97 rooms · levels 1–10
Here you stand in a room that has become nothing less than carnage. This room is where you as immortals, get to kill anything and everything that you like, fit up against Denethor's mobs. Simple rules. Load your mob, let them spellup, and watch the carnage take over.
You have strayed into a very strange place here. The path leads to the north and south. The sounds of unidentifiable animals alert attention to the south. Growls and snarls of a vicious and taunting pitch seem to fill the misty air. The smell of fresh food being cooked lingers in the air.
Continuing along this path, the leaves have fallen from the trees considerably as if it were winter, the light above still beams down. The smell of food gets stronger still to the south. Mixed in with this beautiful aroma of food, wafts the dead stench of animals and their duties. Continue to the south or follow the path to the north.
Many trees line the way here, blocking all obvious exits to the north, east and west. A small breeze floats across the trees to the south. A strange force seems to be pulling at the surroundings, making it difficult to stand still.
The magical force ceases at this point, with snarls and growls floating through the air. It seems to be some large hole in a lopped tree that something has taken refuge in. The only way out is west.
A path stretches out into a campsite of some sort. The sound of water running can be heard to the southeast. Water usually means a place to drink and rest, but for whom? Voices in the distance sound loud and a little slurred, and a little hard to pinpoint.
Continuing along the path, the shouts which can be heard are drowned out by the sounds of running water and things jumping in it. To the distant south a small brook can be seen with lilies and water life growing and playing around in it. The ground is ridden with bones and old carcasses which are torn limb and muscle, the foul stench irritating one's nose.
These surroundings have taken on the look of a campsite for bandits of some kind. The brook runs freely in the distant south of here, while to the far east tents can vaguely be made out, with several small cooking fires burning between them. Small fish seem to frequently jump out of the brook, trying to catch dinner.
Fish jumping high into the air can clearly be made out here, flying over the gentle brook. Small mosquitoes hover silently over the reeds extending out of from beneath the water, dodging the flying fish. The fish are of a nice size, and seem edible too. The sounds of laughter begin to drown out the snarling and growling of what seems to be the bandits' pets. Exits are over the brook to the south, the bank to the east, or north, into the forest.
It is easy to tread across this brook without any trouble. The fish don't seem to be frightened of newcomers as they continue to swim and jump above the water. The brook seems to flow slowly to the west in a whirlpool-like manner, but the current isn't strong enough to drag anyone away. Thickets of water lilies line the edge of the brook, providing sustenance should anyone be hungry.
It seems the best way to go is west. To the east dark and gloomy sights block out all that should be there. High pitch howls and squeals come in from the west also. The water here seems a little dirtier, as the dirt from the banks slide down gently into the water, stirring up the undergrowth and lending a brown tinge to the water surface. The reeds grow thicker and more unmanageable here, and the brook flows gently to the west.
A manmade levee has been placed along the west bank to direct the flow of water to the south. The fish are a little more wary here and don't seem to jump out of the water as much, they are either scared or there are just less of them here. The water becomes much dirtier here as lumps of dirt from the levees fall into the brook, creating clotty and murky water. The brook flows east and south from here.
The brook seems to become narrower here, making it hard for more than two people to walk it abreast. To the east the water seems to clear up, the fish becoming more active in that area with the tiny insects infesting the surface. The reeds also thin out here as the brook's flow gently increases. The sounds of laughter can faintly be made out in the distance, barely audible above the running water.
To the northeast, the beginning of the brook can be seen, making one feel as if they have just traveled in a circle. Little pinches can be felt beneath the water as crabs and other crustaceans try to clamp on and hitch a free ride. The brook flows west and east from here.
The brook seems to double in size here before collecting into a small pond as it is blocked by another manmade levee to the east. A dirty path can be seen a little way off to the northeast, while tents have been erected directly east of here. It is certain now that a camp of some kind has been set up and that more people than originally anticipated are gathering here. Pets lie asleep at the entrances to some of the tents, protecting their masters.
