standing south of the main entrance to this cave. The passage you are in continues south, very badly lit along its length by the sconces lining the walls every fifteen feet or so. From somewhere deep in the recesses of the cave, you hear a faint, rhythmic thumping sound distorted by the passage's strange acoustics. You are standing at the southern bend of this passage, able to head east and north from here. The rock around you echoes the sound of far-off pounding to you, making the place seem somehow alive, with a heartbeat. This place is fairly eerie, now that you come to think of it. The passageway makes a U-turn here, heading north and westwards to the other side of the 'U'. The air seems humid and hard to breathe. Some algae grows near the floor in the slick spots, giving a definite subtle smell of rot to the air. The tunnel twists to the south and east from here, its dark length seemingly dismal and lifeless. A faint thumping sound reverberates from the walls, making you perk your ears for the direction of the noise. This area darker than the rest of the passageway, due to the fact that the sconces along the walls stop abruptly here. The way to the south is completely dark, in direct contrast to the tunnels to the west. You peer hard to the south, but can make out nothing in the impenetrable darkness. And still that distant thumping impinges on your consciousness... You are standing in a north-south tunnel carved naturally through the stone of the mountain. To the north the tunnel is lighted by sconces along the wall, banishing the deep, deep darkness you now stand in. To the south you can see nothing. A deep thumping noise seems to be getting louder and louder as you stand here, coming from somewhere deep inside. The passageway switches directions again in the dark gloom of the mountain, heading to the north and east from here. As you round the corner, a trick of the acoustics make the deep thrumming and pounding you've been hearing sound as if its coming from two feet away! Very unsettling. The tunnel weaves around, twisting to the north and west here. The darkness around you is near total. Ahead, you hear the sounds of something metal banging against stone. Could someone be mining out the tunnel, perhaps? A glimmer of light to the east alerts you to the fact that something is going on in the tunnel nearby. The south exit of the tunnel leads off into complete darkness. All around on the ground are piles of earth and stone, making you have to wend through the tunnel carefully. Hmm. The tunnel stops abruptly here at a fissure in the stone. All around on the ground are rocks and gravel, mined from the fissure in an attempt to widen it enough for passage. A few pieces of paper litter and wrappers tells you that the work here is relatively recent. This treacherous slope leads ever-downward quite a ways, down to a valley where there seems to be a small village! What a village is doing this far from civilization, and how they survive you've no idea. From the smoke wafting from some of the chimneys, it looks like this place is still inhabited as well. Now if you can only get down this slope without breaking an ankle... You're slipping and sliding across this slope, trying to get to your destination without breaking your leg or falling and shattering your head. Below, you spot some movement in the village, giving proof the place is not a ghost-town. The main road of the village starts at the bottom of the slope just to the east, and the slope continues west and up far, far up the mountain. This place leaves you very unimpressed. And bored. You are definitely bored by this place. The people are listless, going about their daily chores with a slowness that pains your eyes. A slope to the west climbs up the mountainside, and two open shops made of wood and stone are to your north and south. East-wards this road continues. There is a small sign here. ,_____________________________. | | | Stanneg by the Mountains | | | | Population: 27 | | | | -- BUAG SIGNS INC.| `-----------------------------' | | | | | | | | Hmm. Looks like there's no one here, not even an bartender. Evidently you've come during off hours, since no bar could be THIS dull. The walls are decorated with mounted animal heads and arrows and longbows and other hunting equipment/trophies. All of it looks rather plain. A bored shopkeeper waves an idle hand towards his stock of stuff. Browse, type list, buy, sell, whatever... Nothing is going on in this section of village either. To the east is an actual road intersection, and to the west you see one of the ends of this road. A large grassy area to the south is fenced off for a horse corral. Many horses look up at you when you enter this corral. The horses are kept in by a big wooden fence, which they seem quite happy to been kept in by. You don't see anyone around taking care of these horses, but someone is probably close by. You are standing in an intersection deep in the heart of Stanneg by the Mountains. In fact, this is the ONLY intersection anywhere in Stanneg by the Mountain it appears. There are some buildings to the north, and south, and east, and west. None particularly stand out from the others. This road runs north through Stanneg by the Mountains, if through would be the operative word for such a motley collection of buildings. Westwards is a small, open-roofed building that appears to be a farmer's market. The road you are on continues north, and comes to an intersection just south of here. One farmer's wife stands here, waiting for someone to buy the food her family has grown. She looks bored, but not unhappy... no competition! The small, north-south road running through Stanneg by the Mountains ends here, curving to become the front walk of a private home to the east. The road runs south from this house, towards the center of the village. A normal, wooden front door to a normal looking home. It is nothing to write home about. The interior of this home is simple and rustic. A ladder leads up to the loft, where the sleeping pallets are tucked away. A wood-burning stove keeps the place well heated and cozy. A homemade rocking chair stands crooked in the corner, draped with a old looking afghan. This home is a nice place, very comfortable. There is a normal appearing door set in the western wall. The road ends here, leading up to a stone house to the south. Smoke rises from the chimney in a dark stream, and the windows are frosted over with humidity. North, you see the main intersection of Stanneg. A normal looking front door made of wood serves as the entrance. This home strikes you as unbearable warm and uncomfortable. The fireplace is going at a full-bonfire, a mammoth stack of firewood beside it against the wall. The decorations seem somewhat spartan and plain; a landscape, an old hunting bow... nothing much of interest. You see a normal looking wooden door. The main road through Stanneg ends here at a large well that leads deep, deep into the earth. To the north of the well is a large building, with a large WELCOME mat outside its front door. Westwards you see the a road intersection in the center of the tiny village. Around you is a rocky terrain in the middle of this mountain range...not very many places else to go. There is a large set of double doors, made of wood blocking the way. This is a plainly decorated room, the main room of the Stanneg Inn. A large arch to the west leads to a common room where food and drink can be ordered, and a set of rickety wooden stairs lead up to the rooms are. A thread- bare rug lies in the middle of the floor, evidently well- loved by a cat or two from the quantity of hair on it. There is a large set of double doors, made of wood set into the wall. A large fireplace warms this room in great waves of heat, to combat the chill drafts eminating from the windows on the west and north sides of this room. A few benches and tables are clustered in the center of the room, for the use of the locals. Fairly plain, for a frequented gathering place. A hall leads away to the west lined with small brown doors. A small table has a ledger on it, seemingly almost unused. The hall is plain and without any decoration, except for a nice painting of (what else) a mountain hanging above the stairs that lead back down to the inn proper. This slope is fairly shallow and easy to walk on, despite the loose shale and gravel. To the east is a high ridge you could stand on, and to the west is a flat area near two trails leading up and down into the mountains. High above you, to your west, is that ominous, dark peak, which seems to radiating a sense of hopelessness... This ledge overlooks a small path that leads up and down from here. Below, you see the path head down to a large flat area where a small cottage lies nestled in the mountains, smoke rising from it in a curling line. Above, the path seems to head towards that dark peak piercing the sky. You notice a few boot-tracks in the earth, seemingly to lead down towards the cottage. Now that you approach closer to the cottage, you notice that the smoke is not coming from the chimney, but rather the gutted ruins of the building. Something torched this place, badly. You see no signs of life among the wreckage. You can enter one of the particularly large holes in the wall to the west, with caution. This whole place is smouldering still from whatever decided to try to burn it to the ground. On the floor near the center of the ruined structure is the burnt and dessicated corpse of a man, outstretched and blackened. There's not much to see here; whatever decided to destroy this place did it very well. This mountain trail leads straight up into the evil looking mountains. High above you, one mountain peak seems to radiate danger and fear, and the trail seems to be leading straight up to it. You wonder if it is wise to continue this way... The trail goes even higher up to the west, and back down to the west. The trail leads up even higher into the mountains to the west here. You shiver as the cold mountain air washes over you, and your back prickles as you wonder if anything lives up here, or anything _dangerous_ for that matter. Maybe heading back down to the east would be a good idea... The trail leads up the side of the tallest mountain in the range -- the one that sticks up into the dark sky like a monument to death and futility. The trail leads back to safety to the east, and goes even higher to the west. This is as close to the peak as you're going to get, unless you use that tiny, tiny path leading up to your north. Up the side of the mountain you see a great cave hollowed out, the inside pitch black. The path leads down the mountains to your east, which seems to be the best place to go. This path leads up, up, up the side of the mountain, to the evil-seeming cave. It also heads down to the south--a lot safer place to be. In fact, you hear footsteps above your head... Unfortunately, you realize too late that this bigger ledge that leads north to the darkened cave is an ideal spot for an ambush. This ledge gives you a beautiful panoramic view of the entire mountain range, however. Breathtaking! You are standing in the entrance of a simply huge cave! The size is stunning! All around the entrance are burnt bones and various types of wooden and metal debris. Giant claw marks are all along the ground, leading back deeper into the cave. Two tunnels lead off from here, one up, one down. There are claw marks leading in either direction. The tunnels slopes up to the north deeper into the mountain. A rather gusty breeze riffles your clothing from ahead somewhere. The claw marks in the stone floor continue up the passage, through the darkness. The tunnel continues its slope upwards, and the wind blows at you even stronger yet. The claw tracks in the stone stop abruptly here, where there seems to be a lot of unearthed dirt and stone around, heaped upon the floor. You feel uneasy about this place. It has been dug from somewhere, but where? They stop very abruptly here, right where the piles of earth begin, it seems. The floor up ahead looks... strange. You don't think going ahead would be a good idea. You fall through the illusionary floor. You hit the poisoned spikes below. You die very slowly of bloodloss, your head impaled at an awkward angle. This tunnel slopes deep, down into the mountain's heart. The air feels still and uncomfortably warm, despite the closeness of the cave's entrance above you. There's a deep, musky odor in the air, and the giant claw marks continue downwards. A bright light greets your eyes from the north, in direct contrast to the darkness of the tunnel overhead. You break out in a sweat due to the overwhelming warmth of the air. The musky odor has grown quite intense, drowning out everything else in the air and making it hard to breathe. Something in your gut begins squirming uncomfortably as you wonder what's ahead... This place is huge!!! It should be considering the dragon's great bulk. However, instead of seeing the customary carnage and mound of gold that one is accustomed to seeing in a dragon lair, this one is decorated subtly with tapestries and drapes, and other comforts of human life. There is even a huge-dragon sized bed -- undoubtedly conjured to life by its elder dragon owner. You are standing on the plains. This is a vast desolate place where the wind can howl undisturbed since nothing but you bars its way. However you are not the first to wander here. Before you somebody has left a small path. The path looks rather bewildered and is not the kind of path to lead to anywhere significant or important but it seems to have made up its mind to enter the hills far away north. A narrow trail scars its way off to the east as it leads up towards a hillside. You are strolling along a pleasant, shady lane. The road is lined on both sides by tall, stately trees which lend the scene with a sense of quiet serenity. You can follow the road north or south. The trees stand close here, and the tall, bushy undergrowth prevents you from seeing far in any direction save east, where a broad lane continues off into the distance; and west, where the same lane continues towards what looks like a fairly large city. The muted sounds of city commotion reach your ears from a distance; stray dogs barking, children crying, and street salesmen shouting. A steep path leads down from here to the northeast towards the Dwarven Village, and a small trail leads through the trees towards the hills to the north. You see a fairly large road leading towards a grand castle in the distance. The well trodden path leads down to the northeast towards a small bustling village. You stand on the outskirts of a large city - Midgaard; the capital of this land. The road leads east into the peace and quiet - and dangers - of the forest; and to the west it becomes the main street of the town; surrounded by a confusion of shops, bars, and market places. You are standing on a small, dusty path leading away from the south gate of Midgaard, to the forest of Miden'Nir (Goblinic for 'Green Blood'). You can still see the city to the east, but if you go south, there is fresh air and greenery. You can see the walls of the South Gate. If you go south, you will enter the Miden'Nir. You are in a light forest. A path leads south, but the passage to the east is easy enough. To the west, smoke can be seen rising above the treetops. The sprawl of Midgaard lies north of here. To the north, you see the South Gate of Midgaard. More light forest. This path cuts through the darkness of the Miden'Nir. The Woodsman's Inn can be seen a short distance to the west, it appears to be the source of the smoke. You are in a dark forest. To the east, mountains block passage. From here, only the lighter forest to the west or south offer a way to travel. The mountains can be seen jutting up to the east. The forest is darker to the south. The forest gets lighter as you go west. The forest is deep here and the wind blows through the trees and through your hair. To the north, the forest gets lighter. However, the southern and western paths place you even deeper in the wood. The forest is lighter in this direction. More and darker woods. There is a small path leading west. A path is here, leading east and south through the dark woods of Miden'nir. Mountains slash the scenery to the west of here. Wind-swept forest. To the south, the trail continues. The trees of Miden'nir are lush and green, hiding the evil that lurks in these woods. The trees become too thick to the west, but you may go north, south or travel toward the mountains that lie east of here. The trees lighten up a bit this way. Huge grey mountains lie in this direction. The forest continues. Here footworn paths meet leading north, south and east. The trees seem to be closing in on you at this point, and you can barely see the sky through the thick branches above your head. Trees as far as the eye can see. There is an especially dark part of the forest this way. There is an especially dark section of forest this way. You are on a north-south trail through the woods. To the west, impassable mountains glare at you, and the thick woods and undergrowth prevent any movement westward. The trail bends to the north. To the south, the path re-enters the forest. The trees of Miden'nir are lush and green, hiding the evil that lurks in these woods. You can go north toward the mountains, or west to the forest, but the steep mountains prevent any movement east. The mountains can be seen to the north. A light section of forest. The forest continues here. The forest is dark, and becomes even darker west. You sense that there is something evil hidden in these woods. The forest gets lighter to the north. The wind kicks up as you ponder your options. There is a small clearing to the north. It gets darker and thicker this way. It is quite dark here, forest surrounds you. With each step, the forest seems to close around you, and get darker and more foreboding. It might just be time to head back to somewhere safe. More forest. Lighter forest and mountains in the distance. More trees. The forest continues. The forest is light here and you can easily pick your way through the trail. To the east, the forest becomes thick and darker. South, the trail continues. A trail leading north-south. The trees get thicker as you go east. More trees and some small hills. The ground is quite muddy here and puddles are all around. Your boots make a disgusting SQUISH as you walk here. You can go in any of the four cardinal directions from here. Hopefully, it will be dryer. The Miden'nir continues. More trees. The trees get VERY thick to the south. You can barely see... Some light trees and daylight. The most prominent feature here is the mountains that lie to the east. You can only go north and west from here as the rocks stop all other movement. Many trees to the north. There is a bit of a slope downward to the west. The trail becomes nearly unpassable here. You can go north as the forest is relatively light. To the south, you can see a path. You can see a trail this way. The trees are nearly trunk-to-trunk this way. Dark forests. You are hemmed in by trees on either side of you. The path continues north and south, and while is much to thick to explore west, you can head off into the woods to the west. The forest gets lighter this way. The forest continues. There is a strong stench coming from this direction. The trees are nearly trunk-to-trunk this way. You stomp your way through the underbrush. The dark forest of Miden'nir get pretty thick here, and the branches high above your head are so thick that they block out all direct sunlight. While it is much too thick to go further east, you might be able to make your way though the forest to the south and west. The thick forest continues. The thick forest continues. Here, you see a gruesome sight. Blood is everywhere... on the trees and soaked into the ground. Two carcasses lie in front of you, seeming to look up at you. The forest is impassible to the south, but the other directions look ok. Darkness... Your light does not extend that far. More dark forest. The corpses looked as if they have been pierced by a large, jagged spear. The damage these people sustained is simply amazing. Worse, the lips on the bodies are a light shade of blue, hinting at poison in their systems. There is a sickening stench here. It smells of blood and death. To the north, you catch glimpses of daylight. To the east, you simply cannot see. The trees are close and stifling. You see daylight and a trail to follow. The stench seems to becoming from this direction. The branches above you block out all direct sunlight, making the forest in this area rather dark. The forest continues east, where it meets the mountains. The air is still and stuffy - a stench comes from the west and an ugly feeling causes the hair to rise on the back of your neck! It appears to get much darker that direction. The forest appears to get much darker in this direction. The sky becomes lighter in this direction. You find yourself at the foot of the mountains, where it is much to steep to continue north or east. You see the lush, green forest of Miden'nir to the south and west. The forest of Miden'nir spreads out before you. The forest of Miden'nir spreads out before you. The branches above you block out all direct sunlight, making the forest in this area very dark. The forest continues west, but mountains block further exploration in all other directions, except south, where you notice a small tunnel dug into the mountainside. The tunnel leads into the mountainside. The forest continues, but appears to be getting lighter. The walls of this tunnel were carved out many years ago by the goblins of this forest. The floor is well worn, and continues south, into the mountain, or back north out into the forest. Outside, you see the forest of Miden'nir. The tunnel continues to the south. The tunnel gets lighter to the north, presumably leading out, while to the south the passage gets smaller and smaller. A small alcove has been carved into the east wall. The tunnel gets wider in this direction. You see a small alcove. The tunnel gets smaller in this direction. A small alcove has been carved out here. There are a bunch of twigs and leaves thrown into a pile here, probably serving as a bed. You see the main passageway. The twigs and leaves have all been piled together as a makeshift bed for some small humanoid. As you explore further into the mountainside, the tunnel gets smaller and smaller to the south. You almost have to hunch over to make your way through this area. A small archway to the south leads into a large chamber. The tunnel continues north. You see a small cavern. The tunnel widens into a large (well, large for goblins) cavern that serves as the living quarters for the goblins of Miden'nir. The bones of numbers woodland creatures are strewn about the room, the remanents of a recent meal. The tunnel heads north. You are standing on a well-worn path which opens into a clearing. An old, wooden building is here with smoke billowing from its chimney. A painted sign is visible on the porch to the west. You could go north or south around the building or leave this place and return to the forest. You can go north around the Inn. Back through the trees to the Miden'nir. You can go south around the Inn. The front door of the Inn beckons. The sign reads: The Woodsman You are standing north of the Inn. Things don't look much different from this angle. The air here is filled with smells of smoke and cooking. South, the front porch is waiting for you... or you can see if there is a back door. You see the front of the Inn. You are standing south of the Inn. You could easily go north and enter through the front door, or west and to the rear of the establishment. You here some muffled cries from a tiny trail leading south of here. This way leads to the front of the Inn. The trail heads south. This way leads to the back of the Inn. You now stand behind the Inn. The smell here is not so pleasant as the keeper and his help throw a good deal of garbage here. A couple of piles of rubbish are to the west, but you will smell the worse for meddling there. As a clean alternative, you can go north or east around the Inn. You can go around the Inn this way. Only rats and fool adventurers play in garbage. You are in the common room of the Woodsman Inn. A thin haze of smoke sits in the air here. The Inn is often empty, as the forest has become overrun by goblins as of late, and it is no longer safe in these parts. The bar is just north of here. If you'd rather have your own table, one is empty to the south. The bar is here, manned by the Innkeeper. You can leave now and return to fresher air. An empty table is a rare commodity. There is a table to the south occupied by a heavy drinker. This is a overgrown foot-trail south of the Inn. It leads west, but you would be hard pressed to follow it far. A number of bushes are trampled on and some medium sized branches have been knocked down. Obviously there has been a battle here rather recently. The Inn lies to the north. A trail through the woods. This is where people use to come and enjoy the food, drink and hospitality of the Innkeeper, but as of late, he only serves the few adventurers that manage to survive a trip through the forest. You can leave south and return to the common room. You may retreat south back to the common room. You are in a darker corner in the Inn. A large round table with a few wooden chairs sits here. There is a large stain on the table, the remnants of a spilled drink. You see the main floor of the Inn to the east. You stand knee deep in garbage. YECCH!!! It smells terrible and who knows what vermin live in these piles of filth... You can return to cleaner lands this way. There seems to be no one in this end of the Woodsman, probably a safe place to rest and lick your wounds... You see the common room. The path continues east and west of here. You notice fresh tracks in the soft ground that show the horsemen fled to the west. Back to ambush point. The trail continues. The path continues east and south. You notice fresh tracks in the soft ground that show the horsemen turned, and fled south. The trail continues. The tracks lead south. The trail of the horsemen continues east and north along this path through the forest. The tracks are still fresh, so they must be near. The trail continues. The tracks lead east. The path comes to an abrupt end here, as the trees close around you and make any further exploration impossible. Fresh tracks cover the ground, and end right here. The horsemen must be nearby. Back to along the trail. You stand in the archway of the Chessboard of Midgaard. The giant wooden gate is rusted open. A narrow dirt path leads eastwards into the thick grass and the chessboard opens up to the west. A dirt path leads away through the great field north of Midgaard. The huge chessboard opens up to the west. You are standing on a white marble square. This is usually the home of the Black Queen's Rook. A black square lies to the east. A black square lies to the south. You are standing on a black marble square. This is usually the home of the Black Queen's Knight. A white square lies to the east. A white square lies to the south. A white square lies to the west. You are standing on a white marble square. This is usually the home of the Black Queen's Bishop. A black square lies to the east. A black square lies to the south. A black square lies to the west. You are standing on a black marble square. This is usually the home of the Black Queen. A white square lies to the east. A white square lies to the south. A white square lies to the west. You are standing on a white marble square. This is usually the home of the Black King. A black square lies to the east. A black square lies to the south. A black square lies to the west. You are standing on a black marble square. This is usually the home of the Black King's Bishop. A white square lies to the east. A white square lies to the south. A white square lies to the west. You are standing on a white marble square. This is usually the home of the Black King's Knight. A black square lies to the east. A black square lies to the south. A black square lies to the west. You are standing on a black marble square. This is usually the home of the Black King's Rook. A white square lies to the south. A white square lies to the west. You are standing on a black marble square. This is usually the home of one of the Black Queen's Pawns. A white square lies to the north. A white square lies to the east. A white square lies to the south. You are standing on a white marble square. This is usually the home of one of the Black Queen's Pawns. A black square lies to the north. A black square lies to the east. A black square lies to the south. A black square lies to the west. You are standing on a black marble square. This is usually the home of one of the Black Queen's Pawns. A white square lies to the north. A white square lies to the east. A white square lies to the south. A white square lies to the west. You are standing on a white marble square. This is usually the home of one of the Black Queen's Pawns. A black square lies to the north. A black square lies to the east. A black square lies to the south. A black square lies to the west. You are standing on a black marble square. This is usually the home of one of the Black King's Pawns. A white square lies to the north. A white square lies to the east. A white square lies to the south. A white square lies to the west. You are standing on a white marble square. This is usually the home of one of the Black King's Pawns. A black square lies to the north. A black square lies to the east. A black square lies to the south. A black square lies to the west. You are standing on a black marble square. This is usually the home of one of the Black King's Pawns. A white square lies to the north. A white square lies to the east. A white square lies to the south. A white square lies to the west. You are standing on a white marble square. This is usually the home of one of the Black King's Pawns. A black square lies to the north. A black square lies to the south. A black square lies to the west. You are standing on a white marble square. A black square lies to the north. A black square lies to the east. A black square lies to the south. You are standing on a black marble square. A white square lies to the north. A white square lies to the east. A white square lies to the south. A white square lies to the west. You are standing on a white marble square. A black square lies to the north. A black square lies to the east. A black square lies to the south. A black square lies to the west. You are standing on a black marble square. A white square lies to the north. A white square lies to the east. A white square lies to the south. A white square lies to the west. You are standing on a white marble square. A black square lies to the north. A black square lies to the east. A black square lies to the south. A black square lies to the west. You are standing on a black marble square. A white square lies to the north. A white square lies to the east. A white square lies to the south. A white square lies to the west. You are standing on a white marble square. A black square lies to the north. A black square lies to the east. A black square lies to the south. A black square lies to the west. You are standing on a black marble square. You can see a rusty gate to the south. A white square lies to the north. A white square lies to the south. A white square lies to the west. You are standing on a black marble square. A white square lies to the north. A white square lies to the east. A white square lies to the south. You are standing on a white marble square. A black square lies to the north. A black square lies to the east. A black square lies to the south. A black square lies to the west. You are standing on a black marble square. A white square lies to the north. A white square lies to the east. A white square lies to the south. A white square lies to the west. You are standing on a white marble square. A black square lies to the north. A black square lies to the east. A black square lies to the south. A black square lies to the west. You are standing on a black marble square. A white square lies to the north. A white square lies to the east. A white square lies to the south. A white square lies to the west. You are standing on a white marble square. A black square lies to the north. A black square lies to the east. A black square lies to the south. A black square lies to the west. You are standing on a black marble square. There is a rusty gate a short distance to the east. A white square lies to the north. A white square lies to the east. A white square lies to the south. A white square lies to the west. You are standing on a white marble square. There is a large rusty gate to the east. A black square lies to the north. The gate to the chessboard is just to the east. A black square lies to the south. A black square lies to the west. You are standing on a white marble square. A black square lies to the north. A black square lies to the east. A black square lies to the south. You are standing on a black marble square. A white square lies to the north. A white square lies to the east. A white square lies to the south. A white square lies to the west. You are standing on a white marble square. A black square lies to the north. A black square lies to the east. A black square lies to the south. A black square lies to the west. You are standing on a black marble square. A white square lies to the north. A white square lies to the east. A white square lies to the south. A white square lies to the west. You are standing on a white marble square. A black square lies to the north. A black square lies to the east. A black square lies to the south. A black square lies to the west. You are standing on a black marble square. A white square lies to the north. A white square lies to the east. A white square lies to the south. A white square lies to the west. You are standing on a white marble square. A black square lies to the north. A black square lies to the east. A black square lies to the south. A black square lies to the west. You are standing on a black marble square. There is a rusty gate to the north. A white square lies to the north. A white square lies to the south. A white square lies to the west. You are standing on a black marble square. A white square lies to the north. A white square lies to the east. A white square lies to the south. You are standing on a white marble square. A black square lies to the north. A black square lies to the east. A black square lies to the south. A black square lies to the west. You are standing on a black marble square. A white square lies to the north. A white square lies to the east. A white square lies to the south. A white square lies to the west. You are standing on a white marble square. A black square lies to the north. A black square lies to the east. A black square lies to the south. A black square lies to the west. You are standing on a black marble square. A white square lies to the north. A white square lies to the east. A white square lies to the south. A white square lies to the west. You are standing on a white marble square. A black square lies to the north. A black square lies to the east. A black square lies to the south. A black square lies to the west. You are standing on a black marble square. A white square lies to the north. A white square lies to the east. A white square lies to the south. A white square lies to the west. You are standing on a white marble square. A black square lies to the north. A black square lies to the south. A black square lies to the west. You are standing on a white marble square. This is usually the home of one of the White Queen's Pawns. A black square lies to the north. A black square lies to the east. A black square lies to the south. You are standing on a black marble square. This is usually the home of one of the White Queen's Pawns. A white square lies to the north. A white square lies to the east. A white square lies to the south. A white square lies to the west. You are standing on a white marble square. This is usually the home of one of the White Queen's Pawns. A black square lies to the north. A black square lies to the east. A black square lies to the south. A black square lies to the west. You are standing on a black marble square. This is usually the home of one of the White Queen's Pawns. A white square lies to the north. A white square lies to the east. A white square lies to the south. A white square lies to the west. You are standing on a white marble square. This is usually the home of one of the White King's Pawns. A black square lies to the north. A black square lies to the east. A black square lies to the south. A black square lies to the west. You are standing on a black marble square. This is usually the home of one of the White King's Pawns. A white square lies to the north. A white square lies to the east. A white square lies to the south. A white square lies to the west. You are standing on a white marble square. This is usually the home of one of the White King's Pawns. A black square lies to the north. A black square lies to the east. A black square lies to the south. A black square lies to the west. You are standing on a black marble square. This is usually the home of one of the White King's Pawns. A white square lies to the north. A white square lies to the south. A white square lies to the west. You are standing on a black marble square. This is usually the home of the White Queen's Rook. A white square lies to the north. A white square lies to the east. You are standing on a white marble square. This is usually the home of the White Queen's Knight. A black square lies to the north. A black square lies to the east. A black square lies to the west. You are standing on a black marble square. This is usually the home of the White Queen's Bishop. A white square lies to the north. A white square lies to the east. A white square lies to the west. You are standing on a white marble square. This is usually the home of the White Queen. A black square lies to the north. A black square lies to the east. A black square lies to the west. You are standing on a black marble square. This is usually the home of the White King. A white square lies to the north. A white square lies to the east. A white square lies to the west. You are standing on a white marble square. This is usually the home of the White King's Bishop. A black square lies to the north. A black square lies to the east. A black square lies to the west. You are standing on a black marble square. This is usually the home of the White King's Knight. A white square lies to the north. A white square lies to the east. A white square lies to the west. You are standing on a white marble square. This is usually the home of the White King's Rook. A black square lies to the north. A black square lies to the west. You are standing in the treasury of the Black Court. Hopefully no one has looted the Crown's treasure. A small staircase rises above you. You are standing in the treasury of the White Court. Hopefully no one has looted the Crown's treasure. A small staircase rises above you. You are on a path leading north, small hills surround you. You feel the forces of evil approach you from the north. Off in the distance to the northeast you can see the beginning of a large mountain range. You are on a small path leading north, dark threatening hills surround you on almost all sides. A fair distance off to the north, you can see the enormous shadow of a strangely solitaire mountain. The path stops here, to the north is a single mountain and around you are some threatening hills. A small trail leads up the hillside through the rocks to a dark cave located to the north. Off to the northeast, you can see the southern end of what appears to be a large mountain range. You are standing in a small cave, about fifteen feet across at the widest point and about forty feet long. Off to the south you sense fresh air and you surmise that the entrance must be located off in that direction. To the north a small tunnel continues into the mountain. You force your way into a narrow tunnel, aided by the wet walls which help you slide through the passageway. The smell of mouldy moss is growing greater the farther north you head, but you can smell fresh air off to the south as a light breeze wafts past you. You find yourself at a turn in this narrow tunnel. The tunnel appears to open up to the north into a cave of some sort while to the east it leads onwards through the mountain. Standing in the middle of the dusty floor of this tunnel, you can see that it is not a highly travelled passageway. It looks to lead in an east-west direction. You find yourself at a small intersection of sorts in this tunnel. The main tunnel appears to curve from south to west but there is an entrance into a cave to the north. The entrance itself looks to be unnatural and much more recent than the tunnel or even the cave. You clamber on through this narrow tunnel. The walls are damp with condensation and the weight of the rock above you is beginning to make you feel almost claustrophobic. The tunnel makes a jagged turn from west to north here. You find yourself in a fairly large cave. Large enough that the eastern and western ends are almots completely shrouded in darkness. A small tunnel breaks through the southern wall, and it too is full of shadows. You move along the cave to the west end of it and find that there appears to be no other exit from here. The walls are fairly smooth and look to have been naturally carved out of the rock by the passage of water. You find yourself at the southern end of a cave as it begins to turn into a tunnel which leads off to the south. The cave continues northwards deeper into the darkness. You notice a large pile of bones in the corner. You had better watch out - some of the bones are human! You stand in the middle of a fairly wide passageway that leads in a north-south direction. The walls are quite smooth, almost as if a river had gouged them out of the earth. You are standing in a small alcove off the main tunnel. There is a fairly wide hole broken through the floor of the alcove. The only other exit is to the north. As you stand at the end of this tunnel, you notice a large hole sitting in the floor by the northwestern corner of the walls. The tunnel itself leads off towards the east. The air here feels very damp and you feel like your clothes are becoming sticky with sweat. You are standing in the middle of a damp tunnel. The moisture in the air is so thick that you can almost seem it seeping into your clothes. The tunnel continues to the north and west. A large cave opens up to the east. You are in the western part of the large cave, to the east you can see a tunnel. The air near the tunnel entrance is heavy with moisture, giving you a feeling as if you were standing in the rain. The walls of the cave are almost totally shrouded in darkness and shadow as is the southern end of the cavern. The tunnel you are in now is very humid, and the air seems to almost hang with moisture. The walls drip with an almost constant water flow, and the ground is covered with small pools of stagnent water. The tunnel leads away to the south, and to the west you can feel that the air is even damper than here. You find yourself standing in the northern end of a reasonably large cave. The cave wall to the east has an opening that appears to lead to a junction of several tunnels. You find yourself standing in the midst of an intersection of numerous tunnels. There is a musty smell emanating from the tunnel to the north, whilst the one to the west appears to open up almost immediately into a cave. The tunnels to the south and east are totally shrouded in darkness. You find yourself at an elbow turn in the tunnel as it turns to the west and north. You spot a small alcove hidden in the shadows just to the south of you, and you can feel a breeze coming from somewhere to the north you believe. You are in a fairly small north-south leading tunnel. There is a a small light visible off to the north. As you stop for a moment, you notice a strange smell from the north. You are in a cave that is filled with fresh air, you sense the wind blowing from the north. To the south you see a small tunnel continue into the mountain. You are in a light cave, through a hole large above you, you see the sky. A small tunnel to the south is the only way out. You notice the source of the strange smell, all around you there are corpses of several monsters. Looking at the corpses lying around the cave, they all appear to have been torn to shreds by some large creature. As a further not too unexpected point to note, they all smell terrible. You are in a small valley, surrounded by hills and a mountain to the south. In the mountain there is a cave. To the north you can enter the hills. There is a small trail leading up a steep hill to the east. You spot a small trail leading into the hills to the east. You are on a winding path that leads through the foothills on the north side of Mount Moria. The path continues north. You stand at a point by a small path that splits off here. The path continues north and south while a rough trail leads east into the mountains. The grass here is unusually high. You notice several areas where someone or something large has crushed spots of it down. Several very large rocks litter this area. You can go north towards the end of the foothills, west to go deeper into the foothills, or south to a small path intersection. You find yourself standing at the northern edge of the foothills where they meet the plains which lie to the north. You can head back into the foothills to the south or the plains to the north. You are in the plains. The path leads to the south. As you look around you notice a small almost invisible trail leading away to the west towards a copse of trees. You stand on a path that leads through the foothills in an east-west direction. Some distance off to the west you can see a small intersection of paths and off to the east you see that the path seems to come to an end as part of the mountain chain juts out of the ground, blocking your view of the sky. You find yourself standing at the bottom of a large mountain in the mountain chain which begins at Mount Moria and stretches north towards the top of the world. A small path leads off through the foothills towards the west, where you can see plains quite a ways away. To the east you spot a small worn trail leading up the side of the mountain. You stand partway up the mountainside on a narrow