The death of [37 Swordsman] Corka Mutinous Legions (Thri-Kreen)

in North Wing In the Castle's Archives

from the perspective of [36 Thief] Chor -*Clan DemonRage*- (Goblin)

<worn as a badge>    a black and silver badge of the Sarmiz'Duul Peacekeepers
<worn on head>       an iron battle helmet
<worn in ear>        a dangling crimson earring
<worn in ear>        an earring of congealed blood [poor]
<worn on face>       a lithixl mask
<worn around neck>   a wickedly barbed collar [superior]
<worn around neck>   a wickedly barbed collar [superior]
<worn on body>       some spiked leather armor bearing the emblem of Caer Tannad [superior]
<worn about body>    a villainous black cape [superior] (humming) [83%]
<worn as quiver>     a quiver smeared with blood
<worn about waist>   a shark-skin belt
<worn on arms>       a set of polished bone armplates [superior]
<worn around wrist>  a purple wormskin bracer studded with obsidian
<worn around wrist>  a purple wormskin bracer studded with obsidian
<worn on hands>      a pair of goblin-made gloves
<worn on finger>     a carved jade ring (glowing)
<worn on finger>     a polished dragonbone ring [superior]
<primary weapon>     a jagged shortsword
<secondary weapon>   a royal Bloodstone dagger
<worn on legs>       a pair of skull-faced leg plates
<worn on feet>       some tempered mithril boots

[2] a cup of soft ice cream
[18] a disguise kit

< 393h/393H 116v/116V Pos: standing >
A bloodcurdling howl is heard!

< 393h/393H 116v/116V Pos: standing >
You get the dazzling blue potion of lesser battle readiness from a bottomless bag of the illithids.

< 393h/393H 116v/116V Pos: standing >
As you quaff the dazzling blue potion of lesser battle readiness, the vial disappears in a bright flash of light!
You feel stronger.
You feel more dexterous.

< 393h/393H 116v/116V Pos: standing >
Saving Chor.

< 393h/393H 116v/116V Pos: standing >
A Bend Around a Huge Ice Flow
Obvious exits: -West  -Down 
*Sha DemonLord -*Clan DemonRage*- (Drow Elf)(medium) stands in mid-air here.

< 393h/393H 116v/116V Pos: standing >

< 393h/393H 116v/116V Pos: standing >
A Bend Around a Huge Ice Flow
Obvious exits: -West  -Down 
*Sha DemonLord -*Clan DemonRage*- (Drow Elf)(medium) stands in mid-air here.

< 393h/393H 116v/116V Pos: standing >

< 393h/393H 116v/116V Pos: standing >
Sha nods.

< 393h/393H 116v/116V Pos: standing >

< 393h/393H 116v/116V Pos: standing >
The Path Around the Ice Flow
   The road turns into a trail again.  It  is not quite as permanent as the 
previous road, almost as if someone keeps moving it westward with the movement 
of the ice flow.  It is still manageable however, and there are no major 
obstructions in the path.  The length of the ice flow is now apparent, it 
looks to be only a few hundred yards long.  The view of the surrounding 
countryside to the west is breathtaking.  Were it not for heavy cloud cover, 
one could probably see the shores of the Sword Coast.  The path heads up and 
to the north.
Obvious exits: -East  -Up   
The corpse of the coyote is lying here.
Sha enters from the east.

< 393h/393H 114v/116V Pos: standing >
The Path Around the Ice Flow
   The ice here looks somewhat dirtier here in the center of the flow.  It 
takes on a brown shade from all the soil suspended in its icy grasp.  Its 
only a short distance to the edge of the ice flow now, and the return to the 
road will be a welcome one.  Heavy gray cloud cover shadows the beauty of the 
landscape to the west, but with a little imagination one can envision its 
brilliance.  The path heads up and to the north.
Obvious exits: -Up    -Down 
Sha enters from below.

< 393h/393H 110v/116V Pos: standing >
Nearing the Edge Of the Ice Flow
   The path gets a bit cluttered here.  Chunks of ice and rock litter the path 
as if someone had attempted to push the cascade back towards the cliff.  They 
gave up rather quickly it seems.  A few large gash marks are present in the 
ice, showing that someone did indeed take sword to the matter.  Fortunately 
the hill does not start to drop away for another twenty feet or so to the 
west, so there is no danger of falling.  The approaching drop could be the 
reason for the attempt to push it back.  The path heads to the north.
Obvious exits: -North -Down 
Sha enters from below.

< 393h/393H 106v/116V Pos: standing >
Alas, you cannot go that way. . . .

< 393h/393H 106v/116V Pos: standing >
Alas, you cannot go that way. . . .

< 393h/393H 107v/116V Pos: standing >
Bend In the Path Around the Ice Flow
   This is the northern end of the ice flow.  The path continues east 
towards the cliff face and south around the ice flow.  The trail starts to 
look more like a road again here, and the going gets a little easier.  The ice 
flow appears to be quite dirty at this end, and there are many stones and 
large rocks near the surface of the ice, though mud and dirt blocks sight any 
deeper into the ice.  The corpse of a huge pack horse lies on the trail here.  
The animal has a visibly broken front leg and bears a massive gash to the 
neck, presumably a mercy blow. Blood from the neck wound forms a morbid frozen 
puddle next to the body.
Obvious exits: -East  -South
The corpse of the coyote is lying here.
The bloody and mangled corpse of a pack horse lies still.
Sha enters from the south.

< 393h/393H 107v/116V Pos: standing >
Alas, you cannot go that way. . . .

< 393h/393H 107v/116V Pos: standing >
Alas, you cannot go that way. . . .

< 393h/393H 108v/116V Pos: standing >
The Road Alongside the Cliff Face
   Wagon tracks are visible here on the road.  The trail is now once again a 
well kept road and no more obstructions bar the way.  The cliffs lie directly 
to the east and the ice flow to the south and southwest.  The going is much 
easier here, and the ice flow provides some shelter from the winds.  The road 
continues up and to the north.
Obvious exits: -West  -Up   
Sha enters from the west.

