Script started on Tue Aug 14 21:23:39 2007 $ telnet telnet> open (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? 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. 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] The corpse of Glyndane cityguard is lying here. The corpse of a child is lying here. ( 6) A dusty map lies here. ( 3) You see a parchment on the ground. It looks like someone drew a map on it. A pit for sacrifices is here. There is 1 change waiting to be read. You have 6 new notes waiting. <100%hp 100%mn 100%mv> note [ 11] Fastolph: (OOC) Restored Thaulman and Celior Sun Aug 12 03:01:04 2007 To: All It would appear that Xyza had already fixed Amon's player file. I have since restored Thaulman and Celior. My apologies for waiting until 3 in the morning to do it (I just got off my second job, so I have to work around my constraints). We apologize for the inconvenience to the players affected. <100%hp 100%mn 100%mv> The corpse of Glyndane cityguard decays into dust. <100%hp 100%mn 100%mv> note [ 12] The Council of Paladins: The Final Rites Sun Aug 12 05:01:15 2007 To: All Therans Let it be known that on this day we the guildmasters of the sacred Covenant of Paladins Will hold a vigil for the Blessed Io, aged scholar of Thelgaard. All those who hold the Light dear to their hearts is welcome to attend. All else are sternly warned against intruding upon the ceremony. Our collective wrath will be swift and final to those who trespass with the intent to harm. God with the Light. May the Gods bless your every step. OOC: This event will take place today, Sunday Aug 12th, at 14:00 system time. We know it is short notice, but we hope for a good turn out. Thank you. <100%hp 100%mn 100%mv> note [ 13] Fastolph: (OOC) That was quick... forum has been fixed. Sun Aug 12 10:22:25 2007 To: All I have to work on the forum (it's broken at the moment). Hurray for offsite backups! <100%hp 100%mn 100%mv> note [ 14] Lorgin: *( A scroll with simple text reading "ANCIENT" rests here )* Sun Aug 12 15:57:24 2007 To: all As I hate writing almost as much as I despise most of you I will make this quick. I am looking for a few more elite servants of Darkness to join me and my pets. I call forth those of the Anti-Paladins, Necromancer, and Warrior guild to send forth a scroll of application to we the ANCIENT ones. Include your guild, any subclass, rank (WHICH SHOULD BE AT LEAST THE 35th) and some sort of intelligent reason why I should waste my time with you. I look forward to burning the scrolls that are a waste of my time. Lorgin Graknorr, The Taskmaster of the Ancients. <100%hp 100%mn 100%mv> note [ 15] Cylan: Decree to be obeyed. Sun Aug 12 21:45:19 2007 To: all Until further notice no one is to attempt to enlist any guard that is associated with Ethshar. You will be informed when you may do so again. <100%hp 100%mn 100%mv> note [ 16] The Red Wizard: Lemniscate Faire is Coming! Sun Aug 12 22:37:40 2007 To: All Hear ye all! The Lemniscate Faire will open for the next celestial day in honor of the Goddess of Magic. Come one, come all, and enjoy the festivities! There will be food, there will be drink, there will be wonders of magic, there will be goodies. The Lemniscate Faire will be open south of the Eastern Road across from the entrance to the Memorial Gardens. Everyone is sure to enjoy it. (Well, maybe not everyone. Probably a Crusader or two might find reason to scowl. But we won't mind that one bit. We will be too busy celebrating and having fun! There also might not be as much for heroes to enjoy as those who yet aspire to be heroes.) Admission is free. Come one, come all! Bring the youngsters to the Lemniscate Faire! [Real Life Translation: The Lemniscate Faire will begin around midnight system time Monday, August 13, and last for roughly 24 hours. It is designed to mostly benefit those who have yet to reach hero status (rank 51), but there are a few things that might be enjoyable to heroes. [Hit Return to continue] Crusaders really might not enjoy the Faire itself, though the presence of mages might induce some to come and make a bloody mess of the fairgrounds. Of course, if they keep an open mind, they, too, might enjoy it.] <100%hp 100%mn 100%mv> note-^[[I          The corpse of a child decays into dust. <100%hp 100%mn 100%mv> l 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] ( 6) A dusty map lies here. ( 3) You see a parchment on the ground. It looks like someone drew a map on it. A pit for sacrifices is here. <100%hp 100%mn 100%mv> note You have no unread notes. <100%hp 100%mn 100%mv> change [ 54] Council of Paladins: A new prayer for the guild. Sun Aug 12 15:13:24 2007 To: all During the Final Rites for the Scholar-Knight Io, we were blessed with the appearance of his ghost. His final research project, the Shield of Thelgaard, was completed and imparted to us, the guildmasters of the Paladin guild. We are willing to teach anyone within the guild this vital new prayer. May you journies grant you wisdom and peace. <100%hp 100%mn 100%mv> l 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] ( 6) A dusty map lies here. ( 3) You see a parchment on the ground. It looks like someone drew a map on it. A pit for sacrifices is here. <100%hp 100%mn 100%mv> inv You are carrying: a tome of battle tactics straw broom mace broom a bag a tough waterskin <100%hp 100%mn 100%mv> wo You have 12 gold, 520 silver, and 20577 experience (1887 exp to level). <100%hp 100%mn 100%mv> drop 520 silver OK. <100%hp 100%mn 100%mv> inv You are carrying: a tome of battle tactics straw broom mace broom a bag a tough waterskin <100%hp 100%mn 100%mv> drop broom The sky gets very cloudy and a calmness begins here. <100%hp 100%mn 100%mv> ^R drop broo          <100%hp 100%mn 100%mv> r exam bag A small bag. A bag holds: (11) a warm loaf of bread a leather practice whip a thin dagger map of eastern Thera a metallic orange key a shiny steel key ( 2) a tiny cockroach head the assassin's mask a bark-covered flagon map of western Thera a parchment containing a map a huggable Covenant Knight doll a huggable plush Covenant Battledragon doll with large, cute eyes <100%hp 100%mn 100%mv> l zeptaru He looks human-like except for his yellow eyes and purple skin. His large bushy eyebrows droop heavily above his glowing, lemon colored eyes. They hang nearly down and connect with his thin, dark-brown beard. His hair is dark alder in color hangs from the crow peak on his forehead to rest peacefully on his shoulders. It also flows and mingles with his beard. His skin is purple and the light catches hard around his facial features. He looks like a man with high cheeckbones, lips and hard jaw which are visible where the beard connects to his purple skin. His purple skin looks smooth and shiny in this light. He is average height compared to a human. Zeptaru is in perfect condition. Zeptaru is using: a small lantern a thick marble ring a carved wooden ring a hardened leather vest some scale mail leggings some scale mail sleeves a purple cloak a belt of steel links <100%hp 100%mn 100%mv> l 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 pile of silver coins. ( 6) A dusty map lies here. ( 3) You see a parchment on the ground. It looks like someone drew a map on it. A pit for sacrifices is here. <100%hp 100%mn 100%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 98%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 97%mv> Arnsmora has arrived. <100%hp 100%mn 97%mv> Arnsmora leaves south. <100%hp 100%mn 97%mv> l 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 100%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 98%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] The corpse of a young student of the ways of the divine is lying here. A magical spring flows here. Arnsmora the Supreme Battle Master is here. (Summoned) A huge mass of solid earth stands here. (Summoned) A huge mass of solid earth stands here. (Summoned) A huge mass of solid earth stands here. (Summoned) A huge mass of solid earth stands here. <100%hp 100%mn 97%mv> say greeting  s   Someone says, 'i dont supose the cloaks guild needs a enchanter in it?' <100%hp 100%mn 97%mv> , which way to the fair?e?   e? You say, 'greetings, which way to the faire?' <100%hp 100%mn 97%mv> Someone mentally projects a voice that sounds like a thousand whispers, 'Speak with Nayurru.' <100%hp 100%mn 97%mv> Arnsmora says, 'faire?' <100%hp 100%mn 97%mv> A cloaked figure slowly emerges from the ground. <100%hp 100%mn 97%mv> wh [ Human ] Starletto the Student of Speed, Chosen Disciple of Mastery [ Draco ] Ithrowus the Anti-Hero [ Ilthd ] [Helper] Nayurru Laesyth, Mind Freak, Blood-Royal of the Ancients, One of Aven'Hei [ Elf ] [Helper] Ruan the Master of Creation [ 8 Chnge Thi] (PK) Zeptaru the Snatcher [ Dwarf ] Dwyrm the Wolf Totem Bearer [ Human ] Kamorabella the Sword Bearer [ Giant ] Arnsmora the Supreme Battle Master [ G-Elf ] [Helper] Kelmoren the Elemental Hero [ Half ] [Helper] Tobidoc Proudfoot the Thief Hero [ Giant ] (CRIMINAL) Guras Vallum the Knight Hero [ Cen ] Barius the Hammer of Heretics [ Ilthd ] Ynith Cer'ust the Elemental Hero Players found: 13 <100%hp 100%mn 97%mv> tell Nayuruu greetings, which way to the You look up and notice that it is no longer raining sleet. <100%hp 100%mn 100%mv> fai Arnsmora looks at a cloaked figure. <100%hp 100%mn 100%mv> re? They are not here. <100%hp 100%mn 100%mv> l arn nsmora An absolute work of art. Chiseled and toned from years of training is his body. Standing in at about twelve feet tall this man towers over you. His arms the size of large anacondas, move with the grace of a mantis. He wear the toughest of armor, seemingly unpenetrable. Not even a hint of defect shows over the entire titanium clad wares. His eyes are a deep green color, the green of an evergreen in the spring time. They look at you in an almost adoring way. Thick course black hair covers his face almost completely, his beard grows down to his belly, braided and separated in two as a dwarves would. He holds an enormous axe in his left hand, and axe too big for a smaller creature to hold. In his other hand, is a staff of even greater height than he. Perhaps for keeping his balance on some rough terrain. You notice only one dynamic feature about his armor, and it is an expertly forged platinum belt buckle. It is made in the shape of a sword and a shield, with exquisite detail. You also notice an undescribeable tribal tatoo on his left forearm, it must be about two feet in length going with the arm. Arnsmora is in perfect condition. Arnsmora is using: (Glowing) (Humming) Ring of Swirling Stars (Humming) a bronze scarab ring (Glowing) a collar forged in the underworld a holy symbol of Dielantha (Glowing) (Humming) a suit of spiked adamantite platemail (Glowing) (Humming) a spiked adamantite battle helm (Glowing) (Humming) a pair of cowspot camouflage pants heavy black boots some spiked adamantite gauntlets (Humming) a pair of dark, red dragonsleeves a silver belt with an opal embedded in the buckle an onyx bracelet (Humming) a fine copper bracelet (Glowing) (Humming) the Wrath of the Founder a sacrificial knife <100%hp 100%mn 100%mv> l 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] The corpse of a young student of the ways of the divine is lying here. A magical spring flows here. Arnsmora the Supreme Battle Master is here. (Summoned) A huge mass of solid earth stands here. (Summoned) A huge mass of solid earth stands here. (Summoned) A huge mass of solid earth stands here. (Summoned) A huge mass of solid earth stands here. (Faint Aura) A cloaked figure is here. <100%hp 100%mn 100%mv> l figure A palpable aura of hatred seems to emanate from this illithid. With violet skin covered with a layer of slime and milky white eyes with no pupils, evil is truly a part of it. Its face is taken up mostly by the tentacles that occasionally twitch and sway of their own volition. Underneath the tentacles, occasionally an opening that must be a mouth can be glimpsed, but no details can be made out. The creature is hairless, and the slime that coats its body glistens in the light. The light, in fact, seems to almost shun this being, and when the occasional ray comes near its face, its eyes involuntarily squint. It wears a set of robes over its armor that are covered in arcane symbols, runes that would seem to have no meaning. Thankfully, most of its disgusting body is covered by these robes, as only the three-fingered hands and tentacled head can be seen. A cloaked figure is in perfect condition. A cloaked figure is using: (Glowing) A golden ring emanating magical power (Glowing) gem-studded ring a long cloak of shadows a golden filigree pendant snake-like overlapping black plates (Glowing) (Humming) the Helm of the Order a pair of silver glasses a jewel-encrusted earring a jewel-encrusted earring strong iron leggings heavy black boots (Humming) the fists of the Obsidian Commander a pair of green dragonscale armguards (Glowing) purple mage's robe a silver belt with an opal embedded in the buckle Bracer of the Rose Bracer of the Rose the bone-barbed staff (Humming) the Orb of the Obsidian Order <100%hp 100%mn 100%mv> wh [ Human ] Starletto the Student of Speed, Chosen Disciple of Mastery [ Draco ] Ithrowus the Anti-Hero [ Ilthd ] [Helper] Nayurru Laesyth, Mind Freak, Blood-Royal of the Ancients, One of Aven'Hei [ Elf ] [Helper] Ruan the Master of Creation [ 8 Chnge Thi] (PK) Zeptaru the Snatcher [ Dwarf ] Dwyrm the Wolf Totem Bearer [ Human ] Kamorabella the Sword Bearer [ Giant ] Arnsmora the Supreme Battle Master [ G-Elf ] [Helper] Kelmoren the Elemental Hero [ Half ] [Helper] Tobidoc Proudfoot the Thief Hero [ Giant ] (CRIMINAL) Guras Vallum the Knight Hero [ Cen ] Barius the Hammer of Heretics [ Ilthd ] Ynith Cer'ust the Elemental Hero Players found: 13 <100%hp 100%mn 100%mv> tell n Arnsmora leaves north. <100%hp 100%mn 100%mv> ayurru      ^R tell       <100%hp 100%mn 100%mv> tell nayurru gree The corpse of a young student of the ways of the divine decays into dust. <100%hp 100%mn 100%mv> tings You tell Nayurru, 'greetings' <100%hp 100%mn 100%mv> s repaly         A cloaked figure utters the words, 'gtazso iy zolgaht'. A cloaked figure's body turns to hard stone. <100%hp 100%mn 100%mv> Nayurru mentally projects to you, 'Yes?' <100%hp 100%mn 100%mv> A cloaked figure utters the words, 'btyiduhab gtazso'. A cloaked figure is surrounded by a chromatic aura. <100%hp 100%mn 100%mv> Freezing rain begins to fall against your face. <100%hp 100%mn 100%mv> A cloaked figure utters the word, 'olgabar'. <100%hp 100%mn 100%mv> A goat headed man has arrived. The skeleton of the Captain of the Castle Guard has arrived. <100%hp 100%mn 100%mv> A goat headed man looks at a cloaked figure. <100%hp 100%mn 100%mv> A cloaked figure looks at a goat headed man. <100%hp 100%mn 100%mv> A goat headed man nods. <100%hp 100%mn 100%mv> A cloaked figure nods slowly. <100%hp 100%mn 100%mv> A goat headed man leaves north. The skeleton of the Captain of the Castle Guard leaves north. <100%hp 100%mn 100%mv> You are thirsty. <100%hp 100%mn 100%mv> Someone says, 'guess ye already have one tis a shame really' <100%hp 100%mn 100%mv> You are thirsty. <100%hp 100%mn 100%mv> The day has begun. You look up and notice that it is no longer raining sleet. You are thirsty. <100%hp 100%mn 100%mv> Someone says, 'though i sometimes agree there is room for many enchanters.... i guess i have one to kill now' <100%hp 100%mn 100%mv> Someone smirks. <100%hp 100%mn 100%mv> A cloaked figure nods slowly. <100%hp 100%mn 100%mv> A small lantern flickers. You are thirsty. <100%hp 100%mn 100%mv> A cloaked figure disappears suddenly. <100%hp 100%mn 100%mv> A cloaked figure mentally blasts, 'Help! Arnsmora is bashing me!' <100%hp 100%mn 100%mv> Someone says, 'iwhere' <100%hp 100%mn 100%mv> Someone leaves north. <100%hp 100%mn 100%mv> A cloaked figure has arrived. <100%hp 100%mn 100%mv> A cloaked figure utters the word, 'zolgahtyuacula'. A cloaked figure vanishes into the ground! <100%hp 100%mn 100%mv> Someone utters the words, 'ryiicthaazz gtazso'. Someone is surrounded by a protective shield. <100%hp 100%mn 100%mv> A small lantern flickers. You are thirsty. <100%hp 100%mn 100%mv> A young student of the ways of the divine has arrived. <100%hp 100%mn 100%mv> A goat headed man has arrived. The skeleton of the Captain of the Castle Guard has arrived. Arnsmora has arrived. <100%hp 100%mn 100%mv> Someone utters the words, 'ghiazw egrugr'. Arnsmora yells, 'Help! someone is casting a spell on me!' Arnsmora's wrath wounds someone. Arnsmora's pierce mauls someone. Arnsmora's pierce mauls someone. <100%hp 100%mn 100%mv> The skeleton of the Captain of the Castle Guard's pierce injures someone. A cloaked figure slowly emerges from the ground. An earth sage elemental's crush injures Arnsmora. An earth sage elemental's crush wounds Arnsmora. An earth sage elemental gets a wild look in his eyes. <100%hp 100%mn 100%mv> Arnsmora lowers his head and slams into a cloaked figure, sending it sprawling! Arnsmora's bash nicks a cloaked figure. <100%hp 100%mn 100%mv> A goat headed man utters the words, 'yuzyaz yabantis'. A cloaked figure mentally blasts, 'Help! Ithrowus is casting a spell on me!' A cloaked figure is surrounded by a pink outline. The skeleton of the Captain of the Castle Guard's pierce injures a cloaked figure. Arnsmora's wrath mauls a cloaked figure. An earth sage elemental's crush wounds Arnsmora. An earth sage elemental gets a wild look in his eyes. <100%hp 100%mn 100%mv> The skeleton of the Captain of the Castle Guard's pierce wounds a cloaked figure. Arnsmora's pierce decimates a cloaked figure. Arnsmora's pierce decimates a cloaked figure. An earth sage elemental's crush misses Arnsmora. An earth sage elemental gets a wild look in his eyes. <100%hp 100%mn 100%mv> A goat headed man utters the word, 'foliygz'. A cloaked figure mentally blasts, 'Help! Ithrowus is casting a spell on me!' A cloaked figure turns a pale grey as the curse runs through its veins. Arnsmora reels as his mind succumbs to a vicious psionic assault! Arnsmora appears to be blinded. A cloaked figure's psionic blast PULVERIZES Arnsmora! <100%hp 100%mn 100%mv> The skeleton of the Captain of the Castle Guard's pierce injures a cloaked figure. Arnsmora's wrath mauls a cloaked figure. An earth sage elemental's crush injures Arnsmora. An earth sage elemental's crush injures Arnsmora. An earth sage elemental's crush wounds Arnsmora. An earth sage elemental's crush wounds Arnsmora. An earth sage elemental's crush wounds Arnsmora. An earth sage elemental's crush wounds Arnsmora. A cloaked figure's slice injures Arnsmora. <100%hp 100%mn 100%mv> Someone has arrived. <100%hp 100%mn 100%mv> Arnsmora's wrath injures a cloaked figure. An earth sage elemental's crush injures Arnsmora. An earth sage elemental's crush misses Arnsmora. An earth sage elemental's crush wounds Arnsmora. An earth sage elemental's crush wounds Arnsmora. An earth sage elemental's crush wounds Arnsmora. An earth sage elemental's crush wounds Arnsmora. A cloaked figure's slice injures Arnsmora. The bone-barbed staff draws life from Arnsmora. A cloaked figure's slice injures Arnsmora. <100%hp 100%mn 100%mv> A surge of courage and concern overcomes the skeleton of the Captain of the Castle Guard as he rescues Arnsmora! <100%hp 100%mn 100%mv> A cloaked figure utters the words, 'yabantis uao abz'. A cloaked figure unleashes a blast of fire and ice! A cloaked figure's blast of flame decimates Arnsmora. A cloaked figure's blast of frost MUTILATES Arnsmora! <100%hp 100%mn 100%mv> Arnsmora's wrath RAZES an earth sage elemental! Arnsmora's pierce DISMEMBERS an earth sage elemental! An earth sage elemental's crush injures Arnsmora. An earth sage elemental's crush wounds Arnsmora. A cloaked figure's slice devastates the skeleton of the Captain of the Castle Guard. A cloaked figure's slice decimates the skeleton of the Captain of the Castle Guard. <100%hp 100%mn 100%mv> Arnsmora leaves east. Arnsmora has fled! The sun rises in the east. A small lantern flickers. You are thirsty. <100%hp 100%mn 100%mv> A goat headed man's kicked dirt nicks a cloaked figure. A cloaked figure is blinded by the dirt in its eyes! A cloaked figure mentally blasts, 'Help! Someone just kicked dirt in my eyes!' <100%hp 100%mn 100%mv> The skeleton of the Captain of the Castle Guard's pierce wounds a cloaked figure. A goat headed man's freezing bite wounds a cloaked figure. A goat headed man yells, 'Help! a cloaked figure's followers are attacking mine!' An earth sage elemental's crush MUTILATES the skeleton of the Captain of the Castle Guard! A goat headed man yells, 'Help! a cloaked figure's followers are attacking mine!' An earth sage elemental's crush DISEMBOWELS the skeleton of the Captain of the Castle Guard! A goat headed man yells, 'Help! a cloaked figure's followers are attacking mine!' An earth sage elemental's crush MUTILATES the skeleton of the Captain of the Castle Guard! A goat headed man yells, 'Help! a cloaked figure's followers are attacking mine!' An earth sage elemental's crush MUTILATES the skeleton of the Captain of the Castle Guard! An earth sage elemental's crush MUTILATES the skeleton of the Captain of the Castle Guard! <100%hp 100%mn 100%mv> A surge of courage and concern overcomes an earth sage elemental as he rescues a cloaked figure! <100%hp 100%mn 100%mv> A goat headed man's freezing bite wounds a cloaked figure. A goat headed man's freezing bite injures a cloaked figure. An earth sage elemental's crush misses the skeleton of the Captain of the Castle Guard. An earth sage elemental's crush MUTILATES the skeleton of the Captain of the Castle Guard! An earth sage elemental's crush MUTILATES the skeleton of the Captain of the Castle Guard! <100%hp 100%mn 100%mv> Arnsmora has arrived. <100%hp 100%mn 100%mv> A goat headed man utters the word, 'foliygz'. <100%hp 100%mn 100%mv> Arnsmora leaves east. <100%hp 100%mn 100%mv> The skeleton of the Captain of the Castle Guard's pierce MUTILATES an earth sage elemental! The skeleton of the Captain of the Castle Guard's pierce MUTILATES an earth sage elemental! A goat headed man's freezing bite injures a cloaked figure. An earth sage elemental's crush MUTILATES the skeleton of the Captain of the Castle Guard! An earth sage elemental's crush MUTILATES the skeleton of the Captain of the Castle Guard! An earth sage elemental's crush MUTILATES the skeleton of the Captain of the Castle Guard! An earth sage elemental's crush MUTILATES the skeleton of the Captain of the Castle Guard! An earth sage elemental's crush MUTILATES the skeleton of the Captain of the Castle Guard! An earth sage elemental's crush MUTILATES the skeleton of the Captain of the Castle Guard! A cloaked figure's slice misses a goat headed man. <100%hp 100%mn 100%mv> A goat headed man utters the word, 'baselorti'. <100%hp 100%mn 100%mv> A cloaked figure leaves north. A cloaked figure has fled! <100%hp 100%mn 100%mv> A goat headed man's freezing bite misses an earth sage elemental. An earth sage elemental's crush MUTILATES the skeleton of the Captain of the Castle Guard! An earth sage elemental's crush DISEMBOWELS the skeleton of the Captain of the Castle Guard! An earth sage elemental's crush MUTILATES the skeleton of the Captain of the Castle Guard! The skeleton of the Captain of the Castle Guard is DEAD!! You hear the skeleton of the Captain of the Castle Guard's death cry. <100%hp 100%mn 100%mv> A goat headed man's freezing bite PULVERIZES an earth sage elemental! An earth sage elemental leaves south. An earth sage elemental has fled! <100%hp 100%mn 100%mv> Someone gets 217 silver coins and 5 gold coins from the corpse of the skeleton of the Captain of the Castle Guard. <100%hp 100%mn 100%mv> A goat headed man peers intently north. Someone sacrifices the corpse of the skeleton of the Captain of the Castle Guard to the gods. <100%hp 100%mn 100%mv> Arnsmora has arrived. A goat headed man leaves north. Arnsmora leaves north. <100%hp 100%mn 100%mv> Someone mentally blasts, 'Die, someone, you sorcerous dog!' <100%hp 100%mn 100%mv> You hear something's death cry. <100%hp 100%mn 100%mv> A cloaked figure has arrived. Someone drops some coins. <100%hp 100%mn 100%mv> A cloaked figure furiously digs itself into the earth! <100%hp 100%mn 100%mv> A goat headed man has arrived. <100%hp 100%mn 100%mv> A goat headed man utters the word, 'yabantisquss'. A goat headed man conjures a raging fireball that scorches everything in its path! Someone mentally blasts, 'Help! someone is casting a spell on me!' A goat headed man's fireball DISMEMBERS someone! A goat headed man's fireball *** DEMOLISHES *** a young student of the ways of the divine! A goat headed man's fireball === OBLITERATES === Glyndane cityguard! A goat headed man's fireball DISMEMBERS an earth sage elemental! A goat headed man's fireball *** SLAUGHTERS *** an earth sage elemental! A goat headed man's fireball RAZES an earth sage elemental! <100%hp 100%mn 100%mv> Glyndane cityguard falls flat on his face. A goat headed man's freezing bite injures someone. Someone is poisoned by the venom on a longsword forged from the souls of Heaven's outcasts. An earth sage elemental's crush wounds a goat headed man. A cloaked figure digs its way out of the earth. <100%hp 100%mn 100%mv> Arnsmora has arrived. <100%hp 100%mn 100%mv> A goat headed man utters the word, 'yabantisquss'. A goat headed man conjures a raging fireball that scorches everything in its path! A goat headed man's fireball PULVERIZES a cloaked figure! A goat headed man's fireball *** SLAUGHTERS *** a young student of the ways of the divine! A young student of the ways of the divine is DEAD!! A young student of the ways of the divine hits the ground ... DEAD. A goat headed man gets 20 silver coins from the corpse of a young student of the ways of the divine. A goat headed man's fireball === OBLITERATES === Glyndane cityguard! A goat headed man's fireball MANGLES an earth sage elemental! A goat headed man's fireball *** DEVASTATES *** an earth sage elemental! A goat headed man's fireball MASSACRES an earth sage elemental! A cloaked figure mentally blasts, 'Help! someone is bashing me!' Arnsmora lowers his head and slams into a cloaked figure, sending it sprawling! Arnsmora's bash nicks a cloaked figure. A goat headed man's freezing bite wounds a cloaked figure. Arnsmora's wrath mauls a cloaked figure. An earth sage elemental's crush mauls a goat headed man. <100%hp 100%mn 100%mv> A goat headed man's freezing bite wounds a cloaked figure. A goat headed man's freezing bite injures a cloaked figure. Arnsmora's wrath wounds a cloaked figure. Arnsmora's pierce misses a cloaked figure. <100%hp 100%mn 100%mv> A goat headed man utters the word, 'yabantisquss'. A goat headed man conjures a raging fireball that scorches everything in its path! A goat headed man's fireball DISEMBOWELS a cloaked figure! A goat headed man's fireball === OBLITERATES === Glyndane cityguard! A goat headed man's fireball *** DEVASTATES *** an earth sage elemental! A goat headed man's fireball RAZES an earth sage elemental! A goat headed man's fireball MASSACRES an earth sage elemental! <100%hp 100%mn 100%mv> A cloaked figure leaves north. A cloaked figure has fled! Glyndane cityguard's beating hits a goat headed man. Glyndane cityguard tries to disarm a goat headed man, but fails. A goat headed man's freezing bite misses Glyndane cityguard. A goat headed man's freezing bite PULVERIZES Glyndane cityguard! Glyndane cityguard is poisoned by the venom on a longsword forged from the souls of Heaven's outcasts. Arnsmora's wrath MASSACRES Glyndane cityguard! Glyndane cityguard is DEAD!! You hear Glyndane cityguard's death cry. An earth sage elemental's crush thrashes a goat headed man. <100%hp 100%mn 100%mv> A goat headed man utters the word, 'yabantisquss'. A goat headed man conjures a raging fireball that scorches everything in its path! A goat headed man's fireball MASSACRES an earth sage elemental! An earth sage elemental leaves south. An earth sage elemental has fled! A goat headed man's fireball === OBLITERATES === an earth sage elemental! An earth sage elemental leaves west. An earth sage elemental has fled! A goat headed man's fireball PULVERIZES an earth sage elemental! An earth sage elemental leaves north. An earth sage elemental has fled! <100%hp 100%mn 100%mv> Arnsmora leaves north. Pelting freezing rain begins to furiously slap against your face. The crackling sound of thunder booms. A small lantern flickers. You are thirsty. <100%hp 100%mn 100%mv> A goat headed man leaves north. <100%hp 100%mn 100%mv> Arnsmora has arrived. <100%hp 100%mn 100%mv> Someone sacrifices the corpse of Glyndane cityguard to the gods. <100%hp 100%mn 100%mv> Arnsmora leaves south. Someone sacrifices the corpse of a young student of the ways of the divine to the gods. <100%hp 100%mn 100%mv> Someone sighs. <100%hp 100%mn 100%mv> Arnsmora has arrived. <100%hp 100%mn 100%mv> Arnsmora leaves north. <100%hp 100%mn 100%mv> A goat headed man has arrived. <100%hp 100%mn 100%mv> A goat headed man leaves south. <100%hp 100%mn 100%mv> Someone yells, 'cant we all get along' <100%hp 100%mn 100%mv> A goat headed man has arrived. <100%hp 100%mn 100%mv> A goat headed man leaves east. <100%hp 100%mn 100%mv> Arnsmora has arrived. <100%hp 100%mn 100%mv> Someone yells, 'hahahahahahaha' A cloaked figure mentally blasts, 'Die, Ithrowus, you sorcerous dog!' <100%hp 100%mn 100%mv> Arnsmora leaves south. <100%hp 100%mn 100%mv> Someone leaves north. <100%hp 100%mn 100%mv> A small lantern flickers. You are thirsty. <100%hp 100%mn 100%mv> A goat headed man has arrived. <100%hp 100%mn 100%mv> A goat headed man leaves west. <100%hp 100%mn 100%mv> Arnsmora has arrived. Someone has arrived. <100%hp 100%mn 100%mv> Arnsmora peers intently west. <100%hp 100%mn 100%mv> Arnsmora peers intently east. <100%hp 100%mn 100%mv> Someone chuckles politely. <100%hp 100%mn 100%mv> Arnsmora leaves east. <100%hp 100%mn 100%mv> Arnsmora has arrived. <100%hp 100%mn 100%mv> Arnsmora leaves south. <100%hp 100%mn 100%mv> Someone leaves north. <100%hp 100%mn 100%mv> A small lantern flickers and goes out. You are thirsty. <100%hp 100%mn 100%mv> Someone has arrived. <100%hp 100%mn 100%mv> Someone leaves south. <100%hp 100%mn 100%mv> Arnsmora has arrived. <100%hp 100%mn 100%mv> Glyndane cityguard has arrived. <100%hp 100%mn 100%mv> Arnsmora peers intently west. <100%hp 100%mn 100%mv> Arnsmora peers intently east. <100%hp 100%mn 100%mv> Arnsmora leaves south. <100%hp 100%mn 100%mv> A cloaked figure has arrived. The vampiric mist has arrived. <100%hp 100%mn 100%mv> A cloaked figure leaves north. The vampiric mist leaves north. <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. $ telnet telnet> open (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? 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. 