yet well worn trail. The trail curves its way up the side of the mountain towards the top and westwards down the mountain into the foothills below. You find yourself at what is essentially the summit of this mountain. It certainly seemed taller from the ground didn't it? The plateau you stand on is close to thirty metres across and a small gouge in the north side of it looks to lead to a small cavern. A small trail leads down towards a valley that was hidden away on the east side of the mountain. Following the gouge down to the cave entrance, you clamber through the small entranceway only to find yourself in what appears to be the living den of a large carnivorous animal! You continue to move through the foothills and notice that off in the distance to the west, you can see a rather large cave entrance in the side of a large hill. The hill seems to jut up from the rest of the foothills quite unnaturally. A path leads off towards the east as it seems to begin from nothing here. You stand in a large tunnel, much larger than it seemed from the outside. The ceiling is at least twenty feet above, and the width of the tunnel runs at least fifteen feet. You can feel the fresh air coming from the east, and off to the west, it looks to lead into darkness. You find yourself inside a rather large cavern. The ceiling stands at least twenty five feet above you, if not more. The walls are so far away, that the shadows of the room obscure them almost completely. Out of all of the grandeur in this cave however, nothing seems to catch your eye quite as much as the enormous table standing in the middle of the sandy floor. It stands tall enough for you to walk under it without the need to hunch over. A large tunnel leads out of the eastern wall of the cavern. This trail leads up a steep hill to a point where it levels out as it begins to pass between the mountains that surround you. It continues through the hills to the east and heads down to the valley to the west. The rocky trail continues. The valley lies at the bottom of the steep trail. The trail between the mountains seems almost endless as you continue to trek along it. It continues to both the east and west. The trail continues eastwards. The trail continues westwards. After a long trek, you find yourself in the foothills again. You spot a narrow trail leading away to the northwest not too far distant to the west. You can head towards the narrow trail this way. The trail leading back through the mountains seems to go on forever. A short trek through the foothills and you find yourself facing a trail that leads between the mountains to the west. The trail through them looks to be very long and probably quite tiring. You spot a narrow trail leading away to the northwest not too far distant to the west. You can head towards the narrow trail this way. The trail leading through the mountains seems to go on forever. You are at a point on the trail where it turns slowly from an almost straight westwards trail into a trail meandering towards the northwest. A small trail leads away to the northwest. A trail heads towards the mountains to the west. You are at a bend in the tunnel here. It turns from an eastwards heading to a southwards one. The walls are cold and seem to be damp with moisture. you can see some greenish moss growing up near the roof of the passageway on the northern wall. Standing in this part of the tunnel, you notice that not only does the tunnel get suddenly narrower, but the floor does not seem to be nearly as smooth as it was before. In fact, the floor drops almost five feet in jagged steps as you look eastward. The western path seems to be quite smooth however. Continuing along the tunnel, you find that the floor has begun to smooth itself out once more. Looking about, you notice a small spring of water bubbling up near the southern wall. You continue along the tunnel to find yourself at a right angle turn. The passage leads north and east from here. The way to the north seems to be a longer tunnel which continues on through the gloom of the underearth. The way to the east is a fresh change from what would normally be found this far underground in that the tunnel seems to open up into a fairly large and well lit cave. The cave you stand in now is lit by an eerie flickering light, which probably comes from the enormous fire which is burning a short distance to the south in what looks to be the middle of the cave. The flickering light creates some really strange and almost frightening shadows on the walls, almost hiding the two tunnels that lead away from here, one to the east and one to the west. You stand in yet another small and damp tunnel. The ceiling hangs quite low overhead and the passage twists off into darkness. The only exit from here looks to be off to the west. The cave you stand in now is lit by an eerie flickering light, which comes from the enormous fire which is burning right in front of you in the middle of this large cave. The fire gives off more than enough light to see both the north and south ends of the cave. The fire seems to have been burning for quite a long time. The ceiling is covered with soot from the smoke, and ashes are littered all over the floor of the cave. You stand in yet another small and damp tunnel. The ceiling hangs quite low overhead and the passage twists off into darkness. The only exits from here look to be off to the north and south. You stand in yet another small and damp tunnel. The ceiling hangs quite low overhead and the passage twists off into darkness. The only exits from here look to be off to the south and west. You are standing in a tunnel deep inside the heart of Mount Moria. A small rivulet of water runs alongside the wall to the north as the tunnel seems to lead slightly down towards the east. The tunnel continues on to the east as it plunges deeper into the earth, and upwards a bit towards the west where the air seems to be quite damp. You stand in a section of this small tunnel which seems to be almost level. There is a small pool of water collecting beside the north wall indicating perhaps a low spot on the floor. The pool is being fed by a small rivulet which is coursing along the northern wall from the west, but yet the water level in the pool does not seem to be changing. Looking either way down the tunnel, you can see that the tunnel climbs to the west, and to the east, a strange flickering light shows that the tunnel opens up into a cave of sorts. The cave you stand in now is lit by an eerie flickering light, which probably comes from the enormous fire which is burning a short distance to the north in what looks to be the middle of the cave. The flickering light creates some really strange and almost frightening shadows on the walls, almost hiding the two tunnels that lead away from here, one to the west and one to the south. You stand in yet another small and damp tunnel. The ceiling hangs quite low overhead and the passage twists off into darkness. The only exits from here look to be off to the east and west. You stand in yet another small and damp tunnel. The ceiling hangs quite low overhead and the passage twists off into darkness. The only exits from here look to be off to the east and north. You stand in a small chamber beneath the earth. The chamber closes down to tunnel size to the west as the only obvious exit leads away in that direction. Before heading off that way, you decide to look around the cave. The walls are slightly damp to the touch, and the ceiling is very smooth. Almost right in the centre of the ceiling, a well rounded hole has been made. You stand in yet another small and damp tunnel. The ceiling hangs quite low overhead and the passage twists off into darkness. The only exits from here look to be off to the east and north. To the north, you can see the entrance to what looks to be a large and well lit cave. You stand in yet another small and damp tunnel. The ceiling hangs quite low overhead and the passage twists off into darkness. The only exits from here look to be off to the east, south, and north. To the south, the tunnel looks to open up into a cavern. You stand in yet another small and damp tunnel. The ceiling hangs quite low overhead and the passage twists off into darkness. The only exits from here look to be off to the west and north. You find yourself in what is perhaps the largest cave you have ever been in. It stretches through the darkness to the east and south. The cave is nigh filled with echoes created by the sound of your breathing. Stalactites and stalagmites hang down from the ceiling and climb upwards from the ground of the cavern respectively. You find yourself in what is perhaps the largest cave you have ever been in. It stretches through the darkness to the west and south. The cave is nigh filled with echoes created by the sound of your breathing. Stalactites and stalagmites hang down from the ceiling and climb upwards from the ground of the cavern respectively. A narrow tunnel leads away from the cave to the north. You find yourself in what is perhaps the largest cave you have ever been in. It stretches through the darkness to the east and north. The cave is nigh filled with echoes created by the sound of your breathing. Stalactites and stalagmites hang down from the ceiling and climb upwards from the ground of the cavern respectively. You find yourself in what is perhaps the largest cave you have ever been in. It stretches through the darkness to the west and south. The cave is nigh filled with echoes created by the sound of your breathing. Stalactites and stalagmites hang down from the ceiling and climb upwards from the ground of the cavern respectively. A narrow tunnel leads away from the cave to the east. You stand in a narrow tunnel. It makes a turn from east to south here as it heads through the rock of the mountain. The western wall of the tunnel looks to have broken through a small, natural crack in the rock to lead into what appears to be a fairly large cave. The tunnel comes to a sudden halt here. How very bizarre. The only exit is back to the west, where the tunnel leads back through the mountain. There is absolutely nothing of any interest down at the end of this passageway either. How odd. You are at a small hole in the floor. Alas, you can only leave north because to leave down into the unknown, you must be able to fit through the hole, which is far too small for you! The small hole in the floor refuses to give up its secrets about what can be found below. The small hole in the floor refuses to give up its secrets about what can be found below. Standing in this copse of trees gives you an eerie feeling. Off to the east you can see the plains, and just to the north a strange shadow seems to be changing shape constantly and almost seems to beckon you to enter it. There is a strange shadow forming before you. You find yourself on a mountain trail twisting down towards a small hidden valley located in the shadow of another mountain a short distance to the east. The trail is fairly rough going and looks to dip down into the small valley before climbing up the side of the other mountain. As you look at the valley from a closer vantage point, you realize that it is much smaller than you had expected, being maybe thirty feet long. It is quite surprising how deceptive distances can be this high up in the mountains, isn't it? This valley seems to be a complete waste of a climb down the mountainside. Of course, there is always the carefully hidden trail that you just noticed on the eastern side of the valley, leading up the eastern mountain that is blocking most of the sky from you. This small valley is hidden away in the shadow of the large mountain to the east. The trail leading up it to the east seems to vanish before your eyes, but you are quickly able to find it once again. A trail leads up the mountain to the west as well. As you continue along this tunnel which heads deeper and deeper into the earth, you notice that the tunnel must be a lot steeper than you previously expected as there is a small rivulet of water gushing down the one side of the tunnel. The tunnel appears to extend straight to the east for quite some distance. The tunnel seems to be slightly sloped here as it continues in its east-west direction. The tunnel walls are far apart, almost allowing for four people to travel abreast with ease. The walls do not seem to be very damp, but there is a small rivulet running along the northern wall of the tunnel. As you travel along this long tunnel, you begin to wonder just how long it is. The walls are fairly far apart, but you can see that they begin to close in rather rapidly to the east. In fact, the manner in which they come together almost reminds you of a funnel. You are standing in a long east-west tunnel. It is not all that wide at this point, perhaps wide enough for two people to stand side by side without impeding each other. Off to the west it appears that the tunnel opens up some more while to the east it dives further down into the earth, and you can see a small hole about two feet in diameter about waist height in the southern wall. You find yourself in a small bulbous cavern ending. The somewhat circular 'room' is about thirty feet in diameter and you can see one exit from it; a tunnel leading sharply upwards from the western wall. The walls of this cavern are quite indistinct and you cannot see any moss or dampness on them whatsoever. You are standing in what appears to be the north-east corner of this large cavern. The cave is lit by the eerie, soft, golden light which looks to be emanating from the walls themselves. The cave itself is enormous, extending quite a distance to the west and south. It looks good, but as you look closely you notice that it has no value. You are standing in what appears to be the north-west corner of this large cavern. The cave is lit by the eerie, soft, golden light which looks to be emanating from the walls themselves. The cave itself is enormous, extending quite a distance to the east and south. There is a hole in the northern wall, about two feet in diameter. All that can be seen through the hole is darkness. It looks good, but as you look closely you notice that it has no value. You are standing at the elbow turn of a small passageway. It turns quite sharply to the south and west. To the south, it appears that the passage continues, but to the west you can see what almost appears to be a golden light. You are standing in what appears to be the south-east corner of this large cavern. The cave is lit by the eerie, soft, golden light which looks to be emanating from the walls themselves. The cave itself is enormous, extending quite a distance to the west and north. A crack in the wall to the east appears to lead into a passageway of sorts. It looks good, but as you look closely you notice that it has no value. You are standing in what appears to be the middle of the western wall of this large cavern. The cave is lit by the eerie, soft, golden light which looks to be emanating from the walls themselves. The cave itself is enormous, extending quite a distance to the east, south, and north. It looks good, but as you look closely you notice that it has no value. You find yourself standing in a small alcove as the tunnel comes to a somewhat sudden end. Looking about you suddenly notice a rather big hole in the floor of the tunnel. In fact, it seems that another step forward and you would have fallen into it. The tunnel itself leads to the west, and looking down into the hole in the floor reveals little beyond the fact that it seems to be very deep and very dark. There is a very strange smell emanating from the hole, it almost smells like something down there is rotting. Before you head down, you drop a rock to see how deep the hole is... After about five minutes, it still hasn't hit bottom. Thus, for reasons of sanity, you decide not to go this way. Before you head down, you drop a rock to see how deep the hole is... After about five minutes, it still hasn't hit bottom. Thus, for reasons of sanity, you decide not to go this way. The walls of this small tunnel are almost completely covered in a strange orange moss that flakes off to the touch. The tunnel leads in an east-west direction and the air within is very damp and very stagnant. There is no detectable breeze at all but a strange smell emanates from the east. There is a small, almost unnoticed hole in the southern wall. The hole looks very small. You will probably have to crawl through it. The moss on the walls is orange. When you touch it, it feels very scrubby and flakes off to the touch leaving a slight orange tinge on your fingertips. The tunnel in which you currently stand is fairly wide (very wide relative to almost all the other tunnels around here it seems) and yet the air is quite damp. The walls have a thin coating of moisture upon them which looks and feels somewhat oiley. The tunnel leads in an east-west direction. The coating of moisture on the walls has strange little patterns of colour weaving through it, almost as if someone had spilled oil on a horizontal water surface. This north-south passageway looks to be a natural creation, except that the walls looks to have been roughly hewn in order to smooth them a somewhat to make passage easier. The walls still meander as the passage makes its way deeper into the bowels of the earth. A bizarre shadow in the eastern wall leads you to suspect that a small passage meets the tunnel there. You are standing in what appears to be the south-west corner of this large cavern. The cave is lit by the eerie, soft, golden light which looks to be emanating from the walls themselves. The cave itself is enormous, extending quite a distance to the north and a strange shadow formation seems to indicate a passage entrance to the west. It looks good, but as you look closely you notice that it has no value. You find yourself in a small passage ending. It is quite dark in here. As you look about the damp walls, you notice that the passageway almost appears to curve upwards towards the ceiling. Looking up, you notice that there is a small hole, just large enough to pass through. Looking closely at the curved part of the wall, it appears that someone (or something) has carved small handholds into the wall to ease passage upwards. The tunnel itself leads off to the east. You find yourself in quite an ordinary passageway which leads north and south. It looks to be wide enough for two people to walk side by side with plenty of room. The passage appears to be almost rectangular in form. Far off to the south you can see the pinpoint of a light. Well, you can't see where it comes from... You are currently standing in a narrow passageway that does not seem to have been heavily visited at any time. It leads northwards towards a lit room and south towards what appears to be a chamber. This rather large cave is surprisingly very well lit. There are about twenty torches spread about the room set in sconces which hang several feet above your head. The dancing shadows created by the flickering flames catch your eyes for a few minutes and threaten to hold you entranced. Looking about the cave, it appears to continue to the west and south. In the north wall a strange vertical crack looks as if it may lead somewhere. It looks like quite the tight fit. This rather large cave is surprisingly very well lit. There are about twenty torches spread about the room set in sconces which hang several feet above your head. The dancing shadows created by the flickering flames catch your eyes for a few minutes and threaten to hold you entranced. Looking about the cave, it appears to continue to the east and south. The rock wall to the west looks odd for some strange reason. You stand in a fairly normal passage, slightly wider than is necessary for one person, but not quite wide enough for two. The ceiling dips here rather surprisingly, or wait, is that because the floor climbs upwards toward it? The tunnel seems to narrow slightly more as you look to the south, and widens up somewhat as you look northward. The light to the south continues to flicker. It nearly is enough to light the passage. You stand in a very unnatural hallway, about ten feet across and about ten or twelve feet up. The passageway funnels down towards the west where it leads to a doorway that looks to be about five feet across. The east end of the tunnel comes to a sudden end at a very smooth rock wall. The rock wall to the east looks like it might be able to be moved. The rock wall to the east looks like it might be able to be moved. You stand in a small chamber that you never would have thought could exist. This small, almost perfectly round cave does not appear to be a natural formation at all, since the walls are far too smooth and the doorways to the north and east are both almost exactly five feet wide and eleven feet tall. This rather large cave is surprisingly very well lit. There are about twenty torches spread about the room set in sconces which hang several feet above your head. The dancing shadows created by the flickering flames catch your eyes for a few minutes and threaten to hold you entranced. Looking about the cave, it appears to continue to the west and north. This rather large cave is surprisingly very well lit. There are about twenty torches spread about the room set in sconces which hang several feet above your head. The dancing shadows created by the flickering flames catch your eyes for a few minutes and threaten to hold you entranced. Looking about the cave, it appears to continue to the east and north. There is a passageway leading out of the western wall of the cave which looks to turn northwards. You are at the end of a narrow passage which leads away from here to the north. The southern wall is bare and almost seems to dance with the shadows created by the flickering light emanating from the cave to the east. You are in a very narrow crawlway. To back out of it, you would have to move carefully in order to not catch anything on the jutting rocks of the ceiling and walls. The diameter of the crawlway is about two feet, and is a rather tight squeeze. You'd better hope that there aren't any worms or similar creatures down this way since it might be difficult to defend yourself in here. You can see a small hole marking the north exit of the crawlway. You can see the light emanating from the southern exit of the crawlway. You encounter some rapids as you enter this tunnel cut out of the mountains by the river. There appear to be some bars here, making passage to the west difficult. The tunnel branches off north. The tunnel branches off south. The tunnel branches off to the north and south. You are floating on a jet-black underground lake fed by dripping water and lime from above. The tunnel continues to the east and the river leads back west. Leading upwards to the northwest is a roughly hewn hallway. The tunnel rises sharply to the east. Another narrow tunnel leads away to the north. The tunnel continues east and west. To the east the tunnel dives down into a bright light. A small passage way opens to the north. You stand at the edge of a large pile of rubble created from the last rockslide. You can easily slide down the rocks without getting hurt. You are at the bottom of a large pile of rubble. A tunnel branches off to the north and east. You stand in the middle of a large and beautiful cave. A path leads deeper into the darkness. You look down into the cave. Bones are strewn about everywhere. This cavern overwhelms you. The walls and ceiling seem miles away. Bones of previous adventurers lie strewn on the cavern floor. There is a passage that spirals downwards in the northeast corner of the cavern. The passageway spirals down into the gloom. The tunnel turns to the south and west. You are standing in a large cave. Many furs are spread out on the floor. The walls here are extremely damp, as well as the floor. You hear drops of water. You are wading in a knee deep pool of lime-water. The walls of the tunnel are extremely damp here. The tunnel leads sharply upwards to the south as it starts to get narrow. You hear drops of water. This crawlway is just big enough for a human to crawl through or a halfling to walk through. You smell the fragrant odor of fungus. You have entered a very large cavern. The rock formations would amaze almost any dwarf. As you walk through the fungus patch, you are shot at by many millions of spores. You can hardly breathe. The fragrant smell of fungus spores continues to the east. As you walk along the path, millions of spores are shot at you. It is difficult to breathe. A giant mushroom temple stands to the south. The fragrant smell of spores continues to the west. You find yourself standing inside of a giant mushroom. The inside is decorated in the fashion of a temple. You follow a path sloping down from the fungus temple. You are on a path that gently slopes up from the underground pool. You hear sounds of trickling water. A vast desert stretches for miles, the sand constantly shifting around you. A pyramid lies to the east and a snow-capped mountain range to the west. Sand as far as the eye can see. Sand as far as the eye can see. Sand as far as the eye can see. A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the east and a snow-capped mountain range to the west. Sand as far as the eye can see. Sand as far as the eye can see. Sand as far as the eye can see. A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the east and a snow-capped mountain range to the west. The hole which you tumbled out of is too high for you to reach. Sand as far as the eye can see. Sand as far as the eye can see. Sand as far as the eye can see. A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the east and a snow-capped mountain range to the west. Sand as far as the eye can see. Sand as far as the eye can see. Sand as far as the eye can see. A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the north-east and a snow-capped mountain range to the west. You spy a narrow dirt trail leading away to the west into the foothills. Sand as far as the eye can see. Sand as far as the eye can see. Sand as far as the eye can see. A small dirt trail leads off to the west where it joins a large clay road some distance away. A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the north-east and a snow-capped mountain range to the west. Sand as far as the eye can see. Sand as far as the eye can see. Sand as far as the eye can see. You stand beside a small pool of crystal-blue water bathed in the shade of a few scarce palm trees. To the north you see a small encampment stopped for the day. You see three tents and some camels hitched to a stake. Shadows moving across the tents suggest activity. Sand as far as the eye can see. Sand as far as the eye can see. Sand as far as the eye can see. A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the east. Sand as far as the eye can see. Sand as far as the eye can see. Sand as far as the eye can see. Sand as far as the eye can see. A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the east. Sand as far as the eye can see. Sand as far as the eye can see. Sand as far as the eye can see. Sand as far as the eye can see. A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the north-east. Sand as far as the eye can see. Sand as far as the eye can see. Sand as far as the eye can see. Sand as far as the eye can see. A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the south-east. Sand as far as the eye can see. Sand as far as the eye can see. Sand as far as the eye can see. Sand as far as the eye can see. A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the east, it looks enormous, even from this distance. Sand as far as the eye can see. Even from here, you can sense a great evil residing within the pyramid protruding from the sand to the east. Sand as far as the eye can see. Sand as far as the eye can see. A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the north-east. Sand as far as the eye can see. Sand as far as the eye can see. Sand as far as the eye can see. Sand as far as the eye can see. A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the north-east. Sand as far as the eye can see. Sand as far as the eye can see. Sand as far as the eye can see. Sand as far as the eye can see. A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the south. Sand as far as the eye can see. Sand as far as the eye can see. Sand as far as the eye can see. Sand as far as the eye can see. A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the south. The gates of a city lie a short distance off to the north. Some city gates stand off to the north. Sand as far as the eye can see. Sand as far as the eye can see. Sand as far as the eye can see. A vast desert stretches for miles, the sands constantly shifting around you. You are standing near a gigantic pyramid located a couple hundred meters west of you. From here you can sense the great evil which resides within the massive structure. Sand as far as the eye can see. Sand as far as the eye can see. Sand as far as the eye can see. The pyramid can be seen across the sands to the west. A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the north. Even from here, you can sense a great evil residing within the pyramid protruding from the sand to the north. Sand as far as the eye can see. Sand as far as the eye can see. Sand as far as the eye can see. A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the north. Sand as far as the eye can see. Sand as far as the eye can see. Sand as far as the eye can see. Sand as far as the eye can see. A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the north. Sand as far as the eye can see. Sand as far as the eye can see. Sand as far as the eye can see. Sand as far as the eye can see. A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the north and a ruined city to the west. Sand as far as the eye can see. Sand as far as the eye can see. Sand as far as the eye can see. Sand as far as the eye can see. A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the south. Sand as far as the eye can see. Sand as far as the eye can see. Sand as far as the eye can see. Sand as far as the eye can see. A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the south-west. Sand as far as the eye can see. Sand as far as the eye can see. Sand as far as the eye can see. Sand as far as the eye can see. A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the west. Sand as far as the eye can see. Sand as far as the eye can see. Sand as far as the eye can see. Even from here, you can sense a great evil residing within the pyramid protruding from the sand to the west. A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the west. Sand as far as the eye can see. Sand as far as the eye can see. Sand as far as the eye can see. Sand as far as the eye can see. A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the north-west. Sand as far as the eye can see. Sand as far as the eye can see. Sand as far as the eye can see. Sand as far as the eye can see. A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the north. Sand as far as the eye can see... and a pyramid in the distance. Sand as far as the eye can see. Sand as far as the eye can see. Sand as far as the eye can see. A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the south-west and a deep canyon to the east. Sand as far as the eye can see. Sand as far as the eye can see. Sand as far as the eye can see. A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the south-west and a deep canyon to the east. Just below you can make out a tiny ledge. Sand as far as the eye can see. Sand as far as the eye can see. Sand as far as the eye can see. A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the west and a deep canyon to the east. Sand as far as the eye can see. A rickety rope bridge stretches across the canyon... it doesn't look too safe. Sand as far as the eye can see. Sand as far as the eye can see. A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the west and a deep canyon to the east. Sand as far as the eye can see. Sand as far as the eye can see. Sand as far as the eye can see. A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the north-west and a deep canyon to the east. Sand as far as the eye can see. Sand as far as the eye can see. Sand as far as the eye can see. This small group of desert nomads has stopped for the day to rest and refresh themselves beside this beautiful oasis. Three tents and some camels make up the party. From within two of the tents you hear muffled voices, obviously surprised at your visit. Some camels are tied up to a mass of stakes plugged into the ground. You see inside one of the tents a huddled mass of people, probably slaves. Sand as far as the eye can see. Sand as far as the eye can see. This is a small and simple tent with few possessions in sight. Lying here and there are young-looking men and women, possibly slaves to the leader of this band. You see the center of the nomad camp. Here stand about ten camels, all hitched to some stakes plugged into the ground. To the east you see a small tent while to the north you see a larger, fancier tent. This tent seems to be the temporary abode of the nomad leader. You make a mental note to visit it before you leave. In this tent there are very large men, all carrying weapons. You see the center of the nomad camp. Sand as far as the eye can see. This tent has a few furnishings, but mainly it holds the band's protectors. They all stare at you coldly as you enter. Outside you see some peaceful camels. This tent is as lavishly decorated on the inside as it is on the outside. A fancy carpet lies on the sand and numerous baskets line the walls. You see some peaceful camels. This is where the leader of this band of nomads resides. He is definitely rich as you inspect the tapestries, baskets, and a few paintings as well. You see the entrance to this tent. You carefully begin to walk across the bridge, but suddenly the rope breaks and you fall... ... and fall and fall and fall ... to your death on the rocks below. Being very careful not to lose your balance, you look around and find that this canyon is about a half a kilometer deep. To the west is a dark cave leading under the desert sands and above you a rope bridge spans the gap. The desert sands blow down in your face. The air in here is MUCH cooler than outside. From the west you hear strange sounds, but can see nothing. The cave slopes down into the darkness. Outside is lighter and very windy. You have stumbled upon the home of something. From the treasure haphazardly strewn about and the rotting carcasses, you would guess that this is a dragon's lair. As to what type, you can't really say. The cave narrows out into a tunnel to the west. This tunnel seems to go on forever into the darkness. You carefully feel your way along the walls. The tunnel becomes very narrow and you fight to squeeze your way through. The floor seems to level off a little. This part of the tunnel is the hardest to move through as the walls move in to meet you. It is dark and damp and bats hang from the ceiling. A narrow crack is in the east wall. The floor now slopes upwards. From within this shaft you can see a narrow hole in the roof just large enough for one person. Back east is the cavern. You are at the entrance to a small underground city. A great adamantite gate lies open to the west allowing entrance into the city. A huge gate opens to the west allowing entrance into the city. A passageway opens up into a fairly large cave above. A large adamantite gate with giant spider shaped emblems stands here. You walk along a highly ornate street going north-south. A large gate lies to the east while a building lies to the west. You walk along a highly ornate city street going north and west. You walk along a highly ornate city street going east-west. A large house stands to the south. You stand inside the 3rd house of the city; it is fairly well decorated by drow standards having a few statues, murals and such. A door leads to the south. The throne room of the 3rd house is about as decorated as the inner courtyard except with a blood covered altar in the center of the room. You walk along a highly ornate city street going east-west. To the north is a large building. You walk along a highly ornate city street leading north and east. To the south is an extremely large house. You stand inside the 2nd house of the city. The room is highly decorated with statues of spiders and murals everywhere. The throne room of the 2nd house is just a little more decorative than the inner courtyard having an altar in the center of the room. You are at the entrance to the 1st house of the city. A large gate, almost as big and elegant as the one at the entrance to the city, stands here. A large gate lies to the west. You stand in the inner courtyard of the 1st and largest house in the city. The room is extremely large and decorative. Mural and paintings hang on the walls depicting some battles and a spider queen. The throne room of the 1st house is in one word...awesome. It is so horrifying it is almost beautiful. This is the council chamber for the Matron Mother herself. A huge table and chairs surrounding it sits in the center of the room. You walk along a highly ornate city street leading north-south and east. You walk along a highly ornate city street leading south. A building is to the west. This is the most lavish of the academies being that it is for the clerics. You walk along a highly ornate city street going east-west. To the north is a giant temple. The entrance to the temple of Lloth is blocked by large ornamental gates. This looks more like a barracks than a school. The temple is the largest building in the city. Even its doors are beyond imagination. Inside of the temple entrance, the walls are made of gold and adamantite. The Mages' Academy is fairly well decorated and you can see that the drow prefer magic over physical power greatly. You walk along a highly ornate city street going eastward. To the north is a building. The room is in shambles. Straw is strewn all about the room as beds for the unfortunate creatures who have fallen prey to drow imperialism. You walk along a highly ornate city street leading west and south. To the north is a relatively small house. You stand inside the 4th house of the city. Its inner courtyard is rather dull by drow standards and rather small as well. The throne room is basically similar to the inner courtyard in regards to decor. there is a small throne behind the altar but that is about it. You stand in the entrance way to the temple which opens up to the north into a large hallway going east and west. Small statues os spiders line the entrance way's walls. You are in a long hallway lined with adamantite. The walls are engraved with pictures of elves and spiders. The hallway continues east and west. As you look down the hallway you can make out one or two figures moving away from you. To the north is a obsidian stairway. You are in a long hallway lined with adamantite. The walls are engraved with pictures of elves and spiders. The hallway continues east and west. As you look down the hallway you can make out one or two figures moving away from you. You are in a long hallway lined with adamantite. The walls are engraved with pictures of elves and spiders. The hallway continues east and west. As you look down the hallway you can make out one or two figures moving away from you. To the north is a door. You are in a long hallway lined with adamantite. The walls are engraved with pictures of elves and spiders. The hallway continues east and west. As you look down the hallway you can make out one or two figures moving away from you. You are in a long hallway lined with adamantite. The walls are engraved with pictures of elves and spiders. The hallway continues east and west. As you look down the hallway you can make out one or two figures moving away from you. You are in a long hallway lined with adamantite. The walls are engraved with pictures of elves and spiders. The hallway continues east and west. As you look down the hallway you can make out one or two figures moving away from you. To the south is a door. The room is a complete mess. None of the beds are made, clothes and other items have been left all about the room. Well drow warriors never were known for neatness. You are in a long hallway lined with adamantite. The walls are engraved with pictures of elves and spiders. The hallway continues east and west. As you look down the hallway you can make out one or two figures moving away from you. You are standing at the bottom of a giant obsidian and adamantite stairway. The edges are trimmed with gold. You are standing in the middle of a grand hallway. The walls are of the purest adamantite with gold trim. Mosaics line the walls. The mage's living quarters is rather clean with the exception of a few used component containers. It is rather well decorated as well. Cots line the floor for the mages to sleep on. The only door is to the west. You are walking down a grand hallway, heavily decorated with adamantite and gold. To the north the hall goes down a flight of stairs while a door is to the west. The bed chamber is brightly decorated with spider shaped statues, murals and the like. Large beds line the floor making this a comfortable room to live in. You are climbing a set of obsidian stairs surrounded by adamantite walls. To the north are a set of large golden doors. This is the south side of a large auditorium used for services by the drow priestesses. In the center is a large sacrificial pit and beyond that is an altar. You are on the eastern side of the chamber overlooking the pit. To the east is a door while to the north is an altar. As you climb down into the pit, thousands of spiders cover you, tearing your fragile body to shreds. Lloth thanks you for your sacrifice. You are on the western side of the main chamber overlooking a sacrificial pit. To the north is an altar. You are standing in front of a highly and freshly bloodstained altar. Engraved on the top of the altar is a giant spider with a human head. Looking down from the altar you see a large sacrificial pit with thousands of swarming spiders looking for their next meal! Thousands of spiders eye you with undisguised hunger. This is the main room to the cell chambers for the slaves to be sacrificed. You notice there are no guards around. Rotten meat and breads lie about the floor while shackles hang from the walls. The room reeks of death. You almost become nauseous and decide to leave the room since you were obviously too late to save the slave. You stand upon a dias behind the altar. Above you is a enormous illusion of a female drow turning into a giant spider and back again. There is a door to the west. This is obviously only a temporary storage place for the collected treasure being rather bare. This one-person bedchamber is very elegant. The owner must be held in high regard to get this kind of treatment. You stand in the archway of a gigantic stone archway. The two steel gates have been forced open and have rusted in place. A hollow gust of wind blows by you into the deserted, and seemingly destroyed, city. The desert sands stretch on for miles and miles. You see devastation everywhere. Houses lie in ruin and skeletons litter the streets. You see strange beasts stalking the shadows. This was once a magnificent street, but now is in total ruin. The streets are barren and windswept and the silence is unending. To the south you see a ruined cottage while north leads into a dark back alley. Howls and screams echo through the deserted city. It seems to be a dark alley. The entrance to the city lies this way. A ruined shack lies to the south. Main Street lies this way. This was once a magnificent street, but now is in total ruin. The streets are barren and windswept and the silence is unending. On one side is a collapsed house while on the other is the entrance to a large ruined mansion. Eerie sounds echo within the mansion. Near the center of town you see a large domed building, relatively intact. The remnants of a store lie this way. It looks like what used to be the main building in the city. A withered garden path lies this way. A circular path surrounds a magnificent domed temple in the center of the city. Flowers have withered away and the once lush trees are bare. Vines and ivy snake up the sides of the temple and entangle themselves around your feet. A sudden volley of howls pierces the air. The garden path continues around the building. This is the main street leading to the city's entrance. The garden path continues around the building. Inside the temple, small patches of light shoot through each doorway as well as a few holes in the ceiling. A circular path surrounds a magnificent domed temple in the center of the city. Flowers have withered away and the once lush trees are bare. Vines and ivy snake up the sides of the temple and entangle themselves around your feet. A side street leads of to the northern half of the city. The garden path continues around the building. Inside the temple, small patches of light shoot through each doorway as well as a few holes in the ceiling. The garden path continues around the building. A circular path surrounds a magnificent domed temple in the center of the city. Flowers have withered away and the once lush trees are bare. Vines and ivy creep up the sides of the temple and entangle themselves around your feet. The garden path continues around the building. Inside the temple, small patches of light shoot through each doorway as well as a few cracks in the ceiling. The garden path continues around the building. What looks like a market place lies this way. A circular path surrounds a magnificent domed temple in the center of the city. Flowers have withered away and the once lush trees are bare. Vines and ivy creep up the sides of the temple and entangle themselves around your feet. Inside the temple, small patches of light shoot through each doorway as well as a few cracks in the ceiling. The garden path continues around the building. A small side street leads to the southern half of the city. The garden path continues around the building. You stand in the middle of a large square lined on each side with baskets, carts, and stands of all shapes and sizes. Abandoned, these little shops still contain some of their goods once sold to a demanding public. A small table has been toppled over, spilling fine jewellery and gems onto the ground. A small garden path encircles a large domed temple in the center of the city. Rotted remains of fruits and vegetables lie strewn about. The market place continues. You stand at the end of the market square. Stands and carts line each side, filled with remnants of