Reaching the corner of the brook, the smell of freshly culled meat permeates the air. The warmth of nearby fires can be felt, driving away the chill. The wall which blocks the way east seems well made, without cracks or crumbling pieces littering the floor around it or tumbling into the brook. Fish and plant life thrive here - for now, since one can only imagine the effect of the manmade wall on the natural ecology that exists along the brook's embankment.
The bank of the brook is now in sight. The tents to the east are clearly visible, none being hidden behind the flames of small fires and bushes to the east. Your way leads north and south.
Standing on the bank of the brook looking back, then forward, there is a small bony path. Weighing the possibilities of getting killed, the way south looks a lot safer than heading deeper into the campsite itself. To the east, muffled voices can faintly be heard, but how far is not known.
Large trees block the way to the east, limiting any chance of sneaking into the campsite. Lights from the fire cast shadows on the trees, making it difficult to see properly in the distance. Loud laughter can be heard to the far east.
Standing east of the guardpost, there is a line of tents set up as what some would call a barricade. These are the servants' quarters. Six tents are pegged into the ground here, standing motionless. The tents are white in color, with brown trim making out the small tent flap for entrance. A small fire dwindles in the night, giving only barely enough light to see.
Standing on the path that gives access to the tents, the wind blows slightly through the trees and across the tent flaps, making them sway gently open. These tents serve as sleeping quarters for the servants, waiting for another order from their captain. The ground here is cold and dirty, with torn pieces of cloth covering tiny holes in the surface. To the east is the first tent, and to the south the path continues, tents lining its edges.
This is the inside of the first tent. Its dimensions can't be more than three feet wide by three feet long. A small bed lies in the southern corner.
The path continues to the south. The breeze picks up a little here with a frosty chill to it. The dirty path widens here and leads down into the camp where many things are happening. The fire in the middle of the camp burns quite brightly, letting light illuminate its surroundings.
This tent isn't much unlike the others. A large bed lies unused in the tent's southern corner, with a little lamp feebly attempting to lighten up this weathered abode beside it. The zipper on the tent's flap is broken, and a furious howl is heard as the wind passes through the narrow gap. The only exit is west through the flap.
The path gets larger and larger as the southerly gusting wind gets stronger and stronger. The firelight is clearly coming from the southeast along with the laughter and chatter of drunken men brooding about stories and events they have accomplished in their lifetime. The odd snarl or growl heightens to the northwest, while to the east another tent remains completely quiet. This tent seems a little bigger than most, maybe for someone a little more important.
Three bunks lie atop each other, housing the three higher servants of this camp. Clothes lie tossed from the doorway to the eastern wall, with no particular order. Dirt and mould cover the inner lining of the tents, with a broken zipper holding the entrance flap to the other side of the tent.
Further along the path, it seems that the most ragged and torn of the tents lies to the east. The path itself is sodden with old and wet clothes trying to dry for tomorrow's work. Tiny slivers of grass try to grow in this denser part of the forest, yet with no sunlight nor water to nourish them, it is hard for anything to sprout new life. A brook can be heard trickling along its way to the near west, while to the south a fire can be heard crackling as a new and dry log is added.
Stepping into a disgusting and dirty tent, it seems that no human life can live in such abominable conditions. Something that isn't fit even for animals, and yet there is evidence that someone does live here, probably the lowest of the lowly servants. Maybe for punishment or solitude, it is clear that this is the worst of all living conditions the camp has to offer. The tent's only exit is west.
Moving closer to the campfire, it is now no more than twenty paces away. The light from the fire illuminates its surroundings, enabling a lot more of what is happening to be seen. The growls and snarls are a little less shrill here, while the smell of decay hangs long in the air.
A campfire burns immediately east, and a number of plates and finished food scraps lie discarded everywhere. The bonfire burns furiously, reaching a height of almost ten meters, shooting sparks of cinder and flame which land close to an uprooted trunk in the not too distant west.
Men and animals wander in and out of this place, paying no attention to each other. Dead trees, used as seating, lie here while small amounts of leaves have been set off to the side to be used as kindling for a small fire.
Animal carcases lie heavily on the ground here. Many have been skinned and taken for their meat. Barrels of ale take up a lot of the empty space between the bodies. Small lines of bushes lay on the side of the path, protecting the tents that stand behind them. The wind now blows in a south easterly direction, bringing with it a foul stench of sewer water and decay, long left by other camps.