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 cityguard stands vigil watching for wrongdoing in the city. A medium sized troll walks the streets of Varggin Shih here. You have no unread notes. <100%hp 100%mn 100%mv> wh [ 8 Chnge Thi] (PK) Zeptaru the Snatcher [ Elf ] Quintun Zantedeschia, Chosen of the One True Spell, ArchWizard of Dawn [ Elf ] [Helper] Maranwe the Master of War [ Chnge ] Lionel the Spy [ G-Elf ] Xanathar the Seer [ G-Elf ] Yealearin Zanlero the Holy Hero [ Ilthd ] [Helper] Nayurru Laesyth, Mind Freak, Blood-Royal of the Ancients, One of Aven'Hei [ Dwarf ] Dwyrm the Wolf Totem Bearer [ Human ] Kamorabella the Sword Bearer [ Cen ] Barius the Hammer of Heretics [ Ilthd ] Ynith Cer'ust the Elemental Hero Players found: 11 <100%hp 100%mn 100%mv> You are thirsty. <100%hp 100%mn 100%mv> tell Nayurru Greetins gs, which       can ye tell me where the faire is? You tell a cloaked figure, 'Greetings, can ye tell me where the faire is?' <100%hp 100%mn 100%mv> A cloaked figure mentally projects to you, 'What fair' <100%hp 100%mn 100%mv> ge  drink water It is already empty. <100%hp 100%mn 100%mv> drink skin It is already empty. <100%hp 100%mn 100%mv> l 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 cityguard stands vigil watching for wrongdoing in the city. A medium sized troll walks the streets of Varggin Shih here. <100%hp 100%mn 100%mv> recal     n 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] A young clerical student devoutly practices supplications. <100%hp 100%mn 98%mv> n 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 97%mv> You are thirsty. <100%hp 100%mn 100%mv> n Bridge Street You are standing on Bridge Street, a grime-covered cobblestone road which runs north-south through the city. From the south come noises from Market Square. To the east and west are walls to buildings whose entrances do not face this street. [Exits: north south] <100%hp 100%mn 98%mv> s 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 97%mv> w Entrance to the Paladin Guild Hall 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 paladin students. The Guild Hall 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 96%mv> e 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 94%mv> e 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 93%mv> e 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 pile of silver coins. ( 6) A dusty map lies here. ( 3) You see a parchment on the ground. It looks like someone drew a map on it. A pit for sacrifices is here. A huge cityguard walks along the streets, watching for trouble. <100%hp 100%mn 92%mv> n Temple of Balance The granite floor is well polished, and a light blue carpet, worn in places, covers the most heavily travelled routes. In the northwest corner is a granite altar, beautifully carved and sparkly in the candle light. [Exits: east south] (Holy Aura) The city's neutral healer-adept dispenses cures and blessings here. <100%hp 100%mn 91%mv> e By the Fountain A lovely granite fountain sitting amidst grimy, dirt-encrusted cobblestones sprays clear water into the air. It splashes down into the pool in which some folk have dropped a few silver pieces, allegedly to bring them good luck. To the north is a rock wall, to the south a building. Westward you see a nice building with an aura of well-being surrounding it. A plaque of silver rests above the open doorway to this building. [Exits: east west] A fountain is here, spraying water up into the air. The road sweeper keeps the roads clean. <100%hp 100%mn 89%mv> drink fountain You drink water from fountain. Your thirst is quenched. <100%hp 100%mn 89%mv> fill bladder You do not have that item. <100%hp 100%mn 89%mv> fill skin You fill a tough waterskin with water from fountain. <100%hp 100%mn 89%mv> inv You are carrying: a tome of battle tactics straw broom mace broom a bag a tough waterskin <100%hp 100%mn 89%mv> put tome bag You put a tome of battle tactics in a bag. <100%hp 100%mn 89%mv> inv You are carrying: straw broom mace broom a bag a tough waterskin <100%hp 100%mn 89%mv> l self He looks human-like except for his yellow eyes and purple skin. His large bushy eyebrows droop heavily above his glowing, lemon colored eyes. They hang nearly down and connect with his thin, dark-brown beard. His hair is dark alder in color hangs from the crow peak on his forehead to rest peacefully on his shoulders. It also flows and mingles with his beard. His skin is purple and the light catches hard around his facial features. He looks like a man with high cheeckbones, lips and hard jaw which are visible where the beard connects to his purple skin. His purple skin looks smooth and shiny in this light. He is average height compared to a human. Zeptaru is in perfect condition. Zeptaru is using: a thick marble ring a carved wooden ring a hardened leather vest some scale mail leggings some scale mail sleeves a purple cloak a belt of steel links <100%hp 100%mn 89%mv> You look up and notice that it is no longer raining sleet. <100%hp 100%mn 99%mv> wh [ 8 Chnge Thi] (PK) Zeptaru the Snatcher [ Elf ] Quintun Zantedeschia, Chosen of the One True Spell, ArchWizard of Dawn [ Elf ] [Helper] Maranwe the Master of War [ G-Elf ] Xanathar the Seer [ G-Elf ] Yealearin Zanlero the Holy Hero [ Ilthd ] [Helper] Nayurru Laesyth, Mind Freak, Blood-Royal of the Ancients, One of Aven'Hei [ Elf ] [Helper] Ruan the Master of Creation [ Dwarf ] Dwyrm the Wolf Totem Bearer [ Human ] Kamorabella the Bow Bearer [ Cen ] Barius the Hammer of Heretics [ Ilthd ] Ynith Cer'ust the Elemental Hero Players found: 11 <100%hp 100%mn 100%mv> l By the Fountain A lovely granite fountain sitting amidst grimy, dirt-encrusted cobblestones sprays clear water into the air. It splashes down into the pool in which some folk have dropped a few silver pieces, allegedly to bring them good luck. To the north is a rock wall, to the south a building. Westward you see a nice building with an aura of well-being surrounding it. A plaque of silver rests above the open doorway to this building. [Exits: east west] A fountain is here, spraying water up into the air. The road sweeper keeps the roads clean. <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 pile of silver coins. ( 6) A dusty map lies here. ( 3) You see a parchment on the ground. It looks like someone drew a map on it. A pit for sacrifices is here. A huge cityguard walks along the streets, watching for trouble. <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> e 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 pile of silver coins. ( 6) A dusty map lies here. ( 3) You see a parchment on the ground. It looks like someone drew a map on it. A pit for sacrifices is here. A huge cityguard walks along the streets, watching for trouble. <100%hp 100%mn 47%mv> e Alas, you cannot go that way. <100%hp 100%mn 47%mv> rea call l <100%hp 100%mn 47%mv> 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 pile of silver coins. ( 6) A dusty map lies here. ( 3) You see a parchment on the ground. It looks like someone drew a map on it. A pit for sacrifices is here. A huge cityguard walks along the streets, watching for trouble. <100%hp 100%mn 47%mv> l parchement You do not see that here. <100%hp 100%mn 47%mv> exam parchment You do not see that here. <100%hp 100%mn 47%mv> l parchment You do not see that here. <100%hp 100%mn 47%mv> l pa  m The sun slowly disappears in the west. <100%hp 100%mn 56%mv> ap . Varggin Shih Panther Clan | \ | The Oriental | Blight Village | | | | | Halls of Legion +--+-+ | | | | | +--+--Ofcol--New Moria----Orc caves Necro tunnels / | Ofcol | \Rockfist | Elven / | | | Dragon tombs Valley + Stones Thieves | Catacombs | \ | of G'harne Lair | | Past Grove of \ | | | Dwarven \ Despair \ | \ | Mines Void | Northern Nightmare | | | | Plains / Tunnels +----+ Holy | Obsidian | | | | Grove | Order | Thorbardin Rift | | Silverwood | Arkham | | | / | | Legion | Aselan| | | |Light- Corn-| | | Aselan Keep--Pass--+ | | |house field| | | | | | | | | | Arkham Areas<----Ethshar---------------Crossroads--+--+-+-Tyr--Dragon--Arkham-Swamp west = | | Zynet Sea = | | | | = | | | \ = | Arena | | \ = | | | \ Forbidden Sands = | Glyndane-- \ [River Route]===========>|<====/ | Isle of Dead = | Manor +=====Sands of Sorrow | | Giant Castle Old Thalos----Dwarven Forest---/ \-------------+--------+ | | | Dead Forest | | Mahn-tor \ | Elemental Dying Forest Canyon This map shows major areas east of Ethshar. Locations are relative and are only shown as general positions. It is not to scale. See also a map of west Thera. <100%hp 100%mn 56%mv> n Temple of Balance The granite floor is well polished, and a light blue carpet, worn in places, covers the most heavily travelled routes. In the northwest corner is a granite altar, beautifully carved and sparkly in the candle light. [Exits: east south] (Holy Aura) The city's neutral healer-adept dispenses cures and blessings here. <100%hp 100%mn 55%mv> s 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 pile of silver coins. ( 6) A dusty map lies here. ( 3) You see a parchment on the ground. It looks like someone drew a map on it. A pit for sacrifices is here. A huge cityguard walks along the streets, watching for trouble. <100%hp 100%mn 54%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 52%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 51%mv> n nBridge Street You are standing on Bridge Street, a grime-covered cobblestone road which runs north-south through the city. From the south come noises from Market Square. To the east and west are walls to buildings whose entrances do not face this street. [Exits: north south] <100%hp 100%mn 50%mv> Winter Square You are standing at the intersection of Bridge Street and Winter Road. The street intersection is busy here, but the real noise comes from farther to the south at Market Square. The cobblestones beneath your feet are dirty, with hard-packed dirt and grime between the stones. In the back of your mind you realize that this dirt was probably there since before the fall of Arcana. [Exits: north east south west] A young clerical student devoutly practices supplications. A young clerical student devoutly practices supplications. A young clerical student devoutly practices supplications. <100%hp 100%mn 49%mv> n Bridge Street You are standing just north of the intersection of Bridge Street and Winter Square, a noisy place, and yet the noise from farther south at Market Square is still audible. The cobblestones beneath your feet are encrusted with dirt and grime. Beyond to the north the street continues, and to the east and west are buildings, the entrances to which do not open to this street. [Exits: north south] <100%hp 100%mn 47%mv> n Bridge Street You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. From the south come faint noises from Market Square. To the north is the great northern gate in the battlements surrounding the city. [Exits: north south] <100%hp 100%mn 46%mv> n Inside the North Gate Just north of where you stand is the North Gate of Glyndane, on either side of which (east-west) are high towers, flying the flags of the city. Beyond them are the battlements, a high stone wall to help fortify the city against invasion. You can access the top of the wall by climbing the stone stair just off to the side of the gate. [Exits: north south up] <100%hp 100%mn 45%mv> n Outside the North Gate Just south of you is the great northern gate, on either side of which is a tall tower, above which fly the flags of the city. Beyond the towers, running east and west, are the great stone battlements which surround the city and were erected for defense against outside invasion. To the north is a well-worn dirt road. [Exits: north south] <100%hp 100%mn 43%mv> n It is pitch black ... <100%hp 100%mn 42%mv> n It is pitch black ... <100%hp 100%mn 41%mv> s It is pitch black ... <100%hp 100%mn 40%mv> inv You are carrying: Nothing. <100%hp 100%mn 40%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 pile of silver coins. ( 6) A dusty map lies here. ( 3) You see a parchment on the ground. It looks like someone drew a map on it. A pit for sacrifices is here. A huge cityguard walks along the streets, watching for trouble. <100%hp 100%mn 19%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 18%mv> inv You are carrying: straw broom mace broom a bag a tough waterskin <100%hp 100%mn 18%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 26%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] A young clerical student devoutly practices supplications. <100%hp 100%mn 25%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 cityguard stands vigil watching for wrongdoing in the city. A medium sized troll walks the streets of Varggin Shih here. <100%hp 100%mn 24%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 22%mv> s Ye Olde General Store You are inside the general store. All sorts of items are stacked on shelves behind the counter, safely out of your reach. A small sign hangs on the wall. A well-polished stair in the southwest corner leads upward. [Exits: north up] The shopkeeper sits behind the counter waiting patiently for you to purchase something. <100%hp 100%mn 21%mv> list [Lv Price Qty] Item [60 2231236 1 ] a shimmering double pair of rainbow-colored leggings [ 0 105 -- ] a small lantern [ 0 33 -- ] a bladder [ 0 12 -- ] a bag [ 0 42 -- ] a box [ 0 1260 -- ] a canoe <100%hp 100%mn 21%mv> buy lantern You haggle with General Store Shopkeeper. You buy a small lantern for 79 silver. <100%hp 100%mn 21%mv> hold lantern You light a small lantern and hold it. <100%hp 100%mn 21%mv> n recalMain 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 20%mv> l 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 pile of silver coins. ( 6) A dusty map lies here. ( 3) You see a parchment on the ground. It looks like someone drew a map on it. A pit for sacrifices is here. A huge cityguard walks along the streets, watching for trouble. <100%hp 100%mn 10%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 8%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 7%mv> n Bridge Street You are standing on Bridge Street, a grime-covered cobblestone road which runs north-south through the city. From the south come noises from Market Square. To the east and west are walls to buildings whose entrances do not face this street. [Exits: north south] <100%hp 100%mn 6%mv> n Winter Square You are standing at the intersection of Bridge Street and Winter Road. The street intersection is busy here, but the real noise comes from farther to the south at Market Square. The cobblestones beneath your feet are dirty, with hard-packed dirt and grime between the stones. In the back of your mind you realize that this dirt was probably there since before the fall of Arcana. [Exits: north east south west] A young clerical student devoutly practices supplications. A young clerical student devoutly practices supplications. <100%hp 100%mn 5%mv> n Bridge Street You are standing just north of the intersection of Bridge Street and Winter Square, a noisy place, and yet the noise from farther south at Market Square is still audible. The cobblestones beneath your feet are encrusted with dirt and grime. Beyond to the north the street continues, and to the east and west are buildings, the entrances to which do not open to this street. [Exits: north south] <100%hp 100%mn 3%mv> n Bridge Street You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. From the south come faint noises from Market Square. To the north is the great northern gate in the battlements surrounding the city. [Exits: north south] <100%hp 100%mn 2%mv> n Inside the North Gate Just north of where you stand is the North Gate of Glyndane, on either side of which (east-west) are high towers, flying the flags of the city. Beyond them are the battlements, a high stone wall to help fortify the city against invasion. You can access the top of the wall by climbing the stone stair just off to the side of the gate. [Exits: north south up] <100%hp 100%mn 1%mv> n Outside the North Gate Just south of you is the great northern gate, on either side of which is a tall tower, above which fly the flags of the city. Beyond the towers, running east and west, are the great stone battlements which surround the city and were erected for defense against outside invasion. To the north is a well-worn dirt road. [Exits: north south] <100%hp 100%mn 0%mv> n You are too exhausted. <100%hp 100%mn 0%mv> n You are too exhausted. <100%hp 100%mn 0%mv> sit You sit down. <100%hp 100%mn 0%mv> hide You attempt to hide. <100%hp 100%mn 0%mv> sne The night has begun. The sky gets very cloudy and a calmness begins here. <100%hp 100%mn 9%mv> ak Better stand up first. <100%hp 100%mn 9%mv> stand You stand up. <100%hp 100%mn 9%mv> sneak You attempt to move silently. You begin sneaking. <100%hp 100%mn 9%mv> sit You sit down. <100%hp 100%mn 9%mv> wh [ 8 Chnge Thi] (PK) Zeptaru the Snatcher [ Elf ] Quintun Zantedeschia, Chosen of the One True Spell, ArchWizard of Dawn [ Elf ] [Helper] Maranwe the Master of War [ G-Elf ] Xanathar the Seer [ G-Elf ] Yealearin Zanlero the Holy Hero [ Ilthd ] [Helper] Nayurru Laesyth, Mind Freak, Blood-Royal of the Ancients, One of Aven'Hei [ Elf ] [Helper] Ruan the Master of Creation [ Human ] Kamorabella the Bow Bearer [ Cen ] Barius the Hammer of Heretics [ Ilthd ] Ynith Cer'ust the Elemental Hero Players found: 10 <100%hp 100%mn 9%mv> You look up and notice that it is no longer raining sleet. <100%hp 100%mn 19%mv> wh [ 8 Chnge Thi] (PK) Zeptaru the Snatcher [ Elf ] Quintun Zantedeschia, Chosen of the One True Spell, ArchWizard of Dawn [ Elf ] [Helper] Maranwe the Master of War [ G-Elf ] Xanathar the Seer [ G-Elf ] Yealearin Zanlero the Holy Hero [ Ilthd ] [Helper] Nayurru Laesyth, Mind Freak, Blood-Royal of the Ancients, One of Aven'Hei [ Elf ] [Helper] Ruan the Master of Creation [ Human ] Kamorabella the Bow Bearer [ Cen ] Barius the Hammer of Heretics [ Ilthd ] Ynith Cer'ust the Elemental Hero Players found: 10 <100%hp 100%mn 19%mv> sleep You go to sleep. <100%hp 100%mn 19%mv> <100%hp 100%mn 19%mv> wake You wake and stand up. <100%hp 100%mn 42%mv> l Outside the North Gate Just south of you is the great northern gate, on either side of which is a tall tower, above which fly the flags of the city. Beyond the towers, running east and west, are the great stone battlements which surround the city and were erected for defense against outside invasion. To the north is a well-worn dirt road. [Exits: north south] <100%hp 100%mn 42%mv> n You step out of the shadows. Dirt path You are traveling on a dirt path which leads north and south. To the south you see tall twin towers and a gate leading to Glyndane, a walled-in city with high hopes of avoiding the fate which hit old Midgaard. [Exits: north south] <100%hp 100%mn 41%mv> n Dirt path You are traveling on a dirt path. To the south, you hear the sounds of construction, the yells of construction workers and overseers. Toward the north is the main road and a lovely grove of trees. [Exits: north south] <100%hp 100%mn 40%mv> n Along the Eastern Road You are traveling down the eastern road between Ethshar and the eastern lands. The road back to Ethshar is west of you while the Eastern Road winds onward to the east. You see a beautiful grove of trees up north, and a dirt path wanders off to the south. [Exits: north east south west] <100%hp 100%mn 38%mv> w Along the Eastern Road You are walking along a well-traveled road between Ethshar and the lands east. A northern road crosses this one to the west, towards Ethshar. You hear faint whispers coming from the north. [Exits: north east west] <100%hp 100%mn 37%mv> w The Cross Roads Here, the great eastern road intersects with an older road between the mines of Moria and the ruined city of Thalos. The outskirts of Ethshar lie to your west, and the highway continues to the east. An old northern road leads to the dwarven kingdom and the abandoned mines of Moria, while the southern road shows the scars of the war which destroyed Thalos. [Exits: north east south west] <100%hp 100%mn 36%mv> w City Entrance You stand on the outskirts of a large city-- Ethshar, the Imperial City, built upon the ruins of the old capital, Midgaard. The road leads east into the peace and quiet - and dangers - of the forest; to the west it becomes the city of Ethshar. [Exits: east west] <100%hp 100%mn 35%mv> w Outer Eastern Gates The grand gates of the Syndicate City of New Ethshar are here to the west. The gates are attatched to a large marble wall that extends around the city, protecting it from wild creatures outside. To the east is the Eastern road. The way west leads to the city. [Exits: east] An Ethsharian gateguard stands here protecting the citygates. An Ethsharian gateguard stands here protecting the citygates. <100%hp 100%mn 33%mv> w An Ethsharian gateguard steps in front of you. An Ethsharian gateguard patiently says, 'To enter the glorious city of Ethshar you need to pay the 2 silver fee.' <100%hp 100%mn 33%mv> list You cannot do that here. <100%hp 100%mn 33%mv> pay Huh? <100%hp 100%mn 33%mv> give 2 silver guard You give an Ethsharian gateguard 2 silver. An Ethsharian gateguard quickly pockets the silver pieces and nods. An Ethsharian gateguard opens the grand gate. An Ethsharian gateguard ushers your party into Ethshar. Inner Eastern Gates The wall of the guild houses stop here and a large gap continues where the walls should. This large gap is needed to accomodate the Eastern Gates when they are fully opened. The granite street continues not only west and east from this spot but also north and south, as Wall Road. To the east, the Outer Eastern Gates are easily seen and the Eastern Road beyond that. [Exits: north east south west] The grand gate closes. <100%hp 100%mn 33%mv> exi Obvious exits: North - Wall Road - East South - Wall Road - East West - East Main Street <100%hp 100%mn 43%mv> w East Main Street You are on the main street that runs through the center of Ethshar. The granite street majestically winds its way between the guild houses that reside to the north and south of this part of the street. To the east the Eastern Gate of Ethshar can be easily seen, while to the far west can be found the center of the city. [Exits: east west] <100%hp 100%mn 42%mv> w East Main Street - Square of Arcani You are on the main street that runs through the center of Ethshar. This wide street, made of granite, meets the brick covered roads of the Elemental Avenue from the north and the Road of Dark Magic from the south to form a small square. Citizens of Ethshar walk through this small square as they go about their daily duties. To the east is the Eastern Gate of Ethshar while to the west is the center of the city. [Exits: north east south west] <100%hp 100%mn 40%mv> w East Main Street You are on the main street that runs through the center of Ethshar. The granite street majestically winds its way between the shops on Circa Avenue that reside to the north and south of this part of the street. To the east the Eastern Gate of Ethshar can eventually be reached, while to the west can be found the center of the city. [Exits: east west] A hefty woman patrols the streets of Ethshar, keeping the peace. A hefty woman patrols the streets of Ethshar, keeping the peace. <100%hp 100%mn 39%mv> w East Main Street - Eastern Circa Crossing You are on the main street that runs through the center of Ethshar. The wide street is made of granite and branches off to the north and south. This is Eastern Circa Crossing, a few vendors have set up shop on the corners, trying to entice you with your exotic wares. Circa Avenue run north and south from here. To the far east the Eastern Gate of Ethshar can barely be seen and to the west lies the center of the city. [Exits: north east south west] ( 3) A small canoe has been left here. <100%hp 100%mn 38%mv> w East Main Street You are on the main street that runs through the center of Ethshar. The granite street majestically winds its way between the holy temple to the north and the Garden's wall to the south. To the far east the street eventually makes its way to the Eastern Gate, while to the west the Market Square bustles with life. [Exits: east west] A carefree child skips and runs in the street. <100%hp 100%mn 36%mv> e East Main Street - Eastern Circa Crossing You are on the main street that runs through the center of Ethshar. The wide street is made of granite and branches off to the north and south. This is Eastern Circa Crossing, a few vendors have set up shop on the corners, trying to entice you with your exotic wares. Circa Avenue run north and south from here. To the far east the Eastern Gate of Ethshar can barely be seen and to the west lies the center of the city. [Exits: north east south west] ( 3) A small canoe has been left here. <100%hp 100%mn 35%mv> take conoe    anoe You get a canoe. <100%hp 100%mn 45%mv> s Circa Avenue The brick paved street is rather busy with people rushing to the various shops. The buildings around the street are tall and slender, made of black marble blocks. The Ethsharian map shop is to the east while Eastern Circa Crossing is to the north and the Corner of Circa Avenue and South Market Street is to the south. To the west is a fine white marble wall decorated with engravings of nature and beauty, obviously this is the eastern wall of the Ethshar Park. [Exits: north east south] A citizen of Ethshar stands here. <100%hp 100%mn 43%mv> s Corner of Circa and South Market The brick paved streets of Circa and South Market meet here. The two busy streets bustle with people rushing to the various shops. The buildings around the street are tall and slender, made of black marble blocks while the South Market Street is to the west and Circa Avenue heads to the north. [Exits: north west] A hefty woman patrols the streets of Ethshar, keeping the peace. <100%hp 100%mn 42%mv> s Alas, you cannot go that way. <100%hp 100%mn 42%mv> w South Market Street The brick paved street is rather busy with people rushing to the various shops. The buildings around the street are tall and slender, made of black marble blocks. The Ethsharian general store is to the south while the South Market Street continues on to the east and the Corner of Taraxipus Avenue and South Market Street is to the west. To the north is a fine white marble wall decorated with engravings of nature and beauty, obviously this is the southern wall of the Ethshar Park. [Exits: east south west] <100%hp 100%mn 41%mv> s General Goods This is a small simple store, made of sandstone colored marble. There are various items along the walls and in showcases to buy. The only exit is back to the street to the north. [Exits: north] Durwood straightens out his shelved stock. Durwood stops stocking shelves for a moment and looks at you. <100%hp 100%mn 40%mv> list [Lv Price Qty] Item [ 1 90 -- ] a small torch [10 200 -- ] a large torch with a magical flame [10 1000 -- ] a small hemp bag [25 62000 -- ] a green robe [ 1 200 -- ] a tin bottle <100%hp 100%mn 40%mv> tak   wo You have 11 gold, 19 silver, and 20577 experience (1887 exp to level). <100%hp 100%mn 40%mv> buy bottle You haggle with Durwood. Durwood tells you, 'Ah, thank you for your purchase! Please come back soon.' Durwood recounts the money received and tucks it away. You buy a tin bottle for 134 silver. <100%hp 100%mn 40%mv> wo You have 9 gold, 85 silver, and 20577 experience (1887 exp to level). <100%hp 100%mn 40%mv> n South Market Street The brick paved street is rather busy with people rushing to the various shops. The buildings around the street are tall and slender, made of black marble blocks. The Ethsharian general store is to the south while the South Market Street continues on to the east and the Corner of Taraxipus Avenue and South Market Street is to the west. To the north is a fine white marble wall decorated with engravings of nature and beauty, obviously this is the southern wall of the Ethshar Park. [Exits: east south west] <100%hp 100%mn 48%mv> e Corner of Circa and South Market The brick paved streets of Circa and South Market meet here. The two busy streets bustle with people rushing to the various shops. The buildings around the street are tall and slender, made of black marble blocks while the South Market Street is to the west and Circa Avenue heads to the north. [Exits: north west] A hefty woman patrols the streets of Ethshar, keeping the peace. <100%hp 100%mn 47%mv> w South Market Street The brick paved street is rather busy with people rushing to the various shops. The buildings around the street are tall and slender, made of black marble blocks. The Ethsharian general store is to the south while the South Market Street continues on to the east and the Corner of Taraxipus Avenue and South Market Street is to the west. To the north is a fine white marble wall decorated with engravings of nature and beauty, obviously this is the southern wall of the Ethshar Park. [Exits: east south west] <100%hp 100%mn 45%mv> w South Market Street The brick paved street is rather busy with people rushing to the various shops. The buildings around the street are tall and slender, made of black marble block. The Market Street continues east and west while the bridge is to the south. To the north is a fine white marble wall decorated with engravings of nature and beauty, obviously this is the southern wall of the Ethshar Park. [Exits: east south west] A citizen of Ethshar walks along the road. <100%hp 100%mn 44%mv> n Alas, you cannot go that way. <100%hp 100%mn 44%mv> w South Market Street The brick paved street is rather busy with people rushing to the various shops. The buildings around the street are tall and slender, made of black marble blocks. The Ethsharian fish shop is to the south while the South Market Street continues on to the east and the Corner of Taraxipus Avenue and South Market Street is to the west. To the north is a fine white marble wall decorated with engravings of nature and beauty, obviously this is the southern wall of the Ethshar Park. [Exits: east south west] <100%hp 100%mn 43%mv> w Corner of Taraxipus and South Market The brick paved streets of Traxipus and South Market meet here. The two busy streets bustle with people rushing to the various shops. The buildings around the street are tall and slender, made of black marble blocks while the South Market Street is to the east and Taraxipus Avenue heads to the north. [Exits: north east] A hefty woman patrols the streets of Ethshar, keeping the peace. <100%hp 100%mn 42%mv> w Alas, you cannot go that way. <100%hp 100%mn 42%mv> s Alas, you cannot go that way. <100%hp 100%mn 42%mv> ex Obvious exits: North - Taraxipus Avenue East - South Market Street <100%hp 100%mn 42%mv> n Taraxipus Avenue The brick paved street is rather busy with people rushing to the various shops. The buildings around the street are tall and slender, and made of black marble blocks. The Ethsharian Pub, The Turnbull Pub is to the west while the Western Circa Crossing is to the north and the corner of Taraxipus Avenue and South Market Street is to the south. To the east is a fine white marble wall decorated with engravings of nature and beauty, obviously this is the western wall of the Ethshar Park. [Exits: north south west] <100%hp 100%mn 