fine foods and exquisite goods. Tattered carpets and ruined bales of silk sit idly by a run down stand. The center of the market lies this way. From the massive stench, this must have been a meat and poultry stand. It lies totally bare. This small side street leads east and west into back alleys while to the south you see the temple. The incessant howling tears at your mind. You are in the common section of the city. Ruined buildings made of clay and stone is all the view has to offer. Most of these homes are nothing but piles of rubble, but some look almost safe enough to venture into. The street continues north and south and buildings line the street. A small doorway leads into a partially collapsed house. A small clay dwelling sits here. This small side street leads away from the garden path to the south. Around you stand large piles or rubble where the houses of commoners used to be. A lone howl makes you worry greatly about your safety here. An unusually tall dwelling stands looming over you. A garden path circles around the temple. Here lies a small stone house with a thatched roof. This small side street leads south away from the temple into the business section of town. The destruction that leveled this city was not biased; these important looking buildings have been almost totally destroyed. There is a hole in the wall of a very large structure to the east. A small garden path encircles the temple. This possibly could be the city hall. Inside the building you see long pieces of metal, an oven, and some anvils. This small side street is lined with the remains of once great buildings. To the west is a dark, foreboding structure while to the east lies the entrance to a small tavern. The street continues north and south. From the looks of it, this was once a two story abode. The entire second floor has collapsed leaving a very little part of the bar still free from debris. This seems to be the only guild house in the entire city. Its dark nature makes you wonder about its origins. You are at the end of a long street leading to the center of the city. A long dark alley runs east and west. You stand at the base of a tall watchtower built to protect the city from invaders. From the looks of things, it did not do a good job. This alley leads to the rear of what used to be a meat stand. You wince at the stench. South is one of the city watchtowers. You see the back-side of the market place meat stand. A tall watchtower stands a silent vigil over the city. A large stand has been set up here with metal hooks and wooden racks in the background. Hanging on the hooks are very small scraps of meat and other game. This stand is relatively empty, and a sudden burst of howling and screaming makes you realize why this is so. The market place lies this way. This is a cart full of rotted vegetables and fruits. A narrow alley leads east to a wider street and west to one of the city watchtowers. A small side street greets you. A tall watchtower stands a silent vigil over the city. You are standing in what once was this city's ONLY guild house. Tables and chairs have been smashed and broken weapons lie strewn about the floor as if some massive battle had taken place here. Draped along the back wall is a tattered, jet-black banner with the symbol of the Darkside set upon it. A small side street runs past the building. A large cart sits here carrying rotted fruit and vegetables. Flies swarm all about what seems to be the last remaining bits of food left in the city. The market place is deserted. A strong stench emanates from the meat stand next to you. In here you find tools and anvils used to make various weapons and items. The walls have been stripped clean and only a few incomplete pieces of armor and weaponry are left. A small side street runs past the building. Tattered and torn tapestries and rugs lie heaped in piles. Fancy robes and various articles of clothing are now just rags. You stare at the strange piles for a long time until a piercing howl makes you think these might be beds. A fine jewellery stand lies in ruin next to you. The market place is deserted. A narrow alley leads north to one of the city watchtowers while to the south there lies a market stand full of torn clothes and rugs. A tall watchtower stands a silent vigil over the city. You stand under one of the city watchtowers built to protect the city from invaders. Obviously, it failed. Above you looms a tall watchtower. A table has been tipped over, spilling fine jewellery and gems across the market place. Most of these trinkets are battered and tarnished and few would have any value anymore. The market place is deserted. Next to you is a stand full of ruined clothes and rugs. This was once a very plain house with nothing more than a few chairs and a bed. A cold fireplace suggests that the city has been abandoned for quite a while. Almost nothing remains of this humble abode. Outside is a small side street. This small house has completely collapsed upon itself leaving piles of debris here and there. A few rafters still stand with thatched straw hanging down and a hot wind gusts through the hollow dwelling. A small side street runs past the house. A narrow alley leads west to one of the city watchtowers and east to a small side street. From the outside this place looks like an ordinary pile of rubble, but inside these cramped quarters you discover what used to be a shop filled with armor, weapons, and various other goods. A small sign flutters in the wind. A small side street runs past the shop. A glorious place in its prime, this tavern now lies in ruin; tables and chairs are broken scattered, bottles and glasses shattered, and a small performance stage crushed. Musical instruments and personal belongings lie under the rubble, but the people they once belonged to are not with them. Looking up you see that the entire second floor and roof has fallen in, leaving a gaping hole above. A small side street runs past the tavern. You stand in a large room attached to this end of the hallway which leads back north to the reception area. Pedestals and columns have fallen and most of the valuable items have been taken, leaving worthless debris. A few chairs have survived, as well as a large curved desk. To the east is a vine-covered archway leading out into a private courtyard. The long hallway leads back to the main reception area of the city hall. This is the main reception area of Thalos' city hall. The walls have been charred and scored massively and debris is spread from wall to wall. A large gaping hole in the west wall allows you to see out to one of the city's side streets. Obviously no one will be seeing you through today. Hallways lead south and east. Main street runs past the city hall. A hallway leads to the east wing of the city hall. A hallway leads to the south wing of the city hall. Here lies the remnants of a fancy office, possibly the mayor's. A few withered plants and broken pieces of furniture make this place anything but fancy, though. The only thing remaining intact here is a large glass cabinet. A long hallway leads west back to the reception area and an ivy-covered archway leads south into a private courtyard. What a shame that this mass destruction also touched this once beautiful place. The temple's garden path has nothing on this garden. Flowers and trees have been smashed into the ground and lawn benches thrown through walls. A large marble fountain in the center of the courtyard still stands, though, defying any attempts to destroy its beauty. Above stands the remnants of one of the watchtowers. Archways north and west lead back into the city hall. This was once the barracks for Thalos' Cityguards. Now just an empty shell, this small shack still stands guarding the entrance both to the city and to the city hall. Main street runs by this building. All that's left of this house is a few scattered piles of rubble and a very large blast crater. Obviously someone or something important was once housed here. A shrieking howl chills your blood. Main street runs past this ruined home. This seems to be the tallest structure remaining in the city. At one time this could have been an inn of some sort, but now it is just a mess. The back wall as been completely knocked down revealing an entrance into another building through yet another collapsed wall. Between the two buildings are a few blast craters and boulders. An old set of wooden steps leads up to a creaking second floor. A small side street winds past the dwelling. The stairs and even the entire second floor itself looks very unsafe for travel. Gusts of wind make them creak and shudder. This cramped dwelling could not have housed more than one person. Now with the back wall missing, it could hold many more. Looking around you find broken shelves and workbenches with various vials and pouches spilling contents all across the floor. This was possibly the magic shop of the city. The doorway to the east is blocked, making the only exit back west. A narrow back alley goes south to main street and north towards a watchtower. A mass of howls catches you of guard. Main street runs past here. A narrow back alley leads north to one of the city watchtowers and south towards main street. To the west is a doorway to a small house blocked by debris. A tall watchtower stands a silent vigil over the city. You stand under a tall watchtower. Narrow back alleys lead west and south and a very weak looking ladder leads up into the tower. Above you, you hear the screams of tens of starving lamias! Beware! Winds howl high above your head in the tower above. You hear the screams of tens of howling lamias above you! This was once the bath house for the commoners of the city. Hot steamy water still wells up from a hole in the floor. Obviously there is a hot spring located under the city (making the decision to put a city here seem much more reasonable). Closer inspection of the water yields a dead body floating around in it, skin melted away from months of floating in there. The west wall has collapsed revealing another collapsed house. The wall has collapsed on the adjoining house, creating a new opening in it. A narrow back alley leads west to a small side street and east to one of the city watchtowers. Great amounts of steam issue forth from the building to the south. A watchtower stands a silent vigil over the city. A side street runs by here. This home is practically the only one around that is still standing. Except for the massive hole in the east wall, everything else looks intact, including the windows. Great amounts of steam issue forth from the hole in the east wall. A small side street runs past the house. The minute you step off onto this floor you realize it was a mistake. The old rotted floorboards suddenly give way and you fall down, impaling yourself on jagged boards below. You stand atop one of the city watchtowers. The view is magnificent from here and you can see all the way to the western mountains. No wonder this place stood for so long. The city lies below. You stand atop one of the city watchtowers. The view is magnificent from here and you can see all the way to the western mountains. To the south the desert stretches to the horizon. No wonder this place stood for so long. The city lies below. You stand atop one of the city watchtowers. The view is magnificent from here and you the desert sand stretches to the horizon. No wonder this place stood for so long. The ladder leading down seems rotted in some places! The city lies below... far, far below. As you descend the ladder, the rotted rungs break, sending you quickly to your demise far below on the city street. Splat. You stand within one of the most holy places in the realm. This stunning domed temple once housed the city's worshipers en masse. Unfortunately, it succumbed to the destruction brought on this city. Long benches lie toppled and the altar desecrated. Large chunks of stone have fallen from the walls and roof, sending sunlight streaming in on you. A few books lie about, conveying to you a holy message in a strange tongue. Wind gusts through the four archways and howls and screams can be heard from all parts of the city. A side street leads to the northern half of the city. Main street leads out to the main gate of the city. A side street leads to the southern part of the city. The market place lies this way. A vast desert stretches for miles, the sands constantly shifting around you. Rising out of the sand to the north you see a mighty pyramid. The sands of the desert continue onward towards the pyramid. Sand as far as the eye can see. Sand as far as the eye can see. Sand as far as the eye can see. The massive pyramid rises out of the sand, a monument to long-dead pharoahs. The mighty pyramid towers above you out of the hot desert sands, made from huge blocks of stone that have been coated over with a rough sandy plaster-like substance. The face of the pyramid is steep, but you think you might be able to climb it. Sand as far as the eye can see. The steep slope of the pyramid rises up before you. You wonder how anyone could have built such a massive thing out in this heat. Hot air rises off the sides of the pyramid, and the wind chokes you with a flurry of sand and dust. So far you have made it halfway up the side. The walls of the pyramid are quite steep. If you are daring you could try to skirt around to the northern side. If you are daring you could try to skirt around to the southern side. It looks too dangerous to try to climb any higher. Far below you are the burning sands of the desert. You wonder how anyone could have built such a massive thing out in this heat. Hot air rises off the sides of the pyramid, and the wind chokes you with a flurry of sand and dust. The walls of the pyramid are quite steep, and you are having trouble keeping from sliding down into the sands below. If you are daring you could try to skirt around to the eastern side. If you are daring you could try to skirt around to the western side. It looks too dangerous to try to climb any higher. This side of the pyramid has a dangerous drop before the sandy floor. You wonder how anyone could have built such a massive thing out in this heat. Hot air rises off the sides of the pyramid, and the wind chokes you with a flurry of sand and dust. The walls of the pyramid are quite steep, and you are having trouble keeping from sliding down into the sands below. If you are daring you could try to skirt around to the eastern side. If you are daring you could try to skirt around to the western side. It looks too dangerous to try to climb any higher. This side of the pyramid has a dangerous drop before the sandy floor. You wonder how anyone could have built such a massive thing out in this heat. Here on the eastern side of the pyramid there is a little more shelter from the heat and wind. The stone side is not nearly so slippery smooth from the ravages of time, and you think you may be able to even reach the top from here. If you are daring you could try to skirt around to the northern side. If you are daring you could try to skirt around to the southern side. You see the apex of the pyramid many yards above you. This side of the pyramid has a dangerous drop before the sandy floor. You wonder how anyone could have built such a massive thing out in this heat. Bathed in sweat, you have managed to reach the summit of the great pyramid. The four sides of the pyramid slope sharply down into the hot sands in all four cardinal directions. A plaque has been set into the sandy stones beneath your feet. The north side of the pyramid slopes down into the sands. It looks really dangerous. I wouldn't go that way. The east side of the pyramid slopes down into the sands. The south side of the pyramid slopes down into the sands. It looks really dangerous. I wouldn't go that way. The west side of the pyramid slopes down into the sands. It looks really dangerous. I wouldn't go that way. You see some sandy stones pressed closely together to form a hard surface. As you look closer you can make out a crack in the center of the stones beneath your feet. With some effort you might be able to lift that section up and get inside! The plaque reads: The Great Pyramid Created by the Andersen work crew. Here the elements have carved away at the sides of the pyramid quite a bit. You aren't so sure of your footing anymore... Suddenly the wind picks up, and you lose your balance! You tumble down the side of the pyramid, and fall to your death! SPLAT. Ouch. You are climbing an ancient ladder that leads down into the depths of the pyramid. The air around is thick with layers of dust and a strange musty smell. Above you you see tiny beams of light coming through the stones of the ceiling. You see the sandy stones of the ceiling. You see a small dusty chamber. As you look closer you can make out a crack in the center of the stones above your head. With some effort you might be able to lift that section up and get outside! You are standing in a dank, musty chamber just inside the pyramid. Footprints and other strange marks are set into the dusty floor here. It would seem that some of the tenants of this monument are still alive. Exits lead in all directions. The door to the west is covered with inscriptions. You see a tiny crawlway raised about three feet off the ground. A dust-covered hallway leads off to the east. You see a small crack in the wall through which you might be able to slide. You see a large stone door, covered in sigils and hieroglyphs. A small rickety ladder leads up. The stone door is covered in strange inscriptions and hieroglyphs that warn you not to proceed any further. You cannot understand the strange glyphs that cover the door, but most of them seem to depict scenes of fire and massive creatures of apparently tremendous strength. You have a feeling that the glyphs are serving as a warning. This room is dominated by a massive raised pool that is filled with not water but flames of intense heat. The multicoloured flames lick out at you, searching for things to burn. The pool proceeds to the east into a small chamber. You see a large stone door. You see a small chamber filled with fire. You make your way across the fire pool, and into a small stone chamber. Here the flames are nearly as high as your head, singeing your face and evaporating your sweat instantaneously. The pool of fire ends to the east. You have to go down onto your hands and knees to fit inside this tiny space. The crawlway is thick with sand and dust, and markings of the passage of other creatures. The crawlway continues to the north. The crawlway ends to the south in a musty chamber. A small hole above your head leads into a dank chamber. You are on your hands and knees, inside a small crawlway that winds through the inside of the pyramid. The crawlway is thick with sand, dust, and markings of the passage of other creatures. The crawlway continues to the south. The crawlway continues to the west. You are on your hands and knees, inside a small crawlway that winds through the inside of the pyramid. The crawlway is thick with sand, dust, and markings of the passage of other creatures. The crawlway continues to the east. The crawlway gets a little tighter to the west. Here you are forced to slide on your belly through a particularly tight section of the crawlway, as the stones of the pyramid close together about you. Below you is a small, slippery-looking hole that plummets into blackness. The crawlway gets a little larger to the east. The crawlway continues to diminish in size to the south. The hole looks very slippery and very dark. The crawlway shrinks away to nothing as the sandy stones of the pyramid close together into a space through which only a snake could fit. There is barely enough space to turn around and make your way back through the tiny crawlway to the north. The crawlway gets a little larger to the north. The sides of this hole are slippery-smooth. You lower yourself in, and proceed to move downward... when suddenly you lose your purchase! You fall for what seems like an eternity, and smash into the stones below... Under The Hole You are in a small chamber underneath the slippery hole, far below the pyramid now. The floor is strewn with bones. To the south is a small rocky crevasse. You see a rocky crevasse that proceeds deep under the pyramid. The hole looks far too slippery to climb back up. The bones have whitened and cracked in the dry air, apparently the remains of adventurers, thieves, and creatures that did not survive the fall. You are in a small chamber underneath the slippery hole, far below the pyramid now. The floor is strewn with bones. To the south is a small rocky crevasse. You see a rocky crevasse that proceeds deep under the pyramid. The hole looks far too slippery to climb back up. The bones have whitened and cracked in the dry air, apparently the remains of adventurers, thieves, and creatures that did not survive the fall. You are now exploring deep within a strange rocky crevasse that plunges down into the rock on which the pyramid was constructed. To the south you see the flickering light of a fire, and the crevasse proceeds downward. You see a small stone chamber littered with bones. You see the flickering light of a small fire. The crevasse continues downward into total darkness. As you look through the rough terrain, your eyes catch a small glint of light! Here a small fire burns in a nook in the rocks, providing some warmth and comforting light in the cold, dark, dry air. Standing here is a strange-looking old man, who stares at you balefully. You see a massive crevasse that plunges into darkness. The old man looks like he has been trapped down here far too long, and has begun to lose his mind. He moves about slowly, cackling to himself. He turns to you and shouts, 'nope measse! nope measse!', then turns back and stares into the fire. 'What a strange person,' you think to yourself. The crevasse proceeds downward into the dark depths of the earth. The air about you is now cold and quite dry, and your light source gutters in a cool breeze that wafts up from below. It is too dark for you to see any further along the crevasse. It is too dark for you to see any further along the crevasse. Here the crevasse comes to an abrupt end. A chilling wind howls at your face from a black shape to the south, but the light from your source is too dim to see exactly what it is. You see a strange-looking black shape. It is too dark for you to see anything along the crevasse. Wind howls about your ears like the roar of a tiger. As your eyes adjust to the light the shape to the south almost seems to take the form of a massive animal head. You are now certain that the wind is the cold breath of some unearthly giant animal, whose voice rumbles lowly on the breeze, and whose massive jaws could easily swallow you whole. You move closer for a better look, when suddenly a pair of eyes flashes. A cold voice echoes: 'SEEK YE THE DIAMOND... IN THE ROUGH...' ... Then all is silent. The jaws of the massive stone tiger part wide to reveal a great vault. An arched ceiling lies far above your head... and all about you is a low guttural rumbling noise and a chill wind. Giant heaps of ancient treasure, gold coins, and valuables surround you on all sides. Through the jaws of the tiger you see the blackness of the crevasse. You reach for some of the tasty goodies, when you hear a loud rumbling sound and see a bright flash of light... Then the words: 'TAKE ONLY THE LAMP... TOUCH NOTHING ELSE.' ... All is silent once again. You exhale, and squeeze yourself into the narrow crack in the wall. Dust fills your eyes as you disturb it, and chunks of mortar and stone mixed with a touch of sand fall on you as you scrape your way through. You see a musty chamber. You see a tomb. The floor of this small tomb is littered with the lids of smashed sarcophagi, bits of treasure dropped by thieves and looters, and corpses pulled from their resting places. You see a small crack in the wall through which you might be able to slide. To the east is another tomb. To the west is another tomb. This tomb has been utterly destroyed by thieves and looters in search of the treasures of the pharoahs. Nothing of interest remains in this room, except a large stone coffin that leans against the western wall. To the east is another tomb. You see a large stone coffin. The coffin is sculpted into the form of a man, standing several heads above you, and clad in the garments of pharoahs. It has apparently been untouched by the ravages of time and the activities of looters. Several markings on the side indicate spots where unsuccessful attempts were made to open the coffin. You can't see any way to open it. As you look closer at the figure sculpted into the stone coffin you notice a small marking carved into its chest. It looks like a scarab or small beetle would fit into the small space, if properly sized. Hmmm. You stand now at the head of a stairway that goes down into darkness. The steps and walls are smooth sandy stone, covered with a thick layer of dust. Some inscriptions are carved into the wall here. You see the backside of the coffin lid, featureless stone. It is too dark to see down the stairway. You blow dust away from the inscriptions to read: Beware the curse of the mummy. On this side the coffin lid is smooth featureless stone. You are on a stairway that disappears into darkness in both directions. The smooth, uneven steps of the stairway have not been travelled in what appears to be centuries. It is too dark to see up the stairway. It is too dark to see down the stairway. You stand now at the base of the uneven stairway. The walls, floor, and ceiling of this small landing are covered with strange hieroglyphics. You see a seam in the stone wall. It is too dark to see up the stairway. The hieroglyphics are covered with a thick layer of dust. You clear the dust away with your hand, and find that you cannot comprehend them. Here the air is deathly still, motes of dust thickly obscuring your vision. Several stone statues line the walls of the hall, depicting the gods of an ancient society. Strange glyphs and sigils cover the walls, a peculiar pictorial form of written language that you don't understand. Some steps lead to a raised dais to the south. You see a seam in the stone wall. You see a small raised dais. You don't understand the meaning of these symbols. You are at the southern end of the ancient hall, the dust and darkness absorbing your light so that you cannot see past the steps of the dais. A low pedestal rests here. You see something written into the face of it. You cannot see past the steps of the dais. You see a seam in the stone floor. The writings are covered in sand and worn nearly away by the passage of time: 'I am Ramses the Damned, once counselor and aide to the mightiest of pharoahs and queens of this land. Much time has passed since I last walked the earth. Disturb my rest at your peril.' You stand in an empty tomb, a cubicle no more then ten feet to a side. That leads back the way you came. This tomb has been completely ransacked and destroyed by the actions of pyramid thieves and looters. The floor is littered with junk. To the east is a low-ceilinged tunnel. To the west is another tomb. The low-ceilinged tunnel runs east-west. You cannot see into the darkness of the low tunnel. You see a tomb. Here the tunnel forks off through a gaping hole down in the southern wall, continuing onward to the east and west as well. You cannot see into the darkness of the low tunnel. The hole is low, at the floor of the southern wall. You cannot see into the darkness of the low tunnel. Through the hole you see rubble and sand. The hole is low, at the floor of the southern wall. The low-ceilinged tunnel makes a turn to the west and ends to the north as it spills out into a dusty hallway. The mouth of the tunnel is stone that has been torn away by looters. You cannot see into the darkness of the low tunnel. This chamber has a dank, dusty, musty smell to it. Small footprints in the dust betray the recent passage of some sort of creatures. A hole in the floor lies to the west and a stairway is to the east. You see a spiral stone stairway. You see only blackness through the hole in the floor. Some dusty, broken stone stairs here spiral slowly in a constricted space down towards a dusty hallway. The stairs spiral up into a dank chamber. The stairs spiral down into a dusty hallway. This hallway is covered with dust that has accumulated over the centuries that the pyramid has stood. Small markings and footprints in the dust betray the recent passage of others -- perhaps thieves? The hallway proceeds to the east towards a strange smell. The hallway proceeds towards the west towards a musty smell. This small chamber has a sickly putrescent smell to it, the smell of formaldehyde and other ointments used to preserve the corpses of those who died ages ago. You see a dusty hallway. You a dusty hallway. This hallway is covered with a thick, choking dust that rises up to obscure your light source and sting your eyes. Small marks and footprints in the dust betray the recent passage of others. The hallway turns to the north. You smell something peculiar over there. A tightly spiralling stone stairway leads up. You are standing in an elbow turn in a dust-covered stone hallway, that dead ends to the north and continues on to the west. To the south the stones of the pyramid have been torn asunder by thieves, making a low-ceilinged tunnel. The hallway ends to the north. The tunnel is dark. The dust-covered hallway continues to the west. The dust-covered hallway has come to an abrupt end at a stony, featureless wall. Here and there are signs of the recent passage of others in the dust. The dusty hall continues to the south. The floor is quite dusty, and made of stone. You see some cracks. The cracks look like you might be able to pull away some pieces of the floor, perhaps even fit your body through the space you make. You are in a small, dark chamber that has stood undisturbed for many years. To the north stands a massive stone tomb, which is covered in hieroglyphics and gold-lined carvings that mark it as the final resting place of the mighty pharoahs of this land. You see the tomb of the pharoahs. The stone ceiling has some cracks in it, through which a dim light streams. The tomb looks like it has stood for many years, much like the pyramid which encloses it. It is covered in small hieroglyphics. The markings indicate that this tomb is indeed the tomb of the greatest pharoahs of the ancient civilization that built this massive pyramid. Great golden sarcophogai line the walls of this massive tomb. It has withstood the passage of time intact, untouched by the hands of thieves and looters. The treasures taken by the pharoahs to their graves still lie before your feet. That way leads back out of the tomb. The treasures are dusty and fragile, but still seem quite valuable. You decide not to take them out of respect for the ancient dead. This hallway formerly had a beautiful arch to the ceiling, now collapsed under the weight of the slowly settling stones of the pyramid. Now, a massive pile of rubble leads up into a hole high in the northern portion of the hallway. To the south, through the rubble and fallen stones you see a sandstone crypt. You see a sandstone crypt. From here you see only darkness. This small crypt is lit by a hole in the wall to the south, through which sand pours from the desert outside. A hot wind blows in from the desert, drying your skin instantly. To the east and north the arched hallway continues. The arched hallway collapses into rubble shortly to the north. You see a beautifully arched hallway. You see a lot of sand. This hallway has a beautiful arch to it, formed painstakingly and exquisitely out of the sandy stones of the pyramid. The dust that covers most of the rest of the pyramid interior is not present here, scoured away by the blowing of the desert winds that howl about your ears. The arched hall proceeds to the east, making a sharp southward turn. The arched hall proceeds into a sandstone crypt. This hallway has a beautiful arch to it, formed painstakingly and exquisitely out of the sandy stones of the pyramid. To the east is a small, golden-coloured crypt, and the hall proceeds to the south and north. The arched hall proceeds to the north, making a sharp westward turn. A small golden crypt lies to the east. The arched hall proceeds to the south. You stand inside a small crypt with walls and ceiling made of golden bricks that obscure the large sandy stones of the pyramid. Small rugs and tapestries are scattered about the floor here, and they appear to have been used recently. You see an arched hall. The rugs and tapestries are very fine and worn with age, their colors now faded. They depict scenes of life in an ancient desert city. The small golden bricks are very smooth and also quite soft. This hallway has a beautiful arch to it, formed painstakingly and exquisitely out of the sandy stones of the pyramid. The arched hall proceeds to the north and ends to the south in a small vault. The arched hall continues to the north. You see a small vault from which a shining light issues. The stones of the pyramid here take on a strange, twinkling quality, almost seeming to shine with an internal light. As you look closer you see tiny glass-like glittery particles within the stones, that reflect the light from your light source so perfectly that they seem to shine. You see a hall with a beautifully arched ceiling. The glassy particles reflect and refract your light source in a myriad of dazzling colours that dance across your eyes and make you giggle. You stand now on a massive sand dune on the southern side of the pyramid. At the foot of the sand dune to the north you see a small hole where the stones of the pyramid have collapsed. Not far to the south is a massive roiling sandstorm; the wind from the storm howls and bites at your face even here. You see a small hole leading back into the pyramid. You see only a wall of whirling, blowing, dry sand. The sand is very white, and very sandy. There sure is a lot of it. You are caught in the midst of a massive sandstorm. Howling winds buffet you from all sides, and the sand tears at your skin, blinding you and choking you. You have lost all sense of direction. You see only a wall of whirling, blowing, dry sand. You see only a wall of whirling, blowing, dry sand. You see only a wall of whirling, blowing, dry sand. You see only a wall of whirling, blowing, dry sand. Sand is about all you CAN see right now. Unfortunately, it isn't very interesting sand, only white, dry, and blowing all over the place. You are caught in the midst of a massive sandstorm. Howling winds buffet you from all sides, and the sand tears at your skin, blinding you and choking you. You have lost all sense of direction. You see only a wall of whirling, blowing, dry sand. You see only a wall of whirling, blowing, dry sand. You see only a wall of whirling, blowing, dry sand. You see only a wall of whirling, blowing, dry sand. Sand is about all you CAN see right now. Unfortunately, it isn't very interesting sand, only white, dry, and blowing all over the place. You are caught in the midst of a massive sandstorm. Howling winds buffet you from all sides, and the sand tears at your skin, blinding you and choking you. You have lost all sense of direction. You see only a wall of whirling, blowing, dry sand. You see only a wall of whirling, blowing, dry sand. You see only a wall of whirling, blowing, dry sand. You see only a wall of whirling, blowing, dry sand. Sand is about all you CAN see right now. Unfortunately, it isn't very interesting sand, only white, dry, and blowing all over the place. You are caught in the midst of a massive sandstorm. Howling winds buffet you from all sides, and the sand tears at your skin, blinding you and choking you. You have lost all sense of direction. You see only a wall of whirling, blowing, dry sand. You see only a wall of whirling, blowing, dry sand. You see only a wall of whirling, blowing, dry sand. You see only a wall of whirling, blowing, dry sand. Sand is about all you CAN see right now. Unfortunately, it isn't very interesting sand, only white, dry, and blowing all over the place. Somehow you managed to make your way through the howling winds of the sandstorm, and clamber up on this sand dune. You can see the storm to the north of you, and presumably the pyramid is somewhere beyond it. Nothing but flat, featureless, open dunes of sand lie in every other direction. You see only a wall of whirling, blowing, dry sand. On the southern side of the sand dune is a small hole in the sand. For some reason you seem unable to get to it. The sand is very white, and very sandy. There sure is a lot of it. A vision forms before your eyes, in glowing hieroglyphic symbols. Like most of the ancient hieroglyphics of this land, the symbols are totally incomprehensible to you. Perhaps the Sphinx has the answer to this ancient riddle. You squeeze through the small hole in the sand and land in a small white chamber. Above you is a small hole, reachable by climbing up the small sandy slope down which you slid. You see a sand dune. You find yourself in an entrance foyer to the Dancing Daemon Inn. Chrome plated stairs spiral up to the reception area. To the south you hear the sounds of merriment and drinking and from the west you hear the bustling activity of New Thalos. You see people dancing and drinking. You see people walking by on Sultan's Walk. The spiral stairs lead up to the reception area. You are now standing in the reception of New Thalos. A huge mahogany desk is here along with two sofas and a coffee table covered in magazines. The plush carpeting under your feet is a nice change from the rugged paths you are used to travelling. A chrome stairway spirals downstairs to the tavern of the Dancing Daemon Inn, and your future adventures in New Thalos. The stairs lead down to the Daemon. A huge circling wet-bar takes up most of the east end of the Daemon. An old mage reclines against the mirror behind the bar absentmindedly pouring several drinks at once with his refined telekinesis. The Lokettes, a local band, are playing their usual gig on the stage. The large booths along the all are filled with people drinking and having a grand time. You feel like partying here. The only obvious exit is to the north. You see the entrance to the Daemon. The bar looks slightly out of place and you can only assume the powerful magic of the bartender allows it to revolve. You stand on the Medina, on the larger open areas in New Thalos. People walk to and fro carrying on their day to day business. The Common Square of the people opens up to the south and the Medina continues north. You see Medina. You see the Common Square. You are walking along a wide open expanse of road connecting Market Square to the Common Square. Panhandlers, beggars, and other such riff-raff wander about hoping to catch those few who with open hearts. The Medina continues to the south and the Market Square spreads out to the north. You see Market Square. You see the Medina. The large square of markets fills your vision. Strange sights and sounds, those known only to the New Thalos market, barrage your senses. The only hope of making any sense of what is going on here is to wander around. Market Square continues north, west, and east, with the Medina trailing off th the south. You are standing in the center of Market Square, the famous square of New Thalos. A large, peculiar looking statue is standing in the middle of the square. The square extends in every direction. Before you is a statue of the mighty beholder! A great beast with multiple eyes and wicked... wicked... um.... eyes... The mighty beholder is in Excellent condition. In this corner of the market some of the largest warriors in the land tower over you. It is easy to understand why they hang out here once you notice the weapon shop and the armoury close by. Perhaps you might stop in and take a look at the wares these shops have to offer. This area of the market seems relatively quiet, save the high pitch banter of the shopkeepers attempting to lure you into their stores. South you see the bread stand and west is the entrance to the general store. The market's sprawl continues east and north of here. You see the grocer's. You see the general store. This area of the square seems a bit more subdued than the rest. You notice that most of the outland adventurers mill around the southern end of the market, while the townfolk seem to keep their business in the northern end. West Main street begins here and heads for the gate, the market's expanse fills the other directions. People pass by talking to each other, or rest their weary bones on this grassy field. You can hear faint sounds of the river to the south of you as it passes through the city. Ishtar drive heads east and west from here and the Medina is to the north. South lies the River Ishtar Bridge and the southern gate. You see the medina. You see the bridge over the river. You see before you the expanse of the Great Eastern Desert. You have heard many tales of the Great Pyramid, the lost city of Old Thalos and the friendly brass dragon that lies under the desert. To the south lies the desert and the city of New Thalos is to the north. Walking over the bridge you see the rushing waters of the River Ishtar. To the south you see the Southern Gate of New Thalos and the Common Square stretches out to the north Two large stone towers rise up to greet you with the massive iron gate swinging on ornately crafted hinges and emblazoned with the crest of New Thalos. The makers of the city spared no expense in rebuilding the defenses or their home. The River Ishtar bridge lies to the north and the desert to the south. This corner of the market contains some of the most civilized folk in New Thalos. To the north lies the humble store of the merchant Ahkeem, his weavings known to be the best in the city. West of here is the entrance to the First Royal Bank of New Thalos. You stand in one of the most heavily used parts of town. To the north lies the Palace of New Thalos and the Casbah, east west and south of here the busy market thrives with life. Pandemonium. Chaos. Madness. A few other choice words come to mind as you gaze into this corner of the market. The vegetable stand seems quiet enough so you have to assume the noise comes from the Butchery. You have to think for a while before you muster the will to enter this shop. The market continues to the south and west. You stand in the market of New Thalos, the gem of the desert. The market is the hub of the city, all trade and commerce of any significance is carried on here. The market spreads out in all directions save east, here Main Street heads for the easter gate. This cobblestone road aides your journey through town. Traveling north will take you by the Palace and the Dancing Daemon Inn, and south will put you on Market Square. This part of the road travels between one of the sturdy walls of the Palace and the Dancing Daemon. To the east you peer through a small window into the Daemon, seeing many people dancing and drinking. After you tend to your other chores you plan on visiting the Daemon. The walk continues north and south from here. The road here between the Palace and the Dancing Daemon Inn seems well worn by the travel of horses, carts, and leather boots. From the west you hear the faint sound of trumpets announcing the arrival of some duke or duchess to the Palace. Safe haven awaits you to the east in the halls of the Daemon, and Sultan's Walk continues north and south. The main road north from the square continues here, surrounded by the walls of the Palace and the Daemon. To the north you see the heavily guarded gate and can make out faint sounds of trade to the south. Two large stone towers rise up to greet you with a massive iron gate swinging between on ornately crafted hinges and emblazend with the crest of New Thalos. The makers of this city spared no costs in rebuilding the defenses of their home. Sultan's Walk runs to the south and the Casbah stretches out east and west. To the north is wilderness. Two large stone towers embedded in the wall loom over you. The massive iron gate, emblazoned with the crest of New Thalos, swings easily on four ornately crafted hinges. It is obvious the makers of this city spared no expense in protecting their home. Main street heads towards the market eastward and the wilderness beckons from the west. To the south lies the entrance the Warriors' Guild. This is the main road traveling though the city. To the south you hear the hammering of the repair shop and to the north is the grassy field known as Temple Square. Main street continues east and west. A foreman stands stand here watching over two construction workers fixing a pothole. The road here branches off north and south into two alleys behind the stores of the market. The main street continues east and west from here. You are strolling on the street between the bank and general store. To the west you hear a roadcrew at work and to the east, the sounds of commerce taking place. The air is filled with the smell of gold and riches. On the wall of the store is a poster. The poster is of a wealthy looking man in red robes smiling at you. The caption reads: THE SULTAN REMINDS YOU TO PAY YOUR TAXES! Here on East Main, you smell the odor of freshly slaughtered meat and, hear the pounding of new metal from the armory. The Square is to the west and a junction is to the East. You are on East Main Street. To the North is the beginning of Guildsman Row. To the South is a dark alley. The road also continues to the East. There is a small sign on a wire hanging across the junction. The sign reads: NO LOITERING! (by order of the Sultan of New Thalos) As you walk by the mercenary guild a cold chill causes you to shiver uncontrollably. You see some shady looking characters lurking about the entrance to this house of 'helpful' people. Perhaps curiosity gets the best of you, but you wonder what could be going on inside. To the north you see the open doors of the apothecary shop where one may buy many magical livations. Main Street continues east and west from here. The Main street through eastern New Thalos begins here and heads westward towards the marketplace. One of the main gates can be seen to the east and Braheem's Magic Shop awaits your business to the north. Two large stone towers imbedded in the wall loom over you. The massive iron gate, emblazened with the crest of New Thalos, swings easily on four ornately crafted hinges. It is obvious the makers of this city spared no expense in protecting their home. Main street heads towards the market westward and the wilderness beckons from the east. To