< 393h/393H 109v/116V Pos: standing >
A Steep Rise In the Road Along the Cliff Face
   The road rises sharply again, making the travel very straining.  The face 
of the rock here takes on a shiny reflective surface, and a vein of a
different rock streaks through from high on the right to way down below the 
surface of the ground on the left.  The ground falls away to the west down 
into a vale that forms between the northern section of cliff ahead, and the 
hill this road lies on.  The clouds appear to be very close now, and the top 
of the cliffs start to peek through.
Obvious exits: -Up    -Down 
Sha enters from below.

< 393h/393H 108v/116V Pos: standing >
A Steep Rise In the Road Along the Cliff Face
   The grade continues to rise in angle, making the climb progressively 
difficult.  Neat little piles of debris and snow are lined up against the 
rocks; another sign of maintenance  The mineral streak in the rock face 
becomes more pronounced here, making for a dazzling display when the bright 
winter sun is out.  The sheltered vale below no doubt provides a home for a 
wide variety of creatures, a wise traveler would be wary.  A light grey mist 
snals the start of the clouds, and foreshadows the top of the cliffs.
Obvious exits: -Up    -Down 
A warmly dressed sentry obediantly follows the Sergeant.
A warmly dressed sentry obediantly follows the Sergeant.
An exhausted sentry reluctantly follows the Sergeant.
(Q)The sergeant effectively leads his patrol in search of intruders.
Sha enters from below.

< 393h/393H 107v/116V Pos: standing >
A Landing Near the Top of the Cliffs
   This area forms a landing between an upward grade and a short jaunt to the 
east.  The road travels east and down in a southerly direction here. The 
ground sweeps away to the west down into the vale.  The cliffs peak is very 
close now, it looks like the top could be reached in a few minutes from here.  
The view of the surrounding countryside is obscured by a cloud  that hovers 
over the road like a canopy  The road leads east and down to the south.
Obvious exits: -East  -Down 
Sha enters from below.

< 393h/393H 106v/116V Pos: standing >
You quickly scan the area.
A sentry who is close by below you.
A sentry who is close by below you.
A sentry who is close by below you.
A sergeant who is close by below you.

< 393h/393H 107v/116V Pos: standing >

< 393h/393H 116v/116V Pos: standing >
The Final Rise To the Top
   This section of the well kept road leads up and to the north, and appears 
to be the last stretch before the summit of the Ice Crag Cliffs.  To the west 
is almost a straight drop now, as the edge of the hill this road lies on pulls 
closer.  The vale below is no longer visible; it is hidden by a thick cloud 
cover.  The road has begun to take on more uniformity here, and appears to be 
groomed on a regular basis.  The scrub brush growing out of the cliff face has 
been cut away and the cliff face cleaned of dirt and ice for several tens of 
feet off the ground.  Leading upward and north, the road continues.
Obvious exits: -West  -Up   
Sha enters from the west.

< 393h/393H 114v/116V Pos: standing >
Alas, you cannot go that way. . . .

< 393h/393H 114v/116V Pos: standing >
Just Beneath the Edge
   The edge of the cliffs is now completely visible.  Just beyond this stretch 
is the top at long last.  Looking back down to the south, it's amazing how 
fast the road climbs.  The clouds are so close, they obscure the drop into the 
vale below.  If one were not aware of the drop, it's quite conceivable that 
one could fall in.  Perfection is the only way to describe the landscaping of 
the road from here on out.  The snow and ice are clean swept from the road, 
aside from the inch or two from the last hour, and the face of the rock is 
free of ice and scrub.  Leading upward and north, the road reaches the summit.
Obvious exits: -Up    -Down 
The corpse of the snowfox is lying here.
Sha enters from below.

< 393h/393H 112v/116V Pos: standing >
The Edge of Ice Crag Cliffs
   Being so high, this vantage point allows one to see past the cloud cover 
directly below.  The view is just short of infinite, but beyond fantastic.  
Mt. Gandar looms imperiously to the south, and if it weren't for mortal 
limitations, the Calimshan Desert would be visible past that.  Skeldrach lake 
shines a deep black in the foreground of Gandar.  To the north the cliffs 
surface appears to be a vast wasteland of ice and snow, except for the 
magnificent castle in the middle of perfect nothingness.  Leading towards the 
castle lies an immaculate road of stone laid in a carved ice path.  Flags line 
the sides of the road bearing a symbol, but they are to far away to determine 
what it is.
Obvious exits: -North -Down 
Sha enters from below.

< 393h/393H 110v/116V Pos: standing >
Alas, you cannot go that way. . . .

< 393h/393H 110v/116V Pos: standing >
You quickly scan the area.
A sentry who is rather far off to your north.

< 393h/393H 111v/116V Pos: standing >
An Immaculate Road Carved Through the Ice
   The path leading towards the castle is obviously maintained on a daily 
basis.  The snow has been swept off the path, and the ice chipped away to make 
it easy to walk over.  The stones that line the ground here have been inset 
into the ice and then glossed over with water to fill the gaps in between.  
The workmanship is comparable to the best dwarven masonry.  Flags fly from 
ashen posts in the snow every twenty feet.  Very clearly, the symbol of Auril, 
the Frostmaiden, can be seen embroidered on each flag, a perfectly symmetrical 
snowflake on a brilliant blue diamond background.  The road leads northward 
towards the castle, and south to the edge of the Ice Crag Cliffs.
Obvious exits: -North -South
Sha enters from the south.

< 393h/393H 113v/116V Pos: standing >
An Immaculate Road Carved Through the Ice
   Why anyone would build such a castle in isolation as intense as this is 
beyond logic and rational.  Obviously the inhabitant is veralthy and not 
to mention quite loyal to Auril judging from the flags.  A large path has been 
trodden down the side of the road in the snow.  It looks as though a large 
group of people have been walking back and forth next to the road.  Why they 
chose to walk in the snow rather than on the road is not apparent.  The road 
leads northward towards the castle, and south to the edge of the Ice Crag 
Cliffs.
Obvious exits: -North -South
Sha enters from the south.