40%mv> n West Main Street - Western Circa Crossing You are on the main street that runs through the center of Ethshar. The wide street is made of granite and branches off to the north and south. This is the Western Circa Crossing, a few vendors have set up shop on the corner, trying to entice you with your exotic wares. Circa Avenue run north and south from here. To the far west the Western Gate of Ethshar can barely be seen and to the east lies the center of the city. [Exits: north east south west] A large cockroach scuttles across the ground. <100%hp 100%mn 39%mv> e West Main Street You are on the main street that runs through the center of Ethshar. The granite street majestically winds its way between the holy temple to the north and the Garden's wall to the south. To the far west the street eventually makes its way to the Western Gate, while to the east the Market Square bustles with life. [Exits: east west] <100%hp 100%mn 38%mv> e Market Square You are standing in the heart of Ethshar. The square is made of a mosiac of tiles forming flowing patterns all radiating outwards from the center of the square. The Syndicate rebuilt the square after the Empire, and later the Covenant, had long abandoned this city. In the center of the square is a large circle of statues facing outwards from one another. The statues are of Lord Kontina, Lord Malignus, Lord Utara, Lord Barsak, Lord Thrym, Lord Radik, Lord Rellion, and Lord Huerkin, the gods of the ancient House of Outlaw. At the base of the statues, ringing them are tastefully decorated wooden benches and a well manicured garden. To the north is the temple of Ethshar and to the south is entrance to the Gardens. At the base of the Lord Huerkins statue is a stone block about two meters high that has a weathered parchment nailed into it. [Exits: north east south west] <100%hp 100%mn 36%mv> list You cannot do that here. <100%hp 100%mn 36%mv> The sky gets very cloudy and a calmness begins here. You are hungry. <100%hp 100%mn 46%mv> get bread batg I see no batg here. <100%hp 100%mn 46%mv> get bread bag You get a warm loaf of bread from a bag. <100%hp 100%mn 46%mv> eat bread You eat a warm loaf of bread. You are no longer hungry. <100%hp 100%mn 46%mv> l Market Square You are standing in the heart of Ethshar. The square is made of a mosiac of tiles forming flowing patterns all radiating outwards from the center of the square. The Syndicate rebuilt the square after the Empire, and later the Covenant, had long abandoned this city. In the center of the square is a large circle of statues facing outwards from one another. The statues are of Lord Kontina, Lord Malignus, Lord Utara, Lord Barsak, Lord Thrym, Lord Radik, Lord Rellion, and Lord Huerkin, the gods of the ancient House of Outlaw. At the base of the statues, ringing them are tastefully decorated wooden benches and a well manicured garden. To the north is the temple of Ethshar and to the south is entrance to the Gardens. At the base of the Lord Huerkins statue is a stone block about two meters high that has a weathered parchment nailed into it. [Exits: north east south west] <100%hp 100%mn 46%mv> s Ethshar Gardens Amidst all the marble and brick, stone and steel, animal and human presence the Syndicate was wise enough to retain some of natures more impressive beauty. Within the delicate marble walls is found a well manicured and cared for retreat from the bustle of city life. Doting the small garden paths that meander to and fro are small wooden benches. Market Square can be seen to the north while the gardens spread out to the west and east. [Exits: north east west] <100%hp 100%mn 44%mv> w Ethshar Gardens Amidst all the marble and brick, stone and steel, animal and human presence the Syndicate was wise enough to retain some of natures more impressive beauty. Within the delicate marble walls is found a well manicured and cared for retreat from the bustle of city life. Doting the small garden paths that meander to and fro are small wooden benches. The gardens spread out to the east from here. [Exits: east] <100%hp 100%mn 42%mv> e Ethshar Gardens Amidst all the marble and brick, stone and steel, animal and human presence the Syndicate was wise enough to retain some of natures more impressive beauty. Within the delicate marble walls is found a well manicured and cared for retreat from the bustle of city life. Doting the small garden paths that meander to and fro are small wooden benches. Market Square can be seen to the north while the gardens spread out to the west and east. [Exits: north east west] <100%hp 100%mn 39%mv> e Ethshar Gardens Amidst all the marble and brick, stone and steel, animal and human presence the Syndicate was wise enough to retain some of natures more impressive beauty. Within the delicate marble walls is found a well manicured and cared for retreat from the bustle of city life. Doting the small garden paths that meander to and fro are small wooden benches. The gardens spread out to the west from here. [Exits: west] A natural spring flows from the ground here. A carefree child skips and runs in the street. <100%hp 100%mn 36%mv> w Ethshar Gardens Amidst all the marble and brick, stone and steel, animal and human presence the Syndicate was wise enough to retain some of natures more impressive beauty. Within the delicate marble walls is found a well manicured and cared for retreat from the bustle of city life. Doting the small garden paths that meander to and fro are small wooden benches. Market Square can be seen to the north while the gardens spread out to the west and east. [Exits: north east west] <100%hp 100%mn 34%mv> n Market Square You are standing in the heart of Ethshar. The square is made of a mosiac of tiles forming flowing patterns all radiating outwards from the center of the square. The Syndicate rebuilt the square after the Empire, and later the Covenant, had long abandoned this city. In the center of the square is a large circle of statues facing outwards from one another. The statues are of Lord Kontina, Lord Malignus, Lord Utara, Lord Barsak, Lord Thrym, Lord Radik, Lord Rellion, and Lord Huerkin, the gods of the ancient House of Outlaw. At the base of the statues, ringing them are tastefully decorated wooden benches and a well manicured garden. To the north is the temple of Ethshar and to the south is entrance to the Gardens. At the base of the Lord Huerkins statue is a stone block about two meters high that has a weathered parchment nailed into it. [Exits: north east south west] <100%hp 100%mn 32%mv> e East Main Street You are on the main street that runs through the center of Ethshar. The granite street majestically winds its way between the holy temple to the north and the Garden's wall to the south. To the far east the street eventually makes its way to the Eastern Gate, while to the west the Market Square bustles with life. [Exits: east west] A carefree child skips and runs in the street. <100%hp 100%mn 40%mv> e East Main Street - Eastern Circa Crossing You are on the main street that runs through the center of Ethshar. The wide street is made of granite and branches off to the north and south. This is Eastern Circa Crossing, a few vendors have set up shop on the corners, trying to entice you with your exotic wares. Circa Avenue run north and south from here. To the far east the Eastern Gate of Ethshar can barely be seen and to the west lies the center of the city. [Exits: north east south west] ( 2) A small canoe has been left here. <100%hp 100%mn 39%mv> s Circa Avenue The brick paved street is rather busy with people rushing to the various shops. The buildings around the street are tall and slender, made of black marble blocks. The Ethsharian map shop is to the east while Eastern Circa Crossing is to the north and the Corner of Circa Avenue and South Market Street is to the south. To the west is a fine white marble wall decorated with engravings of nature and beauty, obviously this is the eastern wall of the Ethshar Park. [Exits: north east south] A citizen of Ethshar stands here. <100%hp 100%mn 38%mv> s Corner of Circa and South Market The brick paved streets of Circa and South Market meet here. The two busy streets bustle with people rushing to the various shops. The buildings around the street are tall and slender, made of black marble blocks while the South Market Street is to the west and Circa Avenue heads to the north. [Exits: north west] A hefty woman patrols the streets of Ethshar, keeping the peace. <100%hp 100%mn 36%mv> w South Market Street The brick paved street is rather busy with people rushing to the various shops. The buildings around the street are tall and slender, made of black marble blocks. The Ethsharian general store is to the south while the South Market Street continues on to the east and the Corner of Taraxipus Avenue and South Market Street is to the west. To the north is a fine white marble wall decorated with engravings of nature and beauty, obviously this is the southern wall of the Ethshar Park. [Exits: east south west] <100%hp 100%mn 35%mv> s General Goods This is a small simple store, made of sandstone colored marble. There are various items along the walls and in showcases to buy. The only exit is back to the street to the north. [Exits: north] Durwood straightens out his shelved stock. Durwood stops stocking shelves for a moment and looks at you. <100%hp 100%mn 34%mv> n South Market Street The brick paved street is rather busy with people rushing to the various shops. The buildings around the street are tall and slender, made of black marble blocks. The Ethsharian general store is to the south while the South Market Street continues on to the east and the Corner of Taraxipus Avenue and South Market Street is to the west. To the north is a fine white marble wall decorated with engravings of nature and beauty, obviously this is the southern wall of the Ethshar Park. [Exits: east south west] <100%hp 100%mn 33%mv> w South Market Street The brick paved street is rather busy with people rushing to the various shops. The buildings around the street are tall and slender, made of black marble block. The Market Street continues east and west while the bridge is to the south. To the north is a fine white marble wall decorated with engravings of nature and beauty, obviously this is the southern wall of the Ethshar Park. [Exits: east south west] <100%hp 100%mn 31%mv> s Southern Road - Bridge Heavily worn bricks pave this street as it heads north and south. In the center of this part of the road is a large stone bridge that spans the Dark River. There is a large stone stairwell leading down to the River, allowing access to and from the River. To the south of the bridge is Professional Square while to the north can be the merchants district. [Exits: north south] A citizen of Ethshar walks along the road. A hefty woman patrols the streets of Ethshar, keeping the peace. A hefty woman patrols the streets of Ethshar, keeping the peace. <100%hp 100%mn 30%mv> s Southern Road - Professional Square You are in a large square busy with people moving all around. The square under you is made of large granite blocks. Merchants are going north to the inner city to sell their goods, while others are going east and west along the Professional Lane to their guilds. A few people are moving south along the Southern Road towards the Southern Gates to leave the city. [Exits: north east south west] <100%hp 100%mn 29%mv> s Southern Road The road is rather new looking and clean, paved with fine brick. The buildings around you are all made of clean, sturdy marble. The southern gates are to found to the south, and the Professional Square is to the north. [Exits: north south] <100%hp 100%mn 28%mv> s Inner Southern Gates The wall stops here and has a large gap where some large swinging gates are held open to allow people to pass through. The path to the south leads to the outer gates and to the outside beyond. Wall Road continues to the east and west, and the inner city is to the north. [Exits: north east west] <100%hp 100%mn 26%mv> w Wall Road - South You stand on the road that is between the wall that protects Ethshar and the buildings within the city. The wall is tall and made of white marble, and the street has been paved with granite slabs. The road runs along the wall leading to the east and west. [Exits: east west] <100%hp 100%mn 35%mv> w Wall Road - South You stand on the road that is between the wall that protects Ethshar and the buildings within the city. The wall is tall and made of white marble, and the street has been paved with granite slabs. The road runs along the wall leading to the north and south. [Exits: east west] <100%hp 100%mn 33%mv> w Wall Road - South You stand on the road that is between the wall that protects Ethshar and the buildings within the city. The wall is tall and made of white marble, and the street has been paved with granite slabs. The road runs along the wall leading to the east and west. [Exits: east west] <100%hp 100%mn 32%mv> w Wall Road - South You stand on the road that is between the wall that protects Ethshar and the buildings within the city. The wall is tall and made of white marble, and the street has been paved with granite slabs. The road runs along the wall leading to the east and west. [Exits: east west] <100%hp 100%mn 31%mv> w Wall Road - South You stand on the road that is between the wall that protects Ethshar and the buildings within the city. The wall is tall and made of white marble, and the street has been paved with granite slabs. The road runs along the wall leading to the east and west. [Exits: east west] A carefree child skips and runs in the street. <100%hp 100%mn 29%mv> l child The child seems rather happy and care free. A child is in perfect condition. You peek at the inventory: Nothing. <100%hp 100%mn 29%mv> w Wall Road - South West Corner You stand on the road that is between the wall that protects Ethshar and the buildings within the city. The wall is tall and made of white marble, and the street has been paved with granite slabs. The road runs along the wall leading to the north and east. [Exits: north east] <100%hp 100%mn 28%mv> w n Wall Road - West You stand on the road that is between the wall that protects Ethshar and the buildings within the city. The wall is tall and made of white marble, and the street has been paved with granite slabs. The road runs along the wall leading to the north and south. [Exits: north south] <100%hp 100%mn 27%mv> n Wall Road - West You stand on the road that is between the wall that protects Ethshar and the buildings within the city. The wall is tall and made of white marble, and the street has been paved with granite slabs. The road runs along the wall leading to the north and south. [Exits: north south] <100%hp 100%mn 26%mv> n Wall Road - Bridge The wall stops for the river that passes through Ethshar, and a bridge connectes the wall road together. The bridge slopes down at a point with a walkoff so you can go down into the river but you can not because of a rusted iron wrought gate blocking your access. The wall road continues north and south. [Exits: north south] <100%hp 100%mn 24%mv> n Wall Road - West You stand on the road that is between the wall that protects Ethshar and the buildings within the city. The wall is tall and made of white marble, and the street has been paved with granite slabs. The road runs along the wall leading to the north and south. [Exits: north south] <100%hp 100%mn 23%mv> n Wall Road - West You stand on the road that is between the wall that protects Ethshar and the buildings within the city. The wall is tall and made of white marble, and the street has been paved with granite slabs. The road runs along the wall leading to the north and south. [Exits: north south] <100%hp 100%mn 22%mv> n Inner Western Gate The wall of the guild houses stop here and a large gap continues where the walls should. This large gap is needed to accomodate the Western Gates when they are fully opened. The granite street continues not only west and east from this spot but also north and south, as Wall Road. To the west, the Outer Western Gates are easily seen and the forest beyond that. [Exits: north east south] <100%hp 100%mn 21%mv> n Wall Road - West You stand on the road that is between the wall that protects Ethshar and the buildings within the city. The wall is tall and made of white marble, and the street has been paved with granite slabs. The road runs along the wall leading to the north and south. [Exits: north south] A citizen of Ethshar stands here. <100%hp 100%mn 19%mv> n Wall Road - West You stand on the road that is between the wall that protects Ethshar and the buildings within the city. The wall is tall and made of white marble, and the street has been paved with granite slabs. The road runs along the wall leading to the north and south. [Exits: north south] <100%hp 100%mn 18%mv> n Wall Road - West You stand on the road that is between the wall that protects Ethshar and the buildings within the city. The wall is tall and made of white marble, and the street has been paved with granite slabs. The road runs along the wall leading to the north and south. [Exits: north south] <100%hp 100%mn 17%mv> n Wall Road - West You stand on the road that is between the wall that protects Ethshar and the buildings within the city. The wall is tall and made of white marble, and the street has been paved with granite slabs. The road runs along the wall leading to the north and south. [Exits: north south] <100%hp 100%mn 15%mv> n Wall Road - West You stand on the road that is between the wall that protects Ethshar and the buildings within the city. The wall is tall and made of white marble, and the street has been paved with granite slabs. The road runs along the wall leading to the north and south. [Exits: north south] A citizen of Ethshar stops and watches people on the road. <100%hp 100%mn 14%mv> n Wall Road - North West Corner You stand on the road that is between the wall that protects Ethshar and the buildings within the city. The wall is tall and made of white marble, and the street has been paved with granite slabs. The road runs along the wall leading to the east and south. [Exits: east south] <100%hp 100%mn 13%mv> e Wall Road - North You stand on the road that is between the wall that protects Ethshar and the buildings within the city. The wall is tall and made of white marble, and the street has been paved with granite slabs. The road runs along the wall leading to the east and west. [Exits: east west] A citizen of Ethshar stands here. <100%hp 100%mn 12%mv> e Wall Road - North You stand on the road that is between the wall that protects Ethshar and the buildings within the city. The wall is tall and made of white marble, and the street has been paved with granite slabs. The road runs along the wall leading to the east and west. [Exits: east west] A child is here playing in the street. <100%hp 100%mn 10%mv> e Wall Road - North You stand on the road that is between the wall that protects Ethshar and the buildings within the city. The wall is tall and made of white marble, and the street has been paved with granite slabs. The road runs along the wall leading to the east and west. [Exits: east west] <100%hp 100%mn 9%mv> e Wall Road - North You stand on the road that is between the wall that protects Ethshar and the buildings within the city. The wall is tall and made of white marble, and the street has been paved with granite slabs. The road runs along the wall leading to the east and west. [Exits: east west] <100%hp 100%mn 8%mv> e Wall Road - North You stand on the road that is between the wall that protects Ethshar and the buildings within the city. The wall is tall and made of white marble, and the street has been paved with granite slabs. The road runs along the wall leading to the east and west. [Exits: east west] <100%hp 100%mn 7%mv> e Inner Northern Gates The wall stops here and has a large gap where some large swinging gates are held open to allow people to pass through. The path to the north leads to the outer gates and to the outside beyond. Wall Road continues to the east and west, and the inner city is to the south. [Exits: east south west] <100%hp 100%mn 5%mv> e You no longer feel stealthy. <100%hp 100%mn 15%mv> Wall Road - North You stand on the road that is between the wall that protects Ethshar and the buildings within the city. The wall is tall and made of white marble, and the street has been paved with granite slabs. The road runs along the wall leading to the east and west. [Exits: east west] <100%hp 100%mn 14%mv> sneak You attempt to move silently. You begin sneaking. <100%hp 100%mn 14%mv> hide You attempt to hide. <100%hp 100%mn 14%mv> exi Obvious exits: East - Wall Road - North West - Inner Northern Gates <100%hp 100%mn 14%mv> e Wall Road - North You stand on the road that is between the wall that protects Ethshar and the buildings within the city. The wall is tall and made of white marble, and the street has been paved with granite slabs. The road runs along the wall leading to the east and west. [Exits: east west] <100%hp 100%mn 12%mv> e Wall Road - North You stand on the road that is between the wall that protects Ethshar and the buildings within the city. The wall is tall and made of white marble, and the street has been paved with granite slabs. The road runs along the wall leading to the east and west. [Exits: east west] <100%hp 100%mn 11%mv> e Wall Road - North You stand on the road that is between the wall that protects Ethshar and the buildings within the city. The wall is tall and made of white marble, and the street has been paved with granite slabs. The road runs along the wall leading to the east and west. [Exits: east west] <100%hp 100%mn 10%mv> e Wall Road - North A wall made of large sections of white marble make up the wall that is seperating you from the outside world. A simple gravel road runs along the wall leading to the east and west. [Exits: east west] <100%hp 100%mn 8%mv> e Wall Road - North East Corner You stand on the road that is between the wall that protects Ethshar and the buildings within the city. The wall is tall and made of white marble, and the street has been paved with granite slabs. The road runs along the wall leading to the west and south. [Exits: south west] <100%hp 100%mn 7%mv> e Alas, you cannot go that way. <100%hp 100%mn 7%mv> s Wall Road - East You stand on the road that is between the wall that protects Ethshar and the buildings within the city. The wall is tall and made of white marble, and the street has been paved with granite slabs. The road runs along the wall leading to the north and south. [Exits: north south] <100%hp 100%mn 6%mv> s Wall Road - East You stand on the road that is between the wall that protects Ethshar and the buildings within the city. The wall is tall and made of white marble, and the street has been paved with granite slabs. The road runs along the wall leading to the north and south. [Exits: north south] <100%hp 100%mn 5%mv> s Wall Road - East You stand on the road that is between the wall that protects Ethshar and the buildings within the city. The wall is tall and made of white marble, and the street has been paved with granite slabs. The road runs along the wall leading to the north and south. [Exits: north south] <100%hp 100%mn 3%mv> sit You sit down. <100%hp 100%mn 3%mv> You look up and notice that it is no longer raining sleet. <100%hp 100%mn 13%mv> l Wall Road - East You stand on the road that is between the wall that protects Ethshar and the buildings within the city. The wall is tall and made of white marble, and the street has been paved with granite slabs. The road runs along the wall leading to the north and south. [Exits: north south] <100%hp 100%mn 61%mv> stand You stand up. <100%hp 100%mn 61%mv> wh [ Draco ] Xantumal the Master Forester [ Chnge ] Lislden the Pilferer [ 8 Chnge Thi] (PK) Zeptaru the Snatcher [ Elf ] [Helper] Maranwe the Master of War [ G-Elf ] Xanathar the Seer [ G-Elf ] Yealearin Zanlero the Holy Hero [ Elf ] [Helper] Ruan the Master of Creation [ Dwarf ] Dwyrm the Wolf Totem Bearer [ Human ] Kamorabella the Bow Bearer [ Cen ] Barius the Hammer of Heretics Players found: 10 <100%hp 100%mn 61%mv> tell ruan Cr  Greetings, can ye help me to the faire? You step out of the shadows. You tell Ruan, 'Greetings, can ye help me to the faire?' <100%hp 100%mn 61%mv> Ruan tells you, 'which one?' <100%hp 100%mn 70%mv> Greetins        repy The one I read on the note??   Huh? <100%hp 100%mn 70%mv> rely I read a b  bout a faire on a ntoe   ote Huh? <100%hp 100%mn 70%mv> repl Freezing rain begins to fall against your face. <100%hp 100%mn 80%mv> y I read about a faire on a note You tell Ruan, 'I read about a faire on a note' <100%hp 100%mn 80%mv> reply Perhaps South of Ethsah  ha Ruan tells you, 'I believe that is off the eastern road.' <100%hp 100%mn 80%mv> r? You tell Ruan, 'Perhaps South of Ethshar?' <100%hp 100%mn 80%mv> s Wall Road - East You stand on the road that is between the wall that protects Ethshar and the buildings within the city. The wall is tall and made of white marble, and the street has been paved with granite slabs. The road runs along the wall leading to the north and south. [Exits: north south] <100%hp 100%mn 78%mv> s Wall Road - East You stand on the road that is between the wall that protects Ethshar and the buildings within the city. The wall is tall and made of white marble, and the street has been paved with granite slabs. The road runs along the wall leading to the north and south. [Exits: north south] A large cockroach scuttles across the ground. <100%hp 100%mn 77%mv> e Alas, you cannot go that way. <100%hp 100%mn 77%mv> w Alas, you cannot go that way. <100%hp 100%mn 77%mv> l Wall Road - East You stand on the road that is between the wall that protects Ethshar and the buildings within the city. The wall is tall and made of white marble, and the street has been paved with granite slabs. The road runs along the wall leading to the north and south. [Exits: north south] A large cockroach scuttles across the ground. <100%hp 100%mn 77%mv> s Inner Eastern Gates The wall of the guild houses stop here and a large gap continues where the walls should. This large gap is needed to accomodate the Eastern Gates when they are fully opened. The granite street continues not only west and east from this spot but also north and south, as Wall Road. To the east, the Outer Eastern Gates are easily seen and the Eastern Road beyond that. [Exits: north south west] <100%hp 100%mn 76%mv> Ruan tells you, 'to the east then to south...' <100%hp 100%mn 76%mv> You no longer feel stealthy. <100%hp 100%mn 85%mv> reply Thank ye You tell Ruan, 'Thank ye' <100%hp 100%mn 85%mv> Ruan tells you, 'the exact way I am not sure' <100%hp 100%mn 85%mv> l 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 pile of silver coins. ( 6) A dusty map lies here. ( 3) You see a parchment on the ground. It looks like someone drew a map on it. A pit for sacrifices is here. A huge cityguard walks along the streets, watching for trouble. <100%hp 100%mn 42%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 41%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 40%mv> n Bridge Street You are standing on Bridge Street, a grime-covered cobblestone road which runs north-south through the city. From the south come noises from Market Square. To the east and west are walls to buildings whose entrances do not face this street. [Exits: north south] <100%hp 100%mn 38%mv> n Winter Square You are standing at the intersection of Bridge Street and Winter Road. The street intersection is busy here, but the real noise comes from farther to the south at Market Square. The cobblestones beneath your feet are dirty, with hard-packed dirt and grime between the stones. In the back of your mind you realize that this dirt was probably there since before the fall of Arcana. [Exits: north east south west] <100%hp 100%mn 37%mv> n Bridge Street You are standing just north of the intersection of Bridge Street and Winter Square, a noisy place, and yet the noise from farther south at Market Square is still audible. The cobblestones beneath your feet are encrusted with dirt and grime. Beyond to the north the street continues, and to the east and west are buildings, the entrances to which do not open to this street. [Exits: north south] A young clerical student devoutly practices supplications. <100%hp 100%mn 36%mv> n Bridge Street You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. From the south come faint noises from Market Square. To the north is the great northern gate in the battlements surrounding the city. [Exits: north south] <100%hp 100%mn 35%mv> n Inside the North Gate Just north of where you stand is the North Gate of Glyndane, on either side of which (east-west) are high towers, flying the flags of the city. Beyond them are the battlements, a high stone wall to help fortify the city against invasion. You can access the top of the wall by climbing the stone stair just off to the side of the gate. [Exits: north south up] <100%hp 100%mn 33%mv> n Outside the North Gate Just south of you is the great northern gate, on either side of which is a tall tower, above which fly the flags of the city. Beyond the towers, running east and west, are the great stone battlements which surround the city and were erected for defense against outside invasion. To the north is a well-worn dirt road. [Exits: north south] <100%hp 100%mn 32%mv> n Dirt path You are traveling on a dirt path which leads north and south. To the south you see tall twin towers and a gate leading to Glyndane, a walled-in city with high hopes of avoiding the fate which hit old Midgaard. [Exits: north south] <100%hp 100%mn 31%mv> n Dirt path You are traveling on a dirt path. To the south, you hear the sounds of construction, the yells of construction workers and overseers. Toward the north is the main road and a lovely grove of trees. [Exits: north south] <100%hp 100%mn 29%mv> n Along the Eastern Road You are traveling down the eastern road between Ethshar and the eastern lands. The road back to Ethshar is west of you while the Eastern Road winds onward to the east. You see a beautiful grove of trees up north, and a dirt path wanders off to the south. [Exits: north east south west] <100%hp 100%mn 28%mv> e Along the Eastern Road You have covered about a quarter of the distance between the cities of Ethshar and Tyr-Zinet. The air is getting drier as you near the barren wastes of the Sands of Sorrow. To the west is the dirt path leading to Glyndane and further west the glorious city of Ethshar. To the east the long trek to Tyr-Zinet winds its way through desert and hills. [Exits: east west] <100%hp 100%mn 27%mv> e Along the Eastern Road You have covered about a quarter of the distance between the cities of Ethshar and Tyr-Zinet. The air is getting drier as you near the barren wastes of the Sands of Sorrow. A well-kept cobblestone path leads to the north. [Exits: north east west] <100%hp 100%mn 26%mv> s e Along