"This story includes:
? Mormool's challenging and intricate Veil of Riddles, which one must solve in order to reach Calebais. More than a cliched plot device, this riddle makes sense in terms of the story.
? An inside look at a wizards' covenant, a source of ideas for the players' own home.
? Rules for intriguing ghosts which give them new vitality, interest, and possibility.
? A great variety of role-playing opportunties with MFCs whose personalities are clearly defined and believeable. Role-playing tips for each major character maximize your acting talents.
? Profusely detailed with realistic and innovative encounters and "finds." Creatures to talk to, to fight, and to flee.
? At last, a "dungeon" that makes sense, whose inhabitants have reasons for being where they are and for doing what they do.
? Cross-indexed and cleanly laid out - to provide flexibility and detail with minimal hassle. An adventure organized and written so you can actually use it, not just steal ideas."