< 393h/393H 112v/116V Pos: standing >
Approaching the Castle
   It was not clear from the edge of the cliffs exactly how large the castle 
truly is, as there is nothing on the horizon with which to compare.  The walls 
of the structure must be blindingly bright in the winter sun, as they are 
constructed with brilliant white transluscent stone.  If the setting were 
different, high on a lush green hillside perhaps, the castle might be a 
breathtaking sight.  But here, in the grip of the frostmaiden, it prompts one 
to pull up the fur against the cold abrasive winter gusts.  The only comfort 
the sight of the castle provides is the promise of warmth, though one has to 
wonder if it might not be warmer, and safer, out here.  The road leads 
northward onto a bridge, and south to the edge of the Ice Crag Cliffs.
Obvious exits: -North -South
Sha enters from the south.

< 393h/393H 112v/116V Pos: standing >
You quickly scan the area.
A sentry who is close by to your north.

< 393h/393H 113v/116V Pos: standing >
An Arch of Solid Ice Crossing a Strange Moat
   A deep blue emanates from inside the arch, somewhere near the center, 
pulsing in unison with some unseen heart.  The arch itself stems out of the 
ice and snow on either side of the moat.  Its approximately ten feet thick at 
the ends where it attaches to the land, and amazingly enough, only six inches 
thick in the middle.  The ice is very slippery and it takes a lot of effort 
to cross the bridge safely.  Below the arch, even though the ground appears 
to be flat here, the icy waters of the moat rush past from left to right in a 
horrifying torrent of ice and mist.  The water is clean and clear, however the 
bottom of the moat is not visible.  A huge set of double doors can be seen to 
the north.  The immaculate road leads south towards the edge of the cliffs.
Obvious exits: -North -South
An exhausted sentry reluctantly follows the Sergeant.
Sha enters from the south.

< 393h/393H 114v/116V Pos: standing >
You quickly scan the area.
You see nothing.

< 393h/393H 115v/116V Pos: standing >
Before the Doors of Ice Crag Castle
   The majestic double doors bearing the symbol of Auril are closed and have 
no obvious keyhole.  The grand doors open towards the bridge presumably for 
security purposes.  Giant iron pins form the hinges connected directly to the 
iron frame work of the door, which in turn is fastened to the stone by smaller 
iron shafts driven through the frame and into the wall.  The stonework is as 
impressive as the walkway that leads up to the castle.  Each stone set on the 
one below with precision to make sure no ledges are formed which could be used 
as hand holds to climb with.  The wall rises perhaps thirty feet into the 
bleak gray sky above.  On each of the two visible corners there are towers 
that rise a few floors above the rest of the castle.  All around the top of 
the castle, waving proudly from parapets of stone, fly banners and flags also 
bearing the symbol of Auril, the Frostmaiden.
Obvious exits: -North# -South
An engraved plaque is embedded in the doors.
Sha enters from the south.

< 393h/393H 114v/116V Pos: standing >
You quickly scan the area.
A sentry who is close by to your south.

< 393h/393H 114v/116V Pos: standing >
The double seems to be closed.

< 393h/393H 114v/116V Pos: standing >
Ok.

< 393h/393H 116v/116V Pos: standing >
The Southern End of the Grand Foyer
   A morbid grayish-black light descends upon this cavernous room, from a 
grotesque bone chandelier, like a fog rolling out of the foothills of the 
Spine mountains.  The lighting seems backwards, as if the room were already 
lit, and the flame was throwing darkness.  The chandelier hangs high in the 
ceiling above the fountain in the center of the foyer.  The floor is a bright 
blue, somewhat dulled by the grim lighting, with strange white lines 
intersecting at all sorts of geometric angles.  The cathedral ceiling rises 
all the way to what appears to be the roof of the castle itself.  It starts 
lower on the sides and rises to a domed zenith where the vile light source 
resides.  To the north a fountain sits in the center of the room, and to
either side the foyer continues.
Obvious exits: -North -East  -South -West 
A private in the Guard's Walk Patrol marches back and forth.
A private in the Guard's Walk Patrol marches back and forth.
Sha enters from the south.

< 393h/393H 115v/116V Pos: standing >
Ok.

< 393h/393H 115v/116V Pos: standing >
The Center of the Grand Foyer
   A gigantic circular basin carved out of glacial ice sits flush against the 
floor forming the base of a fountain.  Within the basin is a hot, thick, blood 
red substance that bubbles and steams as it swirls in a violent maelstrom, 
pouring into an unseen drain at the bottom of the fountain.  The pool is fed 
by a constant gush from a wound in one of the figures in the statue.  Of the 
two figures in the scene, the female is far more powerful a sight.  She stands 
well over six feet tall, and has the build of a barbarian highlander.  
Standing over the fallen male figure, she is wrenching her axe from his 
sundered neck.  Unlike the basin, the figures are carved from a bluish mineral 
rock of some sort, in stark contrast of the gushing red.
   A chandelier hangs high in the ceiling above the fountain.  The floor is a 
bright blue, somewhat dulled by the grim lighting, with strange white lines 
intersecting at all sorts of geometric angles.  The cathedral ceiling rises 
all the way to what appears to be the roof of the castle itself.  It starts 
lower on the sides and rises to a domed zenith where the vile light source 
resides.  The grand foyer continues in all directions.
Obvious exits: -North -East  -South -West  -Up   
Thick red fluid swirls into a maelstrom within the fountains basin.
Sha enters from the south.

< 393h/393H 114v/116V Pos: standing >
You quickly scan the area.
A member of the cleaning crew who is close by to your east.
A drunken merchant who is close by to your east.
A private in the Guard's Walk Patrol who is close by to your south.
A private in the Guard's Walk Patrol who is close by to your south.
A drunken merchant who is close by to your west.

< 393h/393H 114v/116V Pos: standing >
The Southern End of the Grand Foyer
   A morbid grayish-black light descends upon this cavernous room, from a 
grotesque bone chandelier, like a fog rolling out of the foothills of the 
Spine mountains.  The lighting seems backwards, as if the room were already 
lit, and the flame was throwing darkness.  The chandelier hangs high in the 
ceiling above the fountain in the center of the foyer.  The floor is a bright 
blue, somewhat dulled by the grim lighting, with strange white lines 
intersecting at all sorts of geometric angles.  The cathedral ceiling rises 
all the way to what appears to be the roof of the castle itself.  It starts 
lower on the sides and rises to a domed zenith where the vile light source 
resides.  To the north a fountain sits in the center of the room, and to
either side the foyer continues.
Obvious exits: -North -East  -South# -West 
A private in the Guard's Walk Patrol marches back and forth.
A private in the Guard's Walk Patrol marches back and forth.
Sha enters from the north.

