The death of [45 Warrior] Mirk (Duergar)

in The High-Arched Foyer before The Hall of Suicide Squad

from the perspective of [45 Warrior] Mirk (Duergar)


Elders Room in the House of Clan Skull Cleaver
   This room is used by the clan elder as a living quarters and as an area
to give personal instruction to clan members. The southern section of the
room is bare, the floor covered with dried and fresh blood. A large desk
sits in the northwest corner, books and parchments cover its surface. A
feather bed occupies the northeast section of the room. A large banner
bearing the clan insignia hangs from the north wall. The exit is south.
Obvious exits: -South#
A clansdwarf stands stiffly against the wall
A clansdwarf stands stiffly against the wall
A clansdwarf stands stiffly against the wall
A clansdwarf stands stiffly against the wall
The clan elder demonstrates a battle skill

< 1h/808H 116v/116V Pos: standing >
Ok.

< 1h/808H 116v/116V Pos: standing >
Living Quarters
   This large room is used by members of the clan to relax and visit. The
room is sparsely decorated. Stuffed heads have been mounted on each wall,
each marking a special victory for a clan member. A large wooden table
surrounded by wooden chairs occupies the center of the room, its surface
covered with books and parchments. The clan insignia has been carved into
the stone floor and polished to a smooth shine. Doors can be seen in the
north and south walls. The room continues east.
Obvious exits: -North -East  -South#

< 1h/808H 115v/116V Pos: standing >
Ok.

< 1h/808H 115v/116V Pos: standing >
Combat Practice Area
   This large, open courtyard is used by members of the clan for combat
practice. The elder of Clan Skull Cleaver requires that warriors attack each
other occasionally in the practice area, without warning, to keep them sharp
and alert. Cries of pain, shouts of rage, the sharp ring of metal striking
metal all echo loudly throughout the courtyard. blood, both dried and fresh,
covers the entire floor like a thick, gruesome glaze. It is clan tradition
to never wash the floor as each layer of blood is believed to appease the
gods of war. A door can be seen in the north wall. The courtyard continues
west.
Obvious exits: -North -West 

< 2h/808H 114v/116V Pos: standing >
Combat Practice Area
   This large, open courtyard is used by members of the clan for combat
practice. The elder of Clan Skull Cleaver requires that warriors attack each
other occasionally in the practice area, without warning, to keep them sharp
and alert. Cries of pain, shouts of rage, the sharp ring of metal striking
metal all echo loudly throughout the courtyard. blood, both dried and fresh,
covers the entire floor like a thick, gruesome glaze. It is clan tradition
to never wash the floor as each layer of blood is believed to appease the
gods of war. The courtyard continues to the north, east and west.
Obvious exits: -North -East  -West 

< 2h/808H 113v/116V Pos: standing >
Combat Practice Area
   This large, open courtyard is used by members of the clan for combat
practice. The elder of Clan Skull Cleaver requires that warriors attack each
other occasionally in the practice area, without warning, to keep them sharp
and alert. Cries of pain, shouts of rage, the sharp ring of metal striking
metal all echo loudly throughout the courtyard. blood, both dried and fresh,
covers the entire floor like a thick, gruesome glaze. It is clan tradition
to never wash the floor as each layer of blood is believed to appease the
gods of war. A door can be seen in the north wall. The courtyard continues
east.
Obvious exits: -North# -East 

< 2h/808H 113v/116V Pos: standing >
Ok.

< 2h/808H 116v/116V Pos: standing >
The Room of Worship
   This room is used by clan members to worship the gods of war. The walls
are covered with paintings of great battle scenes, various religious artifacts
mounted between each of them. Thick fungus kneeling pads sit on the floor in
various places. The room conveys a sense of peace and safety. Doors can be
seen in the north, south and west walls.
Obvious exits: -North# -South -West #

< 3h/808H 115v/116V Pos: standing >
The door seems to be closed.

< 3h/808H 115v/116V Pos: standing >
Ok.

< 3h/808H 116v/116V Pos: standing >
Priests Room
   This room is used by the clan priest as a living quarters. Religious
tapestries cover the walls, each a gift from a clan member. A thick woven
fungi rug covers the floor, the insignia of the guild on its surface. A
large wooden desk sits against the west wall. The eastern portion of the
room is filled by a large feather bed. The exit is south.
Obvious exits: -South
Fresh blood splatters cover the area.
The clan crafts priest watches you silently

< 3h/808H 115v/116V Pos: standing >
You can't use the GCC channel!

< 4h/808H 115v/116V Pos: standing >

< 5h/808H 115v/116V Pos: standing >
Hint: Make sure to use your class's skills to do more damage or to escape from harm.

< 6h/808H 115v/116V Pos: standing >

< 8h/808H 116v/116V Pos: standing >

< 9h/808H 116v/116V Pos: standing >
Hint: Taking a long time to pray or memorize your spells? Try using meditate while you pray/memorize.