the Eastern Road The temperature feels slightly warmer here than it does to the west. The further you walk eastward, the more you get the feeling it will only get hotter. To the north, a lush forest can be seen sprawled out, but before it, there is a garden whose entrance seems to be glowing. To the south are the rolling hills along the outskirts of Glyndane. A sign sits at the side of the road. [Exits: north east west] A torn piece of paper flutters along the ground. <100%hp 100%mn 24%mv> take paper You get a torn piece of paper. <100%hp 100%mn 24%mv> read paper Read what? <100%hp 100%mn 24%mv> l paper You look at the torn piece of paper and see writing scrawled on it. <100%hp 100%mn 24%mv> You look up and notice that it is no longer raining sleet. <100%hp 100%mn 34%mv> consider paper They are not here. <100%hp 100%mn 34%mv> exam    l Along the Eastern Road The temperature feels slightly warmer here than it does to the west. The further you walk eastward, the more you get the feeling it will only get hotter. To the north, a lush forest can be seen sprawled out, but before it, there is a garden whose entrance seems to be glowing. To the south are the rolling hills along the outskirts of Glyndane. A sign sits at the side of the road. [Exits: north east west] <100%hp 100%mn 34%mv> e Along the Eastern Road The Eastern Road slowly continues to the east and west from here. To the north, the trees of Silverwood can be seen off in the distance. To the south, the rolling plains appear to continue onward unabated. You can feel the heat lazily radiating off the road, an indicator of what the climate may be like further to the east. To the west, the Eastern Road heads back toward cooler climates as you head toward the cities of Glyndane and Ethshar. [Exits: east west] <100%hp 100%mn 31%mv> Riallus has restored you. <100%hp 100%mn 100%mv> w Along the Eastern Road The temperature feels slightly warmer here than it does to the west. The further you walk eastward, the more you get the feeling it will only get hotter. To the north, a lush forest can be seen sprawled out, but before it, there is a garden whose entrance seems to be glowing. To the south are the rolling hills along the outskirts of Glyndane. A sign sits at the side of the road. [Exits: north east west] <100%hp 100%mn 96%mv> w Along the Eastern Road You have covered about a quarter of the distance between the cities of Ethshar and Tyr-Zinet. The air is getting drier as you near the barren wastes of the Sands of Sorrow. A well-kept cobblestone path leads to the north. [Exits: north east west] <100%hp 100%mn 95%mv> w Along the Eastern Road You have covered about a quarter of the distance between the cities of Ethshar and Tyr-Zinet. The air is getting drier as you near the barren wastes of the Sands of Sorrow. To the west is the dirt path leading to Glyndane and further west the glorious city of Ethshar. To the east the long trek to Tyr-Zinet winds its way through desert and hills. [Exits: east west] <100%hp 100%mn 94%mv> worship Raillus               worsh     l Along the Eastern Road You have covered about a quarter of the distance between the cities of Ethshar and Tyr-Zinet. The air is getting drier as you near the barren wastes of the Sands of Sorrow. To the west is the dirt path leading to Glyndane and further west the glorious city of Ethshar. To the east the long trek to Tyr-Zinet winds its way through desert and hills. [Exits: east west] <100%hp 100%mn 100%mv> e Along the Eastern Road You have covered about a quarter of the distance between the cities of Ethshar and Tyr-Zinet. The air is getting drier as you near the barren wastes of the Sands of Sorrow. A well-kept cobblestone path leads to the north. [Exits: north east west] <100%hp 100%mn 98%mv> e Along the Eastern Road The temperature feels slightly warmer here than it does to the west. The further you walk eastward, the more you get the feeling it will only get hotter. To the north, a lush forest can be seen sprawled out, but before it, there is a garden whose entrance seems to be glowing. To the south are the rolling hills along the outskirts of Glyndane. A sign sits at the side of the road. [Exits: north east west] <100%hp 100%mn 97%mv> e Along the Eastern Road The Eastern Road slowly continues to the east and west from here. To the north, the trees of Silverwood can be seen off in the distance. To the south, the rolling plains appear to continue onward unabated. You can feel the heat lazily radiating off the road, an indicator of what the climate may be like further to the east. To the west, the Eastern Road heads back toward cooler climates as you head toward the cities of Glyndane and Ethshar. [Exits: east west] <100%hp 100%mn 94%mv> e Along the Eastern Road The Eastern Road slowly continues to the east and west from here. To the north, the trees of Silverwood can be seen slowly approaching the road. To the south, the rolling plains of Glyndane appear to continue onward unabated. You can feel the heat lazily radiating off the road, an indicator of what the climate may be like further to the east. To the west, the Eastern Road heads back toward cooler climates as you head toward the cities of Glyndane and Ethshar. [Exits: east west] <100%hp 100%mn 89%mv> e Along the Eastern Road The Eastern Road slowly continues to the east and west from here. To the north, the trees of Silverwood can be seen approaching the road. To the south, the rolling plains of Glyndane appear to continue onward unabated, albeit, in less a lush sprawl of flora. You can feel the heat lazily radiating off the road, an indicator of what the climate may be like further to the east. To the west, the road leads to the City of Ethshar. [Exits: east west] <100%hp 100%mn 84%mv> e Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues east and west from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. On the southern side of the road are fields as far as the eye can see. To the north is a wide path that heads into the forest of Silverwood. The forest comes within dozens of feet of the road as if testing the weight of civilization upon its roots. [Exits: north east west] <100%hp 100%mn 80%mv> e Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues east and west from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. On the southern side of the road, fields filled with tall grass and an occasional tree can be seen extending as far as the eye can see. To the north, in the distance, the forest of Silverwood can be seen retreating yet further away from the Eastern Road. [Exits: east west] <100%hp 100%mn 79%mv> e Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues east and west from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. On the southern side of the road, fields filled with tall grass and an occasional tree can be seen extending as far as the eye can see. To the north, in the distance, the forest of Silverwood can be seen retreating yet further away from the Eastern Road. [Exits: east west] A middle aged man struggles to continue his journey. <100%hp 100%mn 78%mv> e Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues east and west from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. On the southern side of the road, fields filled with tall grass and an occasional tree can be seen extending as far as the eye can see. To the north, in the distance, the forest of Silverwood can be seen in all its majesty. [Exits: east west] <100%hp 100%mn 77%mv> e Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues east and west from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. On the southern side of the road, fields filled with tall grass and an occasional tree can be seen extending as far as the eye can see. To the north, in the distance, the forest of Silverwood can be seen in all its majesty. [Exits: east west] <100%hp 100%mn 75%mv> e Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues east and west from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. On the southern side of the road, fields filled with tall grass and an occasional tree can be seen extending as far as the eye can see. To the north, in the distance, the forest of Silverwood and the dark forest of the Grove of Despair meet as if they are soldiers on a battlefield, lined up to go to battle. [Exits: east west] A middle aged man struggles to continue his journey. <100%hp 100%mn 74%mv> e Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues east and west from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. To the north, in the distance, the dark forest of the Grove of Despair can be seen casting its shadow upon the land. To the south, the fields are filled with fewer trees and the grass is not as tall it is to the west. [Exits: east west] <100%hp 100%mn 73%mv> e Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues south and west from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. To the north, in the distance, the dark forest of the Grove of Despair can be seen casting its shadow upon the land. To the south and west, the land is populated by the occasional tall grass, along with small forms of brush. The air shimmers as you register the heat coming off the ground to the south. To the east, off in the distance, a range of hills can be seen. [Exits: south west] <100%hp 100%mn 71%mv> s Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues south and north from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. To the north, on the horizon, the dark forest of the Grove of Despair can be seen casting its shadow upon the land. To the south and west, the land is populated by the occasional tall grass, along with small forms of brush. The air shimmers as you register the heat coming off the ground to the south. To the east, off in the distance, a range of hills can be seen. [Exits: north south] <100%hp 100%mn 70%mv> s Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues east and north from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. To the north, on the horizon, the dark forest of the Grove of Despair can be seen casting its shadow upon the land. To the south and west, the land is populated by the occasional tall grass, along with small forms of brush. The air shimmers as you register the heat coming off the ground to the south. To the east, off in the distance, a range of hills can be seen. [Exits: north east] <100%hp 100%mn 69%mv> s Alas, you cannot go that way. <100%hp 100%mn 69%mv> e Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues east and west from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. To the north, on the horizon, the dark forest of the Grove of Despair can be seen casting its shadow upon the land. To the south, the land is populated by tall sparse grass, along with small forms of brush. The air shimmers as you register the heat coming off the ground to the south. To the east, off in the distance, a range of hills can be seen looming ever closer. [Exits: east west] A middle aged man struggles to continue his journey. <100%hp 100%mn 68%mv> e Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues east and west from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. To the north, on the horizon, the dark forest of the Grove of Despair can be seen casting its shadow upon the land. To the south, the land is populated by tall sparse grass, along with small forms of brush. The air shimmers as you register the heat coming off the ground to the south. To the east, off in the distance, a range of hills can be seen looming ever closer. [Exits: east west] <100%hp 100%mn 66%mv> e Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues east and west from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. To the north, on the horizon, the dark forest of the Grove of Despair can be seen casting its shadow upon the land. To the south, the land is populated by tall sparse grass, along with small forms of brush struggling to find nourishment in the harsh sands. The air shimmers as you recognize the intense heat coming off the ground to the south. To the east, a range of hills can be seen looming ever closer. [Exits: east west] <100%hp 100%mn 65%mv> e Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues east and west from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. To the north, on the horizon, the dark forest of the Grove of Despair can be seen casting its shadow upon the land. To the south, the land is populated by tall sparse grass, along with small forms of brush struggling to find nourishment in the harsh sands. The air shimmers as you recognize the intense heat coming off the ground to the south. To the east is the foot of a range of hills called the Sultan's Guard. Beyond these hills lies the trading city of Tyr-Zinet. [Exits: east west] <100%hp 100%mn 64%mv> e At the Foot of the Sultan's Guard The hills known as the Sultan's Guard rise up before you to the east. There is a path that leads up to it to the east that was carved out by Sultan's engineers in the hopes of continuing trade with the western cities of Ethshar and Glyndane. The air feels cool beneath the hills, and for the first time you realize just how hot it really is away from the protection of Sultan's Guard. You are not the only one to notice this effect. By the side of the road, a vendor has set up a makeshift shop beneath a large canvas. The canopy extends to the north a bit, providing an excellent place to rest and recover from the long journey. [Exits: north west up] (Translucent) (Chromatic Aura) A small gnome fans himself while he waits for customers. (Translucent) (Chromatic Aura) A balding priest stands here bestowing the benedictions of his lord. A gnome vendor tells you, 'Good day, young one. There is a priest here that will gladly' A gnome vendor tells you, 'help you on your way, you need only ask him for his help.' A gnome vendor tells you, 'If you need to rest more than just your legs, there is a small' A gnome vendor tells you, 'rest area to the north of here that I have set up. Also I sell' A gnome vendor tells you, 'water if you need to soothe your parched throat.' A priest of the Wheel says, 'Traveler, may the Lord of Exploration guide your feet to lands unknown.' A priest of the Wheel says, 'I will gladly help refresh the tired muscles of all young travelers, ' A priest of the Wheel says, 'they need only ask. 'Please, grant me the strength to carry on.'' <100%hp 100%mn 63%mv> alias st  str Please, grant me the                      say Please, grant me the strent gth to carry on. str is now aliased to 'say Please, grant me the strength to carry on.'. <100%hp 100%mn 72%mv> str You say, 'Please, grant me the strength to carry on.' A priest of the Wheel utters the word, 'bantisaza'. You feel fully refreshed! <100%hp 100%mn 100%mv> l At the Foot of the Sultan's Guard The hills known as the Sultan's Guard rise up before you to the east. There is a path that leads up to it to the east that was carved out by Sultan's engineers in the hopes of continuing trade with the western cities of Ethshar and Glyndane. The air feels cool beneath the hills, and for the first time you realize just how hot it really is away from the protection of Sultan's Guard. You are not the only one to notice this effect. By the side of the road, a vendor has set up a makeshift shop beneath a large canvas. The canopy extends to the north a bit, providing an excellent place to rest and recover from the long journey. [Exits: north west up] (Translucent) (Chromatic Aura) A small gnome fans himself while he waits for customers. (Translucent) (Chromatic Aura) A balding priest stands here bestowing the benedictions of his lord. <100%hp 100%mn 100%mv> l gnome This small gnome has been asked, at a good price by the Sultan, to set up his stall here, at the base of the Sultan's Guard. The Sultan wanted to make sure that all manner of travellers had access to a place to rest their head should the road tire them out. This gnome is in charge of making sure the canvased area to the north is kept clean and available for use. He also makes a little money on the side by selling water and a potion that invigorates the body. A gnome vendor is in perfect condition. <100%hp 100%mn 100%mv> list [Lv Price Qty] Item [ 0 100 -- ] a long water flask <100%hp 100%mn 100%mv> buy flash k You haggle with a gnome vendor. You buy a long water flask for 67 silver. <100%hp 100%mn 100%mv> inv You are carrying: a long water flask a torn piece of paper a tin bottle a canoe straw broom mace broom a bag a tough waterskin <100%hp 100%mn 100%mv> drop bo       l At the Foot of the Sultan's Guard The hills known as the Sultan's Guard rise up before you to the east. There is a path that leads up to it to the east that was carved out by Sultan's engineers in the hopes of continuing trade with the western cities of Ethshar and Glyndane. The air feels cool beneath the hills, and for the first time you realize just how hot it really is away from the protection of Sultan's Guard. You are not the only one to notice this effect. By the side of the road, a vendor has set up a makeshift shop beneath a large canvas. The canopy extends to the north a bit, providing an excellent place to rest and recover from the long journey. [Exits: north west up] (Translucent) (Chromatic Aura) A small gnome fans himself while he waits for customers. (Translucent) (Chromatic Aura) A balding priest stands here bestowing the benedictions of his lord. <100%hp 100%mn 100%mv> u In Sultan's Guard This path has been carved out of the hills. There are parts to the path. One is a smooth gradual slope inclining gently to the east and declining steeply to the west. This smooth path is used for caravan wagons and pack animals as they carry goods to and from Tyr-Zinet. The second part of the path is much smaller and is composed of step-like grooves in the ground. Riveted onto the side of the hill on the side of this smaller path is a chain apparently going the entire length of the path through the Guard. This smaller path is used by pilgrims and others travelling by foot. The chain is obviously used to help these travellers navigate the path with ease. [Exits: east down] <100%hp 100%mn 97%mv> e In Sultan's Guard This path has been carved out of the hills. The two parts of the path head east and west. This smooth path is used for caravan wagons and pack animals as they carry goods to and from Tyr-Zinet. The second part of the path is much smaller and is composed of step-like grooves in the ground. Riveted onto the side of the hill on the side of this smaller path is a chain apparently going the entire length of the path through the Guard. This smaller path is used by pilgrims and others travelling by foot. The chain is obviously used to help these travellers navigate the path with ease. [Exits: east west] <100%hp 100%mn 94%mv> e In Sultan's Guard This path has been carved out of the hills. The two parts of the path head south and west. This smooth path is used for caravan wagons and pack animals as they carry goods to and from Tyr-Zinet. The second part of the path is much smaller and is composed of step-like grooves in the ground. Riveted onto the side of the hill on the side of this smaller path is a chain apparently going the entire length of the path through the Guard. This smaller path is used by pilgrims and others travelling by foot. The chain is obviously used to help these travellers navigate the path with ease. [Exits: south west] <100%hp 100%mn 91%mv> e s In Sultan's Guard This path has been carved out of the hills. The two parts of the path head north and east. This smooth path is used for caravan wagons and pack animals as they carry goods to and from Tyr-Zinet. The second part of the path is much smaller and is composed of step-like grooves in the ground. Located at the side of the hill on the side of this smaller path is a chain apparently going the entire length of the path through the Guard. This smaller path is used by pilgrims and others travelling by foot. The chain is obviously used to help these travellers navigate the path with ease. [Exits: north east] <100%hp 100%mn 87%mv> e In Sultan's Guard This path has been carved out of the hills. There are parts to the path. One is a smooth gradual slope inclining gently to the west and declining steeply to the east. This smooth path is used for caravan wagons and pack animals as they carry goods to and from Tyr-Zinet. The second part of the path is much smaller and is composed of step-like grooves in the ground. Riveted onto the side of the hill on the side of this smaller path is a chain apparently going the entire length of the path through the Guard. This smaller path is used by pilgrims and others travelling by foot. The chain is obviously used to help these travellers navigate the path with ease. [Exits: west down] <100%hp 100%mn 84%mv> d At the Foot of the Sultan's Guard The hills known as the Sultan's Guard rises up before you to the west. The path that leads up to it to the west was carved out by Sultan's engineers in the hopes of continuing trade with the western cities of Ethshar and Glyndane. The air feels cool beneath the hills and for the first time you realize just how hot it really is away from the protection of the Sultan's Guard. To the east, you can see the city of Tyr-Zinet. Towering over everything else is the sultan's palace, the jewel of Tyr-Zinet. On either side of the path known as the Sultan's Tears, palm trees were planted by the Sultan's men in the hopes of providing some measure of comfort from the intense heat of the arid sun. In all directions except west, nothing but the occasional underbrush or cactus can be seen in the surroundings. The heat shimmers off the sand in endless waves, a testament to the harsh environment that Tyr-Zinet calls home. [Exits: east west up] <100%hp 100%mn 82%mv> e On Sultan's Tears The ground of Sultan's Tears is paved with a mosaic of sandstones. It is said that the Sultan was so distraught over the loss of his trade route with the western cities that he cried to the Gods to show pity on his people. As the story goes, his tears flowed from his palace toward the west to the hills. Thusly, the path you now walk along is the said to be the exact same path the tears took to the hills. The path is protected on the northern and southern side by palm trees. Luckily, too, from the look of the surroundings, the harsh arid sun would have taken its toll by now if the trees were not providing a measure of shade. To the west, the Sultan's Guard can be seen, the low riding foothills of Tyr-Zinet. To the east, the Sultan's palace can be seen sticking out of the ground like an enormous shining shell on an even more enormous beach. [Exits: east west] A middle aged man struggles to continue his journey. <100%hp 100%mn 80%mv> e On Sultan's Tears The ground of Sultan's Tears is paved with a mosaic of sandstones. It is said that the Sultan was so distraught over the loss of his trade route with the western cities that he cried to the Gods to show pity on his people. As the story goes, his tears flowed from his palace toward the west to the hills, thusly the path you now walk along is the said to be the exact same path the tears took to the hills. The path is protected on the northern and southern side by palm trees. Luckily, too, from the look of the surroundings, the harsh arid sun would have taken its toll by now if the trees were not providing a measure of shade. To the west, the Sultan's Guard can be seen in the distance, the low riding foothills of Tyr-Zinet. To the east, the walls of Tyr-Zinet can be seen far off in the distance embracing the sparkling Sultan's Palace as if protecting it from harm. [Exits: east west] Almost running, this young boy takes in the sights. <100%hp 100%mn 79%mv> e On Sultan's Tears The ground of Sultan's Tears is paved with a mosaic of sandstones. It is said that the Sultan was so distraught over the loss of his trade route with the western cities that he cried to the Gods to show pity on his people. As the story goes, his tears flowed from his palace toward the west to the hills. Thusly, the path you now walk along is the said to be the exact same path the tears took to the hills. The path is protected on the northern and southern side by palm trees. Luckily, too, from the look of the surroundings, the harsh arid sun would have taken its toll by now if the trees were not providing a measure of shade. To the west, far off in the distance, the Sultan's Guard can be seen, the low riding foothills of Tyr-Zinet. To the east, the walls of Tyr-Zinet can be seen in the distance embracing the Sultan's Palace as if protecting it from harm. [Exits: east west] A man is standing here, apparently taking a break from his hectic day. <100%hp 100%mn 78%mv> e On Sultan's Tears The ground of Sultan's Tears is paved with a mosaic of sandstones. It is said that the Sultan was so distraught over the loss of his trade route with the western cities that he cried to the Gods to show pity on his people. As the story goes, his tears flowed from his palace toward the west to the hills. Thusly, the path you now walk along is the said to be the exact same path the tears took to the hills. The path is protected on the northern and southern side by palm trees. Luckily, too, from the look of the surroundings, the harsh arid sun would have taken its toll by now if the trees were not providing a measure of shade. To the west, as far as the naked eye can see, the hills of Tyr-Zinet are barely seen through the haze of the heat. This range of hills is called the Sultan's Guard. To the east, the walls of Tyr-Zinet can be seen clearly now. The Sultan's Palace rises out of the city like a jewel set in sandstone. The top of the palace is domed in shining gold. Truly, the Sultan is a man of great wealth. [Exits: east west] A middle aged man struggles to continue his journey. <100%hp 100%mn 77%mv> e Outside the Western Gate Here you stand, in the shadow of massive stone gates of Tyr-Zinet. The massive gates are hinged to the thick sandstone walls. One odd thing about the walls: there are no parapets on them nor causeways for patrolling. This leads one to believe that the walls are not designed for defense, but rather to keep the elements out. The sandstone walls climb upwards of thirty feet and are at least six feet thick. There are all manners of people walking into and out of this city: pilgrims, merchants, soldiers, scoundrels, rich, poor, all manners of races as well. All the while, there are guards manning the gates keeping the peace; while the throng of humanity enters and leaves the city. The Sultan's Tears heads out into the arid land to the west from here. [Exits: east west] A stern looking guard gazes at all that passes by, keeping an eye out for trouble. <100%hp 100%mn 75%mv> e Inside the Western Gate Inside the city of Tyr-Zinet, life is bustling. Hundreds of people dressed in all manners of clothing from all walks of life hustle about their business. The stench of humanity is also very readily apparent. The smell of hundreds of individuals coalesce together to produce a very unpleasant and strong, salty stench. From where you stand, you see the enormous gates of the Western Gate swing wide open, providing a free flow of human traffic. To the east, you see the city of Tyr-Zinet stretch out before you as the main thoroughfare for the city. To the south is an alley that runs between the western wall and the Sultan's Palace. [Exits: east south west] A stern looking guard gazes at all that passes by, keeping an eye out for trouble. A child dressed in rich clothes runs by laughing. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. <100%hp 100%mn 84%mv> s On the Path of the Setting Sun To the west of you are the large sandstone walls that provide some measure of protection from the harsh elements of the surrounding area. To the east of you is the western wall of the Sultan's Palace. Its beautiful white marble climbs up to over seventy feet, but unlike the northern face of the palace, this side is devoid of calligraphy or any other ornamentation. To the north, the hustle and bustle of the Citizen's Walk calls to you. The one large benefit of this roadway is that it offers an excellent respite from the harsh sun overhead, providing an almost cold atmosphere, which is very refreshing. Apparently, you are not the only one that has figured this out as the throng of people aimlessly milling around will attest to. [Exits: north south] A man dressed in dusty clothing wanders aimlessly through Tyr-Zinet. <100%hp 100%mn 82%mv> s On the Path of the Setting Sun To the west of you are the large sandstone walls that provide some measure of protection from the harsh elements of the surrounding area. To the east of you is the western wall of the Sultan's Palace. Its beautiful white marble climbs up to over seventy feet, but unlike the northern face of the palace, this side is devoid of calligraphy or any other ornamentation. The one large benefit of this roadway is that it offers an excellent respite from the harsh sun overhead, providing an almost cold atmosphere, which is very refreshing. Apparently, you are not the only one that has figured this out as the throng of people aimlessly milling around will attest to. [Exits: north south] A man is standing here, apparently taking a break from his hectic day. A Glyndane man walks briskly, trying to keep his son and wife next to him. <100%hp 100%mn 81%mv> s On the Path of the Setting Sun To the west of you are the large sandstone walls that provide some measure of protection from the harsh elements of the surrounding area. To the east of you is the western wall of the Sultan's Palace. Its beautiful white marble climbs up to over seventy feet, but unlike the northern face of the palace, this side is devoid of calligraphy or any other ornamentation. The one large benefit of this roadway is that it offers an excellent respite from the harsh sun overhead, providing an almost cold atmosphere, which is very refreshing. Apparently, you are not the only one that has figured this out as the throng of people aimlessly milling around will attest to. [Exits: north south] A skinny kid wanders around. A stern looking guard gazes at all that passes by, keeping an eye out for trouble. A woman strolls through the city, taking in the beauty of it all. A stern looking guard gazes at all that passes by, keeping an eye out for trouble. <100%hp 100%mn 80%mv> l woman This woman is middle aged with streaks of grey appearing in her long, light brown hair. Covering her hair is a simple, yet elegant, white frilled shawl. Covering this lady from head to toe is a long white cotton gown that is cinched at the waist by a grey belt. This lady walks through the streets with familarity that is bred only by living in one place for a long period of time. Eventhough she apparently has been living here for some time, she still looks around in amazement at the wonders of Tyr-Zinet. A citizen of Tyr-Zinet is in perfect condition. You peek at the inventory: Nothing. 