< 393h/393H 115v/116V Pos: standing >
The double seems to be closed.

< 393h/393H 115v/116V Pos: standing >
Ok.

< 393h/393H 116v/116V Pos: standing >
Before the Doors of Ice Crag Castle
   The majestic double doors bearing the symbol of Auril are closed and have 
no obvious keyhole.  The grand doors open towards the bridge presumably for 
security purposes.  Giant iron pins form the hinges connected directly to the 
iron frame work of the door, which in turn is fastened to the stone by smaller 
iron shafts driven through the frame and into the wall.  The stonework is as 
impressive as the walkway that leads up to the castle.  Each stone set on the 
one below with precision to make sure no ledges are formed which could be used 
as hand holds to climb with.  The wall rises perhaps thirty feet into the 
bleak gray sky above.  On each of the two visible corners there are towers 
that rise a few floors above the rest of the castle.  All around the top of 
the castle, waving proudly from parapets of stone, fly banners and flags also 
bearing the symbol of Auril, the Frostmaiden.
Obvious exits: -North -South
An engraved plaque is embedded in the doors.
Sha enters from the north.

< 393h/393H 115v/116V Pos: standing >
Ok.

< 393h/393H 115v/116V Pos: standing >
You feel like you can smoke again.

< 393h/393H 115v/116V Pos: standing >
Hint: Type 'toggle' to see a list of various commands you can toggle.  Try them out!  Some are quite handy.

< 393h/393H 115v/116V Pos: standing >

< 393h/393H 116v/116V Pos: standing >
You get a disguise kit from a bottomless bag of the illithids.

< 393h/393H 116v/116V Pos: standing >
You disguise yourself into a lich.

< 393h/393H 116v/116V Pos: standing >

< 393h/393H 116v/116V Pos: standing >

< 393h/393H 116v/116V Pos: standing >

< 393h/393H 116v/116V Pos: standing >
Ok.

< 393h/393H 116v/116V Pos: standing >
The Southern End of the Grand Foyer
   A morbid grayish-black light descends upon this cavernous room, from a 
grotesque bone chandelier, like a fog rolling out of the foothills of the 
Spine mountains.  The lighting seems backwards, as if the room were already 
lit, and the flame was throwing darkness.  The chandelier hangs high in the 
ceiling above the fountain in the center of the foyer.  The floor is a bright 
blue, somewhat dulled by the grim lighting, with strange white lines 
intersecting at all sorts of geometric angles.  The cathedral ceiling rises 
all the way to what appears to be the roof of the castle itself.  It starts 
lower on the sides and rises to a domed zenith where the vile light source 
resides.  To the north a fountain sits in the center of the room, and to
either side the foyer continues.
Obvious exits: -North -East  -South -West 
A private in the Guard's Walk Patrol marches back and forth.
Sha enters from the south.

< 393h/393H 115v/116V Pos: standing >
Ok.

< 393h/393H 115v/116V Pos: standing >
The Southwestern Corner of the Grand Foyer
   Fancy wrought iron benches dominate this corner of the Foyer, where the
grey light starts to lose its power.  The giant benches are covered in swirls
and loops, with all manner of little demons and devils formed into the spires
of the backrests.  Painted in dark icy blue, they are a vulgar contrast from
the rest of the dull scene.  There appears to be a fountain in the center of
the foyer, but what form it takes is difficult to tell in this awful lighting.
To the north and the east the foyer continues, and to the west is a door with
a small barred window in it.
Obvious exits: -North -East  -West #
The corpse of a member of the cleaning crew is lying here.
A tubby merchant struggles to stay on his feet while downing another drink.
Sha enters from the east.

< 393h/393H 114v/116V Pos: standing >
The barred seems to be closed.

< 393h/393H 114v/116V Pos: standing >
The barred seems to be closed.

< 393h/393H 114v/116V Pos: standing >
It seems to be locked.

< 393h/393H 116v/116V Pos: standing >
The barred seems to be closed.

< 393h/393H 116v/116V Pos: standing >
A drunken merchant leaves north.
You quickly scan the area.
A drunken merchant who is close by to your north.
A private in the Guard's Walk Patrol who is close by to your east.

< 393h/393H 116v/116V Pos: standing >
The Western End of the Grand Foyer
   A large black carpet hangs on the west wall, taking up most of the surface.
It appears to be an oriental design with a lot of teal and purple patterns 
adorning the face of it.  The material is plush and warm, much like a quilt, 
but the stiff backing clearly identifies it as a wall drape carpet.  The 
purple and teal jump off the carpet as if they were alive, probably an effect 
of the strange lighting.  All the way across the foyer, another carpet is 
visible on the other wall.  To the east a fountain sits in the center of the 
room, and to the north and south the foyer continues.
Obvious exits: -North -East  -South
A tubby merchant struggles to stay on his feet while downing another drink.
Sha enters from the south.

< 393h/393H 115v/116V Pos: standing >
You quickly scan the area.
A member of the cleaning crew who is close by to your east.
A private in the Guard's Walk Patrol who is close by to your east.
A drunken merchant who is not far off to your east.

< 393h/393H 115v/116V Pos: standing >
The Northwestern Corner of the Grand Foyer
   A magnificent wall mural takes up the entire northern wall from top to 
bottom, and stretches across the foyer to the east.  It depicts a what appears 
to be a frozen rain forest.  Gothic benches of iron, and sculpted ice thrones 
lie throughout the scene.  A sculpture of a young woman stands in the center, 
with something at her feet but the foliage blocks the view.  She seems to be 
gazing up, past the castle walls, towards a point in the sky only she can 
identify.  Off to the east, a small wooden gazebo can be seen amidst the 
foliage.  To the south and the east the foyer continues, and to the west is a 
door accessing the west hall.
Obvious exits: -East  -South -West #
Sha enters from the south.

< 393h/393H 114v/116V Pos: standing >
You quickly scan the area.
A drunken merchant who is close by to your south.