Wandering into the bandits' area where they keep the rest of their pets that are not on guard, one can notice that they are badly treated, starved and abused physically. Their quiet whimpers are no more than a whisper. Old discarded food bits have been left here for them to eat, not very nutritious.
Walking along this disgusting path, the smell of wild flowers and other gifts of nature are barely obvious. In the distance some log cabins have been built, perhaps for the leader of the bandits and his officers. It would seem they enjoy a much more comfortable life than the servants they treat so wrongly.
The smell of wild flowers and other beautiful plants wafts through your nostrils, taking away the foul odor of rotten meat and mangy, unwashed pets. To the distant east you notice some log cabins that have been set there in some permanency. Large trees and vines hanging from the branches obstruct your view, making it hard to see who is there, if anyone.
Moving northward, the trees seem to loom and move in on you. They start to block any exit that could be made safely. Leaves and branches start to sway with more ferocity, creating a strong gust of wind. The trees seem to move closer and closer, not letting anyone pass. There are no exits.
The trees close in closer and closer, pushing you in only one direction. It is pitch dark in here, and orientation is lost a little as the branches of the tree swing and flap faster and faster. Small beady yellow eyes blink from time to time.
As the path to the south becomes more and more ugly, more tents although only some, can be seen. The tents are white, or they seem from the lamp shining inside them. Small animals can be heard squawking and running around freely. The trees around you are head high, and flourishing with grey ooze and gunk.
Coming to the end of the yucky path, the voices can be made out more clearly, but still not distinguishable. The yucky path ends here, while a more natural, looking path continues to the east.
Almost stumbling into what appears to be a small ditch, this may be a perfect hiding spot to investigate the enemy and take note of their habitual doings. Soldiers in makeshift uniforms of blue rags patrol the perimeter of a line of log cabins.
Only meters away, guards can be seen patrolling the perimeter of what appears to be one large cabin that has been built to appear as several smaller ones close together - most likely a strategic ploy. This would seem to be the place where the high officers live.
The small clearing that makes up the encampment, is ridden with dirt that has been cleared and scuffed from excessive use. No breeze blows here, it seems that the cabin stops any winds that may come in from the east.
Appearing to be several cabins placed together in a near row, joined by a door on each side, a log cabin stands here. In truth, it is one large and cleverly designed cabin. A little dog passes by in terror as a shout from within the cabin sends it running from its master. A path continues west and south from here.
The dirt underfoot seems only slightly disturbed, probably because of the limited access of this area to servants. Trees grow in a row to the left, while large patches of plants spread out to the north and east. A cabin is only a short distance away to the southeast.
Moving through the soldiers' camp, the smell of cooking meat lingers in the air. The squeals of tortured animals rises shrilly from the southeast, the activity around the campfire drawing one's attention in that direction and to the cabin. Although a distance away, the cabin is clear enough for its intricate detail to be made out, the patterns etched on it designed to camouflage it from the casual onlooker.
Arriving at what seems to be a small junction in the soldiers' camp, a path runs east and west, or off to the south. Dead animals lie strewn about the ground, and the air is thick with decay.
The hidden path stretches to the east. To the distant east, a small hut can be seen, with a little gathering of people. The air seems a little fresher here and the ground is a little cleaner. The dirt road continues along to the east or the west.
Only a short distance from the hut now, and movement is kept to a minimum. The hut has a sign hanging near its door, which, incidentally is blocked by large trees growing over the path.
Standing only five feet from the hut, the sign on the flap shows a bottle with foam coming out of the top and a cross next to it. It seems that these creatures have come from afar to seek something in this hut, but what it is isn't known. The hut is east, and the path leads west.
Stepping into the hut, another sign hangs from the wall, reading "Randals Hut of Healing." Disarrayed shelves in each corner stand with a variety of potions and scrolls. There is a small chair and table sitting in the eastern part of the tent, while a large painting hangs on the western tent flap.