6 gold coins, and 58 silver coins. <100%hp 100%mn 80%mv> s On the Path of the Setting Sun To the west of you are the large sandstone walls that provide some measure of protection from the harsh elements of the surrounding area. To the east of you is the western wall of the Sultan's Palace. Its beautiful white marble climbs up to over seventy feet, but unlike the northern face of the palace, this side is devoid of calligraphy or any other ornamentation. The one large benefit of this roadway is that it offers an excellent respite from the harsh sun overhead, providing an almost cold atmosphere, which is very refreshing. Apparently, you are not the only one that has figured this out as the throng of people aimlessly milling around will attest to. [Exits: north south] A child dressed in rich clothes runs by laughing. A woman strolls through the city, taking in the beauty of it all. <100%hp 100%mn 78%mv> s On the Path of the Setting Sun To the west of you are the large sandstone walls that provide some measure of protection from the harsh elements of the surrounding area. To the east of you is the western wall of the Sultan's Palace. Its beautiful white marble climbs up to over seventy feet, but unlike the northern face of the palace, this side is devoid of calligraphy or any other ornamentation. The one large benefit of this roadway is that it offers an excellent respite from the harsh sun overhead, providing an almost cold atmosphere, which is very refreshing. Apparently, you are not the only one that has figured this out as the throng of people aimlessly milling around will attest to. [Exits: north south] Almost running, this young boy takes in the sights. <100%hp 100%mn 77%mv> s On the Path of the Setting Sun To the west of you are the large sandstone walls that provide some measure of protection from the harsh elements of the surrounding area. To the east of you is the western wall of the Sultan's Palace. Its beautiful white marble climbs up to over seventy feet, but unlike the northern face of the palace, this side is devoid of calligraphy or any other ornamentation. The one large benefit of this roadway is that it offers an excellent respite from the harsh sun overhead, providing an almost cold atmosphere, which is very refreshing. Apparently, you are not the only one that has figured this out as the throng of people aimlessly milling around will attest to. [Exits: north south] <100%hp 100%mn 76%mv> s On the Path of the Setting Sun To the west of you are the large sandstone walls that provide some measure of protection from the harsh elements of the surrounding area. To the east of you is the western wall of the Sultan's Palace. Its beautiful white marble climbs up to over seventy feet, but unlike the northern face of the palace, this side is devoid of calligraphy or any other ornamentation. The one large benefit of this roadway is that it offers an excellent respite from the harsh sun overhead, providing an almost cold atmosphere, which is very refreshing. Apparently, you are not the only one that has figured this out as the throng of people aimlessly milling around will attest to. [Exits: north south] A figure cloaked in shadow waits patiently to sell his stolen goods. <100%hp 100%mn 75%mv> s The Twilight Path It is here that the massive western sandstone wall bends to the east to become the southern wall of Tyr-Zinet. The southwestern corner of the Sultan's Palace is also here. From the corner of the Palace is a brass lantern that is used at night to help keep the path somewhat lit. To the east, the Path of the Sun's Zenith continues to the south gate of the city. The cooling effect of being between the Palace and the city walls is still evident by the way you feel and by the mass of people milling around. [Exits: north east] A man is standing here, apparently taking a break from his hectic day. A woman strolls through the city, taking in the beauty of it all. A citizen of Tyr-Zinet leaves north. <100%hp 100%mn 73%mv> n On the Path of the Setting Sun To the west of you are the large sandstone walls that provide some measure of protection from the harsh elements of the surrounding area. To the east of you is the western wall of the Sultan's Palace. Its beautiful white marble climbs up to over seventy feet, but unlike the northern face of the palace, this side is devoid of calligraphy or any other ornamentation. The one large benefit of this roadway is that it offers an excellent respite from the harsh sun overhead, providing an almost cold atmosphere, which is very refreshing. Apparently, you are not the only one that has figured this out as the throng of people aimlessly milling around will attest to. [Exits: north south] A man is standing here, apparently taking a break from his hectic day. A figure cloaked in shadow waits patiently to sell his stolen goods. <100%hp 100%mn 72%mv> l cloaked Standing within the shadows, a tall and unimposing figure wearing a heavy cloak waits patiently. An air of mystery swirls heavily about this figure like the loose black garb it wears beneath the cloak. It notices your gaze and nods. "Would you be interested in this?" it rasps huskily as it opens the cloak wider to reveal numerous goods sold by the Black Market. The cloaked Black Market dealer is in perfect condition. You peek at the inventory: Nothing. 0 gold coins, and 36 silver coins. <100%hp 100%mn 72%mv> The cloaked Black Market dealer looks around suspiciously. <100%hp 100%mn 72%mv> l cloaked Standing within the shadows, a tall and unimposing figure wearing a heavy cloak waits patiently. An air of mystery swirls heavily about this figure like the loose black garb it wears beneath the cloak. It notices your gaze and nods. "Would you be interested in this?" it rasps huskily as it opens the cloak wider to reveal numerous goods sold by the Black Market. The cloaked Black Market dealer is in perfect condition. You peek at the inventory: Nothing. <100%hp 100%mn 72%mv> l inventory           l On the Path of the Setting Sun To the west of you are the large sandstone walls that provide some measure of protection from the harsh elements of the surrounding area. To the east of you is the western wall of the Sultan's Palace. Its beautiful white marble climbs up to over seventy feet, but unlike the northern face of the palace, this side is devoid of calligraphy or any other ornamentation. The one large benefit of this roadway is that it offers an excellent respite from the harsh sun overhead, providing an almost cold atmosphere, which is very refreshing. Apparently, you are not the only one that has figured this out as the throng of people aimlessly milling around will attest to. [Exits: north south] A man is standing here, apparently taking a break from his hectic day. A figure cloaked in shadow waits patiently to sell his stolen goods. <100%hp 100%mn 72%mv> s The Twilight Path It is here that the massive western sandstone wall bends to the east to become the southern wall of Tyr-Zinet. The southwestern corner of the Sultan's Palace is also here. From the corner of the Palace is a brass lantern that is used at night to help keep the path somewhat lit. To the east, the Path of the Sun's Zenith continues to the south gate of the city. The cooling effect of being between the Palace and the city walls is still evident by the way you feel and by the mass of people milling around. [Exits: north east] A woman strolls through the city, taking in the beauty of it all. <100%hp 100%mn 71%mv> e On the Path of the Sun's Zenith To the south of you are the large sandstone walls that provide some measure of protection from the harsh elements of the surrounding area. To the north of you is the southern wall of the Sultan's Palace. Its beautiful white marble climbs up to over seventy feet, but unlike the northern face of the palace, this side is devoid of calligraphy or any other ornamentation. The one large benefit of this roadway is that it offers an excellent respite from the harsh sun overhead, providing an almost cold atmosphere, which is very refreshing. Apparently, you are not the only one that has figured this out as the throng of people aimlessly milling around will attest to. [Exits: east west] <100%hp 100%mn 70%mv> e On the Path of the Sun's Zenith To the south of you are the large sandstone walls that provide some measure of protection from the harsh elements of the surrounding area. To the north of you is the southern wall of the Sultan's Palace. Its beautiful white marble climbs up to over seventy feet, but unlike the northern face of the palace, this side is devoid of calligraphy or any other ornamentation. The one large benefit of this roadway is that it offers an excellent respite from the harsh sun overhead, providing an almost cold atmosphere, which is very refreshing. Apparently, you are not the only one that has figured this out as the throng of people aimlessly milling around will attest to. [Exits: east west] <100%hp 100%mn 78%mv> e On the Path of the Sun's Zenith To the south of you are the large sandstone walls that provide some measure of protection from the harsh elements of the surrounding area. To the north of you is the southern wall of the Sultan's Palace. Its beautiful white marble climbs up to over seventy feet, but unlike the northern face of the palace, this side is devoid of calligraphy or any other ornamentation. The one large benefit of this roadway is that it offers an excellent respite from the harsh sun overhead, providing an almost cold atmosphere, which is very refreshing. Apparently, you are not the only one that has figured this out as the throng of people aimlessly milling around will attest to. [Exits: east west] A finely dressed gnome man casually strolls by. <100%hp 100%mn 77%mv> e Inside the Southern Gate To the south of you are the large stone gates of the southern gates. The gates are hinged to the massive sandstone walls that provide some measure of protection from the harsh elements of the surrounding area. To the north is the southern wall of the Sultan's Palace. Its beautiful white marble climbs up to over seventy feet, but unlike the northern face of the palace, this side is devoid of calligraphy or any other ornamentation. Unlike the western and eastern gate, the southern gate is not nearly as heavily used since there is no major trade route to the south of Tyr-Zinet. There are a few denizens of the city that appear to be milling around, but other than them, there is little to no activity at this gate. [Exits: east south west] A finely dressed gnome woman casually strolls by. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. <100%hp 100%mn 75%mv> s Outside the Southern Gate To the north is the large sandstone gateway into Tyr-Zinet. The massive stone gates, that are hinged to the sandstone walls, are presently open, allowing for unrestricted access into the city. The thirty feet tall walls do not appear designed to withstand siege engines but rather to provide some measure of protection from the harsh elements of the surrounding area. The Ishtar Road runs to the west and east at this point. It is called this because to the south the Ishtar River can be seen churning its way rapidly to the Dragon Sea. The Road follows the River for the length of Tyr-Zinet. It was built by the Sultan to allow his beloved citizens, and potential foreign investors, a beautiful walkway that travels along the River. To the south, a simple stone bridge traverses the Ishtar River permitting access to the desert south of Tyr-Zinet. You notice that at the beginning of the bridge is a ladder leading down to the Ishtar River. Apparently it is used by the Sultan's Engineers for purposes of urban planning. The Ishtar Road can be seen heading off to the west and east. [Exits: north east south west] <100%hp 100%mn 74%mv> s On the Stone Bridge This bridge is not made of the same stone as the walls of Tyr-Zinet. For some reason, the Sultan decided to use granite for this bridge's construction. It is a flat surface that connects the desert to the south to the city of Tyr-Zinet. At the northern end of the bridge is a stone ladder that extends down into the Ishtar River, apparently it is a precautionary measure for anyone who might happen to fall into the river. The view to the south is bleak as the wind gently whips up a bit of sand. You get the distinct feeling you should stock up on plenty of food and water if you plan on tackling the deserts. [Exits: north south down] <100%hp 100%mn 73%mv> s Entrance to the Forbidden Sands The desert dunes open up before you, and your heart is struck with despair. Though no corpses or weapons are in sight, just bleached sands, you still feel as if you stand in the wake of a battle. You feel as if the decisions you're about to make will be regretful. You can sense it might be wise to move on. You notice a runestone. [Exits: north south] <100%hp 100%mn 70%mv> s On top of a dune No matter if it is the harsh sun or the uncaring moon living in the sky, you find you have no ability to discern one direction from another. You remember now the story of Pathsearcher, who is considered the first true ranger, going mad and meeting his end in these very sands. It is said the sands worked against him and covered his tracks. Something is obviously wrong here. Before you move on, you notice the smell of fruit in the air. Since all that you can see is sand, there's something very wrong indeed. [Exits: north east south west] Roaming over a dune, a scorpion spots you. You scramble backward and dodge a giant scorpion's sting. A giant scorpion's sting misses you. A giant scorpion is in perfect condition. <100%hp 100%mn 64%mv> Your punch misses a giant scorpion. A giant scorpion's sting hits you. You lean to the left and dodge a giant scorpion's sting. A giant scorpion is in perfect condition. <92%hp 100%mn 64%mv> Your punch misses a giant scorpion. A giant scorpion's sting grazes you. A giant scorpion's sting hits you. A giant scorpion is in perfect condition. <75%hp 100%mn 64%mv> Your punch misses a giant scorpion. A giant scorpion's sting grazes you. A giant scorpion's sting hits you. A giant scorpion is in perfect condition. <58%hp 100%mn 64%mv> flee n You choose a direction at random and begin to run... Lost in the sands Sand, sand, and more sand is all there is...this can't be natural... there must be a way out...an end...or will it be...your end? [Exits: east south west] You flee from combat! You lost 10 exp. <58%hp 100%mn 59%mv> A giant scorpion has arrived. A giant scorpion yells, 'Zeptaru, now you die!' A giant scorpion's sting misses you. You lean back and dodge a giant scorpion's sting. A giant scorpion is in perfect condition. <58%hp 100%mn 59%mv> Your punch misses a giant scorpion. A giant scorpion's sting misses you. A giant scorpion's sting grazes you. A giant scorpion is in perfect condition. <51%hp 100%mn 59%mv> n No way! You are still fighting! A giant scorpion is in perfect condition. <51%hp 100%mn 59%mv> flee n Your punch misses a giant scorpion. A giant scorpion's sting misses you. A giant scorpion's sting misses you. A giant scorpion quickly sticks her leg behind your right leg and trips you! A giant scorpion's trip nicks you. A giant scorpion is in perfect condition. <50%hp 100%mn 59%mv> You choose a direction at random and begin to run... On top of a dune No matter if it is the harsh sun or the uncaring moon living in the sky, you find you have no ability to discern one direction from another. You remember now the story of Pathsearcher, who is considered the first true ranger, going mad and meeting his end in these very sands. It is said the sands worked against him and covered his tracks. Something is obviously wrong here. Before you move on, you notice the smell of fruit in the air. Since all that you can see is sand, there's something very wrong indeed. [Exits: north east south west] You flee from combat! You lost 10 exp. <50%hp 100%mn 54%mv> hide The shadows here are too natural to blend with. <50%hp 100%mn 54%mv> n Lost in the sands Sand, sand, and more sand is all there is...this can't be natural... there must be a way out...an end...or will it be...your end? [Exits: east south west] Roaming over a dune, a scorpion spots you. A giant scorpion yells, 'Zeptaru, now you die!' A giant scorpion's sting hits you. A giant scorpion's sting grazes you. A giant scorpion is in perfect condition. <34%hp 100%mn 49%mv> n No way! You are still fighting! A giant scorpion is in perfect condition. <34%hp 100%mn 49%mv> fl A giant scorpion parries your punch to her left. A giant scorpion's sting misses you. A giant scorpion's sting hits you. A giant scorpion is in perfect condition. <27%hp 100%mn 49%mv> ee n You choose a direction at random and begin to run... Lost in the sands Sand, sand, and more sand is all there is...this can't be natural... there must be a way out...an end...or will it be...your end? [Exits: north south] The sand spider steps out of the shadows. The sand spider's bite hits you. You sure are BLEEDING! The sand spider's bite misses you. You flee from combat! You lost 10 exp. The sand spider is in perfect condition. <16%hp 100%mn 44%mv> n No way! You are still fighting! The sand spider is in perfect condition. <16%hp 100%mn 44%mv> fle The sand spider drops, rolls backward, and dodges your punch. You lean to the right and dodge the sand spider's bite. The sand spider's bite misses you. The sand spider is in perfect condition. <16%hp 100%mn 44%mv> e n You choose a direction at random and begin to run... Lost in the sands Sand, sand, and more sand is all there is...this can't be natural... there must be a way out...an end...or will it be...your end? [Exits: east south west] Roaming over a dune, a scorpion spots you. A giant scorpion yells, 'Zeptaru, now you die!' A giant scorpion's sting hits you. You sure are BLEEDING! You choose a direction at random and begin to run... Lost in the sands Sand, sand, and more sand is all there is...this can't be natural... there must be a way out...an end...or will it be...your end? [Exits: north east south west] You flee from combat! You lost 10 exp. You flee from combat! You lost 10 exp. <6%hp 100%mn 34%mv> n Lost in the sands Sand, sand, and more sand is all there is...this can't be natural... there must be a way out...an end...or will it be...your end? [Exits: north east south west] The sand spider steps out of the shadows. The sand spider's bite hits you. You are stunned, but will probably recover. You have been KILLED!! You have died and turned into an invincible ghost for a few minutes. 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 pile of silver coins. ( 6) A dusty map lies here. ( 3) You see a parchment on the ground. It looks like someone drew a map on it. A pit for sacrifices is here. A huge cityguard walks along the streets, watching for trouble. <50%hp 49%mn 50%mv> n Nah... You feel too relaxed... <50%hp 49%mn 50%mv> n Nah... You feel too relaxed... <63%hp 64%mn 67%mv> w Nah... You feel too relaxed... <63%hp 64%mn 67%mv> w Nah... You feel too relaxed... <63%hp 64%mn 67%mv> stand You stand up. <63%hp 64%mn 67%mv> w wEntrance 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] <63%hp 64%mn 66%mv> 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] <63%hp 64%mn 64%mv> n Bridge Street You are standing on Bridge Street, a grime-covered cobblestone road which runs north-south through the city. From the south come noises from Market Square. To the east and west are walls to buildings whose entrances do not face this street. [Exits: north south] <63%hp 64%mn 63%mv> n Winter Square You are standing at the intersection of Bridge Street and Winter Road. The street intersection is busy here, but the real noise comes from farther to the south at Market Square. The cobblestones beneath your feet are dirty, with hard-packed dirt and grime between the stones. In the back of your mind you realize that this dirt was probably there since before the fall of Arcana. [Exits: north east south west] A young clerical student devoutly practices supplications. <63%hp 64%mn 61%mv> n nBridge Street You are standing just north of the intersection of Bridge Street and Winter Square, a noisy place, and yet the noise from farther south at Market Square is still audible. The cobblestones beneath your feet are encrusted with dirt and grime. Beyond to the north the street continues, and to the east and west are buildings, the entrances to which do not open to this street. [Exits: north south] <63%hp 64%mn 60%mv> nBridge Street You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. From the south come faint noises from Market Square. To the north is the great northern gate in the battlements surrounding the city. [Exits: north south] <63%hp 64%mn 59%mv> nInside the North Gate Just north of where you stand is the North Gate of Glyndane, on either side of which (east-west) are high towers, flying the flags of the city. Beyond them are the battlements, a high stone wall to help fortify the city against invasion. You can access the top of the wall by climbing the stone stair just off to the side of the gate. [Exits: north south up] <63%hp 64%mn 57%mv> Outside the North Gate Just south of you is the great northern gate, on either side of which is a tall tower, above which fly the flags of the city. Beyond the towers, running east and west, are the great stone battlements which surround the city and were erected for defense against outside invasion. To the north is a well-worn dirt road. [Exits: north south] <63%hp 64%mn 56%mv> n Dirt path You are traveling on a dirt path which leads north and south. To the south you see tall twin towers and a gate leading to Glyndane, a walled-in city with high hopes of avoiding the fate which hit old Midgaard. [Exits: north south] <63%hp 64%mn 54%mv> n Dirt path You are traveling on a dirt path. To the south, you hear the sounds of construction, the yells of construction workers and overseers. Toward the north is the main road and a lovely grove of trees. [Exits: north south] <63%hp 64%mn 53%mv> n Along the Eastern Road You are traveling down the eastern road between Ethshar and the eastern lands. The road back to Ethshar is west of you while the Eastern Road winds onward to the east. You see a beautiful grove of trees up north, and a dirt path wanders off to the south. [Exits: north east south west] <63%hp 64%mn 52%mv> e Along the Eastern Road You have covered about a quarter of the distance between the cities of Ethshar and Tyr-Zinet. The air is getting drier as you near the barren wastes of the Sands of Sorrow. To the west is the dirt path leading to Glyndane and further west the glorious city of Ethshar. To the east the long trek to Tyr-Zinet winds its way through desert and hills. [Exits: east west] <63%hp 64%mn 50%mv> e eAlong the Eastern Road You have covered about a quarter of the distance between the cities of Ethshar and Tyr-Zinet. The air is getting drier as you near the barren wastes of the Sands of Sorrow. A well-kept cobblestone path leads to the north. [Exits: north east west] <63%hp 64%mn 49%mv> e Along the Eastern Road The temperature feels slightly warmer here than it does to the west. The further you walk eastward, the more you get the feeling it will only get hotter. To the north, a lush forest can be seen sprawled out, but before it, there is a garden whose entrance seems to be glowing. To the south are the rolling hills along the outskirts of Glyndane. A sign sits at the side of the road. [Exits: north east west] A torn piece of paper flutters along the ground. <63%hp 64%mn 47%mv> eAlong the Eastern Road The Eastern Road slowly continues to the east and west from here. To the north, the trees of Silverwood can be seen off in the distance. To the south, the rolling plains appear to continue onward unabated. You can feel the heat lazily radiating off the road, an indicator of what the climate may be like further to the east. To the west, the Eastern Road heads back toward cooler climates as you head toward the cities of Glyndane and Ethshar. [Exits: east west] <63%hp 64%mn 44%mv> e Huh? <63%hp 64%mn 44%mv> e Along the Eastern Road The Eastern Road slowly continues to the east and west from here. To the north, the trees of Silverwood can be seen slowly approaching the road. To the south, the rolling plains of Glyndane appear to continue onward unabated. You can feel the heat lazily radiating off the road, an indicator of what the climate may be like further to the east. To the west, the Eastern Road heads back toward cooler climates as you head toward the cities of Glyndane and Ethshar. [Exits: east west] <63%hp 64%mn 38%mv> e Along the Eastern Road The Eastern Road slowly continues to the east and west from here. To the north, the trees of Silverwood can be seen approaching the road. To the south, the rolling plains of Glyndane appear to continue onward unabated, albeit, in less a lush sprawl of flora. You can feel the heat lazily radiating off the road, an indicator of what the climate may be like further to the east. To the west, the road leads to the City of Ethshar. [Exits: east west] <63%hp 64%mn 33%mv> e Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues east and west from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. On the southern side of the road are fields as far as the eye can see. To the north is a wide path that heads into the forest of Silverwood. The forest comes within dozens of feet of the road as if testing the weight of civilization upon its roots. [Exits: north east west] <63%hp 64%mn 29%mv> e Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues east and west from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. On the southern side of the road, fields filled with tall grass and an occasional tree can be seen extending as far as the eye can see. To the north, in the distance, the forest of Silverwood can be seen retreating yet further away from the Eastern Road. [Exits: east west] <63%hp 64%mn 28%mv> e Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues east and west from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. On the southern side of the road, fields filled with tall grass and an occasional tree can be seen extending as far as the eye can see. To the north, in the distance, the forest of Silverwood can be seen retreating yet further away from the Eastern Road. [Exits: east west] A middle aged man struggles to continue his journey. <63%hp 64%mn 26%mv> e Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues east and west from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. On the southern side of the road, fields filled with tall grass and an occasional tree can be seen extending as far as the eye can see. To the north, in the distance, the forest of Silverwood can be seen in all its majesty. [Exits: east west] <63%hp 64%mn 25%mv> e Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues east and west from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. On the southern side of the road, fields filled with tall grass and an occasional tree can be seen extending as far as the eye can see. To the north, in the distance, the forest of Silverwood can be seen in all its majesty. [Exits: east west] <63%hp 64%mn 23%mv> e Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues east and west from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. On the southern side of the road, fields filled with tall grass and an occasional tree can be seen extending as far as the eye can see. To the north, in the distance, the forest of Silverwood and the dark forest of the Grove of Despair meet as if they are soldiers on a battlefield, lined up to go to battle. [Exits: east west] A middle aged man struggles to continue his journey. <63%hp 64%mn 22%mv> e Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues east and west from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. To the north, in the distance, the dark forest of the Grove of Despair can be seen casting its shadow upon the land. To the south, the fields are filled with fewer trees and the grass is not as tall it is to the west. [Exits: east west] <63%hp 64%mn 21%mv> e Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues south and west from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. To the north, in the distance, the dark forest of the Grove of Despair can be seen casting its shadow upon the land. To the south and west, the land is populated by the occasional tall grass, along with small forms of brush. The air shimmers as you register the heat coming off the ground to the south. To the east, off in the distance, a range of hills can be seen. [Exits: south west] <70%hp 72%mn 30%mv> e Alas, you cannot go that way. <70%hp 72%mn 30%mv> s Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues south and north from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. To the north, on the horizon, the dark forest of the Grove of Despair can be seen casting its shadow upon the land. To the south and west, the land is populated by the occasional tall grass, along with small forms of brush. The air shimmers as you register the heat coming off the ground to the south. To the east, off in the distance, a range of hills can be seen. [Exits: north south] <70%hp 72%mn 28%mv> s Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues east and north from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. To the north, on the horizon, the dark forest of the Grove of Despair can be seen casting its shadow upon the land. To the south and west, the land is populated by the occasional tall grass, along with small forms of brush. The air shimmers as you register the heat coming off the ground to the south. To the east, off in the distance, a range of hills can be seen. [Exits: north east] <70%hp 72%mn 27%mv> s Alas, you cannot go that way. <70%hp 72%mn 27%mv> e Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues east and west from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. To the north, on the horizon, the dark forest of the Grove of Despair can be seen casting its shadow upon the land. To the south, the land is populated by tall sparse grass, along with small forms of brush. The air shimmers as you register the heat coming off the ground to the south. To the east, off in the distance, a range of hills can be seen looming ever closer. [Exits: east west] A middle aged man struggles to continue his journey. <70%hp 72%mn 26%mv> e Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues east and west from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. To the north, on the horizon, the dark forest of the Grove of Despair can be seen casting its shadow upon the land. To the south, the land is populated by tall sparse grass, along with small forms of brush. The air shimmers as you register the heat coming off the ground to the south. To the east, off in the distance, a range of hills can be seen looming ever closer. [Exits: east west] <70%hp 72%mn 24%mv> e Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues east and west from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. To the north, on the horizon, the dark forest of the Grove of Despair can be seen casting its shadow upon the land. To the south, the land is populated by tall sparse grass, along with small forms of brush struggling to find nourishment in the harsh sands. The air shimmers as you recognize the intense heat coming off the ground to the south. To the east, a range of hills can be seen looming ever closer. [Exits: east west] <70%hp 72%mn 23%mv> e Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues east and west from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. To the north, on the horizon, the dark forest of the Grove of Despair can be seen casting its shadow upon the land. To the south, the land is populated by tall sparse grass, along with small forms of brush struggling to find nourishment in the harsh sands. The air shimmers as you recognize the intense heat coming off the ground to the south. To the east is the foot of a range of hills called the Sultan's Guard. Beyond these hills lies the trading city of Tyr-Zinet. [Exits: east west] <70%hp 72%mn 21%mv> e At the Foot of the Sultan's Guard The hills known as the Sultan's Guard rise up before you to the east. There is a path that leads up to it to the east that was carved out by Sultan's engineers in the hopes of continuing trade with the western cities of Ethshar and Glyndane. The air feels cool beneath the hills, and for the first time you realize just how hot it really is away from the protection of Sultan's Guard. You are not the only one to notice this effect. By the side of the road, a vendor has set up a makeshift shop beneath a large canvas. The canopy extends to the north a bit, providing an excellent place to rest and recover from the long journey. [Exits: north west up] (Translucent) (Chromatic Aura) A small gnome fans himself while he waits for customers. (Translucent) (Chromatic Aura) A balding priest stands here bestowing the benedictions of his lord. A gnome vendor tells you, 'Good day, young one. There is a priest here that will gladly' A gnome vendor tells you, 'help you on your way, you need only ask him for his help.' A gnome vendor tells you, 'If you need to rest more than just your legs, there is a small' A gnome vendor tells you, 'rest area to the north of here that I have set up. Also I sell' A gnome vendor tells you, 'water if you need to soothe your parched throat.' A priest of the Wheel says, 'Traveler, may the Lord of Exploration guide your feet to lands unknown.' A priest of the Wheel says, 'I will gladly help refresh the tired muscles of all young travelers, ' A priest of the Wheel says, 'they need only ask. 