Script started on Fri Jul 20 16:14:26 2007 $ telnet telnet> o (to) darkmists.org 2222 Trying 70.159.81.38... Connected to darkmists.org. Escape character is '^]'. _/ , . , -' ) ( \-------.,') (\_________________________ , ,-/ | /\_) ) \/ ,' _.----------------------,\ ,', /, | / >--. ,) / /\\ / , //|,' /' '\--'\\) /,'##\\ ` ` , / , //#|| ,' (.--^( `') //#####\\ \ ( , //##||,___,-' (___\\ '^^^' //#######\\ , \ //###||--.__ ( \`^--) _____.-'/#########\\ ` >'/####||, ( \|_(\-' ,'###########\\ \, /,'#####|| \ \ / #############\\ (/#######|| \ ) ,'( ####`#####`####\\ , `#######||\ \ ) ,' /_ )################\\ \ ######|| `. `. ,' /( `.\##\#,#\#\,#######\\ , `#####|| (_`. ` .' .' ) `)'############,###\\ ####|| (_ `-v------- ^--v' , ) #################'\\, ####|| ( , _,- / -./ )' `) `###'| ), ,' ' )' ROM Version 2.4 beta ' ; / ,' ,' /,' / / ' / , - --- . Original DikuMUD by \| / ( ,' ' `. Hans Staerfeldt, Katja (' ,' `. " / ,' \ Nyboe, Tom Madsen, ,' \ ,/,' '`) (_ ) Michael Seifert, and / \ , /' , / / Sebastian Hammer . ) , , ' / Based on MERC 2.1 code ) , / by Hatchet, Furey, and . ' `| ,' / Kahn ' | / ,' |\ | < ______,---' ROM 2.4 copyright (c) ` \ ',' ( 1993-1996 Russ Taylor \ ' /(____ ,`-._,-. `. / `._, )---) Welcome to Dark Mists `-------'\ `/ \ (darkmists.org port 2222) Implementors: Riallus WindGust, Lord of Virtue, Justice, Knowledge, Neutrality Xyza, The One True Spell, Goddess of Magic and Wisdom (xyza@darkmists.org) This is a role-playing mud, choose a name that is appropriate to a medieval setting. Using multiple sessions to roll characters is cheating and will be dealt with as such. Do not string two names together. (i.e. SunStarer) Do not use names with multiple capitalization. (i.e. McNeil) Do not use bad names such as Dragonslayer, Goddess, or Megaman. The theme here is medieval fantasy. If you roll with a bad name, we will make you reroll your character. We will deny on sight, no questions. Rules and laws are fully enforced. Heed them. Welcome to the Mists. By what name do you wish to be known? Ze  Zeptaru Password: XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XX XX XX Hear Ye, Hear Ye! Citizens of Thera pay heed. These are the standing XX XX notices of the land as of 25 April 2007: XX XX XX XX o If you are new to Dark Mists, please use the following commands to XX XX get accustomed to the way the game is run: XX XX XX XX help newbie XX XX help rules XX XX help multichar XX XX XX XX o The official Dark Mists forum is located at www.darkmists.org/forum XX XX and you can register for a forum account by using the 'forum' XX XX command. XX XX XX XX o Dark Mists is presently in Beta phase and will be made public as XX XX soon as two major things are settled: XX XX XX XX (1) Houses - We need decent membership in each House as well as XX XX stable House plans. XX XX XX XX (2) Religions - Expect more fanfare to come along with religions. XX [Hit Return to continue] XX Immortals are working out Holy Days and propaganda. XX XX XX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX Welcome to Dark Mists. Please do not feed the mobiles. Training Room The walls, ceiling, and floor are blackened, as though someone had let loose a fireball in here. A charred door is visible to the east. Candles in wrought-iron sconces give little light. [Exits: none] A dark-skinned elf with white hair practices his scimitar techniques. A dark-skinned elf with white hair practices his scimitar techniques. A dark-skinned elf with white hair practices his scimitar techniques. You have no unread notes. <100%hp 100%mn 100%mv> bac   sk Your list of skills: Level 1: dagger 80% mace 1% spear 1% sword 1% whip 75% evaluation 100% backstab 79% dodge 79% hide 100% scrolls 1% staves 1% recall 75% Level 3: dirt kicking 76% Level 4: sneak 100% Level 5: trip 75% Level 6: peek 56% steal 75% Level 7: hand to hand n/a Level 8: haggle n/a Level 10: shapeshift n/a envenom n/a Level 11: parry n/a pick lock n/a Level 12: second attack n/a fast healing n/a Level 13: lash n/a Level 14: shield block n/a circle stab n/a kick n/a Level 15: detect hidden n/a Level 16: plant n/a Level 17: disarm n/a meditation n/a Level 20: enhanced damage n/a [Hit Return to continue] Level 21: blackjack n/a Level 25: dual wield n/a third attack n/a spy n/a Level 27: escape n/a Level 28: downstrike n/a Level 30: advanced hide n/a Level 32: dual backstab n/a Level 35: advanced daggers n/a Level 42: expert hide n/a Level 45: expert daggers n/a <100%hp 100%mn 100%mv> back elf Better stand up first. <100%hp 100%mn 100%mv> stand You stand up. <100%hp 100%mn 100%mv> hid   back elf You step out of the shadows. Your backstab mauls a dark-elf warrior student. A dark-elf warrior student is DEAD!! You receive 100 experience points. A dark-elf warrior student's severed head plops on the ground. You get 140 silver coins from the corpse of a dark-elf warrior student. The gods give you 21 silver coins for your sacrifice. <100%hp 100%mn 100%mv> l Training Room The walls, ceiling, and floor are blackened, as though someone had let loose a fireball in here. A charred door is visible to the east. Candles in wrought-iron sconces give little light. [Exits: none] The severed head of a dark-elf warrior student is lying here. A dark-skinned elf with white hair practices his scimitar techniques. A dark-skinned elf with white hair practices his scimitar techniques. <100%hp 100%mn 100%mv> wo You have 38 gold, 15231 silver, and 14800 experience (320 exp to level). <100%hp 100%mn 100%mv> back darik  k=e  -elf Your backstab wounds a dark-elf warrior student. A dark-elf warrior student is writhing in agony. <100%hp 100%mn 100%mv> Your pierce misses a dark-elf warrior student. A dark-elf warrior student's slice misses you. A dark-elf warrior student's slice misses you. A dark-elf warrior student is writhing in agony. <100%hp 100%mn 100%mv> dirt A dark-elf warrior student leans to his left and dodges your pierce. A dark-elf warrior student's slice misses you. A dark-elf warrior student's slice misses you. A dark-elf warrior student is writhing in agony. <100%hp 100%mn 100%mv> Your kicked dirt misses a dark-elf warrior student. A dark-elf warrior student is writhing in agony. <100%hp 100%mn 100%mv> Your pierce misses a dark-elf warrior student. A dark-elf warrior student's slice misses you. A dark-elf warrior student's slice misses you. A dark-elf warrior student is writhing in agony. <100%hp 100%mn 100%mv> dirt Your pierce misses a dark-elf warrior student. A dark-elf warrior student's slice misses you. A dark-elf warrior student's slice misses you. A dark-elf warrior student is writhing in agony. <100%hp 100%mn 100%mv> Your kicked dirt misses a dark-elf warrior student. A dark-elf warrior student is writhing in agony. <100%hp 100%mn 100%mv> Your pierce hits a dark-elf warrior student. A dark-elf warrior student is DEAD!! You receive 98 experience points. You hear a dark-elf warrior student's death cry. You get 73 silver coins from the corpse of a dark-elf warrior student. The gods give you 21 silver coins for your sacrifice. <100%hp 100%mn 100%mv> l Training Room The walls, ceiling, and floor are blackened, as though someone had let loose a fireball in here. A charred door is visible to the east. Candles in wrought-iron sconces give little light. [Exits: none] The severed head of a dark-elf warrior student is lying here. A dark-skinned elf with white hair practices his scimitar techniques. <100%hp 100%mn 100%mv> back dark-elf Your backstab devastates a dark-elf warrior student. A dark-elf warrior student is DEAD!! You receive 98 experience points. You hear a dark-elf warrior student's death cry. You get 58 silver coins from the corpse of a dark-elf warrior student. The gods give you 21 silver coins for your sacrifice. <100%hp 100%mn 100%mv> l Training Room The walls, ceiling, and floor are blackened, as though someone had let loose a fireball in here. A charred door is visible to the east. Candles in wrought-iron sconces give little light. [Exits: none] The severed head of a dark-elf warrior student is lying here. <100%hp 100%mn 100%mv> hide You attempt to hide. <100%hp 100%mn 100%mv> wo You have 38 gold, 15404 silver, and 14996 experience (124 exp to level). <100%hp 100%mn 100%mv> wh [ 6 Chnge Thi] (PK) Zeptaru the Pincher [ Draco ] [Helper] Korbec the Grand Mystic [ G-Elf ] [Helper] [JUSTICAR] Vego Degotti the Holy Hero [ D-Elf ] Saerrik the Wizard of Absorption [ Troll ] [JUSTICAR] (Stinky Aura) Sardesai Pushka the Knight Hero, First-ever Winner of Klahgaht Tag [ Draco ] Revmore the Expositor [ Chnge ] Ollie the Master of Air [ Draco ] Damend the Cardinal of the Seas [ Giant ] Blatz the Student of Battle [ Chnge ] Rincalin the Wizard of Light [ Chnge ] Petrucci the Magsman Players found: 11 <100%hp 100%mn 100%mv> l Training Room The walls, ceiling, and floor are blackened, as though someone had let loose a fireball in here. A charred door is visible to the east. Candles in wrought-iron sconces give little light. [Exits: none] The severed head of a dark-elf warrior student is lying here. <100%hp 100%mn 100%mv> A small lantern flickers. <100%hp 100%mn 100%mv> A small lantern flickers. The head of a dark-elf warrior student crumbles into dust. <100%hp 100%mn 100%mv> l Training Room The walls, ceiling, and floor are blackened, as though someone had let loose a fireball in here. A charred door is visible to the east. Candles in wrought-iron sconces give little light. [Exits: none] <100%hp 100%mn 100%mv> remove         A small lantern flickers. You are thirsty. <100%hp 100%mn 100%mv> drink skin You step out of the shadows. You drink water from a bladder. Your thirst is quenched. <100%hp 100%mn 100%mv> drink water You drink water from a bladder. Your thirst is quenched. <100%hp 100%mn 100%mv> A small lantern flickers. <100%hp 100%mn 100%mv> l Training Room The walls, ceiling, and floor are blackened, as though someone had let loose a fireball in here. A charred door is visible to the east. Candles in wrought-iron sconces give little light. [Exits: none] A dark-elf warrior student practices sword techniques with a pair of scimitars. An elf with black skin, white hair, and lavender eyes practices his skills. A dark-elf warrior student is here practicing his techniques. <100%hp 100%mn 100%mv> back elf   dark-elf Your backstab misses a dark-elf warrior student. A dark-elf warrior student is in perfect condition. <100%hp 100%mn 100%mv> A dark-elf warrior student's slice misses you. A dark-elf warrior student's slice misses you. A dark-elf warrior student tries to disarm you, but fails. Your pierce misses a dark-elf warrior student. A dark-elf warrior student is in perfect condition. <100%hp 100%mn 100%mv> A dark-elf warrior student's slice misses you. Your pierce hits a dark-elf warrior student. A dark-elf warrior student is DEAD!! You receive 108 experience points. A dark-elf warrior student's severed head plops on the ground. You get 53 silver coins from the corpse of a dark-elf warrior student. The gods give you 21 silver coins for your sacrifice. <100%hp 100%mn 100%mv> wo You have 38 gold, 15478 silver, and 15104 experience (16 exp to level). <100%hp 100%mn 100%mv> back dark- A small lantern flickers. <100%hp 100%mn 100%mv> elf Your backstab decimates a dark-elf warrior student. A dark-elf warrior student is DEAD!! You receive 114 experience points. You raise a level!! You gain 9/101 hp, 8/151 mana, 6/154 move, and 3/3 practices. You hear a dark-elf warrior student's death cry. You get 16 silver coins and 1 gold coins from the corpse of a dark-elf warrior student. The gods give you 21 silver coins for your sacrifice. <91%hp 94%mn 96%mv> l Training Room The walls, ceiling, and floor are blackened, as though someone had let loose a fireball in here. A charred door is visible to the east. Candles in wrought-iron sconces give little light. [Exits: none] The severed head of a dark-elf warrior student is lying here. A dark-elf warrior student is here practicing his techniques. <91%hp 94%mn 96%mv> back dark-elf Your backstab misses a dark-elf warrior student. A dark-elf warrior student is in perfect condition. <91%hp 94%mn 96%mv> A dark-elf warrior student's slice misses you. A dark-elf warrior student's slice misses you. Your pierce grazes a dark-elf warrior student. A dark-elf warrior student is covered in bleeding wounds. <91%hp 94%mn 96%mv> A dark-elf warrior student's slice misses you. A dark-elf warrior student's slice misses you. Your pierce misses a dark-elf warrior student. A dark-elf warrior student is covered in bleeding wounds. <91%hp 94%mn 96%mv> A dark-elf warrior student's slice misses you. A dark-elf warrior student's slice misses you. A dark-elf warrior student tries to disarm you, but fails. A dark-elf warrior student hops backward and dodges your pierce. A dark-elf warrior student is covered in bleeding wounds. <91%hp 94%mn 96%mv> A dark-elf warrior student's slice misses you. Your pierce hits a dark-elf warrior student. A dark-elf warrior student is writhing in agony. <91%hp 94%mn 96%mv> A dark-elf warrior student's slice misses you. A dark-elf warrior student's slice misses you. Your pierce misses a dark-elf warrior student. A dark-elf warrior student is writhing in agony. <91%hp 94%mn 96%mv> A dark-elf warrior student's slice misses you. A dark-elf warrior student's slice misses you. A dark-elf warrior student's slice misses you. Your pierce misses a dark-elf warrior student. A dark-elf warrior student is writhing in agony. <91%hp 94%mn 96%mv> A dark-elf warrior student's slice misses you. A dark-elf warrior student's slice misses you. A dark-elf warrior student's trip misses you. Your pierce grazes a dark-elf warrior student. A dark-elf warrior student is DEAD!! You receive 88 experience points. A dark-elf warrior student spills his guts all over the floor. You get 40 silver coins and 1 gold coins from the corpse of a dark-elf warrior student. The gods give you 21 silver coins for your sacrifice. <91%hp 94%mn 96%mv> A small lantern flickers and goes out. <99%hp 100%mn 100%mv> l Training Room The walls, ceiling, and floor are blackened, as though someone had let loose a fireball in here. A charred door is visible to the east. Candles in wrought-iron sconces give little light. [Exits: none] A steaming pile of a dark-elf warrior student's entrails is lying here. The severed head of a dark-elf warrior student is lying here. <99%hp 100%mn 100%mv> recall Temple of Balance Donation Room A donation pit in the southeast corner is the focus of many in this room. Above the pit, on the rock wall to the south, is a sign. [Exits: north west] You see a parchment on the ground. It looks like someone drew a map on it. ( 2) A dusty map lies here. A pit for sacrifices is here. A cityguard staunchly stands vigil against lawlessness in Glyndane. <99%hp 100%mn 50%mv> hide You attempt to hide. <99%hp 100%mn 50%mv> sneak You attempt to move silently. You begin sneaking. <99%hp 100%mn 50%mv> w Entrance to the Seminary With entrances facing both the pit room and the road, this room is well-aired. The floor is of light wood, scuffed badly but kept clean by young students of the cloth. The Seminary itself is to the north. A plain bench against the south wall invites the weary traveller to rest a little. [Exits: north east west] <99%hp 100%mn 48%mv> w Bridge Street You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. From the south come noises from Market Square. To the west you see a plain building with a sign over the open entrance. To the east is a building with more decorative stone work, above its open entrance a silver plaque. [Exits: north east south west] A citizen of Glyndane is here, observing you as you pass by. <99%hp 100%mn 47%mv> s Bridge Street You are standing on Bridge Street, a cobblestone road which runs north-south through the city. Just south is noisy Market Square. To the east is a building