< 393h/393H 114v/116V Pos: standing >
Alas, you cannot go that way. . . .

< 393h/393H 114v/116V Pos: standing >
You quickly scan the area.
A drunken merchant who is close by to your south.

< 393h/393H 115v/116V Pos: standing >
Ok.

< 393h/393H 116v/116V Pos: standing >
The West Hall
   A giant white fur covered throne is depicted here in a mural, and a 
powerful looking woman sits comfortably in it before a grand court full of
people.  Men and women alike, vye for her attention, like peasants pleading
with an indifferent king.  Her air of impunity and arrogance makes it all the
more frustrating for them.  The air moves swiftly here, carrying away the
billowing clouds of pitch smoke that rise from the torches.  A long black line
runs down the ceiling, marking the well traveled path of the smoke and soot.
The hall runs north and south, while the Grand Foyer is accessible through a
door in the east wall.  An arched portal leads to the west, into the Court of
the Icess.
Obvious exits: -North -East  -South -West 
Sha enters from the east.

< 393h/393H 115v/116V Pos: standing >
Ok.

< 393h/393H 115v/116V Pos: standing >
You quickly scan the area.
A sentinel private who is not far off to your north.
A sentinel private who is not far off to your north.
A member of the Court Patrol who is close by to your south.
A servant who is not far off to your west.
The archivist's understudy who is not far off to your west.

< 393h/393H 115v/116V Pos: standing >
The West Hall
   The decorations become more sparse here, as the corner of the hall 
approaches.  Images turn to abstracts ranging in subject from the castle
itself, to places so fantastic they must lie on another plane.  Great halls of
flame and rage, deep chasms that delve far into the belly of the planet, and
mountaintops so high the clouds rest at the mid section.  As the corner of the
hall approaches, the air starts to move even faster towards the large vent in
the ceiling.  The clouds of torch smoke change from a thick, slow mass, to a
fast moving river of black. The hall runs north and south.
Obvious exits: -North -South
Sha enters from the south.

< 393h/393H 114v/116V Pos: standing >
You quickly scan the area.
A sentinel private who is close by to your north.
A sentinel private who is close by to your north.
A member of the Court Patrol who is not far off to your south.

< 393h/393H 114v/116V Pos: standing >
A Corner In the West Hall
   The east/west and north/south sections of the west hall meet here. The
lavish wall decorations cease here, and the walls remain empty.  The floor
here is flat and smooth, cut from large pieces of stone that must have been
mined locally as there is no way they could have been carried very far.  The
ambient light is pleasantly bright and if the surrounding imaes weren't so
violent, it might almost seem cheery.  Empty suits of armor, placed on a
standing rack elegantly serve as torch holders, and give a sense of majesty to
the hall.  The empty suits hold a torch in one hand, and a flag staff in the
other.  The ceiling is very high here, and banners hang down, leaving little
room to swing a sword. The hall runs south and west, while an iron door leads 
north.
Obvious exits: -North# -South -West 
A sentinel private in the Guard's Walk Patrol stands his post.
A sentinel private in the Guard's Walk Patrol stands his post.
Sha enters from the south.

< 393h/393H 113v/116V Pos: standing >
You quickly scan the area.
A member of the Court Patrol who is a brief walk away to your south.
The snooty wife who is close by to your west.

< 393h/393H 114v/116V Pos: standing >
The West Hall
   A twelve foot tapestry depicting a battle covers the northern wall, 
but the conflict displayed is not human.  High in an icy pass, atop a 
small ledge, two adult white dragons begin their courtship ritual.  
Legend has it, the male must subdue the female by slapping his wings 
against her in an effort to force her cooperation.  She is quite resistant,
and has gotten hold of his neck.  Hot blood drips down his back, and freezes
on the snow below.  In the end the male will triumph, and the wound is on
ly superficial. The resistance is only to convince the male that she 
will bear strong young.  He is so confident, he has built his ice cave
for the eggs already, the entrance is just below the ledge.  The hall
runs east and west, while a door leads north.
Obvious exits: -North# -East  -West 
A snooty merchant's wife is here admiring the decor.
Sha enters from the east.

< 393h/393H 115v/116V Pos: standing >
You quickly scan the area.
A sentinel private who is close by to your east.
A sentinel private who is close by to your east.

< 393h/393H 115v/116V Pos: standing >
Autosaving...

< 393h/393H 115v/116V Pos: standing >
Ok.

< 393h/393H 116v/116V Pos: standing >
Ground Floor Landing in the Barracks Stairwell
   This is obviously a heavily traveled stairway, judging from the worn, 
chipped path down the center.  The stairs are stone as are the walls.  No 
special care was taken in decorating this area, in fact it appears special 
care was taken not to decorate it at all.  Sconces are placed along the wall 
at long intervals, providing enough light to travel without wasting torches.  
A large sign hanging on the west wall is the only thing in sight.  The 
stairwell continues up, and two doors lead south and west.  A third portal 
leads north but there is no door.
Obvious exits: -North# -South -West  -Up   
A large plaque is engraved in the northern door.
An engraved directory sign hangs on the wall.
An off-duty patrol guard wanders the barracks.
An off-duty patrol guard wanders the barracks.
Sha enters from the south.

< 393h/393H 115v/116V Pos: standing >
You quickly scan the area.
The snooty wife who is close by to your south.

< 393h/393H 115v/116V Pos: standing >
Second Floor Landing In the Barracks Stairwell
   This is obviously a heavily traveled stairway, from the worn path in the 
center.  The stairs are stone as are the walls.  No special care was taken in 
decorating this area, in fact it appears special was taken not to decorate it 
at all.  Sconces are placed along the wall at long intervals, providing enough 
light to travel without wasting torches.  The main entrance to the second 
floor barracks can be found to the south, and a black stone corridor lies to 
the north.
Obvious exits: -North -South -Down 
Sha enters from below.

< 393h/393H 114v/116V Pos: standing >
You quickly scan the area.
An off-duty patrol guard who is close by below you.
An off-duty patrol guard who is close by below you.