'Please, grant me the strength to carry on.'' <70%hp 72%mn 20%mv> str A cockroach has arrived. <70%hp 72%mn 20%mv> You say, 'Please, grant me the strength to carry on.' A priest of the Wheel utters the word, 'bantisaza'. You feel less tired. <70%hp 72%mn 55%mv> exi Obvious exits: North - Beneath the Canvas West - Along the Eastern Road Up - Too dark to tell <70%hp 72%mn 55%mv> u In Sultan's Guard This path has been carved out of the hills. There are parts to the path. One is a smooth gradual slope inclining gently to the east and declining steeply to the west. This smooth path is used for caravan wagons and pack animals as they carry goods to and from Tyr-Zinet. The second part of the path is much smaller and is composed of step-like grooves in the ground. Riveted onto the side of the hill on the side of this smaller path is a chain apparently going the entire length of the path through the Guard. This smaller path is used by pilgrims and others travelling by foot. The chain is obviously used to help these travellers navigate the path with ease. [Exits: east down] <70%hp 72%mn 52%mv> e In Sultan's Guard This path has been carved out of the hills. The two parts of the path head east and west. This smooth path is used for caravan wagons and pack animals as they carry goods to and from Tyr-Zinet. The second part of the path is much smaller and is composed of step-like grooves in the ground. Riveted onto the side of the hill on the side of this smaller path is a chain apparently going the entire length of the path through the Guard. This smaller path is used by pilgrims and others travelling by foot. The chain is obviously used to help these travellers navigate the path with ease. [Exits: east west] <70%hp 72%mn 49%mv> e eIn Sultan's Guard This path has been carved out of the hills. The two parts of the path head south and west. This smooth path is used for caravan wagons and pack animals as they carry goods to and from Tyr-Zinet. The second part of the path is much smaller and is composed of step-like grooves in the ground. Riveted onto the side of the hill on the side of this smaller path is a chain apparently going the entire length of the path through the Guard. This smaller path is used by pilgrims and others travelling by foot. The chain is obviously used to help these travellers navigate the path with ease. [Exits: south west] <70%hp 72%mn 45%mv> Alas, you cannot go that way. <70%hp 72%mn 45%mv> e Alas, you cannot go that way. <70%hp 72%mn 45%mv> s In Sultan's Guard This path has been carved out of the hills. The two parts of the path head north and east. This smooth path is used for caravan wagons and pack animals as they carry goods to and from Tyr-Zinet. The second part of the path is much smaller and is composed of step-like grooves in the ground. Located at the side of the hill on the side of this smaller path is a chain apparently going the entire length of the path through the Guard. This smaller path is used by pilgrims and others travelling by foot. The chain is obviously used to help these travellers navigate the path with ease. [Exits: north east] <70%hp 72%mn 42%mv> e In Sultan's Guard This path has been carved out of the hills. There are parts to the path. One is a smooth gradual slope inclining gently to the west and declining steeply to the east. This smooth path is used for caravan wagons and pack animals as they carry goods to and from Tyr-Zinet. The second part of the path is much smaller and is composed of step-like grooves in the ground. Riveted onto the side of the hill on the side of this smaller path is a chain apparently going the entire length of the path through the Guard. This smaller path is used by pilgrims and others travelling by foot. The chain is obviously used to help these travellers navigate the path with ease. [Exits: west down] <70%hp 72%mn 38%mv> d At the Foot of the Sultan's Guard The hills known as the Sultan's Guard rises up before you to the west. The path that leads up to it to the west was carved out by Sultan's engineers in the hopes of continuing trade with the western cities of Ethshar and Glyndane. The air feels cool beneath the hills and for the first time you realize just how hot it really is away from the protection of the Sultan's Guard. To the east, you can see the city of Tyr-Zinet. Towering over everything else is the sultan's palace, the jewel of Tyr-Zinet. On either side of the path known as the Sultan's Tears, palm trees were planted by the Sultan's men in the hopes of providing some measure of comfort from the intense heat of the arid sun. In all directions except west, nothing but the occasional underbrush or cactus can be seen in the surroundings. The heat shimmers off the sand in endless waves, a testament to the harsh environment that Tyr-Zinet calls home. [Exits: east west up] <70%hp 72%mn 35%mv> e On Sultan's Tears The ground of Sultan's Tears is paved with a mosaic of sandstones. It is said that the Sultan was so distraught over the loss of his trade route with the western cities that he cried to the Gods to show pity on his people. As the story goes, his tears flowed from his palace toward the west to the hills. Thusly, the path you now walk along is the said to be the exact same path the tears took to the hills. The path is protected on the northern and southern side by palm trees. Luckily, too, from the look of the surroundings, the harsh arid sun would have taken its toll by now if the trees were not providing a measure of shade. To the west, the Sultan's Guard can be seen, the low riding foothills of Tyr-Zinet. To the east, the Sultan's palace can be seen sticking out of the ground like an enormous shining shell on an even more enormous beach. [Exits: east west] A middle aged man struggles to continue his journey. <70%hp 72%mn 34%mv> e On Sultan's Tears The ground of Sultan's Tears is paved with a mosaic of sandstones. It is said that the Sultan was so distraught over the loss of his trade route with the western cities that he cried to the Gods to show pity on his people. As the story goes, his tears flowed from his palace toward the west to the hills, thusly the path you now walk along is the said to be the exact same path the tears took to the hills. The path is protected on the northern and southern side by palm trees. Luckily, too, from the look of the surroundings, the harsh arid sun would have taken its toll by now if the trees were not providing a measure of shade. To the west, the Sultan's Guard can be seen in the distance, the low riding foothills of Tyr-Zinet. To the east, the walls of Tyr-Zinet can be seen far off in the distance embracing the sparkling Sultan's Palace as if protecting it from harm. [Exits: east west] Almost running, this young boy takes in the sights. <70%hp 72%mn 33%mv> e On Sultan's Tears The ground of Sultan's Tears is paved with a mosaic of sandstones. It is said that the Sultan was so distraught over the loss of his trade route with the western cities that he cried to the Gods to show pity on his people. As the story goes, his tears flowed from his palace toward the west to the hills. Thusly, the path you now walk along is the said to be the exact same path the tears took to the hills. The path is protected on the northern and southern side by palm trees. Luckily, too, from the look of the surroundings, the harsh arid sun would have taken its toll by now if the trees were not providing a measure of shade. To the west, far off in the distance, the Sultan's Guard can be seen, the low riding foothills of Tyr-Zinet. To the east, the walls of Tyr-Zinet can be seen in the distance embracing the Sultan's Palace as if protecting it from harm. [Exits: east west] A man is standing here, apparently taking a break from his hectic day. <70%hp 72%mn 31%mv> e On Sultan's Tears The ground of Sultan's Tears is paved with a mosaic of sandstones. It is said that the Sultan was so distraught over the loss of his trade route with the western cities that he cried to the Gods to show pity on his people. As the story goes, his tears flowed from his palace toward the west to the hills. Thusly, the path you now walk along is the said to be the exact same path the tears took to the hills. The path is protected on the northern and southern side by palm trees. Luckily, too, from the look of the surroundings, the harsh arid sun would have taken its toll by now if the trees were not providing a measure of shade. To the west, as far as the naked eye can see, the hills of Tyr-Zinet are barely seen through the haze of the heat. This range of hills is called the Sultan's Guard. To the east, the walls of Tyr-Zinet can be seen clearly now. The Sultan's Palace rises out of the city like a jewel set in sandstone. The top of the palace is domed in shining gold. Truly, the Sultan is a man of great wealth. [Exits: east west] A middle aged man struggles to continue his journey. <70%hp 72%mn 30%mv> e Outside the Western Gate Here you stand, in the shadow of massive stone gates of Tyr-Zinet. The massive gates are hinged to the thick sandstone walls. One odd thing about the walls: there are no parapets on them nor causeways for patrolling. This leads one to believe that the walls are not designed for defense, but rather to keep the elements out. The sandstone walls climb upwards of thirty feet and are at least six feet thick. There are all manners of people walking into and out of this city: pilgrims, merchants, soldiers, scoundrels, rich, poor, all manners of races as well. All the while, there are guards manning the gates keeping the peace; while the throng of humanity enters and leaves the city. The Sultan's Tears heads out into the arid land to the west from here. [Exits: east west] A stern looking guard gazes at all that passes by, keeping an eye out for trouble. <70%hp 72%mn 28%mv> e Inside the Western Gate Inside the city of Tyr-Zinet, life is bustling. Hundreds of people dressed in all manners of clothing from all walks of life hustle about their business. The stench of humanity is also very readily apparent. The smell of hundreds of individuals coalesce together to produce a very unpleasant and strong, salty stench. From where you stand, you see the enormous gates of the Western Gate swing wide open, providing a free flow of human traffic. To the east, you see the city of Tyr-Zinet stretch out before you as the main thoroughfare for the city. To the south is an alley that runs between the western wall and the Sultan's Palace. [Exits: east south west] A stern looking guard gazes at all that passes by, keeping an eye out for trouble. A man dressed in dusty clothing wanders aimlessly through Tyr-Zinet. A stern looking guard gazes at all that passes by, keeping an eye out for trouble. A child dressed in rich clothes runs by laughing. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. <70%hp 72%mn 27%mv> e On The Citizen's Walk Hundreds of people push their way past you as they go about their business. To the south, you see the enormous Sultan's Palace rise up like a monument to the ingenuity and resourcefulness of humankind. The white marble face of the Palace is decorated in stunning calligraphy that flows like a cloud on the wind. Tracing the calligraphy is gold inlay, accenting the power and prestige at the Sultan's disposal. It is an impressive display of both wealth and the Sultan's taste in beautiful art. The Citizen's Walk continues onward to both the east and west and from where you stand, it looks like both directions are packed with sentient beings. To the north, you see the open air bazaar, the Sultan's Grace, which appears to be the final destination for the majority of the people on Citizen's Walk. To the west, you can see the enormous stone gates of the Western Gate. [Exits: north east west] (Chromatic Aura) A short woman dressed in the field plate of the Imperial Army is here. A beggar sits on the floor asking for coins. <70%hp 72%mn 26%mv> e On The Citizen's Walk Hundreds of people push their way past you as they go about their business. To the south, you see the enormous Sultan's Palace rise up like a monument to the ingenuity and resourcefulness of humankind. The white marble face of the Palace is decorated in stunning calligraphy that flows like a cloud on the wind. Tracing the calligraphy is gold inlay, accenting the power and prestige at the Sultan's disposal. It is an impressive display of both wealth and the Sultan's taste in beautiful art. The Citizen's Walk continues onward to both the east and west and from where you stand, it looks like both directions are packed with sentient beings. To the north, you see the open air bazaar, the Sultan's Grace, which appears to be the final destination for the majority of the people on Citizen's Walk. [Exits: north east west] <70%hp 72%mn 24%mv> e On The Citizen's Walk Hundreds of people push their way past you as they go about their business. To the south, you see the enormous Sultan's Palace rise up like a monument to the ingenuity and resourcefulness of humankind. The white marble face of the Palace is decorated in stunning calligraphy that flows like a cloud on the wind. Tracing the calligraphy is gold inlay, accenting the power and prestige at the Sultan's disposal. It is an impressive display of both wealth and the Sultan's taste in beautiful art. The Citizen's Walk continues onward to both the east and west and from where you stand, it looks like both direction are packed with sentient beings. To the north, you see the open air bazaar, the Sultan's Grace, which appears to be the final destination for the majority of the people on Citizen's Walk. [Exits: north east west] An exterminator is here, diligently guarding against pests. <70%hp 72%mn 23%mv> e Before the Sultan's Gates Hundreds of people push their way past you as they go about their business. To the south, you see the enormous Sultan's Palace rise up like a monument to the ingenuity and resourcefulness of humankind. Instead of seeing the fantastic calligraphy on the walls here, you see the gates to the Sultan's Palace. The throng of humanoids give the gates and the guards that defend it wide berth, to the point of pushing their neighbors just to maintain a respectful distance between them and the guards. The gates are made of white ivory inlaid into wood. The gate is heavily designed in calligraphy and traced with gold ink. You begin to wonder if the calligraphy has a meaning, or if it is just a design. Regardless, it is an impressive display of both wealth and the Sultan's taste in beautiful art. The Citizen's Walk continues onward to both the east and west and from where you stand, it looks like both direction are packed with sentient beings. To the north, you see the open air bazaar, the Sultan's Grace, which appears to be the final destination for the majority of the people on Citizen's Walk. [Exits: north east south west] A finely dressed gnome man casually strolls by. A nomad merchant looks you over. <70%hp 72%mn 21%mv> e On The Citizen's Walk Hundreds of people push their way past you as they go about their business. To the south, you see the enormous Sultan's Palace rise up like a monument to the ingenuity and resourcefulness of humankind. The white marble face of the Palace is decorated in stunning calligraphy that flows like a cloud on the wind. Tracing the calligraphy is gold inlay, accenting the power and prestige at the Sultan's disposal. It is an impressive display of both wealth and the Sultan's taste in beautiful art. The Citizen's Walk continues onward to both the east and west and from where you stand, it looks like both directions are packed with sentient beings. To the north, you see the open air bazaar, the Sultan's Grace, which appears to be the final destination for the majority of the people on Citizen's Walk. [Exits: north east west] A citizen of Ofcol runs by, oblivious to your presence. A man is standing here, apparently taking a break from his hectic day. A cartographer stands here, scribbling intently on a map. 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 Ethshar, Silverwood, the grove of despair,' The cartographer tells you, 'Arkham or Glyndane. Just say so, and I can probably help you out!' <70%hp 72%mn 20%mv> e On The Citizen's Walk Hundreds of people push their way past you as they go about their business. To the south, you see the enormous Sultan's Palace rise up like a monument to the ingenuity and resourcefulness of humankind. The white marble face of the Palace is decorated in stunning calligraphy that flows like a cloud on the wind. Tracing the calligraphy is gold inlay, accenting the power and prestige at the Sultan's disposal. It is an impressive display of both wealth and the Sultan's taste in beautiful art. The Citizen's Walk continues onward to both the east and west and from where you stand, it looks like both directions are packed with sentient beings. To the north, you see the open air bazaar, the Sultan's Grace, which appears to be the final destination for the majority of the people on Citizen's Walk. [Exits: north east west] A stern looking guard gazes at all that passes by, keeping an eye out for trouble. <70%hp 72%mn 19%mv> e On The Citizen's Walk Hundreds of people push their way past you as they go about their business. To the south, you see the enormous Sultan's Palace rise up like a monument to the ingenuity and resourcefulness of humankind. The white marble face of the Palace is decorated in stunning calligraphy that flows like a cloud on the wind. Tracing the calligraphy is gold inlay, accenting the power and prestige at the Sultan's disposal. It is an impressive display of both wealth and the Sultan's taste in beautiful art. The Citizen's Walk continues onward to both the east and west and from where you stand, it looks like both directions are packed with sentient beings. To the north, you see the open air bazaar, the Sultan's Grace, which appears to be the final destination for the majority of the people on Citizen's Walk. To the east, you can see the enormous stone gates of the Eastern Gate. [Exits: north east west] A muscled man is lugging a heavy suitcase on his back. A beggar sits on the floor asking for coins. <70%hp 72%mn 17%mv> e Inside the Eastern Gate Inside the City of Tyr-Zinet, life is bustling. Hundreds of people dressed in all manners of clothing from all walks of life hustle about their business. The stench of humanity is also very readily apparent. The smell of hundreds of individuals coalesce together to produce a very unpleasant and strong salty stench. From where you stand, you see the enormous gates of the Eastern Gate swing wide open, providing a free flow of human traffic. To the west, you see the city of Tyr-Zinet stretch out before you as the main thoroughfare for the city. To the south is an alley that runs between the eastern wall and the Sultan's Palace. [Exits: east south west] A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. <70%hp 72%mn 16%mv> s The day has begun. You look up and notice that it is no longer raining sleet. <77%hp 79%mn 26%mv> On the Path of the Rising Sun To the east of you are the large sandstone walls that provide some measure of protection from the harsh elements of the surrounding area. To the west of you is the eastern wall of the Sultan's Palace. Its beautiful white marble climbs up to over seventy feet, but unlike the northern face of the palace, this side is devoid of calligraphy or any other ornamentation. To the north, the hustle and bustle of the Citizen's Walk calls to you. The one large benefit of this roadway is that it offers an excellent respite from the harsh sun overhead, providing an almost cold atmosphere, which is very refreshing. Apparently, you are not the only one that has figured this out as the throng of people aimlessly milling around will attest to. [Exits: north south] <77%hp 79%mn 25%mv> s On the Path of the Rising Sun To the east of you are the large sandstone walls that provide some measure of protection from the harsh elements of the surrounding area. To the west of you is the eastern wall of the Sultan's Palace. Its beautiful white marble climbs up to over seventy feet, but unlike the northern face of the palace, this side is devoid of calligraphy or any other ornamentation. The one large benefit of this roadway is that it offers an excellent respite from the harsh sun overhead, providing an almost cold atmosphere, which is very refreshing. Apparently, you are not the only one that has figured this out as the throng of people aimlessly milling around will attest to. [Exits: north south] <77%hp 79%mn 23%mv> s On the Path of the Rising Sun To the east of you are the large sandstone walls that provide some measure of protection from the harsh elements of the surrounding area. To the west of you is the eastern wall of the Sultan's Palace. Its beautiful white marble climbs up to over seventy feet, but unlike the northern face of the palace, this side is devoid of calligraphy or any other ornamentation. The one large benefit of this roadway is that it offers an excellent respite from the harsh sun overhead, providing an almost cold atmosphere, which is very refreshing. Apparently, you are not the only one that has figured this out as the throng of people aimlessly milling around will attest to. [Exits: north south] <77%hp 79%mn 22%mv> s On the Path of the Rising Sun To the east of you are the large sandstone walls that provide some measure of protection from the harsh elements of the surrounding area. To the west of you is the eastern wall of the Sultan's Palace. Its beautiful white marble climbs up to over seventy feet, but unlike the northern face of the palace, this side is devoid of calligraphy or any other ornamentation. The one large benefit of this roadway is that it offers an excellent respite from the harsh sun overhead, providing an almost cold atmosphere, which is very refreshing. Apparently, you are not the only one that has figured this out as the throng of people aimlessly milling around will attest to. [Exits: north south] A muscled man is lugging a heavy suitcase on his back. A beggar sits on the floor asking for coins. <77%hp 79%mn 21%mv> s On the Path of the Rising Sun To the east of you are the large sandstone walls that provide some measure of protection from the harsh elements of the surrounding area. To the west of you is the eastern wall of the Sultan's Palace. Its beautiful white marble climbs up to over seventy feet, but unlike the northern face of the palace, this side is devoid of calligraphy or any other ornamentation. The one large benefit of this roadway is that it offers an excellent respite from the harsh sun overhead, providing an almost cold atmosphere, which is very refreshing. Apparently, you are not the only one that has figured this out as the throng of people aimlessly milling around will attest to. [Exits: north south] A small harmless feline searches for food. <77%hp 79%mn 19%mv> s On the Path of the Rising Sun To the east of you are the large sandstone walls that provide some measure of protection from the harsh elements of the surrounding area. To the west of you is the eastern wall of the Sultan's Palace. Its beautiful white marble climbs up to over seventy feet, but unlike the northern face of the palace, this side is devoid of calligraphy or any other ornamentation. The one large benefit of this roadway is that it offers an excellent respite from the harsh sun overhead, providing an almost cold atmosphere, which is very refreshing. Apparently, you are not the only one that has figured this out as the throng of people aimlessly milling around will attest to. [Exits: north south] <77%hp 79%mn 18%mv> s On the Path of the Rising Sun To the east of you are the large sandstone walls that provide some measure of protection from the harsh elements of the surrounding area. To the west of you is the eastern wall of the Sultan's Palace. Its beautiful white marble climbs up to over seventy feet, but unlike the northern face of the palace, this side is devoid of calligraphy or any other ornamentation. The one large benefit of this roadway is that it offers an excellent respite from the harsh sun overhead, providing an almost cold atmosphere, which is very refreshing. Apparently, you are not the only one that has figured this out as the throng of people aimlessly milling around will attest to. [Exits: north south] A muscled man is lugging a heavy suitcase on his back. <77%hp 79%mn 16%mv> s The Path of Dawn It is here that the massive eastern sandstone wall bends to the west to become the southern wall of Tyr-Zinet. The southeastern corner of the Sultan's Palace is also here. From the corner of the Palace is a brass lantern that is used at night to help keep the path somewhat lit. To the west, the Path of the Sun's Zenith continues to the south gate of the city. The cooling effect of being between the Palace and the city walls is still evident by the way you feel and by the mass of people milling around. [Exits: north west] <77%hp 79%mn 15%mv> w On the Path of the Sun's Zenith To the south of you are the large sandstone walls that provide some measure of protection from the harsh elements of the surrounding area. To the north of you is the southern wall of the Sultan's Palace. Its beautiful white marble climbs up to over seventy feet, but unlike the northern face of the palace, this side is devoid of calligraphy or any other ornamentation. The one large benefit of this roadway is that it offers an excellent respite from the harsh sun overhead, providing an almost cold atmosphere, which is very refreshing. Apparently, you are not the only one that has figured this out as the throng of people aimlessly milling around will attest to. [Exits: east west] <77%hp 79%mn 14%mv> w On the Path of the Sun's Zenith To the south of you are the large sandstone walls that provide some measure of protection from the harsh elements of the surrounding area. To the north of you is the southern wall of the Sultan's Palace. Its beautiful white marble climbs up to over seventy feet, but unlike the northern face of the palace, this side is devoid of calligraphy or any other ornamentation. The one large benefit of this roadway is that it offers an excellent respite from the harsh sun overhead, providing an almost cold atmosphere, which is very refreshing. Apparently, you are not the only one that has figured this out as the throng of people aimlessly milling around will attest to. [Exits: east west] <77%hp 79%mn 12%mv> w On the Path of the Sun's Zenith To the south of you are the large sandstone walls that provide some measure of protection from the harsh elements of the surrounding area. To the north of you is the southern wall of the Sultan's Palace. Its beautiful white marble climbs up to over seventy feet, but unlike the northern face of the palace, this side is devoid of calligraphy or any other ornamentation. The one large benefit of this roadway is that it offers an excellent respite from the harsh sun overhead, providing an almost cold atmosphere, which is very refreshing. Apparently, you are not the only one that has figured this out as the throng of people aimlessly milling around will attest to. [Exits: east west] <77%hp 79%mn 11%mv> w Inside the Southern Gate To the south of you are the large stone gates of the southern gates. The gates are hinged to the massive sandstone walls that provide some measure of protection from the harsh elements of the surrounding area. To the north is the southern wall of the Sultan's Palace. Its beautiful white marble climbs up to over seventy feet, but unlike the northern face of the palace, this side is devoid of calligraphy or any other ornamentation. Unlike the western and eastern gate, the southern gate is not nearly as heavily used since there is no major trade route to the south of Tyr-Zinet. There are a few denizens of the city that appear to be milling around, but other than them, there is little to no activity at this gate. [Exits: east south west] A finely dressed gnome woman casually strolls by. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. <77%hp 79%mn 9%mv> s Outside the Southern Gate To the north is the large sandstone gateway into Tyr-Zinet. The massive stone gates, that are hinged to the sandstone walls, are presently open, allowing for unrestricted access into the city. The thirty feet tall walls do not appear designed to withstand siege engines but rather to provide some measure of protection from the harsh elements of the surrounding area. The Ishtar Road runs to the west and east at this point. It is called this because to the south the Ishtar River can be seen churning its way rapidly to the Dragon Sea. The Road follows the River for the length of Tyr-Zinet. It was built by the Sultan to allow his beloved citizens, and potential foreign investors, a beautiful walkway that travels along the River. To the south, a simple stone bridge traverses the Ishtar River permitting access to the desert south of Tyr-Zinet. You notice that at the beginning of the bridge is a ladder leading down to the Ishtar River. Apparently it is used by the Sultan's Engineers for purposes of urban planning. The Ishtar Road can be seen heading off to the west and east. [Exits: north east south west] <77%hp 79%mn 8%mv> s On the Stone Bridge This bridge is not made of the same stone as the walls of Tyr-Zinet. For some reason, the Sultan decided to use granite for this bridge's construction. It is a flat surface that connects the desert to the south to the city of Tyr-Zinet. At the northern end of the bridge is a stone ladder that extends down into the Ishtar River, apparently it is a precautionary measure for anyone who might happen to fall into the river. The view to the south is bleak as the wind gently whips up a bit of sand. You get the distinct feeling you should stock up on plenty of food and water if you plan on tackling the deserts. [Exits: north south down] <77%hp 79%mn 7%mv> s Entrance to the Forbidden Sands The desert dunes open up before you, and your heart is struck with despair. Though no corpses or weapons are in sight, just bleached sands, you still feel as if you stand in the wake of a battle. You feel as if the decisions you're about to make will be regretful. You can sense it might be wise to move on. You notice a runestone. [Exits: north south] <77%hp 79%mn 3%mv> s You are too exhausted. <77%hp 79%mn 3%mv> l Entrance to the Forbidden Sands The desert dunes open up before you, and your heart is struck with despair. Though no corpses or weapons are in sight, just bleached sands, you still feel as if you stand in the wake of a battle. You feel as if the decisions you're about to make will be regretful. You can sense it might be wise to move on. You notice a runestone. [Exits: north south] <77%hp 79%mn 3%mv> n On the Stone Bridge This bridge is not made of the same stone as the walls of Tyr-Zinet. For some reason, the Sultan decided to use granite for this bridge's construction. It is a flat surface that connects the desert to the south to the city of Tyr-Zinet. At the northern end of the bridge is a stone ladder that extends down into the Ishtar River, apparently it is a precautionary measure for anyone who might happen to fall into the river. The view to the south is bleak as the wind gently whips up a bit of sand. You get the distinct feeling you should stock up on plenty of food and water if you plan on tackling the deserts. [Exits: north south down] <77%hp 79%mn 0%mv> n You are too exhausted. <77%hp 79%mn 0%mv> sk Your list of skills: Level 1: dagger 81% mace 1% spear 1% sword 1% whip 75% evaluation 100% backstab 79% dodge 81% hide 100% scrolls 31% staves 1% recall 75% Level 3: dirt kicking 77% Level 4: sneak 100% Level 5: trip  80% Level 6: peek 75% steal 75% Level 7: hand to hand 79% Level 8: haggle 75% 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] recall <90%hp 94%mn 21%mv> l On the Stone Bridge This bridge is not made of the same stone as the walls of Tyr-Zinet. For some reason, the Sultan decided to use granite for this bridge's construction. It is a flat surface that connects the desert to the south to the city of Tyr-Zinet. At the northern end of the bridge is a stone ladder that extends down into the Ishtar River, apparently it is a precautionary measure for anyone who might happen to fall into the river. The view to the south is bleak as the wind gently whips up a bit of sand. You get the distinct feeling you should stock up on plenty of food and water if you plan on tackling the deserts. [Exits: north south down] <90%hp 94%mn 21%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 pile of silver coins. ( 6) A dusty map lies here. ( 3) You see a parchment on the ground. It looks like someone drew a map on it. A pit for sacrifices is here. A huge cityguard walks along the streets, watching for trouble. <90%hp 94%mn 10%mv> take coins You get 520 silver coins. <90%hp 94%mn 10%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] <90%hp 94%mn 9%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] <90%hp 94%mn 7%mv> The sun rises in the east. <97%hp 100%mn 18%mv> l self He looks human-like except for his yellow eyes and purple skin. His large bushy eyebrows droop heavily above his glowing, lemon colored eyes. They hang nearly down and connect with his thin, dark-brown beard. His hair is dark alder in color hangs from the crow peak on his forehead to rest peacefully on his shoulders. It also flows and mingles with his beard. His skin is purple and the light catches hard around his facial features. He looks like a man with high cheeckbones, lips and hard jaw which are visible where the beard connects to his purple skin. His purple skin looks smooth and shiny in this light. He is average height compared to a human. Zeptaru has a few scratches. <97%hp 100%mn 18%mv> n Bridge Street You are standing on Bridge Street, a grime-covered cobblestone road which runs north-south through the city. From the south come noises from Market Square. To the east and west are walls to buildings whose entrances do not face this street. [Exits: north south] <97%hp 100%mn 16%mv> n Winter Square You are standing at the intersection of Bridge Street and Winter Road. The street intersection is busy here, but the real noise comes from farther to the south at Market Square. The cobblestones beneath your feet are dirty, with hard-packed dirt and grime between the stones. In the back of your mind you realize that this dirt was probably there since before the fall of Arcana. [Exits: north east south west] A young clerical student devoutly practices supplications. <97%hp 100%mn 15%mv> n Bridge Street You are standing just north of the intersection of Bridge Street and Winter Square, a noisy place, and yet the noise from farther south at Market Square is still audible. The cobblestones beneath your feet are encrusted with dirt and grime. Beyond to the north the street continues, and to the east and west are buildings, the entrances to which do not open to this street. [Exits: north south] <97%hp 100%mn 14%mv> n Bridge Street You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. From the south come faint noises from Market Square. To the north is the great northern gate in the battlements surrounding the city. [Exits: north south] <97%hp 100%mn 12%mv> n Inside the North Gate Just north of where you stand is the North Gate of Glyndane, on either side of which (east-west) are high towers, flying the flags of the city. Beyond them are the battlements, a high stone wall to help fortify the city against invasion. You can access the top of the wall by climbing the stone stair just off to the side of the gate. [Exits: north south up] <97%hp 100%mn 11%mv> n Outside the North Gate Just south of you is the great northern gate, on either side of which is a tall tower, above which fly the flags of the city. Beyond the towers, running east and west, are the great stone battlements which surround the city and were erected for defense against outside invasion. To the north is a well-worn dirt road. [Exits: north south] <97%hp 100%mn 9%mv> n Dirt path You are traveling on a dirt path which leads north and south. To the south you see tall twin towers and a gate leading to Glyndane, a walled-in city with high hopes of avoiding the fate which hit old Midgaard. [Exits: north south] <97%hp 100%mn 8%mv> n Dirt path You are traveling on a dirt path. To the south, you hear the sounds of construction, the yells of construction workers and overseers. Toward the north is the main road and a lovely grove of trees. [Exits: north south] <97%hp 100%mn 7%mv> n Along the Eastern Road You are traveling down the eastern road between Ethshar and the eastern lands. The road back to Ethshar is west of you while the Eastern Road winds onward to the east. You see a beautiful grove of trees up north, and a dirt path wanders off to the south. [Exits: north east south west] <97%hp 100%mn 5%mv> n At the edge of the grove You are standing at the entrance of a beautiful grove of trees, and your heart is filled with pure, peaceful thoughts. This looks like a safe place to recover from the wounds of adventuring. A faint path through the grove lies to the north, and you can see the eastern road to the south. [Exits: north south] <97%hp 100%mn 3%mv> n Inside the grove As you walk among the stately oaks of this grove, you feel at peace and in harmony with this beautiful forest. If only the rest of the lands were so tranquil. The trail turns towards the east, leading into the secluded trees of the druids' holy grove, and a path back to the eastern road lies south. A large pile of dirt rises from the center of the knoll here, leading into musty subterranean depths. [Exits: east south down] An elder druidess stands here, watching the local fauna and feeding rabbits. <97%hp 100%mn 0%mv> d You are too exhausted. <97%hp 100%mn 0%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] ( 6) A dusty map lies here. ( 3) You see a parchment on the ground. It looks like someone drew a map on it. A pit for sacrifices is here. A huge cityguard walks along the streets, watching for trouble. <97%hp 100%mn 0%mv> hide You attempt to hide. <100%hp 100%mn 10%mv> sneak You attempt to move silently. You begin sneaking. <100%hp 100%mn 10%mv> l cityguard This giant does his best to keep law and order. You see on his face a look of chiseled determination against the forces of chaos and crime, but also a look of need. Since the Glyndane aldermen lowered the pay of the cityguards, the old guards left and these new hires are not quite as buff against the forces of crime and chaos. Maybe the Mayor should have raised the taxes after all? Glyndane cityguard is in perfect condition. <100%hp 100%mn 10%mv> l cityguard This giant does his best to keep law and order. You see on his face a look of chiseled determination against the forces of chaos and crime, but also a look of need. Since the Glyndane aldermen lowered the pay of the cityguards, the old guards left and these new hires are not quite as buff against the forces of crime and chaos. Maybe the Mayor should have raised the taxes after all? Glyndane cityguard is in perfect condition. You peek at the inventory: Nothing. <100%hp 100%mn 10%mv> l cityguard This giant does his best to keep law and order. You see on his face a look of chiseled determination against the forces of chaos and crime, but also a look of need. Since the Glyndane aldermen lowered the pay of the cityguards, the old guards left and these new hires are not quite as buff against the forces of crime and chaos. Maybe the Mayor should have raised the taxes after all? Glyndane cityguard is in perfect condition. You peek at the inventory: Nothing. <100%hp 100%mn 10%mv> l cityc guard This giant does his best to keep law and order. You see on his face a look of chiseled determination against the forces of chaos and crime, but also a look of need. Since the Glyndane aldermen lowered the pay of the cityguards, the old guards left and these new hires are not quite as buff against the forces of crime and chaos. Maybe the Mayor should have raised the taxes after all? Glyndane cityguard is in perfect condition. You peek at the inventory: Nothing. <100%hp 100%mn 10%mv> alias l l cityguard l is now aliased to 'l cityguard'. <100%hp 100%mn 10%mv> l This giant does his best to keep law and order. You see on his face a look of chiseled determination against the forces of chaos and crime, but also a look of need. Since the Glyndane aldermen lowered the pay of the cityguards, the old guards left and these new hires are not quite as buff against the forces of crime and chaos. Maybe the Mayor should have raised the taxes after all? Glyndane cityguard is in perfect condition. You peek at the inventory: Nothing. <100%hp 100%mn 10%mv> l This giant does his best to keep law and order. You see on his face a look of chiseled determination against the forces of chaos and crime, but also a look of need. Since the Glyndane aldermen lowered the pay of the cityguards, the old guards left and these new hires are not quite as buff against the forces of crime and chaos. Maybe the Mayor should have raised the taxes after all? Glyndane cityguard is in perfect condition. You peek at the inventory: Nothing. 0 gold coins, and 0 silver coins. <100%hp 100%mn 10%mv> l This giant does his best to keep law and order. You see on his face a look of chiseled determination against the forces of chaos and crime, but also a look of need. Since the Glyndane aldermen lowered the pay of the cityguards, the old guards left and these new hires are not quite as buff against the forces of crime and chaos. Maybe the Mayor should have raised the taxes after all? Glyndane cityguard is in perfect condition. You peek at the inventory: Nothing. <100%hp 100%mn 10%mv> l This giant does his best to keep law and order. You see on his face a look of chiseled determination against the forces of chaos and crime, but also a look of need. Since the Glyndane aldermen lowered the pay of the cityguards, the old guards left and these new hires are not quite as buff against the forces of crime and chaos. Maybe the Mayor should have raised the taxes after all? Glyndane cityguard is in perfect condition. <100%hp 100%mn 10%mv> l This giant does his best to keep law and order. You see on his face a look of chiseled determination against the forces of chaos and crime, but also a look of need. Since the Glyndane aldermen lowered the pay of the cityguards, the old guards left and these new hires are not quite as buff against the forces of crime and chaos. Maybe the Mayor should have raised the taxes after all? Glyndane cityguard is in perfect condition. You peek at the inventory: Nothing. 0 gold coins, and 0 silver coins. <100%hp 100%mn 10%mv> l This giant does his best to keep law and order. You see on his face a look of chiseled determination against the forces of chaos and crime, but also a look of need. Since the Glyndane aldermen lowered the pay of the cityguards, the old guards left and these new hires are not quite as buff against the forces of crime and chaos. Maybe the Mayor should have raised the taxes after all? Glyndane cityguard is in perfect condition. <100%hp 100%mn 10%mv> l This giant does his best to keep law and order. You see on his face a look of chiseled determination against the forces of chaos and crime, but also a look of need. Since the Glyndane aldermen lowered the pay of the cityguards, the old guards left and these new hires are not quite as buff against the forces of crime and chaos. Maybe the Mayor should have raised the taxes after all? Glyndane cityguard is in perfect condition. You peek at the inventory: Nothing. 0 gold coins, and 0 silver coins. <100%hp 100%mn 10%mv> l This giant does his best to keep law and order. You see on his face a look of chiseled determination against the forces of chaos and crime, but also a look of need. Since the Glyndane aldermen lowered the pay of the cityguards, the old guards left and these new hires are not quite as buff against the forces of crime and chaos. Maybe the Mayor should have raised the taxes after all? Glyndane cityguard is in perfect condition. <100%hp 100%mn 10%mv> l This giant does his best to keep law and order. You see on his face a look of chiseled determination against the forces of chaos and crime, but also a look of need. Since the Glyndane aldermen lowered the pay of the cityguards, the old guards left and these new hires are not quite as buff against the forces of crime and chaos. Maybe the Mayor should have raised the taxes after all? Glyndane cityguard is in perfect condition. You peek at the inventory: Nothing. <100%hp 100%mn 10%mv> l This giant does his best to keep law and order. You see on his face a look of chiseled determination against the forces of chaos and crime, but also a look of need. Since the Glyndane aldermen lowered the pay of the cityguards, the old guards left and these new hires are not quite as buff against the forces of crime and chaos. Maybe the Mayor should have raised the taxes after all? Glyndane cityguard is in perfect condition. You peek at the inventory: Nothing. 0 gold coins, and 0 silver coins. <100%hp 100%mn 10%mv> l This giant does his best to keep law and order. You see on his face a look of chiseled determination against the forces of chaos and crime, but also a look of need. Since the Glyndane aldermen lowered the pay of the cityguards, the old guards left and these new hires are not quite as buff against the forces of crime and chaos. Maybe the Mayor should have raised the taxes after all? Glyndane cityguard is in perfect condition. <100%hp 100%mn 10%mv> l This giant does his best to keep law and order. You see on his face a look of chiseled determination against the forces of chaos and crime, but also a look of need. Since the Glyndane aldermen lowered the pay of the cityguards, the old guards left and these new hires are not quite as buff against the forces of crime and chaos. Maybe the Mayor should have raised the taxes after all? Glyndane cityguard is in perfect condition. <100%hp 100%mn 10%mv> l This giant does his best to keep law and order. You see on his face a look of chiseled determination against the forces of chaos and crime, but also a look of need. Since the Glyndane aldermen lowered the pay of the cityguards, the old guards left and these new hires are not quite as buff against the forces of crime and chaos. Maybe the Mayor should have raised the taxes after all? Glyndane cityguard is in perfect condition. <100%hp 100%mn 10%mv> l This giant does his best to keep law and order. You see on his face a look of chiseled determination against the forces of chaos and crime, but also a look of need. Since the Glyndane aldermen lowered the pay of the cityguards, the old guards left and these new hires are not quite as buff against the forces of crime and chaos. Maybe the Mayor should have raised the taxes after all? Glyndane cityguard is in perfect condition. You peek at the inventory: Nothing. <100%hp 100%mn 10%mv> l This giant does his best to keep law and order. You see on his face a look of chiseled determination against the forces of chaos and crime, but also a look of need. Since the Glyndane aldermen lowered the pay of the cityguards, the old guards left and these new hires are not quite as buff against the forces of crime and chaos. Maybe the Mayor should have raised the taxes after all? Glyndane cityguard is in perfect condition. <100%hp 100%mn 10%mv> l This giant does his best to keep law and order. You see on his face a look of chiseled determination against the forces of chaos and crime, but also a look of need. Since the Glyndane aldermen lowered the pay of the cityguards, the old guards left and these new hires are not quite as buff against the forces of crime and chaos. Maybe the Mayor should have raised the taxes after all? Glyndane cityguard is in perfect condition. You peek at the inventory: Nothing. <100%hp 100%mn 10%mv> l This giant does his best to keep law and order. You see on his face a look of chiseled determination against the forces of chaos and crime, but also a look of need. Since the Glyndane aldermen lowered the pay of the cityguards, the old guards left and these new hires are not quite as buff against the forces of crime and chaos. Maybe the Mayor should have raised the taxes after all? Glyndane cityguard is in perfect condition. You peek at the inventory: Nothing. 0 gold coins, and 0 silver coins. <100%hp 100%mn 10%mv> sk Your list of skills: Level 1: dagger 81% mace 1% spear 1% sword 1% whip 75% evaluation 100% backstab 79% dodge 81% hide 100% scrolls 31% staves 1% recall 75% Level 3: dirt kicking 77% Level 4: sneak 100% Level 5: trip 80% Level 6: peek 75% steal 75% Level 7: hand to hand 79% Level 8: haggle 75% 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 21%mv> l This giant does his best to keep law and order. You see on his face a look of chiseled determination against the forces of chaos and crime, but also a look of need. Since the Glyndane aldermen lowered the pay of the cityguards, the old guards left and these new hires are not quite as buff against the forces of crime and chaos. Maybe the Mayor should have raised the taxes after all? Glyndane cityguard is in perfect condition. You peek at the inventory: Nothing. 0 gold coins, and 0 silver coins. <100%hp 100%mn 21%mv> l This giant does his best to keep law and order. You see on his face a look of chiseled determination against the forces of chaos and crime, but also a look of need. Since the Glyndane aldermen lowered the pay of the cityguards, the old guards left and these new hires are not quite as buff against the forces of crime and chaos. Maybe the Mayor should have raised the taxes after all? Glyndane cityguard is in perfect condition. <100%hp 100%mn 21%mv> l This giant does his best to keep law and order. You see on his face a look of chiseled determination against the forces of chaos and crime, but also a look of need. Since the Glyndane aldermen lowered the pay of the cityguards, the old guards left and these new hires are not quite as buff against the forces of crime and chaos. Maybe the Mayor should have raised the taxes after all? Glyndane cityguard is in perfect condition. You peek at the inventory: Nothing. <100%hp 100%mn 21%mv> l This giant does his best to keep law and order. You see on his face a look of chiseled determination against the forces of chaos and crime, but also a look of need. Since the Glyndane aldermen lowered the pay of the cityguards, the old guards left and these new hires are not quite as buff against the forces of crime and chaos. Maybe the Mayor should have raised the taxes after all? Glyndane cityguard is in perfect condition. <100%hp 100%mn 21%mv> ll Huh? <100%hp 100%mn 21%mv> l This giant does his best to keep law and order. You see on his face a look of chiseled determination against the forces of chaos and crime, but also a look of need. Since the Glyndane aldermen lowered the pay of the cityguards, the old guards left and these new hires are not quite as buff against the forces of crime and chaos. Maybe the Mayor should have raised the taxes after all? Glyndane cityguard is in perfect condition. <100%hp 100%mn 21%mv> l This giant does his best to keep law and order. You see on his face a look of chiseled determination against the forces of chaos and crime, but also a look of need. Since the Glyndane aldermen lowered the pay of the cityguards, the old guards left and these new hires are not quite as buff against the forces of crime and chaos. Maybe the Mayor should have raised the taxes after all? Glyndane cityguard is in perfect condition. <100%hp 100%mn 21%mv> l This giant does his best to keep law and order. You see on his face a look of chiseled determination against the forces of chaos and crime, but also a look of need. Since the Glyndane aldermen lowered the pay of the cityguards, the old guards left and these new hires are not quite as buff against the forces of crime and chaos. Maybe the Mayor should have raised the taxes after all? Glyndane cityguard is in perfect condition. You peek at the inventory: Nothing. <100%hp 100%mn 21%mv> l This giant does his best to keep law and order. You see on his face a look of chiseled determination against the forces of chaos and crime, but also a look of need. Since the Glyndane aldermen lowered the pay of the cityguards, the old guards left and these new hires are not quite as buff against the forces of crime and chaos. Maybe the Mayor should have raised the taxes after all? Glyndane cityguard is in perfect condition. You peek at the inventory: Nothing. 0 gold coins, and 0 silver coins. <100%hp 100%mn 21%mv> l This giant does his best to keep law and order. You see on his face a look of chiseled determination against the forces of chaos and crime, but also a look of need. Since the Glyndane aldermen lowered the pay of the cityguards, the old guards left and these new hires are not quite as buff against the forces of crime and chaos. Maybe the Mayor should have raised the taxes after all? Glyndane cityguard is in perfect condition. <100%hp 100%mn 21%mv> l This giant does his best to keep law and order. You see on his face a look of chiseled determination against the forces of chaos and crime, but also a look of need. Since the Glyndane aldermen lowered the pay of the cityguards, the old guards left and these new hires are not quite as buff against the forces of crime and chaos. Maybe the Mayor should have raised the taxes after all? Glyndane cityguard is in perfect condition. You peek at the inventory: Nothing. 0 gold coins, and 0 silver coins. <100%hp 100%mn 21%mv> l This giant does his best to keep law and order. You see on his face a look of chiseled determination against the forces of chaos and crime, but also a look of need. Since the Glyndane aldermen lowered the pay of the cityguards, the old guards left and these new hires are not quite as buff against the forces of crime and chaos. Maybe the Mayor should have raised the taxes after all? Glyndane cityguard is in perfect condition. You peek at the inventory: Nothing. <100%hp 100%mn 21%mv> l This giant does his best to keep law and order. You see on his face a look of chiseled determination against the forces of chaos and crime, but also a look of need. Since the Glyndane aldermen lowered the pay of the cityguards, the old guards left and these new hires are not quite as buff against the forces of crime and chaos. Maybe the Mayor should have raised the taxes after all? Glyndane cityguard is in perfect condition. <100%hp 100%mn 21%mv> l This giant does his best to keep law and order. You see on his face a look of chiseled determination against the forces of chaos and crime, but also a look of need. Since the Glyndane aldermen lowered the pay of the cityguards, the old guards left and these new hires are not quite as buff against the forces of crime and chaos. Maybe the Mayor should have raised the taxes after all? Glyndane cityguard is in perfect condition. You peek at the inventory: Nothing. 0 gold coins, and 0 silver coins. <100%hp 100%mn 21%mv> l This giant does his best to keep law and order. You see on his face a look of chiseled determination against the forces of chaos and crime, but also a look of need. Since the Glyndane aldermen lowered the pay of the cityguards, the old guards left and these new hires are not quite as buff against the forces of crime and chaos. Maybe the Mayor should have raised the taxes after all? Glyndane cityguard is in perfect condition. You peek at the inventory: Nothing. 0 gold coins, and 0 silver coins. <100%hp 100%mn 21%mv> l This giant does his best to keep law and order. You see on his face a look of chiseled determination against the forces of chaos and crime, but also a look of need. Since the Glyndane aldermen lowered the pay of the cityguards, the old guards left and these new hires are not quite as buff against the forces of crime and chaos. Maybe the Mayor should have raised the taxes after all? Glyndane cityguard is in perfect condition. You peek at the inventory: Nothing. <100%hp 100%mn 21%mv> l This giant does his best to keep law and order. You see on his face a look of chiseled determination against the forces of chaos and crime, but also a look of need. Since the Glyndane aldermen lowered the pay of the cityguards, the old guards left and these new hires are not quite as buff against the forces of crime and chaos. Maybe the Mayor should have raised the taxes after all? Glyndane cityguard is in perfect condition. You peek at the inventory: Nothing. <100%hp 100%mn 21%mv> l This giant does his best to keep law and order. You see on his face a look of chiseled determination against the forces of chaos and crime, but also a look of need. Since the Glyndane aldermen lowered the pay of the cityguards, the old guards left and these new hires are not quite as buff against the forces of crime and chaos. Maybe the Mayor should have raised the taxes after all? Glyndane cityguard is in perfect condition. You peek at the inventory: Nothing. 0 gold coins, and 0 silver coins. <100%hp 100%mn 21%mv> l This giant does his best to keep law and order. You see on his face a look of chiseled determination against the forces of chaos and crime, but also a look of need. Since the Glyndane aldermen lowered the pay of the cityguards, the old guards left and these new hires are not quite as buff against the forces of crime and chaos. Maybe the Mayor should have raised the taxes after all? Glyndane cityguard is in perfect condition. You peek at the inventory: Nothing. 0 gold coins, and 0 silver coins. <100%hp 100%mn 21%mv> l This giant does his best to keep law and order. You see on his face a look of chiseled determination against the forces of chaos and crime, but also a look of need. Since the Glyndane aldermen lowered the pay of the cityguards, the old guards left and these new hires are not quite as buff against the forces of crime and chaos. Maybe the Mayor should have raised the taxes after all? Glyndane cityguard is in perfect condition. You peek at the inventory: Nothing. <100%hp 100%mn 21%mv> l This giant does his best to keep law and order. You see on his face a look of chiseled determination against the forces of chaos and crime, but also a look of need. Since the Glyndane aldermen lowered the pay of the cityguards, the old guards left and these new hires are not quite as buff against the forces of crime and chaos. Maybe the Mayor should have raised the taxes after all? Glyndane cityguard is in perfect condition. You peek at the inventory: Nothing. <100%hp 100%mn 21%mv> l This giant does his best to keep law and order. You see on his face a look of chiseled determination against the forces of chaos and crime, but also a look of need. Since the Glyndane aldermen lowered the pay of the cityguards, the old guards left and these new hires are not quite as buff against the forces of crime and chaos. Maybe the Mayor should have raised the taxes after all? Glyndane cityguard is in perfect condition. You peek at the inventory: Nothing. 