with the sign: Pet Shop ----->. To the west is a building bearing a sign: <--- Ye Olde Bakery. [Exits: north south] <99%hp 100%mn 46%mv> s Market Square You are standing in Market Square, a dirty intersection in the cobblestone roadway equidistant from four of the main shops in town. Main Street extends eastward and westward, while Bridge Street stretches on towards the north and south. A stone stair off to the side leads upward. Along the side of the stone stair is a bronze plaque. A tree off to the side bears a news scroll. The weathered parchment is crudely nailed to the trunk of the tree with metallic nails. [Exits: north east south west up] A natural spring flows from the ground here. Korbec the Grand Mystic is here. (Recruited) A Justicar defender is standing here. (Enlisted) A medium sized troll walks the streets of Varggin Shih here. (Recruited) A Justicar defender is standing here. (Stinky Aura) Sardesai the Knight Hero is here. Damend the Cardinal of the Seas is here. A cityguard beats a simple cadence with his front right hoof as you pass by. <99%hp 100%mn 44%mv> s Bridge Street You are standing on Bridge Street, a cobblestone road which runs north-south through the city. Just north is noisy Market Square. To the east is a building with the sign: General Store ----->. To the west is a building bearing a sign: <--- Fresh Butchered Meats. [Exits: north south] <99%hp 100%mn 43%mv> s Bridge Street You are standing on Bridge Street, a grimy cobblestone road which runs north-south through the city. From the north you near the noisy bustle of business as usual at Market Square. To the east is a small road. From the west comes the distinctive odor of a stew cooking, and the chirping of birds and other sounds indicative of small woodland creatures. [Exits: north east south west] <99%hp 100%mn 42%mv> s Bridge Street You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. From the north come the sounds of business as usual in Market Square. East of you is a wall of stone, mortared in place. West is a wooden building, well-kept. You can hear the sounds of drunken revelry, a beer drinking song whose words are too slurred to understand. [Exits: north south] A young student of the arts of war practices sword fighting forms. A young thief practices hiding and sneaking in the shadows. <99%hp 100%mn 40%mv> n Bridge Street You are standing on Bridge Street, a grimy cobblestone road which runs north-south through the city. From the north you near the noisy bustle of business as usual at Market Square. To the east is a small road. From the west comes the distinctive odor of a stew cooking, and the chirping of birds and other sounds indicative of small woodland creatures. [Exits: north east south west] <99%hp 100%mn 39%mv> e Small Road This small road leads to somewhere that has a dreadful stench. You sense that the really bad stink comes from the south. [Exits: south west] <99%hp 100%mn 38%mv> s The Dump Ewwwww... This place stinks so badly that the gagging reflex is activated. Get away now before you puke all over the place, adding to the stench... On the ground you barely make out a manhole cover, it is so covered with filth. [Exits: north east] <99%hp 100%mn 37%mv> open d You step out of the shadows. Ok. <100%hp 100%mn 46%mv> d It is pitch black ... <100%hp 100%mn 44%mv> close u Ok. <100%hp 100%mn 44%mv> wear lantern You do not have that item. <100%hp 100%mn 44%mv> inv You are carrying: Nothing. <100%hp 100%mn 44%mv> s It is pitch black ... <100%hp 100%mn 40%mv> s It is pitch black ... <100%hp 100%mn 37%mv> e It is pitch black ... <100%hp 100%mn 34%mv> n Hall of Mirrors Mirrors cover the walls and ceiling, and yes, a shiny metal surface reflects as a mirror on the floor, giving you the sense that this room is larger than it is. You are forced to look at yourself and others in the room, a feeling that you find somewhat uncomfortable. In the center of the room, hanging from the ceiling, is a ring of iron which holds four lit torches, balanced. The light reflects back and forth, lighting everything. [Exits: north east south west up down] <100%hp 100%mn 32%mv> e Thieves' Underground Candlelight brightens the place, giving an almost festive appearance. Rich tapestries line the walls, a carpet of gold and crimson covers the floor. In one corner, a card game is underway. In another, members of the guild are shooting dice. [Exits: west] A spigotted keg in the corner dispenses ale. A rat is here, watching you through beady red eyes. (Chromatic Aura) The guildmaster is training young ones in the art of stealing without being seen. <100%hp 100%mn 31%mv> prac dagger 80% mace 1% spear 1% sword 1% whip 75% evaluation 100% backstab 79% dirt kicking 76% dodge 79% hand to hand 1% trip 75% hide 100% peek 56% sneak 100% steal 75% scrolls 1% staves 1% recall 75% You have 3 practice sessions left. <100%hp 100%mn 31%mv> prac peek You are now learned at peek. <100%hp 100%mn 31%mv> sk Your list of skills: Level 1: dagger 80% mace 1% spear 1% sword 1% whip 75% evaluation 100% backstab 79% dodge 79% hide 100% scrolls 1% staves 1% recall 75% Level 3: dirt kicking 76% Level 4: sneak 100% Level 5: trip 75% Level 6: peek 75% steal 75% Level 7: hand to hand 1% Level 8: haggle n/a Level 10: shapeshift n/a envenom n/a Level 11: parry n/a pick lock n/a Level 12: second attack n/a fast healing n/a Level 13: lash n/a Level 14: shield block n/a circle stab n/a kick n/a Level 15: detect hidden n/a Level 16: plant n/a Level 17: disarm n/a meditation n/a Level 20: enhanced damage n/a [Hit Return to continue] Level 21: blackjack n/a Level 25: dual wield n/a third attack n/a spy n/a Level 27: escape n/a Level 28: downstrike n/a Level 30: advanced hide n/a Level 32: dual backstab n/a Level 35: advanced daggers n/a Level 42: expert hide n/a Level 45: expert daggers n/a <100%hp 100%mn 51%mv> help spear Your research into that topic reveals the following: SPEAR Syntax: wield The spear is known as the most primitive of mortal weapons. Weapons that are classified as spears generally span four feet to, and at most, six feet. These weapons follow a simple rule; take a stick, attach a sharp end to one side, be it metal, stone, or just sharpening the end to a point, and use this end to poke your opponent. The weight distribution of spears in general is centered on the middle of the spear, so that it can be held and used as both a piercing weapon but also as a smashing weapon. <100%hp 100%mn 51%mv> sk Your list of skills: Level 1: dagger 80% mace 1% spear 1% sword 1% whip 75% evaluation 100% backstab 79% dodge 79% hide 100% scrolls 1% staves 1% recall 75% Level 3: dirt kicking 76% Level 4: sneak 100% Level 5: trip 75% Level 6: peek 75% steal 75% Level 7: hand to hand 1% Level 8: haggle n/a Level 10: shapeshift n/a envenom n/a Level 11: parry n/a pick lock n/a Level 12: second attack n/a fast healing n/a Level 13: lash n/a Level 14: shield block n/a circle stab n/a kick n/a Level 15: detect hidden n/a Level 16: plant n/a Level 17: disarm n/a meditation n/a Level 20: enhanced damage n/a [Hit Return to continue] Level 21: blackjack n/a Level 25: dual wield n/a third attack n/a spy n/a Level 27: escape n/a Level 28: downstrike n/a Level 30: advanced hide n/a Level 32: dual backstab n/a Level 35: advanced daggers n/a Level 42: expert hide n/a Level 45: expert daggers n/a <100%hp 100%mn 61%mv> help mace Your research into that topic reveals the following: MACE Syntax: wield Maces are designed much the same way that axes are; very unbalanced and weighted on one end. They are generally about three feet in length made of wood or metal. The business end of a mace is the source of its bone crushing power. It is here that a heavy mass of metal is found, usually in various styles and forms, but all following the same principle: to do damage by crushing the opponent. This simple premise is what sets it apart from an axe, whose sole purpose is to slice its opponent to ribbons. <100%hp 100%mn 61%mv> sk Your list of skills: Level 1: dagger 80% mace 1% spear 1% sword 1% whip 75% evaluation 100% backstab 79% dodge 79% hide 100% scrolls 1% staves 1% recall 75% Level 3: dirt kicking 76% Level 4: sneak 100% Level 5: trip 75% Level 6: peek 75% steal 75% Level 7: hand to hand 1% Level 8: haggle n/a Level 10: shapeshift n/a envenom n/a Level 11: parry n/a pick lock n/a Level 12: second attack n/a fast healing n/a Level 13: lash n/a Level 14: shield block n/a circle stab n/a kick n/a Level 15: detect hidden n/a Level 16: plant n/a Level 17: disarm n/a meditation n/a Level 20: enhanced damage n/a [Hit Return to continue] Level 21: blackjack n/a Level 25: dual wield n/a third attack n/a spy n/a Level 27: escape n/a Level 28: downstrike n/a Level 30: advanced hide n/a Level 32: dual backstab n/a Level 35: advanced daggers n/a Level 42: expert hide n/a Level 45: expert daggers n/a <100%hp 100%mn 70%mv> prac hand to hand You practice hand to hand. <100%hp 100%mn 80%mv> prac hand to hand You are now learned at hand to hand. <100%hp 100%mn 80%mv> train You have 0 training sessions. You can train: int wis dex hp mana. <100%hp 100%mn 80%mv> l Thieves' Underground Candlelight brightens the place, giving an almost festive appearance. Rich tapestries line the walls, a carpet of gold and crimson covers the floor. In one corner, a card game is underway. In another, members of the guild are shooting dice. [Exits: west] A spigotted keg in the corner dispenses ale. A rat is here, watching you through beady red eyes. (Chromatic Aura) The guildmaster is training young ones in the art of stealing without being seen. <100%hp 100%mn 80%mv> score You are Zeptaru the Cut-Purse. Level 7, 16 years old (11 hours). You are young. You joined Dark Mists 47 days, 13 hours, 52 minutes, and 31 seconds ago. Race: changeling Sex: male Class: thief You have 100% hit, 100% mana, 80% movement. You have 0 practices and 0 training sessions. You are carrying 14/41 items with weight 207/288 pounds. Str: 17(??) Int: 20(??) Wis: 21(??) Dex: 21(??) Con: 15(??) You have scored 15306 exp, and have 40 gold and 15576 silver coins. You need 3342 exp to level. Wimpy set to 10% hit points. Hometown is Glyndane. You are standing. You are very well-armored against piercing. You are very well-armored against bashing. You are very well-armored against slashing. You are very well-armored against magic. You are neutral, and impulsively inclined. You are affected by the following: Sneak <100%hp 100%mn 80%mv> You no longer feel stealthy. <100%hp 100%mn 100%mv> sneak You attempt to move silently. You begin sneaking. <100%hp 100%mn 100%mv> l Thieves' Underground Candlelight brightens the place, giving an almost festive appearance. Rich tapestries line the walls, a carpet of gold and crimson covers the floor. In one corner, a card game is underway. In another, members of the guild are shooting dice. [Exits: west] A spigotted keg in the corner dispenses ale. A rat is here, watching you through beady red eyes. (Chromatic Aura) The guildmaster is training young ones in the art of stealing without being seen. <100%hp 100%mn 100%mv> recall Temple of Balance Donation Room A donation pit in the southeast corner is the focus of many in this room. Above the pit, on the rock wall to the south, is a sign. [Exits: north west] You see a parchment on the ground. It looks like someone drew a map on it. ( 2) A dusty map lies here. A pit for sacrifices is here. A cityguard staunchly stands vigil against lawlessness in Glyndane. <100%hp 100%mn 50%mv> w Entrance to the Seminary With entrances facing both the pit room and the road, this room is well-aired. The floor is of light wood, scuffed badly but kept clean by young students of the cloth. The Seminary itself is to the north. A plain bench against the south wall invites the weary traveller to rest a little. [Exits: north east west] <100%hp 100%mn 48%mv> hide You attempt to hide. <100%hp 100%mn 48%mv> sneak You attempt to move silently. <100%hp 100%mn 48%mv> l Entrance to the Seminary With entrances facing both the pit room and the road, this room is well-aired. The floor is of light wood, scuffed badly but kept clean by young students of the cloth. The Seminary itself is to the north. A plain bench against the south wall invites the weary traveller to rest a little. [Exits: north east west] <100%hp 100%mn 48%mv> w Bridge Street You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. From the south come noises from Market Square. To the west you see a plain building with a sign over the open entrance. To the east is a building with more decorative stone work, above its open entrance a silver plaque. [Exits: north east south west] A citizen of Glyndane is here, observing you as you pass by. <100%hp 100%mn 47%mv> s Bridge Street You are standing on Bridge Street, a cobblestone road which runs north-south through the city. Just south is noisy Market Square. To the east is a building with the sign: Pet Shop ----->. To the west is a building bearing a sign: <--- Ye Olde Bakery. [Exits: north south] <100%hp 100%mn 46%mv> s Market Square You are standing in Market Square, a dirty intersection in the cobblestone roadway equidistant from four of the main shops in town. Main Street extends eastward and westward, while Bridge Street stretches on towards the north and south. A stone stair off to the side leads upward. Along the side of the stone stair is a bronze plaque. A tree off to the side bears a news scroll. The weathered parchment is crudely nailed to the trunk of the tree with metallic nails. [Exits: north east south west up] A natural spring flows from the ground here. Petrucci the Magsman is here. Korbec the Grand Mystic is here. (Recruited) A Justicar defender is standing here. (Enlisted) A medium sized troll walks the streets of Varggin Shih here. (Recruited) A Justicar defender is standing here. (Stinky Aura) Sardesai the Knight Hero is here. Damend the Cardinal of the Seas is here. A cityguard beats a simple cadence with his front right hoof as you pass by. <100%hp 100%mn 44%mv> w Main Street You are standing on Main Street, a cobblestone road crossing through the city. It extends to the west. To the east is the Market Square. North is a bakery, and south is the butcher's. [Exits: north east south west] A child plays here, pretending to be a great warrior. <100%hp 100%mn 43%mv> w Main Street You are standing on Main Street, a dirt-encrusted cobblestone road crossing through the city. It extends to the west and east. You can hear the bustle of business to the east. North is the wizard's wands and staves shop, south is the Alchemist's. [Exits: north east south west] <100%hp 100%mn 42%mv> w Main Street You are standing on Main Street, a cobblestone road crossing through the city. Its grimy surface extends to the east and west. You can hear the bustle of business to the east. North and south are the walls of buildings whose entrances do not open to this street. [Exits: east west] <100%hp 100%mn 40%mv> w Autumn Square You are standing at the intersection of Main Street and Autumn Road. Autumn Road extends north and south. To the northwest where once stood the Palace of Legion, now stands the Imperial Senate building. The intersection is busy here, but the real noise comes from farther to the east at Market Square. The cobblestones beneath your feet are encrusted with dirt, some of it probably dating back to before the fall of Arcana. [Exits: north east south west] A citizen of Glyndane is here, taking a stroll in the fresh air. A cityguard stands vigil watching for wrongdoing in the city. <100%hp 100%mn 39%mv> s Autumn Road You are on Autumn Road, a narrow, dirt-encrusted cobblestone byway running north and south. From the east you hear a myriad of sounds: rushing winds, water, crackling fire, the grating of rock. A sign hangs above the arched doorway. To the west is a building with a sign hanging over the door which