< 21h/808H 116v/116V Pos: standing >
Hint: You gain much more experience when you heal a person engaged in melee combat.

< 36h/808H 116v/116V Pos: standing >

< 48h/808H 116v/116V Pos: standing >
Hint: Most commands have help files.  Type 'help (command)' to learn how to use game commands.

< 51h/808H 116v/116V Pos: standing >
You qualify for a random boon (#2306) that has been updated.
You qualify for a random boon (#2305) that has been updated.
You qualify for a random boon (#2304) that has been updated.

< 60h/808H 116v/116V Pos: standing >
Autosaving...

< 60h/808H 116v/116V Pos: standing >
You have ranked up to Serf.
You have ranked up to Commoner.

< 62h/808H 116v/116V Pos: standing >
Hint: Killing other players and taking their equipment is completely legal, but so is retribution!  Beware of your victims' allies.

< 66h/808H 116v/116V Pos: standing >
Hint: The consider command will compare your level to that of the victims, nothing else. Lower level mobs can be nastier than they appear, and higher level mobs easier than you thought.

< 81h/808H 116v/116V Pos: standing >
Hint: Make sure to use your class's skills to do more damage or to escape from harm.

< 96h/808H 116v/116V Pos: standing >
The Room of Worship
   This room is used by clan members to worship the gods of war. The walls
are covered with paintings of great battle scenes, various religious artifacts
mounted between each of them. Thick fungus kneeling pads sit on the floor in
various places. The room conveys a sense of peace and safety. Doors can be
seen in the north, south and west walls.
Obvious exits: -North -South -West #

< 101h/808H 115v/116V Pos: standing >
Combat Practice Area
   This large, open courtyard is used by members of the clan for combat
practice. The elder of Clan Skull Cleaver requires that warriors attack each
other occasionally in the practice area, without warning, to keep them sharp
and alert. Cries of pain, shouts of rage, the sharp ring of metal striking
metal all echo loudly throughout the courtyard. blood, both dried and fresh,
covers the entire floor like a thick, gruesome glaze. It is clan tradition
to never wash the floor as each layer of blood is believed to appease the
gods of war. A door can be seen in the north wall. The courtyard continues
east.
Obvious exits: -North -East 

< 101h/808H 114v/116V Pos: standing >
Alas, you cannot go that way. . . .

< 102h/808H 114v/116V Pos: standing >
Combat Practice Area
   This large, open courtyard is used by members of the clan for combat
practice. The elder of Clan Skull Cleaver requires that warriors attack each
other occasionally in the practice area, without warning, to keep them sharp
and alert. Cries of pain, shouts of rage, the sharp ring of metal striking
metal all echo loudly throughout the courtyard. blood, both dried and fresh,
covers the entire floor like a thick, gruesome glaze. It is clan tradition
to never wash the floor as each layer of blood is believed to appease the
gods of war. The courtyard continues to the north, east and west.
Obvious exits: -North -East  -West 

< 102h/808H 113v/116V Pos: standing >
Combat Practice Area
   This large, open courtyard is used by members of the clan for combat
practice. The elder of Clan Skull Cleaver requires that warriors attack each
other occasionally in the practice area, without warning, to keep them sharp
and alert. Cries of pain, shouts of rage, the sharp ring of metal striking
metal all echo loudly throughout the courtyard. blood, both dried and fresh,
covers the entire floor like a thick, gruesome glaze. It is clan tradition
to never wash the floor as each layer of blood is believed to appease the
gods of war. A large wooden door is in the north wall. The courtyard
continues south.
Obvious exits: -North# -South

< 102h/808H 113v/116V Pos: standing >
The door seems to be closed.

< 102h/808H 113v/116V Pos: standing >
Ok.

< 102h/808H 115v/116V Pos: standing >
Path of The Cracked Skull
   This small area is nothing more than an indent in the front of this
large building. The walls of the building block progress to the east and
west, their surfaces covered with carvings of all variety. A large wooden
door marks the entrance to the clan house to the south. Steeders Way can be
accessed north.
Obvious exits: -North -South

< 102h/808H 114v/116V Pos: standing >
Steeders Way
   The stones used for this section of road are smaller than normal, each
laid to exentuate its unique features, creating patterns as they blend with
the other stones. The air is filled with sounds of battle, swords ringing,
shouts of rage and screams of pain. Looking to the north the cavern seems
to be more sparsely populated, some sections of the floor un-smoothed for
occupation. The entrance to the house of clan Skull Cleaver is south. A
smaller street starts to the north, heading towards the northern wall of
the cavern. The street continues east and west.
Obvious exits: -North -East  -South -West 
Puddles of fresh blood cover the ground.
A clansdwarf shouts as he pushes his cart.
A duergar merchant watches his cart closely.

