| 121 The Morg is in a deep sleep and it proves quite easy to move around the pile of rotting fabric upon which it rests. You tread carefully and the snoring remains loud and even. It is an easy decision to leave the Morg at rest and continue on. As you move further north up the centre of the King's Hall the piles of rubbish and debris become more difficult to find a path around. Mounds of mould-covered cloth and tangled stacks of old furniture and ornamentation litter the floor. The Hordim seem to have spent considerable effort in tearing down anything that reminds them of the previous owners of this great fortress. It takes some time to get far enough away from the sleeping Morg that you can relax your guard and concentrate more on your surroundings. With the light cast by your meagre lantern it is difficult to see much of either side of the hall. The way ahead disappears into the gloom, the darkness of your path obscured even further by the rotting tapestries and furnishings that have been piled up in your way. After much struggle you do, however, find yourself near the end of the hall. You are now a good 200 metres from the sleeping creature.
| Turn to section 93.
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