reads, 'GYMNASIUM'. [Exits: north east south west] <100%hp 100%mn 38%mv> w Entrance to the Gymnasium The stained hardwood floors shine in the light of the candles held in sconces on the east and west walls. The door to the tower is south. To the north is an open doorway leading to a road. Likewise, a doorway to the east opens to a road. To the west, through another open doorway, is a shimmering light. A glowing marble stairway leads upward. Near the door to the south, a receptionist sits behind a desk in the corner. There is a sign on the wall. Next to the sign is a shiny golden plaque. [Exits: north east west up] A young dwarf from the warrior guild is here practicing his skills. A young woman greets you with a smile from behind her desk. A cartographer stands here, scribbling intently on a map. A receptionist smiles happily. The cartographer looks up from his map and nods in greeting. The cartographer tells you, 'Welcome, Zeptaru.' The cartographer tells you, 'I'm studying to be a mapmaker, so I know this area pretty well.' The cartographer tells you, 'If you need directions to Glyndane, Elvenhame, the gymnasium, Ethshar or Tyr-Zinet...' The cartographer tells you, '...or maybe even New Ofcol, Aesil am Boovair in DDA, or even Sheqeston...' The cartographer tells you, '..just say so, and I can probably help you out!' <100%hp 100%mn 37%mv> inv You are carrying: broom a bag ( 2) a bladder a tiny cockroach head a tough waterskin a parchment containing a map map of western Thera map of eastern Thera a light wooden shield a bronze dagger <100%hp 100%mn 46%mv> A cockroach has arrived. <100%hp 100%mn 46%mv> steal key woman Oops. You trample around loudly again. You step out of the shadows. A receptionist's punch misses you. A receptionist is in perfect condition. <100%hp 96%mn 46%mv> Your pierce injures a receptionist. A receptionist is DEAD!! You receive 10 experience points. You hear a receptionist's death cry. You get 67 silver coins from the corpse of a receptionist. The gods give you 3 silver coins for your sacrifice. <100%hp 96%mn 46%mv> peek cartographer Huh? <100%hp 96%mn 46%mv> l Entrance to the Gymnasium The stained hardwood floors shine in the light of the candles held in sconces on the east and west walls. The door to the tower is south. To the north is an open doorway leading to a road. Likewise, a doorway to the east opens to a road. To the west, through another open doorway, is a shimmering light. A glowing marble stairway leads upward. Near the door to the south, a receptionist sits behind a desk in the corner. There is a sign on the wall. Next to the sign is a shiny golden plaque. [Exits: north east west up] ( 2) A small key is here. A large cockroach scuttles across the ground. A young dwarf from the warrior guild is here practicing his skills. A cartographer stands here, scribbling intently on a map. <100%hp 96%mn 46%mv> peek Huh? <100%hp 100%mn 56%mv> help peek Your research into that topic reveals the following: PEEK Syntax: automatic (when looking at characters and creatures) Peeking is an art that was learned long ago by those whom were gifted in thievery but has long since been learned by other guilds. Those who are able to use this skill can get close enough to see what their victim is carrying, which aids greatly in the ability to steal these items. More intelligent characters are harder to peek at. <100%hp 100%mn 56%mv> A cockroach leaves up. <100%hp 100%mn 56%mv> l Entrance to the Gymnasium The stained hardwood floors shine in the light of the candles held in sconces on the east and west walls. The door to the tower is south. To the north is an open doorway leading to a road. Likewise, a doorway to the east opens to a road. To the west, through another open doorway, is a shimmering light. A glowing marble stairway leads upward. Near the door to the south, a receptionist sits behind a desk in the corner. There is a sign on the wall. Next to the sign is a shiny golden plaque. [Exits: north east west up] ( 2) A small key is here. A young dwarf from the warrior guild is here practicing his skills. A cartographer stands here, scribbling intently on a map. <100%hp 100%mn 56%mv> l dwarf He swings a clean axe a few times quickly, then looks up at you with surprise: You startled him from his concentrated reverie. His mithril vest and leggings gleam in the firelight. Young dwarf warrior student is in perfect condition. You peek at the inventory: Nothing. 0 gold coins, and 45 silver coins. <100%hp 100%mn 56%mv> l cartographer This tall human cartographer is dressed in a plain brown shift that falls to his knees, dark red stockings, and shiny boots of black leather. The long, curling blond hair on his head is capped by a wide black beret that he wears at rather an odd angle so it covers his left ear. The young man is paying very little attention to the goings-on of the Gymnasium, but is furiously scribbling a map on a wide piece of yellowed parchment. He evidently spends much of his time in this pursuit, as his fingers are stained with the ink of his quill. Occasionally he will peer off into the distance, murmuring directions to himself, only to resume his mapmaking. The cartographer is in perfect condition. <100%hp 100%mn 56%mv> l Entrance to the Gymnasium The stained hardwood floors shine in the light of the candles held in sconces on the east and west walls. The door to the tower is south. To the north is an open doorway leading to a road. Likewise, a doorway to the east opens to a road. To the west, through another open doorway, is a shimmering light. A glowing marble stairway leads upward. Near the door to the south, a receptionist sits behind a desk in the corner. There is a sign on the wall. Next to the sign is a shiny golden plaque. [Exits: north east west up] ( 2) A small key is here. A young dwarf from the warrior guild is here practicing his skills. A cartographer stands here, scribbling intently on a map. <100%hp 100%mn 56%mv> l key Legend : & = With a "up" exit 1 = WEST and out of Glyndane @ = Guild house 2 = EAST and out of Glyndane # = Recall point * = Shop NG = Inside Northgate, SG = Inside Southgate BS = Bridge Street, MS = Main Street, MSQ = Market Square WR = Winter Road, AR = Autumn Road, SR = Summer Road, SprR = Spring Road TL = Temple of Light, TB = Temple of Balance, TD = Temple of Darkness TLD = Donation Room(L), TBD = Donation Room(B), TDD = Donation Room(D) PG = Paladin Guild, GS = Glyndane Seminary, CG = Channeler Guild TD = Tranquility Dojo, EG = Elementalist Guild, WG = Warrior Guild RG = Ranger Guild Note: If you see a "E" in front of these appreviation, it refers to the guild's [E]ntrance TWS = The Wizard's Scroll, YOB = Ye Olde Bakery, PE = Pet Emporium WS = Weapons Shop, LMS = The Liquid Magic Shop, TBC = The Butcher's Chop GS = Ye Olde General Shop, TA = The Armory DA = Dark Alley, DP = Dirt Path in the Park, OTD = On the Docks ATB = Approaching the Bridge, GB = Gylndane Bridge <100%hp 100%mn 66%mv> take key You get a small key. <100%hp 100%mn 66%mv> l key A small key is here. <100%hp 100%mn 66%mv> take key You get a small key. <100%hp 100%mn 66%mv> open s It is locked. <100%hp 100%mn 66%mv> s unlock s *Click* <100%hp 100%mn 66%mv> s The door is closed. <100%hp 100%mn 66%mv> open      oepn s Huh? <100%hp 100%mn 66%mv> open s Ok. <100%hp 100%mn 66%mv> s Hallway Emerald green carpet extends from wall to wall. On the east and west walls are doors. To the north is a door leading to the entrance, to the south the hallway extends. [Exits: north south] A draconian warrior student swings his axe a few times. <100%hp 100%mn 65%mv> close n It is already closed. <100%hp 100%mn 75%mv> lock n It is already locked. <100%hp 100%mn 75%mv> s Hallway Emerald green carpet extends from wall to wall. On the east and west walls are doors. To the north and south the hallway extends. [Exits: north south] <100%hp 100%mn 74%mv> s Hallway Emerald green carpet extends from wall to wall. On the east and west walls are doors. To the north and south the hallway extends to a stairwell. [Exits: north south] <100%hp 100%mn 74%mv> s Stairwell The stair spirals upward. To the north is a hallway with green carpeting. [Exits: north up] A student of magic loses her concentration as she attempts to cast a magic missile at you. <100%hp 100%mn 73%mv> n Hallway Emerald green carpet extends from wall to wall. On the east and west walls are doors. To the north and south the hallway extends to a stairwell. [Exits: north south] <100%hp 100%mn 72%mv> n Hallway Emerald green carpet extends from wall to wall. On the east and west walls are doors. To the north and south the hallway extends. [Exits: north south] <100%hp 100%mn 72%mv> open e Ok. <100%hp 100%mn 72%mv> e Training Room Chains run across the ceiling, with links leading down, at the end of which are bronze lamps with lit candles enclosed in crystal. These lamps light up the room so that you can see the mat on the floor, the mats against the walls. In the western wall is a door. [Exits: west] A fourth year student of hand-to-hand combat challenges you to a duel. <100%hp 100%mn 71%mv> [NEWBIE] Latifah: can anyone help me get out of the dark mists? <100%hp 100%mn 71%mv> l student He wears a simple outfit, tunic and leggings of blue cloth, and a simple green sash tied at the waist. Looking at you, he smiles and says, "I hope you're here to practice with me. You look like the sort of person who can help me perfect my moves. You look like you could use a little practice, yourself. Let's help each other, okay?" A fourth year student of hand-to-hand combat is gushing blood. You peek at the inventory: Nothing. 0 gold coins, and 60 silver coins. <100%hp 100%mn 71%mv> con student A fourth year student of hand-to-hand combat looks like an easy kill. A fourth year student of hand-to-hand combat seems indifferent towards you. <100%hp 100%mn 71%mv> e Alas, you cannot go that way. <100%hp 100%mn 81%mv> open w It is already open. <100%hp 100%mn 81%mv> w Hallway Emerald green carpet extends from wall to wall. On the east and west walls are doors. To the north and south the hallway extends. [Exits: north east south] <100%hp 100%mn 80%mv> s Hallway Emerald green carpet extends from wall to wall. On the east and west walls are doors. To the north and south the hallway extends to a stairwell. [Exits: north south] <100%hp 100%mn 79%mv> open e Ok. <100%hp 100%mn 79%mv> e Training Room Chains run across the ceiling, with links leading down, at the end of which are brass lamps with lit candles enclosed in crystal. These lamps light up the room so that you can see the mat on the floor, the mats against the walls. To the west you see a door. [Exits: west] A draconian warrior student brandishes a bloody axe. A young draconian student of combat practices here. <100%hp 100%mn 79%mv> [NEWBIE] Quazal: You need to walk towards the east <100%hp 100%mn 79%mv> back stu udent       draconian Your backstab maims young draconian warrior student. Young draconian warrior student is DEAD!! You receive 13 experience points. You hear young draconian warrior student's death cry. You get 50 silver coins and 1 gold coins from the corpse of young draconian warrior student. The gods give you 3 silver coins for your sacrifice. <100%hp 100%mn 79%mv> [NEWBIE] Vego: Then north through the hikers <100%hp 100%mn 79%mv> l Training Room Chains run across the ceiling, with links leading down, at the end of which are brass lamps with lit candles enclosed in crystal. These lamps light up the room so that you can see the mat on the floor, the mats against the walls. To the west you see a door. [Exits: west] A young draconian student of combat practices here. <100%hp 100%mn 79%mv> remove dagger You stop using a thin dagger. <100%hp 100%mn 79%mv> punch draconiant  You punch him playfully. Young draconian warrior student punches you playfully. OUCH! <100%hp 100%mn 88%mv> [NEWBIE] Latifah: thanx guys <100%hp 100%mn 88%mv> hand to hand draconian They are not here. <100%hp 100%mn 88%mv> kill draconian Your punch misses young draconian warrior student. Young draconian warrior student is in perfect condition. <100%hp 100%mn 88%mv> Your punch grazes young draconian warrior student. Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Young draconian warrior student is covered in bleeding wounds. <100%hp 100%mn 88%mv> Your punch grazes young draconian warrior student. Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Young draconian warrior student is spasming in shock. <100%hp 100%mn 98%mv> Your punch grazes young draconian warrior student. Young draconian warrior student is DEAD!! You receive 13 experience points. Young draconian warrior student spills his guts all over the floor. You get a gold coin from the corpse of young draconian warrior student. The gods give you 3 silver coins for your sacrifice. <100%hp 100%mn 98%mv> [NEWBIE] Latifah: i am at the little boy with a secret <100%hp 100%mn 98%mv> l Training Room Chains run across the ceiling, with links leading down, at the end of which are brass lamps with lit candles enclosed in crystal. These lamps light up the room so that you can see the mat on the floor, the mats against the walls. To the west you see a door. [Exits: west] A steaming pile of young draconian warrior student's entrails is lying here. <100%hp 100%mn 98%mv> w Hallway Emerald green carpet extends from wall to wall. On the east and west walls are doors. To the north and south the hallway extends to a stairwell. [Exits: north east south] <100%hp 100%mn 98%mv> n Hallway Emerald green carpet extends from wall to wall. On the east and west walls are doors. To the north and south the hallway extends. [Exits: north east south] <100%hp 100%mn 97%mv> e Training Room Chains run across the ceiling, with links leading down, at the end of which are bronze lamps with lit candles enclosed in crystal. These lamps light up the room so that you can see the mat on the floor, the mats against the walls. In the western wall is a door. [Exits: west] A fourth year student of hand-to-hand combat challenges you to a duel. <100%hp 100%mn 96%mv> [NEWBIE] Vego: Went too far east <100%hp 100%mn 96%mv> con stuend   dent A fourth year student of hand-to-hand combat looks like an easy kill. A fourth year student of hand-to-hand combat seems indifferent towards you. <100%hp 100%mn 96%mv> kill student Your punch misses a fourth year student of hand-to-hand combat. A fourth year student of hand-to-hand combat is gushing blood. <100%hp 100%mn 96%mv> Your punch grazes a fourth year student of hand-to-hand combat. A fourth year student of hand-to-hand combat's punch misses you. A fourth year student of hand-to-hand combat's punch misses you. A fourth year student of hand-to-hand combat is gushing blood. <100%hp 100%mn 96%mv> [NEWBIE] Vego: go to the first man past the break in the mists A fourth year student of hand-to-hand combat is gushing blood. <100%hp 100%mn 96%mv> Your punch grazes a fourth year student of hand-to-hand combat. A fourth year student of hand-to-hand combat's punch misses you. A fourth year student of hand-to-hand combat's punch misses you. A fourth year student of hand-to-hand combat is gushing blood. <100%hp 100%mn 96%mv> Your punch grazes a fourth year student of hand-to-hand combat. A fourth year student of hand-to-hand combat's punch misses you. A fourth year student of hand-to-hand combat's punch misses you. A fourth year student of hand-to-hand combat is screaming in pain. <100%hp 100%mn 96%mv> Your punch misses a fourth year student of hand-to-hand combat. A fourth year student of hand-to-hand combat's punch misses you. A fourth year student of hand-to-hand combat's punch misses you. A fourth year student of hand-to-hand combat is screaming in pain. <100%hp 100%mn 96%mv> Your punch grazes a fourth year student of hand-to-hand combat. A fourth year student of hand-to-hand combat's punch misses you. A fourth