< 393h/393H 115v/116V Pos: standing >
Entrance to the Barracks, Second Floor
   This wide hall branches north off of the main artery across the castle, the 
marble gallery.  The hall looks as though it were hewn from the surrounding 
rock, however it is constructed of black stone that was cut rough and has a 
natural appearance.  There are no torches or sconces here, and the ambient 
light from surrounding rooms is quite poor. The ceiling is cut like the walls, 
but the floor is smooth cut for walking.  The hall leads north into the 
barracks and south, towards the marble gallery.
Obvious exits: -North -South
Sha enters from the north.

< 393h/393H 115v/116V Pos: standing >
The West Wing of an Elegant Marble Gallery
   Many hours have been spent cleaning and preparing the Gallery to look this 
magnificent.  Each and every surface has been carefully dusted, wiped, and 
polished.  One would think it was being prepared for guests, but the hall is 
scarcely used from the looks of it.  There are no footprints or disruptions in 
the knap of the carpet, even near the doors.  If it is used at all, the carpet 
must be re-combed several times a day to remove any sign of use.  All of the 
castles facilities on this floor can be reached through the gallery, in fact 
most of them require passing through it to reach them.  In the southwest 
corner lies the castles archives, and in the northwest lies the second floor 
of the barracks.  To the northeast is the massive round table where Strife 
and her leadership make plans and discuss matters of the castle, and finally 
in the southeast is Strife's personal tropy room, where she displays her 
proudest moments of violence.  The gallery continues to the east and west, and 
the entrance to the barracks lies north.
Obvious exits: -North -East  -West 
Sha enters from the north.

< 393h/393H 114v/116V Pos: standing >
Alas, you cannot go that way. . . .

< 393h/393H 114v/116V Pos: standing >
You quickly scan the area.
A member of the cleaning crew who is close by to your west.
A private in the Guard's Walk Patrol who is not far off to your west.
A private in the Guard's Walk Patrol who is not far off to your west.

< 393h/393H 114v/116V Pos: standing >
The West Wing of an Elegant Marble Gallery
   Many hours have been spent cleaning and preparing the Gallery to look this 
magnificent.  Each and every surface has been carefully dusted, wiped, and 
polished.  One would think it was being prepared for guests, but the hall is 
scarcely used from the looks of it.  There are no footprints or disruptions in 
the knap of the carpet, even near the doors.  If it is used at all, the carpet 
must be re-combed several times a day to remove any sign of use.  All of the 
castles facilities on this floor can be reached through the gallery, in fact 
most of them require passing through it to reach them.  In the southwest 
corner lies the castles archives, and in the northwest lies the second floor 
of the barracks.  To the northeast is the massive round table where Strife and 
her leadership make plans and discuss matters of the castle, and finally in 
the southeast is Strife's personal trophy room, where she displays her proudest 
moments of violence.  The gallery continues to the east and west.
Obvious exits: -East  -West 
(Q)A member of the cleaning crew is here sweeping and polishing.
Sha enters from the east.

< 393h/393H 115v/116V Pos: standing >
Western End of An Elegant Marble Gallery
   Mirror polished marble slabs of a magnificent gray and white, have been 
perfectly cut and fit to form the floor of the majestic gallery that spans 
from one side of the castle to the other.  The sheer size of the hall makes it 
feel like an open field.  Marvelous mahogony banisters run the length of the 
hall on both sides, and the walls are paneled in the same fashion from the 
floor up to the varnished rails.  The rest of the wall, from the banister to 
the ceiling, is sectioned marble slabs like the floor.  A thick, plush red 
carpet stretches from end to end, forming a narrow walkway down the hall, to 
protect the perfect sheen of the floor.  The wood rails are varnished with a 
deep almond stain that bears not a scratch or a blemish.  No dust has been 
allowed to settle here, it is swept, cleaned, and polished daily.  The gallery 
continues to the east, and an iron door leads west.  An arched portal with a 
lovely carved wood door leads south.
Obvious exits: -East  -South# -West 
A private in the Guard's Walk Patrol marches back and forth.
A private in the Guard's Walk Patrol marches back and forth.
Sha enters from the east.

< 393h/393H 114v/116V Pos: standing >
Southern Guard's Walk, West Wall 2nd Floor
   This is the section of hall most traveled on the second floor of the 
castle, with the exception of the Marble Gallery.  In close proximity are the 
castle's archives and the upper floor of the barracks, though members of the 
guard are forbidden to enter the Gallery, they often sneak through.  A heavy 
path is beaten down the hall, showing years of use and abuse.  Surprisingly 
enough, the stone has maintained its integrity and has not fallen apart like 
some of the less used areas of the guard's walk.  To the north and south, the 
guards walk continues.  An iron door leads east into the white marble hall.
Obvious exits: -North -East  -South
Sha enters from the east.

< 393h/393H 113v/116V Pos: standing >
You quickly scan the area.
A lieutenant who is rather far off to your north.
A lieutenant who is rather far off to your north.
A private in the Guard's Walk Patrol who is close by to your east.
A private in the Guard's Walk Patrol who is close by to your east.
A member of the cleaning crew who is not far off to your east.

< 393h/393H 113v/116V Pos: standing >

< 393h/393H 116v/116V Pos: standing >
Western End of An Elegant Marble Gallery
   Mirror polished marble slabs of a magnificent gray and white, have been 
perfectly cut and fit to form the floor of the majestic gallery that spans 
from one side of the castle to the other.  The sheer size of the hall makes it 
feel like an open field.  Marvelous mahogony banisters run the length of the 
hall on both sides, and the walls are paneled in the same fashion from the 
floor up to the varnished rails.  The rest of the wall, from the banister to 
the ceiling, is sectioned marble slabs like the floor.  A thick, plush red 
carpet stretches from end to end, forming a narrow walkway down the hall, to 
protect the perfect sheen of the floor.  The wood rails are varnished with a 
deep almond stain that bears not a scratch or a blemish.  No dust has been 
allowed to settle here, it is swept, cleaned, and polished daily.  The gallery 
continues to the east, and an iron door leads west.  An arched portal with a 
lovely carved wood door leads south.
Obvious exits: -East  -South# -West 
A private in the Guard's Walk Patrol marches back and forth.
A private in the Guard's Walk Patrol marches back and forth.
Sha enters from the west.