< 102h/808H 114v/116V Pos: standing >
Southern End of Mine Road
   This road is carved into the rock of the cavern floor, twisting its way
between clan houses as it heads north towards the northern wall of the cavern.
The sounds of the market square echo loudly from the northwest. Steeders Way
can be accessed to the south. The road continues east.
Obvious exits: -East  -South

< 102h/808H 113v/116V Pos: standing >
Steeders Way
   The stones used for this section of road are smaller than normal, each
laid to exentuate its unique features, creating patterns as they blend with
the other stones. The air is filled with sounds of battle, swords ringing,
shouts of rage and screams of pain. Looking to the north the cavern seems
to be more sparsely populated, some sections of the floor un-smoothed for
occupation. The entrance to the house of clan Skull Cleaver is south. A
smaller street starts to the north, heading towards the northern wall of
the cavern. The street continues east and west.
Obvious exits: -North -East  -South -West 
Fresh blood splatters cover the area.
A clansdwarf shouts as he pushes his cart.
A duergar merchant watches his cart closely.

< 103h/808H 113v/116V Pos: standing >
Steeders Way
   This street is constructed of smaller stones, each carefully placed to
form various patterns in the street. Finely decorated buildings line the
street, the dwarves craftsmanship obvious in each of them. The southern
side of the street is occupied by the side of a large building, a large
picture of a weapon smith forging a sword intricately carved into the stone.
The Street of Lost Clans starts to the west. A building entrance is north.
The street continues east.
Obvious exits: -North# -East  -West 
A few drops of fresh blood are scattered around the area.
A clansdwarf shouts as he pushes his cart.
A pregnant duergar looks through the merchants carts.

< 103h/808H 113v/116V Pos: standing >
Street of Lost Clans
   This street is constructed of large stones, some carved into the insignias
of clans lost throughout history. The memorial stones are finely crafted by
Clan Shatter Stone, their surfaces smooth and unblemished. Clansdwarves and
merchants alike move quickly along the street, most heading for Merchants
Square to the north. The entrance to a building is west. Steeders way can
be accessed to the east. The street continues north and south.
Obvious exits: -North -East  -South -West #
Puddles of fresh blood cover the ground.
A pregnant duergar looks through the merchants carts.
A cavern snake coils and strikes.
A cavern snake coils and strikes.
A duergar merchant watches his cart closely.

< 103h/808H 112v/116V Pos: standing >
The door seems to be closed.

< 103h/808H 112v/116V Pos: standing >
A pregnant duergar leaves south.
The door seems to be closed.

< 103h/808H 113v/116V Pos: standing >
Street of Lost Clans
   The sound of numerous hammers striking metal rings loudly all around on
this section of the street. Citizens move about their daily business, sometimes
stopping to talk with a friend, but most rarely look at others passing. The
merchants and their carts rattle past, the memorial stones providing a fairly
smooth surface for their wheels to roll upon. The entrance to a building is
east. The street continues north and south.
Obvious exits: -North -East # -South
Fresh blood covers everything in the area.
A pregnant duergar looks through the merchants carts.
A clansdwarf shouts as he pushes his cart.

< 103h/808H 112v/116V Pos: standing >
Street of Lost Clans
   The buildings that line this street are all decorated in rich Duergar
designs, the dedication to quality is obvious. Citizens move quickly along,
rarely stopping to glance at others. Merchants shouts rise up as they try
to attract attention to their goods. Sounds from the various clan houses
mix together and echo softly around you, accented by the sharp sound of
hammers striking metal. The entrance to a building is east. The street
continues north and south.
Obvious exits: -North -East # -South -West 
Puddles of fresh blood cover the ground.
A clansdwarf shouts as he pushes his cart.

< 103h/808H 112v/116V Pos: standing >
Street of Lost Clans
   Inhabitants move past you, occasionally stopping to inspect a merchants
cart for any unusual items or especially good buys. The merchant shout out
in hopes of attracting business, holding up goods for all to see. The
vastness of the cavern goes un-noticed outside of all the buildings and
the movement on the street. Entrances to buildings can be seen on the
east and west sides of the street. The street continues north and south.
Obvious exits: -North -East # -South -West #
A few drops of fresh blood are scattered around the area.
A clansdwarf scans the area for vermin.

< 103h/808H 111v/116V Pos: standing >
Street of Lost Clans
   This street is constructed of large stones, some carved into the insignia
of various clans that have been lost throughout history. Inhabitants of all
sorts bustle past you, going about their daily business. Merchants shout
descriptions and prices of goods for sale as they push their carts along
the street. A narrow street branches off to the west. The entrance to a
building is east. The street continues to the north and south.
Obvious exits: -North -East # -South -West 
Fresh blood covers everything in the area.
A clansdwarf shouts as he pushes his cart.