year student of hand-to-hand combat's punch misses you. A fourth year student of hand-to-hand combat is screaming in pain. <100%hp 100%mn 100%mv> Your punch grazes a fourth year student of hand-to-hand combat. A fourth year student of hand-to-hand combat's punch misses you. A fourth year student of hand-to-hand combat's punch misses you. A fourth year student of hand-to-hand combat is screaming in pain. <100%hp 100%mn 100%mv> [NEWBIE] Latifah: how south A fourth year student of hand-to-hand combat is screaming in pain. <100%hp 100%mn 100%mv> Your punch misses a fourth year student of hand-to-hand combat. A fourth year student of hand-to-hand combat's punch misses you. A fourth year student of hand-to-hand combat's punch misses you. A fourth year student of hand-to-hand combat is screaming in pain. <100%hp 100%mn 100%mv> Your punch grazes a fourth year student of hand-to-hand combat. A fourth year student of hand-to-hand combat's punch misses you. A fourth year student of hand-to-hand combat's punch misses you. A fourth year student of hand-to-hand combat is screaming in pain. <100%hp 100%mn 100%mv> A fourth year student of hand-to-hand combat leans back and dodges your punch. A fourth year student of hand-to-hand combat's punch misses you. A fourth year student of hand-to-hand combat's punch misses you. A fourth year student of hand-to-hand combat is screaming in pain. <100%hp 100%mn 100%mv> Your punch misses a fourth year student of hand-to-hand combat. A fourth year student of hand-to-hand combat's punch misses you. A fourth year student of hand-to-hand combat's punch misses you. A fourth year student of hand-to-hand combat is screaming in pain. <100%hp 100%mn 100%mv> Your punch misses a fourth year student of hand-to-hand combat. A fourth year student of hand-to-hand combat's punch misses you. A fourth year student of hand-to-hand combat's punch misses you. A fourth year student of hand-to-hand combat is screaming in pain. <100%hp 100%mn 100%mv> Your punch misses a fourth year student of hand-to-hand combat. A fourth year student of hand-to-hand combat's punch misses you. A fourth year student of hand-to-hand combat's punch misses you. A fourth year student of hand-to-hand combat is screaming in pain. <100%hp 100%mn 100%mv> [NEWBIE] Vego: hm? A fourth year student of hand-to-hand combat is screaming in pain. <100%hp 100%mn 100%mv> Your punch misses a fourth year student of hand-to-hand combat. A fourth year student of hand-to-hand combat's punch misses you. A fourth year student of hand-to-hand combat's punch misses you. A fourth year student of hand-to-hand combat is screaming in pain. <100%hp 100%mn 100%mv> Your punch grazes a fourth year student of hand-to-hand combat. A fourth year student of hand-to-hand combat's punch misses you. A fourth year student of hand-to-hand combat's punch misses you. A fourth year student of hand-to-hand combat's punch misses you. A fourth year student of hand-to-hand combat is screaming in pain. <100%hp 100%mn 100%mv> Your punch misses a fourth year student of hand-to-hand combat. A fourth year student of hand-to-hand combat's punch misses you. A fourth year student of hand-to-hand combat's punch misses you. A fourth year student of hand-to-hand combat is screaming in pain. <100%hp 100%mn 100%mv> Your punch grazes a fourth year student of hand-to-hand combat. A fourth year student of hand-to-hand combat's punch misses you. A fourth year student of hand-to-hand combat's punch misses you. A fourth year student of hand-to-hand combat is screaming in pain. <100%hp 100%mn 100%mv> Your punch misses a fourth year student of hand-to-hand combat. A fourth year student of hand-to-hand combat's punch misses you. A fourth year student of hand-to-hand combat's punch misses you. A fourth year student of hand-to-hand combat is screaming in pain. <100%hp 100%mn 100%mv> Your punch grazes a fourth year student of hand-to-hand combat. A fourth year student of hand-to-hand combat's punch misses you. A fourth year student of hand-to-hand combat's punch misses you. A fourth year student of hand-to-hand combat is screaming in pain. <100%hp 100%mn 100%mv> [NEWBIE] Latifah: nevermind that i didnt mean to type it A fourth year student of hand-to-hand combat is screaming in pain. <100%hp 100%mn 100%mv> A fourth year student of hand-to-hand combat ducks and dodges your punch. A fourth year student of hand-to-hand combat's punch misses you. A fourth year student of hand-to-hand combat's punch misses you. A fourth year student of hand-to-hand combat is screaming in pain. <100%hp 100%mn 100%mv> Your punch grazes a fourth year student of hand-to-hand combat. A fourth year student of hand-to-hand combat's punch misses you. A fourth year student of hand-to-hand combat's punch misses you. A fourth year student of hand-to-hand combat is screaming in pain. <100%hp 100%mn 100%mv> Your punch grazes a fourth year student of hand-to-hand combat. A fourth year student of hand-to-hand combat's punch misses you. A fourth year student of hand-to-hand combat's punch misses you. A fourth year student of hand-to-hand combat is screaming in pain. <100%hp 100%mn 100%mv> Your punch grazes a fourth year student of hand-to-hand combat. A fourth year student of hand-to-hand combat's punch misses you. A fourth year student of hand-to-hand combat's punch misses you. A fourth year student of hand-to-hand combat is screaming in pain. <100%hp 100%mn 100%mv> Your punch grazes a fourth year student of hand-to-hand combat. A fourth year student of hand-to-hand combat's punch misses you. A fourth year student of hand-to-hand combat's punch misses you. A fourth year student of hand-to-hand combat is screaming in pain. <100%hp 100%mn 100%mv> [NEWBIE] Latifah: now im at a mountain goat A fourth year student of hand-to-hand combat is screaming in pain. <100%hp 100%mn 100%mv> Your punch grazes a fourth year student of hand-to-hand combat. You lean to the right and dodge a fourth year student of hand-to-hand combat's punch. A fourth year student of hand-to-hand combat's punch misses you. A fourth year student of hand-to-hand combat's punch misses you. A fourth year student of hand-to-hand combat is screaming in pain. <100%hp 100%mn 100%mv> flee w You choose a direction at random and begin to run... Hallway Emerald green carpet extends from wall to wall. On the east and west walls are doors. To the north and south the hallway extends. [Exits: north east south] You flee from combat! You lost 10 exp. <100%hp 100%mn 99%mv> s Hallway Emerald green carpet extends from wall to wall. On the east and west walls are doors. To the north and south the hallway extends to a stairwell. [Exits: north east south] <100%hp 100%mn 98%mv> op  e Training Room Chains run across the ceiling, with links leading down, at the end of which are brass lamps with lit candles enclosed in crystal. These lamps light up the room so that you can see the mat on the floor, the mats against the walls. To the west you see a door. [Exits: west] A steaming pile of young draconian warrior student's entrails is lying here. <100%hp 100%mn 98%mv> w Hallway Emerald green carpet extends from wall to wall. On the east and west walls are doors. To the north and south the hallway extends to a stairwell. [Exits: north east south] <100%hp 100%mn 97%mv> open w Ok. <100%hp 100%mn 100%mv> w It is pitch black ... <100%hp 100%mn 99%mv> inv You are carrying: Nothing. <100%hp 100%mn 99%mv> w Alas, you cannot go that way. <100%hp 100%mn 99%mv> e Hallway Emerald green carpet extends from wall to wall. On the east and west walls are doors. To the north and south the hallway extends to a stairwell. [Exits: north south west] <100%hp 100%mn 98%mv> recall Temple of Balance Donation Room A donation pit in the southeast corner is the focus of many in this room. Above the pit, on the rock wall to the south, is a sign. [Exits: north west] You see a parchment on the ground. It looks like someone drew a map on it. ( 2) A dusty map lies here. A pit for sacrifices is here. (Holy Aura) Vego the Holy Hero is here. (Recruited) (Holy Aura) A Justicar defender is standing here. A cityguard staunchly stands vigil against lawlessness in Glyndane. <100%hp 100%mn 49%mv> A Justicar defender leaves west. <100%hp 100%mn 49%mv> hide sYou attempt to hide. <100%hp 100%mn 49%mv> neak You attempt to move silently. You begin sneaking. <100%hp 100%mn 49%mv> w Entrance to the Seminary With entrances facing both the pit room and the road, this room is well-aired. The floor is of light wood, scuffed badly but kept clean by young students of the cloth. The Seminary itself is to the north. A plain bench against the south wall invites the weary traveller to rest a little. [Exits: north east west] <100%hp 100%mn 48%mv> w Bridge Street You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. From the south come noises from Market Square. To the west you see a plain building with a sign over the open entrance. To the east is a building with more decorative stone work, above its open entrance a silver plaque. [Exits: north east south west] <100%hp 100%mn 46%mv> s Bridge Street You are standing on Bridge Street, a cobblestone road which runs north-south through the city. Just south is noisy Market Square. To the east is a building with the sign: Pet Shop ----->. To the west is a building bearing a sign: <--- Ye Olde Bakery. [Exits: north south] <100%hp 100%mn 45%mv> s Market Square You are standing in Market Square, a dirty intersection in the cobblestone roadway equidistant from four of the main shops in town. Main Street extends eastward and westward, while Bridge Street stretches on towards the north and south. A stone stair off to the side leads upward. Along the side of the stone stair is a bronze plaque. A tree off to the side bears a news scroll. The weathered parchment is crudely nailed to the trunk of the tree with metallic nails. [Exits: north east south west up] A natural spring flows from the ground here. Damend the Cardinal of the Seas is here. Korbec the Grand Mystic is here. A cityguard beats a simple cadence with his front right hoof as you pass by. <100%hp 100%mn 44%mv> A Justicar defender has arrived. <100%hp 100%mn 44%mv> A Justicar defender leaves west. <100%hp 100%mn 44%mv> w Main Street You are standing on Main Street, a cobblestone road crossing through the city. It extends to the west. To the east is the Market Square. North is a bakery, and south is the butcher's. [Exits: north east south west] (Recruited) (Holy Aura) A Justicar defender is standing here. (Holy Aura) Vego the Holy Hero is here. (Recruited) A Justicar defender is standing here. (Enlisted) A medium sized troll walks the streets of Varggin Shih here. (Recruited) A Justicar defender is standing here. (Stinky Aura) Sardesai the Knight Hero is here. <100%hp 100%mn 42%mv> w Vego looks at Sardesai. <100%hp 100%mn 42%mv> wMain Street You are standing on Main Street, a dirt-encrusted cobblestone road crossing through the city. It extends to the west and east. You can hear the bustle of business to the east. North is the wizard's wands and staves shop, south is the Alchemist's. [Exits: north east south west] <100%hp 100%mn 41%mv> Main Street You are standing on Main Street, a cobblestone road crossing through the city. Its grimy surface extends to the east and west. You can hear the bustle of business to the east. North and south are the walls of buildings whose entrances do not open to this street. [Exits: east west] A citizen of Glyndane is here, taking a stroll in the fresh air. <100%hp 100%mn 40%mv> w Autumn Square You are standing at the intersection of Main Street and Autumn Road. Autumn Road extends north and south. To the northwest where once stood the Palace of Legion, now stands the Imperial Senate building. The intersection is busy here, but the real noise comes from farther to the east at Market Square. The cobblestones beneath your feet are encrusted with dirt, some of it probably dating back to before the fall of Arcana. [Exits: north east south west] A cityguard stands vigil watching for wrongdoing in the city. <100%hp 100%mn 38%mv> w Main Street You are standing on Main Street, a dirty cobblestone road crossing through the city. It extends to the east and west. Directly northward is a small square beyond which is the Imperial Senate building. There is a busy intersection just to the east where Autumn Square intersects. [Exits: north east west] <100%hp 100%mn 37%mv> w Main Street You are standing on Main Street, a dirty cobblestone road crossing through the city. It extends to the east and west. To the northeast, you can see the Imperial Senate building, and to the east you hear the noise from the Market Square. To the west is the West Gate of Glyndane. [Exits: east west] <100%hp 100%mn 36%mv> w Inside the West Gate The great western gate opens the great battlements for travel passage. To the north and south you see the great battlements extending. Near the gate itself is a stone stair leading to the top where the guards keep watch and defend when necessary. [Exits: east west up] <100%hp 100%mn 35%mv> w Outside the West Gate To your west is the great western gate which opens into the city of Glyndane. On either side of the gate is a tower, and running north and south from those towers are the great battlements erected for defense of the city from outside invaders. To the west is wilderness, however, a small path has been cleared away and in the distance, you vaguely hear the sound of battle and cheering. [Exits: east west] <100%hp 100%mn 33%mv> w You step out of the shadows. Stone-paved Road You stand before the West Gate of Glyndane. Two tall towers rise up on either side of it, and a sturdy wall extends north and south. The road is paved with smooth cobblestones, and it extends westward. [Exits: east west] A large cockroach scuttles across the ground. <100%hp 100%mn 32%mv> w Stone-paved Road You walk upon a road paved with smooth cobblestones. To the east is a wall surrounding a city, and two high towers and a great gate between them. To the west the road continues. North of the road tall thin trees grow. Some of them show evidence of wind damage, and there are a few branches on the ground. Occasional gusts of wind blow through the trees, causing them to sway violently. [Exits: east west] <100%hp 100%mn 31%mv> w Stone-paved Road You walk upon a road paved with smooth cobblestones. To the east is a wall surrounding a city, and two high towers and a great gate between them. To the west the road continues. Looking north you see tall thin trees, some of them showing a little wind damage. Near the base of some of the trees are tangles of fallen branches. Occasional gusts of wind blow through the trees, causing them to sway violently. [Exits: east west] An Ofcol boy plays roughly in the streets. <100%hp 100%mn 29%mv> w Stone-paved Road You walk upon a road paved with smooth cobblestones. North of the road some tall thin trees are growing. Some of them show signs of wind damage, and on the ground are tangled branches blown free from above. To the west the road continues. A path leads through the thin trees to the north and south. Occasional gusts of wind blow through the trees, causing them to sway violently. [Exits: north east south west] <100%hp 100%mn 28%mv> s Entrance to the Elemental Landshark Habitat You stand at the open doorway of a very, very large...box, is the best word, made out of stone. There appears to be no roof to this box and you hear funny sounds coming from within. People push by you, either leaving the box or entering the doorway in the box. A sign planted on the ground near you says "Welcome to the Elemental Landshark Habitat". [Exits: north south] <100%hp 100%mn 27%mv> *CHOMP* someone was just eaten by the Acid Landshark! *CHOMP* someone was just eaten by the Lightning Landshark! *CHOMP* someone was just eaten by the Ice