The sound of animals in pain gets more prominent as the path continues south along a dusty path. Looking around, the large cabin can't be seen anywhere, the only sights being the large trees lining the path and the rocky, blood-drenched dirt paving the path toward the north. A slight breeze blows from the west, bringing with it a fresh change.
A breath of fresh air would be much appreciated here, as the foul stench of animal droppings and dirt lingers in the air. Trees block the view in all directions.
The path narrows slightly as trees surround more and more of the road. Through the dense thickets, people can be seen wandering aimlessly around, faint shouts and soft songs breaking the silence of this remote and unique forest. Trees stand motionless despite a southerly breeze.
A dirty, rotten path merges with another faint trail here, the path itself extending north into the forest. Shouting and singing can be heard from the east, while the darkness of a thick and ominous forest lies west.
Venturing into a forbidding forest, it seems easy to become lost in this confusing maze of trees. Impassable trunks rise high and dense in every direction, permitting easy passage only to the east. Spine-chilling wails and ear-piercing shrieks are heard to the immediate west. Markings have been carved in one of the trees.
Warnings don't seem to be heeded too well here, and for this a price must be paid. The darkness surrounds you, choking and grabbing at every part of your body, dragging you down to your knees. Clasping your throat, you lie down gasping for air.
Songs and shouting are relatively loud here, and the people making the noise can be made out, but not distinguished to the east. Trees lessen in size and quantity here, as grass and weeds fade to dirt. A dim light can be made out to the far off north eastern edge of the forest.
From the looks of the left over meat and bread on the plates scattered across the ground, this is the area where these bandits, or at least the more respected bandits, have their meals. A small spit with a half roasted pig still stands on an open fire, cooking and crackling. Juices run down the lessened legs into the fire, causing it to rise with every drop of juice that falls. Exits are west and east.
This part of the eating area supports a couple of barrels filled with an ale of some sort. Mugs lay strewn across a small table resting off to the left. A spit is propped above a fire, cooking some rabbit meat for dinner.
Moving through this camp, it can be seen that these bandits certainly don't know anything about killing what you need. Another fire glows brightly with the sizzling of two foxes rotating atop its flames. The skins of the fox have been cleanly and neatly cut off and left to the side to dry out. The songs can be heard quite clearly now to the east. No large trees surround this area, only their stumps remain.
A recently made stone path extends through the forest, its fresh edging keeping it intact. Wide enough for five men abreast to walk, little ruts indicate that wagons use this path to move large things. Looking around, gold coins and small gems have fallen about the path, maybe hinting that this leads to where the bandits store their treasures.
Men and women dance and sing to a flute player in the middle of a circle. Ale and food lie at their feet and on surrounding tables. It seems this might be some sort of feast thrown for the latest hoard and robbery they have successfully completed. A shimmering light can be made out through the wall of people, but what it is can't be made out.
The music sounds are louder here. Four stools stand propped up against a small tree, while cups and mugs of ale lie across the floor. The dirt has been moved around quite a bit here, from the continuous dancing that seems to take place here. Dogs walk in and out of this area frequently.
A shimmering light is more vivid here. A pole stands about five feet in the air, with eight or nine large lamps hanging from the top. Underneath this light, a small cloth covers the entrance to what seems to be a storage room of some kind.
This storage tent is large and well kept. The eastern flap lines with a variety of barrels, filled with ale, according to the labels. On the western side, large crates are filled with a variety of different things, including gold and brass pots and pans.
Stepping into the storage closet, things are arranged neatly and tidily in correspondence to their use. Weapons are on the left, with a large broadsword hanging on the wall, armor is stored on the right with a bear skin jacket lying lazily on the crates. A number of pairs of boots lay paired directly in front, with a small jackal faced head sticking out of one pair. Three barrels of water stand adjacent to five crates of food.
Along this stone path, a large cabin can be seen off to the northeast. The gems scattered about the path increase in quantity as the path nears the cabin and the surrounding tents. Trees no longer are a predominant characteristic of this area, most of them seem to have been cut down recently, probably to build the large cabin in the distance.