0 gold coins, and 0 silver coins. <100%hp 100%mn 21%mv> l This giant does his best to keep law and order. You see on his face a look of chiseled determination against the forces of chaos and crime, but also a look of need. Since the Glyndane aldermen lowered the pay of the cityguards, the old guards left and these new hires are not quite as buff against the forces of crime and chaos. Maybe the Mayor should have raised the taxes after all? Glyndane cityguard is in perfect condition. <100%hp 100%mn 21%mv> l This giant does his best to keep law and order. You see on his face a look of chiseled determination against the forces of chaos and crime, but also a look of need. Since the Glyndane aldermen lowered the pay of the cityguards, the old guards left and these new hires are not quite as buff against the forces of crime and chaos. Maybe the Mayor should have raised the taxes after all? Glyndane cityguard is in perfect condition. You peek at the inventory: Nothing. <100%hp 100%mn 21%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 19%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 18%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 16%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 cityguard stands vigil watching for wrongdoing in the city. A medium sized troll walks the streets of Varggin Shih here. <100%hp 100%mn 15%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] A bleary-eyed man with a paunch belly weaves as he walks by. <100%hp 100%mn 14%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] <100%hp 100%mn 12%mv> n 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] A bleary-eyed man with a paunch belly weaves as he walks by. <100%hp 100%mn 11%mv> n 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 cityguard stands vigil watching for wrongdoing in the city. A medium sized troll walks the streets of Varggin Shih here. <100%hp 100%mn 9%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 8%mv> s lYe Olde General Store You are inside the general store. All sorts of items are stacked on shelves behind the counter, safely out of your reach. A small sign hangs on the wall. A well-polished stair in the southwest corner leads upward. [Exits: north up] A young student of the arts of war practices sword fighting forms. The shopkeeper sits behind the counter waiting patiently for you to purchase something. <100%hp 100%mn 7%mv> ist General Store Shopkeeper says, 'I do not trade with folks I cannot see.' You cannot do that here. <100%hp 100%mn 7%mv> vis Value what? <100%hp 100%mn 7%mv> v Value what? <100%hp 100%mn 7%mv> alia To use the 'alias' command, you must spell it completely out. <100%hp 100%mn 17%mv> alias Your current aliases are: c: hide vis: v z: sneak x: vis 1: ooc adelaide 2: kill troll str: say Please, grant me the strength to carry on. l: l cityguard <100%hp 100%mn 17%mv> x You trample around loudly again. You step out of the shadows. <100%hp 100%mn 17%mv> lsi  ist [Lv Price Qty] Item [60 2231236 1 ] a shimmering double pair of rainbow-colored leggings [ 0 105 -- ] a small lantern [ 0 33 -- ] a bladder [ 0 12 -- ] a bag [ 0 42 -- ] a box [ 0 1260 -- ] a canoe <100%hp 100%mn 17%mv> buy lantern You haggle with General Store Shopkeeper. You buy a small lantern for 53 silver. <100%hp 100%mn 17%mv> buy    <100%hp 100%mn 17%mv> buy bladder You buy a bladder for 33 silver. <100%hp 100%mn 17%mv> inv You are carrying: a bladder a small lantern <100%hp 100%mn 17%mv> Young student of the arts of war leaves up. <100%hp 100%mn 17%mv> hold      w Alas, you cannot go that way. <100%hp 100%mn 28%mv> e Alas, you cannot go that way. <100%hp 100%mn 28%mv> n 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 26%mv> w 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 cityguard stands vigil watching for wrongdoing in the city. A medium sized troll walks the streets of Varggin Shih here. <100%hp 100%mn 25%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] A bleary-eyed man with a paunch belly weaves as he walks by. <100%hp 100%mn 23%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] <100%hp 100%mn 22%mv> n 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] A bleary-eyed man with a paunch belly weaves as he walks by. <100%hp 100%mn 42%mv> n 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] Yealearin the Holy Hero is here. A cityguard stands vigil watching for wrongdoing in the city. A medium sized troll walks the streets of Varggin Shih here. <100%hp 100%mn 40%mv> n 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 39%mv> n 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] Jaher the Master of Taste is here. <100%hp 100%mn 38%mv> n Bridge Street You are standing on Bridge Street, a grime-covered cobblestone road which runs north-south through the city. From the south come noises from Market Square. To the east and west are walls to buildings whose entrances do not face this street. [Exits: north south] <100%hp 100%mn 36%mv> n Winter Square You are standing at the intersection of Bridge Street and Winter Road. The street intersection is busy here, but the real noise comes from farther to the south at Market Square. The cobblestones beneath your feet are dirty, with hard-packed dirt and grime between the stones. In the back of your mind you realize that this dirt was probably there since before the fall of Arcana. [Exits: north east south west] A young clerical student devoutly practices supplications. <100%hp 100%mn 35%mv> n Bridge Street You are standing just north of the intersection of Bridge Street and Winter Square, a noisy place, and yet the noise from farther south at Market Square is still audible. The cobblestones beneath your feet are encrusted with dirt and grime. Beyond to the north the street continues, and to the east and west are buildings, the entrances to which do not open to this street. [Exits: north south] <100%hp 100%mn 33%mv> n Bridge Street You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. From the south come faint noises from Market Square. To the north is the great northern gate in the battlements surrounding the city. [Exits: north south] <100%hp 100%mn 32%mv> hold lanter You do not have that item. <100%hp 100%mn 32%mv> hold n lantern You light a small lantern and hold it. <100%hp 100%mn 32%mv> n Inside the North Gate Just north of where you stand is the North Gate of Glyndane, on either side of which (east-west) are high towers, flying the flags of the city. Beyond them are the battlements, a high stone wall to help fortify the city against invasion. You can access the top of the wall by climbing the stone stair just off to the side of the gate. [Exits: north south up] <100%hp 100%mn 30%mv> -+  n Outside the North Gate Just south of you is the great northern gate, on either side of which is a tall tower, above which fly the flags of the city. Beyond the towers, running east and west, are the great stone battlements which surround the city and were erected for defense against outside invasion. To the north is a well-worn dirt road. [Exits: north south] <100%hp 100%mn 29%mv> n Dirt path You are traveling on a dirt path which leads north and south. To the south you see tall twin towers and a gate leading to Glyndane, a walled-in city with high hopes of avoiding the fate which hit old Midgaard. [Exits: north south] <100%hp 100%mn 28%mv> n Dirt path You are traveling on a dirt path. To the south, you hear the sounds of construction, the yells of construction workers and overseers. Toward the north is the main road and a lovely grove of trees. [Exits: north south] <100%hp 100%mn 26%mv> n Along the Eastern Road You are traveling down the eastern road between Ethshar and the eastern lands. The road back to Ethshar is west of you while the Eastern Road winds onward to the east. You see a beautiful grove of trees up north, and a dirt path wanders off to the south. [Exits: north east south west] <100%hp 100%mn 25%mv> n At the edge of the grove You are standing at the entrance of a beautiful grove of trees, and your heart is filled with pure, peaceful thoughts. This looks like a safe place to recover from the wounds of adventuring. A faint path through the grove lies to the north, and you can see the eastern road to the south. [Exits: north south] An elder druidess stands here, watching the local fauna and feeding rabbits. <100%hp 100%mn 23%mv> n Inside the grove As you walk among the stately oaks of this grove, you feel at peace and in harmony with this beautiful forest. If only the rest of the lands were so tranquil. The trail turns towards the east, leading into the secluded trees of the druids' holy grove, and a path back to the eastern road lies south. A large pile of dirt rises from the center of the knoll here, leading into musty subterranean depths. [Exits: east south down] <100%hp 100%mn 20%mv> You look up and notice that it is no longer raining sleet. <100%hp 100%mn 30%mv> d A Crumbling Tunnel This tunnel seems to have been clawed straight into the ground by a strong force of many, many workers. A ladder made of flimsy wood provides passage downward into the torch-lit depths. The tunnels below smell of moist earth, and the mutterings of some type of creature echo upward. A large plaque is present in between the rungs of the wooden ladder. [Exits: up down] <100%hp 100%mn 28%mv> d A Crumbling Tunnel As the tunnel delves deeper into the ground, the temperature drastically cools. A breeze funnels down from the surface above, further lowering the temperature of the earthen pathway. The flimsy ladder of wood continues to provide a way up or down. [Exits: up down] <100%hp 100%mn 24%mv> d Before a Landing Just below lies a soft patch of muddy earth. Claw-like footprints are present in the soft earth, which often receives rain from the surface. A burnt-out torch lies in a scone on the northern wall below. The wooden ladder gives out about four feet from the bottom of the shaft. [Exits: up down] <100%hp 100%mn 21%mv> d A Muddy Landing The squishy mud here holds countless imprints of clawed feet, along with a few booted ones. The tunnels are well lit, as burning scones line the walls at an interval of every twenty feet. Though the tunnels appear sturdy, refuse and discarded items lie about, all but hiding the foundation and supports. [Exits: south up] <100%hp 100%mn 17%mv> s The Kobold Tunnels All manner of refuse lines the floor and sides of these tunnels. Ancient discarded weapons, crumbling armor, children's toys, and pieces of wood and stone make up only a fraction of the junk lying about. The kobolds living in these tunnels are obviously avid scavengers. [Exits: north east west] <100%hp 100%mn 14%mv> e The Kobold Tunnels All manner of refuse lines the floor and sides of these tunnels. Ancient discarded weapons, crumbling armor, children's toys, and pieces of wood and stone make up only a fraction of the junk lying about. The kobolds living in these tunnels are obviously avid scavengers. [Exits: east west] <100%hp 100%mn 10%mv> w The Kobold Tunnels All manner of refuse lines the floor and sides of these tunnels. Ancient discarded weapons, crumbling armor, children's toys, and pieces of wood and stone make up only a fraction of the junk lying about. The kobolds living in these tunnels are obviously avid scavengers. [Exits: north east west] <100%hp 100%mn 7%mv> w The Kobold Tunnels All manner of refuse lines the floor and sides of these tunnels. Ancient discarded weapons, crumbling armor, children's toys, and pieces of wood and stone make up only a fraction of the junk lying about. The kobolds living in these tunnels are obviously avid scavengers. [Exits: east west] A jar of pomegranate jam would go good with a loaf of bread. A clumsy kobold with cerulean fur practices battle technique. A crimson-furred kobold curses under its breath and looks balefully at you. <100%hp 100%mn 3%mv> l kobold You do not see that here. <100%hp 100%mn 3%mv> l kobold You do not see that here. <100%hp 100%mn 3%mv> l crimson You do not see that here. <100%hp 100%mn 3%mv> kill kobold The cerulean kobold leans to his left and dodges your punch. The cerulean kobold is in perfect condition. <100%hp 100%mn 3%mv> Your punch misses The cerulean kobold. The cerulean kobold's slash grazes you. The cerulean kobold is in perfect condition. <94%hp 100%mn 3%mv> Your punch misses The cerulean kobold. The cerulean kobold's slash scratches you. The cerulean kobold is in perfect condition. <91%hp 100%mn 3%mv> dirt Your kicked dirt grazes The cerulean kobold. The cerulean kobold is blinded by the dirt in his eyes! The cerulean kobold has a few scratches. <91%hp 100%mn 3%mv> Your punch misses The cerulean kobold. You learn from your mistakes, and your dodge skill improves. The cerulean kobold's slash scratches you. The cerulean kobold has a few scratches. <88%hp 100%mn 3%mv> Your punch misses The cerulean kobold. The cerulean kobold's slash misses you. The cerulean kobold is in perfect condition. <92%hp 100%mn 14%mv> Your punch misses The cerulean kobold. The cerulean kobold's slash grazes you. The cerulean kobold is in perfect condition. <87%hp 100%mn 14%mv> Your punch misses The cerulean kobold. The cerulean kobold's slash grazes you. The cerulean kobold is in perfect condition. <82%hp 100%mn 14%mv> The cerulean kobold leans to his right and dodges your punch. You lean to the right and dodge The cerulean kobold's slash. The cerulean kobold is in perfect condition. <82%hp 100%mn 14%mv> ditr  t r Your punch misses The cerulean kobold. The cerulean kobold's slash misses you. The cerulean kobold is in perfect condition. <82%hp 100%mn 14%mv> t Your kicked dirt scratches The cerulean kobold. The cerulean kobold is blinded by the dirt in his eyes! The cerulean kobold has a few scratches. <82%hp 100%mn 14%mv> Your punch misses The cerulean kobold. The cerulean kobold's slash misses you. The cerulean kobold has a few scratches. <82%hp 100%mn 14%mv> The cerulean kobold leans back and dodges your punch. The cerulean kobold's slash misses you. The cerulean kobold has a few scratches. <82%hp 100%mn 14%mv> Your punch misses The cerulean kobold. The cerulean kobold's slash misses you. The cerulean kobold has a few scratches. <82%hp 100%mn 14%mv> Your punch misses The cerulean kobold. The cerulean kobold's slash grazes you. The cerulean kobold has a few scratches. <77%hp 100%mn 14%mv> Your punch misses The cerulean kobold. The cerulean kobold's slash misses you. The cerulean kobold has a few scratches. <77%hp 100%mn 14%mv> Your punch misses The cerulean kobold. The cerulean kobold's slash misses you. The cerulean kobold has a few scratches. <77%hp 100%mn 14%mv> Your punch grazes The cerulean kobold. The cerulean kobold's slash misses you. The cerulean kobold has a few bruises. <77%hp 100%mn 14%mv> Your punch misses The cerulean kobold. The cerulean kobold's slash grazes you. The cerulean kobold has a few bruises. <72%hp 100%mn 14%mv> di Your punch misses The cerulean kobold. The cerulean kobold's slash grazes you. The cerulean kobold has a few scratches. <72%hp 100%mn 24%mv> rt Your kicked dirt scratches The cerulean kobold. The cerulean kobold is blinded by the dirt in his eyes! The cerulean kobold has a few bruises. <72%hp 100%mn 24%mv> Your punch grazes The cerulean kobold. The cerulean kobold's slash misses you. The cerulean kobold has some small wounds. <72%hp 100%mn 24%mv> Your punch misses The cerulean kobold. You hop backward and dodge The cerulean kobold's slash. The cerulean kobold has some small wounds. <72%hp 100%mn 24%mv> Your punch grazes The cerulean kobold. You lean back and dodge The cerulean kobold's slash. The cerulean kobold has some small wounds. <72%hp 100%mn 24%mv> Your punch misses The cerulean kobold. You lean back and dodge The cerulean kobold's slash. The cerulean kobold has some small wounds. <72%hp 100%mn 24%mv> Your punch grazes The cerulean kobold. The cerulean kobold's slash misses you. The cerulean kobold has quite a few wounds. <72%hp 100%mn 24%mv> Your punch grazes The cerulean kobold. The cerulean kobold's slash misses you. The cerulean kobold has quite a few wounds. <72%hp 100%mn 24%mv> Your punch grazes The cerulean kobold. You lean to the right and dodge The cerulean kobold's slash. The cerulean kobold has quite a few wounds. <72%hp 100%mn 24%mv> Your punch grazes The cerulean kobold. The cerulean kobold's slash misses you. The cerulean kobold is covered in bleeding wounds. <72%hp 100%mn 24%mv> Your punch grazes The cerulean kobold. The cerulean kobold's slash misses you. The cerulean kobold is covered in bleeding wounds. <72%hp 100%mn 24%mv> Your punch grazes The cerulean kobold. The cerulean kobold's slash nicks you. The cerulean kobold is bleeding profusely. <72%hp 100%mn 24%mv> Your punch grazes The cerulean kobold. The cerulean kobold's slash grazes you. The cerulean kobold is bleeding profusely. <66%hp 100%mn 24%mv> Your punch misses The cerulean kobold. The cerulean kobold's slash misses you. The cerulean kobold is bleeding profusely. <66%hp 100%mn 24%mv> Your punch misses The cerulean kobold. The cerulean kobold's slash misses you. The cerulean kobold is bleeding profusely. <66%hp 100%mn 24%mv> di Your punch misses The cerulean kobold. You scramble backward and dodge The cerulean kobold's slash. The cerulean kobold is bleeding profusely. <71%hp 100%mn 35%mv> rt Your kicked dirt grazes The cerulean kobold. The cerulean kobold is blinded by the dirt in his eyes! The cerulean kobold is bleeding profusely. <71%hp 100%mn 35%mv> Your punch misses The cerulean kobold. The cerulean kobold's slash misses you. The cerulean kobold is bleeding profusely. <71%hp 100%mn 35%mv> The scarlet kobold has arrived. Your punch misses The cerulean kobold. The cerulean kobold's slash misses you. The cerulean kobold is bleeding profusely. <71%hp 100%mn 35%mv> Your punch misses The cerulean kobold. The cerulean kobold's slash misses you. The cerulean kobold is bleeding profusely. <71%hp 100%mn 35%mv> Your punch grazes The cerulean kobold. You lean to the right and dodge The cerulean kobold's slash. The cerulean kobold is bleeding profusely. <71%hp 100%mn 35%mv> Your punch misses The cerulean kobold. You lean to the right and dodge The cerulean kobold's slash. The cerulean kobold is bleeding profusely. <71%hp 100%mn 35%mv> Your punch misses The cerulean kobold. You lean back and dodge The cerulean kobold's slash. The cerulean kobold is bleeding profusely. <71%hp 100%mn 35%mv> Your punch misses The cerulean kobold. The cerulean kobold's slash misses you. The cerulean kobold is bleeding profusely. <71%hp 100%mn 35%mv> Your punch misses The cerulean kobold. The cerulean kobold's slash misses you. The cerulean kobold is bleeding profusely. <71%hp 100%mn 35%mv> Your punch misses The cerulean kobold. You lean back and dodge The cerulean kobold's slash. The cerulean kobold is bleeding profusely. <71%hp 100%mn 35%mv> Your punch misses The cerulean kobold. The cerulean kobold's slash misses you. The cerulean kobold is bleeding profusely. <71%hp 100%mn 35%mv> Your punch grazes The cerulean kobold. The cerulean kobold's slash misses you. The cerulean kobold is gushing blood. <71%hp 100%mn 35%mv> Your punch misses The cerulean kobold. The cerulean kobold's slash scratches you. The cerulean kobold is gushing blood. <67%hp 100%mn 35%mv> Your punch misses The cerulean kobold. You drop, roll backward, and dodge The cerulean kobold's slash. The cerulean kobold is gushing blood. <72%hp 100%mn 45%mv> Your punch grazes The cerulean kobold. You lean to the right and dodge The cerulean kobold's slash. The cerulean kobold is gushing blood. <72%hp 100%mn 45%mv> Your punch grazes The cerulean kobold. The cerulean kobold's slash misses you. The cerulean kobold is gushing blood. <72%hp 100%mn 45%mv> Your punch misses The cerulean kobold. The cerulean kobold's slash misses you. The cerulean kobold is gushing blood. <72%hp 100%mn 45%mv> Your punch misses The cerulean kobold. The cerulean kobold's slash misses you. The cerulean kobold is gushing blood. <72%hp 100%mn 45%mv> Your punch misses The cerulean kobold. The cerulean kobold's slash nicks you. The cerulean kobold is gushing blood. <70%hp 100%mn 45%mv> Your punch misses The cerulean kobold. The cerulean kobold's slash scratches you. The cerulean kobold is gushing blood. <67%hp 100%mn 45%mv> Your punch misses The cerulean kobold. The cerulean kobold's slash scratches you. The cerulean kobold is gushing blood. <65%hp 100%mn 45%mv> Your punch grazes The cerulean kobold. The cerulean kobold's slash grazes you. The cerulean kobold is screaming in pain. <60%hp 100%mn 45%mv> Your punch grazes The cerulean kobold. The cerulean kobold's slash misses you. The cerulean kobold is screaming in pain. <60%hp 100%mn 45%mv> Your punch misses The cerulean kobold. The cerulean kobold's slash grazes you. The cerulean kobold is screaming in pain. <54%hp 100%mn 45%mv> Your punch grazes The cerulean kobold. You drop, roll backward, and dodge The cerulean kobold's slash. The cerulean kobold is spasming in shock. <54%hp 100%mn 45%mv> Your punch grazes The cerulean kobold. The cerulean kobold's slash misses you. The cerulean kobold is spasming in shock. <54%hp 100%mn 45%mv> Your punch misses The cerulean kobold. The cerulean kobold's slash grazes you. The cerulean kobold is spasming in shock. <53%hp 100%mn 56%mv> Your punch misses The cerulean kobold. The cerulean kobold's slash nicks you. The cerulean kobold is spasming in shock. <51%hp 100%mn 56%mv> Your punch misses The cerulean kobold. The cerulean kobold's slash scratches you. The cerulean kobold is spasming in shock. <48%hp 100%mn 56%mv> dirt Your punch misses The cerulean kobold. The cerulean kobold's slash scratches you. The cerulean kobold is spasming in shock. <44%hp 100%mn 56%mv> Your kicked dirt misses The cerulean kobold. The cerulean kobold is spasming in shock. <44%hp 100%mn 56%mv> dirt Your punch misses The cerulean kobold. The cerulean kobold's slash scratches you. The cerulean kobold is spasming in shock. <41%hp 100%mn 56%mv> Your punch misses The cerulean kobold. The cerulean kobold's slash nicks you. The cerulean kobold is spasming in shock. <40%hp 100%mn 56%mv> Your kicked dirt misses The cerulean kobold. The cerulean kobold is spasming in shock. <40%hp 100%mn 56%mv> dirt Your punch misses The cerulean kobold. You lean to the left and dodge The cerulean kobold's slash. The cerulean kobold is spasming in shock. <40%hp 100%mn 56%mv> Your punch misses The cerulean kobold. The cerulean kobold's slash grazes you. The cerulean kobold is spasming in shock. <34%hp 100%mn 56%mv> Your kicked dirt grazes The cerulean kobold. The cerulean kobold is blinded by the dirt in his eyes! The cerulean kobold is spasming in shock. <34%hp 100%mn 56%mv> Your punch misses The cerulean kobold. The cerulean kobold's slash misses you. The cerulean kobold is spasming in shock. <34%hp 100%mn 56%mv> Your punch misses The cerulean kobold. The cerulean kobold's slash misses you. The cerulean kobold is spasming in shock. <34%hp 100%mn 56%mv> Your punch misses The cerulean kobold. The cerulean kobold's slash misses you. The cerulean kobold is spasming in shock. <34%hp 100%mn 56%mv> Your punch grazes The cerulean kobold. You scramble backward and dodge The cerulean kobold's slash. The cerulean kobold is writhing in agony. <34%hp 100%mn 56%mv> Your punch misses The cerulean kobold. The cerulean kobold's slash misses you. The cerulean kobold is writhing in agony. <34%hp 100%mn 56%mv> Your punch misses The cerulean kobold. The cerulean kobold's slash misses you. The cerulean kobold is writhing in agony. <34%hp 100%mn 56%mv> Your punch misses The cerulean kobold. You drop, roll backward, and dodge The cerulean kobold's slash. The cerulean kobold is spasming in shock. <38%hp 100%mn 66%mv> The cerulean kobold scrambles backward and dodges your punch. The cerulean kobold's slash grazes you. The cerulean kobold is spasming in shock. <34%hp 100%mn 66%mv> Your punch misses The cerulean kobold. The cerulean kobold's slash misses you. The cerulean kobold is spasming in shock. <34%hp 100%mn 66%mv> dirt Your kicked dirt nicks The cerulean kobold. The cerulean kobold is blinded by the dirt in his eyes! The cerulean kobold is writhing in agony. <34%hp 100%mn 66%mv> Your punch misses The cerulean kobold. The cerulean kobold's slash misses you. The cerulean kobold is writhing in agony. <34%hp 100%mn 66%mv> Your punch grazes The cerulean kobold. The cerulean kobold's slash misses you. The cerulean kobold is writhing in agony. <34%hp 100%mn 66%mv> Your punch misses The cerulean kobold. The cerulean kobold's slash misses you. The cerulean kobold is writhing in agony. <34%hp 100%mn 66%mv> Your punch misses The cerulean kobold. The cerulean kobold's slash scratches you. The cerulean kobold is writhing in agony. <31%hp 100%mn 66%mv> Your punch grazes The cerulean kobold. The cerulean kobold's slash misses you. The cerulean kobold is writhing in agony. <31%hp 100%mn 66%mv> Your punch misses The cerulean kobold. You lean to the right and dodge The cerulean kobold's slash. The cerulean kobold is writhing in agony. <31%hp 100%mn 66%mv> Your punch misses The cerulean kobold. The cerulean kobold's slash misses you. The cerulean kobold is writhing in agony. <31%hp 100%mn 66%mv> Your punch misses The cerulean kobold. The cerulean kobold's slash misses you. The cerulean kobold is writhing in agony. <31%hp 100%mn 66%mv> Your punch misses The cerulean kobold. The cerulean kobold's slash misses you. The cerulean kobold is writhing in agony. <31%hp 100%mn 66%mv> Your punch misses The cerulean kobold. The cerulean kobold's slash grazes you. The cerulean kobold is writhing in agony. <26%hp 100%mn 66%mv> Your punch misses The cerulean kobold. You lean back and dodge The cerulean kobold's slash. The cerulean kobold is writhing in agony. <30%hp 100%mn 77%mv> Your punch grazes The cerulean kobold. The cerulean kobold's slash misses you. The cerulean kobold is convulsing on the ground. <30%hp 100%mn 77%mv> Your punch misses The cerulean kobold. You scramble backward and dodge The cerulean kobold's slash. The cerulean kobold is convulsing on the ground. <30%hp 100%mn 77%mv> Your punch misses The cerulean kobold. You scramble backward and dodge The cerulean kobold's slash. The cerulean kobold is convulsing on the ground. <30%hp 100%mn 77%mv> trei   ri Your punch misses The cerulean kobold. The cerulean kobold's slash grazes you. The cerulean kobold is convulsing on the ground. <25%hp 100%mn 77%mv> p Your trip misses The cerulean kobold. The cerulean kobold is convulsing on the ground. <25%hp 100%mn 77%mv> trip Your punch misses The cerulean kobold. The cerulean kobold's slash grazes you. You sure are BLEEDING! The cerulean kobold is convulsing on the ground. <20%hp 100%mn 77%mv> You quickly stick your leg behind The cerulean kobold's left leg and trip him! Your trip scratches The cerulean kobold. The cerulean kobold is convulsing on the ground. <20%hp 100%mn 77%mv> dir Your punch grazes The cerulean kobold. The cerulean kobold's slash grazes you. You sure are BLEEDING! The cerulean kobold is convulsing on the ground. <16%hp 100%mn 77%mv> t Your kicked dirt nicks The cerulean kobold. The cerulean kobold is blinded by the dirt in his eyes! The cerulean kobold is convulsing on the ground. <16%hp 100%mn 77%mv> Your punch misses The cerulean kobold. The cerulean kobold's slash misses you. The cerulean kobold is convulsing on the ground. <16%hp 100%mn 77%mv> Your punch misses The cerulean kobold. The cerulean kobold's slash misses you. The cerulean kobold is convulsing on the ground. <16%hp 100%mn 77%mv> Your punch misses The cerulean kobold. The cerulean kobold's slash grazes you. You sure are BLEEDING! The cerulean kobold is convulsing on the ground. <11%hp 100%mn 77%mv> trip You hook The cerulean kobold's left ankle with your foot and trip him! Your trip grazes The cerulean kobold. The cerulean kobold is DEAD!! You receive 149 experience points. You hear The cerulean kobold's death cry. You get 60 silver coins from the corpse of The cerulean kobold. <11%hp 100%mn 77%mv> exam corpse The corpse of The cerulean kobold is lying here. The corpse of The cerulean kobold holds: A steel helm <11%hp 100%mn 77%mv> take al You no longer see in the dark. <17%hp 100%mn 88%mv> l corpse   pse You get A steel helm from the corpse of The cerulean kobold. <17%hp 100%mn 88%mv> The crimson kobold leaves east. <17%hp 100%mn 88%mv> wear welf m You do not have that item. <17%hp 100%mn 88%mv> wear steel You wear A steel helm on your head. <17%hp 100%mn 88%mv> sc You are Zeptaru the Snatcher. Level 8, 17 years old (21 hours). You are young. You joined Dark Mists 72 days, 20 hours, 0 minutes, and 14 seconds ago. Race: changeling Sex: male Class: thief You have 17% hit, 100% mana, 88% movement. You have 0 practices and 0 training sessions. You are carrying 3/37 items with weight 24/289 pounds. Str: 17(??) Int: 20(??) Wis: 21(??) Dex: 21(??) Con: 15(??) You have scored 19274 exp, and have 0 gold and 431 silver coins. You need 3190 exp to level. Wimpy set to 10% hit points. Hometown is Glyndane. You are standing. You are somewhat armored against piercing. You are somewhat armored against bashing. You are somewhat armored against slashing. You are somewhat armored against magic. You are neutral, and impulsively inclined. You are not affected by anything. <17%hp 100%mn 88%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] ( 6) A dusty map lies here. ( 3) You see a parchment on the ground. It looks like someone drew a map on it. A pit for sacrifices is here. A huge cityguard walks along the streets, watching for trouble. <17%hp 100%mn 43%mv> hide You attempt to hide. <17%hp 100%mn 43%mv> sneak You attempt to move silently. You begin sneaking. <17%hp 100%mn 43%mv> sit You sit down. <17%hp 100%mn 43%mv> l self This giant does his best to keep law and order. You see on his face a look of chiseled determination against the forces of chaos and crime, but also a look of need. Since the Glyndane aldermen lowered the pay of the cityguards, the old guards left and these new hires are not quite as buff against the forces of crime and chaos. Maybe the Mayor should have raised the taxes after all? Glyndane cityguard is in perfect condition. You peek at the inventory: Nothing. 0 gold coins, and 0 silver coins. <17%hp 100%mn 43%mv> sc You are Zeptaru the Snatcher. Level 8, 17 years old (21 hours). You are young. You joined Dark Mists 72 days, 20 hours, 0 minutes, and 28 seconds ago. Race: changeling Sex: male Class: thief You have 17% hit, 100% mana, 43% movement. You have 0 practices and 0 training sessions. You are carrying 3/37 items with weight 24/289 pounds. Str: 17(??) Int: 20(??) Wis: 21(??) Dex: 21(??) Con: 15(??) You have scored 19274 exp, and have 0 gold and 431 silver coins. You need 3190 exp to level. Wimpy set to 10% hit points. Hometown is Glyndane. You are sitting. You are somewhat armored against piercing. You are somewhat armored against bashing. You are somewhat armored against slashing. You are somewhat armored against magic. You are neutral, and impulsively inclined. You are affected by the following: Sneak <17%hp 100%mn 43%mv> exit Obvious exits: North - Temple of Balance West - Entrance to the Seminary <31%hp 100%mn 64%mv> quit Alas, all good things must come to an end. Connection closed by foreign host. $ exit Script done on Tue Aug 14 22:33:57 2007