Landshark! *CHOMP* someone was just eaten by the Fire Landshark! <100%hp 100%mn 27%mv> s Reception Room of the Elemental Landshark Habitat This room is quite heavily furnished with wooden chairs carved to look like landsharks, long stone benches that have landshark designs carved all over them, and even a table of landshark related items such as swords with hilts carved to look like landsharks. There is a stairway going upstairs, a sign near it stating that it leads to the observation area. Another sign states that those who wish to play the Elemental Landshark game should wait here. A sign hangs above a goofy looking gnome's head. [Exits: north east up] Jungbo the gnomish monster collector is here. <100%hp 100%mn 26%mv> *CHOMP* someone was just eaten by the Acid Landshark! *CHOMP* someone was just eaten by the Lightning Landshark! *CHOMP* someone was just eaten by the Ice Landshark! You are hungry. <100%hp 100%mn 36%mv> *CHOMP* someone was just eaten by the Acid Landshark! *CHOMP* someone was just eaten by the Lightning Landshark! *CHOMP* someone was just eaten by the Ice Landshark! <100%hp 100%mn 36%mv> *CHOMP* someone was just eaten by the Lightning Landshark! *CHOMP* someone was just eaten by the Fire Landshark! <100%hp 100%mn 36%mv> *CHOMP* someone was just eaten by the Lightning Landshark! *CHOMP* someone was just eaten by the Fire Landshark! <100%hp 100%mn 36%mv> *CHOMP* someone was just eaten by the Acid Landshark! *CHOMP* someone was just eaten by the Lightning Landshark! *CHOMP* someone was just eaten by the Ice Landshark! *CHOMP* someone was just eaten by the Fire Landshark! <100%hp 100%mn 36%mv> *CHOMP* someone was just eaten by the Acid Landshark! *CHOMP* someone was just eaten by the Lightning Landshark! <100%hp 100%mn 36%mv> s Alas, you cannot go that way. <100%hp 100%mn 36%mv> l Reception Room of the Elemental Landshark Habitat This room is quite heavily furnished with wooden chairs carved to look like landsharks, long stone benches that have landshark designs carved all over them, and even a table of landshark related items such as swords with hilts carved to look like landsharks. There is a stairway going upstairs, a sign near it stating that it leads to the observation area. Another sign states that those who wish to play the Elemental Landshark game should wait here. A sign hangs above a goofy looking gnome's head. [Exits: north east up] Jungbo the gnomish monster collector is here. <100%hp 100%mn 36%mv> You hear the roar of a landshark. *CHOMP* someone was just eaten by the Lightning Landshark! *CHOMP* someone was just eaten by the Ice Landshark! *CHOMP* someone was just eaten by the Fire Landshark! <100%hp 100%mn 36%mv> e The Pet Room A silly looking gnome stands here casually stroking a newborn fire landshark, totally blind to the fact that the little thing keeps trying to bite his fingers off. All around him are cages of that are either glowing hot, covered with frost, arcing lightning, or starting to dissolve. The room itself smells like animal poop and stale animal food. [Exits: west] Bungbo, the gnomish landshark seller, is here. <100%hp 100%mn 35%mv> w *CHOMP* someone was just eaten by the Lightning Landshark! *CHOMP* someone was just eaten by the Fire Landshark! <100%hp 100%mn 35%mv> Reception Room of the Elemental Landshark Habitat This room is quite heavily furnished with wooden chairs carved to look like landsharks, long stone benches that have landshark designs carved all over them, and even a table of landshark related items such as swords with hilts carved to look like landsharks. There is a stairway going upstairs, a sign near it stating that it leads to the observation area. Another sign states that those who wish to play the Elemental Landshark game should wait here. A sign hangs above a goofy looking gnome's head. [Exits: north east up] Jungbo the gnomish monster collector is here. <100%hp 100%mn 35%mv> u *CHOMP* someone was just eaten by the Acid Landshark! *CHOMP* someone was just eaten by the Ice Landshark! <100%hp 100%mn 35%mv> ^R *CHOMP* someone was just eaten by the Acid Landshark! *CHOMP* someone was just eaten by the Lightning Landshark! *CHOMP* someone was just eaten by the Ice Landshark! <100%hp 100%mn 35%mv> [NEWBIE] Latifah: my hometown in Glyndane <100%hp 100%mn 35%mv> <100%hp 100%mn 35%mv> l *CHOMP* someone was just eaten by the Acid Landshark! *CHOMP* someone was just eaten by the Lightning Landshark! *CHOMP* someone was just eaten by the Ice Landshark! *CHOMP* someone was just eaten by the Fire Landshark! You are hungry. <100%hp 100%mn 44%mv> Reception Room of the Elemental Landshark Habitat This room is quite heavily furnished with wooden chairs carved to look like landsharks, long stone benches that have landshark designs carved all over them, and even a table of landshark related items such as swords with hilts carved to look like landsharks. There is a stairway going upstairs, a sign near it stating that it leads to the observation area. Another sign states that those who wish to play the Elemental Landshark game should wait here. A sign hangs above a goofy looking gnome's head. [Exits: north east up] Jungbo the gnomish monster collector is here. <100%hp 100%mn 44%mv> e The Pet Room A silly looking gnome stands here casually stroking a newborn fire landshark, totally blind to the fact that the little thing keeps trying to bite his fingers off. All around him are cages of that are either glowing hot, covered with frost, arcing lightning, or starting to dissolve. The room itself smells like animal poop and stale animal food. [Exits: west] Bungbo, the gnomish landshark seller, is here. <100%hp 100%mn 44%mv> *CHOMP* someone was just eaten by the Acid Landshark! *CHOMP* someone was just eaten by the Ice Landshark! *CHOMP* someone was just eaten by the Fire Landshark! <100%hp 100%mn 44%mv> w *CHOMP* someone was just eaten by the Acid Landshark! *CHOMP* someone was just eaten by the Lightning Landshark! *CHOMP* someone was just eaten by the Ice Landshark! <100%hp 100%mn 44%mv> Reception Room of the Elemental Landshark Habitat This room is quite heavily furnished with wooden chairs carved to look like landsharks, long stone benches that have landshark designs carved all over them, and even a table of landshark related items such as swords with hilts carved to look like landsharks. There is a stairway going upstairs, a sign near it stating that it leads to the observation area. Another sign states that those who wish to play the Elemental Landshark game should wait here. A sign hangs above a goofy looking gnome's head. [Exits: north east up] Jungbo the gnomish monster collector is here. <100%hp 100%mn 43%mv> [NEWBIE] Vego: Go ahead and recall, it'll take you to the main city here. <100%hp 100%mn 43%mv> n Entrance to the Elemental Landshark Habitat You stand at the open doorway of a very, very large...box, is the best word, made out of stone. There appears to be no roof to this box and you hear funny sounds coming from within. People push by you, either leaving the box or entering the doorway in the box. A sign planted on the ground near you says "Welcome to the Elemental Landshark Habitat". [Exits: north south] <100%hp 100%mn 42%mv> *CHOMP* someone was just eaten by the Acid Landshark! *CHOMP* someone was just eaten by the Ice Landshark! *CHOMP* someone was just eaten by the Fire Landshark! <100%hp 100%mn 42%mv> b Buy what? <100%hp 100%mn 42%mv> *CHOMP* someone was just eaten by the Ice Landshark! *CHOMP* someone was just eaten by the Fire Landshark! <100%hp 100%mn 42%mv> n Stone-paved Road You walk upon a road paved with smooth cobblestones. North of the road some tall thin trees are growing. Some of them show signs of wind damage, and on the ground are tangled branches blown free from above. To the west the road continues. A path leads through the thin trees to the north and south. Occasional gusts of wind blow through the trees, causing them to sway violently. [Exits: north east south west] <100%hp 100%mn 41%mv> n w Stone-paved Road You walk upon a road paved with smooth cobblestones. North of the road some tall thin trees are growing. Some of them show signs of wind damage, and on the ground are tangled branches blown free from above. Occasional gusts of wind blow through the trees, causing them to sway violently. [Exits: east] <100%hp 100%mn 40%mv> e Stone-paved Road You walk upon a road paved with smooth cobblestones. North of the road some tall thin trees are growing. Some of them show signs of wind damage, and on the ground are tangled branches blown free from above. To the west the road continues. A path leads through the thin trees to the north and south. Occasional gusts of wind blow through the trees, causing them to sway violently. [Exits: north east south west] <100%hp 100%mn 38%mv> e Stone-paved Road You walk upon a road paved with smooth cobblestones. To the east is a wall surrounding a city, and two high towers and a great gate between them. To the west the road continues. Looking north you see tall thin trees, some of them showing a little wind damage. Near the base of some of the trees are tangles of fallen branches. Occasional gusts of wind blow through the trees, causing them to sway violently. [Exits: east west] An Ofcol boy plays roughly in the streets. <100%hp 100%mn 37%mv> e Stone-paved Road You walk upon a road paved with smooth cobblestones. To the east is a wall surrounding a city, and two high towers and a great gate between them. To the west the road continues. North of the road tall thin trees grow. Some of them show evidence of wind damage, and there are a few branches on the ground. Occasional gusts of wind blow through the trees, causing them to sway violently. [Exits: east west] <100%hp 100%mn 36%mv> e Stone-paved Road You stand before the West Gate of Glyndane. Two tall towers rise up on either side of it, and a sturdy wall extends north and south. The road is paved with smooth cobblestones, and it extends westward. [Exits: east west] A large cockroach scuttles across the ground. <100%hp 100%mn 35%mv> You are hungry. <100%hp 100%mn 44%mv> hide The shadows here are too natural to blend with. <100%hp 100%mn 44%mv> e Outside the West Gate To your west is the great western gate which opens into the city of Glyndane. On either side of the gate is a tower, and running north and south from those towers are the great battlements erected for defense of the city from outside invaders. To the west is wilderness, however, a small path has been cleared away and in the distance, you vaguely hear the sound of battle and cheering. [Exits: east west] <100%hp 100%mn 43%mv> e Inside the West Gate The great western gate opens the great battlements for travel passage. To the north and south you see the great battlements extending. Near the gate itself is a stone stair leading to the top where the guards keep watch and defend when necessary. [Exits: east west up] <100%hp 100%mn 42%mv> e Main Street You are standing on Main Street, a dirty cobblestone road crossing through the city. It extends to the east and west. To the northeast, you can see the Imperial Senate building, and to the east you hear the noise from the Market Square. To the west is the West Gate of Glyndane. [Exits: east west] <100%hp 100%mn 40%mv> w Inside the West Gate The great western gate opens the great battlements for travel passage. To the north and south you see the great battlements extending. Near the gate itself is a stone stair leading to the top where the guards keep watch and defend when necessary. [Exits: east west up] <100%hp 100%mn 39%mv> w Outside the West Gate To your west is the great western gate which opens into the city of Glyndane. On either side of the gate is a tower, and running north and south from those towers are the great battlements erected for defense of the city from outside invaders. To the west is wilderness, however, a small path has been cleared away and in the distance, you vaguely hear the sound of battle and cheering. [Exits: east west] <100%hp 100%mn 38%mv> w Stone-paved Road You stand before the West Gate of Glyndane. Two tall towers rise up on either side of it, and a sturdy wall extends north and south. The road is paved with smooth cobblestones, and it extends westward. [Exits: east west] A large cockroach scuttles across the ground. <100%hp 100%mn 37%mv> w Stone-paved Road You walk upon a road paved with smooth cobblestones. To the east is a wall surrounding a city, and two high towers and a great gate between them. To the west the road continues. North of the road tall thin trees grow. Some of them show evidence of wind damage, and there are a few branches on the ground. Occasional gusts of wind blow through the trees, causing them to sway violently. [Exits: east west] <100%hp 100%mn 35%mv> w Stone-paved Road You walk upon a road paved with smooth cobblestones. To the east is a wall surrounding a city, and two high towers and a great gate between them. To the west the road continues. Looking north you see tall thin trees, some of them showing a little wind damage. Near the base of some of the trees are tangles of fallen branches. Occasional gusts of wind blow through the trees, causing them to sway violently. [Exits: east west] An Ofcol boy plays roughly in the streets. <100%hp 100%mn 34%mv> w Stone-paved Road You walk upon a road paved with smooth cobblestones. North of the road some tall thin trees are growing. Some of them show signs of wind damage, and on the ground are tangled branches blown free from above. To the west the road continues. A path leads through the thin trees to the north and south. Occasional gusts of wind blow through the trees, causing them to sway violently. [Exits: north east south west] <100%hp 100%mn 33%mv> s Entrance to the Elemental Landshark Habitat You stand at the open doorway of a very, very large...box, is the best word, made out of stone. There appears to be no roof to this box and you hear funny sounds coming from within. People push by you, either leaving the box or entering the doorway in the box. A sign planted on the ground near you says "Welcome to the Elemental Landshark Habitat". [Exits: north south] <100%hp 100%mn 31%mv> *CHOMP* someone was just eaten by the Lightning Landshark! *CHOMP* someone was just eaten by the Ice Landshark! *CHOMP* someone was just eaten by the Fire Landshark! <100%hp 100%mn 31%mv> s Reception Room of the Elemental Landshark Habitat This room is quite heavily furnished with wooden chairs carved to look like landsharks, long stone benches that have landshark designs carved all over them, and even a table of landshark related items such as swords with hilts carved to look like landsharks. There is a stairway going upstairs, a sign near it stating that it leads to the observation area. Another sign states that those who wish to play the Elemental Landshark game should wait here. A sign hangs above a goofy looking gnome's head. [Exits: north east up] Jungbo the gnomish monster collector is here. <100%hp 100%mn 31%mv> e The Pet Room A silly looking gnome stands here casually stroking a newborn fire landshark, totally blind to the fact that the little thing keeps trying to bite his fingers off. All around him are cages of that are either glowing hot, covered with frost, arcing lightning, or starting to dissolve. The room itself smells like animal poop and stale animal food. [Exits: west] Bungbo, the gnomish landshark seller, is here. <100%hp 100%mn 30%mv> w *CHOMP* someone was just eaten by the Acid Landshark! *CHOMP* someone was just eaten by the Ice Landshark! *CHOMP* someone was just eaten by the Fire Landshark! <100%hp 100%mn 30%mv> Reception Room of the Elemental Landshark Habitat This room is quite heavily furnished with wooden chairs carved to look like landsharks, long stone benches that have landshark designs carved all over them, and even a table of landshark related