< 103h/808H 111v/116V Pos: standing >
Street of Lost Clans
   The large stones that comprise this street have been carved into the
insignias of the various clans lost throughout history. The memorials are
finely crafted by Clan Shatter stone. Some of the stones remain blank,
awaiting their memorial design. The smell of gourmet fungi is strong from
the west. A building block progress south. The road turns here, leaving to
the north and east.
Obvious exits: -North -East  -South -West #
Fresh blood covers everything in the area.
A clansdwarf watches the area closely.
A clansdwarf watches the area closely.
A clansdwarf scans the area for vermin.
A clansdwarf sits atop a large steeder.

< 103h/808H 110v/116V Pos: standing >
Street of Lost Clans
   The stones of this street have been carved to serve as a memorial for the
various clans lost throughout history. The clans insignias serve as a reminder
for friends, and insure that history will not forget any Duergar clan. The
smell of prepared gourmet fungi fills the air. Sounds of the inhabitants of
the stronghold can be heard all around. The door-less wall of a building is
on the north side here, richly decorated with Duergar designs. The entrance
to a large building is east. The street turns here and continues to the
south and west.
Obvious exits: -East # -South -West 
Puddles of fresh blood cover the ground.
A clansdwarf watches the area closely.
A clansdwarf watches the area closely.

< 104h/808H 110v/116V Pos: standing >
The door seems to be closed.

< 104h/808H 111v/116V Pos: standing >
Southern End of The Street of Lost Clans
   The stones of this street are carved into the insignia of clans that
have been lost throughout history. Not all the stones are carved, some
smooth stones have yet to receive their memorial design. Sounds of the
city echo softly around, smoothed by the vastness of the cavern. The
occasional smell of prepared gourmet fungi wafts by, teasing you with
an enticing aroma. An occasional shout rises up, some from merchants,
others from conflict. stone buildings line both sides of the street, each
richly decorated by Clan Shatter stone. Strongstone Circle is accessed to
the south. The street continues north.
Obvious exits: -North -South
Fresh blood splatters cover the area.
A clansdwarf watches the area closely.

< 104h/808H 111v/116V Pos: standing >
Strongstone Circle
   This street is made of large stones, expertly laid, each carved into the
Strongstone family crest. The stones are of the finest quality, each smooth
and unblemished. The street is wide and spacious, allowing citizens to move
freely about their business mixed in with merchants and their carts. A
featureless stone structure occupies the south side of the street. The
Street of Lost Clans leaves north. Strongstone Circle continues east
and west.
Obvious exits: -North -East  -South# -West 
Fresh blood covers everything in the area.
A clansdwarf looks through the merchants carts.

< 104h/808H 111v/116V Pos: standing >
Strongstone Circle
   This street is constructed of large stones, each carved into the shape
of the Strongstone family crest. The street is wide and spacious. Various
sounds echo softly in the vastness of the cavern. A featureless stone
structure occupies the south side of the street. The entrance to the house
of Clan Rock Biters Inn is north. Strongstone Circle continues east and west.
Obvious exits: -North# -East  -South -West 
Puddles of fresh blood cover the ground.
A cavern snake coils and strikes.

< 104h/808H 111v/116V Pos: standing >
Strongstone Circle
   This street is made of large stones, expertly laid, each carved into the
Strongstone family crest. The stones are of the finest quality, each smooth
and unblemished. The street is wide and spacious, allowing citizens to move
freely about their business mixed in with merchants and their carts. A
featureless stone structure occupies the south side of the street. The
Street of Lost Clans leaves north. Strongstone Circle continues east
and west.
Obvious exits: -North -East  -South# -West 
Fresh blood splatters cover the area.
A clansdwarf looks through the merchants carts.

< 104h/808H 111v/116V Pos: standing >
Northwest Corner of Strongstone Circle
   This street is constructed from large stones, each carved into the shape of
the Strongstone family crest. Various sounds echo in the vastness of the
cavern, hammers forging weapons, chisels cutting stone, vendors shouting out
trying to attract customers and the occasional final cry of someone losing
a conflict. The path of the Bloody Axe starts north. The Way of the Beast
starts to the west. Strongstone Circle continues to the east and south.
Obvious exits: -North -East  -South -West 
Puddles of fresh blood cover the ground.

< 104h/808H 110v/116V Pos: standing >
Strongstone Circle
   This street is constructed of large stones, each finely crafted into the
shape of the Strongstone family crest. The street is wide and spacious. The
various buildings of the stronghold can be seen to the north. To the south
the cavern wall can be seen rising up into the darkness. Archers shelters
line the east and west sides of the street. Strongstone Circle continues to
the north and south.
Obvious exits: -North -South

< 104h/808H 109v/116V Pos: standing >
Southwest Corner of Strongstone Circle
   This is the southwest corner of Strongstone circle. The street is
constructed of large stones, each carved into the shape of the Strongstone
family crest. The stones are well crafted, their surface as smooth as glass.
A stone archer shelter lies to the west, allowing archers to defend the
pavilion from within. Strongstone Circle continues to the north and east.
Obvious exits: -North -East 
Fresh blood covers everything in the area.
A clansdwarf sits atop a large steeder.