< 393h/393H 115v/116V Pos: standing >
You quickly scan the area.
A member of the cleaning crew who is close by to your east.

< 393h/393H 115v/116V Pos: standing >
Ok.

< 393h/393H 115v/116V Pos: standing >
Northwestern Corner In the Castle's Archives
   Magnificent shelves lined with books from floor to ceiling cover the walls, 
and even more volumes cover the thick maple table tops throughout the room.  
Luxorius couches and lounge chairs are placed in strategic locations where the 
light is best for reading.  There are enough books here to read from present 
day to infinitum and still never finish.  The room is well lit by hanging 
candle lamps with shiny reflectors above them, directing the light downwards, 
thus shrouding the ceiling in shadow.  A ladder is stationed next to the 
shelves, for accessing the top level.  The Archives continue to the east and 
the south, and a lovely carved wood door leads north.
Obvious exits: -North -East  -South
Sha enters from the north.

< 393h/393H 114v/116V Pos: standing >
You quickly scan the area.
A private in the Guard's Walk Patrol who is close by to your north.
A private in the Guard's Walk Patrol who is close by to your north.
A Halfling who is not far off to your east.
A Thri-Kreen who is not far off to your east.
A faerie sprite who is not far off to your east.
A Grey Elf who is not far off to your east.
A Grey Elf who is not far off to your east.
A Grey Elf who is not far off to your east.
A Grey Elf who is not far off to your east.
A wandering bard who is not far off to your east.
A Grey Elf who is not far off to your east.

< 393h/393H 114v/116V Pos: standing >
Southwestern Corner In the Castle's Archives
   This section of the archives is devoted to the military sciences.  Big 
black books cover most of the shelves, labeled in all manner of tongues.  
Strategy guides from Evermeet, tactical handbooks smuggled up from 
Menzoberrazen, and even some references translated by humans detailing the 
hand to hand combat techniques of swamp troll warriors.  Several volumes lie 
around on armrests and tables, a few in a rolling cart waiting to be 
reshelved.  The Archives continue to the east and the north.
Obvious exits: -North -East 
[2] The corpse of the Archivist's assistant is lying here.
Sha enters from the north.

< 393h/393H 115v/116V Pos: standing >

< 393h/393H 115v/116V Pos: standing >

< 393h/393H 115v/116V Pos: standing >

< 393h/393H 115v/116V Pos: standing >

< 393h/393H 115v/116V Pos: standing >

< 393h/393H 115v/116V Pos: standing >
Northwestern Corner In the Castle's Archives
   Magnificent shelves lined with books from floor to ceiling cover the walls, 
and even more volumes cover the thick maple table tops throughout the room.  
Luxorius couches and lounge chairs are placed in strategic locations where the 
light is best for reading.  There are enough books here to read from present 
day to infinitum and still never finish.  The room is well lit by hanging 
candle lamps with shiny reflectors above them, directing the light downwards, 
thus shrouding the ceiling in shadow.  A ladder is stationed next to the 
shelves, for accessing the top level.  The Archives continue to the east and 
the south, and a lovely carved wood door leads north.
Obvious exits: -North -East  -South
Sha enters from the south.

< 393h/393H 114v/116V Pos: standing >
You quickly scan the area.
A private in the Guard's Walk Patrol who is close by to your north.
A private in the Guard's Walk Patrol who is close by to your north.
A Halfling who is not far off to your east.
A Thri-Kreen who is not far off to your east.
A faerie sprite who is not far off to your east.
A Grey Elf who is not far off to your east.
A Grey Elf who is not far off to your east.
A Grey Elf who is not far off to your east.
A Grey Elf who is not far off to your east.
A wandering bard who is not far off to your east.
A Grey Elf who is not far off to your east.

< 393h/393H 114v/116V Pos: standing >
North Wing In the Castle's Archives
   A large, deep blue vase stands upright in the center of one of the tables 
here, it contains a handfull of dying orchids drooping off to one side.  They 
are perhaps the only spot of color in the whole of the archives.  The air is 
musty with a hint of wood and leather.  The air is kept moving with vents all 
along the ceiling and floor in an effort to keep the pages dry, and for the 
most part it works.  Most of the books look like they are pretty well kept, 
and do not suffer from dry rot.  Every few shelves however, at least one or 
two can be seen that have either fallen to mistreatment or were brought here 
already in decay.  The Archives continue to the east and west.
Obvious exits: -East  -West 
The corpse of a private in the Guard's Walk Patrol is lying here.
Sha enters from the west.

< 393h/393H 115v/116V Pos: standing >
North Wing In the Castle's Archives
   A large portion of this area of the archives is a bestiary of flora and 
fauna.  Creatures of all shapes and sizes come to life in sketches and 
paintings kept in large portfolios.  Hundreds upon hundreds of books 
describing various types of wildlife from birds to fish cover the shelves and 
tables in a frenzy of information.  Papers on the reproductive habits of the 
sandworms of the Calimshan desert, articles on the mating rituals of tribal 
orcs, and essays on the physiology of aquatic trolls make up just a fraction 
of the subjects covered in "Corvin Castillo's Complete and Comprehensive 
Compilation of Creatures".  The Archives continue to the east and west.
Obvious exits: -East  -West 
Fresh blood splatters cover the area.
The corpse of the gigantic werewolf is lying here.
The corpse of the Archivist's assistant is lying here.
A Halfling (small)  Mutinous Legions sits resting.
A Thri-Kreen (medium)  Mutinous Legions stands in mid-air here.
A globe of darkness floats near a Thri-Kreen's head.
A faerie sprite flies through the area, bobbing through the trees. (minion) 
A Grey Elf (medium)  Mutinous Legions stands in mid-air here.
A Grey Elf (medium)  Mutinous Legions stands in mid-air here.
A Grey Elf (medium)  Mutinous Legions stands in mid-air here.
A Grey Elf (medium)  Mutinous Legions stands in mid-air here.
A wandering bard walks toward the castle. (minion) 
A Grey Elf (medium)  Mutinous Legions stands in mid-air here.
Sha enters from the west.

< 393h/393H 114v/116V Pos: standing >
You snap into visibility.
[Damage: 43 ] A Thri-Kreen makes a strange sound as you place a jagged shortsword in his back.
You shiver from the unnatural cold as you hit a Thri-Kreen.