items such as swords with hilts carved to look like landsharks. There is a stairway going upstairs, a sign near it stating that it leads to the observation area. Another sign states that those who wish to play the Elemental Landshark game should wait here. A sign hangs above a goofy looking gnome's head. [Exits: north east up] Jungbo the gnomish monster collector is here. <100%hp 100%mn 29%mv> *CHOMP* someone was just eaten by the Acid Landshark! *CHOMP* someone was just eaten by the Fire Landshark! <100%hp 100%mn 29%mv> scan u You peer intently up. === 1 up === <100%hp 100%mn 29%mv> You hear a landshark roar loudly. *CHOMP* someone was just eaten by the Acid Landshark! *CHOMP* someone was just eaten by the Ice Landshark! *CHOMP* someone was just eaten by the Fire Landshark! <100%hp 100%mn 29%mv> u Observation Area of the Elemental Landshark Habitat The observation area is built along the top of the 'box' which houses the four elemental landsharks. High bars on the inner edge of the observation area prevent people from falling in and the bars on the outer edge prevent people from falling off the edge and landing outside. A thatch roof runs along the entire observation area. There's a stairway going down to the reception room. [Exits: east west down] <100%hp 100%mn 29%mv> *CHOMP* someone was just eaten by the Acid Landshark! *CHOMP* someone was just eaten by the Ice Landshark! *CHOMP* someone was just eaten by the Fire Landshark! <100%hp 100%mn 29%mv> *CHOMP* someone was just eaten by the Lightning Landshark! *CHOMP* someone was just eaten by the Ice Landshark! *CHOMP* someone was just eaten by the Fire Landshark! You are hungry. <100%hp 100%mn 38%mv> *CHOMP* someone was just eaten by the Acid Landshark! *CHOMP* someone was just eaten by the Lightning Landshark! *CHOMP* someone was just eaten by the Fire Landshark! <100%hp 100%mn 38%mv> d Reception Room of the Elemental Landshark Habitat This room is quite heavily furnished with wooden chairs carved to look like landsharks, long stone benches that have landshark designs carved all over them, and even a table of landshark related items such as swords with hilts carved to look like landsharks. There is a stairway going upstairs, a sign near it stating that it leads to the observation area. Another sign states that those who wish to play the Elemental Landshark game should wait here. A sign hangs above a goofy looking gnome's head. [Exits: north east up] Jungbo the gnomish monster collector is here. <100%hp 100%mn 38%mv> *CHOMP* someone was just eaten by the Acid Landshark! *CHOMP* someone was just eaten by the Lightning Landshark! *CHOMP* someone was just eaten by the Fire Landshark! <100%hp 100%mn 38%mv> e The wall shudders as a landshark rams it. *CHOMP* someone was just eaten by the Acid Landshark! *CHOMP* someone was just eaten by the Lightning Landshark! *CHOMP* someone was just eaten by the Ice Landshark! *CHOMP* someone was just eaten by the Fire Landshark! <100%hp 100%mn 38%mv> The Pet Room A silly looking gnome stands here casually stroking a newborn fire landshark, totally blind to the fact that the little thing keeps trying to bite his fingers off. All around him are cages of that are either glowing hot, covered with frost, arcing lightning, or starting to dissolve. The room itself smells like animal poop and stale animal food. [Exits: west] Bungbo, the gnomish landshark seller, is here. <100%hp 100%mn 37%mv> list Pets for sale: [30] 9000 - a baby acid landshark [30] 9000 - a baby lightning landshark [30] 9000 - a baby ice landshark [30] 9000 - a baby fire landshark *CHOMP* someone was just eaten by the Acid Landshark! *CHOMP* someone was just eaten by the Lightning Landshark! *CHOMP* someone was just eaten by the Ice Landshark! *CHOMP* someone was just eaten by the Fire Landshark! <100%hp 100%mn 37%mv> *CHOMP* someone was just eaten by the Acid Landshark! *CHOMP* someone was just eaten by the Lightning Landshark! *CHOMP* someone was just eaten by the Ice Landshark! *CHOMP* someone was just eaten by the Fire Landshark! <100%hp 100%mn 37%mv> *CHOMP* someone was just eaten by the Acid Landshark! *CHOMP* someone was just eaten by the Lightning Landshark! *CHOMP* someone was just eaten by the Ice Landshark! *CHOMP* someone was just eaten by the Fire Landshark! <100%hp 100%mn 37%mv> *CHOMP* someone was just eaten by the Acid Landshark! *CHOMP* someone was just eaten by the Lightning Landshark! *CHOMP* someone was just eaten by the Ice Landshark! <100%hp 100%mn 37%mv> ex  *CHOMP* someone was just eaten by the Acid Landshark! *CHOMP* someone was just eaten by the Lightning Landshark! *CHOMP* someone was just eaten by the Ice Landshark! *CHOMP* someone was just eaten by the Fire Landshark! <100%hp 100%mn 37%mv> ^R l The Pet Room A silly looking gnome stands here casually stroking a newborn fire landshark, totally blind to the fact that the little thing keeps trying to bite his fingers off. All around him are cages of that are either glowing hot, covered with frost, arcing lightning, or starting to dissolve. The room itself smells like animal poop and stale animal food. [Exits: west] Bungbo, the gnomish landshark seller, is here. <100%hp 100%mn 37%mv> w Reception Room of the Elemental Landshark Habitat This room is quite heavily furnished with wooden chairs carved to look like landsharks, long stone benches that have landshark designs carved all over them, and even a table of landshark related items such as swords with hilts carved to look like landsharks. There is a stairway going upstairs, a sign near it stating that it leads to the observation area. Another sign states that those who wish to play the Elemental Landshark game should wait here. A sign hangs above a goofy looking gnome's head. [Exits: north east up] Jungbo the gnomish monster collector is here. <100%hp 100%mn 37%mv> n *CHOMP* someone was just eaten by the Acid Landshark! *CHOMP* someone was just eaten by the Lightning Landshark! *CHOMP* someone was just eaten by the Ice Landshark! <100%hp 100%mn 37%mv> Entrance to the Elemental Landshark Habitat You stand at the open doorway of a very, very large...box, is the best word, made out of stone. There appears to be no roof to this box and you hear funny sounds coming from within. People push by you, either leaving the box or entering the doorway in the box. A sign planted on the ground near you says "Welcome to the Elemental Landshark Habitat". [Exits: north south] <100%hp 100%mn 36%mv> n Stone-paved Road You walk upon a road paved with smooth cobblestones. North of the road some tall thin trees are growing. Some of them show signs of wind damage, and on the ground are tangled branches blown free from above. To the west the road continues. A path leads through the thin trees to the north and south. Occasional gusts of wind blow through the trees, causing them to sway violently. [Exits: north east south west] <100%hp 100%mn 35%mv> You are hungry. <100%hp 100%mn 44%mv> e Stone-paved Road You walk upon a road paved with smooth cobblestones. To the east is a wall surrounding a city, and two high towers and a great gate between them. To the west the road continues. Looking north you see tall thin trees, some of them showing a little wind damage. Near the base of some of the trees are tangles of fallen branches. Occasional gusts of wind blow through the trees, causing them to sway violently. [Exits: east west] An Ofcol boy plays roughly in the streets. <100%hp 100%mn 43%mv> e Stone-paved Road You walk upon a road paved with smooth cobblestones. To the east is a wall surrounding a city, and two high towers and a great gate between them. To the west the road continues. North of the road tall thin trees grow. Some of them show evidence of wind damage, and there are a few branches on the ground. Occasional gusts of wind blow through the trees, causing them to sway violently. [Exits: east west] <100%hp 100%mn 42%mv> e Stone-paved Road You stand before the West Gate of Glyndane. Two tall towers rise up on either side of it, and a sturdy wall extends north and south. The road is paved with smooth cobblestones, and it extends westward. [Exits: east west] A large cockroach scuttles across the ground. <100%hp 100%mn 40%mv> e Outside the West Gate To your west is the great western gate which opens into the city of Glyndane. On either side of the gate is a tower, and running north and south from those towers are the great battlements erected for defense of the city from outside invaders. To the west is wilderness, however, a small path has been cleared away and in the distance, you vaguely hear the sound of battle and cheering. [Exits: east west] <100%hp 100%mn 39%mv> e Inside the West Gate The great western gate opens the great battlements for travel passage. To the north and south you see the great battlements extending. Near the gate itself is a stone stair leading to the top where the guards keep watch and defend when necessary. [Exits: east west up] <100%hp 100%mn 38%mv> e Main Street You are standing on Main Street, a dirty cobblestone road crossing through the city. It extends to the east and west. To the northeast, you can see the Imperial Senate building, and to the east you hear the noise from the Market Square. To the west is the West Gate of Glyndane. [Exits: east west] <100%hp 100%mn 37%mv> e Main Street You are standing on Main Street, a dirty cobblestone road crossing through the city. It extends to the east and west. Directly northward is a small square beyond which is the Imperial Senate building. There is a busy intersection just to the east where Autumn Square intersects. [Exits: north east west] <100%hp 100%mn 35%mv> e Autumn Square You are standing at the intersection of Main Street and Autumn Road. Autumn Road extends north and south. To the northwest where once stood the Palace of Legion, now stands the Imperial Senate building. The intersection is busy here, but the real noise comes from farther to the east at Market Square. The cobblestones beneath your feet are encrusted with dirt, some of it probably dating back to before the fall of Arcana. [Exits: north east south west] A cityguard stands vigil watching for wrongdoing in the city. <100%hp 100%mn 34%mv> e Main Street You are standing on Main Street, a cobblestone road crossing through the city. Its grimy surface extends to the east and west. You can hear the bustle of business to the east. North and south are the walls of buildings whose entrances do not open to this street. [Exits: east west] <100%hp 100%mn 33%mv> e Main Street You are standing on Main Street, a dirt-encrusted cobblestone road crossing through the city. It extends to the west and east. You can hear the bustle of business to the east. North is the wizard's wands and staves shop, south is the Alchemist's. [Exits: north east south west] <100%hp 100%mn 31%mv> e Main Street You are standing on Main Street, a cobblestone road crossing through the city. It extends to the west. To the east is the Market Square. North is a bakery, and south is the butcher's. [Exits: north east south west] A child plays here, pretending to be a great warrior. <100%hp 100%mn 30%mv> [NEWBIE] Latifah: ok thanx <100%hp 100%mn 30%mv> e Market Square You are standing in Market Square, a dirty intersection in the cobblestone roadway equidistant from four of the main shops in town. Main Street extends eastward and westward, while Bridge Street stretches on towards the north and south. A stone stair off to the side leads upward. Along the side of the stone stair is a bronze plaque. A tree off to the side bears a news scroll. The weathered parchment is crudely nailed to the trunk of the tree with metallic nails. [Exits: north east south west up] A natural spring flows from the ground here. Damend the Cardinal of the Seas is here. A cityguard beats a simple cadence with his front right hoof as you pass by. <100%hp 100%mn 29%mv> u Beyond the Silver Gates You stand on a path beyond the Silver Gate. Down is the large city of Glyndane, and south is the path through the Silver Gate and up the Mountain of Trials. Having passed through the Silver Gates, you can never return to the Mountain or the red sands. Your destiny lies downward. A sign of sterling silver is balanced carefully on the Gate. [Exits: down] (Chromatic Aura) A guard in shining silver armor keeps a constant vigil. A gate guard says, 'Hail! You have chosen your destiny. Go down.' <100%hp 100%mn 27%mv> l sign __________________________________________________________________________ | Greetings to ye who have triumphed over the Mountain of Trials: | | If ye wish to gain in rank and prowess, ye may find the following | | locations of special interest: | | The Gymnasium: Proceed west from Market Square to Autumn | | Square. Walk south, then west. The receptionist holds the key. | | The Kobold Tunnels: Proceed north from Market Square until | | ye can go north no more. Then descend into the ground. | | The Lighthouse: Proceed north from Market Square until ye | | reach the Eastern Road. Travel east through Tyr-Zinet until a | | Lighthouse can be seen to the north. Walk north and go within. | | The Manor: From Market Square in Glyndane, proceed due east | | beyond the gate and head south. Friendly to warriors, rangers, | | thieves, and monks, not quite so friendly to mage classes. | | | | Good luck, traveler. | |_________________________________________________________________________| <100%hp 100%mn 27%mv> d Market Square You are standing in Market Square, a dirty intersection in the cobblestone roadway equidistant from four of the main shops in town. Main Street extends eastward and westward, while Bridge Street stretches on towards the north and south. A stone stair off to the side leads upward. Along the side of the stone stair is a bronze plaque. A tree off to the side bears a news scroll. The weathered parchment is crudely nailed to the trunk of the tree with metallic nails. [Exits: north east south west up] A natural spring flows from the ground here. Damend the Cardinal of the Seas is here. A cityguard beats a simple cadence with his front right hoof as you pass by. <100%hp 100%mn 26%mv> e Main Street You are standing on Main Street, a cobblestone road crossing through the city. It extends to the east. To the west is the Market Square. North is a pet shop, and south is a two-story building, the general store below and the Hammer & Anvil above. You can see the wooden sign with the hammer and anvil devices, and a mug of beer between them, jutting out from the second storey next to a grime-covered window. [Exits: north east south west] <100%hp 100%mn 25%mv> e e Main Street You are standing on Main Street, a dirty cobblestone road crossing through the city. It extends to the east and west. From the west you hear the noise from the Market Square. North is a weapons shop, and south is the armory. [Exits: north east south west] Nobu the Expert of Kung-Fu is sleeping here. A young clerical student devoutly practices cantrips. <100%hp 100%mn 24%mv> Main Street You are standing on Main Street, a grimy cobblestone road crossing through the city. It extends to the east and west. From the west you hear the noise from the Market Square. North and south are buildings whose entrances open to another street. [Exits: east west] <100%hp 100%mn 22%mv> e Spring Square You are at the intersection of Main Street and Spring Road. The street intersection is busy here, but the real noise comes from farther to the west at Market Square. Beneath you, the cobblestones of the roads' intersection are grimy, and the spaces between the stones are filled with dirt, probably some of it there since before the fall of Arcana. [Exits: north east south west] A cityguard stands vigil watching for wrongdoing in the city. <100%hp 100%mn 21%mv> e Main Street You are standing on Main Street, a dirt encrusted cobblestone road crossing through