< 105h/808H 109v/116V Pos: standing >
A clansdwarf sneaks east riding on a large steeder.
Alas, you cannot go that way. . . .

< 105h/808H 109v/116V Pos: standing >
Strongstone Circle
   This street is made of large stones, each carved into the shape of the
Strongstone family crest. The stones are well crafted, their surfaces smooth
and unblemished. A large statue can be seen in Strongstone Pavilion to the
east. Archer shelters block the way north. The street continues west.
Obvious exits: -East  -West 
Puddles of fresh blood cover the ground.
A clansdwarf sits atop a large steeder.

< 105h/808H 108v/116V Pos: standing >
Strongstone Pavilion
   This area is a shrine to the founder of the city, Khildarak Strongstone.
A huge stone statue has been erected in his honor. A fountain of pure
spring water surrounds the statue, refreshed from some natural resource
below. Archer shelters surround the pavilion, stone buildings with a
horizontal slit running through each, allowing archers to defend the area
from within. The shelters enclose the area on all sides, with one half-
circle shaped building to the north, surrounding the statue, and smaller
buildings to the east and west. The southern cavern wall lies to the south,
city streets start to the east and west.
Obvious exits: -East  -South -West 
A few drops of fresh blood are scattered around the area.
The corpse of a cavern snake is lying here.
A swirling rift shifts and howls here.
A swirling rift shifts and howls here.
Before you stands a huge board containing news and feedback.
A large pool of water surrounds a statue.
A large stone statue stands here.
An intent duergar inquisitor searches the town for invaders.
The Khildarak Quartermaster stands here.

< 105h/808H 108v/116V Pos: standing >
The Bottom Of A Carved Stairway
   The southern cavern wall rises high into the darkness here. Its surface is
varied in texture from jagged to almost smooth. To the east, a stairway has
been carved into the wall, leading up to the gates of the city. To the
north is an open area, in which a large statue can be seen.
Obvious exits: -North -Up   

< 105h/808H 107v/116V Pos: standing >
A Stairway Carved In Stone
   This stairway has been carved into the face of the cavern wall. The
stairs are wide and spacious, requiring two steps to reach the next. There
is a sheer drop to the north, over which the stronghold can be seen
spreading out on the floor below. The stairway continues up to the east
and down to the west.
Obvious exits: -North -Up    -Down 

< 105h/808H 108v/116V Pos: standing >
A Stairway Carved In Stone
   This stairway has been carved into the face of the cavern. The cavern
itself is huge, its walls protecting the city from dangers. There is a
drop to the north, the city can be seen over its edge sprawling out on the
floor below. The inhabitants of the city can be seen moving below, their
sounds echoing slightly in the vastness of the cavern. The stairway continues
up to the east and down to the west.
Obvious exits: -North -Up    -Down 
The corpse of a cavern snake is lying here.

< 105h/808H 107v/116V Pos: standing >
A Stairway Carved In Stone
   This stairway has been carved into the face of the cavern wall. The
stairs are wide and spacious, requiring two steps to reach the next. There
is a sheer drop to the north, over which the stronghold can be seen
spreading out on the floor below. The stairway continues up to the east
and down to the west.
Obvious exits: -North -Up    -Down 

< 105h/808H 106v/116V Pos: standing >
A Stairway Carved In Stone
   This stairway has been carved into the face of the cavern. The cavern
itself is huge, its walls protecting the city from dangers. There is a
drop to the north, the city can be seen over its edge sprawling out on the
floor below. The inhabitants of the city can be seen moving below, their
sounds echoing slightly in the vastness of the cavern. The stairway continues
up to the east and down to the west.
Obvious exits: -North -Up    -Down 

< 105h/808H 106v/116V Pos: standing >
A Stairway Carved In Stone
   This stairway has been carved into the face of the cavern wall. The
stairs are wide and spacious, requiring two steps to reach the next. There
is a sheer drop to the north, over which the stronghold can be seen
spreading out on the floor below. The stairway continues up to the east
and down to the west.
Obvious exits: -North -Up    -Down 

< 105h/808H 105v/116V Pos: standing >
A Stairway Carved In Stone
   This stairway has been carved into the face of the cavern. The cavern
itself is huge, its walls protecting the city from dangers. There is a
drop to the north, the city can be seen over its edge sprawling out on the
floor below. The inhabitants of the city can be seen moving below, their
sounds echoing slightly in the vastness of the cavern. The stairway continues
up to the east and down to the west.
Obvious exits: -North -Up    -Down 

