text: [Themes: Fantasy, nonhuman protagonist]
  
  > look around
  Sturdy, functional buildings lie in and out of shadow on the road to the temple square to the east. Simple architecture, devoid of handholds; closely spaced buildings, devoid of alleyways; uncut walls, devoid of windows: the builders in this area knew how to encourage amateurs to go elsewhere.
  
  A crate sits in the shadow of a building to the north.
  
  > Examine crate
  A large, wooden crate. Its contents--if any--could be worth anywhere from ten eldars to two hundred eldars. No time to find out exactly right now.
  
  > climb on crate
  You climb silently onto the crate.
  
  > Up
  You pull yourself up to the roof.
  
  The chimneys and extruded beams on this roof offer few places to hide; the stars shining from everywhere in the sky leave no particular shadows. The roof abuts the roof of a house to the north. From here you can go back down to the street.
  
  > Go north
  A lightly sloping roof with a convenient chimney to hide along. An extension to the east makes it plausible to descend to an empty road, while the roof connects to a warehouse to the south.
  
  > Go east
  You're not sure you'll be able to get back up, but you've got to go down at some point; might as well be now.
  
  This road winds up the hill towards Sedmon's mansion, which is just around the curve to the north, and back down to the square to the south. A wall of shrubbery to the northeast offers a purely psychological barrier to casual trespassers. You descended from a house to the west.
  
  > go northeast
  Sedmon seems to have mounted guards at both of the entrances to his mansion, so your only option from here is back to the street to the southwest, assuming you keep to the ground. The windowless wall to your north wears a decorative lip ten feet above ground.
  
  > look at the lip
  The lip looks like it extends around to the front and back of the building.
  
  > jump
  You jump on the spot, fruitlessly.
  
  > go to the south-west
  This road winds up the hill towards Sedmon's mansion, which is just around the curve to the north, and back down to the square to the south. A wall of shrubbery to the northeast offers a purely psychological barrier to casual trespassers. You descended from a house to the west.
  
  > Go west
  Defying your own expectations, you manage to work your way back on top of the house.
  
  A lightly sloping roof with a convenient chimney to hide along. An extension to the east makes it plausible to descend to an empty road, while the roof connects to a warehouse to the south.
  
  > go south
  Deep shadows cast by an awning (two eldars) leave this edge of the square, and the road leading north, dark. The warehouse on one side is fully exposed, but the route to the temple, to the southeast, is partially covered.
  
  A pair of guards stand at the center of the square.
  
  > go north
  You peer around the curve from the shadow to consider your approach, but the guard in front of the mansion turns to look in your direction almost the instant you look out, and you're forced to withdraw to avoid detection.
  
  > Go south
  Deep shadows cast by an awning leave this edge of the square, and the road leading north, dark. The warehouse on one side is fully exposed, but the route to the temple, to the southeast, is partially covered.
  
  A pair of guards stand at the center of the square.
  
  > Go southeast
  A shadowed forecourt between the temple and the square offers you good cover from sight. The face of the temple offers limited opportunities to scale it, and the sole window is likely not where you want to go. You can skirt around the edge of the square northwest or southwest.
  
  A pair of guards stand at the center of the square.
  
  A closed gate is built into the temple wall to the east.
  
  > examine the gate
  Cast iron. Sturdy. Stops a few feet short of the ceiling.
  
  > climb the gate
  You scramble up and over the top of the gate, squeezing partially between two bars.
  
  You stand at the end of a long foyer leading east to a narrow doorway into the temple itself. Light pours through windows in the north wall looking into a roomful of guards, leaving crisscrossing shadows.
  
  > Go east
  The guards are scarcely attentive to the foyer, so you have no trouble sneaking from one patch of darkness to the other, right under their noses.
  
  Given your choice of career, it's perhaps somewhat surprising this is only your second opportunity to see the interior of this place. It's pretty nice: hiding places aplenty, deep shadows at either side, and a suspicious dark hole in the back wall near the ceiling. The shadowed corridor lies west.
  
  An odd crack in the left side of the back wall catches your eye.
  
  Against the back wall of the temple is a glowing magic field.
  
  In the magic field is a pair of wooden hooks (on which is a copper pole).
  
  > examine crack
  Looks like a secret door.
  
  > open the door
  You pry at the crack and quickly lever open a secret door.
  
  > enter door
  You ascend a dark, sloping corridor which, halfway up, doubles-back to the west.
  
  This tiny chamber looks out over the temple to the west through a waist-high hole, opposite a dark passage leading back down.
  
  Directly below, a magic field glows against the wall.
  
  In the magic field is a pair of wooden hooks (on which is a copper pole).
  
  > examine the field
  The magic field stops just a fraction shy of the wall; you can even see a sliver of unblocked hook if you look down the wall just right.