the city. It extends to the east and west. From the west you hear the noise from the Market Square and the busy intersection just to the west where Spring Square intersects. To the north is a small office with a big giant sitting behind a desk. [Exits: north east west] <100%hp 100%mn 20%mv> e Main Street You are standing on Main Street, a dirty cobblestone road crossing through the city. It extends to the east and west. From the west you hear the noise from the Market Square. To the east is the East Gate of Glyndane. [Exits: east west] <100%hp 100%mn 18%mv> e Inside the East Gate The great eastern gate opens the great battlements for travel passage. Many a merchant enters at this gate and marches down Main Street to the Market Square. To the north and south you see the great battlements extending. Near the gate itself is a stone stair leading to the top where the guards keep watch and defend when necessary. [Exits: east west up] <100%hp 100%mn 17%mv> e Outside the East Gate The great eastern gate of Glyndane leads west into the city beyond the great battlements. On either side of it is a tower, above which fly the flags of the city. A well-kept road winds its way eastward and far on the horizon you can see what appears to be a manor of some sort. [Exits: east west] A citizen of Glyndane is here, observing you as you pass by. <100%hp 100%mn 16%mv> s e Small Road A small road paved with cobblestones leads toward Glyndane to the west. You see the tall towers on either side of the city gates. Between the stones in the road are grains of sand, blown in from the Sands of Sorrow to the south. [Exits: east west] <100%hp 100%mn 14%mv> e Small Road A small road has been paved with cobblestones, leading toward Glyndane to the west. The Sands of Sorrow are nearby. You see some sand building up between the stones in the road, having blown in from the south. [Exits: east west] <100%hp 100%mn 13%mv> e Small Road A small road has been paved with cobblestones, leading toward Glyndane to the west. The Sands of Sorrow are nearby. You see some sand building up between the stones in the road, having blown in from the south. To the south, a small path leads toward the wasteland. [Exits: south west] <100%hp 100%mn 12%mv> You are hungry. <100%hp 100%mn 16%mv> e s Path in the Desert A path lined with rocks leads through the outskirts of the Sands of Sorrow. Sand has blown in from the south to finely cover the road. You see a myriad of footprints here but cannot make out whose they are. You hear an occasional splash. [Exits: north east] <100%hp 100%mn 15%mv> d get bread bag You get a warm loaf of bread from a bag. <100%hp 100%mn 15%mv> eat bread You eat a warm loaf of bread. You are no longer hungry. <100%hp 100%mn 15%mv> l Path in the Desert A path lined with rocks leads through the outskirts of the Sands of Sorrow. Sand has blown in from the south to finely cover the road. You see a myriad of footprints here but cannot make out whose they are. You hear an occasional splash. [Exits: north east] <100%hp 100%mn 15%mv> e Path in the Desert A path lined with rocks leads through the outskirts of the Sands of Sorrow. Sand has blown in from the south to finely cover the road. You see a myriad of footprints here but cannot make out whose they are. You hear an occasional splash. [Exits: south west] A small field mouse is here, nibbling on the grain. <100%hp 100%mn 14%mv> s Path in the Desert A path lined with rocks leads through the outskirts of the Sands of Sorrow. Sand has blown in from the south to finely cover the road. You see a myriad of footprints here but cannot make out whose they are. You hear an occasional splash. To the south is a wooden bridge. [Exits: north south] <100%hp 100%mn 12%mv> s Bridge A small wooden bridge spans the river. It appears to have been newly constructed, and well-constructed at that, sturdy despite its size. [Exits: north south] <100%hp 100%mn 11%mv> s Path in the Desert A path lined with rocks leads through the outskirts of the Sands of Sorrow. Sand has blown in from the south to finely cover the road. You see a myriad of footprints here but cannot make out whose they are. You hear an occasional splash. To the north is a wooden bridge. [Exits: north east] <100%hp 100%mn 10%mv> e Path in the Desert A path lined with rocks leads through the outskirts of the Sands of Sorrow. Sand has blown in from the south to finely cover the road. You see a myriad of footprints here but cannot make out whose they are. You hear an occasional splash. [Exits: south west] <100%hp 100%mn 9%mv> e s Path in the Desert A path lined with rocks leads through the outskirts of the Sands of Sorrow. Sand has blown in from the south to finely cover the road. You see a myriad of footprints here but cannot make out whose they are. You hear an occasional splash. Looking across some of the barren land you see a line of shrubs or maybe trees, but the land between this path and that not quite natural wall is very sandy and difficult to traverse. Sticking with the path makes more sense here. [Exits: north south] <100%hp 100%mn 7%mv> s Path in the Desert A path lined with rocks leads through the outskirts of the Sands of Sorrow. Sand has blown in from the south to finely cover the road. You see a myriad of footprints here but cannot make out whose they are. Looking across some of the barren land you see a line of shrubs or maybe trees, but the land between this path and that not quite natural wall is very sandy and difficult to traverse. Sticking with the path makes more sense here. [Exits: north south] <100%hp 100%mn 6%mv> s Path in the Desert You walk upon a well-trodden path, darker soil mixed with sand from the desert to the south and lined by a neat row of stones. The path turns here, stretching to the north and to the east. Looking east, you see a gate. Southeast you see a line of thick shrubs. [Exits: north east] <100%hp 100%mn 5%mv> e By the White-Washed Gate Two white-washed poles rise from the ground on either side of the path, and between them is a wooden gate, also white-washed. Across the top is a sign suspended from the two poles by a couple of chains, swinging gently in the breeze. Beyond the gate the path continues, and you can see past the thick row of shrubs to see a field of crops to the north of the path, and a pasture and a barn to the south. The path leads westward away from the gate. [Exits: east west] Standing proud, a young serf stands guarding the entrance to the Manor. A serf bows deeply. A serf says, 'Hail! Welcome to the Manor, Zeptaru. Please do not take that which is ' A serf says, 'not given to you, lest you dishonor our Lord and Lady.' <100%hp 100%mn 3%mv> hide The shadows here are too natural to blend with. <100%hp 100%mn 3%mv> e By the White-Washed Gate To the west is a white-washed gate between two tall white poles. A sign suspended between the poles above you swings gently in the breeze. Nothing is written on the sign that you can see. To the north is a crop field, to the south pasture. The path of dark soil well trod upon extends eastward through this manor, and through and past the gate to the west. [Exits: north east south west] <100%hp 100%mn 2%mv> e On a Well-Trodden Path You walk upon a well-trodden path within the manor. Small stones line the path, and the dark soil is mixed with sand from the desert beyond this amazing oasis. To the north is a field of crops, to the south a pasture. [Exits: north east south west] A sheep is grazing. A sheep is grazing. <100%hp 100%mn 11%mv> hide The shadows here are too natural to blend with. <100%hp 100%mn 11%mv> e On a Well-Trodden Path You walk upon a well-trodden path within the manor. Small stones line the path, and the dark soil is mixed with sand from the desert beyond this amazing oasis. To the north is a field of crops, to the south a pasture. [Exits: north east south west] <100%hp 100%mn 9%mv> e On a Well-Trodden Path You walk upon a well-trodden path within the manor. Small stones line the path, and the dark soil is mixed with sand from the desert beyond this amazing oasis. To the north is a field of crops, to the south a pasture. [Exits: north east south west] Whistling, a serf does the drudgework here. A serf smiles at you. <100%hp 100%mn 8%mv> e On a Well-Trodden Path You walk upon a well-trodden path within the manor. Small stones line the path, and the dark soil is mixed with sand from the desert beyond this amazing oasis. To the north is a field of crops, to the south a pasture. [Exits: north east south west] With a lilting voice, a serf sings a folk song and works here. A serf smiles at you. <100%hp 100%mn 7%mv> e On a Well-Trodden Path You walk upon a well-trodden path within the manor. Small stones line the path, and the dark soil is mixed with sand from the desert beyond this amazing oasis. To the north is a field of crops and beyond, a silo. To the south you see a pasture. [Exits: north east south west] <100%hp 100%mn 5%mv> e On a Well-Trodden Path You walk upon a well-trodden path within the manor. Small stones line the path, and the dark soil is mixed with sand from the desert beyond this amazing oasis. To the north is a thick, impassable row of trees and shrubs, to the south a row of very small houses. [Exits: east west] <100%hp 100%mn 4%mv> e On a Well-Trodden Path You walk upon a well-trodden path within the manor. Small stones line the path, and the dark soil is mixed with sand from the desert to the south of this lush oasis. To the east is an intersection of paths. [Exits: east west] <100%hp 100%mn 3%mv> e Intersection In all four directions the path extends, intersecting here. To the east you see a great house, to the west the small houses, the pasture, barns, and fields. Looking northward, you see a small building on either side of the path. Gazing to the south, you see a chapel. [Exits: north east south west] <100%hp 100%mn 1%mv> e On a Well-Trodden Path You walk upon a well-trodden path within the manor. Small stones line the path, and the dark soil is mixed with sand from the desert to the south. Looking eastward you see a great house, and to the west is an intersection of paths. [Exits: east west] <100%hp 100%mn 0%mv> e You are too exhausted. <100%hp 100%mn 0%mv> s hide The shadows here are too natural to blend with. <100%hp 100%mn 0%mv> sit You sit down. <100%hp 100%mn 0%mv> l On a Well-Trodden Path You walk upon a well-trodden path within the manor. Small stones line the path, and the dark soil is mixed with sand from the desert to the south. Looking eastward you see a great house, and to the west is an intersection of paths. [Exits: east west] <100%hp 100%mn 0%mv> l self His green eyes pierce you with a quick glance. Dark, smooth, fine hair is tucked neatly behind his ears while the rest of it falls past his shoulders in the back. He wears a small, neatly-kempt beard upon his jawbones and chin. You notice he is average height and average build, there seems to be nothing spectacular about the way he looks. However, you do notice a deep scar on his left wrist. Zeptaru is in perfect condition. Zeptaru is using: vest skirt <100%hp 100%mn 0%mv> You no longer feel stealthy. <100%hp 100%mn 10%mv> sneak Better stand up first. <100%hp 100%mn 10%mv> inv You are carrying: ( 2) a small key a thin dagger broom a bag ( 2) a bladder a tiny cockroach head a tough waterskin a parchment containing a map map of western Thera map of eastern Thera a light wooden shield a bronze dagger <100%hp 100%mn 10%mv> put dagger bag You put a thin dagger in a bag. <100%hp 100%mn 10%mv> inv You are carrying: ( 2) a small key broom a bag ( 2) a bladder a tiny cockroach head a tough waterskin a parchment containing a map map of western Thera map of eastern Thera a light wooden shield a bronze dagger <100%hp 100%mn 10%mv> drop bronze You drop a bronze dagger. A bronze dagger dissolves into smoke. <100%hp 100%mn 10%mv> l On a Well-Trodden Path You walk upon a well-trodden path within the manor. Small stones line the path, and the dark soil is mixed with sand from the desert to the south. Looking eastward you see a great house, and to the west is an intersection of paths. [Exits: east west] <100%hp 100%mn 10%mv> l self His green eyes pierce you with a quick glance. Dark, smooth, fine hair is tucked neatly behind his ears while the rest of it falls past his shoulders in the back. He wears a small, neatly-kempt beard upon his jawbones and chin. You notice he is average height and average build, there seems to be nothing spectacular about the way he looks. However, you do notice a deep scar on his left wrist. Zeptaru is in perfect condition. Zeptaru is using: vest skirt <100%hp 100%mn 10%mv> desc clear Your description has been cleared. <100%hp 100%mn 10%mv> desk c add You notice nothing special about him. He has green eys   es an The sky gets very cloudy and a calmness begins here. <100%hp 100%mn 29%mv> ^R desc add You notice nothing special about him. He has green eyes a            deep green eyes filled with curiousity and mischeivnouss                            a s It feels a little warmer out here. <100%hp 100%mn 39%mv> trange deep look. A dark beard lines his chin and under his cheec kbones. Syntax: psych (parameters) desc (parameters) desc clear Clears your description. desc show Shows your description. desc showlines Shows your description with line numbers. desc + (string) desc ++ (string) example: desc 5 ++ He has soft blue eyes. Would insert 'He has soft blue eyes.' before the fifth line. Number can be between 1 and the number of lines in your description. If is ommitted, it adds to the end. + is identical to ++, but ++ will show you your description after every line you add. desc - desc -- example: desc 5 -- This would remove the fifth line of your description. example: desc 3 - This would remove the third line of your description. If is omitted, it will remove the last line of your description. desc format This will wordwrap your description at 72 characters per line. Anything else will show you this syntax string. <100%hp 100%mn 39%mv> desc show Your description, which is too short, is: <100%hp 100%mn 39%mv> desc 1 ++ He has dark green eyes. You do not have that many lines in your description. <100%hp 100%mn 49%mv> desc ++ He has dark green eyes. Your description, which is too short, is: He has dark green eyes. <100%hp 100%mn 49%mv> desc + 1 ++ A dark beard lines his chin and un  jawbones. Your description, which is too short, is: A dark beard lines his chin and jawbones. He has dark green eyes. <100%hp 100%mn 59%mv> des    You look up and notice that it is no longer raining. <100%hp 100%mn 68%mv> desc Your description, which is too short, is: A dark beard lines his chin and jawbones. He has dark green eyes. <100%hp 100%mn 68%mv> s help desc Your research into that topic reveals the following: PHYSICAL DESCRIPTION Syntax: description desc (parameters) desc clear Clears your description. desc show Shows your description. desc showlines Shows your description with line numbers. desc format This will wordwrap your description at 80 characters per line. desc + (string) desc ++ (string) example: desc 5 ++ He has soft blue eyes. Would insert 'He has soft blue eyes.' before the fifth line. Number can be between 1 and the number of lines in your description. If is ommitted, it adds to the end. ++ is identical to +, but ++ will show you your description [Hit Return to continue] after every line you add. desc - desc -- example: desc 5 -- This would remove the fifth line of your description. example: desc 3 - This would remove the third line of your description. If is omitted, it will remove the last line of your description. Descriptions are mandatory here, no exceptions. Your description defines who you are in this vast world, and without one, or without a suitable one, you might as well be a tree, or a building, because no one will be able to tell the difference save