the north lies the entrance to the Mages' Guild. Nothing in your life has prepared you for the odor which fills your lungs. Not wanting to offend the beautiful shopkeeper you hold your tongue and quietly look over her selection. This is the warehouse district of New Thalos. Strong men walk back and forth from the docks to the warehouse carrying large crates loading and unloading the boats as they sail down the river. To the north is one of the entrances of the warehouse and West Ishtar leads east. A few men walk by almost pushing you out of the way as they go about their business of loading and unloading the boats. An entrance to one of the huge warehouses of New Thalos is to the north and the River Ishtar quietly flows by to the south. Ishtar Drive continues east and west. The cobblestone road is moist here, the trail of water heading down to the boat ramp. Catching your balance as you start to slide on the slick pavement you grab on to the handrail someone has conveniently placed here. To the north is the Shipwright and Ishtar Drive continues east and west. A cool breeze blows up off the river chilling the sweat otherwise present on your skin. Orders and sometimes curses can be heard from the west in the direction of the warehouses. The common square opens up to the east and Ishtar Drive continues west. Loud hammering and the sound of red hot iron cooling in water reaches your ears as you stand in front of the blacksmith. A small boy runs up to you with big eyes and, as you return his gaze, runs off down the road. The common square can be seen to the west and Ishtar Drive continues to the east. The wide road bordering the south of town continues to the east west here, bordered only by the hay-loft to the north and the River Ishtar to the south. Small clumps of hay strewn about the ground alerts you to the fact that you have reached the stables. Arabian stallions as well as many other fine breeds of horses can be purchased for a price. Ishtar Drive continues east and west. Even in broad daylight, you can hardly see into the back alley that begins here and heads north. Sounds of loud drunken folk and the occasional screaming cat emenate from the direction. Luckily you have the choice of going east or west down the drive as well. You see murky darkness. Your highly acute sense of smell reports you have reached the entrance to the fish market. Although renowned for it fresh catches and wide selection of aquarian delicacies you wonder how much longer you can endure the smell! The River Ishtar flows alongside to the south with the drive running along side it east to west. The sound of squawking gulls and the smell of rotting fish gives you a hint of your location. The River Ishtar flows south of you, but looks crystal clear, so it cannot be the source of this putrid smell. Looking north you notice a small sign hanging over the dump. #====================================================# | | | THE DUMP OF NEW THALOS | | | | | | ----- | | | | Enter at your own risk. | | -the management | | | #====================================================# This sloped slab of stone allows easy passage to and from the River Ishtar. Boats are moored to the docks here awaiting their masters to return from the warehouses and the pubs. The waters of the River Ishtar lap at your feet to the south and Ishtar Drive is to the north. The air takes on a somber note as you stand before the entrance to the jailhouse of New Thalos. Hopefully you won't ever see this structure from the inside. The northwest tower stands here with a spiral staircase leading up. The Avenue ends here, only exiting to the east. You have almost reached the end of the Avenue in this direction, the number of guards in this part of town is nearly doubled. To the north the familiar city wall protects you from the wilderness. Looking south marble stairs rise towards the entrance of city hall surrounded by massive white pillars. The Avenue continues east and west from here. The wall of the Palace curves south from here, a darkened alley runs along it in that direction. West of here you see the steps of the City Hall and notice the increase in the number of guards. To the east the Avenue continues. As you travel down the road towards towards the City Hall you look up at the guards walking along the wall keeping watch. South of you stands the great walls of the Palace and the Avenue goes east and west. The cobblestone pavement runs along the north wall here. South of you stand the great walls of the Palace and the Avenue goes east and west. The activity here is only slightly less than chaotic. Young boys run to and fro with stern intent, and older gentleman swagger down the street towards the Library. To the west you can see the tall towers of the northern gate, and the Avenue continues east. Walking along the cobblestone path you feel secure with the walls of the city towering over you. You hear the scraping sounds of metal on stone and look up to see a large, strong guard looking out to the north. To the east lies the intersection on Guildsman's Row and the northern gate is a short walk to the west. The din of the guilds assaults your senses as you reach this intersection, the sound of hammering, the smell of tanned leather, and the smoke rising from the smithy all rush up to greet you. The Avenue continues east and west from here and the Row leads south. You walk between the solid stone wall of the city and that of the Masons' Guild. Young children with their nannies walk around enjoying the saftey of the city. The Avenue runs east and west from here. You have almost reached the end of the Avenue in this direction. Walking towards the north-east corner of the city you notice the population density here is much less then the rest of the town. A few old men hobbling on canes and young men intent on studies are the only travelers of the path to the library on a regular basis. The Avenue continues east and west from here. The Avenue ends here, turning south to become Kali Row. Traveling in that direction will take you to the Library and the grand dance hall of the city. The northeast tower of the wall is accessible here up a spiral staircase. This is a small, newly added section of the town. The city's Library can be entered through the door to the west and the Casbah begins its journey a little ways north of here. The Row and the entrance to the dancehall is to the south. The short Row ends abruptly here at the entrance to the dance hall of New Thalos. The entrance to the hall is to the west and the Row continues northward. The small passage continues north and south. This is a dark alley running between the Palace and City Hall. Not a lot here, unless you're partial to spiders and rats. The alley ends here. You see a manhole covering an opening in the road. This Row is a hive of activity second only to the actual Market Square itself. Along this row stands all the guilds of the working class citizens of New Thalos, here all the items sold in the Square are made. Along this particular stretch of the row lie the Boyer/ Fletcher to the west and the Masons' to the east. The Row leads off to the south and East Casbah is to the north. The guilds continue here, to the west is the Weavers' Guild, and to the east stands the Craftsmans' Guild. The row of guilds continues north and south from here. Only one guild offers its door to this stretch of the Row, the Tanners' Guild, to the west. To the east is a beautifully sculpted marble door allowing entrance to the Museum of the Greater Gods. The Row of Guilds leads north and south. After the guilds were built the people of the city used some of the extra space to erect a shrine to their patron saints. The result of this labor became the Museum of the Greater Gods. You may enter the sacred hall to the east. This small cramped road is worn with travel as apprentices to the guilds run merchandise from the guildhouses to the shops on Market Square. The guildhouses lie to the north and Main street is to the south. Even with your light you cannot seem to penetrate the magical cloak of darkness covering this alley. Even with your light you cannot seem to penetrate the magical cloak of darkness covering this alley. Even with your light you cannot seem to penetrate the magical cloak of darkness covering this alley. Even with your light you cannot seem to penetrate the magical cloak of darkness covering this alley. This is a tiny corner in the alley. The temple walls are north and west. You notice a fair amount of footprints to the east. Kind of looks like a yeti has been here... Hmmmm. This is a dead end to the tiny alley. There is an unusual amount of wear apparent on the ground. You see a small iron circle imbedded in the ground. You are in a tiny ally between the temple and the bank. You hear some shouting and general roadwork to the south. The ground is rough and in need of repair. In the road is a small pothole. Why are you looking in a pothole? Are you poor or something? You are on a small alley between the repair shop and the general store. Nothing much here but small rodents and dust. This is a small corner in the alley behind the warehouses and the guild of warriors. You notice some small scrapings to the west. The alley ends here as do the footprints you had noticed earlier. You see a small round iron plate set in the ground. You are in a small underground passage beneath the city. You see a small glint of light from above and the passage continues south. The passage continues north and south. The tunnel branches here going north, east, and west. The alley turns again here and heads south and west. You notice a small glint of light from above. The passage ends here and you hear some low chanting from the west. You also notice the clearing of dust on the ground but can't seem to find any door in that direction. The small passage continues north and south from here. The small passage heads north and east from here. You here the sounds of the city above you. The tunnel continues you west and east. Hopefully you have a good sense of direction. High above you on the top of the city wall guards look down to see if you wish to exit the city via water. To do so they must open the iron grating in front of you from above. The horrid smell of the dump wafts down from the shore. The gentle flow of the river carries you eastward, looking up you see couples strolling along the road. To the west you see the southern bridge and to the east you see the iron grating protecting the city from unwanted guests. You hear your voice echo as you float under the bridge above. The city construction crews have just recently finished the small ladder giving common-folk easy access to the river. To the west and east you see the river flowing by the city. This part of the river seems alive with activity. Boats moored to the docks near the ramp north of here make navigation a bit more trying. As the river flows eastward you can see the southern bridge in that direction. The river flows through a huge iron grating from the wilderness through the city. Strong guards above await word to open the portal should any citizen require exit or entry. You seem to have stumbled into a small hand made passage. The wall to the west doesn't look quite right but searching it reveals no secret doors. The only exit it seems is east. The small passage continues east and west from here. Again you notice something peculiar about the wall, this time to the north, but you fail to find any secret doors. Voices can be faintly heard from the north. The small passage continues west and east from here. A huge boulder stands here. In its center someone has carved out a perfect round hole. The small passage ends here for no apparent reason. Looking around you find a small ladder half buried in the dirt. setting it up you find a trap door in the ceiling. The passage continues west from here. Moving closer you see this fire is actually FROZEN in place. The flames still radiate heat, but are not actually burning. Looking around you notice a small hole about the size of a piece of charcoal at the base of the flames. The small passage continues west and east. The small passage continues west and east. The small passage continues west and east. The small passage continues west and east. The small passage continues west and east. You walk down the staircase into the silent inner sanctum. Here sits your guildmaster ready to assist you when the time is right. The room is completely silent. The only obvious exit is back up the staircase into the the Nectar. You notice the floor at the base of the eastern wall has some faint scratches in it. You have entered the chamber of the most holy man in New Thalos. The High Priest advises the Sultan on all matters in the world of the sacred. From what you have heard however, this holy man has a bit of a temper, and he doesn't look very happy that you've disturbed his prayers. The only obvious exit is south. You are by the temple altar in the northern end of Temple of New Thalos. A huge altar made of highly polished black onyx is standing in front of you. Behind this altar sits a twelve foot tall statue of Akbal, the highest god in all the lands. Looking up the huge statue you see Akbal calmly gazing out across his lands, he seems pleased. Rows and rows of uncut cloth lie about waiting to be hemed up into tailored clothes. Cotten is brought in from the country side and spun up into cloth and dyed different colors. A young boy walks in, grabs a pile of clothing and leaves. You have entered a busy workshop filled with people running amok with various tools and materials. The air is tense with the rush to complete various projects and creations. The temple continues here, but not on such a grand scale. The place still looks immaculate. To the north you see the chamber of the High Priest and a sign on the door in BIG letters thats reads 'DO NOT DISTURB' To the south is the entrance to the Clerics' Guild. Huge marble pillars rise on either side of you and grab hold of the ceiling. Between each of these, fine softstone frescoes have been carved depicting scenes from the religous history of New Thalos. Rows of pews face forward giving their full attention to the pulpit rising high above the ground. The deep red carpeting underfoot shows not a speck of wear or dirt. It is obvious that New Thalonians take religion seriously. This room is new to the temple, it was created during the hard times that had struck the city in recent decades. Luckily for them the Sultan had been hoarding some of the basic neccesities for just such an occasion. These days the donation room depends on the generosity of wealthy adventurers, and a curse on any that walk in to take everything. Four large stone statues reside in the museum. They were constructed by the people of New Thalos to pay homage to the saints they believe to have saved all their lives. The museum continues to the south. This hall pales in comparison to that of the main hall, but is beautiful in its own right. Shaven heads and brown robes can be seen milling about quitely talking to each other. North is back inside the temple proper, and south is the entrance to the clerics' bar. You stand before the entrance way to the Temple of New Thalos. Two large wrought iron gates lie open before you. Although they might not ever be used the priests in the temple are ready to defend themselves, should their city ever come under seige again. You step into a shop swirling with smoke. Ahkeem seems to have a liking for things not of this world... very strange stuff indeed. This is a busy place. Customers shuffle around, bartering for lower prices on the wide selection of vegetables. You can still hear your mother telling you 'Eat your Veggies'. That is probably why you are spending time in the city of New Thalos and not with her. But wait... Vera looks just like your mother! Four large stone statues reside in the museum. They were constructed by the people of New Thalos to pay homage to the saints they believe to have saved all their lives. The museum continues to the north. You walk into a cold room whose only feature is an old wooden staircase spirling up along the wall to a higher level. Up these stairs you are told awaits the old mage who may be able to help you advance in your studies. You see some small scratches on the floor near the base of the wall. You enter a small tiled courtyard with a small fountain in the middle. Around the sides are four wrought iron benches with cushions where the mages of the land sit and exchange ideas. To the west stands a two-story tower where the leader of the mages' guild performs his experiments. You are startled by the lavishness of this place. From what you know of clerics they are supposed to be humble people, giving all their material goods to their cause. Perhaps because only clerics are allowed to enter this bar they have condoned making it as comfortable as possible. In the corner stands a staircase leading down to the meditaion chambers. You are standing on the meeting grounds of those with holy intentions. Monks, bards, paladins and clerics mill around either preaching or listening to their fellows preach. Huge marble steps lead up to the gates of the temple and Main Street lies to the south. You stand in a large building decorated with black marble and red satin. Huge pillars support an arched ceiling far above your head. You wonder at the skill the dwarves have for detail as you examine the trim. Fine silver seperates the polished blocks that make up the floor. This shop has the aroma of freshly slaughterd beasts. You feel right at home. You see a fairly simple set up. The corpses... er... selections hang on hooks, still bleeding into catch pans that drain into a single underground vat. You wonder where that leads... You think you hear noises from the vat... naaah. The first thing you notice as you walk into this spacious shop is the hundreds of candles that line the shelves. The swirling mist that surrounds your feet makes it seem that you have stepped into a gateway to another plane. A cluttered table stands near the far wall, opposite the doorway. You enter a shop crowded with bookshelves and clutterd with scrolls. The owner seems to be hard at work on his latest magical creation. You see a small sign on the wall. The sign reads: Welcome to Braheem's... LIST - Shows you all of my wonderful creations. VALUE - Shows what an item might be worth to me. SELL - Allows you to rid yourself of excessive magic items. BUY - Allows you to rid youself of excessive cash. The entrance hall is a small poor lighted room. It would seem its only purpose is to house the powerful sorcerer standing here guarding the entrance. This small hall is merely a check point to keep the unwanted out. One of the most popular shops in New Thalos, this shop is always a hive of activity. It is almost inhuman the way one man can fix all types of armour singlehandedly. If you have an item in need of repair simply give it to the man behind the counter. There is a small sign on the counter. The sign reads: Closed for renovations The new found wealth of this beautiful city is apearant in the exotic items for sale here. You wonder what would happen if you typed... LIST... The sound of hammering metal grows louder as you enter the armoury. Young boys run to and fro carrying buckets of water and coal. A few dwarves work on sections of armour in the back of the shop, their hammers working too fast to follow. The walls are adorned in all of Abdul's prize creations. Here you can purchase suits of armour meant to keep monsters from hacking you into little pieces. A note on the wall beckons your attention. The note reads: LIST : gives you a list of items for sale. VALUE : tells you how much an item is worth to Abdul SELL : sells an item to Abdul for a generous sum BUY : Abdul's FAVORITE command lets you have an item for his low, low price. This guild is frowned upon by most of the population of New Thalos, but the laws of supply and demand are irresistable. People come here when they feel unable or are unwilling to fight their own battles. For a small fee you may hire a henchman. You notice some small scratches in the floor next to the eastern wall. This is the storage room for the mercenaries to be hired. This small, dark room has a single torch mounted in the wall for light. There is a small wooden bench and a book lying on it. The assassin guarding the entrance from 'outsiders' stands as you walk in. Very large men with very large swords drink beer from very large mugs. Everything in this room is BIG. The large round tables are scuffed and nicked from the numerous bar brawls that have sprung up. It might be a good idea to hold your tounge for a while as you soak up the atmosphere. There is an exit to the east where the master swordsman awaits pupils to train with. This is a wide expanse of grass filled with dummies, punching bags and swordpupils. To the north you see a man dressed in black robes, unlike his iron clad comrades, who you assume to be your master. You see the grass near the base of the wall here is slightly torn. A small stand has been set up here, showing the shopkeep's humble selection. You notice he has added a few things to his list. You can't help but shiver as you look at the selection of vicious weapons. Huge swords and wicked looking axes hang on pegs around the room. A dwarf sits at a bench in the back hammering away on his latest creation. It is here you can buy rare and exotic items not found in other parts of the world. A note catches your eye. The note simply reads: READ THE NOTE IN THE ARMOURY Igor. You are standing on a thick oriental rug surrounded on all sides by racks of numerous leather goods. A few women sit on leather cushions sewing in some detail work on custom ordered jackets. You are inside a filthy inn, that seemingly has been cleaned in decades. Poker tables line the walls and everyone stares at you as you walk in, you don't feel very welcome. The bar has numerous knife holes in it and the bartender leans over waiting for your order. A draft chills your bones as you enter, though you see no open window or door. Hooded figures lurk around in the shadows and speak in low voices. A flash of steel lets you know that weapons are in great abundance in this crowd. As you quickly check your beltpouch you notice a small staircase leading down. You are standing in a large room used to store merchandise made in the city before it is shipped off. All the items here are made in New Thalos and shipped to other parts of the land. Men walk to and fro counting crates and writing down their findings. This area of the warehouse is used for storing the raw materials brought in from areas outside the city. These goods are then delivered to the various guilds. The export area of the warehouses is to the south. The wood under you feet creaks from years of being soaked in saltwater. An old man with a curly, grey beard stand behind a small counter waiting to take your order. Behind him are mounted various model sailboats and large fish. The walls are covered with paper sketchings of hull designs. This room is used by the shipwright to build his creations on paper before making a single cut in wood. Very much like the weaponsmith this man deals in the molding of metal. It seems that most of his creations deal with horses. On the walls you see several horseshoes made of iron. The room is hot, hotter than the desert just south of here, and one wonders how the smithy can stand it. Nothing you wouldn't expect is here. Several stalls hold the Sultan's choice Arabian Stallions, and each has their own trough for drinking. A small boy wanders in sometimes with a shovel to remove the offensive by-product of such beasts. This is a hidden yard known to only a few people in New Thalos. Here you may train in the arts of stealing, picking locks, and becoming almost invisible. A small staircase leads back up to the Unicorn. You see some small scratches in the wall to the south. This is the place where the people of the city dump their trash. Due to the constant winds blowing down the moutains the smell is usually blown outside the walls and over the desert. You stand in the top of an old stone tower. Along the walls hundreds of potions, scroll, and wands lie in disaray. The man you see before you sits hunched over a small wooden table with two beakers of bubbling liquid in front of him. He looks up as you enter and smiles broadly. Not as big as the ones you see on farms in the country, this hay loft serves as a storage area for the horses in the stables. The young boy you saw with the shovel seems to have takes up residence on the second story. Nowhere have you seen such an obscene display of wealth then in this corridor. The shaggy carpeting under your feet makes it seem as if you are walking on a cloud. Platinum candelabras hang delicately from the ceiling casting light on the ancient tapestries adorning the walls. The crick in your neck tells you that it is time to stop staring. To the west the numerous halls of the palace being and the gate lies to the east. This building holds the vast collection of books and documents that have been brought here by the commitee apointed to recover the lost knowledge of Thalos. Rows of shelves filled with book in every condition line the walls. The air has the aroma of old parchment and glue. You seem to have missed a huge party. The janitors are here cleaning up the confetti and pieces of food. Hundreds of empty beer mugs on the tables surrounding the dance floor suggest that the citizens love their drink. There is still a banner on the wall. ======================================================================== H A P P Y B I R T H D A Y T O U S ======================================================================== You are in jail. For some reason, someone feels that you've screwed up pretty bad and should be put away safely for a while. You stand inside the administrative head of the city. Here the decisions regarding city policy are made. Although the Sultan's word is law, he usually spends his time on affairs outside the city wall. The walls in this room are covered with pegs that hold various types of bows. There are few people working here, lending to the fact that the skills are rare to come by in the general populas. A few boys are busy in the corner preparing feathers for the fine shafts used in making arrows. Some Elven craftsmen are carefuly inspecting each bow as it is finnished. There is no doubt that the Dwarves here know what they're doing. They have been invaluable in the building of this beautiful city. Here they are hard at work doing what they do best. The hammers fly in a blur as these talented craftsmen work the stone into ornate bricks, pillars, trim, and many other forms. You stand inside the southern of the two main guard houses. The stone interior has a spartan look to it, only the bare neccesities. A few weapons are mounted on the walls in case they might be needed. You stand before a magnificantly crafted gate wrought in solid gold. You gape in awe at the splendor of the spirilng towers beyond the portal. The ruler of all the eastern lands resides in this fine palace, and he is not a poor man. The grand entrance lies byond the gate, and Sultan's Walk is to the east. You stand on one of the four towers guarding the city. The view from here is great! To the west you see the tall mountains that make up the divide between here and Midgaard. The River Ishtar slowly flows from that direction. South you can see the entire city of New Thalos and the Great Eastern Desert to the south. You stand inside the northern of the two main guard houses. Strong guards are seated here, playing cards. The stone interior is clean but bare walled save the weapons and armor mounted in the walls. The only exit is south. Your footsteps echo off the stone tiles of the kitchen. On the south wall you see the large fire place and a huge copper pot bubbling merrily. The chef is busy chopping up greens and other vegetables at the wooden table for tonight's meal. Servants scurry about grabbing utensils and preparing fresh hares. A small door leads out into the hall northward and the doorway to the dining hall is west. You stand on one of the four towers guarding the city. To the north you see the wide plains and then the forset. South of here you see the city and the Great Eastern Desert beyond. You are at the eastern end of the southern hallway. A small servants' entrance gives access to the kitchen and the hall continues west. You first notice the pungent smell of freshly tanned leather goods as you enter this strange place. The next thing that grabs your attention is the many colors that these people have transformed the beautiful skins into. The people are streaching the leather and cutting it into the shapes they need. You notice a small message on a wall. The message appears to read: I hate being a Tanner You have come to the eastern end of the northern hallway. The only exit is west except for the simple wooden door to the north. There is a golden plaque above the door. Engraved on the plaque are the following words: The Holy Shrine of Allah As you step into this room you seem to leave the material plane. The walls here are decorated with beautiful, multi-colored tiles. There is a strange stillness about the air. You sense the presence of an all-mighty being. You stand outside the gate of New Thalos. The city lies to the south, and wilderness to the north. You stand outside the protective walls of the city. The massive iron gate sits to the west and the unknown awaits you eastward. You stand outside the city walls, the iron gate to the east. The city lies in that direction and the road to Midgaard lies west. You are in a small clearing outside the east wall of the city. The ground seems well trodden but you can see no apparent exit save that to the north. A long oaken table, coverd with silverware, plates, and a table cloth with gold trim, dominates the room. Although no diners occupy the room as of yet, servants sprint about setting the table and placing condiments. The kitchen entrance is to the east, and two huge double doors open into the hallway north. You stand at a T-crossing in the long hallways. There are two large double doors to the south. You stand at an intersection of the hallways. Wooden corridors lead off in all directions except west, the garden of the palace can be entered there. You have come to a T-crossing on the hallways. The wooden corridors continue east, west and south. There is a large iron door to the north. You enter a cold damp room with bare roughly hewn stone walls. This room seems very out of place compared to the splendor of the rest of the Palace. A large steel grating leads down into darkness, and an iron door returns you to the hallway. This is a simple room used for visiting nobles. A small dresser stands on the east wall with a mirror hung right above it. A queen sized bed made up in satin sheets stands in the middle of the room against the south wall under a window. The only obvious exit is north back out into the hallway. Looking out this window you can see the grounds of the palace that seperate the walls of the palace from the building itself. You see a the fighting image of some armor clad humanoid wielding a weapon. The long hall continues here with a wooden door in the south wall. On the north wall hangs the picture of some forgotten nobleman who once ruled the land. You have entered the Sultan's private gardens. A light sweat breaks out on your skin from the humidity here. All around you are thousands of exotic plants and flowers. The sweet smell of jasmine and honeysuckle reminds you of happier days at home. Off to the north, through the palm trees, you see a delicate white gazebo. A path leads out into the hallway and west towards the gazebo. To your right stands a gold sign. ========================================================================= ========================================================================= || || || || || || || || || Welcome to my humble garden. I have created this || || tiny bit of paradise for the pleasure of my people. || || Take only memories... Leave only footprints... || || || || || || || || The Sultan || || || || || || || ========================================================================= ========================================================================= The long stretch of hallway continues east and west from here. The small red carpet covering the centerline is always underfoot and an occasional bench or potted plant lines the wall. There is a door here to the north with a plaque mounted over it. The plaque on the door reads: THE ART EXHIBIT of NEW THALOS - the management is not responsible for lost items. You are standing in the Sultan's tribute to the finer virtues. Large paintings hang from the walls displaying nature scenes, nudes, and glorious victories in battle. Strange scupltures rest on pedestals at each corner of the room and mirrors are placed in strategic locations so the viewer may see an entire sculpture at a glance. Your eyes, however, are pulled towards a painting that dominates the far wall. The large painting on the west wall appears to be of the temple of New Thalos, and occupies the entire western wall of this room. This is another room made up for visiting nobles. There is a dresser up against the eastern wall with a mirror above it and a queen sized bed, made up in satin sheets, against the south wall. You have reached the western end of the southern hallway. The only exit is east except for the doors in the southern and western walls. Walking through the gardens you come across a small white wooden structure. The sounds of birds, the smell of flowers, ahhh, paradise. You believe that you have never been in a more peaceful setting. This is the western end of the northern hallway. Two doors are set in the walls here, one to the north, another to the west. You stand in a barren chamber lined with nothing but cots and footlockers. The guards come here when off duty to sleep, for they may only leave the Palace grounds with special permission. The only exit is to the south. This is living quarters for the guards of the palace. Barren compared to the rest of the Palace, you see only cots and footlockers here. On the walls you see pictures of well known knights who have give a proud name to the Sultan's Guard. This is the room where the Sultan keeps the beautiful women of his Palace. There are ten girls here lying about the room dressed in silks you can almost see through. In the western end of the room stands a large mound of pillows and a beautiful young maiden sits perched atop. It is unfortunate for you that only the Sultan is allowed in here. This is secret chamber allowing the Sultan direct access to his harem at any time he chooses. You stand in the throne room of the mighty Sultan of New Thalos. Guards stand at attention near his side ready to make the ultimate sacrifice for their beloved leader. The gold inlaid throne studded with jewels stands upon a mable dias. The Sultan is not a man to be trifled with. You have somhow managed to gain access to the treaure vault of the Sultan. The alarm sounding in the background tells you that you must have tripped off some kind of alarm system. It might be adviseable to grab as much stuff as you possibly can and run for the door. Climbing down the old wooden ladder you enter a small cave like room. There is a small bench with some old magazines and a low burning candle sitting off to one side. A door is set into the stone on the north wall, and the steel grating opens up above. You stand in a roughly hewn stone tunnel with cells to the north and south. The tunnel continues east. You stand in a roughly hewn stone tunnel with cells to the north and south. The tunnel continues east and west. You stand in a roughly hewn stone tunnel with cells to the north and south. The tunnel continues east and west. You stand in a roughly hewn stone tunnel with cells to the north and south. The tunnel continues west and you notice a small crack in the stone to the east. This room seems more like a lair than a cell. Small bits of hay lie strewn about the floor covering bones of unkown origin. Spatterd blood and tufts of grey hair lie matted in one corner. As you turn to leave you notice a pair of small red eyes peering at you from the darkness. You are in a cold, cramped chamber with only one exit. You are in a cold, cramped chamber with only one exit. You are in a cold, cramped chamber with only one exit. You are in a cold, cramped chamber with only one exit. You are in a cold, cramped chamber with only one exit. You are in a cold, cramped chamber with only one exit. You are in a cold, cramped chamber with only one exit. You are in a cold, cramped chamber with only one exit. You stand in a large cedar wood hall leading east and west. On the floor lies a thin and narrow purple rug. The hall leads west inside the Palace and east to the Grand Entrance. The narrow path turns here heading south and west. Travel is hard and slow as you almost have to climb around large boulders strewn about the path. The ground drops off below down to a rushing river. A small rope bridge sways to and fro in the wind giving you access to the other side. The small rope bridge shudders under your weight as you make your way across the valley. You are walking around a small ledge overlooking a large valley deep within the eastern mountains. The ledge turns north following the shape of the valley and a steep trail continues to the east. This can be used to add something onto... such as the valley that is supposed to exist here. (= You are walking through a rock strewn path deep within the mountains east of Midgaard. The going is rough and you constantly twist your ankle on the small stones lying about. You stand on the eastern edge of the eastern mountains. The high peaks lie to the west and rolling hills and plains open up to your east. The path curves down the face of the mountain allowing you to move up or down the face of this missive hunk of stone. The path curves down the face of the mountain allowing you to move up or down as you please. The faint sound of a flowing river reaches your ears from the south and through the trees you can see water. The path you are on continues north and east from here. This long road continues to the east and south. The well kept road continues east and west from here. You stand on a well maintained road leading east towards New Thalos and west towards the Eastern Mountains. To the north you can see wide plains stretching out as far as the eye can see. South of you begins a dark green forest. You are at the headwaters of what is oft called the darkest river in the land. Looking at the swampy water pooling in this rocky valley, you can see why the water downstream is so dark. The rock walls reach up around you blocking all exits except that to the north up onto the banks, and to the south where the river flows. There is a small path leading away from the bank just to the north. The waters of this swampy pool are flowing slowly towards the south. The river calms a bit after being thrashed in the interior of the mountain. Although still deep within the rocks you can see faint traces of green to the east. The river flows east and west through the hills. The river begins its decent out of the mountains now and continues its flow to the east. The river flows under the wall of the city to the east and stretches off towards high snow capped mountains far far to the west. The river flows out from the city down a long winding gully towards the Sea of Dragons. To the south of you lies the Great Eastern Desert and north a wide open expanse of grass. You can just barely make out a road that seems to be traveling along side the river but the banks are to steep for you to see very far. The river continues its descent down the lowlands flowing ever so gently south. It is hard to believe this is the same river that came cascading down the mountainside. Small animals and herd animals can be heard in the distance, though you don't actually see any near the river. Perhaps the steep slopes pervent them from using the river. You stand at the edge of a really long drop down. A small rope bridge has conviently been placed here to allow you access to the other side of the bridge. Unfortunately the wind seems to be kicking up making the bridge sway slightly. The path leads off through the mountains to the east. The narrow path makes its way through the mountains east and west. You hear the squawking of a large bird over head most likely a buzzard waiting for you to drop. A large boulder suddenly decides it wants to occupy the same space you are currently standing in. The road you are on continues east and west. The road you are on continues east and west. The road you are on continues east and west. The road bends here toward the riverbank giving access to the River Ishtar. The road continues north and west from the river bank. The river flows south through a valley in the mountains. You can see a small village to the west. The river flows south in the southern end of this wide valley. The walls of the valley close in to the south. The river begins to speed up as it cascades down this mountain crevice. High above you a small rope bridge sways in the wind. The river rapidly flows down this crack in the side of the mountain to the south. Hopefully you will hear any aproaching rapids. The river seems to calm a bit as the crevase widens lessens its stranglehold on the waters. The river continues to the north through a crack and flows to the south. The waters of the river crash down upon a rock and split into two bodies of water. The river you are on continues its southern course and the new river heads off to the east. To your west you notice that the rocks have split and crumbled as if torn asunder by some massive force. It looks impossible to traverse. The River of Lost Souls also continues to the north. The river continues north and south from here through a water eroded valley. The river continues north and south from here through a water eroded valley. The river continues north and south from here through a water eroded valley. The river makes a sharp bend here and heads south into a large mountain and north through a valley. On a ledge above you, and to the west, you can see movement. The river widens here, no longer bounded by rock, and flows east towards a plain. The river continues here east to east. There is a landing area to the north where you can gain access to the shore. The river meanders through the foothills of the eastern mountains. The air is dryer on this side of the continental divide and it seems a bit warmer. The river continues its journey eastward flowing through the plains. To the west you see the peaks of large snow capped mountains and to the east you see the outline of a large city. The river flows east and west from here. The river slows as it widens and meanders through the lowlands. A small dock give access to the north shore. You are walking over rocks and stones through the mountains between the Ishtar and Dark rivers. It is funny how all the rocks look alike. You are walking over rocks and stones through the mountains between the Ishtar and Dark rivers. It is funny how all the rocks look alike. You are walking over rocks and stones through the mountains between the Ishtar and Dark rivers. It is funny how all the rocks look alike. You see a large boulder blocking your path. You are walking over rocks and stones through the mountains between the Ishtar and Dark rivers. It is funny how all the rocks look alike. You are walking over rocks and stones through the mountains between the Ishtar and Dark rivers. It is funny how all the rocks look alike. You are walking over rocks and stones through the mountains between the Ishtar and Dark rivers. It is funny how all the rocks look alike. You are walking over rocks and stones through the mountains between the Ishtar and Dark rivers. It is funny how all the rocks look alike. You are walking over rocks and stones through the mountains between the Ishtar and Dark rivers. It is funny how all the rocks look alike. You are walking over rocks and stones through the mountains between the Ishtar and Dark rivers. It is funny how all the rocks look alike. A large natural spring issues forth from the heart of the mountain and flows west down the mountain. It looks like there was a terrible earthquake here not too long ago, and a path that leads eastwards through the mountains is covered with rocks, making passage difficult. The river flows down the mountain through a large crevasse to the west and up into the mountains east. The walls of this canyon tower overhead as the river continues east and west from here. The walls of rock around you slowly shrink to ground level as the river flows out of the mountains and onto the plains. The river continues east and west from here out of the foothills to the east down into the mountains south of here. The river, following a low spot in the foothills, bends and twists. Tall mountains can be seen off to the south and east. The river makes a wide sweeping turn here into the mountain. The river flows west from here into the heart of the mountain and east towards the foothills once more. You can barely make out what is ahead of you as the river flows quietly through the passageway. The river slowly flows west towards the heart of the mountain. There are small cracks in the passage wall to the north where you might be able to get up out of the water. The river continues east and west from here flowing south of a dark ledge high above the water level. The river flows south through a narrowing part of the passage as it progresses deeper into the mountain. You clamber out of the water up onto this narrow ledge to see if it leads deeper into the mountain. Unfortunately, the ledge is only wide enough to rest upon for a while and there does not appear to be any other exits other than rejoining the underground river. You stand on an open expanse of grass extending in all directions. To the south of you stand the might northern gates of New Thalos. East and west of you the grassy fields continue and north, in the distance, you see a line of trees. You stand on an open field of grass. The forest to the north is closer but still a good distance away. To the south a small dirt path has been trodden into the ground heading towards New Thalos. You stand at the edge of a huge forest. The line of trees continues as far as the eye can see to the east and west. A large expanse of grass spreads out to the south. The river broadens even more here and the waters become murky. The smell of saltwater has reached you from the east. The Dragon Sea cannot be far away. To the east you