< 105h/808H 104v/116V Pos: standing >
A Stairway Carved In Stone
   This stairway has been carved into the face of the cavern wall. The
stairs are wide and spacious, requiring two steps to reach the next. There
is a sheer drop to the north, over which the stronghold can be seen
spreading out on the floor below. The stairway continues up to the east
and down to the west.
Obvious exits: -North -Up    -Down 

< 105h/808H 103v/116V Pos: standing >
A Stairway Carved In Stone
   This stairway has been carved into the face of the cavern. The cavern
itself is huge, its walls protecting the city from dangers. There is a
drop to the north, the city can be seen over its edge sprawling out on the
floor below. The inhabitants of the city can be seen moving below, their
sounds echoing slightly in the vastness of the cavern. The stairway continues
up to the east and down to the west.
Obvious exits: -North -Up    -Down 

< 105h/808H 103v/116V Pos: standing >
A Stairway Carved In Stone
   This stairway has been carved into the face of the cavern wall. The
stairs are wide and spacious, requiring two steps to reach the next. There
is a sheer drop to the north, over which the stronghold can be seen
spreading out on the floor below. The stairway continues up to the east
and down to the west.
Obvious exits: -Up    -Down 

< 106h/808H 102v/116V Pos: standing >
A Wide And Spacious Overlook
   This area overlooks the many buildings and streets that comprise the city.
Inhabitants can be seen moving, going about their daily business. Some of the
buildings rise near the ceiling of the 100 meter cavern that they occupy. To
the north the overlook ends, a false step in this direction would send you
falling to the floor below. A staircase has been carved into the stone of
the cavern wall to the west, descending down into the city. A huge set of
double gates lies to the south.
Obvious exits: -South# -Down 

< 106h/808H 101v/116V Pos: standing >
Alas, you cannot go that way. . . .

< 106h/808H 101v/116V Pos: standing >
Ok.

< 106h/808H 103v/116V Pos: standing >
Before The Gates of the Khildarak Stronghold
   This area has been carved wide and spacious, with small rectangular
outlets on the east and west sides that serve as guard posts. The ceiling
is some 10 meters high, providing room for a huge set of double gates to
the north. The room narrows to the south where the start of passageway
can be seen.
Obvious exits: -North -South
Puddles of fresh blood cover the ground.
A duergar guard watches the area intently
A duergar guard watches the area intently
A duergar guard watches the area intently
A duergar guard watches the area intently
A duergar guard watches the area intently

< 106h/808H 102v/116V Pos: standing >
The Top Of A Sloping Passage
   This passage has been carved from the mountain stone. The walls are
fairly smooth on all sides. The passage slopes steeply downwards to the
west and opens into a wider area to the north. A well made tunnel continues
off to the east.
Obvious exits: -North -East  -West 
Fresh blood covers everything in the area.

< 106h/808H 101v/116V Pos: standing >
Alas, you cannot go that way. . . .

< 106h/808H 101v/116V Pos: standing >
A Sloping Passage
   This passage has been carved from the stone of the mountain. The sides
are fairly smooth, differences in the carving give it a rippled affect,
much like the surface of water. The passage has been created at a steep
angle, with the floor dipping at various points to ease the strain of
those progressing upwards. To the west the passage seems to stop its
decent, while it slopes steeply upwards to the east.
Obvious exits: -East  -West 
A few drops of fresh blood are scattered around the area.
A clansdwarf watches the area closely.
A clansdwarf watches the area closely.

< 106h/808H 99v/116V Pos: standing >
A Sloping Passage
   This passage has been carved from the stone of the mountain. The sides
are fairly smooth, differences in the carving give it a rippled affect,
much like the surface of water. The passage has been created at a steep
angle, with the floor dipping at various points to ease the strain of
those progressing upwards. To the west the passage seems to stop its
decent, while it slopes steeply upwards to the east.
Obvious exits: -East  -West 

< 106h/808H 98v/116V Pos: standing >
A Sloping Passage
   This passage has been carved from the stone of the mountain. The sides
are fairly smooth, differences in the carving give it a rippled affect,
much like the surface of water. The passage has been created at a steep
angle, with the floor dipping at various points to ease the strain of
those progressing upwards. To the west the passage seems to stop its
decent, while it slopes steeply upwards to the east.
Obvious exits: -East  -West 
Fresh blood covers everything in the area.
An intent duergar inquisitor searches the town for invaders.

< 106h/808H 96v/116V Pos: standing >
A Sloping Passage
   This passage has been carved from the stone of the mountain. The sides
are fairly smooth, differences in the carving give it a rippled affect,
much like the surface of water. The passage has been created at a steep
angle, with the floor dipping at various points to ease the strain of
those progressing upwards. To the west the passage seems to stop its
decent, while it slopes steeply upwards to the east.
Obvious exits: -East  -West 
Fresh blood splatters cover the area.