for the equipment you are carrying. Your description should give an image of yourself, what you look like to someone looking at you, first and foremost. When you write a description, ask yourself, "If I were looking at myself in a mirror, what would I see?" That should be your physical description. For example, it is a good idea to include your build, features such as hair color and eye color, features that stand out such as scars or tattoos, and [Hit Return to continue] any defining clothing you wear. These could be anything from tribal amulets to a special scabbard you wear to hold your sword. DO NOT include actions of any kind in your description. DO NOT include any reactions to your presence in your description. For example: You see Grog emerge from the forest and grin at you. IS NOT ACCEPTABLE Grog's bulging muscles send a wave of fear through you. IS NOT ACCEPTABLE However, for example: Grog is clad in camouflaged animal skins, showing his affinity for the outdoors. His bulging muscles are truly powerful; they ripple with every step he takes. IS ACCEPTABLE AND ENCOURAGED DO NOT include anything about your philosophy or alignment in your physical description-- that is to be put in your psychological description. See 'help PSYCHOLOGICAL DESCRIPTION' Your description must be at least six lines long and be relatively free of grammar and spelling errors. Take pride in your character by taking enough [Hit Return to continue] time to make sure your English is readable and interesting. Descriptions MUST be completed by the 6th rank, and anyone of the 6th rank or higher found without a description, or without an acceptable one, will be taken to the Realm of the Dead, and will remain there until an immortal deems your desc acceptable. Acceptable descriptions can be written using one to two paragraphs. If you are caught attempting to murder someone and you do not have a description, you will be very sorry you neglected to write one. If you are caught giving equipment to someone who does not have a suitable description, you will be very sorry you ignored to take notice of your environment. The gods will not be merciful. IMPORTANT TO CHANGELINGS: You need a physical description for each of your forms: normal, bat, wolf, bear. When you receive the ability to shift into a new form, write a description for it. <100%hp 100%mn 68%mv> desc ++ 3 2 He is medium height for     compared to humans. Your description, which is too short, is: A dark beard lines his chin and jawbones. He has dark green eyes. 2 He is medium height compared to humans. <100%hp 100%mn 78%mv> desc clear Your description has been cleared. <100%hp 100%mn 88%mv> desc He has dark green g eyes               soft green       hazel eyes Syntax: psych (parameters) desc (parameters) desc clear Clears your description. desc show Shows your description. desc showlines Shows your description with line numbers. desc + (string) desc ++ (string) example: desc 5 ++ He has soft blue eyes. Would insert 'He has soft blue eyes.' before the fifth line. Number can be between 1 and the number of lines in your description. If is ommitted, it adds to the end. + is identical to ++, but ++ will show you your description after every line you add. desc - desc -- example: desc 5 -- This would remove the fifth line of your description. example: desc 3 - This would remove the third line of your description. If is omitted, it will remove the last line of your description. desc format This will wordwrap your description at 72 characters per line. Anything else will show you this syntax string. <100%hp 100%mn 98%mv> s desc ++ He has soft hazel eyes Your description, which is too short, is: He has soft hazel eyes <100%hp 100%mn 98%mv> desc ++ A dark beard lines his jawbone and chine . Your description, which is too short, is: He has soft hazel eyes A dark beard lines his jawbone and chin. <100%hp 100%mn 98%mv> desc ++ He is medium height compared to humans.                                 an average height compared to humans. Your description, which is too short, is: He has soft hazel eyes A dark beard lines his jawbone and chin. He is an average height compared to humans. <100%hp 100%mn 100%mv> desc ++ His skin seems fair      so    to             veins protrude from underneath his skin. Your description, which is too short, is: He has soft hazel eyes A dark beard lines his jawbone and chin. He is an average height compared to humans. His veins protrude from underneath his skin. <100%hp 100%mn 100%mv> ex  desc - 4 Ok. <100%hp 100%mn 100%mv> desc Your description, which is too short, is: He has soft hazel eyes A dark beard lines his jawbone and chin. He is an average height compared to humans. You are thirsty. <100%hp 100%mn 100%mv> desc ++ He is somewhat thin You are thirsty. <100%hp 100%mn 100%mv> , and slightly muscular. Your description, which is too short, is: He has soft hazel eyes A dark beard lines his jawbone and chin. He is an average height compared to humans. He is somewhat thin, and slightly muscular. <100%hp 100%mn 100%mv> desc +_+   ++ His dark brown hear   air         You are thirsty. <100%hp 100%mn 100%mv> ^R desc ++ His dark b      hair is dark brown, reminescent of a deep color so dark that it blends with the shadows. Your description, which is too short, is: He has soft hazel eyes A dark beard lines his jawbone and chin. He is an average height compared to humans. He is somewhat thin, and slightly muscular. His hair is dark brown, reminescent of a deep color so dark that it blends with the shadows. <100%hp 100%mn 100%mv> You are thirsty. You are hungry. <100%hp 100%mn 100%mv> desc Your description, which is too short, is: He has soft hazel eyes A dark beard lines his jawbone and chin. He is an average height compared to humans. He is somewhat thin, and slightly muscular. His hair is dark brown, reminescent of a deep color so dark that it blends with the shadows. <100%hp 100%mn 100%mv> format desc Huh? <100%hp 100%mn 100%mv> desc format Automatically formatting your description to wrap at 72 characters. <100%hp 100%mn 100%mv> desc Your description, which is too short, is: He has soft hazel eyes A dark beard lines his jawbone and chin. He is an average height compared to humans. He is somewhat thin, and slightly muscular. His hair is dark brown, reminescent of a deep color so dark that it blends with the shadows. <100%hp 100%mn 100%mv> desc - 5 Ok. <100%hp 100%mn 100%mv> des   desc Your description, which is too short, is: He has soft hazel eyes A dark beard lines his jawbone and chin. He is an average height compared to humans. He is somewhat thin, and slightly muscular. His hair is dark brown, reminescent of a deep color so dark that it <100%hp 100%mn 100%mv> You are thirsty. You are hungry. <100%hp 100%mn 100%mv> desc - 5 Ok. <100%hp 100%mn 100%mv> desc Your description, which is too short, is: He has soft hazel eyes A dark beard lines his jawbone and chin. He is an average height compared to humans. He is somewhat thin, and slightly muscular. <100%hp 100%mn 100%mv> desc You are thirsty. You are hungry. <100%hp 100%mn 100%mv> ++ His hair is dark brown and is long enough to a hang over his shoulders. Your description, which is too short, is: He has soft hazel eyes A dark beard lines his jawbone and chin. He is an average height compared to humans. He is somewhat thin, and slightly muscular. His hair is dark brown and is long enough to hang over his shoulders. <100%hp 100%mn 100%mv> ea  drink bladder You drink water from a bladder. Your thirst is quenched. <100%hp 100%mn 100%mv> drink     get cookies bag You get a batch of cookies from a bag. <100%hp 100%mn 100%mv> eat cookies You eat a batch of cookies. You are no longer hungry. <100%hp 100%mn 100%mv> get cookies bag You get a batch of cookies from a bag. <100%hp 100%mn 100%mv> eat cookies You eat a batch of cookies. You are full. <100%hp 100%mn 100%mv> l On a Well-Trodden Path You walk upon a well-trodden path within the manor. Small stones line the path, and the dark soil is mixed with sand from the desert to the south. Looking eastward you see a great house, and to the west is an intersection of paths. [Exits: east west] <100%hp 100%mn 100%mv> l On a Well-Trodden Path You walk upon a well-trodden path within the manor. Small stones line the path, and the dark soil is mixed with sand from the desert to the south. Looking eastward you see a great house, and to the west is an intersection of paths. [Exits: east west] <100%hp 100%mn 100%mv> desc Your description, which is too short, is: He has soft hazel eyes A dark beard lines his jawbone and chin. He is an average height compared to humans. He is somewhat thin, and slightly muscular. His hair is dark brown and is long enough to hang over his shoulders. <100%hp 100%mn 100%mv> desc ++ You notice his hands are rema    clean and his fingernails are bitten and torn irregularly. Your description is: He has soft hazel eyes A dark beard lines his jawbone and chin. He is an average height compared to humans. He is somewhat thin, and slightly muscular. His hair is dark brown and is long enough to hang over his shoulders. You notice his hands are clean and his fingernails are bitten and torn irregularly. <100%hp 100%mn 100%mv> The sky gets very cloudy and a calmness begins here. <100%hp 100%mn 100%mv> form    desc format Automatically formatting your description to wrap at 72 characters. <100%hp 100%mn 100%mv> desc Your description is: He has soft hazel eyes A dark beard lines his jawbone and chin. He is an average height compared to humans. He is somewhat thin, and slightly muscular. His hair is dark brown and is long enough to hang over his shoulders. You notice his hands are clean and his fingernails are bitten and torn irregularly. <100%hp 100%mn 100%mv> wh [ Troll ] Sengeril the Baron of Meteors [ Cen ] Orneus the Footman [ Chnge ] Latrina the Mistress of Hearing [ Dwarf ] [Helper] Woz the Python Totem Bearer [ Human ] Nobu the Master of Kung-Fu [ 7 Chnge Thi] (PK) Zeptaru the Cut-Purse [ G-Elf ] [Helper] [JUSTICAR] Vego Degotti the Holy Hero [ D-Elf ] Saerrik the Wizard of Absorption [ Troll ] [JUSTICAR] (Stinky Aura) Sardesai Pushka the Knight Hero, First-ever Winner of Klahgaht Tag [ Draco ] Revmore the Expositor [ Draco ] Damend the Cardinal of the Seas Players found: 11 <100%hp 100%mn 100%mv> l On a Well-Trodden Path You walk upon a well-trodden path within the manor. Small stones line the path, and the dark soil is mixed with sand from the desert to the south. Looking eastward you see a great house, and to the west is an intersection of paths. [Exits: east west] <100%hp 100%mn 100%mv> e Better stand up first. <100%hp 100%mn 100%mv> stand You stand up. <100%hp 100%mn 100%mv> e Before the Great House You stand upon a well-trodden path just outside the great house. Small stones line the path, and the dark soil is mixed with sand from the desert to the south. Looking to the east you see the entrance to the house. The path extends westward. [Exits: west] <100%hp 100%mn 98%mv> open e It is locked. <100%hp 100%mn 98%mv> unlock e You lack the key. <100%hp 100%mn 98%mv> inv You are carrying: ( 2) a small key broom a bag ( 2) a bladder a tiny cockroach head a tough waterskin a parchment containing a map map of western Thera map of eastern Thera a light wooden shield <100%hp 100%mn 98%mv> in  sk Your list of skills: Level 1: dagger 80% mace 1% spear 1% sword 1% whip 75% evaluation 100% backstab 79% dodge 79% hide 100% scrolls 1% staves 1% recall 75% Level 3: dirt kicking 76% Level 4: sneak 100% Level 5: trip 75% Level 6: peek 75% steal 75% Level 7: hand to hand 75% Level 8: haggle n/a Level 10: shapeshift n/a envenom n/a Level 11: parry n/a pick lock n/a Level 12: second attack n/a fast healing n/a Level 13: lash n/a Level 14: shield block n/a circle stab n/a kick n/a Level 15: detect hidden n/a Level 16: plant n/a Level 17: disarm n/a meditation n/a Level 20: enhanced damage n/a [Hit Return to continue] It feels a little warmer out here. You look up and notice that it is no longer raining. [Hit Return to continue] Level 21: blackjack n/a Level 25: dual wield n/a third attack n/a spy n/a Level 27: escape n/a Level 28: downstrike n/a Level 30: advanced hide n/a Level 32: dual backstab n/a Level 35: advanced daggers n/a Level 42: expert hide n/a Level 45: expert daggers n/a <100%hp 100%mn 100%mv> help escape Your research into that topic reveals the following: ESCAPE Syntax: flee This is an automatic skill that enables a thief to attempt to flee in a specific direction. Using 'flee ' will enable them to make an escape attempt to flee in that direction from a fight. <100%hp 100%mn 100%mv> help daggers Your research into that topic reveals the following: ADVANCED DAGGERS Warriors and thieves are able to gain a greater proficiency in the use of the dagger through extensive training. A fighter must devote him or her self to the weapon in order to gain a higher level of skill with it, thus limiting the number of weapons he or she may learn to use in a more advanced fashion. <100%hp 100%mn 100%mv> l Before the Great House You stand upon a well-trodden path just outside the great house. Small stones line the path, and the dark soil is mixed with sand from the desert to the south. Looking to the east you see the entrance to the house. The path extends westward. [Exits: west] <100%hp 100%mn 100%mv> sk Your list of skills: Level 1: dagger 80% mace 1% spear 1% sword 1% whip 75% evaluation 100% backstab 79% dodge 79% hide 100% scrolls 1% staves 1% recall 75% Level 3: dirt kicking 76% Level 4: sneak 100% Level 5: trip 75% Level 6: peek 75% steal 75% Level 7: hand to hand 75% Level 8: haggle n/a Level 10: shapeshift n/a envenom n/a Level 11: parry n/a pick lock n/a Level 12: second attack n/a fast healing n/a Level 13: lash n/a Level 14: shield block n/a circle stab n/a kick n/a Level 15: detect hidden n/a Level 16: plant n/a Level 17: disarm n/a meditation n/a Level 20: enhanced damage n/a [Hit Return to continue] Level 21: blackjack n/a Level 25: dual wield n/a third attack n/a spy n/a Level 27: escape n/a Level 28: downstrike n/a Level 30: advanced hide n/a Level 32: dual backstab n/a Level 35: advanced daggers n/a Level 42: expert hide n/a Level 45: expert daggers n/a <100%hp 100%mn 100%mv> help hand Your research into that topic reveals nothing. <100%hp 100%mn 100%mv> help hand to hand Your research into that topic reveals the following: HAND TO HAND Syntax: automatic (when not wielding a weapon) Hand to hand combat is a skill that is very useful to the people of Thera. Learning this style of fighting gives the player a weapon even when disarmed -- bare hands. Trained hand to hand experts are far more effective than many swordsmen. Clerics and warriors are the best at this skill, although thieves and mages may also learn it. By far, monks are the true masters of hand to hand combat. <100%hp 100%mn 100%mv> pick The only thing you know how to pick is your nose. <100%hp 100%mn 100%mv> recall Temple of Balance Donation Room A donation pit in the southeast corner is the focus of many in this room. Above the pit, on the rock wall to the south, is a sign. [Exits: north west] A small lantern hangs here. You see a parchment on the ground. It looks like someone drew a map on it. ( 2) A dusty map lies here. A pit for sacrifices is here. A cityguard staunchly stands vigil against lawlessness in Glyndane. <100%hp 100%mn 50%mv> exit Obvious exits: North - Temple of Balance West - Entrance to the Seminary <100%hp 100%mn 50%mv> You look up and notice that it is no longer raining. <100%hp 100%mn 69%mv> The sky gets very cloudy and a calmness begins here. <100%hp 100%mn 100%mv> You look up and notice that it is no longer raining. <100%hp 100%mn 100%mv> You disappear into the void. Alas, all good things must come to an end. Connection closed by foreign host. $ exit Script done on Fri Jul 20 17:11:28 2007