can see the faint outline of a city and to the north you see a large expanse of grass. This is where the river empties out into the Dragon Sea. The backrush of water has kicked up a lot of sand and the blue sea is stained where the river empties. Looking west all you can see is water... all the way to the horizon. North of here is a small dock you think you should be able to reach with out too much trouble. The river stretches off to the west back towards New Thalos. You are on the clear blue seas of the Dragon Sea. Water extends in all directions as far as the eye can see. Off in the distance you think you might see a small dock to the north. The Dragon Sea comes up along the shore here. The deep blue waters rolling in and crashing against the beach. To the north you see a small dock jutting out into the surf. You are on the clear blue seas of the Dragon Sea. Water extends in all directions as far as the eye can see. Off in the distance you think you might see a small dock to the west. You are on the clear blue seas of the Dragon Sea. Water extends in all directions as far as the eye can see. Off in the distance you think you might see a small dock to the west. The people of New Thalos take great pride in the services their city may provide. One of these services is the construction crews the go to great lengths to keep all the roads in order. Although the taxes in New Thalos are higher then other cities in the realm most of the money is used for the good of the people. You walk along a well used road with beautiful scenery. To the north tall pine trees form a wall that goes on for miles. Between the road and the trees lies a great expanse of grassy plains. South of here, beyond the river, lies the Great Eastern Desert. The road continues east and west. The Dragon Sea can be seen to the east now spreading out to unknown lands. The road continues east and west. To the south you hear the sounds of boats traveling the River Ishtar delivering goods. This is the man land route through the land. Merchants can bring their goods to the coastline and have them ferried onto ships for export. Travel by foot west will take you through New Thalos up and over the Eastern Mountains and down into Midgaard. The road ends here turning into a small dirt path leading down the beach and onto a dock. To the north and south you see the coastline stretching out before you. West of here the lowlands roll up into huge snow capped mountains. You stand on a simple wooden dock that acts as an extension of the road to the west. The dock seems to have been here for quite a long time but is still sturdy. A small ladder has been built on the eastern end to allow easy access to and from ships. You are on the clear blue seas of the Dragon Sea. Water extends in all directions as far as the eye can see. Off in the distance you think you might see a small dock to the west. The ocean spreads out in all directions rolling gently. In the distance you can see an island on the horizon. To the west you see the mainland. You are swiming underneath the dock. You can see the four wooden pylons that support the structure. The murky water clouds you vision as you gaze westward, but you think you can make out an iron grating in that direction. Blood swirls around in the water as the Ixitxachitl devours the last of its meal. Swirling around quickly as you intrude upon his meal the large sting ray attacks! You are standing at the end of a dusty road, near the eastern edge of the large forest of Haon-Dor. To the east you see the road heading back to the walled city, Midgaard, and to the west is a narrow trail leading through the forest. To the east a dusty road takes you back to the walls of Midgaard, and its large west gate. You see a narrow forest trail winding westward in between the trees. The forest trail winds westwards through the trees. The trees are quite tall considering most of them appear to be quite young. On one of the trees, crude letters forming the word 'Haon-Dor' have been carved into the bark. You are on a trail leading through the forest. There seems to be a small path leading north into the shadows. To the east is the forest edge and to the west the trail leads further into the forest. You see evidence of a small path leading through a break in the trees to the north. The trail continues eastwards out of the forest. You see the narrow forest trail winding westwards in between the trees. The forest trail winds east-west through the trees. The trees here are quite young and fresh. They seem to accommodate many kinds of birds, insects and other small animals. Very cute little creatures, they seem to enjoy life. You are on a narrow trail winding east and west through the forest. To the west, the forest gradually becomes more dense. A small forest path leads off to the south. The trail continues eastwards through the young trees. The small path leads south through the young trees. You see the narrow forest trail winding westwards into the dense forest. The narrow path is probably used by the animals living in the forest. The forest trail winds east-west through the trees. The young, slender trees look beautiful, their fresh, green leaves moving lightly in the wind. You are on a trail winding east and west through the dense forest. To the east, the forest gradually seems to become lighter. The trail continues eastwards to the younger part of the forest. You see the narrow trail winding westwards through the dense forest. The forest trail seems almost fragile compared to the massive trunks. The dense crowns of the mature trees leave only a fraction of the sky to be seen through the leaves. You are on a trail winding east and west through the dense forest. To the west, the trees are so huge and their crowns so dense that forest remains in total darkness. A small path leads south through the trees. The trail continues eastwards through the dense forest. The small path leads south through the trees. The narrow trail almost seems to disappear between the enormous trunks. The narrow path is probably used by the animals living in the forest. The forest trail seems almost fragile compared to the massive trunks. The crowns of the old trees almost cut out all light. You are on a small path leading through the dense forest. The crowns of the old trees leave the forest in an unreal twilight illumination. The path continues north and south. The small path leads north through the trees. The small path leads south through the trees. The narrow path is probably used by the animals living in the forest. The trees are mostly old beeches and oaks. You are on a small path leading through the dense forest. The crowns of the old trees leave the forest in an unreal twilight illumination. The path continues north and east. The small path leads north through the trees. The small path leads east through the trees. The narrow path is probably used by the animals living in the forest. The trees are mostly old beeches and oaks. You are on a small path leading through the dense forest. The crowns of the old trees leave the forest in an unreal twilight illumination. The forest gradually lightens to the east. Paths lead east, west and south. You can barely make out a clearing to the east. The small path leads south through the trees. The small path leads west through the trees. The narrow path is probably used by the animals living in the forest. The trees are mostly old beeches and oaks. You are in a clearing in the forest. Lots of fresh stumps of varying sizes protrude from the ground and heavy logs are stacked neatly in a big pile supported by stakes set into the ground. Paths lead north, east and west. The small path leads north through the trees. The small path leads east through the trees. The small path leads west through the trees. Even though the logs have been chopped to shorter pieces, they are quite heavy as they are fresh and still filled with sap. The narrow path is probably used by the animals living in the forest. The stakes keep the logs from rolling down. There are more stumps than logs and some of the stumps are partly covered in moss. The trees are mostly old beeches and oaks. You are outside a small cabin built entirely from heavy logs. There is a wooden door to the north and small paths lead west and south through the trees. The wooden door is quite sturdy but does not appear to be equipped with a lock. The small path leads south through the dense forest. The small path leads west through the light forest. It looks simple but comfortable and the slender trees make the whole place seem pretty idyllic. It is a cabin built from wooden logs. The path is probably used by the cabin's inhabitants. The trees are fairly young, not much more than a hundred years or so. You are inside a small one-room cabin made entirely from heavy logs. It is very sparsely furnished, containing only the most basic housekeeping equipment, such as a bed, a chair and a table. The wooden door leads south. It is definitely not the most comfortable bed you have seen in your life. It is made from oak and looks strong and sturdy. A heavy table that doesn't even appear to rock. It seems to have something carved on it. On the table is carved : /) /) Danny and Mari, Oct 31, 1991 ( o o ) = x = m m ***(========- You are on a small path leading through the forest. The trees are tall and slender. Paths lead north and south. The path leads north through the young trees. The path leads south through the young trees. The narrow path is probably used by the animals living in the forest. The trees are fairly young, not much more than a hundred years or so. You are on a small path leading through the dense forest. The crowns of the old trees leave the forest floor in an unreal twilight illumination. Paths lead north, east and south. The small path leads north through the trees. The small path leads east through the trees. The small path leads south through the trees. The narrow path is probably used by the animals living in the forest. The trees are mostly old beeches and oaks. You are on a small path leading through the dense forest. The crowns of the old trees leave the forest in an unreal twilight illumination. The path continues east and west. The small path leads east through the trees. The small path leads west through the trees. The narrow path is probably used by the animals living in the forest. The trees are mostly old beeches and oaks. You are on a small path leading through the dense forest. The forest gradually lightens to the north. Paths lead north, east and west. The path leads north to a lighter part of the forest. The small path leads east through the trees. The small path leads west through the trees. The narrow path is probably used by the animals living in the forest. The crowns of the old trees leave the forest in an unreal twilight illumination. You are on a small path leading through the dense forest. The crowns of the old trees leave the forest in an unreal twilight illumination. The path continues south and west. The small path leads south through the trees. The small path leads west through the trees. The narrow path is probably used by the animals living in the forest. The trees are mostly old beeches and oaks. You are on a small path leading through the dense forest. The crowns of the old trees leave the forest in an unreal twilight illumination. The path continues north, south and east. The small path leads north through the trees. The small path leads east through the trees. The small path leads south through the trees. The narrow path is probably used by the animals living in the forest. The trees are mostly old beeches and oaks. You are at a turn on a small path leading through the dense forest. The forest seems to become lighter to the west. The path continues north and west. The small path leads north through the trees. The small path leads west through the trees to a lighter part of the forest. The narrow path is probably used by the animals living in the forest. The crowns of the old trees leave the forest in an unreal twilight illumination. A large branch looms above you, over the path. The branch of a large oak stretches out above the path from the east. You are on a small path leading through the forest. A path leads north to a small field and other paths lead east and west into the dense forest. The path leads north to a small, grassy field. The path leads east to a dense part of the forest. The path leads west to a dense part of the forest. The narrow path is probably used by the animals living in the forest. The tall trees are young and slender, not much more than a hundred years or so. You are on a small path leading through the dense forest. The forest seems to become lighter to the east. The path continues north and east. The small path leads north through the trees. The small path leads east through the trees to a lighter part of the forest. The narrow path is probably used by the animals living in the forest. The crowns of the old trees leave the forest in an unreal twilight illumination. You are on a small path leading through the dense forest. The crowns of the old trees leave the forest in an unreal twilight illumination. The path continues south and west. The small path leads south through the trees. The small path leads west through the trees. The narrow path is probably used by the animals living in the forest. The trees are mostly old beeches and oaks. You are on a small path leading through the dense forest. To the west you see a dark cave entrance, leading into a small hillside. The path continues north and east. The small path leads north through the trees. The small path leads east through the trees. The cave is very dark. The narrow path is probably used by the animals living in the forest. The crowns of the old trees leave the forest in an unreal twilight illumination. The irregular opening is eight feet wide and six feet tall. An acrid smell emanates from within. You are in a natural cave. Various sorts of debris cover the stone floor, emitting a rather unpleasant smell that makes the air thick and hard to breathe. The only obvious exit is east. The cave opening is to the east. It consists mostly of gnawed bones mixed with small pieces of torn fur. Quite uninteresting. Kind of transparent, but quite noticeable nevertheless. You are in a grass covered field somewhere in the forest. The tall grass nearly reaches your waist, and the surrounding oaks and beeches form an almost wall-like thicket on the east side of the field. To the northeast you can see a small lake. A small path leads south through the trees, and the field opens up to the north and west. Wind blowing in from the north carries with it the smell of a newly killed animal, as well as the noise of many birds, which you can see circling there. The ground slopes gently downward to the eastern tree line. The small path leads south in between the trees. The tall grass makes a nice hiding place for animals. The narrow path is probably used by the animals living in the forest. The trees form a close thicket, blocking any exit to the west. Many carrion birds are circling to the north, you presume they are waiting for their turn to feast on a corpse. You are in a lower part of the grassy field, south of a small lake. The grass here has been trampled by the many animals coming here for water, leaving the ground covered in tracks of different types. To the west you see a break in the wall of trees surrounding the field, and to the north is a small lake. The animal tracks lead off to the north, and around the lake there. To the south-west you see a break in the tree line, leading back to the forest path. The tall grass makes a nice hiding place for animals. The trampled grass path leads to the lake north of here. The trees form a close thicket, blocking any exit to the south and east. The grass stops shortly before the lake, replaced by mud covered in tracks from the local animals. When you come close many animals scatter into the tall grass and some even into the forest. To the west you see birds circling in the high in the air, and to the north you see a small lake, surrounded by tall reeds. The field continues to the south, and the forest blocks passage to the east. The lake looks inviting, and you can see some sort of water fowl floating around among the reeds. To the south an animal trail leads of towards a the other side of the lower field. The smell of carrion drifts down to you from higher on the field to the west. The tall grass makes a nice hiding place for animals. Animals from all around come here to drink. The lake itself is not very big, but it stretches off to the north from here. The trees form a close thicket, blocking any exit to the north or east. Many carrion birds are circling to the west, you presume they are waiting for their turn to feast on a corpse. You see tracks of both hooved and other sorts of animals. Evidence of all sizes of animals is here in the mud, showing just how lively the forest is. As you come close, scavenging animals and birds of all sorts scatter, leaving only the boldest and stupidest encircling the corpse of a large boar. Carrion birds circle overhead, and smaller animals stare out of the tall grass at you. The grass here has been trampled, and a large area around the corpse is stained by blood. A trail leads down the sloping field to a lake, and to the south you see the path back to the forest. A small lake lies down the sloping field to the east. Some of the animals that fled from here have gone there, and are watching, waiting for you to leave so they can resume their feasting. The field continues to the south, and you can see the path back to the forest there. The tall grass makes a nice hiding place for animals. You see some of the animals you frightened away peeking furtively out at you. The narrow path is probably used by the animals living in the forest. The trees form a close thicket, blocking any exit to the north and west. Many birds of varying size circle overhead, waiting for you to leave. You hope they don't decide that you could be a corpse with just a little effort. Several pairs of eyes peer out at you, urging you to leave. The just might decide that en masse they could kill you, so you probably don't want to tarry here. You are in the middle of a small lake, fed from a small stream coming through the forest from the northwest. The water is not that clear, but you can see fish swimming around below you. The bank is clear to the south, providing a safe place to get back to the field. Some animals have gathered on the bank to watch you, curious about what you are doing. Trout and perhaps a catfish or two swim about below you, totally ignoring your presence. Animals from all around come here to drink. The lake itself is not very big, but it stretches off to the north from here. Trees cover the bank on most sides, preventing you from docking there. Reeds grow up around the edges of the lake, providing cover for the small water fowl that live here. You are on a small path leading through the dense forest. The crowns of the old trees leave the forest in an unreal twilight illumination. The path continues to the west and south. The small path leads west through the trees. The narrow path is probably used by the animals living in the forest. The trees are mostly old beeches and oaks. You are at the end of a small path leading through the dense forest. The crowns of the old trees leave the forest in an unreal twilight illumination. This rough clearing is dominated by a very large oak tree, probably the largest in this part of the forest. The path leads back to the north. You see the lower branches of the towering oak. The narrow path is probably used by the animals living in the forest. The trees are mostly old beeches and oaks, with one large oak off to your right. It has some lower branches that you think you could reach if you stretched. You might even be able to climb all the top, though from here it looks like something else had that idea before you. There is a faint animal shape pacing on one of the highest branches. From here it looks vaguely feline, though you could get a much better view from in the tree. You are not sure if it has seen you yet. They look quite sturdy, certainly capable of holding your weight should you decide to climb up the tree using them. You could probably see most of the forest, and perhaps even the city from the top of the tree... of course, you'd have to deal with whatever that shape is pacing on one of the upper limbs. You are in a huge oak, about one third of the way to the top. The branches above you block out much of the light, but enough filters through for you to see. Small animals and birds scatter at your approach, rustling the leaves all about you. You could easily climb back down to the ground, or continue up the tree. One large branch juts outward to the west, possibly providing a third choice of exit. This limb looks large and strong enough for you to walk most of the way along its length to the west. More large branches spread out from the tree above you. The rough clearing is just a quick climb and jump below you. After a short period of looking, you notice a bird's nest on a limb not far above you, and a large squirrel's nest in the crook of a large limb that stretches out towards the west. A variety of squirrels, chipmunks, and birds make their homes in this and the surrounding trees. If you look closely you may be able to see some of their rapidly emptying nests. The shape above you moves with definite grace and confidence. You think that it must be a Bobcat, stalking smaller tree-dwelling animals. From here it looks feline. You still don't think it has noticed you, despite the noise you made while climbing up here. They look quite sturdy, certainly capable of holding your weight should you decide to climb around in the tree using them. You could probably see most of the forest, and perhaps even the city from the top of the tree... of course, you would have to deal with whatever that shape is that you see pacing on one of the upper limbs. This sturdy branch hangs far out over a path to the west, which you might be able to jump down to. Several squirrels scamper into hiding as you approach, leaving you alone and swaying slightly with the wind. To your north you can see a small log cabin through the trees, and to the southeast there seems to be some sort of clearing, with many birds circling above it. Back to the east you see the tree trunk. It is much less precarious there compared to here... perhaps you should go back. Below you is a small path, probably used by the forest animals. You think that you could jump down with a little effort. You notice that several of the squirrels sought refuge in a large nest that is well within your reach. Looking into the nest, you see two pairs of eyes staring back at you. A variety of squirrels, chipmunks, and birds make their homes in this and the surrounding trees. If you look closely you may be able to see some of their rapidly emptying nests. The shape above you moves with definite grace and confidence. You think that it must be a Bobcat, stalking smaller tree-dwelling animals. From here it looks feline. You still don't think it has noticed you, despite the noise you made while climbing up here. The limbs look quite sturdy, certainly capable of holding your weight should you decide to climb around in the tree using them. You could probably see most of the forest, and perhaps even the city from the top of the tree... of course, you would have to deal with whatever that shape is that you see pacing on one of the upper limbs. You are in a huge oak, about midway to the top. The branches above you block out much of the light, but enough filters through for you to see. A few birds have remained to watch you from the fringe branches, well out of your reach. Scratches mar the tree here, and torn bark is scattered near you on the branch. It would seem some large forest cat lives nearby, so you had better be careful! You can continue a bit farther up the tree, or descend to limbs that don't sway so much. Above you the tree narrows farther, but it still looks like you could climb up there. A feline shape is pacing about above you, trying to get to a large wounded bird. Perhaps you should try to see what sort of cat this is before you interrupt its hunt... it might eat you instead of the bird. A medium sized bird's nest is close to you here, and it looks like it has some nice looking eggs in it too! A variety of squirrels, chipmunks, and birds make their homes in this and the surrounding trees. If you look closely you may be able to see some of their rapidly emptying nests. It looks like a Bobcat, and it seems quite intent on getting to a large bird that it has wounded. It has not seen you yet, or perhaps just thinks you are too easy a meal. They look quite sturdy, certainly capable of holding your weight should you decide to climb around in the tree using them. You could probably see most of the forest, and perhaps even the city from the top of the tree... of course, you would have to deal with whatever that shape is that you see pacing on one of the upper limbs. The tree top gently sways in the wind, and you think you are as high as you can safely go in the tree. The limbs here show evidence of a small battle, with ripped bark and loose feathers scattered everywhere. Looking around, you can see the forest stretching out below you in all directions. To the east you see Midgaard, and to the south the river runs through a deep chasm. North and west of here you can see another small village, and on the western horizon you see a large mountain. Below you many of the animals you frightened earlier have returned to their various nests and homes. You can see a small hint of the path far below you through the branches. Off to the southwest you can see a grass covered field, and a small lake; nortwest of you is a small cabin and a large pile of wood. Far to west the treetops form a tight canopy, blocking out almost all sunlight and your view. It is said that large wolves live there. You've also heard rumors of horrible spiders and drow living there. You'd be best off leaving that area to more experienced adventurers. A long mountain range stretches across the horizon to the north and northeast. You have heard rumors of many different sorts of creatures living there, varying from Dwarves and Humans to Ogres and various humanoid creatures. Some say that evil Dark Elves dwell in the underworld deep below the lands of the Dwarves. The caves of Moria also are found there, populated by all sorts of evil creatures. To the south you see a river flowing roughly from the northeast to the west. It emerges from a dark opening in the side of a mountain and flows through Midgaard, and on into the forest. It has eroded a deep chasm in the soft stone under the forest floor, and is not visible for long after it enters the forest proper. You are on a small shaded path leading through the trees. The forest gradually lightens to the east. The path continues to the north, and to the south you see the main trail. The path winds its way between the trees. Through a break in the tree line you see the main trail that heads back towards Midgaard. The shaded path is probably used by the small animals living in the forest. They are mostly young oaks and tall beeches. You are at a turn on a small shadowed path leading through the forest. The forest seems to become lighter to the west. The path continues north and west. The path winds its way between the trees. The path winds its way between the trees. The shadowy path is probably used by the small animals living in the forest. The crowns of the old trees leave the forest in an unreal twilight illumination. A large branch looms above you, over the path. You are on a small shaded path leading through the dense forest. The crowns of the old trees leave the forest floor in an unreal twililght illumination. To the north you see a small clearing. Paths lead east and west. Through the underbrush you see a small clearing. The path winds its way between the trees. The path winds its way between the trees. The shaded path is probably used by the small animals living in the forest. The trees are mostly old beeches and oaks. You are on a small shaded path through the dense forest. The crowns of the old trees leave the forest in an unreal twilight illumination. The path continues north and east. The path winds its way between the trees. The path winds its way between the trees. The shaded path is probably used by the animals living in the forest. The trees are mostly old beeches and oaks. You are on a small shadowy path leading through the dense forest. The crowns of the old trees leave the forest in an unreal twilight illumination. The path continues north and south. The path winds its way between the trees. The path winds its way into darkness. The shadowy path is probably used by the animals living in the forest. The trees are mostly old beeches and oaks. You are at a turn on a small shaded path winding through the trees. The forest gradually becomes more dense to the west. The path continues west and south from here. Through the trees to the south you can almost see the main trail leading back to Midgaard. The path winds its way between the trees. The shadowed path is probably used by the small animals living in the forest. The trees are mostly young oaks and tall beeches. You are at a fork in the small shaded path winding through the trees. The forest gradually becomes more dense to the west. The path branches to the north and south here, and also continues to the east. The path winds its way between the trees. The path winds its way between the trees. The path winds its way between the trees. The shaded path is probably used by the small animals living in the forest. The trees are mostly old beeches and oaks. You are standing in a small clearing, beside a large fallen tree. A large amount of the tree has already decomposed, but some pieces remain, scattered about the clearing. Paths border the clearing to the north and south. A shaded path winds its way northeast between the trees. A shaded path winds its way east between the trees. The shaded paths are probably used by the animals living in the forest. The tree has mostly rotted away, providing nourishment to many small plants growing here in the clearing. The few pieces that remain are not all that large, but one log in particular catches your eye and seems to remind you of something. Under one of these logs would be a great place for an animal to make its den... When the large tree fell it must have brought a few of the smaller trees down with it in order to make a clearing like this. Under a log you think you see some sort of hole, or animal's den. Looking closer, you can make out the form of what you believe to be a Badger resting inside of the den. You are on a small shaded path leading through the dense forest. The crowns of the old trees leave the forest in an unreal twilight illumination. The path continues north, south, and west. The path winds its way between the trees. The path winds its way between the trees. The path winds its way between the trees. The shaded path is probably used by the animals living in the forest. The trees are mostly old beeches and oaks. You are on a small shadowy path leading through the dense forest. The crowns of the old trees leave the forest in an unreal twilight illumination. The path continues south and east. The path winds its way between the old trees. The path winds its way between the trees. The shadowy path is probably used by the animals living in the forest. The trees are mostly old beeches and oaks. You are wandering amongst the trees in the light forest, without the aid of a path or trail. More sunlight trickles through the treetops here, making your travel a bit easier. Small animals scurry away as you approach. You are no longer on a path, so you may go whichever way you please. The trees seem to part, exposing a trail into the shade. The trees seem to part, exposing a trail into the shade. The trees seem to part, exposing a trail into the shade. The trees seem to part, exposing a trail into the shade. The path is long behind you now... you aren't sure which direction it lies in anymore. The trees are younger here than to those to the west. You are on a small shaded path leading in between the trees. The forest gradually lightens to the east. Paths lead west and south, and you think you see a small path leading eastward. It looks like a small path begins between two trees to the east, but you aren't quite certain. The path winds its way through the trees to an split in the path. The path winds its way between the trees. The shadowy path is probably used by the small animals living in the forest. The trees are mostly old beeches and oaks. You are on a small shaded path leading between the trees. The forest gradually becomes more dense to the west. Paths lead north and east, and you see a small clearing to the south. The path winds its way between the trees. The path winds its way between the trees. A lightly traveled path heads southward to a small clearing. The shaded path is probably used by the small animals living in the forest. The trees are mostly old beeches and oaks. You are on a small shadowy path leading through the dense forest. To the north the terrain becomes quite hilly and rough. The crowns of the old trees leave the forest in an unreal twilight illumination. The path continues north and south. The path winds its way into the hills and denser forest. The path winds its way between the trees. The shadowy path is probably used by the animals living in the forest. The trees are mostly old beeches and oaks. To the northwest you see hills covered by dense forest. You have just left the shaded path, and you are now standing at the head of a very short trail. It looks like someone begin clearing away the underbrush here, but didn't get finished. You may leave in any direction, but the path is to the west. The trees seem to part, exposing a trail into the shade. The trees seem to part, exposing a trail into the shade. The trees seem to part, exposing a trail into the shade. Through the underbrush you see a small path winding its way northward. The narrow path is probably used by the animals living in the forest. The trees are mostly old beeches and oaks. You are on a small shaded path leading between the trees. The forest gradually becomes more dense to the west, and to the northwest the terrain is quite hilly. The path continues north and south. To the east you see a trail winding through the younger section of the forest. The path winds its way between the trees. You think you see the beginnings of a small trail through the younger part of the forest. The path winds its way between the trees. The shaded path is probably used by the animals living in the forest. The trees are mostly old beeches and oaks. To the northwest the ground becomes more hilly. You have heard that a halfling village is somewhere in the hills. You think you see the beginnings of a small trail to the east, winding through the younger part of the forest. You are standing among tightly packed trees between several hills. You lost track of the path long ago, and now must rely on your instincts to guide you. The ground is very rough and rocky here, and only the most hardy plants survive. The crowns of the old trees leave the hills in an unreal twilight illumination. All you see are trees and hillsides. All you see are trees and hillsides. All you see are trees and hillsides. All you see are trees and a shadowy path. The path is probably around here somewhere... if only you had paid more attention. The trees are mostly old beeches and oaks. Hills rise up all around you, blocking your view of the terrain. You are standing among tightly packed trees between several hills. You lost track of the path long ago, and now must rely on your instincts to guide you. The ground is very rough and rocky here, and only the most hardy plants survive. The crowns of the old trees leave the hills in an unreal twilight illumination. All you see are trees and hillsides. All you see are trees and hillsides. All you see are trees and hillsides. All you see are trees and hillsides. The path is probably around here somewhere...if only you had paid more attention. The trees are mostly old beeches and oaks. Hills rise up all around you, blocking your view of the terrain. You are at the end of a small shaded path leading between the trees. The forest is quite thick here, and the ground is very rough and hilly, halting your progress. The path lies to the south. The path winds its way between the trees. The shaded path is probably used by the animals living in the forest. The trees are mostly old beeches and oaks. The terrian is very hilly and rough to the north and west. You have heard that there is a halfling village somewhere in the hills. You are standing among tightly packed trees between several hills. You lost track of the path long ago, and now must rely on your instincts to guide you. The ground is very rough and rocky here, and only the most hardy plants survive. The crowns of the old trees leave the hills in an unreal twilight illumination. All you see are trees and hillsides. All you see are trees and hillsides. All you see are trees and a shadowy path. All you see are trees and hillsides. The path is probably around here somewhere...if only you had paid more attention. The trees are mostly old beeches and oaks. Hills rise up all around you, blocking your view of the terrain. You are standing among tightly packed trees between several hills. You lost track of the path long ago, and now must rely on your instincts to guide you. The ground is very rough and rocky here, and only the most hardy plants survive. The crowns of the old trees leave the hills in an unreal twilight illumination. All you see are trees and hillsides. All you see are trees and hillsides. All you see are trees and hillsides. All you see are trees and hillsides. The path is probably around here somewhere...if only you had paid more attention. The trees are mostly old beeches and oaks. Hills rise up all around you, blocking your view of the terrain. You are standing among tightly packed trees between several hills. You lost track of the path long ago, and now must rely on your instincts to guide you. The ground is very rough and rocky here, and only the most hardy plants survive. The crowns of the old trees leave the hills in an unreal twilight illumination. All you see are trees and hillsides. All you see are trees and hillsides. All you see are trees and hillsides. All you see are trees and a shadowy path. The path is probably around here somewhere...if only you had paid more attention. The trees are mostly old beeches and oaks. Hills rise up all around you, blocking your view of the terrain. You are standing among tightly packed trees on a medium sized hill. The dense forest spreads out all around you, and the crowns of the old trees leave the hills in an unreal twilight illumination. All you see are trees and hillsides. All you see are trees and hillsides. All you see are trees and hillsides. The trees are mostly old beeches and oaks. Hills rise up all around you, blocking your view of the terrain. You are on a dust covered east-west road through the western plains. An occasional hunter or adventurer can be seen, heading to or from the forest. To the east is the walled city, Midgaard, and to the west the road ends at the head of a narrow trail into a large forest. Far to the east you see the large walls guarding Midgaard. To the west the dusty trail ends, and becomes a narrow trail into the cool shadows of the forest. The forest trail winds westwards through the trees. The trees are quite tall considering most of them appear to be quite young. The road is well used, and quite dusty. You are on a dust covered east-west road through the western plains. An occasional hunter or adventurer can be seen, heading to or from the forest. To the east is the walled city, Midgaard, and to the west the road continues towards a large forest. Far to the east you see the walls and western gate of Midgaard. You see the large forest, Haon-Dor, stretching out far to the west, and to the northwest you the forest gives way to hills. The large forest of Haon-Dor spreads out to the west. Small and large game is plentiful there... as is adventure, and of course, danger! Some small trees grow amongst the underbrush of the plains. These slowly gain in height as you travel farther westward towards Haon-Dor The road is well used, and quite dusty. You are on a dust covered east-west road crossing the grassy plains between Midgaard the forest of Haon-Dor. An occasional hunter or adventurer can be seen, heading to or from the forest. To the east is the walled city, Midgaard, and to the west the road continues towards a large forest. To the east you see the walls and West Gate of Midgaard. To the west the road continues towards the forest. The large forest of Haon-dor spreads out to the west. Small and large game is plentiful there...as is adventure, and of course, danger! The road is well used, and quite dusty. You are on a narrow trail winding its way between the enormous, grey trunks. The crowns of the trees must be very dense, as they leave the forest floor in utter darkness. The trail leads east and west. A small shadowy path leads away to the north. The narrow trail leads east to a somewhat lighter part of the forest. The narrow, dusty trail leads west through the forest. The dark and dusty trail seems fragile compared to the massive trunks, and in some places, giant grey roots have broken up through its surface. These ancient trees must have been here for many, many years. It is impossible to catch even a glimpse of anything above the lowest branches. You are on a dusty trail winding its way east-west between huge, ancient trees whose grey trunks remind you of ancient pillars in a enormous, deserted hall. To the south, a frail path leads away from the trail. The narrow, dusty trail leads east through the forest. The path leads south - away from the trail. The narrow, dusty trail leads west through the forest. The dark and dusty trail seems fragile compared to the massive trunks, and in some places, giant grey roots have broken up through its surface. The path seems fragile and unsafe compared to the enormous trunks that loom around it. These ancient trees must have been here for many, many years. It is impossible to catch even a glimpse of anything above the lowest branches. You are on a dusty trail winding its way east-west between huge, ancient trees that stand close on all sides. Not a sound is to be heard - everything is ominously quiet. The narrow, dusty trail leads east through the forest. The narrow, dusty trail leads west through the forest. The dark and dusty trail seems fragile compared to the massive trunks, and in some places, giant grey roots have broken up through its surface. The path seems fragile and unsafe compared to the enormous trunks that loom around it. These ancient trees must have been here for many, many years. It is impossible to catch even a glimpse of anything above the lowest branches. You are where the dusty trail bends, as to avoid conflict with a colossal trunk to the west. Not a sound is to be heard - everything is ominously quiet. The trail leads east and south and there is a small path leading off the trail to the north. A small path leads north off the trail. The narrow, dusty trail leads east through the forest. The narrow, dusty trail leads south through the forest. The dark and dusty trail seems fragile compared to the massive trunks, and in some places, giant grey roots have broken up through its surface. These ancient trees must have been here for many, many years. It is impossible to catch even a glimpse of anything above the lowest branches. You are on a narrow path leading through the deep, dark forest. You feel as if the ancient trees observe you in watchful silence. The path continues north and south. The narrow path winds its way through the trees to the north. The narrow path winds its way through the trees to the south. The ancient grey giants seem to observe you silently. The path seems all too frail. One of the giant roots could probably crush it in a single blow. You are on a narrow path leading through the deep, dark forest. Ancient grey trees loom all around you. The path continues north and west. The narrow path winds its way through the trees to the north. The narrow path winds its way through the trees to the west. The ancient grey giants seem to observe you silently. The path seems all too frail. One of the giant roots could probably crush it in a single blow. You are by a junction where three paths meet. Ancient grey trees tower above you on all sides. Paths lead east, south and west. The narrow path winds its way through the trees to the east. The narrow path winds its way through the trees to the south. The narrow path winds its way through the trees to the west. The ancient grey giants seem to observe you silently. The path seems all too frail. One of the giant roots could probably crush it in a single blow. You are on a narrow path leading through the deep, dark forest. Ancient grey trees loom all around you. The path continues north and east. The narrow path winds its way through the trees to the north. The narrow path winds its way through the trees to the east. The ancient grey giants seem to observe you silently. The path seems all too frail. One of the giant roots could probably crush it in a single blow. You are on a dusty trail winding its way between huge, ancient trees standing close on all sides. The trail leads north and west and to the south, a frail path leads away from the trail. The narrow, dusty trail leads north through the forest. The path leads south - away from the trail. The narrow, dusty trail leads west through the forest. The dark and dusty trail seems fragile compared to the massive trunks, and in some places, giant grey roots have broken up through its surface. The path seems fragile and unsafe compared to the enormous trunks that loom around it. These ancient trees must have been here for many, many years. It is impossible to catch even a glimpse of anything above the lowest branches. You are on a dusty trail winding its way east-west between huge, ancient trees that stand close on all sides. Not a sound is to be heard - everything is ominously quiet. The narrow, dusty trail leads east through the forest. The narrow, dusty trail leads west through the forest. The dark and dusty trail seems fragile compared to the massive trunks, and in some places, giant grey roots have broken up through its surface. These ancient trees must have been here for