< 106h/808H 94v/116V Pos: standing >
The Base Of A Steep Slope
   This passage has been carved from the stone of the mountain. It is
rectangular in shape, all four sides fairly smooth. Carvings adorn the
walls, ceiling and floor, some are crude, some are quite well done. The
pictures seem to depict victories in battles or hunting. It seems that
the inhabitants of this area enjoy sharing their victories and preserving
them for generations to come. The passage continues into darkness to the
south. To the east the entire passage slopes steeply upwards, maintaining
its original dimensions in the climb.
Obvious exits: -East  -South
Fresh blood splatters cover the area.
A clansdwarf sits atop a large steeder.

< 106h/808H 92v/116V Pos: standing >
A Carved Passage
   This passage is rectangular in shape, carved out of the mountain
stone. The walls are fairly smooth, but differences in depth of carving
give them a rippled appearance. An small slit has been carved into the
south face, constructed to allow numerous defenders to attack anything
that tries to enter. Large stains of blood cover the areas near the slit,
testifying that its defensive design features have been put to use. Some
crude pictures have been carved into the stone walls, ceiling and floor,
most seem to depict victories in battle or hunting. The passage continues
to the north.
Obvious exits: -North -South
Fresh blood splatters cover the area.
A clansdwarf sits atop a large steeder.

< 106h/808H 91v/116V Pos: standing >
A Narrow Passage
   The crack narrows to a small slit to the north. All four sides of the
open space seem to close in around you, restricting movement. Stains of
red indicate that some creature has taken advantage of its restrictive
conditions to gain an advantage in battle. The space is made narrower by
several rocks protruding from the walls of the area.
Obvious exits: -North -South

< 107h/808H 89v/116V Pos: standing >
A Crack In The Cliff Face
   This narrow crack is only a few meters wide and not much taller. The
bottom is fairly smooth and dry, making for good footing. Several rough
rocks stick out from the sides, the wall to the north seems to be smoother
than the than the rest. Looking down a body of water can be seen.
Obvious exits: -North -Down 
Fresh blood splatters cover the area.

< 107h/808H 87v/116V Pos: standing >
Below the Khildarak Stronghold
   The might of the duergar dwarves unfolds near the heart
of the underdark. A steep ramp rising forty feet is part of the
fortresses defences to make sure that any attacking army will have
trouble with a quick assult. Two large black chains run on either
side of the ramp are used to pull heavy wagons and equipment. What
mechanism that makes these chains run is a well-kept mystery but it
must be something of awesome power. Every six feet there are round
holes in the walls surrounding the ramp and in the tunnel ceiling.
What these holes are for is hard to know but the faint smell of
boiling oil is enough to cause the hair at the back of the neck to
stand on end.
Obvious exits: -East  -Up   
Fresh blood covers everything in the area.
The corpse of a Mountain Dwarf is lying here.
Sgunner (Duergar)(medium) stands here.

< 107h/808H 88v/116V Pos: standing >
Nearing the Khildarak Stronghold
   The great road scretches west as far as the eye can see. Every
twenty feet are pedestals with bowls of glowing fungi that illuminate
the tunnel for the lesser races. Shouts echo down the stone walls
and occasionaly the sound of a brief dispute. Not a single brokem
rock can be spotted on the duergar road in this tunnel, as alot of
hard work have been put in to provide a good road for travellers
and duergar soldiers. There are pedestals with small bowls of
fungi providing lite for races with worse vision than the duergar.
Obvious exits: -East  -South -West 
Fresh blood splatters cover the area.

< 107h/808H 88v/116V Pos: standing >
A Gnome snaps into visibility.

< 107h/808H 88v/116V Pos: standing >
A Gnome completes her spell...
A Gnome utters the words 'warhunso gsfal'
A Gnome points at you.
A Gnome fires a blast of molten spray at you, causing unbearable pain.
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
A Gnome dodges your futile attack.
Sorry, you aren't allowed to do that in combat.

< 25h/808H 89v/116V Pos: standing >
<You attempt to flee...
Below the Khildarak Stronghold
   The might of the duergar dwarves unfolds near the heart
of the underdark. A steep ramp rising forty feet is part of the
fortresses defences to make sure that any attacking army will have
trouble with a quick assult. Two large black chains run on either
side of the ramp are used to pull heavy wagons and equipment. What
mechanism that makes these chains run is a well-kept mystery but it
must be something of awesome power. Every six feet there are round
holes in the walls surrounding the ramp and in the tunnel ceiling.
What these holes are for is hard to know but the faint smell of
boiling oil is enough to cause the hair at the back of the neck to
stand on end.
Obvious exits: -East  -Up   
Fresh blood covers everything in the area.
The corpse of a Mountain Dwarf is lying here.
Sgunner (Duergar)(medium) stands here.
You flee westward!