People can be made out about the cabin, although they don't seem to be in a particularly joyous mood. Instead, it seems they are patrolling the area around the cabin, keeping it safe from other bandits who covet this prime hiding location. The cabin itself lies immediately east of here, with a boulder on the path's shoulder, providing the only cover close by.
The heavily guarded cabins look quite simple in a very intricate way. Large logs have been strategically placed end on end, with rivets cut out of each, to ensure a sturdy and long lasting building. A door to the east permits access to the cabin.
Inside the cabin, its simplistic decor suggests that although permanent, this cabin can be abandoned quite easily without losing anything valuable. Small animal furs adorn the walls, while medium sized lamps hang from the wall and door. The narrow hallway leads north, giving no hint as to what lies ahead, while a stair goes down to the lower wing. A door to the west exits the cabin.
This corridor runs north and south through the large cabin. A small room branches off the hall to the west of here, no light coming from within. This cabin seems to be reserved for the more important members of this band, such as the Captain Commander and his associates.
Stepping into complete darkness, at first nothing in this room can be made out. However, quickly becoming accustomed to the darkness, the outlines of a bed can be made out in a corner, unused. No windows or lamps adorn the barren walls, and there is little else of significance here. The room's exit is east, to a dimly lit corridor.
Coming to an abrupt halt, the hallway bends to the east or south here. Lamps light the hallway more predominantly here. Heads of large animals adorn the walls. The cabin's owners must not have dried them, or waited long to mount them as dried blood stains the walls directly beneath the mounts. The hallway continues east or south.
Walking seems a little tiring along this hallway as it seems to be neverending. A large bear skin lies on the floor serving as some kind of makeshift throw rug. Even here, no windows let any light escape into the cabin, the light from the lamps being the only illumination.
This is the northeastern corner of the large log cabin. Some papers lie scattered about the floor here and continue down the corridor south, as if someone was in a hurry to get some information to their boss and left a trail of papers in their wake. The hallway leading west from here is rather dimly lit, contrasted by the relatively highly illuminated hallway south. So well lit, in fact, that doors can be seen off to the left and right of the southern hallway as it continues along.
Two doors oppose each other on either side of the hallway, while faint chatter and an occasionally raised voice being heard further along the hallway to the south. Upon closer inspection, the doors appear to be slightly ajar as minimal light escapes from the small open space. No noise can be heard coming from either room, yet that doesn't mean there couldn't be someone in there, someone who isn't a sound sleeper.
Opening the door, a bed chamber with little furnishings houses prisoners for the bandits. Chains attached to a large bed serve to keep the bandits' current prisoners from leaving the confines of the room, without even the need to lock the door.
A slightly furnished room with two beds on either side wall look very inviting. Lion skins lay atop these beds, with small amounts of dirty linen lying at the foot of the bed. A smell of perfume lingers softly in the air. Dust covers the hard wooden floor, while a mule's head hangs from the farthest most wall.
The floor seems to have raised a little here, as walking along the corridor toughens. An exit down leads somewhere new, while the only other exit leads back to the north. Shouting seems to be coming from beneath this floor.
A stair climbs up to the main hall. More animal carcasses hang from the walls and lie along the floor here. Idle chatter can be heard from the south, but what is said cannot be made out. The southern hallway grows dim as it heads further south, but there is still enough light to make out some doors along the way.
Reaching what seems to be a small anteroom in the cabin, the air gets a little thicker and harder to manage. Voices get louder to the south, with the occasional shout being thrown in from time to time. There is no dust anywhere to be seen on the animal adornments or on the fractional amount of armor hanging from the walls. A small window on the western wall lets in a little bit of light, yet still large lanterns provide most of this hallway's illumination.
This small room holds a lot of weapons and armor stashed away in crates and various cabinets for safe keeping. There are no visible locks on any of them, yet just touching one burns. Apparently, there is some kind of magical ward to prevent people from just coming in here and helping themselves to such valuable equipment without the Lord Captain Commander's permission.
The hallway turns abruptly either north or east here. The sounds of angry voices fill the corridor, and the air tingles with...something. Further along to the east, faint crackling and zaps can be heard, but what they are exactly or what their source may be remains hidden. The air seems a little more fresh here due to a window along the west wall being slightly open, permitting a slight breeze from outside to enter.