many, many years. It is impossible to catch even a glimpse of anything above the lowest branches. You are on a dusty trail winding its way between huge, ancient trees that stand close on all sides. The trail leads east and south. To the west, a narrow path leads away from the trail. The narrow, dusty trail leads east through the forest. The narrow, dusty trail leads south through the forest. The narrow path leads west between the giant trees. The dark and dusty trail seems fragile compared to the massive trunks, and in some places, giant grey roots have broken up through its surface. The path seems fragile and unsafe compared to the enormous trunks that loom around it. Some of the trunks to the west are covered in a thin, almost transparent substance. It looks like small threads woven carefully together. You are on a dusty trail winding its way north-south between huge, ancient trees that loom ominously above you. The narrow, dusty trail leads north through the forest. The narrow, dusty trail leads south through the forest. The dark and dusty trail seems fragile compared to the massive trunks, and in some places, giant grey roots have broken up through its surface. These ancient trees must have been here for many, many years. It is impossible to catch even a glimpse of anything above the lowest branches. You are on a dusty trail winding its way between huge, ancient trees standing close on all sides. The trail leads north and west and to the east, a frail path leads away from the trail. The narrow, dusty trail leads north through the forest. The path leads east - away from the trail. The narrow, dusty trail leads west through the forest. The dark and dusty trail seems fragile compared to the massive trunks, and in some places, giant grey roots have broken up through its surface. The path seems fragile and unsafe compared to the enormous trunks that loom around it. These ancient trees must have been here for many, many years. It is impossible to catch even a glimpse of anything above the lowest branches. You are on a narrow path leading through the deep, dark forest. Ancient grey trees loom in all directions. The path continues south and west. The narrow path winds its way through the trees to the south. The narrow path winds its way through the trees to the west. The ancient grey giants seem to observe you silently. The path seems all too frail. One of the giant roots could probably crush it in a single blow. You are by a junction where three paths meet. Ancient grey trees tower above you on all sides. Paths lead north, east and west. The narrow path winds its way through the trees to the north. The narrow path winds its way through the trees to the east. The narrow path winds its way through the trees to the west. The ancient grey giants seem to observe you silently. The path seems all too frail. One of the giant roots could probably crush it in a single blow. You are on a narrow path leading through the deep, dark forest. You feel as if the ancient trees observe you in watchful silence. The path continues north and west. The narrow path winds its way through the trees to the north. The narrow path winds its way through the trees to the west. The ancient grey giants seem to observe you silently. The path seems all too frail. One of the giant roots could probably crush it in a single blow. You are on a narrow path leading through the deep, dark forest. Giant, grey trees loom ominously on all sides. The path continues east and south. The narrow path winds its way through the trees to the east. The narrow path winds its way through the trees to the south. The ancient grey giants seem to observe you silently. The path seems all too frail. One of the giant roots could probably crush it in a single blow. You are by a junction where three paths meet. Ancient, grey trees seem to observe you silently you from all sides. Paths lead north, east and west. The narrow path winds its way through the trees to the north. The narrow path winds its way through the trees to the east. The narrow path winds its way through the trees to the west. The ancient grey giants seem to observe you silently. The path seems all too frail. One of the giant roots could probably crush it in a single blow. You are on a narrow path leading through the deep, dark forest. Ancient, grey trees loom everywhere. The path continues south and west. The narrow path winds its way through the trees to the south. The narrow path winds its way through the trees to the west. The ancient grey giants seem to observe you silently. The path seems all too frail. One of the giant roots could probably crush it in a single blow. You are on a narrow path leading through the deep, dark forest. Huge, ancient trees are on all sides. The path continues north and south. The narrow path winds its way through the trees to the north. The narrow path winds its way through the trees to the south. You feel as if they are watching you. The path seems all too frail. One of the giant roots could probably crush it in a single blow. You are on a narrow path leading through the deep, dark forest. To the south a fast river is flowing westward through the forest. Ancient grey trees loom on both banks. The path continues north and west. The narrow path winds its way through the trees to the north. It looks as if you can enter the fast flowing river just to the south. The narrow path winds its way through the trees to the west. The river flows fast and strong. It is black or looks so in the gloom. The ancient crowns of trees on both banks reach together forming a dense roof above the dark river. The path seems all too frail. One of the giant roots could probably crush it in a single blow. You are on a narrow path leading through the deep, dark forest. The ancient trees stand so close that the path disappears between the dusty roots. To the south a dark river flows from east to west. The only exit appears to be east. The narrow path winds its way through the trees to the east. The river flows fast and strong. It is black or looks so in the gloom. The ancient crowns of trees on both banks reach together forming a dense roof above the dark river. The path seems all too frail. One of the giant roots could probably crush it in a single blow. You are on a narrow path leading through the deep, dark forest. Giant, grey trees loom ominously all around. The path continues east and south. The narrow path winds its way through the trees to the east. The narrow path winds its way through the trees to the south. The ancient grey giants seem to observe you silently. The path seems all too frail. One of the giant roots could probably crush it in a single blow. You are by a junction where three paths meet. Ancient, grey trees seem to observe you silently you from all around. To the south a dark river flows from east to west through the forest. Paths lead north, east and west. The narrow path winds its way through the trees to the north. The narrow path winds its way through the trees to the east. The narrow path winds its way through the trees to the west. The river flows fast and strong. It is black or looks so in the gloom. The ancient crowns of trees on both banks reach together forming a dense roof above the dark river. The path seems all too frail. One of the giant roots could probably crush it in a single blow. You are on a narrow path leading through the deep, dark forest. The ancient trees stand so close that the path disappears between the dusty roots. To the south a dark river flows from east to west. The only exit appears to be west. The narrow path winds its way through the trees to the west. The river flows fast and strong. It is black or looks so in the gloom. The ancient crowns of trees on both banks reach together forming a dense roof above the dark river. The path seems all too frail. One of the giant roots could probably crush it in a single blow. You are on a narrow path leading through the deep, dark forest. Ancient grey trees loom everywhere. To the south a dark river flows westward through the forest. The path continues north and east. The narrow path winds its way through the trees to the north. The narrow path winds its way through the trees to the east. The river flows fast and strong. It is black or looks so in the gloom. The ancient crowns of trees on both banks reach together forming a dense roof above the dark river. The path seems all too frail. One of the giant roots could probably crush it in a single blow. You are on a dusty trail winding its way between huge, ancient trees standing close on all sides. The trail leads north and west, and to the south a frail path leads away from the trail. The narrow, dusty trail leads north through the forest. The path leads south - away from the trail. The narrow, dusty trail leads west through the forest. The dark and dusty trail seems fragile compared to the massive trunks, and in some places, giant grey roots have broken up through its surface. The path seems fragile and unsafe compared to the enormous trunks that loom around it. These ancient trees must have been here for many, many years. It is impossible to catch even a glimpse of anything above the lowest branches. You are on a dusty trail winding its way between huge, ancient trees standing close on all sides. The trail leads east and south. The narrow, dusty trail leads east through the forest. The narrow, dusty trail leads south through the forest. The dark and dusty trail seems fragile compared to the massive trunks, and in some places, giant grey roots have broken up through its surface. These ancient trees must have been here for many, many years. It is impossible to catch even a glimpse of anything above the lowest branches. You are on a dusty trail winding its way east-west between huge, ancient trees that stand close on all sides. Not a sound is to be heard - everything is ominously quiet. The narrow, dusty trail leads east through the forest. The narrow, dusty trail leads west through the forest. The dark and dusty trail seems fragile compared to the massive trunks, and in some places, giant grey roots have broken up through its surface. These ancient trees must have been here for many, many years. It is impossible to catch even a glimpse of anything above the lowest branches. You are on a dusty trail winding its way east-west between huge, ancient trees that stand close on all sides. Not a sound is to be heard - everything is ominously quiet. The narrow, dusty trail leads east through the forest. The narrow, dusty trail leads west through the forest. The dark and dusty trail seems fragile compared to the massive trunks, and in some places, giant grey roots have broken up through its surface. These ancient trees must have been here for many, many years. It is impossible to catch even a glimpse of anything above the lowest branches. You are on a dusty trail winding its way westward between huge, ancient trees that stand close on all sides. The tree trunks seem to be covered in some sticky substance which gets much stickier towards the west! Beware! The narrow, dusty trail leads east through the forest. The sticky substance is hanging like ropes between the trees just above the path. To the west the path seems to be covered with these giant threads covered with glue. You can sense the forces of evil coming from the west and your bones tell you it may not be such a good idea to proceed. The substance reminds you of giant threads covered with glue. If it hadn't been for the size you could have sworn it was part of a spider web. The dark and dusty trail seems fragile compared to the massive trunks, and in some places, giant grey roots have broken up through its surface. The sticky substance is hanging like ropes between the ancient trees, crossing the path just out of reach. It might be possible to climb one of the sticky trunks. You are walking along the narrow path, ducking under the sticky ropes as you advance... > A huge, poisonous spider drops from above! A huge, poisonous spider drops from above! A huge, poisonous spider drops from above! > The huge, poisonous spider stings you! You resist the poison! The huge, poisonous spider stings you! You are poisoned! The huge, poisonous spider stings you! You are poisoned! You are dead. You are hanging on the outside of a huge tree trunk covered in a sticky substance. Directly to the west is an immense spider web suspended between numerous of the giant trees including the one you are hanging on. To the north is what looks like a large webbed entrance. To the north is what looks like a large expanse of webbing which extends very far into the trees. To the west is the immense spider web. It seems to move softly. Downwards is the narrow forest path. The spider web stretches out to the west. It looks as if it is possible to walk on it. You are balancing carefully on the giant sticky threads that holds the giant web in place. To the east is a giant tree trunk and to the west is an entrance to a cave-like structure made from many layers of spider web. To the east is the giant tree trunk. To the west is the entrance to the cave-like structure. The immense spider web moves softly. It covers a ground area corresponding to an irregular circle with a diameter of about 20 feet and is nearly 10 feet tall. It looks very old. You are inside a cave-like structure that seems to be made entirely from countless layers of spider web. Temperature and humidity is very high making it hard to breathe the foul air that lingers here. The walls are covered with open cocoons. Compared to this place the east exit looks inviting. The sticky walls are covered with open cocoons. The cocoons are burst open as if something inside really wanted to get out. They are at the size of a human head. You are on a dusty trail leading through the deep, dark forest. Ancient grey trees loom all around you. The trail continues north and east. The dusty trail leads north through the trees. The dusty trail leads east through the trees. The ancient grey giants seem to observe you silently. You are on a dusty trail leading through the deep, dark forest. Ancient, grey trees loom everywhere. The trail continues south and west. A broad irregular path leads eastward away from the trail. The trees standing on the sides of the path have scratch marks on them. The dusty trail leads south through the trees. The dusty trail leads west through the trees. To the east the ancient grey giants have many marks as if something with huge claws has been tearing at them in rage. The trees standing on the sides of the path have scratch marks on them. The dark and dusty trail seems fragile compared to the massive trunks, and in some places, giant grey roots have broken up through its surface. You are on a dusty trail leading through the deep, dark forest. Ancient grey trees loom all around you. A small trail leads northwards and the only other exit is east, along the main trail. A narrow trail leads northwards through the underbrush. The dusty trail leads east through the trees. The ancient grey giants seem to observe you silently. The trail continues to the north and south as it leads through the heavy underbrush of this part of the Haon-Dor Forest. Ancient grey trees loom all around you. The brush seems to be bending closely over the path in a somewhat ominous manner, but you easily shrug it off. The trail looks to open up somewhat a short distance to the south. The narrow trail continues northwards through the underbrush. The dusty trail leads east through the trees. The ancient grey giants seem to observe you silently. The trail continues to the north and south as it leads through the heavy underbrush of this part of the Haon-Dor Forest. The trail looks surprisingly well trodden along this part. The brush seems to be bending closely over the path in a somewhat ominous manner, but you easily shrug it off. A short distance to the north, you can see something shimmering. The path leads southwards through the underbrush. You are at the end of a broad, irregular path. To the north is a very large ominous-looking cave opening. The trees here have many marks as if something with huge claws has been tearing at them in rage. The disgusting smell of a large reptile emanates from the cave opening. The path winds its way westward. The ancient grey giants have many marks as if something with huge claws has been tearing at them in rage. The disgusting smell of a large reptile emanates from the cave opening. You are in a big natural cave. The floor is littered with bones of all sorts and the stench is so massive that you could cut it with a knife. The only exit is to the south. The exit leads out into the forest. Most of the bones on the floor appear to be of human origin. This trail looks much spookier than any other that's you have seen. The usual animal claw marks and bites on the trees are becoming few and far between. The trail continues north. The narrow trail continues north. The trail intersects the main forest path. This area of the trail is also very peculiar. You can see no signs of animal life what so ever. The structure of the surrounding trees forces the path to make a sharp turn to the east. The trail bends east. The start of the trail. The trees here seem to form a circle around the enormous tree in the center. You notice a wooden door carved into the huge tree to the east. The trail that you followed to get here seems to end at the base of the tree. The tree door is carved beautifully. The bend on the trail. You have stepped inside of this hollowed tree. From here steps lead down into darkness or you can exit the tree by going west. The door is carved beautifully. The steps look appear like they will hold your weight. This hallway is apparently one of the roots of the tree hollowed out. The hall leads south to a room where you hear strange noises or you can go up the steps. The hallway looks quite grand. The steps appear like they will hold your weight. This temple, built to a god you don't worship, is a nice place to visit but you feel very uncomfortable about spending any amount of time here. The wooden altar seems to almost glow as you enter the room. The only exit is the way you came in. The hallway to the north looks quite grand. The trail ends here where the mountains begin abruptly. Looking up, you note that the climb would be rough, hazardous, and probably not worth the effort; the energy barrier continues up the mountain side out of sight. The only exit is back to the east. You can faintly see the woods continue beyond it, but it seems there's no way through. The field rises high up into the air, and seems to form a ceiling above the woods, preventing a flying entrance. You'd also bet it extends deep into the ground. To the west the mountains rise high up, rocky and lifeless. The trail you are walking on heads west to the end of the forest, and back east. Each way the strange energy barrier stands just to the north, inscrutable, magical, and impenetrable. You can faintly see the woods continue beyond it, but it seems there's no way through. The field rises high up into the air, and seems to form a ceiling above the woods, preventing a flying entrance. You'd also bet it extends deep into the ground. This trail runs parallel to the energy barrier to your north, seemingly all the way up to the mountains to the west that form the boundries of this valley. Walking along, you scare a small squirrel, which leaps through the barrier without a second thought! Your hand is still repulsed by the magical field, however. You can faintly see the woods continue beyond it, but it seems there's no way through. The field rises high up into the air, and seems to form a ceiling above the woods, preventing a flying entrance. You'd also bet it extends deep into the ground. The northern pathway stops abruptly here, halted by some sort of glowing energy barrier running through the woods. A game trail, seemingly well traveled, runs east- west along the magical barrier's length. Very strange. You can faintly see the woods continue beyond it, but it seems there's no way through. The field rises high up into the air, and seems to form a ceiling above the woods, preventing a flying entrance. You'd also bet it extends deep into the ground. The energy barrier runs through the woods on its east- west course here, just north of the trail you are walking on. A faint humming seems to eminate from the glowing field, pushing the normal sounds of the forest into the background. For a short moment, you wonder if the field is keeping something in, or you out. It makes you wonder... You can faintly see the woods continue beyond it, but it seems there's no way through. The field rises high up into the air, and seems to form a ceiling above the woods, preventing a flying entrance. You'd also bet it extends deep into the ground. The energy field makes a sudden ninety-degree turn here, running to the north and west out of sight through the thickening woods. The trail you are on curves to skirt the edge of the magical barrier in either direction. Curious... who or what is keeping this field in place, and for what purpose? You can faintly see the woods continue beyond it, but it seems there's no way through. The field rises high up into the air, and seems to form a ceiling above the woods, preventing a flying entrance. You'd also bet it extends deep into the ground. The woods thicken here, and surpisingly, you see a tree completely cut in half by the magical barrier running north-south here. The tree looks healthy and unaffected by the energy field passing right through its center. Odd... You can faintly see the woods continue beyond it, but it seems there's no way through. The field rises high up into the air, and seems to form a ceiling above the woods, preventing a flying entrance. You'd also bet it extends deep into the ground. The magical energy barrier runs straight north-south, unaffected by dips in the grounds, intervening rocks and trees, everything. From the north, you hear a faint rushing noise above the humming of the field. The trail you are on continues to the north and south, only a few feet away from the barrier it follows. You can faintly see the woods continue beyond it, but it seems there's no way through. The field rises high up into the air, and seems to form a ceiling above the woods, preventing a flying entrance. You'd also bet it extends deep into the ground. Here the field changes color, becoming almost transparent. Beyond, you think you can make out a few shapes, but nothing too terribly distinct. From the north comes the rushing sound of water, and through the trees you believe you can see a river cutting through the forest. The trail you are on leads north-south through the woods, following the energy barrier all along its length. You can see a clearing beyond, the barrier not fully blocking out the area behind. You think it might be possible to push your way through, if the damn thing doesn't kill you first. A river flows through the forest here, its water clean and clear. The energy barrier runs right out into the middle of the river, and then makes another ninety-degree turn to the west. The water seems to have no problem penetrating the magical field, however. The river seems too wide and too swift to cross here. It appears the only way to go is back to the south. You can faintly see the woods continue beyond it, but it seems there's no way through. The field rises high up into the air, and seems to form a ceiling above the woods, preventing a flying entrance. You'd also bet it extends deep into the ground. The energy barrier seems to push against you ineffectively as you shove your way through it. All your hairs stick up on your body from the static electricity, and electric shocks sting your body from every metallic piece of equipment you are carrying. You think with a final shove, you can break through to the other side... To the west the magical energy barrier crackles and hums to itself, almost looking harmless. Almost -- all around on the ground are charred corpses and bodies. Several poles with skulls on top face to the west, warning travellers on the forest paths away from here. The air smells of death and decay, and the air is very still. You feel uncomfortable. Demi-human, from the size. The foreheads slop down to a blocky brow, and the braincase seems rather small. On a hunch, you check one of the feet of a torched body. Cloven, like a pig's... Orcs. Several trails in the forest intersect here in a small clearing. The dirt seems matted down, and you see many footprints in the soil. Nearby you hear a bird's chirp abruptly cut off in a loud squawk, and then silence. The paths seem well-traveled, the undergrowth matted down and the foilage hacked away to leave plenty of room or a traveller to pass in every cardinal direction, excepting the west path seems fairly overgrown... You feel watched. Cloven hoofs, two feet... they walk erect whatever they are. The northern trail winds through the trees, heading from a forest clearings to the south to where there appears to be a river's edge to the north. This trail appears to be well-used and you spot many tracks in the earth. Again the hairs on the back of your neck stand up, and you wonder if you're being spied upon. A beautiful river flows swiftly by, the current looking quite dangerous in fact. Out in the center of the river you spot the energy barrier enclosure... no way out here. Looking up, you see a bird fly right through the barrier overhead and wonder as to the force field's nature. This path leads south into the forest, and westwards along the river's edge. The river flows on its course, unhampered by the energy barrier passing right down its center for as far as you can see in both directions. The path you are on travels along the length of the river to the east and west inbetween the water and the forest's edge. Once again you shiver and feel that unmistakeable sense that you are being watched. Disturbing. A large out-cropping of rock blocks this path along the river to the west, and you don't spot any way around it; the woods are too thick to the south, the river too swift to the north, the magical barrier above you. This is a nice area, however, as evidenced by the amount of traffic this path gets. From the marks in the grass, you guess that this is a favored resting spot. This well-used forest trail leads south. Among the foot-tracks in the dirt, you spot a few animal tracks as well, leading you to believe that these trails are used by hunters. Why would they be enclosed in this manner, however? There is a clearing to the north, and the path continues to the south. This trail leads north-south... obviously a gaming trail. The woods, mostly deciduous trees with the accompanying ground foilage, crowd in to either side. A shrub to your left shows a fresh cutting wound... looks like a sharp object like a knife or machete did the damage. A crackle in the leaves spins you around, to see nothing. Something is watching you, you feel it. Where? The trail changes direction here, turning to the north and west. A large tree to your south bears an interesting artifact; a rusty arrowhead embedded in the wood. It looks as if the arrow had been broken off at the head, the wood scratched at, and the arrowhead left behind. Otherwise, there doesn't seem to be much of interest in this particular section of the woods. This is a winding east-west path through the thickening forest. The grass along the path is matted down from frequent traffic. The path continues to the east, and there seems to be a small clearing to the west. A faint noise makes you stand stock still. You could have sworn you heard a voice nearby. Whatever it was, it wasn't speaking common. In the middle of this small clearing in the forest is a fairly large rock sticking up out of the ground. Paths lead away to the east, west, and south from here. The trees above block out the sky fairly effectively, also blotting out the glowing energy barrier above your head. There is dried blood on it. A smaller northern path leads away from the main east- west trail here towards a clearing. The main path leads windingly around the trees to the east and west, the woods blocking out whatever may be ahead. Again you get that strange feeling of being watched. The trail leads east and west here through the forest. To the west you spot an area where a smaller path breaks off from the main track. Eastwards seems to be another small clearing that seems to be well used; there are many tracks leading in that direction. The ground has been cleared of vegetation in this small clearing, and several large, man-made salt licks lie on the ground and stand on poles here. There are many animal tracks in the earth -- the salt licks must attract wildlife for miles around. You think this would be a good place to hide and wait for dinner if you were a hunter... This trail leads east-west through the forest foilage, around the trees and up and down the slight rises. The area is quiet and serene, except for the energy barrier keeping you in to the south. For just a moment, you wonder if you're still being watched... The trail bends here, leading away to the north and east. Far off the the distance you hear the squawk of a large bird-of-prey searching the skies for a meal. The ferns around you rustle gently in the light breeze. Somehow, the threatening aura that pervades over the rest of the area seems absent here. You feel almost relaxed... A bend in the forest trail allows you to go east and north here. To the east you spot a small clearing, while northwards this trail seems to join a much larger one leading through the woods. On the ground is half of a broken knife handle, made of bone and dried leather, useless now. You wonder if the owner is watching you now -- something certainly is. This path leads from the main clearing to the west to intersect with a north-south path just to the east. A small sapling on the north side of the trail has a rope tied around one of its top branches; an unused snare evidently. You still feel as if you're being watched in the back of your mind, and adrenaline pumps into your brain like a lightning fuzz. A north-south trail leads through the woods here, with a small side trail leading off to the east. The trees provide adequate cover from the sky, but through a few holes in the foilage you spot the magical barrier above you, keeping you from escaping by flight. You feel slightly captured. Two trails come together here, a large northern path heading away from tracks leading to the east and west. The western path seems to be the most traveled, and the east hardly at all. There seems to be less trees around here... it seems as if many have been cut down by some sort of crude tools. This land clearing appears to be especially true to the east. The trees have been cut down around here, and many of the trunks hollowed out with sharp stones and lined with treated leather to make almost-waterproof tubs. A foul smelling brown fluid, tannin evidently, fills many of these, soaking into various bits and pieces of animal hides. Crude, but workable. The trail is widening to the west, where the path leads all the way up to the side of the mountains that enclose this valley. Many of the trees have been cut down around here, and it definitely looks as if the forest is ending. Eastwards the trail leads on into the thick of the forest. A small split off trail leads away to the south here. The ground is growing more rocky here. The trees and other foilage in the forest grow sparse here, finding it hard to find purchase in the soil. The forest ends just to the west, with the trail you are on leading right on up to the side of the mountains. A side trail leads south here, and the trail also leads back into the thick of the forest to the east. The ground is getting very rocky here, causing the trees of the woods to become more sparse. Several bushes have found purchase in the soil, but not near enough to block free movement in this area. The trail leads on up to what appears to be a cave in the side of the mountain to the west, and a side trail runs along the forest's edge to the north. To the east, the trail runs deep into the forest out of sight. The trail you are on bends around a large double- trunked tree and leads away to the north and west. The green canopy of leaves overhead make this area fairly dark and ominous, and that creepy 'watched' feeling returns to hit you with full force. The trail continues here to the east and west, with a small trail splitting off towards a large clearing to the south. Two wooden poles with skulls on top warn you away from the south, and succeed in making you feel quite uncomfortable. Strange... The earth has been upturned many times here, and several white rocks stick up from the ground in odd positions. Graveyard. This must be where they bury their dead -- just dig a hole and throw the corpse inside, ignoring any previous occupants in the ground. How uncivilized... you hope you aren't taken care of in this matter when your time comes... The trail splits here, one fork heading north towards the rushing sounds of a river, and west where the forest seems to be thinning out a lot. A sudden motion out of the corner of your eye catches your eyes, and you turn your head. Nothing, there's nothing there at all. You wonder if you're being stalked. The river flows swiftly on its course to the north. The trail you are on leads on by the water's edge to the west, and back into the forest to the south. A large boulder is just to the west, blocking all travel in that direction. Out in the center of the river, the 'roof' of the energy field meets the northern 'wall'. The water passes right on through the magical barrier, however... the barrier is obviously porous to some materials. The river pours down the side of the mountains to the west, originating from a large hole in the face of one of the sheer rock protuberances. The energy barrier climbs right up the mountain, and seals off any means of escape by that means. The trail you are on runs by the side of the river to the east, and a path leads by the forest side to the south. The forest is just to your west, with a side trail leading deep inside from here. The main trail you are on, however, heads north towards the river, and south near where a trail leads up to a cave in the mountain side. There doesn't seem to be a whole lot to capture your attention here... You are half blinded by the differences of the outdoors illumination and the pure darkness of the cave. A deep, cloying stench flows out from the cave mouth; the smells of decay, unwashed bodies, and sickness in one roiling odor. Your stomach turns involuntarily, and you wonder about going back down the hill to the east, instead of going even further down the western tunnel. The tunnel forks here, one branch leading north, the other west. Additionally, you can head back outside to the east, which seems like a very good idea to your tortured nasal passages. Your eyes water from the stench, and you clench your left hand tightly to keep control of your bile. Forcing your eyes open, you notice the warning signs painted around the tunnel to the north. They are orcish, and you could swear they were all warning symbols. The floor is slick with the humidity that boils out of the lower reaches of this cave, bringing that most awful smell with it. Again, you consider saving your nose the trip west and down the tunnel, and heading back east to the cave entrance. The tunnel takes a deep dip here, and opens up into a largish cave to the west. There seems to be a few faint lights from inside, and you hear some heavy breathing and low grunts from that direction. The cave entrance to the east seems far too far away for your comfort... Heaps of rotting meat and cups of near-drinkable water sit here; the orc food stores. You stand here and wonder in near-disbelief at how the orcs could find this stuff palatable. They're orcs; its their nature and their stomachs you guess. Oddly enough, you don't even care to catalog what they have available -- there's no chance you're going to take any of this... A single corpse lies here, well away from a pile of similars to the east. There are several sharpened stakes and rocks sitting about conveniently. The way the corpse is lying, the stone next to its hand... this is a suicide area! You look down upon the orc and comprehend its suffering in its twisted form. How sad. There are bodies here... corpses. Orcs, the lot of them, every single one of them horribly disfigured in some senseless way; one whose arms were removed, another who lacks anything that could sensibly be called a face. A few twitch feebly with the last remains of life, the rest just decompose. The dim sense of horror budding in your head blossoms as you realize the pile in the corner consists of dead orc children awaiting burial. A few sleeping pallets, made of moldy straw and stinking furs are arranged around a small firepit here. A wooden cup, carved by a crude tool and cruder hands sits near the ashes filled with water you consider undrinkable. Somewhere to the east you hear an orc child's whining cry, and a voice hushes it urgently. Beware, orcs! Adventurers are here! Hide your children! Several grass sleeping pallets are here, clustered around the remains of an old fire. The sloping of the cave's ceiling allow for smoke ventilation towards the surface in here you note, lucky for the orcs. A few strings of burnt meat still hang over the fire, untended and uneaten. On the floor near your feet you spy a small, twisted piece of wire... one orc's idea of a treasured ring, no doubt. Kicking the trinket away, you try to push the pity out of your heart for these wretches. You are standing just inside a largish cave, about a hundred feet in diameter. A few dim make-shift lanterns burning animal fat illuminate the area, just enough so you can see the rotted food on the floor, and a few bodies sprawled throughout the whole area. Your disgust quickly turns to horror as you see a horrible creature, half... well, half something and half orc dash between two stalagmites. This must be the orc chief's area. There's an old prize -- a stolen timeworn human armchair sitting near the south wall as a throne. A mammoth sleeping pallet made of piled furs is nearby. Next to that is the pile of orc treasure; a pile of well-polished coppers. You look at the pile of worthless coins and wonder at the image of orcish raiders. These orcs aren't raiders, they are victims. Many sleeping pallets are arranged near the walls, each made of heavy fur padding for comfort and warmth. Many are covered with blood and other, unidentifiable substances. Looking around, your only coherent thought is, 'Don't want to know... don't want to know...' This area of the cave is one vast orc sickroom. Mutated and mangled orcs lie on the floor, seeming quiet, lifeless. They're not even worth your time, you think, unless you've the mercy to put them out of their misery. You look at the corruption of nature's design and wonder what forces are at work here... the barrier, the orcs... What's going on here? This forking off from the mail tunnel seems odd; the walls are strangely smooth, as if they were carved out by forces unknown. The end is abrupt and short, but there is a steel door inset in the wall of the west side of the tunnel. The smell from the lower tunnel doesn't seem nearly as bad here... this might be a good place to rest and catch your breath. A large steel door. There seems to be no hinges or knob, but there is a small keyhole in the exact center of it. This section of man-made tunnel heads north from here, doors on either side. A few glowing spots on the ceiling illuminate the area to almost a daylight level. From the north you hear some horrible cries of pain and anguish that make you cringe inside and think twice about heading in that direction. This is a normal, wooden door. This is a bedroom, catered to someone with a definite sense of taste. There's a chest of drawers made of a solid section of oak tree. In fact, most of the furniture here has that 'natural look' about it. The bed is filled with soft down with an ornate table lamp close by. Nice place. A normal, wooden door. This tunnel opens up into a large room to the north, and to the south, leads towards a set of doors. The light is crisp and bright, clearly showing the lack of tool marks on the hewn walls... magic? The room just ahead is large, and also well-lighted, giving it an almost clinical atmosphere. Somewhere in the recesses of that room something cries out in a horrible crackling voice. Not good. A full fledge operating table is set up here, outfitted with a full set of restraints. A ledge nearby has a whole array of sterile medical equipment on it, covered over by a clear lid. There's a drain in the floor with gradients leading to it to carry away the blood. For some reason, you don't imagine this as a voluntary operating theatre... Another table is set up will all sorts of alchemical apparatus here, vials and beakers, distillation equipment and et cetera. The stuff looks expensive, but bulky and fragile; not good treasure to cart away with you at all. A steel cell door. This is a small, dirty cage, with only a bucket for wastes, another bucket for food, and a dirty towel for a bed. The whole room has a terrible stench about it. A steel cell door. Some small cages sit here, containing many different types of rodents. Leaning down to look better, you are very surprised as a tiny, common garden mouse growls at you and tries to rip your face off through the bars. There are some bulges on its back, and it doesn't seem to be in a very good mood. It quivers some, not fully in control of its motor functions. Poor thing. A rack stands near the cages on the eastern wall, filled with shackles and manacles, bullwhips and worse. They all look well-used. You give a shiver, and carry on. A steel cell door. This is a small, dirty cage, with only a bucket for wastes, another bucket for food, and a dirty towel for a bed. The whole room has a terrible stench about it. A steel cell door. This is the southwest corner of the lab. There's no equipment here, merely several pairs of heavy steel shackles on the southern wall. There's also some a few small bloodstains on the floor beneath the shackles. This is a fairly roomy laboratory that extends to the north, with cages set on the east side of the room. A metal table here is empty, although you can see some outlines in the dust that suggest books had laid here once. A steel cell door. This is a small, dirty cage, with only a bucket for wastes, another bucket for food, and a dirty towel for a bed. The whole room has a terrible stench about it. A steel cell door. Sticky, sticky, sticky! The ground is cluttered with leaves, decayed remains of webbed crickets, beetle, rats, dogs, and even humans. You begin to wonder about what lies ahead. The air is damp here, and even the little light that shines through the canopy seems to be absorbed into the webbing. You find that footing here is very good, almost too good. The limbs are coated with cobwebs and seem unusually strong for tree branches. Paths lead in four directions. The eastward path goes down a bit. Drones scuttle about in this room. The cells on the walls are honeycomb in shape and many of the maggots and wasps you see have fang-marks on their bodies. You sense some order in their markings. Another webby passage, all sticky and wet. Tiny ballooning spiders fill the air. It seems that these young ones are newborns. You here the sounds of crawling arachnids above. The rhythms of the footsteps suggest a primitive order in there movement. The light seems brighter upwards. Spiders, spiders, everywhere! It is almost ant-like in efficiency with one big difference. The spiders here are carrying ant-corpses, as well as rats, wolves, and humans. Spiders, spiders, everywhere! It is almost ant-like in efficiency with one big difference. The spiders here are carrying ant-corpses, as well as cats, wolves, and humans. Spiders, spiders, everywhere! It is almost ant-like in efficiency with one big difference. The spiders here are carrying ant-corpses, as well as cats, dogs, and humans. As always, there is a split in the road. One road is strewn with cricket feelers. The other is well-kept and suitable for smooth travelling. The webbing that was prevalent in earlier rooms is almost non-existant now. You are on a 'fuzzy' tree limb. Interesting, since the branches seem to have 'hairs' sprouting from its bark. As you look closer you see millions of aphids covering each limb. You feel that you can rest here safely. There is evidence of webbing here, but it is of a finer quality. It seems the inhabitant of this place does not web her victims, as evidenced by the remains before you. The area is cluttered with desiccated corpses, apparently bitten but unwebbed, and drained of their life juices. Very dark, as all lairs of spiders are. Not much of furnishings save an exit. The wolf spider keeps no corpses here, but rather throws them out at her leisure. Strange. No webbing here. In fact, no sounds whatsoever. The path continues northward, where you find that you may have to tightrope your way across a ravine. Stranger still. Your feet get a real firm grip on the spiderline. You are above a deep ravine. This line connects you between two trees. Below you can see a prismatic web with lots of animal bones caught in it: some bear and small deer bones in fact. No human skeletons are visible (yet). This is the rainbow web -- each strand, each link, a hue of violently sharp colors and contrasts. The resident here seems to have a command of light as well. The trees here take on a different appearance -- they are not trees anymore, but disjointed make-shift silken made shafts, sticky to the touch, and webby in texture. This is another world it would appear. You have entered the slave pit. A voice blares in the distance, 'Get back to work, maggots!' Rails upon rails of mined gold and silver clutter the trail beneath you. Another tether path just like the rest of them. Surprisingly well-lit by the golden orbs that hang from the sides, you can see the paths become finer and finer in quality. Another shifty little strand of webs, almost ethereal in nature. This strand is weightier, more sturdy. It shimmers as you step on it. You are definitely not in the Midgaardian realms anymore. Just where you are you can't tell. It feels like you're moving through ether. You can still get back down to more surer lands. You are at the entrance to ethereal web. Flickering in and out, in and out, each strand reveals a different hue from black to green to blue. A playpen of sorts, with maggots of wasps and other baby vermin lying about. You feel that humans have been played with here too, and eaten later. You sense that the maker of