< 388h/393H 114v/116V Pos: standing >
< T: Chor TP: sta TC:few scratches E: A Thri-Kreen sta EP:  small wounds >
 Sha starts casting an offensive spell.
Sha snaps into visibility.

< 388h/393H 114v/116V Pos: standing >
< T: Chor TP: sta TC:few scratches E: A Thri-Kreen sta EP:  small wounds >
 Sha completes his spell...
Sha utters the words 'buoblg qrunsoqpze yugh'
Sha's fist beats the life out of a Thri-Kreen, blood pours from his body!

< 388h/393H 114v/116V Pos: standing >
< T: Chor TP: sta TC:few scratches E: A Thri-Kreen sta EP:  few wounds >
 You do a fancy maneuver, tripping a Thri-Kreen.
A Halfling clambers to his feet.
A Halfling snaps out of his trance, looking frustrated.

< 388h/393H 114v/116V Pos: standing >
< T: Chor TP: sta TC:few scratches E: A Thri-Kreen sit EP:  few wounds >
 Sha starts casting an offensive spell.

< 388h/393H 114v/116V Pos: standing >
< T: Chor TP: sta TC:few scratches E: A Thri-Kreen sit EP:  few wounds >
 Your improved dexterity grants you an additional attack!
You miss a Thri-Kreen.
[Damage: 18 ] Your powerful pierce strikes a Thri-Kreen.
You shiver from the unnatural cold as you hit a Thri-Kreen.
[Damage: 17 ] Your powerful slash strikes a Thri-Kreen.
You shiver from the unnatural cold as you hit a Thri-Kreen.
[Damage: 17 ] Your slash strikes a Thri-Kreen.
You shiver from the unnatural cold as you hit a Thri-Kreen.
You miss a Thri-Kreen.

< 360h/393H 114v/116V Pos: standing >
< T: Chor TP: sta TC:few scratches E: A Thri-Kreen sit EP:  few wounds >
 A wandering bard leaves west.
A Grey Elf leaves west.
A Grey Elf leaves west.
A Grey Elf leaves west.
A Grey Elf leaves west.
A faerie sprite leaves west.

< 360h/393H 114v/116V Pos: standing >
< T: Chor TP: sta TC:few scratches E: A Thri-Kreen sit EP:  few wounds >
 Sha completes his spell...
Sha utters the words 'buoblg qrunsoqpze yugh'
Sha's fist beats the life out of a Thri-Kreen, blood pours from his body!

< 360h/393H 114v/116V Pos: standing >
< T: Chor TP: sta TC:few scratches E: A Thri-Kreen sit EP: pretty hurt >
 A Thri-Kreen's impressive bludgeon wounds you.
A Thri-Kreen's powerful slash strikes you.
You play with a Thri-Kreen before lunging into an offensive routine!
[Damage: 17 ] Your powerful slash strikes a Thri-Kreen very hard.
You shiver from the unnatural cold as you hit a Thri-Kreen.
A jagged shortsword slices through the air with incredible ease!
[Damage: 17 ] Your powerful slash strikes a Thri-Kreen very hard.
You shiver from the unnatural cold as you hit a Thri-Kreen.
You parry a Thri-Kreen's lunge at you.
A Thri-Kreen misses you.
You faintly hear A Grey Elf groupsay the words 'ouv'.

< 312h/393H 114v/116V Pos: standing >
< T: Chor TP: sta TC: small wounds E: A Thri-Kreen sit EP:  awful >
 Hint: 'Luring' means hitting a mob and running away to make it follow you.  Luring is useful to trick a mob into leaving its friends, so you can kill it more easily.

< 312h/393H 114v/116V Pos: standing >
< T: Chor TP: sta TC: small wounds E: A Thri-Kreen sit EP:  awful >
 Sha starts casting an offensive spell.

< 312h/393H 114v/116V Pos: standing >
< T: Chor TP: sta TC: small wounds E: A Thri-Kreen sit EP:  awful >
 A Halfling starts casting a spell.

< 312h/393H 114v/116V Pos: standing >
< T: Chor TP: sta TC: small wounds E: A Thri-Kreen sit EP:  awful >
 Your improved dexterity grants you an additional attack!
[Damage: 17 ] Your powerful slash seriously wounds a Thri-Kreen.
You shiver from the unnatural cold as you hit a Thri-Kreen.
[Damage: 18 ] Your powerful pierce seriously wounds a Thri-Kreen.
You shiver from the unnatural cold as you hit a Thri-Kreen.
You miss a Thri-Kreen.
[Damage: 18 ] Your powerful slash enshrouds a Thri-Kreen in a mist of blood.
You shiver from the unnatural cold as you hit a Thri-Kreen.
You miss a Thri-Kreen.
A wandering bard enters from the west.
A Grey Elf enters from the west.
A Grey Elf enters from the west.
A Grey Elf enters from the west.
A Grey Elf enters from the west.
A faerie sprite enters from the west.

< 284h/393H 114v/116V Pos: standing >
< T: Chor TP: sta TC: few wounds E: A Thri-Kreen sit EP:  awful >
 A Grey Elf gives an order to his followers.
A wandering bard starts casting an offensive spell.

< 284h/393H 114v/116V Pos: standing >
< T: Chor TP: sta TC: few wounds E: A Thri-Kreen sit EP:  awful >
 A wandering bard sings a song so well you feel your pain and suffering ebbing away.
Sha completes his spell...
Sha utters the words 'buoblg qrunsoqpze yugh'
Sha's fist beats the life out of a Thri-Kreen, blood pours from his body!
A Thri-Kreen's lost sword of Cymrych Hugh [superior] was completely destroyed by the massive blow!
A Thri-Kreen's humming sword named 'Blaze' was completely destroyed by the massive blow!
A Thri-Kreen's necklace of dangling drider fangs was completely destroyed by the massive blow!
A Thri-Kreen's some heavily-spiked blood crystal leg plates was completely destroyed by the massive blow!
A Thri-Kreen's pantherhide quiver [superior] was completely destroyed by the massive blow!
A Thri-Kreen is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!