Continuing along the cabin's southern corridor, this area is heavy with the taint of magic and evil. A small door can be made out at the corridor's eastern end. The crackling and zapping sounds of magic heard within. The light is considerably dim here, as only one lamp remains lit. Even this one flickers high and low as its fuel is almost out.
An oaken door with an intricate structure blocks the way into the noisy room behind it. Small giggles and maniacal laughter can be heard from within the room, whilst loud shouts can be heard farther along to the north. The door itself appears quite sturdy and heavy, meaning that opening it would be a task in and of itself. No lamps illuminate this portion of the cabin, the only light being that which manages to seep in from the west or north, barely enough to even outline the desk which rests beside the door.
Bright balls of light float in the air before you, while tiny tongues of fire dance along the edges of a recently broken wooden chair in the room's southwest corner. A large wizard's hat hangs from a peg on the wall while a tapestry made of animal skin portrays an older man with a long beard and dressed in a wizard's garb.
Proceeding along the cabin's eastern hallway, a door can be seen nearby to the north. The floor is very untidy, with papers thrown all over the place and left to gather dust. Loud shouting echoes down the corridor from the north, while the hallway bends westward a little ways south of here.
Three long benches are set along either side of the hallway, giving this room the impression of being some kind of waiting room, but waiting for what? Shouts from the north become more violent and abusive, with a woman's whimpering bleakly coming through the noise. Papers cover the floor and benches, with a few pens thrown awkwardly here and there.
As the hallway proceeds north, it eventually ends up branching in different directions, each one leading to a separate room whose contents are concealed by large wooden doors. Far to the north, at the end of the hallway, a large lantern shines on an impressive, heavy door. A plaque is made clear by the lantern's light, but the neatly engraved lettering is too far to be clearly made out. A wide tapestry hangs to the west of the door depicting a man with a long white beard, the name "Geridian" neatly sewn beneath the portrait. A waiting area of some sort occupies the hallway south of here.
Further along the hallway, a door to the east has the words "First Shirrif" carved into the wood. Only shadows can be seen from under the door, leading one to believe that the room is darkened and someone of importance - the First Shirrif maybe? - is sleeping. How anyone could sleep with all this noise and shouting is beyond comprehension.
Nothing can be seen in this room, for the lack of light, except for the shape of a rather large bed, with a pair of old boots sitting neatly under it. A small bed table stands only feet away.
"Second Shirrif" are the words engraved into the wood of the heavy door to the west. The hallway is a little more illuminated here, with an unshuttered window on the east wall permitting ample light in from outside. There is a medium sized bear skin thrown across the floor, dirtied by day to day use as grubby and unwashed boots carelessly trample over it. The hallway continues north and south.
Pushing the door open, a light on the small table stand fills the face of the Second Shiriff, smoking a pipe. His room is a quaint little room, with a small washstand over by the eastern wall, and a small table and chair on the western wall, while his bed takes up the most part of the northern wall.
Standing in a very large and majestic room, a heavy door set in the north wall is inscribed "The Lord Captain Commander's Quarters". Behind this door is the source of all the shouting that can be heard all the way down the corridor. An oil lamp hangs from a peg above the door, its light so intense as to be almost blinding. Four fox furs cover the floor before the door, while a large chair sits adjacent to the door before an unoccupied table covered with papers and writing quills.
Standing in the Lord Captain Commander's foyer, a shrill and spine tingling shout escapes from beneath the door set in the north wall which leads to the Lord Captain Commander's private quarters. The light from a lantern directly above is blindingly bright and generates a large amount of heat. More animal skins cover the floor of the foyer, with another tapestry portraying a bearded man hanging from the west wall.
This is the headquarters of the Lord Captain Commander. His room is adorned with a number of trophies, a large mule head hangs adjacent to a kangaroo on the eastern wall, while a zebra and an ox hang together on the western wall. The carpet is an orange and white striped tiger skin rug, while the southern wall adorns a tapestry of three men and a lady.
You have been transferred to the room of Denethor's judgement. Here you will pay for any misgivings or trouble you have caused Denethor and his family.