this place has an appetite for dragon meat, and uses this room as a breeding area. Large strands connect at this point. The node shimmers and flickers within the ether. You see many flying creatures -- insects, pegasi, and dragon wormkins -- navigate the dangerous passages of the web. Exits go in many directions. This part of the web intersects through the branches of some trees. Various leaves and other debris that the many drones have not picked up yet lie here. You can see all of Midgaard in this ethereal web. Many of the larger dragons that do wish to fly seem to fly away from the sticky strands of the web. This cloud is rather thick in consistency. You suddenly realize this is not a typical cloud, but it might be the nest of an aerial creature. This is another link in the ethereal web. Various creatures seem to get caught (or hypnotized) by its sticky strands. Very windy here since it goes up into the sky somewhat. Still, it is safe enough to move around. A more mature wormkin it seems resides here. Various tomes of arcane lore clutter the area, along with shards of armor and weaponry. Once again the web crosses another tree limb. To the side you see the possible entrance to another creature's lair. This is a big game hunter among most spiders. Crushed jewels and weapons suggest the inhabitant must have powerful jaws. Beware! This is another link in the ethereal web. Various creatures seem to get caught (or hypnotized) by its sticky strands. This is a quiet tree top. Downwards you can see a familiar path that may lead back to Midgaard. RRRRRRRRRRROOOOOOOOOOOOOAAAAAAAAAAAAAARR! You hear the roar of a powerful beast. Dragon, you think. You shiver in your boots as you tiptoe along this section of the web. A wise ki-rin was entrapped here many years ago. It is from her that the ruler of this realm draws magical strength. This is another link in the ethereal web. Various creatures seem to get caught (or hypnotized) by its sticky strands. To the north you sense the heavy breathing of a fiery animal. Yevaud, the Usurper of Midgaard, resides here. A voice cries out, 'BEWARE, the Usurper of Midgaard lives here! FLEE while you can!' But even Yevaud has his master... or so you deduce. This is another link in the ethereal web. Various creatures seem to get caught (or hypnotized) by its sticky strands. A single spider line lies to the north, while ghastly seemings are due southward. The grim entrance of Arachnos' Lair is downward. A dark path at the end of the web strand, you see ahead a torch lit chamber where the souls of unavenged adventurers come and gnash their teeth. The howls and screams of many echo through the hall ways. You see one definite path ahead. A chair sits here for a tireless guardian who ensures that no soul escapes. Other than that, the room is undecorated. An ordinary chair, well used, glued to the ground by spiderweb. Here you see many misguided souls who think they still live. They search for those who killed them without warrant, and seek the free souls of living beings to inhabit and perhaps adventure once more. Here you see many misguided souls who think they still live. They search for those who killed them without warrant, and seek the free souls of living beings to inhabit and perhaps adventure once more. No souls have ever lived in this place. The wails of slaves and the howls of wolves are the only way you can describe the sounds you hear. The walls are thin and wispy. The only light you receive is the shimmering from the strand of the ethereal web you used to get here. A single spider line supports you once more. As you look across the ether you seen a single shack up ahead with a light in the window. You sense a great evil coming from the north and feel inclined to go back on the ethereal web and take your chances there. A single spider line supports you once more. The shack comes closer into view and you are even more inclined to go back now. Here you see evidence of a vagrant's abode. The shack is to the north, if you dare enter it. You get the sneaking feeling you should go back now. The skies above you darken and roar with the laughter of thunder. Mahatma, that silly thief, is here, and he steals everything you have. He says 'Here, have a quick trip to the Temple of Midgaard.' He plunges a black dagger into your back... All strands inevitably lead here, the center of the web, the entrance to Arachnos' Lair. You can still bail out since your knees are shaking from the anticipation (or is it fear?). The sky is clear on this strand of web, surprisingly unsticky. The strand does not vibrate like the others. A few ballooning spiders pass by, cackling 'You're gonna die, you're gonna fry. Good bye!' Before you you see a large, web-like door. Various designs of ancient runes and names of Midgaard heroes are etched into the webwork. Perhaps lists of victims? You can't tell. This is the lair of the Empress Spider, Arachnos. You can see a lavishly adorned rainbow web, her lair allows her to move to any universe she wishes by using her magical strands to the Prime Material Plane. Coffers upon coffers of gold, magical jewels and gems await. Unfortunately Arachnos is a baggy spider too, and webs all her treasures to her beautiful silken body. This trail leads up, up, up into the mountains. You hope you don't fall down, because that would hurt, hurt, hurt! The trail continues to the east, and you can go back down to the small hidden valley to the west. You're really high up now. You can keep going even farther up into the mountains to the east, or go back down to the west. Wispy clouds are beginning to surround you now, and your ears pop due to the altitude. To the east, you see the summit of the mountain, and from the way the nearby mountains are arranged behind it, you believe you're on your way to a big valley. You can also go down to the west. The peak of this mountain is another couple hundred feet above you, but here is where the trail leads down into the valley... What an odd valley! The valley seems to have been filled up by a hundreds of feet of lava many years ago. It gives the valley an odd, 'flat' look and darkish ground. The path leads down east into the valley, and west back to civilization. The trail leads down into the valley, where, by judging by the height of the trees, the lava had cooled tens of decades ago. Down below you see the path lead into the small forest in the valley, and disappear out of sight. East leads into the valley, West back to civilization. The ground has taken on the texture of dirt on the top, but this valley is far too flat and too rocky to disguise the catastrophe that happened here so long ago. Looking up to the mountains ringing this area, you notice several mountains look as if they had 'exploded', which is strange, considering that they are not volcanos. The path leads into the woods to the east, and back up the mountain to the west. You come to a small clearing now, after walking for several minutes through the silent woods. An odd block sticks up here and there in the ground... wait a minute. These stones seem a little too regular, and from the circle formation and size you could almost swear that they were... crenellations? Could some sort of building been buried by the lava here? A rusty ring sticks out of the earth in the center... a trapdoor? This is almost too good to be true! An ancient trapdoor, grimed with earth and age. This small room is the top of a stairwell leading down deep into the tower. A small trapdoor overhead leaks the light of day around its edges. To the south is a wooden door, preserved through the ages by means unknown. To the west is a short hall. An ancient trapdoor, grimed with earth and age. This small room holds many types of linen on shelves along the walls. They are undoubtedly preserved by magic against the toil of the ages, since they seem freshly washed and folded. You wonder what sort of mage could wield so much power to waste on such little things. White sheets, pillow-cases, etc. Not really anything that you need, but interesting. This is only a clean corridor, that leads back to the stairwell to the east, and has doors leading to other rooms to the north and south. This is some sort of bathroom, like you've never seen before... Water appliances leading from nowhere deliver hot and cold running water to basins that drain to... where? How strange! This is an opulent room, decorated in silks and gold. There is an ebony desk against one wall, cooled lava rock spilling over its surface from the window it once looked out at. A nice, spacious closet is filled with clothes just cleaned and pressed. The desk is basically uninteresting, as are the papers on top of it... Nice clothes, but not your size at all. A great mages' library is contained on this floor of the tower. You feel you could learn anything you wanted to if you only looked and read long enough. A door opens up back on the stairwell to the east. A big bookcase, that looks rather odd. There are lots of books about everything here! This stairwell continues up and down, and there is a door to the west. This is a small hidden hall with a secret entrance to the library on the north end of the west wall, and a trapdoor on the south end. The backside of a movable bookcase. This stairwell continues up and down, and there is a door to the west opening up onto this level. Jackpot! A small room filled with treasure chests! Go get them! This hall runs through the tower. There's more hall to the west, and doors to your north and south. A door to the east leads back to the stairwell. This seems to be a small servant's bedroom, sparsely decorated and outfitted with a bed, nightstand, chair and table, etc. Nothing real important here. This seems to be a small servant's bedroom, sparsely decorated and outfitted with a bed, nightstand, chair and table, etc. Nothing real important here. This hallway continues to the east, and has a door to the north. You could swear that the way this level is arranged... nah, couldn't be. This seems to be a small servant's bedroom, sparsely decorated and outfitted with a bed, nightstand, chair and a table, etc. Nothing real important here. This stairwell leads up and down, and there is a big open room to your west. This is a large dining hall, with a long table that runs down the length of it. Chairs are set up along the sides to accomodate approximately 10 people. There are paintings and tapestries on the walls, adding color to the stonework, The cooled lava that had poured in the windows makes the place seem eerie somehow . There is a door to the north, and the stairwell is to the east. Many of these show scenes of high magic and heroism. Just like almost every tapestry and painting you've seen. This is a well-stocked kitchen, the larders still fresh and full as if by magic. Perhaps this would be a good place to take a break. The stairwell leads up and down here, and there is a hall you can enter to the west. This area of the tower seems dank and oppressive. The hall runs north-south, and there is an empty cell to your west. The stairwell is to your east. It is open, empty, and uninteresting. This is the northern end of the hall. There are cells to your right and left, empty and awaiting occupants. It is open, empty, and uninteresting. This is the southern end of the hall. There are cells to your right and left, empty and awaiting occupants. It is open, empty, and uninteresting. The stairwell continues up and down here. A large room opens up to the west. A small desk here is cluttered with magically preserved papers and documents. None seem of value, except perhaps to a historian. This place seems vaguely uninteresting... Well, one of the papers relate a story about how the mage of this tower, Rand, angered many kings, and relates how they set his armies on him. You wonder if the lava outside was a failed attempt to destroy the armies... It is cluttered with all sorts of papers. Some look half interesting, actually. The stairs go up and down here, and there is a room to the west... This is a simply furnished room, with chairs all about. A fireplace is inset into an inner wall, the chimney undoubtedly directed by magic... This would be a nice place to rest awhile... This is where the stairwell finally ends. There is a hall to your west. This small hallway on the former 'ground floor' ran north- south. To the east is the stairwell that leads up into the shadowy recesses of the tower. To the west is the entrance way to the tower. The north is completely blocked off by lava, and the way south is still clear. This is a grand chamber with giant double-doors to the west. To the east is the main floor of the tower. This room is arranged highly attractively and very impressively, with sculptures and tapistries everywhere. The doors seem impenetrable... you don't think you'd be able to get through them if you really had to... These doors seem incredible. Unfortunately, they're locked. They look nice, but aren't very valuable. This was the entrance to the tower. Now lava has blocked it up completely. However: It seems when the lava came down a man was outside the doors. He was blasted into the doors, and died instantly, but his skeleton still clutches a staff in perfect condition... These double doors have the outline of a man blasted into them... This is the southern part of the hallway. There is a door to the west, barred with gleaming bands of lights. To the north is more hallway. Stairs lead down here into the tower's basement, or you can head east into the main floor of the tower. Stairs lead up here to the main level, or you can go east to the basement of the tower. This alcove leads into a huge room to your north, and to stairs leading down to the east, and stairs going up to your west. This laboratory has lots of stuff in it. Beakers, flasks, burners, tongs, mortars and pestles, jars filled with normal things, jars filled with abnormal things, jars filled with things you'd rather not think about... A search could reveal many things... Looks like normal, fragile lab equipment to you. Looks like normal, fragile lab equipment to you. Stairs lead down here to the second level of the basement, or back west to the alcove. Stairs lead up here to the first level of the basement, or you can go east to another big room. This room is darkly lit by a giant glowing pentagram in the center of the room. Bands of force encircle some sort of being trapped inside. You think that going inside would be an EXTREMELY BAD idea... It is centuries old. You don't think standing close by would be a good idea. You can't see it clearly through the energy field of the pentagram, but you sense that whatever it is, it is very, very, very, very angry. The small god entrapped by the wizard looks at you with an insane expression. Four hundred years of imprisonment doesn't do much for one's... OOPS! He killed you! You are dead, R.I.P. You are walking down a path that leads to the dwarven village. Above you, you can see the Turning Point, and to the north the path continues toward the mountains. The path continues. You can see the city of Midgaard. Now you are at the bottom of a rugged mountain. The forest around you is very dense, and it seems very dark to the north. The path coninues up the mountain. The path heads toward the main city of Midgaard. Standing on the middle of the mountain, you can easily see the city to the south, and the top of the mountain is very near to the north. The top of the mountain is easily seen from here. The base of the mountain is near. You are now on the top of the mountain. To the south you see a path leading down the mountain. To the east and west you see entrances to what seems like mines. An entrance to the mountain which seems to lead underground. The path leads down the mountain to the main city of Midgaard. There is an entrance to the mountain. This is a narrow path leading to the Dwarven Kingdom. It looks less travelled than the others, and it is very creepy. The path opens up to the south, and continues to the north. Here is an entrance to the mountain. The door looks very well built, and you can hear noise coming from within. This is a narrow path that bends to the east here. The trees hang over the path, and it is very overgrown. The narrow path continues to the south and to the east. They hang over the road in the most ominous of ways. This path is very narrow, and it continues to the north and west. This path leads to the north and south. To the north you can see a door, and to the south the path continues. Here the path turns to the west. You can see a door in front of you, and the path continues to the west and south. You are on a path that will eventually lead to the castle. It continues north to the castle, and there is a door in the southern wall. You are still on the path to the castle, or back to the Dwarven village, whichever way you wish to go. The path continues to the north and south. Here there is a door to the castle to the east. The castle is elegantly designed, and looks much like a roll of toilet paper standing on its end. There is a sign which says: ****************************************** * WELCOME TO THE CASTLE OF STRANGELOVE * * Here, celibacy is uninvited * ****************************************** Everything here is covered in soot and very grimy. The path continues to the east and north, and there is a door to the west. The little underground path continues to the north. The path leads outside the entrance. This looks like an entrance to some type of store room. You are on a path in the dwarven village which leads north to the shops and south to the corner of the area. You are on a path that leads to the Hide & Tooth shop to the west, and the path continues to the south. The Hide & Tooth shop can be seen to the west. You are in the Hide & Tooth shop. Here you may buy the finest in Dwarven weapons and armors. The path continues to the north and east. You are on a path to the north of the Hide & Tooth shop. The path continues to the north, and there is Granite Head's bakery to the west. Here the path bends to the east towards the barracks. To the south you can see the shops. Here the path passes by the Hospital to the north. It continues to the east to the barracks, and to the west. Here the path continues west, and east to the barracks. Here there is an entrance to the barracks to the south, and the path continues to the west. You are in the guard house to the west of the entrance to the castle. There are nudie posters covering the walls. There is a wall poster of a nude Minne Pearl. Here is the first of two main rooms of barracks. The barracks continue to the south, and you can leave the room to the north. Here is the back of the dwarven barracks. There are rows of beds here, and there is a stench that is unbearable. You are just inside the castle. It is very tubular in shape, and it is very featureless. There is a set of stairs that lead up, and the door leads out of the castle to the west. There is a layer of dust on the floor at least 3 inches thick! It is probable that not many people have been in here for many months. A lighted area that looks like a well worn path. After blowing all the dust off the floor, you notice a trapdoor! After blowing all the dust off the floor, you notice a trapdoor! This room smells like wine, and you can only assume it used to be a wine cellar at one time. The stairs continue to circle up and down here. You are still circling around on the stairs. You are starting to get dizzy from going around and around and around and around and around. The stairs continue up and down. You are at the top of the stairs in the castle. There is an exit to the east, and the stairs lead down. This is the Queen's waiting room. Here the men literally 'wait' for the queen. You've heard that the queen really likes to get to 'know' her people, in the biblical sense. The Queen's bedroom is to the north, and you can see stairs to the west. This is the Queen's bedroom. The bed is all ruffled, and there is a stack of dirty sheets piled in the corner. There is a ladder that leads down, out of the castle, and you can leave the room to the south. There is also a small wooden door to the west. There is a sign that says: ------------------------- | I'm busy right now, | | and don't know when | | Ill be back, but if | | there is a key here | | take it and PLEASE, | | try to get my birth | | control pills back! | | I've heard they can | | be found somewhere, | | deep in the mines.. | ------------------------- You are standing on the north side of Castle Strangelove. You notice that you are no longer inside the mountain anymore either. Along the southern horizon you see towering mountains. The only exit, however, is back up the ladder into the Queen's Bedroom. You are inside the Dwarven Hospital. It smells like rubbing alcohol, and there is blood all over the walls. The aroma coming from this room is astonishing. You can almost taste the pastries dissolving in your mouth. This path is very well worn, and there is an entrance to the mines to the east, while the path continues to the north and west. The little path here leads down toward the mines, while the worn path continues to the west. You are at the bottom of the mineshaft. The air here is very sooty, and it is very hard to breath. The mineshaft leads up and east. You are deep inside the mine, and you feel very uncomfortable. The path continues to the east, and leads to the mineshaft to the west. You are at a crossroad in the mine. There is a door to the north, and the path continues to the south, east, and west. You are inside the storage area for the raw materials that are found down here. The room is very unsturdy as the supports are very rickety. You have entered the maze of the mines. To the east you can see some inscriptions, and you can exit to the south. You are inside the maze, but not far enough in that you could get lost. There is an enscription on the wall which says: 1 3 2 4 N W N S This isn't too tough, so don't take it so rough. You are in a maze. You are in a maze. You are in a maze. This is the storage room for equipment used by the Dwarven miners. It is very small, and you can tell that not many miners actually use equipment. You have solved the maze. You can tell by the last few moves that there is no way that a dumb worker could have figured that out. It seems pretty desolate here. To the south is a bleak room. To the north, you see the maze. There is a sign above the south exit: THOSE WHO ENTER, PLAN ON A TIMELY DEATH. (ESPECIALLY IF YOU'RE LOYAL TO THE QUEEN) You have entered the Mazekeeper's room. There are pictures of the Queen with darts thrown at it. Spraypainted on the wall are things like 'the queen shall suffer' and 'Catholics Rule'. This room appears to be the Queen's Treasury. There is one exit, back to the east. This is a small fissure in the solid rock. Under you lies the deep dark pool. The water trickles quietly down from the ledge above you. The water smells like the water in a sewer. The water's edge. You are standing in mud to your knees. This is not the kind of place for a picnic. The muddy sewer stretches further into the south. You see the muddy sewer continuing into the darkness to the south. It is as dark as tar and looks like something out of a toilet, on top of that, the smell is absolutely overwhelming. The muddy sewer stretches into the dark to the south. It looks as if no person has ever put his foot here before. It is too muddy for that anyway. The sewer leads north, south and east from here. The muddy sewer stretches into the dark to the north. South. The muddy sewer ends in a mudhole that way. East. The muddy sewer leads into a bend that goes south. It is as dark as tar and looks like something out of a toilet, on top of that, the smell is absolutely overwhelming. You stand in mud all the way up to your thighs and it is not too comfortable since you are used to a somewhat different environment. The sewer leads to the north of here. In the middle you can just make out an enormous drainpipe leading down. North. The muddy junction lies in that direction. The muddy drainpipe leads down through the mud, otherwise it is utterly dark. It is as dark as tar and looks like something out of a toilet, on top of that, the smell is absolutely overwhelming. You are standing by the edge of a dark pit that leads down into even deeper darkness. >BWWAAADDRR< - The smell from down there is unbearable. The sewer stretches into the darkness to the east. East. The sewer leads into the sewer junction. The Dark Pit leads down and down and down... well you can't see the bottom anyway. There are bars that could function as a ladder on the side. You are standing in the middle of a bend of the sewer pipe. It is very dark around here and the mud is sticking to your legs, not very pleasant. The pipe leads east and south from here. East. The mud stretches on into the darkness. South. There is even more mud in that direction than where you are now. Incredible. It is as dark as tar and looks like something out of a toilet, on top of that, the smell is absolutely overwhelming. You are standing in something that reminds you very much of porridge, this has the advantage that it is not hot, it is rather cold actually. The pipe bends to the north and east. The pipe leads into a bend that goes south. Interesting, there is mud on the ground there as well. The muddy sewer pipe leads into a bend that goes east. It is as dark as tar and looks like something out of a toilet, on top of that, the smell is absolutely overwhelming. This isn't your idea of a place to stay too long. You're in up to your knees in something that resembles mud, but you're not quite sure. The bend in which you stand leads west and south. The pipe (still filled with mud) leads into a intersection that goes north and south. Interesting. The pipe leads into a intersection that goes south and east. The floor here is still covered in mud. It is as dark as tar and looks like something out of a toilet, on top of that, the smell is absolutely overwhelming. You have both your feet safely stuck in mud. It isn't the mud that is wrong it is the smell, the sounds, the total darkness that surrounds you. Everything here is so depressing. The pipe leads on with a trail of thick mud to the north, east and south. North. The pipe goes into a bend with a load of mud all the way up the walls. The bend leads west. East. This way looks like a place for the annual mud festival, although the stench wouldn't allow any happiness at all. The pipe leads into a bend that leads north. South. There is much less mud in that direction. Your light doesn't uncover enough space for you to see much more than that it leads into some sort of junction. It is as dark as tar and looks like something out of a toilet, on top of that, the smell is absolutely overwhelming. You stand in the middle of a huge junction of sewer pipes right under what you'd think was an air shaft. The sewer pipes lead to the north, south, east and west. It look quite impossible to force your way up. North. Mud is the floor basis in that direction. Yummy. YYEEUUCH! BOOH! THAT looks like a nice place for creepy crawlies. South. This direction looks quite nice actually. The pipe leads into a bend that goes east. A few yards ahead - away from this junction - there is a pit leading down, but the smell from there...>PHEWW<. It is as dark as tar and looks like something out of a toilet, on top of that, the smell is absolutely overwhelming. You are in a bend in the sewer pipe. A strong smell seeps in from the north. The sewer goes north and east. North. You are staring into a huge junction with exits in all directions. East. The Pipe leads into utter darkness that way. You have entered a kind of tube intersection that leads south, west and east. Your legs are covered in mud up to the knees. REAL yucky! East. There is less mud in that direction, or that's your impression. That way is lost in darkness, though you sense less mud in that direction, perhaps even a complete end to this sludge that surrounds you. West. The mud reaches that way too, all the way up the walls. It is as dark as tar and looks like something out of a toilet, on top of that, the smell is absolutely overwhelming. This is not your idea of a holiday. You stand in mud up to your knees. It is absolutely inconceivable how all this mud could have been placed here. The pipe leads to the west and south. South. There is even more mud that way, incredible! Although it looks like an intersection in the sewer system that leads east and south. West. All you can see, is that the pipe leads into a bend that goes north. But there is less mud in that direction, however odd that sounds. It is as dark as tar and looks like something out of a toilet, on top of that, the smell is absolutely overwhelming. You wouldn't want to know the true feeling of standing in this mud up to your hips. >BWAADR<. All that fills your mind right now is the dream of a hot bath. This is NOT very clean mud you know, remember you're in the sewer! The pipes leads north, south and east. North. Sludge and sediment fills this corridor of the sewer that leads into a bend going west. East. You can see absolutely nothing of interest in that direction (Maybe that is why it is so damn interesting...) There is no mud in that direction either, GREAT! South. All you can see is more mud! Although the pipe goes into a bend leading west. It is as dark as tar and looks like something out of a toilet, on top of that, the smell is absolutely overwhelming. It is NOT the kind of matter that would concern you too much, normally, but as you are in the middle of it, it just might become your main concern. REAL YUCKY! You stand in a bend of the pipe system of the sewer with mud up to your thighs. Contemplating a higher level of existence here would be utterly inappropriate, as the smell would keep any intelligent creature from even thinking of anything but getting away from this foul end of the WORLD. The bend goes from north to west. North. Filled with mud, that place looks like an impassable intersection with pipes leading north and east. West. There is less mud that way, maybe you're on your way out of this foul place. It is as dark as tar and looks like something out of a toilet, on top of that, the smell is absolutely overwhelming. You are standing by an old and worn well from before this century. The sewer leads to the east from here and the well leads down into darkness. Metal bars implanted in the side of the well lead down as a ladder. East. You see, because of the utter darkness that surround you, absolutely nothing. Your light isn't of much use for that kind of distance. Down the well there is even less light than up here, so... sorry, you can't see a thing. There are metal bars in the side leading down into the darkness. These look like they're pretty slippery, and not very safe, but perhaps safe enough for you to climb down, WITH both hands on them. You are in the middle of a bend in the pipe system of the sewer system, WHAT a place!!! The pipe leads to the south and the east. South. You see nothing at all in that direction it is too dark anyway. East. What a quiet place you've found there. It is an intersection that has pipeways going north and east. You are in a junction that leads north, west and south. North. You see a bend. West. There is a junction with four pipelines in that direction. South. It looks like a pipe junction just like this one. Only that one leads east and west. This looks like an ordinary junction, actually it seems very quiet here. The pipelines lead west, east and north. To the north you can see a junction like this one, leading north and west. To the east there is nothing of particular interest, though there is a junction with pipelines leading north and east. There is a bend to the west leading north. This is the kind of place to rest, though the smell could be a LOT better than this. The sewer goes east, north and west from here. In that direction, you can't see anything. It is just too dark. There is an ordinary junction in the pipe system to the east. West. There is an ordinary bend leading south into the sewer system in that direction. As you enter you hear a loud click from one of the walls... and you fall and fall and fall... . . . . ... And come to an abrupt end. THIS is strange indeed. There is an arched entryway leading down. Down. It is utterly dark that way, though you can make out an intersection of sewer pipes leading west, north and east. You are standing in mud up to your ankles. This is an intersection with sewer pipes leading east, south and west. To the east there is a peculiar looking round room. To the south there is another intersection with pipes going south and east. To the west there is another intersection like this one, with sewer pipes leading south and west. You have never seen anything so BORING... This is an intersection with pipes leading north, south and east. To the north there is an intersection, where the pipes are leading west and east. You notice that the floor to the west is covered in mud. East. You see nothing of interest in that direction, just another intersection. This one leads east and south. Another intersection lies to the south. It leads west and south. This one seems interesting, a big difference from all the other junctions. It seems cleaner than the rest of them. Weird. Something that looks like an air shaft leads upwards, but it looks far too slippery to climb. The pipes lead to the south, west and north. North. You see an intersection there, leading north and east. To the south there is ANOTHER junction leading west and east. To the west you see a load of mud and sediment in the sewer. That should be an intersection there but you're not quite sure. It is as dark as tar and looks like something out of a toilet, on top of that, the smell is absolutely overwhelming. You stand in a junction of sewer pipes leading north, east and west. To the east you can see a bend in the pipe going south. To the west you can just make out an old well. You stand in the middle of a huge junction of concrete sewer pipes. The pipes lead into three different directions: east, south and west. East. You can see a bend in the sewer pipe leading north. To the south there is an ENORMOUS quadruple sewer junction, all lit up by an odd light. To the west you can just make out another junction similar to the one you are standing in. You are standing in something that reminds you of an entry to an ant hive. There are enormous concrete pipes leading north, south, east and west. There is also a metal ladder built into the concrete wall leading up through a layer of garbage. To the north you can see a huge triple junction with sewer pipes leading west and east. East. You can see a pit in the floor. To the south there is a huge junction with pipes leading east and west. To the west there is an odd looking room with totally smooth walls. Up through the garbage you can just make out what looks like the dump in Midgaard. It looks as if it is made of stainless steel, and it would function as a club of considerable power, but alas... You can't take at all since it is firmly set into the concrete wall. You stand in a junction with pipes leading west, north and east. To the north there is an ENORMOUS quadruple sewer junction, all lit up by an odd light. East. You can just make out a triple junction leading north and east. West. You can just make out a triple junction leading north and west. You can look in two directions where the pipe leads: south and west. West. You can just make out a triple junction leading north and west. To the south you can see another bend leading west. You can look in two different directions where the pipe goes: west and north. North. You see another bend leading west. You can see another junction although this one is a triple one with pipes going south and west. You stand in a section of a pipe that leads to a dead end. In the floor there is a pit leading down. There are bars set in the side of the pit wall functioning as a ladder. West. You can see a dimly lit quadruple junction with an exit up. Down the pit it is so utterly dark that you can't see a thing. As you enter the room it starts rotating - at first slowly, then faster and faster - You get totally confused as to where up and down is, but you are certain that the doorway is in the opposite direction of what it was when you entered. It now leads east. There is only this one exit. You can just make out a smaller room with a chair. You are standing in a junction of pipes that lead west, east and south. East. You can make out a dimly lit Guard Room. To the south you can see what looks like a store room. West. You see another junction similar to this one leading north and south. You stand in a small room lit by a single torch set in the wall. The only way out of here is to the north. To the north you see a pipe junction. You are standing by the edge of a deep, dark shaft leading down. A single ladder is your tool to work your way down if you so wish. The sewer pipe leads south from here. To the south you can see the pipe leading further south into darkness. Down and utter darkness. There is absolutely nothing to be seen in that direction. Firmly set into the wall of the shaft it is impossible to even move, in your estimate. You stand in the middle of a pipe that leads from north to south. Above you an air shaft leads up into sunlight. It seems totally impossible to go up that way. To the north you can just make out a huge shaft leading down. To the south you can see a triple junction leading west and east. You are in a passageway in the pipes of the sewer system leading north, east and west. You see a sewer pipe leading north. West. You see another junction very similar to this one that leads north and west. You are standing in a large room with chairs set in the walls. You have the feeling of being watched. To the south there is an entrance to a larger room. The room is lit by five torches, also set in the walls. To the west there is a doorway leading out to the sewers. You can see an even larger room than this one, filled with light. To the west you can see the sewers. This is a Room with walls that glitters like gold though not quite like it. This is strange as it looks as if the glitter lights the whole room. It looks very bright. To the south the floor is covered with yucky water. The north leads to a sort of a guard room. To the north you can see the guard room. To the south there is nothing but water and an exit leads east from there. You stand in water to your waist. To the north is the entrance to this room. A single door leads east. To the north you see the entrance to this room. You can see an enormous hall through the doorway. You stand in a dead end of the sewer. The only way out is south. You can see a shaft leading up but it looks too difficult to go up that way. You stand in a junction leading north, west and east. Darkness has closed in on that part of the sewer system, you can't see a thing in that direction. West. You see another junction very similar to this one that leads north and west. The only thing in this room of interest is a chair, and that appears to have been bolted to the rock floor. A doorway leads south and another leads east into darkness. Utter darkness... You can see a room with a lot of light in it. You can't make out any details. You are in what reminds you of a foul sewer, as if you liked being here! You can see two exits leading either north or south. To the south you can see a strange light flowing from there. You are in a grand sewer pipe. This stretches toward the south. It is large indeed! A doorway leads to the east from here. To the north you can see a doorway. You can't see anything in that darkness. In the south end of the pipe the "floor" is completely covered with water. You stand in water to your knees. A doorway leads west from here. The pipe stretches north. You see a lot of pictures decorating the walls. You stand in a room where half of the floor is covered in water. The water leads east and a doorway leads west. You can hardly make out much more than that the next place is in a pipe with more water. It looks dark and murky, and emanates a foul stench. You can't see much of this, even with a light. The hallway goes into a passageway to the south. A doorway leads west. You can see nothing at all because it is completely dark in that direction. You see a lot of light, bright as daylight, but nothing of interest. You can't see anything but the ground where you put your feet. The passageway seems to continue south and north. You can't see anything in that direction and your light isn't enough to light that far. You can't see anything in that direction and your light isn't enough to light that far. You can't see anything but the ground where you put your feet. The passageway seems to continue south and north. You can't see anything in that direction and your light isn't enough to light that far. You can't see anything in that direction and your light isn't enough to light that far. You can't see anything but the ground where you put your feet. The passageway seems to continue south and north. You can't see anything in that direction and your light isn't enough to light that far. You can't see anything in that direction and your light isn't enough to light that far. You can't see anything but the ground where you put your feet. The passageway seems to continue west and north. To the east there is water covering the floor and that leads through an arched entry to a watery sewer. You can't see anything in that direction and your light isn't enough to light that far. You can't see anything in that direction and your light isn't enough to light that far. You can just make out a triple junction leading north and west. It looks dark and murky, and emanates a foul stench. You can't see anything but the water you're in up to your hips. The sewer seems to bend and lead south and west. You can't see anything in that direction and your light isn't enough to light that far. You can't see anything in that direction and your light isn't enough to light that far. It looks dark and murky, and emanates a foul stench. You can't see anything but the water you're in up to your hips. The sewer seems to lead south and north. You can't see anything in that direction and your light isn't enough to light that far. You can't see anything in that direction and your light isn't enough to light that far. It looks dark and murky, and emanates a foul stench. You can't see anything but the water you're in up to your hips. The sewer seems to lead south and north. You can't see anything in that direction and your light isn't enough to light that far. You can't see anything in that direction and your light isn't enough to light that far. It looks dark and murky, and emanates a foul stench. You can't see anything but the water you're in up to your hips. The sewer seems to lead into a junction going south, north and east. You can't see anything in that direction and your light isn't enough to light that far. You can't see anything in that direction and your light isn't enough to light that far. You can't see anything in that direction and your light isn't enough to light that far. It looks dark and murky, and emanates a foul stench. You can't see anything but the water you're in up to your hips. The sewer seems to lead south and north. You can't see anything in that direction and your light isn't enough to light that far. You can't see anything in that direction and your light isn't enough to light that far. It looks dark and murky, and emanates a foul stench. You can't see anything but the water you're in up to your hips. The sewer seems to lead into a junction that goes north, south and east. You can't see anything in that direction and your light isn't enough to light that far. You can't see anything in that direction and your light isn't enough to light that far. You can't see anything in that direction and your light isn't enough to light that far. It looks dark and murky, and emanates a foul stench. You can't see anything but the water you're in up to your hips. The sewer seems to lead south and north. You can't see anything in that direction and your light isn't enough to light that far. You can't see anything in that direction and your light isn't enough to light that far. It looks dark and murky, and emanates a foul stench. You can't see anything but the water you're in up to your hips. The sewer seems to bend and lead west and north. You can't see anything in that direction and your light isn't enough to light that far. You can't see anything in that direction and your light isn't enough to light that far. It looks dark and murky, and emanates a foul stench. You can't see much here but the echo tells you that there is quite a drop down. You can just make out a huge dark pool out there in the darkness, mostly because of the trickling of water. The water from the sewer actually washes over this ledge and makes it quite slippery. From here it drops, like a waterfall, into the pool far down. You can't see a thing. It is too dark. You can't see a thing. It is too dark. It looks dark and murky, and emanates a foul stench. You can't see much here but the echo tells you that there is quite a drop down. You can just make out a huge dark pool out there in the darkness, mostly because of the trickling of water. The water from the sewer actually washes over this ledge and makes it quite slippery. From here it drops, like a waterfall, into the pool far down. Under you there is a small fissure in the rock. It seems big enough to contain a few people. You can't see a thing. It is too dark. You can't see a thing. It is too dark. It looks dark and murky, and emanates a foul stench. The pool side is dimly lit up by your light. You can see absolutely nothing else nearby. The darkness her seems enormously oppressive here. The air is damp and the rock on which you stand is slippery. The pool seems too dark to make anything clear. The pool seems to extend to the east. The rock can be climbed upwards from here. The pool extends eastwards, but you cannot find enough room to move in that direction. You stand in a small room with a great big opening in the ceiling. From this opening there is mud dripping down in large lumps. >YUCK<. You can smell the foul stench of the slimy sediment as you try not to get covered by the falling sludge. To the east there is an entryway leading out from here and it seems absolutely impossible to force the muddy descent. East. You see nothing of interest. You never saw such disgusting matter before, it nearly makes you puke. Nice place you found yourself in. You stand in the middle of a room with only two exits, up and east. A tall ladder has been left here so that you can climb up through