< 25h/808H 59v/116V Pos: standing >
Saving Mirk.

< 25h/808H 59v/116V Pos: standing >
Nearing the Khildarak Stronghold
   The great road scretches west as far as the eye can see. Every
twenty feet are pedestals with bowls of glowing fungi that illuminate
the tunnel for the lesser races. Shouts echo down the stone walls
and occasionaly the sound of a brief dispute. Not a single brokem
rock can be spotted on the duergar road in this tunnel, as alot of
hard work have been put in to provide a good road for travellers
and duergar soldiers. There are pedestals with small bowls of
fungi providing lite for races with worse vision than the duergar.
Obvious exits: -East  -South -West 
Puddles of fresh blood cover the ground.

< 25h/808H 59v/116V Pos: standing >
An Outpost on the Road to the Khildarak Stronghold
   This room has been chiseled out of the rocky wall with great
care. The walls are perfectly smooth without any flaws or marks.
A large stone table has been cut out from the rock and is actually
apart of the floor itself. Along the west and south walls are
three pedestals with bowls of glowing fungi that cast a
soft light on the surroundings.
Obvious exits: -North -East  -South

< 25h/808H 58v/116V Pos: standing >
A Soaring Mushroom Cavern
   This area is in sharp contrast to the perfect order of the
rest of the tunnel system. The walls are rough and jagged and
this small cave gives the impression of being a natural one
rather than chiseled out anything living. The cavern floor is
filled with small violet and blue fungi that give off a sweet
but not entirely unpleasant smell. The chamber soars upwards
and there seems to be nothing to limit it. At times one might
even claim to see a tiny spek of light thousands of feet above
but most would laugh at such a statement. Sometimes the flutter
of wings can be heard coming from far above but perhaps that
was also vivid imagination playing tricks. An enormous mushroom
some twenty feet tall grows in the middle of the chamber and
it is probably the largest speciment ever.
Obvious exits: -North -Down 
[2] The corpse of a Duergar Dwarf is lying here.

< 25h/808H 57v/116V Pos: standing >
 
  MM..M.MM    
 ,,M.oo..MM   
  ,,....o.M,  
  M.oo@.o.M,  
 MM..ooo..,M  
  MM..oo.M,,  
   MMM..MMM   
A Shaft Beneath a Soaring Mushroom Cavern
Obvious exits: -North -East  -South -West  -Up   
Puddles of fresh blood cover the ground.
The guildhall of Suicide Squad is here.

< 25h/808H 57v/116V Pos: standing >
The High-Arched Foyer before The Hall of Suicide Squad
Obvious exits: -North -South
Shattered bits of ice are scattered about the area.
Fresh blood covers everything in the area.
The corpse of a beautiful pegasus is lying here.
A Gnome (small) Allah The Empire sits resting.
A Human (medium) Allah The Empire in mid-air sits atop a beautiful pegasus, fighting the statue of an anubian soldier.
The statue of an anubian soldier stands in mid-air here, fighting a Human.

< 25h/808H 59v/116V Pos: standing >
A Human's weak bludgeon grazes the statue of an anubian soldier.
A Human's bludgeon grazes the statue of an anubian soldier.
A Human's weak bludgeon grazes the statue of an anubian soldier.
A Human's attack glances off of the statue of an anubian soldier's stone hide!
A Human's bludgeon grazes the statue of an anubian soldier.

< 25h/808H 60v/116V Pos: standing >
Someone misses the statue of an anubian soldier.
Someone misses the statue of an anubian soldier.
A Gnome snaps into visibility.

< 26h/808H 61v/116V Pos: standing >
Someone turns to focus his attack on you!
A Human snaps into visibility.
A halo of white light descends upon a Human burning your soul.

< 26h/808H 61v/116V Pos: standing >
Someone slowly fades into existence.

< 26h/808H 62v/116V Pos: standing >
A beautiful pegasus misses someone.
A beautiful pegasus misses a beautiful pegasus.
A Human snaps into visibility.
You say in duergar 'hi'

< 26h/808H 62v/116V Pos: standing >
You say in duergar 'hi'

< 26h/808H 62v/116V Pos: standing >
You say in duergar 'hi'

< 26h/808H 63v/116V Pos: standing >
You say in duergar 'hi'
A Gnome snaps into visibility.

< 26h/808H 63v/116V Pos: standing >
You say in duergar 'hi'

< 26h/808H 63v/116V Pos: standing >
You say in duergar 'hi'
A Gnome clambers to his feet.

< 26h/808H 63v/116V Pos: standing >
A Gnome completes her spell...
A Gnome utters the words 'abrauztg gpahhzfuio uqzbarr'
A Gnome points at you.
You reel in pain as a Gnome's iceball shatters upon impacting you.