the pit without the use of a rope. Up. You can't see a thing up there, it is way too dark. This is funny enough a wooden ladder and, after closer inspection, you discover it is magically held to the wall! You can't, even with your greatest effort, move it at ALL! You are standing in what looks like a bend in the pipe system of the sewer. The 'floor' is covered completely by mud! This includes covering your legs up to your knees as well. The pipe leads west and south. To the south there is less mud than here! It actually seems to end there! You have a felling it would be nice to have your feet free from mud again. You can see a room in which mud drips from the roof onto the floor in great cakes of sludge. There doesn't seem to be any exits from that room apart from in you direction. You never saw such disgusting matter before, it nearly makes you puke. You stand in the middle of what looks like a triple junction of pipes going east, west and north. You can see a mud area starting in that direction. East. You can't even make out what it might look like, it is just too dark. West. There is a room with a ladder leading up. You are dangling on the slippery sides of the old well leading down and up. The only secure point here is the metal bars that are cemented into the sides, the ones that you cling frantically to so that you don't fall. Who knows how deep this well is? The bars lead down and up and nowhere else. There is a slight, dim light from above, or maybe it is just your imagination. Anyway it SEEMS darker down here than up there, if that is possible. Down there nothing at all can be spotted. The darkness that engulfs this decent seems utterly impossible in a mortal world. It is so thick that a torch down there would be utterly useless... or so it seems to you. Not the kind of thing to cheer you up on this voyage, Eh? These look like they're pretty slippery, and not very safe, but perhaps safe enough for you to climb down, WITH both hands on them. You stand, swaying out from the ledge, with only a couple of inches of safe, solid ledge under your feet. The ledge continues to the east but not back south. It seems that the ledge is too narrow to turn on so you'll have to continue forward. The ledge continues east. The ledge continues south. The Abyss lies down there. Who knows what might lurk down there? This is truly a weird piece of craftsmanship in your eyes. The edge seems to form a step leading down, but WHAT a STEP DOWN. The Abyss opens down there leading to seemingly total destruction. A small rock sticks out right under it, otherwise the way is DOWN, DOWN, and SPLAT!!! It looks as if it can be opened in a door-like fashion. Maybe this will lead the way down. You are in the process of walking all the way around the ledge since there is no way of turning around on this all too narrow path. There IS another exit from here but that leads right into mid-air and with high probability of a free fall session afterwards. North. The ledge leads into a corner and turns eastward. You stare into mid-air, and right under there is absolutely nothing but darkness. You shiver by the thought of falling an utterly unknown distance. South. The ledge leads further south into utter darkness. You are in the process of walking all the way around the ledge since there is no way of turning around on this all too narrow path. There IS another exit from here but that leads right into mid-air and with high probability of a free fall session afterwards. North. The ledge leads further north. You stare into mid-air, and right under there is absolutely nothing but darkness. You shiver by the thought of falling that distance. The ledge continues further south into darkness. You are in the process of walking all the way around the ledge since there is no way of turning around on this all too narrow path. There IS another exit from here but that leads right into mid-air and with high probability of a free fall session afterwards. North. The ledge leads further north. You stare into mid-air, and right under there is absolutely nothing but darkness. You shiver by the thought of falling that distance. The ledge continues south into darkness. You are in the process of walking all the way around the ledge since there is no way of turning around on this all too narrow path. There IS another exit from here but that leads right into mid-air and with high probability of a free fall session afterwards. North. The ledge leads further north. You stare into mid-air, and right under there is absolutely nothing but darkness. You shiver by the thought of falling that distance. South. You can just make out the south-western corner of this ledge. This seems like a ledge that is a little broader than the one just to the north of here. The ledge seems to lead around some sort of Abyss of total darkness. The ledge seems to have an odd-looking edge here. North. The ledge leads further north. You see a broad ledge leading eastward. South of here is the exit from the ledge. The Abyss lies down there. Who knows what might lurk down there? This is truly a weird piece of craftsmanship in your eyes. The edge seems to form a step leading down, but WHAT a STEP DOWN. The Abyss opens down there leading to seemingly total destruction. A small rock sticks out right under it, otherwise the way is DOWN, DOWN, and SPLAT!!! It looks as if it can be opened in a door-like fashion. Maybe this will lead the way down. You stand in a rather odd intersection of pipes. The pipes actually don't resemble pipes anymore. They look more like a real stone tunnel, or a passageway hewn directly into the rock. The ways from here lead north, east and west. North. You see a ledge to something that looks like an abyss. You are in the process of walking all the way around the ledge since there is no way of turning around on this all too narrow path. There IS another exit from here but that leads right into mid-air and with high probability of a free fall session afterwards. The ledge leads further east. You stare into mid-air, and right under there is absolutely nothing but darkness. You shiver by the thought of falling that distance. You've just stepped into the most unlucky position in the whole of CircleMUD. The result of such a foolish act should be punished with death, you know. With an acceleration of approximately 9.82 meters per second squared, you are now descending the Abyss. What awaits you at the bottom will continue to be a mystery. Good-bye cruel world. You are standing on a ledge that seems quite a lot larger than the rest of the ledges. This one leads to the west and the east, plus it has an exit going to the south. Though you could jump into mid-air, but it probably wouldn't be such a good idea. The way south is in utter darkness. You stand, swaying out from the ledge, with only a couple of inches of safe, solid ledge under your feet. The ledge continues to the west and leads south from here into darkness. The ledge continues west. You can just make out the outline of a trapdoor here in the soil. The earth is probably there to conceal a secret entrance. This looks as if it leads down into the seemingly solid rock face of the ledge. The ground here seems a little different from all the other ledges along the Abyss. There is a kind of soft soil on this ledge, maybe you should look carefully at this. It seems to be of some interest. You can just make out the outline of a trapdoor here in the soil. The earth is probably there to conceal a secret entrance. This looks as if it leads down into the seemingly solid rock face of the ledge. You are in the process of walking all the way around the ledge since there is no way of turning around on this all too narrow path. There IS another exit from here but that leads right into mid-air and with high probability of a free fall session afterwards. And THAT is west of here so watch your step. The ledge leads further south. You stare into mid-air, and right under there is absolutely nothing but darkness. You shiver by the thought of falling that distance. You are in the process of walking all the way around the ledge since there is no way of turning around on this all too narrow path. There IS another exit from here but that leads right into mid-air and with high probability of a free fall session afterwards. And THAT is west of here so watch your step. The ledge leads further south. You stare into mid-air, and right under there is absolutely nothing but darkness. You shiver by the thought of falling that distance. You are in the process of walking all the way around the ledge since there is no way of turning around on this all too narrow path. There IS another exit from here but that leads right into mid-air and with high probability of a free fall session afterwards. And THAT is west of here so watch your step. The ledge leads further south. You stare into mid-air, and right under there is absolutely nothing but darkness. You shiver by the thought of falling that distance. You are in the process of walking all the way around the ledge since there is no way of turning around on this all too narrow path. There IS another exit from here but that leads right into mid-air and with high probability of a free fall session afterwards. And THAT is west of here so watch your step. You also see a small opening to the east. East. You stare into darkness. The ledge leads further south. You stare into mid-air, and right under there is absolutely nothing but darkness. You shiver by the thought of falling that distance. This seems like a ledge that is a little broader than the one just to the north of here. The ledge seems to lead around some sort of abyss of total darkness. North of here you can see a ledge. The ledge leads further west. The Abyss lies down there. Who knows what might lurk down there? This is truly a weird piece of craftsmanship in your eyes. The edge seems to form a step leading down, but WHAT a STEP DOWN. The Abyss opens down there leading to seemingly total destruction. A small rock sticks out right under it, otherwise the way is DOWN, DOWN, and SPLAT!!! It looks as if it can be opened in a door-like fashion. Maybe this will lead the way down. You stand in a completely dark cavern leading west. The wall looks weird here. There is a crack here that looks like it has been made recently. A ladder leads up from here to the Shaft. A small opening leads west from here. You can see a narrow ledge going north and south. It is too dark up there. You are in a narrow part of the sewer. Down the sewer continues and to the north is the ledge. You can see the southern part of the ledge. You look deeper down into the drain. You've just stepped into the most unlucky position in the whole of CircleMUD. The result of such a foolish act should be punished with death, you know. With an acceleration of approximately 9.82 meters per second squared, you are now descending the Abyss. What awaits you at the bottom will continue to be a mystery. Good-bye cruel world. You are in a small but well equipped treasury. You can see some writing on the wall. The ceiling has a funny glow, which enables you to see. You can get back into the inner lair through the stone door which is east. You look back through the opening into the inner lair. This is a heavy black stone door it looks very solid. You read the number '666'. You are in a octagonal room with smooth purple stone walls. The floor is made from black stone. In the western wall you see a large black stone door. You look back through the door into the lair. You see the treasury. On the floor you see a lot of human decay, like bones and skulls. You also see a lot of slime. On the wall is a torch sitting in its sconce. To the north is a wooden door. You can see the inner lair. You see another part of the lair. You see another part of the lair. On all the skulls you notice that there is a three inch hole in the forehead. All the bones are broken and old. The slime is slimy and uninteresting. The torch is bolted to the sconce and the sconce to the wall. On the floor you see a lot of human decay, like bones and skulls. You also see a lot of slime. On the wall is a torch sitting in its sconce. You see another part of the lair. You see another part of the lair. You see another part of the lair. On all the skulls you notice that there is a three inch hole in the forehead. All the bones are broken and old. The slime is slimy and uninteresting. The torch is bolted to the sconce and the sconce to the wall. On the floor you see a lot of human decay, like bones and skulls. You also see a lot of slime. On the wall is a torch sitting in its sconce. You see another part of the lair. You see another part of the lair. You see the lair entrance. On all the skulls you notice that there is a three inch hole in the forehead. All the bones are broken and old. The slime is slimy and uninteresting. The torch is bolted to the sconce and the sconce to the wall. On the floor you see a lot of human decay, like bones and skulls. You also see a lot of slime. On the wall is a torch sitting in its sconce. You see another part of the lair. You see another part of the lair. On all the skulls you notice that there is a three inch hole in the forehead. All the bones are broken and old. The slime is slimy and uninteresting. The torch is bolted to the sconce and the sconce to the wall. On the floor you see a lot of human decay, like bones and skulls. You also see a lot of slime. On the wall is a torch sitting in its sconce. You see another part of the lair. You see another part of the lair. You see another part of the lair. All the bones are broken and old. The slime is slimy and uninteresting. The torch is bolted to the sconce and the sconce to the wall. On the floor you see a lot of human decay, like bones and skulls. You also see a lot of slime. On the wall is a torch sitting in its sconce. You see another part of the lair. You see another part of the lair. On all the skulls you notice that there is a three inch hole in the forehead. All the bones are broken and old. The slime is slimy and uninteresting. The torch is bolted to the sconce and the sconce to the wall. You are in a dry part of the sewer. To the north is a wooden door, you can see some slime at the lower part of the door. You also see some skulls and some broken bones. You can see the lair. You see a crawlway. The slime is slimy and uninteresting. You are in a narrow crawlway. It is rather boring here. You see a four-way junction. You see the entrance to a lair. You are in a sewer junction. To the north is a small hole, to the west is a narrow crawlway and to the east and south the sewer continues. You can see a small cave-like room. You can see a sewer drain. You can see a sewer drain. You can see a narrow crawlway. You are in a collapsed sewer drain, which now is more like a small cave. You look back into the four-way junction. You are in a dry sewer drain which bends to the north. You can see the drain continuing north. You can see the four-way junction. You are in a dry sewer drain which bends to the east. You can see the drain continuing east. You can see the drain continuing south. You are at the end of the drain around you the sewer has collapsed, the only exit is west. You see the sewer drain. You are in a sewer drain where the floor is covered with water. To the north it looks more dry, south however the drain runs down into some water. To the north lies a dry four-way junction. To the south you see a sewer drain filled with water. The water is dirty but it looks like you would be able to swim in it. You are swimming in some dirty water and are holding your breath. You'd better continue onwards before you drown. It is a good thing that you can hold your light above the water-level. It is hard to see, but it looks like the drain runs slightly upwards. It is hard to see, but it looks like the drain runs a little bit upwards. You are in a half-dry sewer drain. To the north the drain runs a little bit downwards into some water to the east you can see a small hole. To the west you see another drain. You see the drain running down into some water. Through the hole you can just make out a very small room. You see a drain running to the west. The water is dirty but it looks like you would be able to swim in it. Through the hole you can just make out a very small room. You are in a very small room, it is pretty uninteresting. Through the little hole you can see a half-dry drain. You are in a dry but dirty sewer drain. The drain continues east and south. You see a half-dry drain. You see another boring sewer drain. You are in yet another sewer drain. You see a sewer drain continuing to the north. You can see another drain to the east. You are in a sewer drain, there is nothing special in here, except for a loud echo. You can see another sewer drain. You can make out a sewer drain to the west. You can see a sewer line. You are in a drain, with some slimy water on the floor. You see a sewer bend. You see a sewer drain. The water floats to the east from here. You find yourself in an ordinary sewer bend, which bends from west to north. You see a sewer drain. You see a sewer drain. You stand in a junction of three sewer drains. You see some odd scratches on the pipe wall, as if from a gigantic rat. North and south the sewer continues as usual, but west it looks a little strange. You see nothing but a sewer drain. You see nothing but a sewer drain. You see a strange sewer pipe. You are in a sewer, where the slimy water runs down through a tiny hole. You see some odd scratches on the pipe wall, as from a gigantic rat. There is a sewer drain south. You see a sewer drain. You are in a very strange sewer indeed, there are some odd scratches on the pipe wall, as from a gigantic rat. And you can see a lot of organic decay like bones from animals AND humans. West the drain runs slightly upwards. You see a sewer junction. You see a slimy sewer drain. You are in a sewer drain with a funny damp substance on the floor, in the substance you see a lot of decay. You see some odd scratches on the wall, as if from a gigantic rat. Both to the east and west the pipe seems to run down. You see a sewer. You see a sewer. You are in an ordinary sewer except for a lot of scratches on the sewer wall, and a lot of debris on the floor. You see a sewer. You see another sewer. You see a lot of organic decay on the floor. You are in a sewer with more scratches on the walls. And of course a whole lot of decay. The drain runs east and north. You see yet another sewer line. You see a sewer pipe. You stand in a sewer drain, you are able to see some kind of cave-like room. You see some odd scratches on the drain wall, as if from a gigantic rat. The sewer leads south. You see a cave-like room. You see a sewer. You are in a little cave. You are able to see quite a lot of debris on the floor. There is a sewer drain west of here. You see the sewer system that way. You hang onto some steps leading down into utter darkness. There is an exit leading up as well, though you'll have to open the tiny rock again to do so. You are in a very dark room. You notice that some faces are staring at you from inside the walls. In the middle of the room there is a small altar. To the north there is a small round door. A beam of red light seeps through a hole in the door. This altar is very special. Faces appear to be smiling from it. There is a triangle engraved in the top of it. The triangle is filled with small symbols. They seem to be a language you have never seen before. The corridor is glowing oppressively in a red hue. You can hear wailing through an open black hole to the east. To the south there is a round door. The hole seems more black than the night. It is appears to be "eating" the red light around it. The door is completely round without a keyhole. The red light glows from the walls. The walls look alive. You are standing in nothing. All around you there are stars. Sometimes a shadow flies closely by you, wailing very loudly. To the north there is a small bright hole. To the west there is a small red hole. You look into a very bright hole. You look into a red hole. The shadow looks like a man in great pain. You are in a small hallway. There are doors to the east and to the west. To the south there are a black hole. There is writing in the wall. Wails can be heard from the south. It is too dark to tell. A black hole in the wall. You can see a big fire to the west. It looks like a unhealthy place to enter! The writing says 'The one to the east, belongs to the beast. To the west you will surely END your quest!'. This room is very hot. There are flames surrounding you. You can see no exits at all! Skeletons are lying all over the floor. The skeletons looks like they had suffered the death of hunger. One of them looks like he has written something at the wall. The writing says 'A prayer to the GODS will not be heard, though the only exit is death... Mother, I love you'. You are standing in a middle of a square room. Along the walls skeletons are hanging in rusty chains. In the middle of the room there is a big metal box, covered with dust. To the south you can just make out a small exit. It is too dark to tell. When you look at the skeletons, you can see that they once had been in great pain. They are hanging in their arms, and some of them were killed with a sharp instrument. The metal box is covered with dust. You notice that it was once filled with coal, as you see some small pieces of it. You are standing in a lot of mud. A disgusting smell surrounds the place, and makes you feel sick. Small flames sometimes shoot up from the hot mud. To the west there is a small door. To the north you can see an iron door. It is too dark to tell. It is too dark to tell. You are clutching the steps on the wall so that you don't fall to the ground down below. You cannot see anymore handholds below you and thus this stops your journey down, as the only exit is up. You are standing in the cave entrance. It is very dark down here. There is writing on the wall. There is an exit to the north. A stairway leads up. To the north you can see a small tunnel. You can see the stairs going up into darkness. The writing says 'BEWARE adventurer!' You are walking in a tunnel. It is very cold. You can feel the presence of a living thing... SOMEWHERE. To the north you can see the tunnel continuing. To the south tunnel continuing. You are standing in a room. It is much cooler now. The walls are glowing. To the east you see the tunnel going downwards. To the south you see a dark cave tunnel. You are standing in a mudlike substance. The smell here is awful, it is rotten. To the west you can see some light. To the east the tunnel still goes downwards. You can see some light to the west. When you examine the mud, you notice small worms crawling around. The worms are purple. They do not look edible. The mud is getting deeper. You are wondering, 'Would it be an idea to leave, before I disappear?'. To the south you notice a flat round stone is blocking the way. To the west you can see mud. You can see an opening behind the stone. The stone looks very uninteresting. BUT as you are about to turn away, you see a strip of light coming through a small hole. Conclusion: The stone is moveable. There is dust all over the place. It looks like nobody has been here for ages. In the middle of the room you see a socket with a crystal globe. The globe glows with a pulsing light. To the north you see a stone door. To the south you see a grey block. You see a round stone door. You see a grey block. The socket looks like the work of a dwarf. It is VERY beautiful. The crystal globe is glowing with a pulsing light. It looks like there is smoke inside it. You are standing in a lot of mud. The mud goes to your chest. You feel the presence of something IN the mud. The only obvious exit is to the west. You can see nothing at all. The mud goes to your knees. Otherwise the tunnel looks very normal. You can see a mudhole. Here there is almost no mud, as you stand at the top of a small rock. Just beside you there are a sign which says 'WARNING! The worms are dangerous!' You can see a lot of mud... Yuck! The tunnel goes a little downwards. You are very surprised, as this room for a change are hot instead of cold. To the north it goes downwards into some mud. There are also an exit to the west. You see a lot of mud. You see a entrance to a small room. As you look around you notice a small statue. There are exits to the west and to the east. It is pitch dark out there. You see a VERY long hallway. This is a statue of a imp, pointing to the west. The imp looks like a man with horns and a tail. You are standing in a stalagmite cave. Water is dripping from the walls. It is very cold in here. You see a long hallway, and some mud. The stalagmites are very tall, and looks very beautiful. You has entered a small tunnel. Here it is quite dry. Maybe it would be a good idea to rest here. You can see a small cave to the north. You definitely do NOT like this area. It is very dank, and most of the room is wet. You are standing in a cross. To the north you can see some light. Otherwise it is dark. You see some light ahead. This room is obviously a blind end. To the north you see a primitive picture. You see a primitive picture of some people dancing around a huge sun. The sun is about 7 feet in diameter, which shows the size of the picture. You see some people dancing around a huge sun. The sun is about 7 feet in diameter, which shows the size of the picture. This room is richly ornamented. The walls have been carved to show people dancing around a moon which is drawn on the floor. It looks very old, and it is very dusty. To the south you see the back side of a secret door. You can see a picture with some peeple crawling around a huge moon. You are standing in the south-east part of the lair. You can see a skeleton lying in the corner. Another part of the lair. Another part of the lair. It looks like a adventurer who wasn't lucky. You'd better watch out... You are standing in the north-east part of the lair. You see a sign on the wall. You see a wooden door. Another part of the lair. Another part of the lair. The sign says 'Gods of War I call you, my sword is by my side, I seek a light free from all false pride' Reyemle Grug... You are standing in the north-west part of the lair. Here there is another sign. There is an exit from the lair to the north. You see a small tunnel leading north. Another part of the lair. Another part of the lair. The sign says 'I'm wandering around in a everlasting tale, seeking the light to regain my pride Corama... You can see a table in front of you. It is very dusty. Five skeletons are sitting around the table. Exits are north and east. The northern part of the lair. The eastern part of the lair. On the table there is dust, in the center there is a small statue of a Dragon sleeping. They've obviously been killed somehow, but it doesn't look like it was by sword or club. It looks like a silver dragon. It is nailed onto the table. The dragon sits on a red dragon that looks dead. But the eyes of the red dragon are glowing, pulsating red. You feel drained. You are standing in dark tunnel, the exits are east and west. To the west you see a wooden door. You can see a wooden door. You can see a muddy tunnel. You are standing in a dark tunnel, it leads upwards. The dark tunnel continues. You can see the lair. You can see a cave entrance. You are standing in deep darkness. To the south there is a small exit. To the east you can see a gaping hole. You are standing in round hall. To the north, east and south you can see a stone head hanging on the walls. You see a red dragon's head hanging on the wall. You see a green dragon's head hanging on the wall. You see a blue dragon's head hanging on the wall. You see a room far away. When you study the faces of the heads you see that they are faces of dragons. The face to the north is red, the face to the east is green, and the face to the south is blue. This looks like an evil dragon. This looks like a neutral dragon. This looks like a good dragon. You are standing in dust. This place has not been touched for a long time. Otherwise it is quite boring here, looks like a place to rest! To the west you see the outline of a door. A tunnel leads to the east. You see a tunnel which leads downwards. It is quite dark. You can see the outline of a door. Just like in the description! You are standing in a crossing of hallways. You can leave this place in every direction, except up and down. In the dust you notice strange footprints. You have never seen this kind of footprint before! You are standing in a L-shaped room. You can hear noises from the long tunnel to the east. You feel very afraid! A sign is hanging on the wall. The sign says: DANGER!! You can see burned walls, the floorstones are fiery red. All kinds of bones are scattered all over the floor. On the walls you can see some burned shapes. You smell burnt flesh. Two creatures are half melted into the floor. You can see a long tunnel. You can see nothing but darkness. You are in a room, which once has at one time been quite burnt. There is writing on the wall. You can see a red glow... The writing says: DANGER You are standing in a tunnel. Above you, you can feel a breeze. It is too dark to tell. The breeze comes from a hole above you. NO way to get up there. This room is very bright. On the walls you can see some silver. Exits are west, east and south. The glittering silver looks like it is INSIDE the walls. You have entered a tiny room. There is only an exit to the west. You can see a light to the west. You are at a end of a long tunnel. Right in front of you, you can see a grey mass. To the east you can see a tremendously long tunnel, but you know that, you were just there. A long tunnel. JUST like in the description! A grey mass is blocking the way. The mass is nothing but a mass, but it is quite suspicious! You are standing in a small room. Drawings of faces in pain are on the walls. You can feel that darkness is ruling the place. There is one exit: south. Nothing but darkness... You are standing in a dark tunnel. It continues to the north and to the south. Bones are spread on the floor. It looks like bones of a human. The smell here is awful. To the south you can see some smoke. A tunnel leads north and east. The only thing you can see is smoke. A small cave is to the east. It is hard to see here because of the smoke. To the north you can barely see a small tunnel. Other exits are to the south and to the west. There is a very small hole in wall from which the smoke is coming from. Otherwise it is pitch black. Exits are north and west. You can see nothing but smoke. You can see nothing but smoke. It seems to be a small hole, about one foot in diameter. You can see some hay spread on the floor. The smell is awful here, and it makes you feel sick. This place where the Basilisk sleeps. Watch out... maybe it is not far from here... The hay is very dirty. The smell of it makes you feel sick. You can see nothing but smoke. You are standing in small cave. You can see some light at the end. Exits are north and south. You can see only smoke. You can see a blue glow. And you feel a fresh breeze... ahhhh... You have wet feet, you are standing in water. The water looks calm. You can see that it is a big lake. Light seeps from the water. You can see a small cave. You can see more water. You can see water. You are swimming in water. It is getting deep here. It is also dark in this end. You can see some bubbles in the water. You see calm water. You standing in water up to your neck! You can only see water. You can see calm water. To dark to tell, but you can feel something nearby. You are swimming in DARKNESS. You feel something touching your right leg. To dark to tell. You can feel a warm breeze. A huge cloud forms the plateau on which you are now standing. The wind here is absolutely quiet and the sun is shining warmly upon you. From under the cloud you can hear the faint sounds of Midgaard. Right before you to the north lies the grand Mansion of Naris. You see an enormous arched gate leading into this magnificent building. You see a Huge Chain that anchors the Mansion of Naris to the ground. You are standing in a vast hall that is dimly lit, but wherever the light comes from, is a mystery. The walls seem to radiate warmth and give the pleasent feeling of being welcome here. A large portrait is hanging on one of the walls. A large wooden staircase leads up into the tower. To the east there is a high passage away from the hall. This ends shortly after by a tall oak door. The enormous hall extends further north from here. To the south you can see a huge, and VERY heavy-looking iron-wrought door. It looks like this is the only exit from this magnificent old house. The hallway continues that way. You can see more doorways under the wooden staircase in that direction. You see a tall oak door there. It looks quite tightly closed to you. On it little runes are chiselled into the wood. Here you see a REAL door. It would be more proper to call this a 'GATE', rather than a 'door'. It is really HUGE! On it hangs a large sign with very large letters spelling: EMERGENCY EXIT This looks like a 'door' in the meaning of the word. The ashen wood is painted in a peculiar yellow color. Small letters are written with black on it. You see the staircase extending upwards into the very high tower. It ends in what seems like a large bedroom up there. These runes are utterly strange to you, but you are in luck today: Under the runes you can just make out a sentence in Common. It reads: Stay out, if you treasure your life. That is if you are mortal. They read: LIBRARY This is truly a magnificent place! Books and scrolls lie together on every shelf. A large globe, with the map of the world upon it, stands in the dimly lit north-western corner of the room. Two large and comfortable looking leather armchairs adorn the center of the library together with a huge oak desk. Dim light radiates from an enormous crystal chandelier hanging down from the ceiling approximately 10 feet off the floor. To the east there is a great old ashen door. A large glass window is set in the west wall. You can see an old ashen door, painted in a peculiar yellow color. You see a large world map stretch out on the enormous globe. It has towns drawn in every spot available for such. In the middle of the map you can spot a large town with the name 'MIDGAARD' written over it. The rest is mountains, woods, plains and water. You see a small speck with woods on the west from it, plains to the east from it and mountains to the north from it. To the east of it you can see a thin trail lead to a large castle. Finally you notice a rather large river pour in from the east and go through Midgaard in the middle. These two chairs are exactly alike one another. They look incredibly comfortable. They are both made from old leather, and yet they seem so worn that they can be nothing but a perfect place for a long needed rest. These windows are really BIG! They reach from about 20 inches above the floor to approximately 10 inches under the ceiling. If you try and 'look out', you might see what might lie beyond these windows. The clouds muster and form the ground on which this entire building is set. Through the thinnest of the clouds you can just make out Midgaard with all of its magnificent activity. You see a large and winding river cut through the landscape, starting at an enormous inland lake, it seeps through Midgaard and finally ends up in the Grand Sea on the west coast of the land. This is gloomy and dark room with only a faint light radiating from the walls. A bunch of funny-looking items fill the center of the room. There is no furniture here what-so-ever. The only way out seems to be west, through the low steel door. You see only the back of a safe's steel door. You are standing in the northern end of the huge hall. This part is under the grand wooden staircase so the light seems to be a little less bright here, but this doesn't affect your sight at all. To the north lies the kitchen. To the south lies the southern end of the hall. To the east there is a huge metal door. To the west there is a large aspenwood door. You see a huge metal door. From it a foul stench emanates. The smell is the most awful experience in your entire life. A thought seeps through this terrible stench and into your mind: 'Monsters', you feel BAD about opening that door. The rest of the hall lies in that direction, and so does the exit. The door has 'SITTING ROOM' written on it. It is made from Aspenwood and is beautifully carved with small elves as main issue of sculpture. You are standing in the middle of a really comfortable place. The walls are decorated with paintings of smiling Kings and Queens. The most attractive picture is one of a Prince in shining armour. By one of the walls there is an old armchair. The only exit is through the aspenwood door to the east. The door seems to be a very HEAVY door, carved completely from the trunk of an Aspen tree. This is truly a wonderful relic of the past. In it is a large cushion. This must be the place of food and drink. You can hear the faint noise of rats feasting on meat and bread from somewhere undeterminable. The sound makes you feel the agony of HUNGER. The only visible exit is south to the Northern end of the hall. It is dark in there. But the sounds from there are unmistakable. The rats are here for your information. You can see the fridge from here. There are drinks all over the place. You can see the northern end of the hall. You can see food all over. Among the heaps of food you notice HUGE rats scuttling around, nibbling pieces off the heaps here and there. This place is LOADED with drink, water and booze. You can see up and down the stairway. It seems to take forever, either going up OR down. It is just a seemingly insurmountable climb, either way. Up is the bedroom of Redferne, and down leads to the southern end of the hall. This place is gloomy. A HUGE safe is cemented into the west wall. The only visible exit is west, through the oak door. You see a tall oak door. This is a snugly set bedroom with all the necessities for a romantic evening. A large fireplace adorns the east wall, and sizzling away is the wood that is ablaze within. The bed is enormous, covering at least HALF of this great room. The room stretches at least 140 feet, so can you imagine the BED? A large staircase leads down to the hall. A couple of doors open up to a broad balcony to the south. The sun seems to shine out there, warmly and comforting. You see a splendid of the most of this world. The valleys stretch as far as the eye reaches to the south from here. Down below you can see the entrance of this magnificent building. To the north are the doors to Redferne's bedroom. You see the comfortable bedroom of Naris. You see the ground on which this castle is set. Funnily it seems to you that it is no more than clouds. This looks like the cage in which a large carnivore is being kept. Judging by the state the walls are in, this could very well be a large AGGRESSIVE animal. This makes you pretty insecure, this stating your feeling about the place quite mildly. This looks like the only exit from here. This place has quite a good view over Midgaard. Your possibilities of movement seem to extend only to the up and down directions. Unless you want to let go of the secure and seemingly unmovable chain, then those are the directions you should take from here. Upwards, you see the chain disappearing into the clouds above. Down below, you see the huge chain anchored to the ground at the Road Crossing of southern Midgaard. Hanging on to the chain you figure out that there is no way of leaving down from here. The wind pulls you from left to right and back. This seems like a totally impossible task. The ascend is the only way ahead for you. Otherwise you would risk death by falling to the hard ground below. DO NOT DESCEND NOW OR YOU WILL SURELY DIE!!!! That way seems to be the only way away from here. THAT WAY IS CERTAIN DEATH!!!! You can see the wind tearing at the chain down below you. It swings like a furious serpent from side to side! The descent is ABSOLUTELY out of the QUESTION. You are approximately on the middle of the treacherous Chain. One false step and death will come and collect you quickly. The chain leads upwards and down. No way are you going to descend now... You've only just begun your climb. Besides it could cost you your life. Look down and you'll see why. There seems to be only one way from here and that's up. The chain down there is swinging wildly back and forth. Going down there will be pretty risky! As you descend, the chain seems to absorb all weather around it, making it swing less and less in the very powerful wind tearing at it. The Chain seems to chuckle quietly, and as you descend further you hear a soft whisper originating from within the Chain *ITSELF*. It says 'Welcome back some other time, stranger. Your company is always... hmmm... interesting. God Speed.' The chain extends further down through the now spreading clouds. It seems to you that the Chain is dissolving again. Maybe it is just an illusion, but still... That way seems safe enough... now. This place truly a splendid view of the WHOLE COUNTRY SIDE! A magnificent light shines upon you and the way up through the clouds is opened. Up there you can now see the Mansion of Naris, Residence of the Greater God Redferne. The chain beneath you seems to evaporate in the mustering clouds that surround you by now. You see the sunny top of the clouds. Beyond these, the Mansion towers before your eyes. Beautiful!! You see nothing but the thick clouds. They've closed completely around the Chain. This is probably the third worst place to be in this entire MUD right now. You fall . . . and fall . . . and fall . . . and HIT THE GROUND WITH SUCH A *SPLUTCH* that you die horribly, but instantly. Good-bye cruel world. As the river exits the city of Midgaard it picks up speed and whisks you along high banks flanked by the trees of Haon-Dor. As the city fades in the east, you approach a gloomy forest to the west. The river is deep, and runs swiftly in an east-west direction. To the north the river eddies and enters a backwash where a small bank extends down from a dark, thick stand of trees. It doesn't look particulary inviting however. The river twists and turns and nearly tosses you out of your boat. The water is dark, cold, almost reptilian in sheen. It seems almost alive. The river runs east and south. The dark forest of Haon-Dor recedes behind you to the northeast. The river continues in a westerly direction toward the river delta, where you can just make out a large island. You are at the edge of the river delta, where the river empties out on its way to the sea. The water here is Black. Deep. Dark. Deadly. The tidal waves sweep you around and around up and down. You bob up and down in the waves comming dangerously close to some large, jagged rocks on the eastern shore of an unusual looking island. There is no way you could possibly land there without getting killed. You are making your way along a channel in the river delta between the island to the west and the shore to the south and east. To the south an aging broken down looking pier juts out from land and toward the west the channel works it way close to the island as it moves around its southern tip. You float next to a crumbling pier long since neglected. To the west the water gets sluggish and there are many weeds and some seaweed floating about. The going is rough here. The tide struggles with the normal flow of the river and here near the edge of the sea there is a large amount of growth. To the west the channel passes the southern tip of the island and heads for open waters. The delta meets the sea here. To the west you see nothing but ocean on the horizon. Sea birds squawk noisily at your approach and take flight from a nearby beach head on the island. It looks as though this could be the last stop for those heading out to sea. This is a secluded looking beach on the southern tip of the island. There isn't much to see here and there is no way to cross the steep rocky cliffs that wall in this place. The river splits as runs up against the island and a navigatble channel slips off to the north and west. The river current carries you swiftly westward as the channel begins to narrow as it squeezes past the north end of the island. You are sitting just off a small landing on the island that appears to be nothing more than a short path that leads to the side of a hill. Bodies lie everywhere. Commoner, peasant, duke, duchess. The Gods will not hear you call here. Hence they will not answer you. To the south the path ends at a dark cave entrance. A sign has been posted beside the entrance. A sign beside the dark cave opening reads: WARNING! Only fools and dead people pass this way. The tests of Minos, our glorious ruler, await. Ah... you find yourself in Minos' battlefield playground. Minos loves to torture his people through these places. He collects the monsters of the world and puts them here. Minos' voice reveberates from the four walls of this room: 'Get some rest and make sure you're healed. You'll need it for the next monster in my playground. Or are you strong enough?' To the south is the entrance to the next challenge of Minos' stronghold. You go inside a red room. Very red. As if the Minos King used them to disembowel his guests. The path continues eastward. You see blue lights in that direction. Minos must be a monster hacking machine. You see a blue light flicker on and off. A voice crackles, 'WHY ARE YOU HERE!' This is General Woundwort's quarters. Hraka abound. The frayed corpses of rabbits lie scattered about this hell-hole. The General is not a very neat person as you can tell. Dare we surmise how many more rooms Minos has? The paths appear to be endless. You shudder the sounds of death cries from the east. A loud voice bellows another warning: 'Leave now or face my wrath!' There is a crawlway leading upwards at the far end of the room and there is a fresh breeze comming from there. This is Minos' room. What else did you expect? The room is lavishly decorated for this bovine king. Everything is so opulent that it makes your eyes bulge. Survive and reap his fortune! The only exit is a large oak door in the east wall. You see a rather large oak door bound with iron and securely locked. The treasure room of Minos is dark save for your lantern. Hopefully it has not been looted yet by the many legendary thieves of Midgaard. A clever looking secret passage leads upward from here. You sit amongst the rocks above a small beach at the southern end of the island. You could clamber down easy enough, but getting back up would be another story.